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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7945129" data-attributes="member: 2209"><p><strong>Pathfinder 1e</strong></p><p></p><p>Pathfinder 1e Compilation[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces. (PRD Bestiary 1)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Bestiary 6)</p><p>Those tragic souls transformed by evil from beyond the mortal world or cursed by their actions in life to rise again after death. (Undead Revisited)</p><p>The spells animate dead, create undead, and create greater undead account for methods by which spellcasters can create a wide range of undead creatures—but the options granted by these spells are limited. With the GM’s permission, these can be adjusted to allow for the creation of additional types of undead. Doing so requires additional material components and spells (additional spells are cast as part of the casting time of the undead creation spell, but do not extend that spell’s casting time). (Undead Revisited)</p><p>Driven by all-encompassing hunger and murderous intent, spectral dead are corrupted souls that refuse to release their hold on the mortal world. (Undead Revisited)</p><p>No one knows what plants the seeds of darkness and decay that utterly corrupt the souls of mortals. Some speculate that the prenatal soul, like fruit left too long to ripen on the vine, can sour to malignancy long before its binding to a mortal shell, dooming the creature from birth to a troubled life of anger and deceit and, eventually, to undeath. Others theorize that mortal action alone allows this malignancy to take root, and lives spent unwisely in the service of dark powers corrupt the intangible sparks of divinity that rest in mortal hearts. Still others note that despair and madness—afflictions capable of bringing even the most pious and good-natured people to their knees, through no fault of their own—can lead to the unnatural shackling of a spirit to the mortal world. (Undead Revisited)</p><p>Once this metaphorical disease has festered within a soul, it becomes contagious, and some undead are able to pass their despicable gift on to the living, regardless of their victim’s former valor. While the positive energy of mortal humanoids can fight off the curse of undeath while they are still living, those slain by these powerful spirits sometimes have their souls instantaneously consumed by darkness, their corrupted spirits sloughing off their mortal shells to rise as the ghostly spawn of their slayers. (Undead Revisited)</p><p>Most undead began as living beings that were animated after death, arose again spontaneously after death because of some great emotion or unfinished business, or, while still living, willingly embraced undeath to stave off the looming hand of oblivion. (Undead Revisited)</p><p>For most people, death is a release, a passage into the just rewards of the afterlife. Yet not everyone who dies rests easy. Legends and campfire tales tell of those individuals too evil to die, or too twisted by pride or occult knowledge to cross over to the other side. These lost souls become the undead, plaguing the dark crypts or silent streets of cities and farm towns alike, feasting on the innocent or spreading their immortal contagion like a plague. (Undead Revisited)</p><p>Many wizards study necromancy to create undead, but some study the same arts to purge the stain of undeath. (Horror Adventures)</p><p>The domain morphs into a dark and twisted reflection of its lord, with dangerous landmarks and supernatural hazards mirroring the master’s temperament and personality infesting the landscape. Forests might become darker and more foreboding, full of misleading paths or gnarled oaks that grasp and tear at trespassers. Seemingly sentient fogs drift across the crags and crevices of the land, animating undead in their wakes, while bat colonies infest the domain’s caves and ruins. These hazards can shift and change over time as the land reacts to the moods and whims of the dread lord. (Horror Adventures)</p><p>But the most horrific fate of all can be found on Golarion itself in the form of an unpredictable and malignant curse—a blight for which a horrifying death is just the beginning. Souls that succumb to the foul influence of this curse risk spending eternity as the most repulsive of unnatural creatures: the undead. (Undead Slayer’s Handbook)</p><p>Unbeknown to most, undead are not just the evil spirits of the dead come back to haunt the living. Undead creatures are composed of an unusual blend of native and extraplanar forces. The shell of an undead creature is usually that of a mortal corpse on the Material Plane, but the malign energies that reanimate this frame stem from an entirely separate realm: the Negative Energy Plane, also known as the Void. If the Positive Energy Plane is the birthplace of all mortal souls, the Negative Energy Plane is a dark and terrible mirror of that shining plane. Just as the Positive Energy Plane (also called the Furnace and Creation’s Forge) creates life and cradles the Material Plane like a swaddled babe, the Void creates undeath in twisted mockery and harbors the Shadow Plane like a malign fraternal twin. (Undead Slayer’s Handbook)</p><p>Despite the origin of their power, few undead come directly from the Negative Energy Plane or the Shadow Plane. In fact, creatures native to those planes are rarely found on Golarion. While the occasional nightshade or devourer may find its way to Golarion, the majority of undead arise on the Material Plane from corpses reanimated by a mere touch of the Void’s terrible powers. (Undead Slayer’s Handbook)</p><p>The tendency of undeath to spread, whether through necromantic machinations, unholy spawning, or even bad luck, makes it necessary for the inhabitants of Golarion to stay ever wary of the undead. (Undead Slayer’s Handbook)</p><p>Most undead were once living. (Undead Slayer’s Handbook)</p><p>Undead are invariably evil, as are the means to create such beings. (Undead Slayer’s Handbook)</p><p>While many undead are reanimated unwillingly by body-thieving arcanists, gruesome diseases, or even other undead, the consummate undead arrive at this condition willingly. (Undead Slayer’s Handbook)</p><p>In one final act that sealed her [Illcayna Alonnor] status, she raised the cult members as undead and with them, pursued their former leader, Cileidia Iomandi. (Undead Unleashed)</p><p>In the years since her rebirth, the Wight Mother has expanded her cult and devised unique diseases and new forms of undead. (Undead Unleashed)</p><p>A dead body or spirit animated by an evil power. (Beginner's Box)</p><p>Nurgal's torso is deeply tanned and masculine, and he is rarely seen without a heavy mace, the head of which appears to be a miniature sun held in one four-fingered, taloned hand. This mace can deal horrific damage, scorching flesh and drawing moisture from the body so that those slain by the weapon instantly rise as sun-blackened undead slaves of the Shining Scourge. (Book of the Damned)</p><p>To the priesthood of Orcus, the lich is generally held as the height of power and the most glorious method of transcending life, not only due to the power a lich wields but also due to the simple fact that one must actually work to become a lich. Transforming into a lich requires patience, power, skill, and talent, and worshipers of Orcus often regard those undead spawned merely from being transformed by another undead creature via disease or otherwise as lesser incarnations of the undead state of being. To the worshipers of Orcus, there is no difference between a vampire and a leper. Vampirism is a disease, and like all diseases, it spreads most quickly among the weak—as a result, Orcus cultists maintain that vampires represent the weakest form of undeath. Accidental undeath ranks only slightly higher, but even then the lich who spent the majority of his living existence working toward a singular transformation feels jealousy and frustration over those who become ghosts simply by chance after death. To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic. They are not creations of mere chance or misfortune but calculated additions to the world, and as such their place in the church is much more valued. (Book of the Damned)</p><p>Fiendish lore holds that Ruzel’s tongue is so sharp he can turn living creatures into undead with a single well-aimed jest. (Book of the Damned)</p><p>Circiatto is an exceptionally gluttonous and ruthless fiend who consumes all enemies who stand in his way. Worse, the Glutton Slaver then vomits them back up as undead servants. (Book of the Damned)</p><p>Menxyr can pull forth bones from living creatures, animate the dead to serve his foul lusts, and even climb inside the bodies of the freshly dead to animate them and seduce those who mourn the loss of a loved one. (Book of the Damned)</p><p>The White Mountain, the highest point in Abaddon, reaches even higher than the peak housing the Cinder Furnace. This massive volcano belches forth neither ash nor lava but a miasma of corrosive, white-hot soul-stuff, spontaneously generated undead, and negative energy. The source of the White Mountain’s fury is unknown, and swirling rumors raise only more questions: they credit a lost artifact, the chamber of a dead or imprisoned harbinger, or another long-abandoned experiment by one of the Four. (Book of the Damned)</p><p>In reality, the carefully disguised proprietors—Carlissa, Melina, and Veria—are lioness-headed rakshasas who siphon a bit of life force from each customer who spends time at the Pillow. The sisters keep this life force in the form of stolen and bottled memories, which they store in magnificent amulets around their necks. Soon, after spending lifetimes collecting their unsettling bounty, the sisters plan to shatter their amulets, which will transform all of their living victims into undead scourges and turn those who’ve died into incorporeal undead poised to tear the city apart from within. (Book of the Damned)</p><p>Nabasu demons (also known as death demons or glutton demons) are dangerous for a spellcaster to conjure, though they are desirable as mighty combatants with strong battle and infiltration skills. They can become more powerful during their service, as well as recruit and create their own armies of undead slaves, so a spellcaster can quickly get in over his head should the nabasu manage to use its newfound power or minions to circumvent the strictures of its servitude. (Book of the Damned)</p><p>Conquered dungeons also often feature haunts or unquiet dead, especially if the former inhabitants were slaughtered during the invasion. (Dungeoneer's Handbook)</p><p>Whether from an ancient curse or fell necromancy, one of the most terrifying of all supernatural disasters is the undead uprising—the dead emerging from their graves to claim the living. This disaster can strike any area where the dead have been laid to rest, not just towns and cities. More than one blood-soaked battlefield has given rise to a legion of desiccated undead warriors. (Game Mastery Guide)</p><p>Heroes who perished in the battle against the uprising return as fearsome undead generals. (Game Mastery Guide)</p><p>Lastwall is a land of rolling grasslands, primeval forests, and ancient battle scars. Once a landscape of orc holds and Kellid city-states dotted with Taldan supply forts, the Whispering Tyrant began to steadily consume the territory after 3200 ar. Orc and Kellid populations were pressed or enslaved into service, with those who fell—either in battle of ill-fated rebellions— animated to serve mindlessly until their bones crumbled to dust. (Pathfinder Adventure Path: Tyrant's Grasp Player's Guide)</p><p>Members of a growing contingent of evil duskwalkers have been rejecting their inborn nature entirely, throwing in their lot with the sahkils, who delight in such perversion. These duskwalkers can lose the abilities that help them combat undead and gain powers better suited to inflicting fear, but such choices also have a chance of altering their ward against corruption in a particularly unsettling way. Such duskwalkers inevitably find that not only can they become undead, but that their deaths all but guarantee some form of unnatural unlife after death, often coming back as a ghost without such an entity’s classic inability to travel far from the place of its death. (Planar Adventures)</p><p>The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. (Planar Adventures)</p><p>Maybe there is no such thing as a soul, and all who die become ghosts unless some other event transforms them into specific undead creatures. (Planar Adventures)</p><p>Negative energy transforms a soul into a ghost, haunt, or other undead, while a plane’s raw quintessence turns a soul into a petitioner. (Planar Adventures)</p><p>Within the city of Questhaven there is a political enclave, called the Mar, which has a bizarre religious doctrine, involving a few special people who die of natural causes transforming into undead after one of their priests performs a special ritual. (101 Legendary Curses)</p><p>The rarest of the corrupted elementals are those formerly associated with the mysterious element of aether. These once bright, ethereal and mysterious creatures are now reduced to things of darkness, like clouds of nothingness with fangs and claws of black glass. The wraith-like abominations sow ruin in their wake and, most dangerously to every sentient race in the Aethera system, they corrupt aetherite into bizarre, toxic forms such as the undead-spawning netherite. (Aethera Campaign Setting)</p><p>Hundreds of species of dinosaur and megafauna prowl the wastes, along with drakes, elementals, and scores of undead born from famine, war, or worse. (Aethera Campaign Setting)</p><p>Netherite Radiation: Exposure to raw netherite is just as hazardous as exposure to aetherite. Creatures killed by the radiation can automatically rise as the undead (at the GM’s discretion), with more severe radiation potentially creating more fearsome foes. (Aethera Campaign Setting)</p><p>Occasionally, a funnel of netherite dust will be carried down from the Nethersphere without warning or obvious cause. Low-level storms will saturate an area with radiation similar to standard aetherite poisoning. Higher category storms produce random blasts of telekinesis which can flatten small structures or creatures. The worst produce bolts of negative energy which raise their victims as undead. (Aethera Campaign Setting)</p><p>Undead are a serious side effect of netherstorms and general netherite exposure. (Aethera Campaign Setting)</p><p>Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. (Alternate Dungeons: Haunted House)</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (Alternate Dungeons: Haunted House)</p><p>In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self‐loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder. (Alternate Dungeons: Haunted House)</p><p>Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic. (Alternate Dungeons: Haunted House)</p><p>For all of Marit’s wonders and achievements, her lore regarding the creation of undead has become the most integral to Mariton’s success. Skeletons, Zombies, Echohusks, and more sophisticated variants of these creatures have long filled Mariton’s armies, soldiers gathered from the corpses of fallen enemies and unworthy citizens. (Arcforge Campaign Setting: Far Flung Frontiers)</p><p>In a world so charged by magic and so tainted with a long history of conflict, undead are a potent and common threat on Vandara. Be they the products of rogue necromancers or freak surges of magic accompanying great violence or trauma, undead are recognized universally as a threat. (Arcforge Campaign Setting: Gods and Peoples)</p><p>This individual was named Wesmir, and he was a Maritish scholar who had studied the intricacies of divine magic since his youth. He was capable of creating and commanding vast undead legions, and also understood the many vulnerabilities they carried to healing and light magic. (Arcforge Campaign Setting: Gods and Peoples)</p><p>As a mortal woman, Cevnia was fascinated with arcane magic and studied amongst the elves to broaden her knowledge. Unfortunately, she chose to use this knowledge to control others by playing on their weaknesses. The elves eventually discovered her network of spies and blackmailers, but not before she was able to steal many secrets from the ancient elven libraries. She was exiled from the elven homelands, but set up her own college of magic, carefully building up her influence and extending her control. At the height of her powers, she began to study the nature of death. She perfected the art of necromancy, created the first undead and ultimately transformed herself into a vampire. (Atarashia – A Gazeteer)</p><p>Then came calamity… In the fertile jungles of the north, a sun goddess called Tlaneci arose, whilst in the ice flows of the south, where life was harsh, and night lasted for weeks, the god of darkness, Taggarik, came into being. Not content with ruling his portion of the Inner and Outer Worlds, he sought to gain complete control of the Inner World, which he considered to be his rightful domain. When the other deities refused to grant him sole dominion of the Inner World, he conspired with the powerful vampire wizard, Cevnia, who had stolen secret magics from the elves. Together they wrought a spell that shattered the Inner World, scattering the beings who lived there. The cycle of the Double Realm was broken, the Inner World replaced with the half-planes of the Ethereal Realm and the Shadow Realm. Taggarik made the Shadow Realm his own, and infected it with his evil power, although he was not able to realise his plan of creating a physical realm, powered by negative energy. (Atarashia – A Gazeteer)</p><p>The spirits of those who had dwelt in the Inner World could no longer be reborn into the Outer World. Some accepted Taggarik’s offer of a place in the Shadow Realm, and ended up trapped in a tormented half-life, partly physical and partly spirit. Some fled to the Ethereal Realm, eschewing any hope of a physical existence, although most were eventually given refuge in the planar abodes belonging to the deities. The least fortunate were transformed into undead creatures by Taggarik and Cevnia and forced into their service. The clerics of Taggarik specialise in creating undead, and many wizards seek the path of the necromancer, guided by the teachings of Cevnia, who achieved deity-hood herself as a result of the Shattering, as it became known. (Atarashia – A Gazeteer)</p><p>Cevnia continued her research, refining her methods and learning to create other types of undead. She made progress but was always hampered by the lack of suitable negative energy spirits. (Atarashia – A Gazeteer)</p><p>Once the Inner World was shattered, the barriers that prevented negative spirits from crossing back over into the Inner World before their time were severely weakened. This meant that undead could be more easily created, without the need for ghosts. Taggarik and Cevnia created armies of undead between them. When they began to lose the war, they hatched a desperate plan to increase the number of undead. They infected many of their minions with a curse which meant that when they slew a living being, the victim’s spirit was automatically drawn back, and its body would rise up as another undead. As the living fell, so they became part of the army of evil undead. (Atarashia – A Gazeteer)</p><p>Since the War of Life ended, the creation of undead is tightly controlled. This is part of the armistice agreement between the warring deities. Only a certain number of undead can be created, or brought into the Outer World, and their creation is more difficult and costlier. (Atarashia – A Gazeteer)</p><p>When the War of Life began, that great battle between life and undeath, the dwarves sided with Tlaneci, the goddess of the sun, and marched into battle on the central plains of the Jing Empire. This area was devasted by necromantic magic and became the Narwahr Expanse. Even now, the tortured bodies of dwarven warriors can be encountered as undead, shambling through the shattered terrain of the Expanse. (Atarashia Gazeteer – A Dwarven Guide)</p><p>A new tower being constructed in Galanatia Towers is actually a magical weapon of mass destruction that will kill everything in the city and animate them as undead. (Benetolia Gazetteer)</p><p>The witch goddess Talakasha is rumored to be the source of all true evil and undeath in the realm. (Cerulean Seas Indigo Ice)</p><p>Of course, if they do happen to die in the night on Pellatarrum, there is an increased chance the victim will return as an undead. (Claw Claw Bite 18)</p><p>Battles at night on Pellatarrum will carry greater casualties for both sides, with the increased possibility of the dead coming back as undead. (Claw Claw Bite 18)</p><p>Only an idiot fights the undead at night on Pellatarrum. They are stronger, do more damage, and have increased chances of turning you and your friends into abominations. (Claw Claw Bite 18)</p><p>Ghost Water is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature. (Dangers & Discoveries)</p><p>When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. (Dangers & Discoveries)</p><p>At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. (Echelon Reference Series: Inquisitor (3pp+PRD))</p><p>His kinship with death goes deeper than appearance as well, with the [gnoll] prophet able to compel the unliving to follow his commands or even create undead from the corpses of the fallen. (Echelon Reference Series: Oracle (3pp+PRD))</p><p>Creating undead requires the theft of another’s body and soul, and results in the creation of a creature who inherently seeks the torture and death of all living things. (Fantastical Creatures & How to Survive Them: A Student's Guide for Adventure and Study)</p><p>A fetish familiar uses all the base creature’s statistics and special abilities except as noted here. If a spellcaster with a fetish familiar dies, there is a 1% chance per caster level the spellcaster becomes an undead with a CR equal to its caster level -2. (Freeport Bestiary for the Pathfinder RPG)</p><p>Undead beings are once-living creatures animated by spiritual or supernatural forces. (Freeport Bestiary for the Pathfinder RPG)</p><p>Because of tenmei, dead nobles could only reincarnate into noble families. Yet the many deaths of the nobles, coupled with the undead nature of the rest, meant that there were not enough noble bodies into which the spirits of the nobles could be reborn so that, subsequently, even those that were slain often returned as undead spirits, ghosts and ghouls. (Game Master's Guide to Kaidan)</p><p>Kaidan is a land where men are beset on all sides by horror. Demons and monsters fill the dark forests and lurk in the shadows of the mountains. The dead do not rest easy and the undead control the seats of power. (Game Master's Guide to Kaidan)</p><p>When a character dies and has the option of being reincarnated [in Kaidan], use Table 7.4 to determine the method of reincarnation. About 1 in 10 times the character will be unable to be immediately brought back. Characters that think to abuse the ability to be reincarnated will eventually find themselves truly gone, or worse, they will become a yurei and haunt their former companions.</p><p>Player characters who should be reborn as nobles [in Kaidan] instead become yurei, unable to be appeased in any way. (Game Master's Guide to Kaidan)</p><p>PC Reincarnation Following a Violent Death [in Kaidan] 05-10. (Game Master's Guide to Kaidan)</p><p>Kaidan is a land where men are beset on all sides by horror. Demons and monsters fill the dark forests and lurk in the shadows of the mountains. The dead do not rest easy and the undead control the seats of power. (Game Master's Guide to Kaidan)</p><p>Once per day, a feast materializes on a table in a communal room. Depending on the temple’s alignment, the food provides the benefits of the heroes’ feast spell or acts as create undead should a PC eating the food die within 24 hours of consuming it. (GM's Miscellany: Alternate Dungeons)</p><p>Inside the corpse’s stomach is a half‐digested monster. The essence of this undead creature still lingers within the cadaver. The undead creature can be reanimated or restored with a DC 25 Knowledge (religion) check and onyx gems worth 25 gp per HD of the creature. (GM's Miscellany: Dungeon Dressing)</p><p>Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool. (GM's Miscellany: Dungeon Dressing)</p><p>An old lizardfolk tells younger lizardfolk scary stories about how dead lizardfolk who aren't properly eaten become vengeful undead. (GM's Miscellany: Village Backdrops V)</p><p>Needlebriar’s citizens toss anything they don’t consume into a field they loosely refer to as the Bone Pit. Occasionally these remains arise as horrid undead creatures. The creatures never attack the halflings, instead roaming the nearby countryside. (GM's Miscellany: Village Backdrops V)</p><p>Other forgotten tunnels host the undead remnants of prisoners trapped when the castle fell. (GM's Miscellany: Places of Power)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Gruesome Foes)</p><p>Most creatures can’t support a total-body fungus without dying. The exception is creatures of the construct, plant, or undead type as well as creatures of the fey type with ties to plants and nature. Corporeal creatures without these types (or fey without ties to nature) change their creature type to undead. (Gruesome Foes)</p><p>Undead obey the commands of the necromancer who raised them or the monster who spreads its curse to them. (Gruesome Foes)</p><p>Each soul slain by the Ruin joins the incoherent, riotous mass of undead aboard the once-mighty station, further enraging and maddening the Ruin. (Horrors of the Multiverse)</p><p>Cremating corpses to keep them from rising as undead. (Knowledge Check: Last Rites)</p><p>Some religions include the need to anoint the corpse as part of the funeral rites. The anointing is usually done by a priest or other religious leader, and involves placing oil, incense, perfume, or other holy liquids on various parts of the body, usually while saying a prayer. These anointing rites are usually to protect or cleanse the corpse after death, and in some areas serve as proof against reanimation as undead. (In an ironic twist, very similar rites are usually used to create undead). (Knowledge Check: Last Rites)</p><p>Simply put, cremation is burning a body until there is nothing left to burn. There are several ways to accomplish this, but in a typical medieval setting the most common is to build a pyre of some sort, place the corpse on top, and set it alight. Cremation is the funeral rite of choice for religions heavy on fire symbolism, while a few instead use it to free the spirit by removing the body it was attached to. As a side benefit, it also tends to keep them from coming back as undead. (Knowledge Check: Last Rites)</p><p>In Xaotawn, the barrier sentinels are trained to guard the royal families—all of whom are undead thanks to a curse resulting from their king’s misguided actions. (Lands of Theia)</p><p>There are currently 7 royal families recognized by the people of Xaotawn. Each was transformed into undead befitting their natures and the areas at which they continue to exist. (Lands of Theia)</p><p>The spies that infiltrate the cursed section of Xaotawn have been returning with disturbing news. The undead armies of Xoxanis have been collecting corpses in the old mines, graves, and shipwrecks in the oceans around Xaotawn to create an unliving force the likes of which Theia has never seen. (Lands of Theia)</p><p>But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. What remained of the people surrounding the survivors was now a macabre collection of zombies, skeletons, and other myriad undead beings. (Lands of Theia)</p><p>After the curse swept through Xaotawn there were those who fought back. The fact that the emperor had participated in an unholy ritual and transformed the royal families into undead monsters was too vile to live with, and many of the still-living fled to the western coastline of their country’s largest island. (Lands of Theia)</p><p>When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead. (Lands of Theia)</p><p>In Xaotawn, the barrier sentinels are trained to guard the royal families—all of whom are undead thanks to a curse resulting from their king’s misguided actions. (Lands of Theia World Primer)</p><p>When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead. (Lands of Theia World Primer)</p><p>The restless spirits of the shattering. (Legendary Worlds: Carsis)</p><p>Hidden deep within its depths is Ghostcaller, an absurdly powerful lute whose music has the power to create undead. (Legendary Worlds: Jowchit)</p><p>Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet. (Legendary Worlds: Terminus)</p><p>A deadwood’s power over the undead is awe-inspiring. Its influence over a forest is so strong that the body of any animal or person who falls dead within miles of a deadwood rises as undead creatures, which will most likely spend the rest of their existences guarding the deadwood. (Malevolent and Benign)</p><p>Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary. Some believe they would gain permanent command over the dead and others that they would be transformed into strange, powerful, and unique undead. (Malevolent and Benign)</p><p>2,000 years ago, the humans of Eltra were transformed into undead creatures when King Alcor cast a forbidden spell at the behest of the Archdevil Garloch and transferred the life essence of his subjects into himself, elevating him to godly status. The majority of the nation were transformed into all manner of undead, but the aristocratic ruling class were transformed into powerful vampires. (Manastorm: World of Shin'ar (PFRPG))</p><p>The Archdevil Garloch, upon finding the growing kingdom, with their cruel and selfish solutions, began to speak to King Alcor, whispering of unlimited power from a single source: souls. Although Garloch intended to take this power for himself, when King Alcor began casting the spell and drew the souls of his citizens out, he instead took them into himself, becoming a god and, in turn, snubbing the Archdevil. While the common people were transformed into all manner of undead, the noble houses were gifted with immortality in the form of a magical vampirism. (Manastorm: World of Shin'ar (PFRPG))</p><p>The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. (Manastorm: World of Shin'ar (PFRPG))</p><p>The rest were killed and raised as undead, set to wander in the ruins to deter any future use of the site.</p><p>The few survivors were shackled and shipped back to Atlantis, and a small group of Atlanteans sent by the Boule raised a large crystal monolith at the center of the island, ultimately sacrificing a dozen Meek'ah and Illumnarus to infuse the monolith with their blood, causing the entire island to radiate a unholy presence. (Manastorm: World of Shin'ar (PFRPG))</p><p>Nothing will ever grow here, and any who perish on its shores are doomed to rise as the undead. (Manastorm: World of Shin'ar (PFRPG))</p><p>The very ground is cursed, as anything that dies in the Umbral not only rises as an undead being, but is empowered by demonic energy, making it all the more difficult to destroy. (Manastorm: World of Shin'ar (PFRPG))</p><p>Each member of the cult must ingest small amounts of snake venom every day to build up tolerances to the poison, and one in ten cultists die from the venom. Those weak few are raised as undead to forever serve Vesh. (Manastorm: World of Shin'ar (PFRPG))</p><p>The Ezeru of Eltra are another unfortunate byproduct of the soul stealing spell cast by King Alcor. While the human population transformed into all manner of undead beings, the monstrous inhabitants of the kingdom were warped and twisted; fused together in a jumble of miss-matched limbs and body parts. (Manastorm: World of Shin'ar (PFRPG))</p><p>The PCs’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. (Marshes of Malice)</p><p>The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities. (Midgard Worldbook for 5th Edition and Pathfinder)</p><p>The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead. (Midgard Worldbook for 5th Edition and Pathfinder)</p><p>Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok. (Midgard Worldbook for 5th Edition and Pathfinder)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Modern)</p><p>Two energy planes exist: the Positive Energy Plane (from which the animating spark of life hails) and the Negative Energy Plane (from which the sinister taint of undeath hails). (Modern)</p><p>Death spells are forbidden in most areas and deal directly with death and the dead. They can be used to contact ghosts, animate dead tissues and even create undead. (Modern)</p><p>Some claim that an artifact in the Mage Vaults is to blame, animating the dead each night. Others say the Night Hag has levied a horrible curse upon the dead within the city. Still others claim the Shadow Tower, charged with maintaining the Barrowdelve, botched a magical ritual deep within the decaying crypts. (Mor Aldenn Setting Guide)</p><p>She tells the PCs that she fears that the individuals plundering the burial mound may be disturbing the final resting place of Gurdkin Feycleaver, an ancient dwarf thane with a reputation for savagery and evil. Myths and legends claim that the covetous royal vowed to defend his earthly treasures even after he departed this world. Naturally, she is very worried that Gurdkin may fulfill his promise and return to the land of the living as an undead horror. (Mountains of Madness)</p><p>For Thanopsis, the act of dying irreparably corrupts the individual, regardless of whether the soul embarks on an eternal journey into the afterlife or not, or the body or spirit is reanimated by an arcane or divine force. (Mountains of Madness)</p><p>The building’s current resident transformed some of his former colleagues into his undead servants.(Mountains of Madness)</p><p>The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters. (This is a false rumor.) (Mountains of Madness)</p><p>The Khemitites, the library’s builders, were obsessed with the afterlife. Those unwilling to pass onto the next world were sometimes transformed into undead monstrosities. Mummification was also a common practice, and it was not uncommon for the dead to arise from their coffins and terrorize the living. (Mountains of Madness)</p><p>A bloody victory darkens the terrain or feeds a rush of new plants or the arising of undead in the days that follow. (Mythic Marvels)</p><p>Awakening a slain foe as an undead creature might be an unpleasant side effect of a mythic trial, or it might be a useful way to keep a dangerous creature from returning to life in a more dangerous form and a way to keep an important location defended from interlopers. Undead created by mythic trials generally receive a mythic template and reform 1d10 days after being destroyed unless slain by a mythic creature. In a similar fashion, haunts (Pathfinder Roleplaying Game: GameMastery Guide and Pathfinder Roleplaying Game: Horror Adventures) are often created by traumatic mythic trials or failed attempts at mythic trials. In general, the challenge rating of a haunt or undead left behind by a mythic trial is not much higher than the challenge rating of the climactic encounter of the mythic trial; usually, they are lower. (Mythic Marvels)</p><p>Any creature slain by [Hela's] breath weapon arises as an undead with Hit Die roughly equal to the slain creature and under Hela’s control within 1d6 rounds. Hela may choose which undead are created from each slain creature. (Nemesis Unleashed Volume II)</p><p>Hela is a goddess of death and the undead. She may call and create undead servants with an ease, and in numbers impossible for mortal necromancers. (Nemesis Unleashed Volume II)</p><p>It only requires one minute for Hela to use create undead, and only a single hour for her to use create greater undead. In addition to the normal options provided by the spell, she may create any undead desired up to CR 25 in this manner. (Nemesis Unleashed Volume II)</p><p>Undead raise due to the necromantic energy in the meteor. (Obsidian Apocalypse)</p><p>The new Obsidian Veil bars all divine traffic of souls and prayer, preventing any deity from seeing or hearing a thing, and cutting them off from gaining power from their followers. The souls of the departed do not pass the Obsidian Veil into other worlds; they either dissipate into the ravaged world-aura of the planet or become infused with negative energy and return as the motivating forces for yet more undead. (Obsidian Apocalypse)</p><p>Abaddon is a world of final destinations, from which even the souls of the dead cannot escape. Those who fall are doomed to rise and join the ever-swelling ranks of the undead. (Obsidian Apocalypse)</p><p>Agent of Chaos Creature's Chaos field power mishap number 50. (Pathways Bestiary)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Pathways Bestiary)</p><p>Vampiric Sorcerer Bloodline Ruler of the Night power. (Ponyfinder Campaign Setting)</p><p>Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living. (Ponyfinder Campaign Setting)</p><p>The largest concentration of the undead is among the Ruined Cities in the South, all of which have been animated by the Ghoul Stone (and the necromantic energy it channels from Neinferth directly into Midgard). (Rhune Dawn of Twilight Campaign Guide)</p><p>The Ghoul Stone was raised above the former cities in 166 YUR by invading cultists, draining the life force from the cities below it and leaving South Pointe, Way Pointe, and Way Station undead wastelands. Today, many Vitkarr believe the Ghoul Stone acts as a giant magical gate, one that links Neinferth to Midgard, channeling negative energy directly into the former cities and damning all who enter to a fate worse than death. (Rhune Dawn of Twilight Campaign Guide)</p><p>While all of the Thrall Lords were transformed into their current states in the awful crucible of the Great Void, Felashurann is the one among their number who chose to remain behind, and so became the closest thing Neinferth has to a master. He is perhaps the most active of the Thrall Lords within his chosen domain, endlessly on the hunt for new flesh to warp and transform into the undead horrors with which he bolsters his army for the coming final battle of gods and men. (Rhune Dawn of Twilight Campaign Guide)</p><p>Many Vitkarr believe that the Ghoul Stone that hovers above the Ruined Cities on Midgard draws its power directly from Neinferth, acting as a conduit for this twisted realm. While none know for sure, this realm clearly displays ties to the entropic energies that animate the dead. (Rhune Dawn of Twilight Campaign Guide)</p><p>When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. However, their mastery is so great that they can force spirits back into the material realm to create undead seemingly at will. (Scarred Lands Player's Guide (Pathfinder))</p><p>Surrounding the city of Lokil, this wasteland was once the westernmost boundary of the great nation of Zathiske. Today, the broken plains teem with undead and angry wandering spirits, some of whom were once travelers themselves seeking the city of necromancers, Hollowfaust, which rests at the northern end of the fields. Like the Devil’s March to the west, this region played host to several great battles during the Titanswar, and countless fallen warriors have been risen up by the necromantic energies of the nearby March, as well as Hollowfaust and Glivid-Autel to the north and east. (Scarred Lands Player's Guide (Pathfinder))</p><p>The Sentencer Devil can use its baleful polymorph ability to transform a victim into virtually any form it wishes, often transforming the victim into 1 HD animated objects, elementals, constructs or undead rather than animals. (Secret Soldiers)</p><p>The bodies of fallen elven warriors were harnessed by necromantic magic and thrown into the fray against their living kin. (Slaughter at Splinterfang Gorge (PF/5E))</p><p>Necromancy: These spells deal with death, dying, decay, despair, disease, communication with spirits beyond the grave, the unnatural manipulation of bodies (living or dead), the transference of life essence, and the creation of undead. (Sovereign Stone Campaign Setting Core Rulebook)</p><p>Butcher’s Bride (The Blight - Pathfinder)</p><p>This madwoman vanished into the night about ten years ago and has remained unseen since. Her speciality was disembowelling her victims and creating undead statuary from them. (The Blight - Pathfinder)</p><p>The creatures that dwell here are feral, unlikely to be humanoid, and are joined by myriad types of undead that occupy the swamp due to the long practice of bog burials conducted by the Great Cemetery in the Hollow and Broken Hills. (The Blight - Pathfinder)</p><p>His small cult, the Cult of Revenants, actively seeks to bring the unwary to their destined vengeance much sooner than their natural lifespan would otherwise warrant. If they catch a lone victim, they force this doctrine upon him by sacrificing him to “unleash their thwarted justice.” That these victims rarely volunteer and that the undead creature created from the sacrifice simply serves as a slave to a member of the cult is disregarded by its members. (The Blight - Pathfinder)</p><p>All those who worship the god are bound by a terrible dark pact they commit to in blood and soul when they become an acolyte of Flense. The pact grants the worshipper a terrible retribution. Upon dying, the devotee of Flense is reborn anew as a “revenant” creature, torn from the mortal body of his unworthy subject to become a thing of vengeance. The creature the devotee rises as is always free-willed and equal to the CR of the cleric in life +1. Such new forms are not bound by a requirement to be undead (though frequently they are undead) and can come in any form the god chooses on a whim. Usually the form given is most commonly associated in some way with the life or personality of the deceased follower. For example, a follower who lives far away from civilisation may return as a dire animal bent upon vengeance. (The Blight - Pathfinder)</p><p>In addition to all of the above, since the passage of The Corpse [Laying to Rest] Act of 1770, the Carcass has also served as a repository of stinking, rotting bodies claimed by the City for failure to pay the Death Duty, but for which it currently has no immediate use. Instead, tens of thousands of mouldering corpses lie heaped in niches, half-made catacombs, abandoned wells and oubliettes and virtually every other sort of space imaginable, while the infestation of rats, ghouls, and Blight ghoulsTOBH, and many spontaneously forming undead, is almost unthinkable. (The Blight - Pathfinder)</p><p>He believes Mother Grace brought undead into the world to cleanse it of its mortal sins, but keeps this belief secret. (The Blight - Pathfinder)</p><p>Inside, the place is crammed with Leptonia and Sallow’s artwork. The vampire spawn has a peculiar artistic trick involving abducting waifs and strays, drugging them with a concoction or chloroform* and oil of taggit, and embalming them in a substance made from equal parts lime concrete, clay, and an alchemic discovery known as Blight grasp. This substance hardens very quickly (in a matter of minutes), and Algernon has been using it to create living statues — slowly engulfing his victims in the stone substance over a period of weeks, and eventually covering them completely, thoughtfully providing an air hole for them to breathe through to enjoy his work to the last and infuse the statues with the occasional angry spirits. That this process occasionally creates an undead merely adds to Algernon’s belief that he is a living (or more accurately, unliving) genius. (The Blight - Pathfinder)</p><p>Mists cloak the isle above, and the dour spirits of the fallen, the regretful, the wicked, and the innocent sing through the air. These only occasionally manifest as undead, but feel free to have shapes and faces loom out of the mist. (The Blight - Pathfinder)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (The Genius Guide to the Talented Bestiary)</p><p>Create Spawn monster ability. (The Genius Guide to the Talented Bestiary)</p><p>Perhaps a player character gets killed by an undead, and arises as an intelligent freewilled spawn.</p><p>Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. (The Mad Doctor's Formulary)</p><p>Priests of undeath serve as conduits of unholy power for their masters, bestowing undeath, through spells, to those followers who have pleased them and their lord. (The Secrets of Adventuring (PFRPG))</p><p>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. (Tome of Adventure Design)</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> (Tome of Adventure Design)</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> (Tome of Adventure Design)</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> (Tome of Adventure Design)</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> (Tome of Adventure Design)</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> (Tome of Adventure Design)</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. (Tome of Adventure Design)</p><p>Cemeteries and graveyards are well known for their concentration of negative energy and it is this, rather than the mere presence of the buried dead, that can cause all manner of creatures to rise from their graves to haunt the living. (Tome of Horrors 4)</p><p>When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. (Two Dozen Dangers: Haunts)</p><p>Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. Crew members who have proven themselves especially terrible in life remain on board the ship as undead mockeries of their former selves. (Wayfinder Bestiary)</p><p>Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. However, among those rare few, some choose to delve into the depths of deathless hunger. There they find dark enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings. (Wayfinder Bestiary)</p><p>The unburied dead are not only a vector for mundane disease, but may become hosts to undead maladies. (Westbound)</p><p>Creating undead requires the theft of another’s body and soul, and results in the creation of a creature who inherently seeks the torture and death of all living things. (Wizard's Academy)</p><p>From out of the dark and forbidding heavens a great meteor, black as night itself, carved through Abaddon’s atmosphere, calved into massive sections and rained down upon the world in great shards. It obliterated cities, shattered the living rock, sent tidal waves swamping over islands and drowning the coasts, ignited volcanoes and set the ground quaking for more than a year. (World of Obsidian Twilight (PFRPG) Preview)</p><p>Over 85% of the sentient population of Abaddon was killed in moments and no sorcery, no prayer, no force of arms nor cunning with the builder’s craft could stand against the destruction. Those who survived found themselves in the ruins of civilization, surrounded by the corpses of their nations, overwhelmed by death and living beneath a soot-black sky. (World of Obsidian Twilight (PFRPG) Preview)</p><p>Their suffering did not end there. The meteor was a black, hellish thing, infused with vast amounts of necrotic energy. The survivors watched in horror as the power of the meteors fragments and its dust began to raise the dead and few of the remaining cities survived the onslaught of their own deceased. (World of Obsidian Twilight (PFRPG) Preview)</p><p>A character suffering from the curse Death’s Disrespect has made the terrible mistake of speaking too soon the name of one who has recently died—a terrible sign of disrespect. The curse manifests via the body or spirit of the dead returning as an undead and attacking the victim of the curse. (Pathways 23)</p><p>At 20th level, the bone witch completes her transformation into a creature of unlife. She turns into an animate skeleton and gains the undead type. (Wayfinder 7)</p><p>Unfailing Deathless power. (Scarred Lands Player's Guide (Pathfinder))</p><p><em>Animate Dead</em> spell. (Modern)</p><p><em>Create Greater Undead</em> spell. (The Genius Guide to the Talented Bestiary)</p><p><em>Create Undead</em> spell. (The Genius Guide to the Talented Bestiary)</p><p><em>Curse of Undeath</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Curse of Undeath</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Curse of Undeath</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Curse of Undeath</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Curse of Undeath</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Curse of Undeath</em> spell. (Echelon Reference Series: Witch Spells Compiled (3pp+PRD))</p><p><em>Defile</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Defile</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Defile</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Life to Undeath</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Life to Undeath</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Life to Undeath</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Life to Undeath</em> spell. (Echelon Reference Series: Witch Spells Compiled (3pp+PRD))</p><p>Mythic <em>Create Undead</em> spell. (Mythic Magic Core Spells)</p><p>Mythic <em>Create Greater Undead</em> spell. (Mythic Magic Core Spells)</p><p>Mythic <em>Soulreaver</em> spell. (Mythic Magic Expanded Spells I)</p><p><em>Obliterate Soul</em> spell. (Book of Lost Spells)</p><p><em>Obliterate Soul</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Shadow of Duty</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Shadow of Duty</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Shadow of Duty</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Shadow of Duty</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Shadow of Duty</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Vault of Flesh</em> spell. (Game Master's Guide to Kaidan)</p><p><em>Witchblade</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Witchblade</em> spell. (Echelon Reference Series: Witch Spells Compiled (3pp+PRD))</p><p>Dance of the Dead feat. (Undefeatable 3: Bards)</p><p>Dance of the Dead feat. (Undefeatable: The Collected Feats Sourcebook)</p><p>Necrotech Transformation feat. (Magitech Archetypes)</p><p>Pitiless Economies feat. (Intrigue Archetypes)</p><p>Sun-Dead feat. (The Book of Many Things Volume 2: Shattered Worlds)</p><p>Undead Familiar feat. (Lords of the Night)</p><p>Death's Disrespect legendary curse. (101 Legendary Curses)</p><p>Ghostwater Drug creation. (Two Dozen Dangers: Drugs)</p><p>Dirge of the Dead Bardic Performance. (Legendary Bards)</p><p>Blessing of Unlife major witch talent. (The Genius Guide to More Witch Talents)</p><p>Empath Medium Supreme Zeitgeist Ramtik the Eternal Cycle spirit power. (Arcforge Campaign Setting: Far Flung Frontiers)</p><p>Hordelord Descent to Undeath ability. (Ultimate Commander)</p><p>Necrotic Warrior Undead Champion power. (Player's Guide to Kaidan)</p><p>Mass Reanimate Death Sphere talent. (Spheres Bestiary: Fey and Feyfolk)</p><p>Reanimate Death Sphere talent. (Spheres Bestiary: Fey and Feyfolk)</p><p><strong>Devourer:</strong> Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation. (PRD Bestiary 1)</p><p>Only the bravest and most powerful adventurers dare step beyond the boundaries of the known planes, into whatever darkness lies beyond. Most who do so never return—yet some, especially the evil ones, come back changed and twisted. (Undead Revisited)</p><p>Information about this otherness is almost completely unavailable, with even the gods seemingly deaf to most questions, yet there are always a few who to decide to see for themselves. When powerful fiends and evil spellcasters undertake this quest, some come back and report nothing but vast expanses of ... well, nothing. Others don’t return at all. Yet some—the foulest ones, or those who become lost beyond the multiverse’s reaches—find something out there that changes them. (Undead Revisited)</p><p>Though devourers never discuss just who or what they’re talking to, many suspect their madness rises from a lingering connection to whatever sinister, alien entity or force made them what they are, and the devourers themselves sometimes let apparent titles slip, with appellations like the Dire Shepherd or the Wanderer Upon the Stair. (Undead Revisited)</p><p>Devourers’ origins are shrouded in mystery. While spellcasters may create them through the usage of create greater undead spells, exactly what occurs during these rituals is unclear, and it’s possible that devourers are more called into being than physically created—certainly it’s more than just a simple matter of animating a corpse. (Undead Revisited)</p><p>Unlike many other forms of undead, devourers do not form spontaneously, nor do they breed or spawn. Rather, they begin as either one of two creatures: a terribly evil mortal spellcaster or an actual fiend. Those of either category who find themselves lost in the hinterlands of the cosmos sometimes return as devourers. (Undead Revisited)</p><p>They do not find their rebirth, their unholy transfiguration, in a specific place or plane. Rather, far beyond the knowledge and sight of mortals or outsiders, they experience some sort of transformative gnosis, realizing some infectious idea that simultaneously destroys and recreates them with a new form and a new hunger. Whether or not there might be something out there that actively calls to them, compulsively drawing them to its presence and making them into what they are, is anyone’s guess, yet it would explain why only evil outsiders and spellcasters seem to be susceptible, and also potentially why the strange mannerisms of the devourers who return to the planes seem more than simple madness. (Undead Revisited)</p><p>Those devourers created (or potentially called from elsewhere) by magic share all the traits and madness of their transformed kin, a fact that has confused spellcasters for generations. Some scholars have pointed out that specific details of these magical rituals have certain traits in common across all schools of magic and faith, leading some to believe that the ability to create devourers may have been introduced long ago as a single spell, perhaps provided by whatever malign forces lurk beyond the planes. (Undead Revisited)</p><p>Devourers, who form from the spirits of powerful spellcasters and fiends that venture into the darkness beyond the planes and come back forever tainted. (Undead Revisited)</p><p>Fiend transformed by dark corners of the multiverse. (Undead Slayer’s Handbook)</p><p>Other hungry undead are created through the fell influence of dark, otherworldly energies. Just as the deity Dou-Bral returned from the Dark Tapestry as the corrupt Zon-Kuthon, dark alien energies at the edges of the cosmos may warp evil mortals or fiends, transforming them into devourers or worse. (Undead Slayer’s Handbook)</p><p>Those fiends and evil spellcasters who find a break in the Astral Plane and escape beyond the Outer Sphere sometimes return, twisted and transformed into devourers. (Planar Adventures)</p><p>Devourers are the husks creatures that have been shattered and remade by forces beyond the ends of the multiverse. (Advanced Bestiary)</p><p>Undeterred, Thozzaggard used his magic to transport himself into the cavern behind the door. This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature. (Dunes of Desolation)</p><p>Countless millennia ago, Thozzaggard also found the watery star; however he succumbed to its power and became an undead abomination. (Dunes of Desolation)</p><p>In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door. (Dunes of Desolation)</p><p>This onyx‐encrusted sarcophagus casts create greater undead on the body within to create a devourer when a certain prophesy is completed. This effect works once before the sarcophagus’ magic is consumed. The onyx crumbles to dust if removed from the sarcophagus. (GM's Miscellany: Dungeon Dressing)</p><p>A creature slain by the Megadeath Ruin rises as an uncontrolled undead 1d4+1 rounds after its demise. The type of undead created is up to the game-master, but is typically a very high level undead capable of creating its own spawn, such as a Bodak, Devourer, Wraith or similar threat. (Horrors of the Multiverse)</p><p><em>Create Greater Undead</em> spell, caster level 20th or higher. (PRD Bestiary 1)</p><p><em>Animate Dead IX</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>[Create Greater Undead</em> spell, caster level 20th or higher. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Clerics (PRD Only))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Inquisitor (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Create Greater Undead</em> spell, caster level 20th or higher. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Summoner (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Wizards (3pp+PRD))</p><p><em>Raise Undeath</em> spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words)</p><p><strong>Ghost:</strong> When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. (PRD Bestiary 1)</p><p>"Ghost" is an acquired template that can be added to any living creature that has a Charisma score of at least 6. (PRD Bestiary 1)</p><p>Interestingly, a great number of ghosts and revenants owe their undead existence to the depredations of mortal killers who later became mohrgs, and it’s not unheard of for a revenant to hunt a mohrg, or for a ghost to assist adventurers in tracking down the unholy reanimation of its killer. (Undead Revisited)</p><p>More than merely wayward souls cast from the cycle of eternity by random chance, the vast majority of ghosts manifest for a purpose—whether one of their own desires or born from the method of their deaths. So-called “ghost stories” often tell of souls lingering upon the mortal world in an attempt to put right some injustice—typically whatever evil led to their deaths—or to prevent some terrible fate. Yet the circumstances leading to the appearance of a ghost need not be so iconic. Although the mysteries of death may never be fully understood by mortals, the most significant requisite in a ghost’s appearance seems to be extraordinary circumstances of trauma surrounding its death. Such a condition need not be a torturous murder or a violent betrayal—the knowledge of a great responsibility or the jeopardized life of a loved one can potentially prove sufficient cause to compel a soul to linger on past its physical capacity. (Classic Horrors Revisited)</p><p>Aside from personal determination, extreme circumstances might also lead to the formation of ghosts. Tales of unquiet battlefields, ghostly ships, and whole haunted cities typically arise from some manner of terrible collective ordeal. Such conditions must be exceptionally painful or damaging to the mortal mind, as not every fallen fortress or disaster-scoured community results in some mass haunting. While individual ghosts typically require some measure of personal connection, suffering, or desire to bind them to the land of the living, such is lessened for ghosts created en masse. The shared experience of multitudinous lesser horrors are seemingly significant enough to match the singular distress of a lone spirit, allowing large groups of spirits to manifest due to an incident of extreme shared emotion or disturbance that might not provoke the ghostly manifestation of an individual. (Classic Horrors Revisited)</p><p>Restless soul longing to resolve a great injustice. (Undead Slayer’s Handbook)</p><p>The incorporeal undead are those souls whose very cores have been warped by the Negative Energy Plane, and who now rove the Material Plane as cruel, disembodied spirit beings—ghosts, w[raith]s, and spectres being those more often encountered. (Undead Slayer’s Handbook)</p><p>To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew. (Undead Slayer’s Handbook)</p><p>These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths. (Undead Slayer’s Handbook)</p><p>When Sarkoris fell and the Worldwound subsumed it, the new wasteland became home to more than demons. Among the creatures perverted by the taint of the Abyss was one of the former Kellid nation’s most elite socialites, the Forlorn elf Imaloka Ghalmont-Neverhome, patroness of the floating pleasure palace known as the House of Reflections. A century after her death and the sinking of her illustrious home, Imaloka and her final guests still haunt the ruined barge in undeath—but the former hostess is now a banshee and her guests are ghosts or worse. (Undead Unleashed)</p><p>Born to retired elven adventurers Merania and Telderal Ghalmont, Imaloka spent her earliest days listening to fantastical tales of derring-do from both her parents. When Imaloka was still mere decades old, her father convinced her mother to come out of retirement and hunt down a green dragon that had been terrorizing the countryside near Storasta, their home. They left Imaloka in the care of human neighbors, promising to return in a month’s time. That was the last Imaloka saw of her parents. (Undead Unleashed)</p><p>Within only a few years, she had been fully adopted into the Neverhome hold, and lived the rest of her life Forlorn, ever wondering what a fully elven life would have been like. After several generations of her adopted family members died of old age, Imaloka left Storasta for the Sarkorian Steppe in northwestern Sarkoris, with the aim of living a libertine life of opulence, decadence, and only shallow relationships with fellow revelers rather than risk watching more loved ones pass into the Boneyard. (Undead Unleashed)</p><p>When she came across the twin lakes known as First Rains, Imaloka found a location both beautiful enough to inspire her future guests with its magnificence and remote enough that the pleasure palace she envisioned would become a destination for Sarkorians and foreigners alike. With the wealth inherited from her parents upon their presumed deaths, Imaloka commissioned the construction of a floating manor house the likes of which Sarkoris had never seen. The need for buoyancy mandated smaller rooms than Imaloka desired, so she had many of the walls covered floor to ceiling in shimmering mirrors. She had the mirrors enchanted such that they would accentuate the beauty in those who gazed upon their reflection within, hiding their flaws. Thus did her pleasure barge earn its name—the House of Reflections. (Undead Unleashed)</p><p>For nearly 200 years, Imaloka hosted some of the most elite galas north of Oppara, and aristocrats from nations as far from Sarkoris as Jalmeray, Osirion, Cheliax, and Qadira traveled for months in order to attend them. Some parties lasted for weeks, and some had so many guests they couldn’t all fit in the House of Reflection’s limited second-floor quarters and bound their vessels together alongside the buoyant manor, creating a flotilla of debauchery. Once per year, Imaloka hosted the “Lock-In Ball,” a gathering so elite that invitations were magically encrypted to prevent them from changing hands or being forged, and only those select nobles she invited were granted entry. At the start of the Lock-In Ball, the doors to the House of Reflection were sealed for 2 weeks during which she feted the revelers lucky enough to be invited, and under no circumstances was anyone allowed in or out until the gala ended. (Undead Unleashed)</p><p>It was during one such Lock-In Ball that the world changed forever. The Worldwound opened in Sarkoris, and in mere days, the land fell to the demonic hordes. Fearing for her own safety and that of her guests, Imaloka tightened the House of Reflection’s defenses. She increased the efficacy of the doors’ locks, and had her servants set aside their trays of food, musical instruments, and bottles of wine to construct barricades over the windows and the iron latticework of the east wing’s solarium. When the time came for the Lock-In Ball to end, Imaloka maintained the lockdown, and just as none were allowed to come or go during the gala itself, none of her guests were permitted to leave from that point on. (Undead Unleashed)</p><p>The elite from across Avistan and Garund, now prisoners in the very pleasure palace they’d paid such a price to be locked in only weeks prior, grew angry quickly, demanding that Imaloka release them. She did not waver in her dedication, and took increasingly dire actions to quell the growing rebellion. Perhaps influenced by the miasma of Abyssal chaos that enveloped the land, the once-gracious hostess quickly became a tyrannical warden, who eventually struck a Taldan duchess dead with a broken wine bottle rather than allow her to escape out an upper-story window. (Undead Unleashed)</p><p>Imaloka’s cruelty and lack of remorse for her actions pushed the remainder of her guests into open revolt. Armed with broken furniture, candelabra, and the cutlery they once used at dinner, the guests stormed the House of Reflections’s lowest level, home to the palace’s servants and the engineers who kept the barge afloat. In an effort to find egress from their jail, they inadvertently ruptured one of the key floatation devices supporting the western wing of the structure. The west wing collapsed upon the servants guarding the kitchen and the upper floor’s guest quarters were thoroughly destroyed. Shortly thereafter the eastern tower stairwell leading to the second floor toppled into the lake. In less than an hour, the entire House of Reflection sank to the lake’s bottom and all souls within drowned. (Undead Unleashed)</p><p>Now, more than a century later, the water in the First Rains has dried up and the House of Reflections is one again exposed to the sky, albeit a dark and dire sky unlike any it saw prior to Sarkoris’s fall. The aristocrats who died within its mirrored walls are now ghosts or other forms of undead, tied to the magically enchanted mirrors that made them appear so beautiful in life. (Undead Unleashed)</p><p>Ghosts are the undead souls of dead people so filled with rage and hate that they refuse to stay dead. (Beginner's Box)</p><p>As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. (Game Mastery Guide)</p><p>Iobaria has been ravaged by plague for centuries, and many of its dead do not rest. (Heroes of Golarion)</p><p>The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. (Planar Adventures)</p><p>Maybe there is no such thing as a soul, and all who die become ghosts unless some other event transforms them into specific undead creatures. (Planar Adventures)</p><p>While it is most often used by mortals as a means to move incorporeally and unseen, the Ethereal Plane also serves as the launching point for souls, for it is here that they drift to upon death, joining the River of Souls to begin their journey to the Boneyard. Not all souls succeed at this journey, however; the Ethereal Plane is receptive to potent emotion, and souls that died without finding peace may linger in the mists for a time. Souls that become lost or are unable to move on due to extreme emotional trauma at the time of death may return to the Material Plane as ghosts, spectres, wraiths, or other bodiless undead, while others are called back to existence by spiritualists to become phantoms. (Planar Adventures)</p><p>For unknown reasons, the House of the Itinerant Soul serves as a bulwark against the pull of both the River of Souls and the Negative Energy Plane. As such, the most populous denizens are unfettered phantomsB4. Freed from the desperation of prolonging their fall into undeath, these phantoms mix and mingle in a parody of their mortal lives. The spirits go through the motions of half-remembered lifestyles, keep homes among the baroque architecture, and trade with visitors, especially prizing relics and trinkets that remind them of their mortal lives. In time, all of the phantoms tire of this existence and depart for judgment, only to be replaced by fresh ones. In this way, the House serves as a halfway home between death and judgment, which may be why Pharasma and her psychopomps have little concern with the site, for they understand that certain souls simply need longer to accept death than others, and the House of the Itinerant Soul offers a waiting area of sorts that prevents confused souls from forming into incorporeal undead, such as ghosts. (Planar Adventures)</p><p>Negative energy transforms a soul into a ghost, haunt, or other undead, while a plane’s raw quintessence turns a soul into a petitioner. (Planar Adventures)</p><p>Opening the [canopic] jars [of Khasekenej] creates powerful minions to serve you—whether you’re fighting a battle, doing reconnaissance work, or you simply need someone to pour you a drink, these jars are your friends. ([PFRPG] Pug's Bazaar: Tent #1)</p><p>Long ago, the Fleece Sisters stole a mysterious box from one of the Fell Repositories, which its previous owner believed was worth the entire kingdom, to the right buyer. In retaliation, the Immortal Emperor sent his Undying Knights to pursue them. The Undying Knights eventually caught the two sisters but the box had been opened, releasing Kauriel the Enabler. The Infernal Duke incinerated the Undying Knights but spared the two sisters. With these two, he forged a pact; he would spare one and curse the other. The younger sister betrayed the older and told Kauriel to curse her elder sister, and so the Enabler did. The younger sister’s joy died when her elder strangled her to death and made the younger one of her ghosts. (101 Legendary Curses)</p><p>Imprisoned by the unique nature of the Aethera System’s cosmology, an imprisoned outsider’s metaphysical essence lingers on, effectively imprinted onto the structure of the Material, functioning like a bizarre form of phylactery or the conditions that imprison ghosts past their physical death. (Aethera Campaign Setting)</p><p>Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. (Alternate Dungeons: Haunted House)</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (Alternate Dungeons: Haunted House)</p><p>Ghosts are created from the residual psychic energy of creatures unable or unwilling to depart to the outer planes to receive judgment. Ghosts often haunt the places where they died or the homes they once lived in. (Alternate Dungeons: Haunted House)</p><p>Any evil or chaotic living creatures within 300 feet of Askyjoth is bound to the land of the living by profane means, compelling their body and soul to remain active in spite of their destruction. Immediately after they die and Consume Spirit is activated, such creatures return to life with the Forsaken Lich template and are completely under the control of Askyjoth. If the creature’s body was destroyed or rendered unusable by the attack that killed it, the creature returns as a ghost under Askyjoth’s control, save that the ghost lacks the rejuvenation ability and is destroyed automatically after 24 hours. (Arcforge Campaign Setting: Ravages of the Qlippoth)</p><p>Before the events that led up to the Shattering, ghosts were the only type of undead. A ghost is a spirit that does not pass on to the Inner World, as it was known then, or the Ethereal Realm, as it is now. When a being in the Outer World dies, its positive energy spirit is naturally transformed into negative energy as it passes on to the next plane of existence. However, in rare circumstances, this process can be disrupted. This occurs either due to a powerful act of will on the part of the recently deceased, or when the spirit has undergone a great psychic trauma, such as being murdered. Although ghosts are not intrinsically evil, they are beings of negative energy and suffer greatly in the Outer World, which is confusing and alien to their nature. This often causes the ghost to become malevolent, if it wasn’t already. A negative spirit in the Inner World would have spent its lifetime resolving psychological issues, before being reborn into the material Outer World as a positive energy spirit in a new body. Scholars speculate that ghosts are created when some of these psychological issues can only be resolved in the Outer World. For example, the spirit might need to protect loved ones, or to exact revenge upon its killer. (Atarashia – A Gazeteer)</p><p>She attempted to create ghosts by killing living beings in horrendous ways, so as to precipitate the necessary psychological trauma. However, the success rate of this was low as, more often than not, the spirit would simply cross over into the Inner World and remain beyond her reach. (Atarashia – A Gazeteer)</p><p>On a related note, if you're caught outdoors at night, don't bang on the door asking to be let in. You won't be, because you're clearly an undead who wants to feast on the souls of those indoors. If you're still alive in the morning, they'll take you to the local church for healing, because if they take you in, and you die later that night, you might return as a ghost and blame them for your death. (Claw Claw Bite 18)</p><p>When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. (Dangers & Discoveries)</p><p>The zither player is named Ceruth, a beggar that solicited donations by playing his zither during Iljanna’s decline. After death, the bitter musician refused to depart and became a ghost cursed to forever haunt the dollhouse. (Dunes of Desolation)</p><p>The Sea Lord’s Guard chose this night to begin their war and swept through the Eastern District, rounding up anyone they suspected of being affiliated with the Guild. As the sounds of screams and fighting broke out all around, Melanie fled to her home on the edge of Scurvytown, only to find her house in flames and her friends fighting for their lives against a band of Guardsmen. Melanie grabbed the knife from the pouch and threw herself into the combat, terrified and desperate to get to her boys. She lashed out with the blade, unaware that it slew everyone it touched, her eyes fixed only on the small, smoking shapes on her porch. She nearly reached the bodies of her children when a steel-tipped quarrel punched through her middle, piercing her heart. She fell within an arm’s reach of her children’s bodies, and as she lay dying, she whispered that she’d get her vengeance, make the bastards pay. (Freeport Companion Pathfinder RPG Edition)</p><p>A strange thing happened. The knife flared with sickly green light, growing brighter even as the light in her eyes faded. Melanie Crump’s body died, but somehow her spirit lived on, trapped within the accursed knife, bound by her vow until she gets her revenge. (Freeport Companion Pathfinder RPG Edition)</p><p>Because of tenmei, dead nobles could only reincarnate into noble families. Yet the many deaths of the nobles, coupled with the undead nature of the rest, meant that there were not enough noble bodies into which the spirits of the nobles could be reborn so that, subsequently even those that were slain often returned as undead spirits, ghosts and ghouls. (Game Master's Guide to Kaidan)</p><p>These are those yurei trapped between lives, either by the vagaries of tenmei or else by their own personal tragedies. Strengthened by the same negative energies which give birth to the jikininki, these yurei exist as ghosts, wraiths and haunts. (Game Master's Guide to Kaidan)</p><p>Clergy who feel they had unfinished business or wish to see their temples restored remain to haunt these locations. Fully restoring the temple or destroying it puts these undead to rest. (GM's Miscellany: Alternate Dungeons)</p><p>Lonesome spirits, mere shades of what they once were. What better place for a ghost to haunt than a place so keenly reminiscent of its own tragic existence? Almost any undead creature might identify with the ruination of a once-warm and lively place, but ghosts—with their tendency to linger over unfinished business—are more likely than any other kind to haunt the places they knew best in life. (GM's Miscellany: Alternate Dungeons)</p><p>Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. (GM's Miscellany: Alternate Dungeons)</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (GM's Miscellany: Alternate Dungeons)</p><p>But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. (Lands of Theia)</p><p>Within the Forest of Shippai, ghosts unable to find peace walk the damp grounds. (Lands of Theia)</p><p>When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead. (Lands of Theia)</p><p>Formerly the merchants’ guild of Xaotawn, the heads of this group were separated from their bodies when the curse struck the land. (Lands of Theia World Primer)</p><p>When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead. (Lands of Theia World Primer)</p><p>When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave. (Midgard Worldbook for 5th Edition and Pathfinder)</p><p>Not all who die move along into their pantheon’s afterlife. Some ghosts are forced to remain behind, closely attached to the prime material plane by emotions or unfinished business so powerful that it will not let their souls move on. (Modern)</p><p>The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time. (Races of Obsidian Twilight)</p><p>Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living. (Races of Obsidian Twilight)</p><p>The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. (Races of Obsidian Twilight: Osirian)</p><p>The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs. (Races of Obsidian Twilight: Osirian)</p><p>The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time. In the beginning many of these were mindless spectres, the traumatised dead from what seemed like the end of the world but over time these have been winnowed down and replaced with the new dead. (Races of Obsidian Twilight: Raijin)</p><p>Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living. (Races of Obsidian Twilight: Raijin)</p><p>The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead.</p><p>Ghosts represent one of the most tragic forms of undead. Tied to the material plane with unfinished business, they find themselves bound to a specific area, usually associated with their death. (Shadows Over Vathak Ina'oth Gamemaster's Guide)</p><p>Ghosts are powerfully psychological creatures to face bound by strong emotions of anger, fear, love, and resentment. (Shadows Over Vathak Ina'oth Gamemaster's Guide)</p><p>They rarely act toward an end, rather being manifestations of some evil act or long forgotten treachery. (Sherwood: The Legend of Robin Hood (Pathfinder Edition))</p><p>The Old Dockyard is barely used these days, the piers are dangerously rotten, and the pools below are infamous for quicksand. A small group of local dandies and artists have made their home here, these struggling dilettantes revel in their self-enforced poverty. The occasional pie shop or opium den opens up here to serve the aristocrats but generally doesn’t last long. Some say the old docks are haunted by the ghosts of shipbuilders from the past, and most infamously the Lady Rose, a gigantic ship that burnt during construction, killing 118 and eight workers, for which the first ironclad dreadnought Lady Ruin was later named (itself sunk in the Battle of the Kraken’s Teeth in 1751). Parts of the Lady Rose’s hulk can still be seen when the waters of the Lyme (rarely) clear, its skeletal black timbers lurking at the furthest pier in the docks, a perilous place to reach even in the best weather. (The Blight - Pathfinder)</p><p>Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. (The Deluxe Guide to Fiend Summoning and Faustian Bargains)</p><p>Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. (The Mad Doctor's Formulary)</p><p>When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. (Two Dozen Dangers: Haunts)</p><p>The spirits released during the cataclysm were scared, confused, barely sentient, an outpouring of pain and suffering that would lash out at anything that came close to them, little more than necromantic energy themselves, free and wild to animate the dead. In the years since the cataclysm however, the character of the dead has changed. Those who die today die with hatred for the lords on their minds, with revenge and cries of freedom on their lips. The ghosts of today are the spirits of vengeance, no allies to the lords or to Calix Sabinus. Even the dead themselves are turning against the powers that be. (World of Obsidian Twilight (PFRPG) Preview)</p><p><em>Phantasmal Detainment</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Phantasmal Detainment</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Phantasmal Detainment</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Phantasmal Detainment</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Phantasmal Detainment</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Phantasmal Detainment</em> spell. (Echelon Reference Series: Witch Spells Compiled (3pp+PRD))</p><p><em>Phantasmal Revenge</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Transcendental Geas</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Transcendental Geas</em> spell. (Echelon Reference Series: Witch Spells Compiled (3pp+PRD))</p><p>Monkey's Paw grand witch talent. (The Genius Guide to More Witch Talents)</p><p>Soul Weaver Gravewalker power. (Spheres of Power)</p><p>Fulmination of All-Consuming Avarice legendary curse. (101 Legendary Curses)</p><p>Elder's Grace exalted boon. (Book of the Damned)</p><p><strong>Ghost Human Aristocrat 7:</strong> ?</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast. (PRD Bestiary 1)</p><p>As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 18 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu's control. A nabasu's gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul. The save DC is Charisma-based. (PRD Bestiary 1)</p><p>When a sayona kills a humanoid or fey of Medium or Small size with its absorb blood or blood drain ability, the victim rises 24 hours later as a ghoul with the advanced creature simple template and the blood drain ability. (Bestiary 4)</p><p>A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul. (Bestiary 5)</p><p>Myth holds that the first man to feed upon the flesh of his brother was seized by a most uncommon malady of the intestinal tract, and after lingering for days in the throes of this painful inflammation of the belly, he died, only to rise on the Abyss as Kabriri, the first ghoul. Whether the demon lord of graves and ghouls was indeed the first remains the subject of debate among scholars of necromancy, but certainly the methods by which bodies can rise as the hungry dead are myriad. (Classic Horrors Revisited)</p><p>Necromancers have long known the secrets of infusing a dead body with this vile animating force. With the spell create undead, a spellcaster can waken a body’s hunger and transform it into a ravenous ghoul. Stories abound as well of spontaneous transformations when a man or woman, driven by bleakest desperation or blackest madness, resorts to cannibalism as a means of survival. Whether the expiration that follows rises from further starvation or the death of the will to carry on in light of such atrocity matters not, for when death occurs after such a choice, a hideous rebirth as a ghoul may occur. (Classic Horrors Revisited)</p><p>Yet the most common route to transformation is through violent contact with other ghouls. Called by a wide variety of regional names (such as gnaw pangs, belly blight, or Kabriri’s curse), this contagion is known in most circles simply as “ghoul fever.” Transmitted by a ghoul’s bite (or, more rarely, through the consumption of ghoulish flesh), ghoul fever causes the victim to grow increasingly hungry and manic, yet makes it impossible to keep down any food or water. The horrific hunger pangs caused by the sickness rob the victim of coordination and cause increasingly painful spasms, and eventually the victim starves to death, only to rise soon thereafter as a ghoul. That those who perish from ghoul fever invariably animate as undead at midnight has long intrigued scholars of necromancy—the general thought is that only at the dead of night can such a hideous transformation complete its course. (Classic Horrors Revisited)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Horror Adventures)</p><p>A creature that dies while at th[e terminal] stage of the [ghoul distemper] disease rises as a ghoul (or ghast, if it had 5 or more Hit Dice) after 24 hours. (Horror Adventures)</p><p>The corpse of everyone who dies returns as a ghoul within 1 day, forcing the PCs to investigate why souls are not passing on to the afterlife. (Horror Adventures)</p><p>Unsated cannibal given to undeath. (Undead Slayer’s Handbook)</p><p>Mohrgs and ghouls rank among the hungry undead—mortals whose evil existences or twisted means of death shunted them back onto the Material Plane instead of affording them passage to their proper place in the afterlife. (Undead Slayer’s Handbook)</p><p>Hungry undead display a wide variety of necrologies. In most instances, they are created from malevolent living creatures. Mohrgs, wights, and ghouls all fit this description. In many cases, the living incarnations of these creatures were serial killers, war criminals, cannibals, or other antisocial beings. (Undead Slayer’s Handbook)</p><p>Malevolent ex-humanoids like mohrgs, wights, and ghouls can often be found lurking around the same hunting grounds they stalked in life. (Undead Slayer’s Handbook)</p><p>Many Osirians have a reasonable fear of ghouls, particularly in the city of Wati, where such undead still sometimes rise among the dead interred in that settlement’s vast necropolis. (Undead Slayer’s Handbook)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; a humanoid of 4 Hit Dice or more rises as a ghast. (Undead Unleashed)</p><p>It is said that when the first humanoid (an elf, it so happened) to feed upon the flesh of his brother died, he was reborn in the Abyss in the reeking bowels of a vast necropolis that the plane created in his honor. This first ghoul abandoned his previous life and embraced his new undeath, becoming the demon lord Kabriri. For his first few centuries of existence, he traveled among the worlds of the Material Plane, sampling like a gourmand the contents of graveyards and spreading the infectious “word” of his condition to any who would listen—in effect, infecting the inhabitants of innumerable worlds with the first and strongest strain of ghoul fever. Yet wherever Kabriri traveled, he took pains to avoid the burial grounds of elves, and did not spread his word among their kind. Whether his restraint was due to a fragment of shame over his first act of cannibalism or fear of confronting even a tiny fragment of the life he’d left behind, Kabriri left the elven people alone. Repercussions of his avoidance continue to this very day, as the touch of ghouls cannot paralyze elves. In contrast, other humanoids who succumb to the disease find their ears growing long and pointed, as if in some cosmic mockery of the elven form. (Book of the Damned)</p><p>His favored weapon is a two-headed flail of iron and bone, its twin heads made from skulls wrapped in strips of spiked iron. This weapon is capable of transforming those it strikes into ghouls, and causes the flesh of the living to rot away. Kabriri’s breath can also transform the living into ghouls, and his gaze can instill an unholy cannibalistic hunger that can drive sane folk to go on murderous, gluttonous rampages. (Book of the Damned)</p><p>Lazurite, a material found exclusively in marrowstone deposits of Sekamina, is also harmless to the living. However, it has strange necromantic properties, and any fresh, mostly intact corpse left in its light has a chance to rise as a ghoul. (Heroes of the Darklands)</p><p>A living creature slain while wearing lazurite-bonded armor has a 10% chance of spontaneously rising as a ghoul after 24 hours. (Heroes of the Darklands)</p><p>A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast. (Mythic Realms)</p><p>Opening the [canopic] jars [of Khasekenej] creates powerful minions to serve you—whether you’re fighting a battle, doing reconnaissance work, or you simply need someone to pour you a drink, these jars are your friends. ([PFRPG] Pug's Bazaar: Tent #1)</p><p>Anyone killed by the Hangman's Rope returns to life in 1d4 days as a ghoul unless properly blessed. (101 Malevolent Magic Items)</p><p>Victims killed by the [hangman's] rope must be targeted with both bless and remove curse (DC 22) to prevent their animation as ghouls. (101 Malevolent Magic Items)</p><p>The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. (Advanced Bestiary)</p><p>Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia. (Advanced Bestiary)</p><p>A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones. Especially large deadlight fungus caverns can also contain ghasts, ghouls, and undigested. (Aethera Field Guide I)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Aquilae: Bestiary of the Realm: Volume 1 (Pathfinder))</p><p>Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. (Atarashia – A Gazeteer)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Atarashia – A Gazeteer)</p><p>The ghoul lord is a more powerful version of the ghoul, able to drain the life from its victims and create ghoul slaves from the corpses left behind. (Bestiary of Loerem (Sovereign Stone))</p><p>A humanoid victim slain by a ghoul lord or its minion but not completely consumed or destroyed will rise as a ghoul in 1d6 days. The gentle repose spell delays this effect by its duration. (Bestiary of Loerem (Sovereign Stone))</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. (Bestiary of Loerem (Sovereign Stone))</p><p>As victims of Void magic or other ghouls, ghouls are creatures to be pitied. (Bestiary of Loerem (Sovereign Stone))</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Borderland Provinces - Pathfinder)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (Campaign Backdrops: Caves and Caverns)</p><p>A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight. (Campaign Backdrops: Forests & Woodlands)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (Campaign Backdrops: Hills & Mountains)</p><p>A small adventuring party once got trapped within and starved to death. Risen as ghouls, the undead lurk in the crypt creeping forth when released by the hermit to dine up on his guests. (Campaign Backdrops: Hills & Mountains)</p><p>Creatures below 5 HD within the cone of a plague dragon's deathless breath instantly die, and reanimate as ghouls under the dragon's control. (Creepy Creatures Bestiary of the Bizarre)</p><p>Any humanoid that is two weeks or less dead within the sovereign ghoul's aura rise as a ghoul under its complete command in one round. (Creepy Creatures Bestiary of the Bizarre)</p><p>Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. (Creepy Creatures Bestiary of the Bizarre) </p><p>The grimwood is a powerful and dangerous dogwood imbued with unholy oracular power. It believes itself the ultimate expression of superior life. It demonstrates its power over nature by creating ghasts and ghouls. (Echelon Reference Series: Oracle (3pp+PRD))</p><p>A humanoid who dies of a bone gorger’s wasting rot and is not given a proper burial rises as a standard ghoul 24 hours after the disease consumes them. (Fat Goblin Travel Guide to Horrible Horrors and Macabre Monsters)</p><p>Nabassu Demon's gaze attack that creates ghouls. (File Off the Serial Numbers)</p><p>Undead-Focused Cleric 9's gaze attack that creates ghouls. (File Off the Serial Numbers)</p><p>Necromancer 9's gaze attack that creates ghouls. (File Off the Serial Numbers)</p><p>A fetish familiar uses all the base creature’s statistics and special abilities except as noted here. If a spellcaster with a fetish familiar dies, there is a 1% chance per caster level the spellcaster becomes an undead with a CR equal to its caster level -2. (Freeport Bestiary for the Pathfinder RPG)</p><p>Because of tenmei, dead nobles could only reincarnate into noble families. Yet the many deaths of the nobles, coupled with the undead nature of the rest, meant that there were not enough noble bodies into which the spirits of the nobles could be reborn so that, subsequently even those that were slain often returned as undead spirits, ghosts and ghouls. (Game Master's Guide to Kaidan)</p><p>A samurai wight-lord, Hakato Munimasanoke, once sworn to serve the daimyo’s husband, has been stealing bodies for years, burying them in the cursed soil of the forest so that they rise as zombies and ghouls under his control. (Game Master's Guide to Kaidan)</p><p>The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (GM's Miscellany: Dungeon Dressing)</p><p>Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast. (GM's Miscellany: Village Backdrops III)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (GM's Miscellany: Village Backdrops III)</p><p>Dying while infected with Darakhul Fever. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean)</p><p>A humanoid who dies of an imperial ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean)</p><p>A humanoid who dies of a legionnaire ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean)</p><p>A humanoid who dies of an iron ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean)</p><p>A humanoid who dies of an iron ghoul captain's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean) </p><p>If a humanoid creature is killed due to negative levels gained from carrying the Lance [of the End Times], they become animated as a ghoul whose only purpose is to find a nephilim worthy of the Lance. (In The Company of Fiends)</p><p>But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. (Lands of Theia)</p><p>Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. (Legendary Worlds: Terminus)</p><p>The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. (Malevolent and Benign)</p><p>A ghoul’s bite carries a terrible disease that can rot flesh and dull the reflexes. Those who die from it become a ghoul themselves. (Monster Focus: Ghouls)</p><p>A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast. (Monster Focus: Ghouls)</p><p>The sickness of vanity that consumed the soul of the fukuranbou now manifests itself as a powerful wasting curse that it can inflict with its claws. Several small villages have been lost to this curse. Victims who die this way sometimes come back from the dead as ghouls. (Monsters of Porphyra)</p><p>Decades ago, a group of Ehloran priests seeking greater power engaged in forbidden rites involving consuming the dead of the Barrowdelve. These priests were transformed into ghouls for their blasphemy. (Mor Aldenn Setting Guide)</p><p>As a free action once per day per growth point (minimum of 1/day), a mythic nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 19 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the mythic nabasu’s control. A mythic nabasu’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the mythic nabasu picks which human becomes a ghoul. The save DC is Charisma-based. (Mythic Mastery Mythic Nabasu and Shadow Demons)</p><p>Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control. (Mythic Mastery Mythic Nabasu and Shadow Demons)</p><p>A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul. (Mythic Mastery Mythic Nabasu and Shadow Demons)</p><p>There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible. (Mythic Mastery Mythic Nabasu and Shadow Demons)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Mythic Monsters 9: Undead)</p><p>Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly. (Mythic Monsters 23: Worms)</p><p>Ghouls roam the countryside in vast numbers, increasing their kind with ghoul fever. (Shadows Over Vathak Ina'oth Gamemaster's Guide)</p><p>As citizens turn to cannibalism, new ghouls are born even within the safest walls. (Shadows Over Vathak Ina'oth Gamemaster's Guide)</p><p>Cannibalistic undead who can turn the living into one of their kind, ghouls increasingly menace the lands of Ina’oth. (Shadows Over Vathak Ina'oth Gamemaster's Guide)</p><p>The sweeping plagues that leave behind ravaged towns force desperate survivors to consume one another to stay alive. When these survivors, in turn, succumb to disease or murder, they arise again with an insatiable hunger. The increasing foulness of the Old Ones aids in this transformation and finds fertile ground in plague infested Ina’oth where the ghoul problem is the worst in Vathak. (Shadows Over Vathak Ina'oth Gamemaster's Guide)</p><p>Although official church doctrine suggests ghouls are the product of the Old Ones’ interference, few ghouls bend knee to those powers. (Shadows Over Vathak Ina'oth Gamemaster's Guide)</p><p>Experts in the occult and undeath, particularly reanimators, believe ghoul fever can arise spontaneously in cases of cannibalism. However, they’ve yet to find a natural explanation for the increasing number, variety, and intelligence of Inaothian ghouls. (Shadows Over Vathak Ina'oth Gamemaster's Guide)</p><p>The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual. (Spheres of Power)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Spooky Gardens Halloween Special)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Studies of Decay: Ghouls (PFRPG))</p><p>A humanoid of 4 Hit Dice or more rises as a ghast. (Studies of Decay: Ghouls (PFRPG))</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; those who become a ghoul in this way retain none of their abilities possessed in life. They are not under the control of other ghouls, but they hunger for the flesh of the living and behave like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. (The Book of Metal)</p><p>Any humanoid or monstrous humanoid slain by the Bone Griffon rises in 1d6 minutes as a ghoul. Humanoid or monstrous humanoids with 4 or more Hit Dice rise as a specter instead. (The Complete Nemesis Bestiary)</p><p>Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing. (The Genius Guide to Simple Monster Templates)</p><p>A humanoid slain [by an outsider's Death-Stealing Gaze] immediately transforms into a ghoul under the outsider’s control. (The Genius Guide to the Talented Bestiary)</p><p>A humanoid slain [by a corps purrodaemon's death-stealing gaze] immediately transforms into a ghoul under the daemon’s control. (The Genius Guide to the Talented Bestiary)</p><p>A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid of 4 Hit Dice or more rises as a ghast. (The Genius Guide to the Talented Bestiary)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (The Tome of Blighted Horrors)</p><p>A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. (Tome of Horrors 4)</p><p>A target reduced to 0 Dexterity by the Necromancer's Lethargy curse suffocates, and returns to unlife as a ghoul. (Two Dozen Dangers: Curses)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder Bestiary)</p><p>A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast). (Pathways 18)</p><p>To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result. (Pathways 18)</p><p>A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Pathways 55)</p><p>A humanoid who dies of wasting rot and is not given a proper burial rises as a standard ghoul 24 hours after the disease consumes them. (Vathak Times #3)</p><p>A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder 8)</p><p>A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfiner 9)</p><p>“You don’t know what that will do to you!” Almelos shouts back at me. My deep blue shirt and leggings and his many-colored robe are both soaked in the blood of our friends. Our squad had been ambushed in the night. The thing hunting us, born into this world from the nightmarish Abyss, used its foul magic to paralyze us as it sucked the life from us with its terrible gaze. (Wayfinder #17)</p><p>I watched, helpless, as my friends — my brother and sister demon-slayers — died one by one and decayed into ghoulish mockeries of their former selves. Almelos and I fled and barricaded ourselves in a nearby ruin. (Wayfinder #17)</p><p><em>Create Undead</em> spell, caster level 11th or lower. (PRD Bestiary 1)</p><p><em>Animate Dead I</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead I</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead II</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead III</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Ghoul</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Ghoul</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Animate Ghoul</em> spell. (Monster Focus: Ghouls)</p><p><em>Animate Ghoul</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Create Undead</em> spell, caster level 11th or lower. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Clerics (PRD Only))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Inquisitor (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Create Undead</em> spell, caster level 11th or lower. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Summoner (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Wizards (3pp+PRD))</p><p><em>Create Undead</em> spell. (Sherwood: The Legend of Robin Hood (Pathfinder Edition))</p><p><em>Create Undead</em> spell, caster level 11th or lower. (Studies of Decay: Ghouls (PFRPG))</p><p><em>Ghoul Army</em> spell. (Shadows Over Vathak Player's Guide to Vathak)</p><p><em>Raise Undeath</em> spell word. (Book of Magic 10 Undead Spell Words)</p><p><em>Transform Dead</em> spell. (Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG))</p><p><em>Transform Zombie</em> spell. (Book of Lost Spells)</p><p><em>Transform Zombie</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p>Amulet of Radiation Absorption magic item. (Heroes of the Darklands)</p><p>Necrotic Arrow feat, Arcane Archer level 7 (Undefeatable 12: Arcane Archer)</p><p>Necrotic Arrow feat, Arcane Archer level 7 (Undefeatable: The Collected Feats Sourcebook)</p><p>Pitiless Economies feat. (Intrigue Archetypes)</p><p>Ghoul Fever disease. (PRD Bestiary 1)</p><p>Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide)</p><p>Necrotic fever disease. (Pathways 18)</p><p>Sorcerer Ghoul Bloodline Eater of the Dead power. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p>Ghoul corruption stage 3. (Horror Adventures)</p><p>Ghoulish Apotheosis exalted boon. (Book of the Damned)</p><p>Death-stealing Gaze exalted boon. (Book of the Damned)</p><p><strong>Ghoul Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast. (PRD Bestiary 1)</p><p>In the Darklands, yet another route to ghoulishness exists—lazurite. This strange, magical ore, thought to be the remnant of a dead god who staggered through the Darklands and left behind black bloodstains upon the caverns of the Cold Hell, appears as a thin black crust where it is exposed. The white veins of rock in which it often forms are known as marrowstone. Lazurite itself exudes a magical radiation that gives off a strong aura of necromancy. Any intact corpse left within a few paces of a significant lazurite deposit for a day is likely to rise as a ghoul or ghast, often retaining any abilities it had in life. (Classic Horrors Revisited)</p><p>It should be noted that not all who begin the transformation into ghoul become actual ghouls. Particularly hearty humanoids (often those with racial Hit Dice, or who in life were already gluttons or cannibals by choice) often become ghasts. (Classic Horrors Revisited)</p><p>Bugbear, Lizardfolk, Troglodyte: These races always spawn into ghasts. (Classic Horrors Revisited)</p><p>A creature that dies while at th[e terminal] stage of the [ghoul distemper] disease rises as a ghoul (or ghast, if it had 5 or more Hit Dice) after 24 hours. (Horror Adventures)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; a humanoid of 4 Hit Dice or more rises as a ghast. (Undead Unleashed)</p><p>A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast. (Mythic Realms)</p><p>The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. (Advanced Bestiary)</p><p>A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones. Especially large deadlight fungus caverns can also contain ghasts, ghouls, and undigested. (Aethera Field Guide I)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Atarashia – A Gazeteer)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. (Bestiary of Loerem (Sovereign Stone))</p><p>A humanoid of 4 Hit Dice or more who dies from ghoul fever rises as a ghast. (Borderland Provinces - Pathfinder)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (Campaign Backdrops: Caves and Caverns)</p><p>A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight. (Campaign Backdrops: Forests & Woodlands)</p><p> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (Campaign Backdrops: Hills & Mountains)</p><p>The grimwood is a powerful and dangerous dogwood imbued with unholy oracular power. It believes itself the ultimate expression of superior life. It demonstrates its power over nature by creating ghasts and ghouls. (Echelon Reference Series: Oracle (3pp+PRD))</p><p>After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. (GM's Miscellany: Dungeon Dressing)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (GM's Miscellany: Dungeon Dressing)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (GM's Miscellany: Village Backdrops III)</p><p>The day after negotiations began, the delegates from New Onilaar and Percimum were openly accusing the Xaotawn native of stonewalling them when a wave of force from the south knocked over everything that wasn’t bolted down. For the second time in recorded history, an unknown power ripped across Theia, but to what end, nobody yet knew. (Lands of Theia)</p><p>The pulse ended as quickly as it began, and at first everybody appeared to be fine. Then they noticed the Xaotawn representative was acting strange. When a guard walked over to help the man stand, the delegate grabbed him with clawed hands and ripped his throat out with a mouthful of fangs that had not been there before. (Lands of Theia)</p><p>But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. (Lands of Theia)</p><p>The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. (Malevolent and Benign)</p><p>A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast. (Monster Focus: Ghouls)</p><p>A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul. (Mythic Mastery Mythic Nabasu and Shadow Demons)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Mythic Monsters 9: Undead)</p><p>Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.</p><p>A humanoid of less than 3 Hit Dice rises as a ghast.</p><p>A humanoid of 3–9 Hit Dice rises as a wight.</p><p>A humanoid of 10 HD or more rises as a morhg.</p><p>There is no limit to the number of undead a conqueror worm can create with its slime. (Mythic Monsters 23: Worms)</p><p>Any creature killed by the Leather Zombie that lies undisturbed until the next midnight rises as a ghast at that time. The new ghast is not under the control of its creator. A protection from evil or gentle repose spell cast on the corpse prevents its conversion. (Secret Soldiers)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Spooky Gardens Halloween Special)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Studies of Decay: Ghouls (PFRPG))</p><p>A humanoid of 4 Hit Dice or more rises as a ghast. (Studies of Decay: Ghouls (PFRPG))</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; those who become a ghoul in this way retain none of their abilities possessed in life. They are not under the control of other ghouls, but they hunger for the flesh of the living and behave like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. (The Book of Metal)</p><p>Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing. (The Genius Guide to Simple Monster Templates)</p><p>A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead. (The Genius Guide to Simple Monster Templates)</p><p>A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid of 4 Hit Dice or more rises as a ghast. (The Genius Guide to the Talented Bestiary)</p><p>A humanoid of 4 Hit Dice or more who dies from ghoul fever rises as a ghast. (The Tome of Blighted Horrors)</p><p>A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. (Tome of Horrors 4)</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder Bestiary)</p><p>A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast). (Pathways 18)</p><p>To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result. (Pathways 18)</p><p>Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia. (Advanced Bestiary)</p><p>A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Pathways 55)</p><p>A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder 8)</p><p>A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder 9)</p><p><em>Create Undead</em> spell, caster level 12th to 14th. (PRD Bestiary 1)</p><p><em>Animate Dead III</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead III</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead IV</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead IV</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead V</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead V</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Ghoul</em> spell, 13th or higher caster. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Ghoul</em> spell, 13th level or higher caster. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Create Undead</em> spell, caster level 12th to 14th. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Clerics (PRD Only))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Inquisitor (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Summoner (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Wizards (3pp+PRD))</p><p><em>Create Undead</em> spell. (Sherwood: The Legend of Robin Hood (Pathfinder Edition))</p><p><em>Create Undead</em> spell, caster level 12th to 14th. (Studies of Decay: Ghouls (PFRPG))</p><p><em>Ghoul Army</em> spell. (Shadows Over Vathak Player's Guide to Vathak)</p><p><em>Raise Undeath</em> spell word, caster level 12th or higher. (Book of Magic 10 Undead Spell Words)</p><p>Necrotic Arrow feat, Arcane Archer level 9 (Undefeatable 12: Arcane Archer)</p><p>Necrotic Arrow feat, Arcane Archer level 9 (Undefeatable: The Collected Feats Sourcebook)</p><p>Ghast Tooth alchemical item. (Monster Focus: Ghouls)</p><p>Ghoul Fever disease. (PRD Bestiary 1)</p><p>Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide)</p><p>Necrotic Fever disease (Pathways 18)</p><p>Undertaker sentinel boon. (Book of the Damned)</p><p><strong>Ghoul Lacedon:</strong> Lacedons are another variant, ghouls who rise from the bodies of starving humanoids who died from drowning, often as a result of a shipwreck. (Classic Horrors Revisited)</p><p>Boggard, Merfolk: These races always spawn into lacedons. (Classic Horrors Revisited)</p><p>Early in her new life as a ghast, Mirik happened to catch two sailors in a knife fight. She easily overpowered the wounded pair and dragged their corpses back to her lair, devouring one and saving the other for later. Much to her surprise, the latter arose mid-feast and joined her in her gruesome meal. It had never occurred to Mirik that her affliction might be catching, but she welcomed him as the first of her lacedon companions. (Undead Unleashed)</p><p>Any humanoid killed by a cihuateotl's energy drain ability rises as a lacedon under her control in 1d3 rounds. (Cerulean Seas beasts of the Boundless Blue)</p><p>Creatures reduced to 0 levels by a toothwraith emerge as lacedons (aquatic ghouls) at the next high tide. (Monster Menagerie Oceans of Blood)</p><p>The Great Whale is indeed big enough to accommodate people living inside it, and these unwelcome squatters live within the rear parts of the vast whale’s mouth, dwelling in safe havens they have fashioned into crude fleshy dwellings that form air pockets whilst the whale is beneath the sea. They are not alone. So vast is the thing that lacedons — the undead remains of sailors who have lived and died here — also dwell within it. (The Blight - Pathfinder)</p><p><strong>Lich:</strong> The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster's life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time. (PRD Bestiary 1)</p><p>The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster's soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster's transformation are left to the GM's discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades. (PRD Bestiary 1)</p><p>An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. (PRD Bestiary 1)</p><p>Each lich must create its own phylactery by using the Craft Woundrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. (PRD Bestiary 1)</p><p>The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. (PRD Bestiary 1)</p><p>Other forms of phylacteries can exist, such as rings, amulets, or similar items. (PRD Bestiary 1)</p><p>"Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery. (PRD Bestiary 1)</p><p>Scholars of such lore can only speculate as to what causes a neothelid to begin the transformation into an overlord. The change could be a natural process of age and development, though nothing about neothelids can truly be called natural. It may be that by delving into forbidden lore, they discover potent secrets, just as other rituals grant mortals the hideous power of lichdom. (Occult Bestiary)</p><p>Powerful spellcasters who bind their souls into valuable artifacts called phylacteries. (Undead Revisited)</p><p>Liches are spellcasters who bind their souls into special receptacles called phylacteries. (Undead Revisited)</p><p>Drawing on the powers of their faith or dark knowledge, the greatest spellcasters of the world transcend the boundaries of life through mysterious techniques unknown to the living. (Undead Revisited)</p><p>One does not become a lich by accident or stumble into this form of undeath through misadventure. A lich is not a puppet, a blood-mad monster, or an accident of rage or despair. The lich is instead a creature of design and ultimate will, carefully and rationally planning its transition from life into undead immortality. (Undead Revisited)</p><p>It is not merely force of will that propels one to lichdom, nor is it the simple desire to avoid death, though these are certainly factors in the mindset of the would-be lich. Instead, those who would follow the path of the undying mind must seek out tomes of forbidden magic and lost lore. Though the initiates might not be evil when they begin, the process under which they become liches drives them slowly into the arms of corruption—the focus they must develop drives out all other concerns, including the civilized needs of friendship and love. (Undead Revisited)</p><p>The final and most important aspect of a lich’s transformation involves creating a new home for its soul called a phylactery—this is often something strong and impressive, such as a gem or box of unparalleled quality, though almost any object can serve. (Undead Revisited)</p><p>Liches, the twisted spellcasters who lock away their souls so death may never claim them. (Undead Revisited)</p><p>The domain of a lich cursed for sacrificing her entire family to fuel her transformation into undeath may contain the spirits of those she betrayed, who wander the halls of a ruined manse at the core of the land. (Horror Adventures)</p><p>While it might not have followed the traditional path to lichdom, which requires a strong aptitude for magic, a lich creature’s connection to an object allows it to survive as an undead indefinitely, returning each time its foes destroy it unless they can destroy the lich creature’s phylactery. (Horror Adventures)</p><p>Mortal soul encapsulated in a phylactery. (Undead Slayer’s Handbook)</p><p>Thankfully among the rarest of undead-kind, consummate undead are those beings that willingly seek undeath as a means of prolonging their time on the Material Plane or avoiding true death. Liches, vampires, and mummies are some of the more common examples of consummate undead. (Undead Slayer’s Handbook)</p><p>“Your assessment is only partially correct. It’s true that both zombies and liches are reanimated using extraplanar energy. However, the all-important difference is that liches choose reanimation. Unlike zombies, they are the culmination of a conscious process that arises thanks to the machinations of necromancers or external forces. (Undead Slayer’s Handbook)</p><p>“Remember, students, there is more to incarnation than simple corporeality. One must also consider the question of consciousness. For a lich, reanimation is the consummation of a life’s work. Comparing a zombie to a lich because they’re both posthumously animated is like comparing a gecko to an ancient dragon because they’re both reptiles.” (Undead Slayer’s Handbook)</p><p>To the priesthood of Orcus, the lich is generally held as the height of power and the most glorious method of transcending life, not only due to the power a lich wields but also due to the simple fact that one must actually work to become a lich. Transforming into a lich requires patience, power, skill, and talent, and worshipers of Orcus often regard those undead spawned merely from being transformed by another undead creature via disease or otherwise as lesser incarnations of the undead state of being. (Book of the Damned)</p><p>Among humanity, Yhidothrus’s cultists are typically loners obsessed with the encroaching threat of old age; desperate to avoid their fate, these few turn to blasphemy and demon worship as a means of escape. Many become liches as a result of their obsession—a Yhidothrin lich typically appears worm-eaten and moist compared to the typical specimen of that kind of undead. (Book of the Damned)</p><p>The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster’s life‐force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death. (100% Crunch Liches)</p><p>The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster’s soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster’s transformation are left to the GM’s discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades. (100% Crunch Liches)</p><p>An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. (100% Crunch Liches)</p><p>Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. (100% Crunch Liches)</p><p>“Lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery. (100% Crunch Liches)</p><p>Lichdom is among the oldest and most well-known methods of achieving undeath, well-known enough that it has escaped Mariton despite the best efforts of the Circle. As this form of undead is not wracked with the same eternal feelings of hunger or hatred that most others are, it remains a desirable option for mages seeking to extend their lives. The rituals and techniques that enable one to become a lich are available to any who can access the libraries of Maytar, but the risks of failure are great and can dissuade all but the most dedicated students of magic. Mariton continues its ancient traditions of lich transformation to this day, and as many Circle members are liches themselves young necromancers often attempt to become such to curry their favour. (Arcforge Campaign Setting: Gods and Peoples)</p><p>Second, for those with a true lack of any moral compass, study of the undead can lead to immortality, via lichdom. (Fantastical Creatures & How to Survive Them: A Student's Guide for Adventure and Study)</p><p>The procedure for attaining lichdom is perilous indeed, and those incautious fools who dabble in the black arts are at risk of major mishap when they attempt to circumvent the natural order. Flayed men are created whenever a mortal seeks to transcend death and become a lich, but fails to attain the proper ingredients or is otherwise interrupted while in the midst of the ritual. (Freeport Companion Pathfinder RPG Edition)</p><p>In the end, though, she fights to the death, hoping perhaps her necromantic pursuits and experimentations will see her resurrected into the lich form she’s long sought. (GM's Miscellany: Places of Power II)</p><p>If Erlgamm is killed during the PCs’ stay, she could transform into a lich thanks to her many years of necromantic experiments. (GM's Miscellany: Places of Power II)</p><p>At 20th level, the necromancer constructs a phylactery that he then uses to turn into a lich.</p><p>The bizarre family Yaag were practicing divination and necromantic rights long before their ruler unwittingly turned them all into liches. (Lands of Theia)</p><p>When the king’s curse struck Xaotawn, the son of a Percimum mage lord was a guest at the royal court. As necromantic magic washed over the prince and his entourage, they were transformed into undead themselves. (Lands of Theia World Primer)</p><p>Some of her southerner worshipers, however, look to her as a goddess who can give them life beyond death, forestalling the great bane of mortality. While this state of affairs does not necessarily sit well with the Mistress of the Grave, the benefits she reaps in converts is well worth the ideological sacrifice of allowing some few of her faithful the selfish indulgence of undead existence for a few centuries. For every one who learns the secrets of lichdom or vampirism, for instance, scores or even hundreds look to the example of the few and believe, in vain, that they, too, might know such power. (Rhune Dawn of Twilight Campaign Guide)</p><p>Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. (The Deluxe Guide to Fiend Summoning and Faustian Bargains)</p><p>Hordelord Descent to Undeath ability. (Ultimate Commander)</p><p><strong>Lich Human Necromancer 11:</strong> ?</p><p><strong>Mohrg:</strong> Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg. (PRD Bestiary 1)</p><p>The spirits of serial killers and those who exult in the taking of life. (Undead Revisited)</p><p>Those who exult in the needless taking of life sometimes return to the world after death as mohrgs. (Undead Revisited)</p><p>Some mohrgs were bloodthirsty warriors who slew as many as they could on the battlefield, others cold and calculating murders who selected their victims with delicate care, but nearly all mohrgs lived and died as mortal humanoids who delighted in the deaths of their fellow beings. A few mohrgs, however, are created from the remains of innocents by spellcasters (using the create undead spell), who are driven mad by being deprived of a peaceful death and then watching the transformation and slow decay of their own bodies. (Undead Revisited)</p><p>There are two means of becoming a mohrg: by spell or by deed. A dead creature subject to a create undead spell might find herself transformed into a mohrg. Likewise, a humanoid who has killed many over the course of his life—or even just a few, if he is particularly unrepentant about the lives he’s taken—could awaken to discover that he has not yet passed to the afterlife, but arisen to undeath. (Undead Revisited)</p><p>A mohrg is as much a product of the method of its execution as it is an undead manifestation of one who, in life, was a murderous criminal or warmonger. At times, unusual methods of execution can trigger equally unusual mohrgs. The extreme nature of these executions are such that these variant mohrgs are only rarely created by accident—more often, they are deliberate creations by officials who themselves dabble in necromancy and may in fact be as vile as those they put to death. (Undead Revisited)</p><p>Once per day, a mohrg-mother can choose to animate a recently slain victim as another mohrg instead of as a fast zombie. (Undead Revisited)</p><p>Sages’ opinions differ on the origins of mohrgs, and on the specific conditions that result in the existence of individual specimens of their undead type. One prevailing theory among those who study the unliving maintains that Urgathoa selects a number of the darkest souls awaiting sorting and judgment by Pharasma and takes them as her due, corrupting them with a touch and returning them to the world to spread the seed of undeath in an inexorable plague over the Material Plane. While some claim that the souls that become mohrgs are so abhorrent that the Lady of Graves actually rejects them, wiser heads understand that such is not the nature of Pharasma’s judgment, and suspect that it’s either the work of the Pallid Princess or some terrible process that occurs before the souls ever leave their corpses (as is the case with many other forms of undead). (Undead Revisited)</p><p>All mohrgs have been cursed into their condition—either by the gods or by a spellcaster. (Undead Revisited)</p><p>Mohrgs, the undead murders who rise after death to stalk the streets. (Undead Revisited)</p><p>Risen corpse of a publicly executed sociopath. (Undead Slayer’s Handbook)</p><p>Mohrgs and ghouls rank among the hungry undead—mortals whose evil existences or twisted means of death shunted them back onto the Material Plane instead of affording them passage to their proper place in the afterlife. (Undead Slayer’s Handbook)</p><p>Hungry undead display a wide variety of necrologies. In most instances, they are created from malevolent living creatures. Mohrgs, wights, and ghouls all fit this description. In many cases, the living incarnations of these creatures were serial killers, war criminals, cannibals, or other antisocial beings. (Undead Slayer’s Handbook)</p><p>Malevolent ex-humanoids like mohrgs, wights, and ghouls can often be found lurking around the same hunting grounds they stalked in life. (Undead Slayer’s Handbook)</p><p>Humanoid creatures killed by Erum-Hel rise as mohrgs in 1d4 rounds. (Undead Unleashed)</p><p>On the Eylusia Building’s heavily secured third floor, alchemists and necromancers conduct distasteful research into various mummification and corpse-preservation techniques. In the central laboratory, these experiments have turned particularly heinous, and they have recently led to the creation of two mohrgs. (Hell Unleashed)</p><p>Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. (Legendary Worlds: Terminus)</p><p>Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life. (Mythic Monsters 23: Worms)</p><p>A humanoid of less than 3 Hit Dice rises as a ghast.</p><p>A humanoid of 3–9 Hit Dice rises as a wight.</p><p>A humanoid of 10 HD or more rises as a morhg. (Mythic Monsters 23: Worms)</p><p>There is no limit to the number of undead a conqueror worm can create with its slime. (Mythic Monsters 23: Worms)</p><p>Ornamie Elias Hogg (1722–?), city’s longest-serving Watch Inspector. Disappeared Chill 17th, 1772, while chasing Jonas Long-Tongue, the feared mohrg assassin capable of infecting his victims with his own form. (The Blight - Pathfinder)</p><p>Humanoid creatures killed by a genocidal mohrg rise immediately as normal mohrgs under the genocidal mohrg’s control. (The Genius Guide to the Talented Bestiary)</p><p><em>Create Undead</em> spell, caster level 18th or higher. (PRD Bestiary 1)</p><p><em>Create Undead</em> spell, caster level 18th or higher. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Clerics (PRD Only))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Inquisitor (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Create Undead</em> spell, caster level 18th or higher. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Summoner (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Wizards (3pp+PRD))</p><p><em>Create Undead</em> spell. (Sherwood: The Legend of Robin Hood (Pathfinder Edition))</p><p><em>Create Undead</em> spell, caster level 18th or higher. (Studies of Decay: Ghouls (PFRPG))</p><p><em>Raise Undeath</em> spell word, caster level 18th or higher. (Book of Magic 10 Undead Spell Words)</p><p><strong>Mummy:</strong> Mummies are created through a rather lengthy and gruesome embalming process, during which all of the body's major organs are removed and replaced with dried herbs and flowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens. The creator then finishes the ritual with a create undead spell. (PRD Bestiary 1)</p><p>Although most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are at least 10th-level clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death—usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife. (Classic Horrors Revisited)</p><p>Like all sentient undead, mummies possess a chthonic vice, one that proves so powerful that it might stretch beyond the veil of natural death. In this case: covetousness. This might seem like a strange distinction, for what undead creature is not possessed by powers or obsessions that act beyond death? Yet in numerous cases involving mummies, the uncovered corpses were not animate upon discovery. No mere trickery, in such situations not only were the remains not animate, but they were not undead before being disturbed. Although research into dark lore reveals that mummies might be created through necromantic magics, those that spontaneously manifest do so as a result of some outside influence—typically the desecration of a burial place, violation of physical remains, or conveyance of some terrible revelation. As such, the attachment between a departed soul and its immortally coveted remains, possessions, or—most intriguingly—philosophies proves so strong that the undermining of these fundaments draws the spirit back across the gulf of mortality to defend that from which its life and death took meaning. (Classic Horrors Revisited)</p><p>What might provoke a mummy’s resurrection varies widely, though cultural generalities exist. The most important requisite appears to be a lifelong preoccupation with death, typically held by an individual and compounded by his society. Populations who believe in the finality of death or the dissolution of the mortal spirit rarely produce mummies. Even believers in more traditional myths of the afterlife and the one-way progression of souls to a final reward or punishment infrequently breed such horrors. Those societies who tie their eternal rewards to the state of their physical remains or other monuments to their lives and believe that departed spirits might return to interact with the living unwittingly inflict a self-fulfilling curse upon themselves. Should one spend an entire life convinced that death does not sever his connection to the mortal realm, a belief compounded by his survivors who seek to elaborately placate his spirit, events that compromise the individual’s interests in the living world make it possible for the soul to return to seek retribution. (Classic Horrors Revisited)</p><p>Aside from mummies obsessed with their past lives, a second classification exists: the cursed. Not drawn back to the world by their own vices, these beings have their undead state forced upon them. In the most basic form, necromantic magics empower a corpse with the traits of a mummy, granting such a creature the abilities of such ancient dead but without the fanaticism that make the most legendary examples so deadly. These creatures prove hate-filled but bestial, knowing only the will to destroy and the whims of their masters. Other cursed mummies typically spawn from excruciating deaths, curses of immortal suffering, and the wrath of ancient deities. (Classic Horrors Revisited)</p><p>While mummies notoriously haunt the hidden pyramids and buried necropolises of ancient cultures, such locations are not requisite to their resurrection. Most mummies created by powers other than foul magic possess connections to their resting places, perceiving such places as sanctuaries or prisons granted to them by their descendants. The form of such places means little; it is the spiritual connection and the importance the deceased places on such locations that hold significance. Thus, mummies are just as likely to rise from hidden barrow mounds, ancient catacombs, or acres of holy mud as from more majestic tombs. That being said, cultures that place such importance on the dead as to monumentalize the resting places of the deceased predispose themselves to the curse of mummies. (Classic Horrors Revisited)</p><p>Not just any corpse can spontaneously manifest as a mummy GMs interested in creating mummies resurrected “naturally” (rather than by spells like create undead) should consider the passion and force of will of the would-be mummy. By and large, a corpse should be of a creature with a Charisma of 15 or higher and possessing at least 8 Hit Dice. In addition, it should have a reason for caring about the eternal sanctity of its remains in excess of normal mortal concern. As such, priests of deities with the Death or Repose domains, heroes expecting a champion’s burial, lords of cultures preoccupied with the afterlife, or individuals otherwise obsessed with death or their worldly possessions all make suitable candidates for resurrection as mummies—though countless other potential reasons for resurrection exist. (Classic Horrors Revisited)</p><p>Thankfully among the rarest of undead-kind, consummate undead are those beings that willingly seek undeath as a means of prolonging their time on the Material Plane or avoiding true death. Liches, vampires, and mummies are some of the more common examples of consummate undead. (Undead Slayer’s Handbook)</p><p>The sarcophagi’s occupants are undead mummies raised by Prince Kasiya. (Undead Unleashed)</p><p>Created to guard the tombs of the honored dead. (Beginner's Box)</p><p>For ages, the king of Xaotawn’s family has been challenged by their rivals for the country’s throne. After his curse changed them into mummy’s the family took the opportunity to push once more to usurp the king’s seat of power. (Lands of Theia World Primer)</p><p>A necromancer who has a position as the curator of a museum could easily use a Raise Dead spell within the ancient Egyptian exhibit, forcing the characters to contend with a fully equipped mummy. (Modern)</p><p>Made from a desiccated and preserved corpse, wrapped in sacred bandages, this undead creature is known as a mummy. (Monster Focus: Mummies)</p><p>Notably, the mages interred in the Mage Vaults are often ritually mummified, rising as mummies to guard the vaults and treasures hidden there. (Mor Aldenn Setting Guide)</p><p>Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. (Mythic Marvels)</p><p>2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area. (Mythic Marvels)</p><p>The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual. (Spheres of Power)</p><p>Although the majority of mummies are created through special ritual, some arise spontaneously, usually based on the location of their death. If such a location—be it bog or arid desert—has sufficient latent necromantic auras, the person who died there may rise as a mummy. (Southlands Campaign Setting)</p><p>Some cult members request burial in a particular way and involving a special ceremony that echoes that used to create mummies. The cults regard this method of burial (always while still living) as a way to immortality. (Southlands Campaign Setting)</p><p>Some orders and religions believe that the mummy is created to watch over her reincarnated kin and that they animate when they are called by those kin, often subliminally and sometimes centuries later. These mummies seek out their kin to protect them from harm—often something the kinsman is totally unaware of and may be horrified by. In darker cases, the mummy sees in that person the image of a dead lover and wishes to rekindle that love once more. </p><p>Rarely, some mummies are created either through a voluntary death pact between lovers because the pair wish to continue even into undeath, or through two lovers who are forced as a punishment to endure rebirth as undead. (Southlands Campaign Setting)</p><p><em>Create Undead</em> spell, caster level 15th to 17th. (PRD Bestiary 1)</p><p><em>Create Undead</em> spell, caster level 15th to 17th. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Clerics (PRD Only))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Inquisitor (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Create Undead</em> spell, caster level 15th to 17th. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Summoner (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Create Undead</em> spell. (Echelon Reference Series: Wizards (3pp+PRD))</p><p><em>Create Undead</em> spell. (Sherwood: The Legend of Robin Hood (Pathfinder Edition))</p><p><em>Create Undead</em> spell, caster level 15th to 17th. (Studies of Decay: Ghouls (PFRPG))</p><p><em>Raise Undeath</em> spell word, caster level 15th or higher. (Book of Magic 10 Undead Spell Words)</p><p>Canopic Urn of the Undead magic item. (The Wise & the Wicked 2nd Edition (Pathfinder))</p><p><strong>Shadow:</strong> A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds. (PRD Bestiary 1)</p><p>Greedy spirits whose own mean-spirited miserliness shrinks their souls, bringing them back after death as some of the most despicable undead monstrosities. (Undead Revisited)</p><p>Not even the grave can stop the greed of some people. Driven by envy and covetousness, those misers and thieves led to evil by their avaricious natures sometimes fade away or return after death as shadows, dark reflections of their former selves. (Undead Revisited)</p><p>Rampant covetousness and grasping greed lead some people down the dark path of evil and betrayal, eventually ending in a reprehensible death scene or a lonely expiration. While most such petty and despicable souls travel on to their final rewards the same way everyone else does, in some cases gluttons, misers, and thieves waste away into nothing but shadows—undead things that reach and grab, but cannot hold. (Undead Revisited)</p><p>As the victim of a shadow’s touch expires, its own shadow detaches from the corpse, taking on the same half-life as its killer. (Undead Revisited)</p><p>On their own, shadows arise from the souls of greedy but lackluster evildoers—those whose crimes are heinous, but who lack the rage of a spectre or the exultation in evil often found in wraiths. The bandit who unemotionally slits her victims’ throats because it’s convenient, the petty diplomat who orders a witch burning to cover up his adulterous affair, and the miserly headmaster who lets orphans starve to save a few coppers all make good candidates for becoming shadows. Yet while such spontaneous transformations do occur, the vast majority of shadows are instead created by magic. Necromancers have long seen the value of relatively weak, pliable, and unambitious undead servants—especially incorporeal ones—and most shadows currently in existence were originally called to undeath by the spell create undead (or else by the life-draining attacks of other shadows created in this manner). (Undead Revisited)</p><p>Death at the hands of a shadow means becoming one. (Undead Revisited)</p><p>Also fortunate for the living is that although shadows can and sometimes do drain energy from animals or even vermin found in their lairs, only humanoid creatures that fall victim to their touch become shadows themselves. This is because of the nature of the humanoid spirit or soul and the magical similarity between the shadow and its prey. (Undead Revisited)</p><p>Years ago, a young noblewoman lost in the woodlands beheld a holy vision on a hilltop and founded a small abbey there, whose sisterhood cared for all lost souls who came to its doors. Their kindness proved their undoing when a lost mercenary unit took advantage of their hospitality, only to rob and set fire to the abbey’s great hall with the sisters trapped inside. But the shadows that danced in the hellish light of the flames visited upon the soldiers all of the pain they had inflicted, and left none alive. (Undead Revisited)</p><p>Historically, it’s known that the runelords of ancient Thassilon sometimes employed shadows, taking those traitors or servants who displeased the runelords and ripping their shadows away, killing these mortal subjects and turning their shadows into phantasmal servitors and spies capable of serving for eternity. These shadows subsisted on the life force of their victims, in turn stealing the victims’ shadows to create new servitors for their vile masters. While the records are unclear about which runelord was the first to harness the undead in this manor, various reports cite Zutha (Runelord of Gluttony, and a powerful necromancer), Belimarius (Runelord of Envy), and Karzoug (Runelord of Greed), and many of the lesser necromancers in the empire embraced the practice as well. (Undead Revisited)</p><p>Shadows were well known in ancient Osirion as well—drawings and hieroglyphs concerning them decorate ancient tombs buried in the desert. Many of those same tombs are haunted by hungry shadows, awaiting tomb-robbers and explorers. Some of these shadows are guardians and protectors against those who would defile the dead, who owe their horrible existences to decadent nobles who commanded that their retinues be entombed alive with them. In other tombs, however, the resident shadows are the soul-shells of greedy and grasping pharaohs and viziers, unable to let go of what they held in life and determined to guard it forever after death. Either way, the result is the same for unfortunate tomb-raiders and archaeologists. (Undead Revisited)</p><p>While undead in general are the work of Urgathoa, shadows are often also associated with Norgorber, the god of greed, secrecy, and murder. Indeed, some worshipers of Norgorber refer to shadows as “emissaries of the Gray Master” or “Blackfinger’s claws,” and believe the god takes the shadows of the faithful after death and makes them his proxies in the mortal world, infused with a measure of his killing power. (Undead Revisited)</p><p>Any creature that is drained to 0 Strength by the Risen Lord dies. One round later, the creature’s body spawns a shadow (if the creature had 8 or fewer Hit Dice) or a greater shadow (if the creature had 9 Hit Dice or more). (Undead Revisited)</p><p>Shadows, those souls too covetous and miserly to relinquish their grasp on life. (Undead Revisited)</p><p>Little more than impressions of wickedness, shadows are the souls of petty villains too fearful of their eternal punishments to pass on to the outer planes, yet too weak-willed to manifest as greater undead. (Classic Horrors Revisited)</p><p>These creatures, creations of Syremal, lie in wait to sap the strength from any intruders who wander into the caverns. (Dragons Unleashed)</p><p>As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. (Game Mastery Guide)</p><p>The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows. (Advanced Bestiary)</p><p>Decaying Gate Hub mishap 26-40 A surge of necromantic energy infuses the ship. All passengers must make a DC 25 Fortitude Save or take 5d6 points of negative energy damage. Any passengers killed by this energy immediately reanimate as shadows, intent on killing all other life on the ship. (Aethera Campaign Setting)</p><p>A creature killed by a shadow’s incorporeal touch becomes a shadow under the control of its killer in 1d4 rounds. (Book of Beasts Monsters of the Shadow Plane)</p><p>Anyone killed by an imbued shadow becomes a shadow or shadow mastiff permanently under [the] control [of the creator of the imbued shadow]. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p>At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. (Echelon Reference Series: Inquisitor (3pp+PRD))</p><p>Lord Nagakage is a mighty shadow lord, with the ability to control multitudes of lesser shadows. Once a month, he secretly leaves his castle to choose a random victim upon which to feed. The victim, once drained of life, rises as a shadow under the control of Nagakage and further swells the ranks of his minions within and under his island fortress. (Game Master's Guide to Kaidan)</p><p>The vengeful Ankehaton slew two of his killers, turning them into 2 shadows. (Mountains of Madness)</p><p>Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. (Mythic Marvels)</p><p>1st: awaken a dead creature as an unfriendly shadow or skeletal champion that guards the area. (Mythic Marvels)</p><p>A humanoid creature killed by a blast shadow’s Strength damage or radiation poisoning becomes a normal shadow under the control of its killer in 1d4 rounds. (The Genius Guide to the Talented Bestiary)</p><p>A humanoid creature killed by a woojie weg become a shadow under the control of the woojie weg after 1d4 days. (The Genius Guide to the Talented Bestiary)</p><p>This weapon’s dark origins were steeped in blood; foul necromantic rituals gave it the power to tear forth the souls of men, turning them into ghostly specters that hungered for the living. (Treasure of NeoExodus: Claw of Xon)</p><p>Then, testing a new process using his disturbing necromantic magic, he extracted the iron from the blood of hundreds of slaves and prisoners to forge a new weapon for his new general, befitting his power. Weaving even darker and fouler magic into this weapon he imparted it the power to not just tear flesh and pulp bone, but also rend the very soul from a body to serve the weapon’s wielder before passing on. (Treasure of NeoExodus: Claw of Xon)</p><p><em>Create Greater Undead</em> spell, caster level 15th or lower.</p><p><em>Animate Dead III</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead III</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead IV</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead IV</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead V</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead V</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Shadow</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Create Greater Undead</em> spell, caster level 15th or lower.</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Clerics (PRD Only))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Inquisitor (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Create Greater Undead</em> spell, caster level 15th or lower. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Summoner (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Wizards (3pp+PRD))</p><p><em>Raise Undeath</em> spell word, boosted. (Book of Magic 10 Undead Spell Words)</p><p><em>Shadow Traitor</em> spell. (Scarred Lands Player's Guide (Pathfinder))</p><p><em>Shadow Slaves</em> spell. (Echelon Reference Series: Witch Spells Compiled (3pp+PRD))</p><p><em>Umbral Touch</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Umbral Touch</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Umbral Touch</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Umbral Weapon</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p>Spawn of the Shadows feat. (Undefeatable 20: Shadowdancer)</p><p>Spawn of the Shadows feat. (Undefeatable: The Collected Feats Sourcebook)</p><p>Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide)</p><p>Animate Shadow major witch talent. (The Genius Guide to More Witch Talents)</p><p>Dirge of Weeping Color masterpiece. (Wayfinder #16)</p><p><strong>Shadow Greater:</strong> Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. (PRD Bestiary 1)</p><p>A shadow that has fed on the lives of many victims, or that dwells long enough in a place suffused with sufficient negative energies, may grow in power, becoming a greater shadow. (Undead Revisited)</p><p>Any creature that is drained to 0 Strength by the Risen Lord dies. One round later, the creature’s body spawns a shadow (if the creature had 8 or fewer Hit Dice) or a greater shadow (if the creature had 9 Hit Dice or more). (Undead Revisited)</p><p>These creatures, creations of Syremal, lie in wait to sap the strength from any intruders who wander into the caverns. (Dragons Unleashed)</p><p>Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. (Advanced Bestiary)</p><p>The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows. (Advanced Bestiary)</p><p>If a creature is slain by a shadow of the void’s blightfire, icy fragments of the creature remain and it rises as a greater shadow. (Book of Beasts Legendary Foes)</p><p>A living creature slain by a shadow of the void becomes a greater shadow in 1d4 rounds. (Book of Beasts Legendary Foes)</p><p>At first glance, it appears that the skeleton resting atop the larger slab was an unfortunate soul who died at an inopportune time. However, further inspection reveals that the person was in fact alive for at least part of the procedure. A successful DC 20 Perception check reveals portions of his fingernails embedded into the stone surface and deep scratches on the bones corresponding with the fingertips. The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a greater shadow. (Mountains of Madness)</p><p><em>Create Greater Undead</em> spell, caster level 19 with <em>Shadow Walk</em> spell. (Undead Revisited)</p><p><em>Animate Dead VIII</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VIII</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead IX</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Raise Undeath</em> spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words)</p><p><strong>Skeletal Champion:</strong> "Skeletal Champion" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3. (PRD Bestiary 1)</p><p>A skeletal champion cannot be created with animate dead—these potent undead only arise under rare conditions similar to those that cause the manifestation of ghosts or via rare and highly evil rituals. (PRD Bestiary 1)</p><p>Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. (Bestiary 5)</p><p>Up to three times per day, a nekomata can turn a dead body into an undead creature by licking it as a standard action. A skeleton rises as a skeletal champion, while a body with flesh animates as a juju zombieB2. (Bestiary 6)</p><p> Long ago, she [Meyi] lured a Koboto tribe to the site, offering to hire them to serve as guardians, but she eventually slaughtered them all and raised them as skeletal champions. (Undead Unleashed)</p><p>As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk. The undead remain mindless, but the magical power behind the incursion gives them the efficiency and tactical acumen of a living army. The skeletons seek out weapons and armor to gird themselves for battle. Elite skeletal champions lead the troops, wielding magic items scavenged from abandoned graves. (Game Mastery Guide)</p><p>Opening the [canopic] jars [of Khasekenej] creates powerful minions to serve you—whether you’re fighting a battle, doing reconnaissance work, or you simply need someone to pour you a drink, these jars are your friends. ([PFRPG] Pug's Bazaar: Tent #1)</p><p>While most skeletons are mindless automatons, some skeletons retain their intelligence and cunning, making them formidable warriors. (100% Crunch Skeletal Champions)</p><p>“Skeletal Champion” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3. (100% Crunch Skeletal Champions)</p><p>Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. (Mythic Marvels)</p><p>1st: awaken a dead creature as an unfriendly shadow or skeletal champion that guards the area. (Mythic Marvels)</p><p>The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual. (Spheres of Power)</p><p><em>Create Undead</em> spell, caster level 11 with <em>Enervation</em> or <em>Energy Drain</em> spell. (Undead Revisited)</p><p><em>Revenancer's Rage</em> spell. (Gothic Grimoires To Serve a Prince Undying)</p><p>Eternal Army true ritual. (Scarred Lands Player's Guide (Pathfinder))</p><p><em>Raise Undeath</em> spell word. (Book of Magic 10 Undead Spell Words)</p><p>Dread Fangs of the Hydra magic item. (Mythic Monsters #47: Greek)</p><p>Dread Fangs of the Hydra magic item. (Mythic Treasures)</p><p><strong>Skeletal Champion Human Warrior 1:</strong> ?</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, brought to unlife through foul magic. (PRD Bestiary 1)</p><p>"Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. (PRD Bestiary 1)</p><p>Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. (Bestiary 5)</p><p>Dead bodies animated through foul necromantic rituals. (Classic Horrors Revisited)</p><p>The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living. (Classic Horrors Revisited)</p><p>However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well. (Classic Horrors Revisited)</p><p>Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage. (Classic Horrors Revisited)</p><p>Domains of evil are dark pockets of supernatural activity embedded in a plane (often the Material Plane) like boils on pockmarked flesh. Most domains are hostile and uninviting at best, full of twisted forests, rough and intractable terrain, and putrid rivers that reek of rot and pollution. Wildlife could be similarly tainted, in which case even the occasional hare or ground squirrel is bony, cancerous, and infested with vermin. Packs of mangy coyotes, pustule-plagued wolves, and murders of molting crows might constantly harass travelers, nipping at their heels, ripping the flanks of their mounts, or snatching at the fingers of careless campers. (Horror Adventures)</p><p>Supernatural creatures might also plague the unwary, as moaning zombies wander wind-blown mountain passes and spectral dead seek to drain the life from the living at every turn. Packs of ghouls roam the lowlands, devouring entire villages, and the gnawed skeletons they leave in their wake animate and attack travelers. (Horror Adventures)</p><p>Unlike other types of undead creatures, mindless undead consist of skeletons, zombies, and other drones whose souls have long passed on but whose broken remains have been reanimated via corruptive negative energy. (Undead Slayer’s Handbook)</p><p>If a creature is killed by a boneshard bomb or the resulting bleed effect, its corpse immediately reanimates as an undead creature with the skeleton template. (Undead Slayer’s Handbook)</p><p>Skeletons are the animated bones of the dead, brought to unlife through foul magic. While they are mindless automatons, the magic that created them gave them evil cunning and an instinctive hatred of the living. (Beginner's Box)</p><p>To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic. (Book of the Damned)</p><p>As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk. (Game Mastery Guide) </p><p>Skeletons are the animated bones of the dead, brought to unlife through foul magic. (100% Crunch Skeletal Champions)</p><p>Skeletons are the animated bones of the dead, brought to unlife through foul magic. (100% Crunch Skeletons)</p><p>“Skeleton” is an acquired template that can be added to any corporeal creature that has a skeletal system. (100% Crunch Skeletons)</p><p>Skeletons are normally created with animate dead. Of course, wizards and priests both have access to the animate dead spell, and depending on their power may animate any kind of creature (assuming they have its skeleton). Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3) and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability. Such creatures could easily scour the sites of battles on the fiendish planes, and animate the dead bodies of celestials and fiends. Material Plane creatures with the animate dead spell‐like ability include hag covens (PRD Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3) and zuvembies (Bestiary 3). (100% Crunch Skeletons)</p><p>Any corpse of Medium size or smaller within 30 ft. of a nethercrab has a cumulative 10% chance per hour of reanimating as a skeleton or zombie, depending on its condition. (Aethera Field Guide I)</p><p>A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones. (Aethera Field Guide I)</p><p>For all of Marit’s wonders and achievements, her lore regarding the creation of undead has become the most integral to Mariton’s success. Skeletons, Zombies, Echohusks, and more sophisticated variants of these creatures have long filled Mariton’s armies, soldiers gathered from the corpses of fallen enemies and unworthy citizens. (Arcforge Campaign Setting: Far Flung Frontiers)</p><p>This skeleton is an undead creature animated by magic to perform single-minded tasks. (Behind the Monsters Omnibus)</p><p>A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. (Creepy Creatures Bestiary of the Bizarre)</p><p>The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons)</p><p>But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. What remained of the people surrounding the survivors was now a macabre collection of zombies, skeletons, and other myriad undead beings. (Lands of Theia)</p><p>As a standard action, a bone sovereign can create any number of skeletal monsters from its body.</p><p>The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. (Malevolent and Benign)</p><p>The creature is a skeleton, an undead abomination created from the bones of a dead creature. (Monster Focus: Skeletons)</p><p>A rot giant can take a full round action to gape its jaws like a snake and consume the corpse of a Medium or smaller target. On the next round, as a standard action it can disgorge a skeleton with HD equal to the consumed victim. (Monster Menagerie Kingdom of Graves)</p><p>These halls connect several large crypts for the well-to-do of Mor Aldenn. Generally, each of these crypts is maintained by one family for several generations and contains over a dozen bodies. During the day, at least one or two devout family members are visiting one or two of the crypts at any time. In the event of a funeral, this number can swell to thirty people or more. Unfortunately, at night the curse of the Barrowdelve causes some of these revered ancestors to animate, and 1d3 zombies and 1d6 skeletons prowl these halls. (Mor Aldenn Setting Guide)</p><p>Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence. (Mountains of Madness)</p><p>Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. (Mountains of Madness)</p><p>The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. (Races of Obsidian Twilight: Osirian)</p><p>The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs. (Races of Obsidian Twilight: Osirian)</p><p>With a ritual requiring 8 hours, a master of death can animate a single skeleton or zombie whose Hit Dice do not exceed her arcanist level. (Shadows Over Vathak Player's Guide to Vathak)</p><p>Once per day, whenever the Noc-Lar remains stationary and channels its power for one minute, it can create any of the following effects in a mile radius:</p><p>The Bloodworks 5 TPA, variable CPA: Purchase magical service from the following list of rituals: animate dead (4 CPA, up to 10 HD of uncontrolled skeletons or zombies), clone (24 CPA), desecrate (1 CPA), false life (1 CPA), inflict critical wounds (2 CPA), inflict serious wounds (1 CPA). (Spheres of Power)</p><p>- Animate all humanoid corpses as skeletons or zombies. (The Book of Metal)</p><p>As a standard action, a gaunt ascetic can expend a single channel energy use to animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum number of hit dice equal to the ascetic’s HD. (Wayfinder Bestiary)</p><p><em>Animate Dead</em> spell. (PRD Bestiary 1)</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Clerics (PRD Only))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Inquisitor (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Summoner (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Wizards (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Modern)</p><p><em>Animate Dead</em> spell. (The Genius Guide to the Talented Bestiary)</p><p><em>Animate Dead I</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead I</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead II</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead II</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead III</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead III</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead IV</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead IV</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead V</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead V</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VI</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VI</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VII</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VII</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VIII</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VIII</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead IX</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead Lesser</em> spell. (Lands of Theia)</p><p><em>Animate Dead Lesser</em> spell. (Mythic Monsters 9: Undead)</p><p><em>Animate Dead Minor</em> spell. (Monster Focus: Skeletons)</p><p><em>Animate Dead Minor</em> spell. (Scarred Lands Player's Guide (Pathfinder))</p><p><em>Animate Living Skeleton</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Living Skeleton</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Skeleton: BoLS</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Skeleton BoLS</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Skeleton: Rite</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Skeleton Rite</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animus Blast</em> epic spell. (Epic Heroes 0.9.2)</p><p><em>Call the Dead</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Call the Dead</em> spell. (Monster Focus: Skeletons)</p><p><em>Call the Dead</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Call of the Dead</em> spell (Nemesis Unleashed Volume II). (Nemesis Unleashed Volume II)</p><p><em>Call of the Dead Legions</em> spell. (Nemesis Unleashed Volume II). (Nemesis Unleashed Volume II)</p><p><em>Deathless Defenders</em> spell. (Ultimate Strongholds)</p><p><em>Escape the Bonds of Flesh</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Escape the Bonds of Flesh</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Escape the Bonds of Flesh</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Escape the Bonds of Flesh</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Escape the Bonds of Death</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Leech Field</em> spell. (Scarred Lands Player's Guide (Pathfinder))</p><p><em>Lesser Animate Dead</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Lesser Animate Dead</em> spell. (Echelon Reference Series: Clerics (PRD Only))</p><p><em>Lesser Animate Dead</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Lesser Animate Dead</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Lesser Animate Dead</em> spell. (Echelon Reference Series: Wizards (3pp+PRD))</p><p><em>Murder's Claim</em> spell. (Gruesome Foes)</p><p><em>Raise Lesser Undead</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Raise Lesser Undead</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Raise Lesser Undead</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Raise Undead Host</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Reign of Madness</em> spell. (The Book of Metal)</p><p><em>Release From Flesh</em> spell. (Shadows Over Vathak: Hauntlings – Enhanced Racial Guide)</p><p><em>Torpid Reanimation</em> spell. (Mythic Magic: Horror Spells)</p><p><em>Undead Crew</em> spell. (Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG))</p><p>Eternal Army true ritual. (Scarred Lands Player's Guide (Pathfinder))</p><p>Animate Dead ritual. (Spheres of Power)</p><p>Animation by Touch feat. (Obsidian Apocalypse)</p><p>Murderous Necromancy feat. (Undefeatable 13: Assassin)</p><p>Murderous Necromancy feat. (Undefeatable: The Collected Feats Sourcebook)</p><p>Necrotic Arrow feat, Arcane Archer level 3 (Undefeatable 12: Arcane Archer)</p><p>Necrotic Arrow feat, Arcane Archer level 3 (Undefeatable: The Collected Feats Sourcebook)</p><p>Bonewarped Eternity disease. (Pathways 51)</p><p>Bone Sword magic item. (Monster Focus: Skeletons)</p><p>Staff of Carnage magic item. (The Book of Metal)</p><p>Reanimate power. (Spheres of Power)</p><p>Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (3pp))</p><p>Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (PRD Only))</p><p>Field of Bone hazard. (Horror Adventures)</p><p><strong>Skeleton Human Warrior 1:</strong> ?</p><p><strong>Skeleton Bloody:</strong> These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. (PRD Bestiary 1)</p><p>As a full round action, Hela may use either animate dead or call of the dead. She may always choose to create burning or bleeding skeletons with call of the dead without increasing the casting time. (Nemesis Unleashed Volume II)</p><p><em>Call the Dead</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Call the Dead</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Call the Dead</em> spell. (Monster Focus: Skeletons)</p><p><em>Call of the Dead</em> spell. (Nemesis Unleashed Volume II)</p><p><em>Call of the Dead Legions</em> spell. (Nemesis Unleashed Volume II)</p><p>Expanded Necromancy power. (Spheres of Power)</p><p>Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (3pp))</p><p>Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (PRD Only))</p><p><strong>Skeleton Burning:</strong> These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. (PRD Bestiary 1)</p><p>Spawn created by a desert mohrg rise as burning skeletons rather than fast zombies. (Undead Revisited)</p><p>As a full round action, Hela may use either animate dead or call of the dead. She may always choose to create burning or bleeding skeletons with call of the dead without increasing the casting time. (Nemesis Unleashed Volume II)</p><p><em>Call the Dead</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Call the Dead</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Call the Dead</em> spell. (Monster Focus: Skeletons)</p><p><em>Call of the Dead</em> spell. (Nemesis Unleashed Volume II)</p><p><em>Call of the Dead Legions</em> spell. (Nemesis Unleashed Volume II)</p><p>Expanded Necromancy power. (Spheres of Power)</p><p>Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (3pp))</p><p>Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (PRD Only))</p><p><strong>Spectre:</strong> Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. (PRD Bestiary 1)</p><p>Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. (PRD Bestiary 1)</p><p>Spectres are creatures of insatiable anger, their undeath the result of evil lives and a rage too great to allow them to let go of the mortal world. Arrogant egomaniacs enraged by the insult of their own deaths and murder victims seeking revenge on their captors are prime candidates for transformation into spectres, though such transformations is far more common if the mortals were actively evil. (Undead Revisited)</p><p>Areas infested with the foul followers of Zyphus are often prime locations for spectres, as the cultists’ souls tend to linger on the mortal plane after death, rewarded with undeath and allowed to continue their dark deeds on Golarion. Other gods also command the respect of these undead, however, and the creatures’ spawning ability means spectral clerics in the service of Urgathoa quickly rise within her clergy, the dark spirits’ endless hunger for life force and control of an army of spawn a fitting homage to the Pallid Princess. Geb’s ruling class contains several powerful spectres, some of which host decadent, energy-draining banquets in their unhallowed halls, feasting on buffets of sentient souls, with the victims rising as spawn to expand the nation’s legions of incorporeal spies and infiltrators. (Undead Revisited)</p><p>Instances of extreme violence and hatred often give rise to a lesser form of spirit: spectres. (Classic Horrors Revisited)</p><p>The incorporeal undead are those souls whose very cores have been warped by the Negative Energy Plane, and who now rove the Material Plane as cruel, disembodied spirit beings—ghosts, w[raith]s, and spectres being those more often encountered. (Undead Slayer’s Handbook)</p><p>To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew. (Undead Slayer’s Handbook)</p><p>These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths. (Undead Slayer’s Handbook)</p><p>As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. (Game Mastery Guide)</p><p>The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. (Planar Adventures)</p><p>While it is most often used by mortals as a means to move incorporeally and unseen, the Ethereal Plane also serves as the launching point for souls, for it is here that they drift to upon death, joining the River of Souls to begin their journey to the Boneyard. Not all souls succeed at this journey, however; the Ethereal Plane is receptive to potent emotion, and souls that died without finding peace may linger in the mists for a time. Souls that become lost or are unable to move on due to extreme emotional trauma at the time of death may return to the Material Plane as ghosts, spectres, wraiths, or other bodiless undead, while others are called back to existence by spiritualists to become phantoms. (Planar Adventures)</p><p>Any humanoid slain by a chained spirit becomes a spectre in 1d4 rounds. (Aquilae: Bestiary of the Realm: Volume 1 (Pathfinder))</p><p>Jenovaria was a hate-filled barbarian in life. He died tormented and ashamed for not discovering his lover’s killer and avenging the murder. (Book of Beasts Monsters of the Shadow Plane)</p><p>Creatures from 13+ HD within the cone of a plague dragon's deathless breath must make a Fortitude save or die and reanimate as spectres. (Creepy Creatures Bestiary of the Bizarre)</p><p>At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. (Echelon Reference Series: Inquisitor (3pp+PRD))</p><p>The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons)</p><p>Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (GM's Miscellany: Alternate Dungeons)</p><p>Any humanoids slain by a mythic spectre become nonmythic spectres themselves in one round. (Mythic Monsters 9: Undead)</p><p>Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises. (GM's Miscellany: Alternate Dungeons)</p><p>The Ashmede Devil who ruled the Goblins constructed the room to be a prison, tormenting the angels within for centuries. The Goblins’ society declined over the same centuries, and the angels were eventually rescued by a group of adventurers, two of which perished in the cavern. The souls of those adventurers are being held by the walls and the magic they b[ear]. (Manastorm: World of Shin'ar (PFRPG))</p><p>Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. (Mythic Marvels)</p><p>3rd: Awaken a dead creature as an unfriendly spectre that guards the area. (Mythic Marvels)</p><p>Humanoids Lillian slays become spectres (with a –2 penalty on all d20 rolls, –2 hp per HD and only drain one level on a touch) in 1d4 rounds. (Scions of Evil)</p><p>The spirits of two nest hunters who fell while hunting for eggs long ago haunt the cliffs here. (The Blight - Pathfinder)</p><p>Any humanoid or monstrous humanoid slain by the Bone Griffon rises in 1d6 minutes as a ghoul. Humanoid or monstrous humanoids with 4 or more Hit Dice rise as a specter instead. (The Complete Nemesis Bestiary)</p><p>Creatures killed by the death nightmare immediately arise as spectres. The creature must be within one size category of the death nightmare, and are under her absolute command. (The Genius Guide to the Talented Bestiary)</p><p>Any humanoids slain by a dethroned spectre become a normal spectre themselves immediately. (The Genius Guide to the Talented Bestiary)</p><p>Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. (The Mad Doctor's Formulary)</p><p><em>Create Greater Undead</em> spell, caster level 18th to 19th. (PRD Bestiary 1)</p><p><em>Animate Dead VII</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VII</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VIII</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VIII</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead IX</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Create Greater Undead</em> spell, caster level 18th to 19th. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Clerics (PRD Only))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Inquisitor (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Create Greater Undead</em> spell, caster level 18th to 19th. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Summoner (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Wizards (3pp+PRD))</p><p><em>Raise Undeath</em> spell word, caster level 20th or higher. (Book of Magic 10 Undead Spell Words)</p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice. (PRD Bestiary 1)</p><p>A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. (PRD Bestiary 1)</p><p>The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires. (Classic Horrors Revisited)</p><p>Thankfully among the rarest of undead-kind, consummate undead are those beings that willingly seek undeath as a means of prolonging their time on the Material Plane or avoiding true death. Liches, vampires, and mummies are some of the more common examples of consummate undead. (Undead Slayer’s Handbook)</p><p>Though they all share a common fate in undeath, the different types of vampires arise in distinctly different ways. (Blood of the Night)</p><p>A moroi is created as the spawn of another. These spawn are released from service when their creator either is slain or deems them more useful as free subjects. Eventually, the spawn gain all the powers of their moroi master. (Blood of the Night)</p><p>In time, some [nosferatu] spurned the animalistic ways of their brethren and embraced the cult of youth that pervaded their mortal prey. These became the moroi, the most common among vampirekind. (Blood of the Night)</p><p>If the wielder [of the Mace of Larthios] dies, by any means, while afflicted by the mace, he rises in 1d3 nights as a vampire. (101 Malevolent Magic Items)</p><p>Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a creature slain by a dread vampire’s energy drain attack rises as a standard vampire 24 hours after death. (Advanced Bestiary)</p><p>At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. (Echelon Reference Series: Inquisitor (3pp+PRD))</p><p>Calix Sabinus can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days. (Fallen Of Obsidian Twilight: Calix Sabinus)</p><p>The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons)</p><p>Vampire myths are as old as time, and it seems that for every myth there is a different way in which one becomes a vampire. Many vampires spread their affliction through their bite, either indiscriminately, or only when they choose to “embrace” their target. Others spread vampirism as a literal disease, which can be inflicted in a number of ways. In other tales, there is no way to “spread” vampirism, and each person who rises as one of the undead does so because of some grave sin that he connected in life. Below are some popular legends about what can cause a person to rise as a vampire. Note that these are just guidelines, and GMs should feel free to pick and choose which of these will work in a given game, and which are simply myth. Some GMs might determine that anyone who is subject to a certain number of these conditions will rise as a vampire, but any one condition is not enough. Others might determine that some or all of these can cause a corpse to rise as a vampire, unless simple steps are taken to prevent that from happening, etc. A corpse might rise as a vampire if…</p><p>• …the corpse is jumped over by an animal.</p><p>• …the body bore a wound which had not been treated with boiling water.</p><p>• …the corpse was an enemy of the church in life.</p><p>• …the corpse was a mage in life.</p><p>• …the corpse was born a bastard.</p><p>• …the corpse converted away from a “true” faith (historically, the Eastern Orthodox Church).</p><p>On the other hand, these countermeasures are supposed to prevent a corpse from rising as a vampire:</p><p>• A good person need not fear rising as a vampire.</p><p>• Crossing oneself before initiating sex spares any resulting children from becoming a vampire.</p><p>• Certain blessings performed over the body can prevent the corpse from rising as a vampire.</p><p>• Burying the corpse face-down may not prevent the corpse from becoming a vampire, but supposedly prevents him from rising out of his grave. (Liber Vampyr)</p><p>A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire. (Monster Menagerie Kingdom of Graves)</p><p>Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. (Rappan Athuk Bestiary – Pathfinder)</p><p>Some of her southerner worshipers, however, look to her as a goddess who can give them life beyond death, forestalling the great bane of mortality. While this state of affairs does not necessarily sit well with the Mistress of the Grave, the benefits she reaps in converts is well worth the ideological sacrifice of allowing some few of her faithful the selfish indulgence of undead existence for a few centuries. For every one who learns the secrets of lichdom or vampirism, for instance, scores or even hundreds look to the example of the few and believe, in vain, that they, too, might know such power. (Rhune Dawn of Twilight Campaign Guide)</p><p>Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. (Tome of Horrors 4)</p><p>Calix can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days. (Obsidian Apocalypse)</p><p>Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. (The Deluxe Guide to Fiend Summoning and Faustian Bargains)</p><p>An obour is rather short-lived in its invisible, incorporeal form. After it rises from the grave, the vampire-spirit haunts a community for 40 nights, after which it returns to the soil just before dawn on the 40th night to regenerate its original physical form. During this transformation period, an obour is quite vulnerable. If its resting place is discovered and its transitioning form is doused with just a vial of holy water, the obour is utterly destroyed. If the obour’s transformation isn’t interrupted by the following midnight, the creature rises from the grave as a true, free-willed vampire. (Wayfinder Bestiary)</p><p>After they rise from the grave, a vampire spirit will haunt a community for 40 nights. After 40 nights, the obour returns to the soil where it regenerates its original physical form. The next night, its transformation complete, the creature rises from the grave as a true, free-willed vampire. (Wayfinder 5)</p><p>Vampirism exalted boon. (Book of the Damned)</p><p>Culture Monster VI extract. (Echelon Reference Series: Alchemist Extracts Compiled (3pp+PRD))</p><p>Greater Undead power. (Spheres of Power)</p><p><strong>Vampire human sorcerer 8:</strong> ?</p><p><strong>Vampire Spawn:</strong> A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. (PRD Bestiary 1)</p><p>The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires. (Classic Horrors Revisited)</p><p>While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn. (Classic Horrors Revisited)</p><p>Draining blood is not the only way new vampires are created, however. Little known is the fact that the very touch of the vampire can drain one’s power and weaken one’s resolve—a condition that seems to be more a manner of fundamental deterioration than mere physical draining. Rarely used by vampires except in desperate conflicts, as it supplies them with no vital blood, their energy-sapping touch can easily extinguish a life, and from such withering deaths new vampires arise, cursing even the most exceptional souls to an existence as undead slaves. (Classic Horrors Revisited)</p><p>While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn. (Classic Horrors Revisited)</p><p>The moroi are the most common among vampirekind. Their deadly kiss can bestow unlife to their victims, who become their unwitting thralls upon reanimation. (Blood of the Night)</p><p>A moroi is created as the spawn of another. (Blood of the Night)</p><p>One of the unique tools of the moroi is the ability to create spawn. (Blood of the Night)</p><p>A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days. (GM's Miscellany: Places of Power)</p><p>Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. (Rappan Athuk Bestiary – Pathfinder)</p><p>Gahlgax can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil)</p><p>Vilran can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil)</p><p>Tregereth can create a spawn when she slays a creature with blood drain or energy drain. (Scions of Evil)</p><p>Daveth can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil)</p><p>Margh can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil)</p><p>Terl can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil)</p><p>Vampires can create spawn of the same type (humanoid, monstrous humanoid and so on), from those it slays with its blood drain or energy drain attacks. The victim rises in 1d4 days. (Scions of Evil)</p><p>Cadan can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil)</p><p>Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. (Tome of Horrors 4)</p><p>Sorcerer Vampire Bloodline Blood Lord power. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><strong>Wight:</strong> Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. (PRD Bestiary 1)</p><p>Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. (PRD Bestiary 1)</p><p>Broken corpses hungry for the souls of the living, doomed to their lonely existences through a wide variety of tragedies, malevolence, or unwilling possession. (Undead Revisited)</p><p>The origins of wights are highly varied. Some are created through obscure necromantic rites (usually create undead) and bound to the service of necromancers or evil priests. More commonly, wights are simply the unfortunate victims of other wights, the light of their lives turned to a corrupted mockery by the undead’s touch. (Undead Revisited)</p><p>Every touch of a wight draws the target farther from life and deeper into death, until the last of its life force ebbs and the target is transformed in an instant into a dreadful thing of suffering and hate, leavened with a tormented enslavement to the will of its creator. (Undead Revisited)</p><p>More tragically, wights can also arise spontaneously. (Undead Revisited)</p><p>Scholars of the undead use the term “wights of anguish” to describe those whose birth into unlife occurred following a horrible trauma, often both mental and physical, that leaves their bodies broken, their psyches shattered, and their spirits consumed with hate and revenge. The depth of their suffering and the lingering shock are so intense that these unfortunates become enthralled to their own pain, clinging to it with every fiber of their being, crucifying themselves across the threshold of death’s door, unable to truly live but unwilling to truly die. (Undead Revisited)</p><p>More sinister are “wights of malevolence,” those who through the depravity of their own benighted souls have earned an eternity of roaming the world, cursed with an eternal hunger that can never be slaked and a ragged weariness unable to ever find rest. Popular legend says those sentenced to such an existence are the truly damned, so vile that Hell itself spat them up rather than take them to its bosom. (Undead Revisited)</p><p>But perhaps most frightening are those known as “wights of possession.” These are wights created when an evil undead spirit bonds with a corpse in order to animate it, often choosing its host based on convenience or strength of body. Though the original spirits of these bodies may have long since fled to their just rewards, few things are more horrible for their grieving friends than to see their loved ones’ corpses suddenly come to life and begin slaughtering the mourners. (Undead Revisited)</p><p>Wherever humanoids die in utter anguish or are entombed in infamy (or even buried alive as punishment), wights may arise, and once they establish a foothold, they begin to spawn and proliferate. (Undead Revisited)</p><p>Wights of malevolence sometimes arise from the unquiet remains of the exceptionally evil. Warlords of unspeakable cruelty may be sealed within barrows in the hope that, should their evil linger and stir even in death, they will be trapped and contained. (Undead Revisited)</p><p>Old legends suggest that the treasures of a wight of malevolence are themselves tainted with the wight’s foulness, causing a darkening of spirit and a growing psychosis, leading to murderous paranoia that consumes the victims, and causes them to become wights themselves. Depending on the legend, this fate can be averted by freely giving the wight’s treasures away to others; having them blessed by one of the fey (at whatever price the fey demands); or scattering them in the sunlight for 3 days, allowing anyone to take a portion, and then collecting whatever fate has decreed will remain. Only by breaking the cycle of greed can the wight’s treasure be safely recovered. (Undead Revisited)</p><p>A wight’s treasure can become infused with its dark spirit, creating a gnawing, obsessive greed that saps the spirit and life of any creature that claims it. A character that possesses accursed wight treasure gains a number of negative levels equal to the total gp value of the stolen treasure divided by 10,000 (minimum of one negative level). These negative levels remain as long as the creature retains ownership of the treasure (even if this treasure is not carried)—they disappear as soon as the stolen treasure is destroyed, stolen, freely given away, or returned to the wight’s lair. If the treasure is merely sold, the negative levels become permanent negative levels that can then be removed via means like restoration. (Undead Revisited)</p><p>A creature whose negative levels equal its Hit Dice perishes and rises as a wight. If the wight whose treasure it stole still exists, it becomes a wight spawn bound to that wight. If not, it becomes a free-willed wight. Removing these negative levels does not end the curse, but remove curse or break enchantment does, with a caster level check against a DC equal to the wight’s energy drain save DC. A wight’s treasure does not confer negative levels while in the area of a hallow spell. (Undead Revisited)</p><p>Any humanoid creature that is slain by a wight lord becomes a wight itself in only 1d4 rounds. (Undead Revisited)</p><p>Wights can be found nearly anywhere on Golarion, though they are encountered most frequently in areas that have seen a long history of war and strife, especially in and around the battlegrounds and burial grounds of fallen empires. Places like the River Kingdoms and western Iobaria with their innumerable failed settlements and petty battlefields are fertile breeding grounds for wights, as are war-torn frontiers like those between Taldor and Qadira, and lands tainted with prolonged suffering like Galt and Nidal. Wights are most associated with humans, but evil dwarves have a long tradition of creating loyal tomb guardians to ward their mausoleums, while the ancient exodus of the elves (and the terrible fates suffered by those who remained) make wights a recurring plague in reclaimed elven holdings. And of course, like most undead, they’re more common in areas where cults of Urgathoa operate. (Undead Revisited)</p><p>Wights are less common in Garund than elsewhere, as the funerary practices and necromantic traditions there have long favored mummification for the preservation of the honored dead and for guardianship of tombs. Wights are prevalent, however, in the flooded ruin and innumerable shipwrecks of the Sodden Lands, the Shackles, and the rain-lashed coasts around the Eye of Abendego. These desperate wights sometimes live in a perverse mockery of life, seeing themselves as the last survivors of their villages (or voyages), not realizing that they are truly dead. (Undead Revisited)</p><p>Far to the east, the cruel rakshasas of Jalmeray exult in the temptation and corruption of the unwary into the kind of unspeakable vileness that leads these unfortunates to become wights in death, serving the rakshasas as loyal bodyguards and assassins. (Undead Revisited)</p><p>Packs of wights are a long-standing menace at the triune borderland of Ustalav, Lastwall, and the Hold of Belkzen. The Virlych dead lands surrounding the ruins of Gallowspire, steeped in horror, are haunted by the tormented remnants of those harrowed an age ago by the Whispering Tyrant’s magics, bodies shredded and spirits flensed until nothing but pain and deathless rage remained. Patrols from Vigil exterminate these wights whenever they are found, but on more than one occasion a patrol has simply disappeared, until a later patrol suffered a tragic encounter with the corrupted remains of the righteous fallen. (Undead Revisited)</p><p>Across the border in Belkzen, honor is for the living, and wherever the warriors fall is where they rot. On rare occasions, notable leaders are buried in lone cairns, but more often when burial is required (such as when an army dies on land the victors wish to inhabit), all of the fallen from a single battle are interred in a mass barrow with their leader. These funerary rites often awaken one or more wights that embrace the charge of leading the dead. Unusually powerful orc priests, shamans, or witches may also travel at times through the Hold visiting the various tribes to create guardian wights or take control of those that arise spontaneously. (Undead Revisited)</p><p>Of all these lands, however, the ones most associated with wights are the cold Kellid and Hallit lands of the north, from long-lost Sarkoris in the east to the Lands of the Linnorm Kings in the west. No strangers to suffering and misery, nor to war and cruelty, these realms are liberally scattered with barrows, dolmens, and cairns. Some are haunted by wights of their own, but legend tells of the White Legion, an army of frost wights gathered beyond the Crown of the World, culled from the lost and the dead of all the cold lands. Their purpose is a mystery, but enemies of Irrisen fear they may be in league with Baba Yaga and her witch daughters. (Undead Revisited)</p><p>Hungry undead display a wide variety of necrologies. In most instances, they are created from malevolent living creatures. Mohrgs, wights, and ghouls all fit this description. In many cases, the living incarnations of these creatures were serial killers, war criminals, cannibals, or other antisocial beings. (Undead Slayer’s Handbook)</p><p>Malevolent ex-humanoids like mohrgs, wights, and ghouls can often be found lurking around the same hunting grounds they stalked in life. (Undead Slayer’s Handbook)</p><p>Arrogant and ambitious beyond her capabilities, Cileidia raised a legion of wights the following year, only to see them slip the bonds of her control and rampage through the surrounding countryside. (Undead Unleashed)</p><p>Any humanoid creature that is slain by a negative energy-charged wight becomes a wight itself in only 1d4 rounds. (Advanced Bestiary)</p><p>Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight. (Beasts of Legend Coldwood Codex)</p><p>Creatures from 6-12 HD within the cone of a plague dragon's deathless breath must make a Fort save or die and reanimate as wights. (Creepy Creatures Bestiary of the Bizarre)</p><p>Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. (Creepy Creatures Bestiary of the Bizarre)</p><p>Any humanoid slain by a marquis wight's slam attacks, or its aura become a wight in 1d4 rounds. (Creepy Creatures Bestiary of the Bizarre)</p><p>Any humanoid creature that is slain by Trevor Catalan becomes a wight itself in only 1d4 rounds. (Enemies of NeoExodus: Folding Circle) </p><p>Any humanoid creature that is slain by a black glass wight becomes a wight itself in only 1d4 rounds. (Mor Aldenn Creature Compendium)</p><p>Would-be tomb robbers must also contend with the denizens of these tombs, raised as wights by the curse on the Barrowdelve. (Mor Aldenn Setting Guide)</p><p>Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. (Mythic Marvels)</p><p>2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area. (Mythic Marvels)</p><p>Any humanoids slain by a mythic wight become nonmythic wights themselves in one round. (Mythic Monsters 9: Undead)</p><p>Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.</p><p>A humanoid of less than 3 Hit Dice rises as a ghast.</p><p>A humanoid of 3–9 Hit Dice rises as a wight.</p><p>A humanoid of 10 HD or more rises as a morhg.</p><p>There is no limit to the number of undead a conqueror worm can create with its slime. (Mythic Monsters 23: Worms)</p><p>Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. (The Blight - Pathfinder)</p><p>Any humanoid within one size category of the brokenbone wight slain by a wight arises as an ordinary wight after 1-minute. (The Genius Guide to the Talented Bestiary)</p><p>At 3rd level, any humanoid creature slain by the [soldier] wight’s energy drain ability becomes a wight itself after 1 minute. (The Genius Guide to the Talented Bestiary)</p><p>Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the ferrywight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. (Wayfinder Bestiary)</p><p>Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. (Wayfinder 15)</p><p><em>Create Undead</em> spell, caster level 14 with <em>Enervation</em> spell. (Undead Revisited)</p><p><em>Animate Dead III</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead III</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead IV</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead IV</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead V</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead V</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Raise Undeath</em> spell word, caster level 15th or higher. (Book of Magic 10 Undead Spell Words)</p><p>Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide)</p><p><strong>Wight Brute:</strong> Giants that are killed by wights become hunchbacked, simple-minded undead. (PRD Bestiary 1)</p><p><strong>Wight Cairn:</strong> Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites. (PRD Bestiary 1)</p><p><strong>Wight Frost:</strong> Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair. (PRD Bestiary 1)</p><p>If a host dies with a giiwedin inside his lungs, it rises 24 hours later as a frost wight. (Mythic Monsters #40: North America)</p><p><strong>Wraith:</strong> A humanoid slain by a wraith becomes a wraith in 1d4 rounds. (PRD Bestiary 1)</p><p>Wraiths are undead creatures born of evil and darkness. (PRD Bestiary 1)</p><p>Wraiths, much like spectres, arise from souls tainted by evil lives. (Undead Revisited)</p><p>Creatures slain by white wraiths rise as normal wraith spawn in 1d4 rounds. (Undead Revisited)</p><p>The souls of exceptionally malevolent individuals, wraiths are manifestations of true evil. (Classic Horrors Revisited)</p><p>[If] killed during this time [while spirit and body are disconnected from lich corruption], you rise 24 hours later as a wraith. (Horror Adventures)</p><p>The wraiths and geists of those who have perished in the [dread fog's] mists might also materialize to drain the life from travelers. (Horror Adventures)</p><p>Hateful spirit born of evil and darkness. (Undead Slayer’s Handbook)</p><p>The incorporeal undead are those souls whose very cores have been warped by the Negative Energy Plane, and who now rove the Material Plane as cruel, disembodied spirit beings—ghosts, w[raith]s, and spectres being those more often encountered. (Undead Slayer’s Handbook)</p><p>To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew. (Undead Slayer’s Handbook)</p><p>These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths. (Undead Slayer’s Handbook)</p><p>As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. (Game Mastery Guide)</p><p>Major negative-dominant planes are even more dangerous to the living. Each round, a living creature on such a plane must succeed at a DC 25 Fortitude save or incur a negative level. A creature whose negative levels equal its current levels or Hit Dice is slain and becomes a wraith. (Planar Adventures)</p><p>While it is most often used by mortals as a means to move incorporeally and unseen, the Ethereal Plane also serves as the launching point for souls, for it is here that they drift to upon death, joining the River of Souls to begin their journey to the Boneyard. Not all souls succeed at this journey, however; the Ethereal Plane is receptive to potent emotion, and souls that died without finding peace may linger in the mists for a time. Souls that become lost or are unable to move on due to extreme emotional trauma at the time of death may return to the Material Plane as ghosts, spectres, wraiths, or other bodiless undead, while others are called back to existence by spiritualists to become phantoms. (Planar Adventures)</p><p>The Negative Energy Plane destroys life and most forms of matter, yet still, there are denizens of the realm. By far the most common are undead—particularly those without physical bodies. Wraiths are the most commonly encountered, for when a mortal creature dies on the Negative Energy Plane, a wraith often spawns during the process of death. In this case, the mortal’s actual soul is not completely corrupted—what forms the wraith is scraped from the dying soul in a process that is metaphysically and emotionally excruciating. (Planar Adventures)</p><p>The dread wraith creature's create spawn ability creates only wraiths. (Advanced Bestiary)</p><p>The wraith creature's create spawn ability creates only wraiths. (Advanced Bestiary)</p><p>Lady Y’Draah’s fateful vision led her, alongside her followers, to build the Bilröst Gate so that they could travel the Great Tree in search of the gods. Later, when they opened the gate, the ælves realized the irony of their actions. For the Thrall Lords, most evil of the ancient giants, had twisted her visions, and everything she designed carried a fell purpose. An unprecedented blend of rune lore and nascent clockwork technology, when the Gate was opened it consumed the life force of nearby ælves in an uncontrolled wave of runic magic. Some survived, hideously changed and separated from their true nature. These became the Ash Elves. Others perished utterly and in the ensuing years it became clear that their fate was darker than any natural death. Rather than progress to the Halls of the All-Father, as had all previous ælves killed by misadventure or war, the spirits of those killed by Lady Y’Draah’s gate were trapped in Midgard. The spirits of the fallen did not progress to their promised afterlife, instead became beings of loss and darkness, ill-fated wraiths haunting the once fair city of Summer Night. (Children of the Wode)</p><p>Many also believe that the runes carved into jotunstone to create storm-tech engines harm the ælven race’s connection to their spiritual afterlife in the same way as the Bilröst Gate. Every stormtech engine created binds the ælven ghosts more strongly to cursed unlife on Midgard. Each new human factory or dwarven siege engine makes it harder for slain ælves to pass on to the celestial halls. This increases their rage and loss, empowering the dark powers that haunt Summer Night, the shadowed ælven city of the dead. Many also believe that further progress in runic technology will only harm the ælves’ natural cycle of birth and death—further widening their cultural gap. (Children of the Wode)</p><p>Many ælves died when Lady Y’Draah activated the Bilröst Gate and their spirits did not depart Midgard. Instead, powerful runic magic ties them to Midgard as darkling wraiths. (Children of the Wode)</p><p>These are those yurei trapped between lives, either by the vagaries of tenmei or else by their own personal tragedies. Strengthened by the same negative energies which give birth to the jikininki, these yurei exist as ghosts, wraiths and haunts. (Game Master's Guide to Kaidan)</p><p>Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. (GM's Miscellany: Alternate Dungeons)</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (GM's Miscellany: Alternate Dungeons)</p><p>A creature slain by the Megadeath Ruin rises as an uncontrolled undead 1d4+1 rounds after its demise. The type of undead created is up to the game-master, but is typically a very high level undead capable of creating its own spawn, such as a Bodak, Devourer, Wraith or similar threat. (Horrors of the Multiverse)</p><p>Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. (Mythic Marvels)</p><p>2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area. (Mythic Marvels)</p><p>A humanoid slain by a mythic wraith becomes a wraith in 1 round. (Mythic Monsters 9: Undead)</p><p>Lady Y'Draah's fateful vision led her, alongside her followers, to build the Bilröst Gate so that they could travel the Great Tree in search of the gods. Later, when they opened the gate, the ælves realized the irony of their actions. For the Thrall Lords, most evil of the ancient giants, had twisted her visions, and everything she designed carried a fell purpose. An unprecedented blend of rune lore and nascent clockwork technology, when the Gate was opened it consumed the life force of nearby ælves in an uncontrolled wave of runic magic. Some survived, hideously changed and separated from their true nature. These became the ash elves. Others perished utterly and in the ensuing years it became clear that their fate was darker than any natural death. Rather than progress to the Halls of the All-Father, as had all previous ælves killed by misadventure or war, the spirits of those killed by Lady Y'Draah's gate were trapped in Midgard. The spirits of the fallen did not progress to their promised afterlife, instead became beings of loss and darkness, ill-fated wraiths haunting the once fair city of Summer Night. (Rhune Dawn of Twilight Campaign Guide)</p><p>The Raven and the Wolf—This constellation contains thirteen stars, which appear to depict a raven resting atop the face of a wolf. While many starwatchers say this is a bit of an exaggeration, a great number of ælven druids look to this constellation with both awe and wonder, some going so far as to say that it the true resting place of their dead, calling the spirits and wraiths of Summer Night City little more than cursed shells. (Rhune Dawn of Twilight Campaign Guide)</p><p>Some whisper they have learned to summon wraiths, strange ælven-like spirits cursed to wander Midgard until Ragnarök. (Rhune Dawn of Twilight Campaign Guide)</p><p>Any creature slain by a Bleeding Wraith’s CON drain or incorporeal touch attack rises as a wraith in 1d4 rounds. (Secret Soldiers)</p><p>A Bleeding Ghost that shows even a second’s mercy or hesitation [d]ies at the Wraith’s smoky talons, its soul trapped forever as another wraith haunting the halls of an ancient warship. (Secret Soldiers)</p><p>A humanoid slain by a dread wraith becomes a wraith immediately. (The Genius Guide to the Talented Bestiary)</p><p>When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. (Two Dozen Dangers: Haunts)</p><p><em>Create Greater Undead</em> spell, caster level 16th to 17th. (PRD Bestiary 1)</p><p><em>Animate Dead V</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead V</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VI</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VI</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VII</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VII</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Create Greater Undead</em> spell, caster level 16th to 17th. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Clerics (PRD Only))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Inquisitor (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Create Greater Undead</em> spell, caster level 16th to 17th. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Summoner (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Create Greater Undead</em> spell. (Echelon Reference Series: Wizards (3pp+PRD))</p><p><em>Raise Undeath</em> spell word, boosted, caster level 16th or higher. (Book of Magic 10 Undead Spell Words)</p><p>Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide)</p><p><strong>Wraith Dread:</strong> A wraith that exists for long enough and feeds on enough life force undergoes an unholy transformation, becoming a creature known as a dread wraith. (PRD Bestiary 1)</p><p>Any humanoids slain by a wyrmwraith become dread wraiths in 1d4 rounds. (Bestiary 5)</p><p>Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. (Advanced Bestiary)</p><p>Any creature slain by the Eradica rises in 1d6 rounds as a free-willed wraith (B1), or a dread wraith if the slain creature had 15+ HD. (Horrors of the Multiverse)</p><p>Individual Curse Death Magic. (Tome of Adventure Design)</p><p>Any male humanoid slain by a banshee’s death wail or energy drain rises to become a dread wraith in 1d4 rounds. (Tome of Horrors 4)</p><p><em>Animate Dead IX</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><strong>Zombie:</strong> Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. (PRD Bestiary 1)</p><p>"Zombie" is an acquired template that can be added to any corporeal creature (other than an undead). (PRD Bestiary 1)</p><p>Dead bodies animated through foul necromantic rituals. (Classic Horrors Revisited)</p><p>The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living. (Classic Horrors Revisited)</p><p>However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well. (Classic Horrors Revisited)</p><p>Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage. (Classic Horrors Revisited)</p><p>Minion risen from the recently deceased. (Undead Slayer’s Handbook)</p><p>Unlike other types of undead creatures, mindless undead consist of skeletons, zombies, and other drones whose souls have long passed on but whose broken remains have been reanimated via corruptive negative energy. (Undead Slayer’s Handbook)</p><p>“Your assessment is only partially correct. It’s true that both zombies and liches are reanimated using extraplanar energy. However, the all-important difference is that liches choose reanimation. Unlike zombies, they are the culmination of a conscious process that arises thanks to the machinations of necromancers or external forces.” (Undead Slayer’s Handbook)</p><p>Zombies are the animated corpses of dead creatures. (Beginner's Box)</p><p>To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic. (Book of the Damned)</p><p>On the first nights of an undead uprising, the bodies of the recently dead rise as zombies. Those interred in consecrated ground remain at rest, but bodies left unburied or in mass graves lurch out into the streets, wreaking havoc. (Game Mastery Guide)</p><p>Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. (100% Crunch Zombie Lords)</p><p>Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. (100% Crunch Zombies)</p><p>Those who die because of the [Vall's Fever] disease rise in 1d2 days as zombies. (101 Malevolent Magic Items)</p><p>“Zombie” is an acquired template that can be added to any corporeal creature. (100% Crunch Zombies)</p><p>Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3), and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability. (100% Crunch Zombies)</p><p>Material Plane creatures with the animate dead ability include hag covens (PRD Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3), and zuvembies (Bestiary 3). Of course, wizards and priests also have access to animate dead, and depending on their power may animate any kind of creature. (100% Crunch Zombies)</p><p>Creatures who die from exposure to negative energy within an area of blackstar mold rise 1 round later as a zombie. (Aethera Field Guide I)</p><p>Any corpse of Medium size or smaller within 30 ft. of a nethercrab has a cumulative 10% chance per hour of reanimating as a skeleton or zombie, depending on its condition. (Aethera Field Guide I)</p><p>For all of Marit’s wonders and achievements, her lore regarding the creation of undead has become the most integral to Mariton’s success. Skeletons, Zombies, Echohusks, and more sophisticated variants of these creatures have long filled Mariton’s armies, soldiers gathered from the corpses of fallen enemies and unworthy citizens. (Arcforge Campaign Setting: Far Flung Frontiers)</p><p>The Karazthraxians then raised the dead as zombies and used them to rebuild their ranks. (Benetolia Gazetteer)</p><p>After the dragons came General Gastran (see the Battles of Noit and Flork) and his army of fiends, sorcerers, and monsters. Within mere minutes, the entire city was utterly in ruins, the survivors summarily executed and animated as zombies for the war. (Benetolia Gazetteer)</p><p>A gravedigger can channel the power of the Void through its gaze. Any target of 3 HD or less that meets the gravedigger’s gaze must succeed on a Fort save (DC 15) or be instantly slain and become a zombie under the control of the gravedigger. A target with 4 HD or greater, or succeeds on the Fort save, suffers 3d6 points of damage. This ability only works on humanoids (such as humans, orks, dwarves, elves, pecwae, and taan). (Bestiary of Loerem (Sovereign Stone))</p><p>Gravediggers have the ability to channel the Void directly through their bodies. Their glare can slay lesser humanoids and transform them into zombies. (Bestiary of Loerem (Sovereign Stone))</p><p>A slough can animate the corpse of any creature it kills and inhabit it as a new body. Treat the new body as an animated zombie, with the slough retaining all its abilities except for dissipate life and engulf. (Bestiary of Loerem (Sovereign Stone))</p><p>A single humanoid creature killed by a spell with the death descriptor incorporating a wight’s ichor arises as a zombie 1d4 rounds later. (Creature Components Volume 1)</p><p>A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. (Creepy Creatures Bestiary of the Bizarre)</p><p>Any creature reduced to 0 Wisdom by a gibbering terror's babble rises as a zombie under its control in 1d3 rounds. </p><p>Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. (Creepy Creatures Bestiary of the Bizarre)</p><p>In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming dire rat zombies. (Dunes of Desolation)</p><p>Deadwood trees hate all living things. They revel in slaughtering the creatures of the woods and transforming both beasts and men into zombies. (Freeport Bestiary for the Pathfinder RPG)</p><p>[Deadwood tress] frequently are accompanied by packs of shambling zombies, previous victims of their touch of corruption. (Freeport Bestiary for the Pathfinder RPG)</p><p>Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies. (Freeport Bestiary for the Pathfinder RPG)</p><p>Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds. (Freeport Bestiary for the Pathfinder RPG)</p><p>As mentioned previously, the deadwood trees were created during the great cataclysm that destroyed Valossa; many spirit lizards were fused to their home trees by the dark power that washed over the remains of the continent, becoming the first of the terrible deadwood trees. (Freeport Bestiary for the Pathfinder RPG)</p><p>Spirit lizards were the predominant fey species of Valossa, but when the summoning of the Unspeakable One destroyed the continent, many of them suffered a terrible fate. As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the chaotic forces unleashed upon the land. Twisted and evil, these became the first of the deadwood trees. (Freeport Bestiary for the Pathfinder RPG)</p><p>Living creatures killed by [a thanatos's] energy drain will rise in 1d4 rounds as zombies. (Freeport Bestiary for the Pathfinder RPG)</p><p>Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds. (Freeport Companion Pathfinder RPG Edition)</p><p>A samurai wight-lord, Hakato Munimasanoke, once sworn to serve the daimyo’s husband, has been stealing bodies for years, burying them in the cursed soil of the forest so that they rise as zombies and ghouls under his control. (Game Master's Guide to Kaidan)</p><p>Any creature that dies from constitution damage from an eldritch corruptor’s aura or claw attacks must make a DC 13 will save or be reanimated as a zombie 1d6 rounds after dying. (Gilded Suns: A Victorian Campaign Setting (Second Printing))</p><p>The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons)</p><p>A corpse targeted by this [inhabit corpse] ability is temporarily animated as a zombie while the effect lasts. (In The Company of Rakshasa (PFRPG))</p><p>But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. What remained of the people surrounding the survivors was now a macabre collection of zombies, skeletons, and other myriad undead beings. (Lands of Theia)</p><p>The original royal family, and current ruler of Xaotawn, brought a cursed existence to his country when he dabbled with immortality. (Lands of Theia World Primer)</p><p>Any creature slain by a nosferatu’s energy drain attack immediately rises as a zombie. (Liber Vampyr)</p><p>The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. (Malevolent and Benign)</p><p>When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square. (Midgard Worldbook for 5th Edition and Pathfinder)</p><p>They are as numerous in type as they are in number as well. Some claim that they are ghosts embodying corpses to inflict their pitiful wrath on the living. Others blame necromancy, claiming that meddling with the living form creates beings that will never stay truly dead. Even more claim that they’re just vampires who have degraded to little more than rotting corpses. Some claim that there are zombies that you can’t even tell are dead. There is truth to it all. (Modern)</p><p>These long halls contain several alcoves, some containing statues of revered figures in Mor Aldenn’s history that dedicated their lives to the poor and downtrodden. Lining all of the halls and most of the alcoves are narrow niches, each jammed with one or two bodies dressed in rags and wrapped in rough funeral linens soaked in cheap perfumes to mask the smell of death. These halls are given over to the poor of Mor Aldenn to bury their dead in the Necropolis alongside the worthy and wealthy of the city. At any time during the day, at least a half-dozen grieving mourners go about the business of finding a place for a recently departed friend or family member. Usually, a priest of Ehlora is on hand to help put the dead to rest properly; if not, mourners are likely to empty a niche by stuffing its current occupant into another occupied niche. This practice makes finding a specific corpse in the Pauper’s Catacombs a dubious prospect, despite the rough wooden plaques near many of the niches. At night, due to the curse on the Barrowdelve, these bodies do not rest quietly, and 1d4 zombies prowl these halls. (Mor Aldenn Setting Guide)</p><p>These halls connect several large crypts for the well-to-do of Mor Aldenn. Generally, each of these crypts is maintained by one family for several generations and contains over a dozen bodies. During the day, at least one or two devout family members are visiting one or two of the crypts at any time. In the event of a funeral, this number can swell to thirty people or more. Unfortunately, at night the curse of the Barrowdelve causes some of these revered ancestors to animate, and 1d3 zombies and 1d6 skeletons prowl these halls. (Mor Aldenn Setting Guide)</p><p>Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence. (Mountains of Madness)</p><p>Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. (Mountains of Madness)</p><p>Any creature slain by a pukwudgie’s poisonous quills rises in 24 hours as a zombie. (Mythic Monsters 16: Monstrous Humanoids)</p><p>The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. (Races of Obsidian Twilight: Osirian)</p><p>The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs. (Races of Obsidian Twilight: Osirian)</p><p>If the zombie horde takes enough individual damage to break it up, up to a dozen of the creatures continue on their rampage of destruction, until finally they too must be slain. (Rappan Athuk Bestiary – Pathfinder)</p><p>When the zombie horde swarm is reduced to 0 hit points or lower and breaks up, unless the damage was dealt by area-affecting attacks, then 2d6 surviving members of the horde continue their attack, though now only as individual creatures. (Rappan Athuk Bestiary – Pathfinder)</p><p>With a ritual requiring 8 hours, a master of death can animate a single skeleton or zombie whose Hit Dice do not exceed her arcanist level. (Shadows Over Vathak Player's Guide to Vathak)</p><p>The zombie ogre made short work of the two burly villagers. Then these two were also drafted into the ranks of the void Wizards’ undead servants. (Sovereign Stone Campaign Setting Core Rulebook)</p><p>He does this to distract the people of Ordent from his activities in the graveyard, where he is creating more zombies to serve him. (Sovereign Stone Campaign Setting Core Rulebook)</p><p>After the battle is over, the party might be able to hear the faint sound of chanting in the distance with a Perception check (DC 20). It is Kellis, animating more zombie corpses in the cemetery. If they hurry toward the noise, they will catch him in the act. (Sovereign Stone Campaign Setting Core Rulebook)</p><p>The Bloodworks 5 TPA, variable CPA: Purchase magical service from the following list of rituals: animate dead (4 CPA, up to 10 HD of uncontrolled skeletons or zombies), clone (24 CPA), desecrate (1 CPA), false life (1 CPA), inflict critical wounds (2 CPA), inflict serious wounds (1 CPA). (Spheres of Power)</p><p>If the creature onto which the grave moss is latched dies over the course of the plant’s duration, that creature is temporarily raised as a zombie under the control of the herbalist, provided the resulting zombie would fulfill the following requirements. (Strange Magic 2 (PFRPG))</p><p>1: The resulting zombie’s Hit Dice must either be less than or equal to three-quarters the herbalist’s class level, or less than or equal to 1. (Strange Magic 2 (PFRPG))</p><p>2: The creature must be of a type that can be raised as a zombie. (not a construct, not already undead, and so on) (Strange Magic 2 (PFRPG))</p><p>Zombies raised in this fashion remain raised for 1 minute per herbalist level, at which point the magic in the grave moss simply runs out and the dead corpse collapses to the ground once more. If not destroyed while temporarily raised by grave moss, a corpse may be raised once more using more pedestrian animation techniques, such as animate dead or raise dead. (Strange Magic 2 (PFRPG))</p><p>My magics have wrought unlife that shall pass far beyond the extent of the plains of the Wyldelands or the fields of Elsidor. (Studies of Decay: Ghouls (PFRPG))</p><p>For in Castorhage, the great experimenters discovered the great possibility and cheap availability of necromancy, not simply in the obvious sense of animating legions of zombie labourers, but rather in its application through necrocraft and golem innovation. While the many technological innovations that power Castorhage incorporate steam power or clockworks, at the core is their reliance preservation and animation of once-living flesh to supply their labour and energy needs. These cursed folk are the alchymic-unliving, and when their curse becomes advanced enough, they lose every last shred of who they were and become simply one more zombie shuffling mindlessly to its master’s commands. (The Blight - Pathfinder)</p><p>These cursed folk are the alchymic-unliving, and when their curse becomes advanced enough, they lose every last shred of who they were and become simply one more zombie shuffling mindlessly to its master’s commands. (The Blight - Pathfinder)</p><p>An alchymic-unliving creature that reaches 0 Intelligence loses the alchymic-unliving template and gains the zombie template. (The Blight - Pathfinder)</p><p>Once per day, whenever the Noc-Lar remains stationary and channels its power for one minute, it can create any of the following effects in a mile radius:</p><p>- Animate all humanoid corpses as skeletons or zombies. (The Book of Metal)</p><p>As a last resort when all other methods fail, They can enter and possess their own former bodies to go and fight. Their cadavers burst out from coffins in the manor basement (or graves in the backyard, etc) and begin shambling toward the party’s location (use the statistics for zombies except they have an Intelligence of 10). (The Book of Metal)</p><p>A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead. (The Genius Guide to Simple Monster Templates)</p><p>Every mohrg it spawns creates zombies in return. (The Genius Guide to the Talented Bestiary)</p><p>An alchymic-unliving creature that reaches 0 Intelligence loses the alchymic-unliving template and gains the zombie template. (The Tome of Blighted Horrors)</p><p>Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie). (Tome of Adventure Design)</p><p>A fulgur beetle can animate a mostly-intact corpse, as per the spell animate dead (CL 1st), except that the zombie remains animated for only a number of rounds equal to the beetle’s HD + Constitution modifier (usually 5 rounds). A newly animated zombie acts on the fulgur beetle’s next turn. (Wayfinder Bestiary)</p><p>As a standard action, a gaunt ascetic can expend a single channel energy use to animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum number of hit dice equal to the ascetic’s HD. (Wayfinder Bestiary)</p><p>Victims drowned by a rusalka rise under the next full moon as zombies under the rusalka’s control. (Wayfinder Bestiary)</p><p>Dead bodies of criminals are raised and used as guards. (Winter Eternal: Pathfinder - The Cities)A creature killed in this manner [by a gravestone dryad's entomb ability] automatically rises as a zombie, breaking free of the coffin 1 round later. (Wayfinder #18)</p><p>In return, fey seek out gravestone dryads to destroy them permanently—though often fey fall prey to their own self-assurance and wind up as zombies under a gravestone dryad’s control. (Wayfinder #18)</p><p><em>Animate Dead</em> spell. (PRD Bestiary 1)</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Clerics (PRD Only))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Inquisitor (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Summoner (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Echelon Reference Series: Wizards (3pp+PRD))</p><p><em>Animate Dead</em> spell. (Modern)</p><p><em>Animate Dead</em> spell. (The Genius Guide to the Talented Bestiary)</p><p><em>Animate Dead I</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead I</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead II</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead II</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead III</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead III</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead IV</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead IV</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead V</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead V</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VI</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VI</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VII</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VII</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VIII</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead VIII</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Animate Dead IX</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Dead Lesser</em> spell. (Mythic Monsters 9: Undead)</p><p><em>Animate Dead Lesser</em> spell. (Lands of Theia)</p><p><em>Animate Dead Minor</em> spell. (Monster Focus: Skeletons)</p><p><em>Animate Dead Minor</em> spell. (Scarred Lands Player's Guide (Pathfinder))</p><p><em>Animate Zombie</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Animate Zombie</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Bolt of Animation</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Cursed Earth</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Cursed Earth</em> spell. (Echelon Reference Series: Clerics (PRD Only))</p><p><em>Cursed Earth</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Cursed Earth</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Cursed Earth</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Cursed Earth</em> spell. (Echelon Reference Series: Witch (3pp+PRD))</p><p><em>Cursed Earth</em> spell. (Echelon Reference Series: Wizards (3pp+PRD))</p><p><em>Cursed Earth</em> spell. (Lands of Theia)</p><p><em>Deathless Defenders</em> spell. (Ultimate Strongholds)</p><p><em>Flesh Puppet</em> spell. (Horror Adventures)</p><p><em>Flesh Puppet Horde</em> spell. (Horror Adventures)</p><p><em>Flesh Rot</em> spell. (Monster Focus: Zombies)</p><p><em>Gaze of the Void</em> spell. (Sovereign Stone Campaign Setting Core Rulebook)</p><p><em>Greater Bolt of Animation</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Heart Rip</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Leech Field</em> spell. (Scarred Lands Player's Guide (Pathfinder))</p><p><em>Lesser Animate Dead</em> spell. (Echelon Reference Series: Clerics (3pp))</p><p><em>Lesser Animate Dead</em> spell. (Echelon Reference Series: Clerics (PRD Only))</p><p><em>Lesser Animate Dead</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Lesser Animate Dead</em> spell. (Echelon Reference Series: Sorcerers (3pp+PRD))</p><p><em>Lesser Animate Dead</em> spell. (Echelon Reference Series: Wizards (3pp+PRD))</p><p><em>Minions of Death</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Murder's Claim</em> spell. (Gruesome Foes)</p><p><em>Mythic Flesh Puppet</em> spell. (Mythic Magic: Horror Spells)</p><p><em>Mythic Flesh Puppet Horde</em> spell. (Mythic Magic: Horror Spells)</p><p><em>Mythic Flesh Wall</em> spell. (Mythic Magic: Horror Spells)</p><p><em>Raise Lesser Undead</em> spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD))</p><p><em>Raise Lesser Undead</em> spell. (Echelon Reference Series: Oracle (3pp+PRD))</p><p><em>Raise Lesser Undead</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Raise Undead Host</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Reign of Madness</em> spell. (The Book of Metal)</p><p><em>Torpid Reanimation</em> spell. (Mythic Magic: Horror Spells)</p><p><em>Zombify Self</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p>Seeded Doom ritual. (Horror Adventures)</p><p>Animate Dead ritual. (Spheres of Power)</p><p>Eternal Army true ritual. (Scarred Lands Player's Guide (Pathfinder))</p><p>Individual Curse Death Magic. (Tome of Adventure Design)</p><p>Animation by Touch feat. (Obsidian Apocalypse)</p><p>Murderous Necromancy feat. (Undefeatable 13: Assassin)</p><p>Murderous Necromancy feat. (Undefeatable: The Collected Feats Sourcebook)</p><p>Necrotic Arrow feat, Arcane Archer level 5 (Undefeatable 12: Arcane Archer)</p><p>Necrotic Arrow feat, Arcane Archer level 5 (Undefeatable: The Collected Feats Sourcebook)</p><p>Ash Pendant magic item. (Monster Focus: Zombies)</p><p>Draugir Cap magic item. (Rhune Dawn of Twilight Campaign Guide)</p><p>Goblet of Gore magic item. (The Book of Metal)</p><p>Invader's Bugle magic item. (Treasury of Winter)</p><p>Meatwalker Serum Alchemical Item. (Rhune Dawn of Twilight Campaign Guide)</p><p>Necrotic Pool. (GM's Miscellany: Dungeon Dressing)</p><p>Staff of Carnage magic item. (The Book of Metal)</p><p>Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide)</p><p>Zombie Rot disease. (GM's Miscellany: Dungeon Dressing)</p><p>Consume power. (Spheres of Power)</p><p>Reanimate power. (Spheres of Power)</p><p>Servant of Umr at-Tawil Paladin Archetype Eternal Servant power. (Echelon Reference Series: Paladin (3pp+PRD))</p><p>Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (3pp))</p><p>Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (PRD Only))</p><p>Animating Fog hazard. (Horror Adventures)</p><p>Apocalypse Fog hazard. (Horror Adventures)</p><p>Alchemical Zombie discovery. (Echelon Reference Series: Alchemist (3pp+PRD))</p><p>Culture Monster I extract. (Echelon Reference Series: Alchemist Extracts Compiled (3pp+PRD))</p><p>Necrotic Touch hex. (Echelon Reference Series: Witch (3pp+PRD))</p><p>Scourging Infusion wild talent. (Aethera Campaign Setting)</p><p><strong>Zombie Fast:</strong> Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg's control. (PRD Bestiary 1)</p><p>Anyone who dies from juju fever rises as a fast zombie at the next midnight. (30 Variant Dragons)</p><p>Vermin killed by a cave fisher mohrg rise immediately as fast zombies. (Advanced Bestiary)</p><p>Any creatures killed by a spell with the death descriptor incorporating a mohrg’s saliva arise as a zombie (fast zombie variant) 1d4 rounds later. (Creature Components Volume 1)</p><p>A puppet spider can enter a corpse and animate it while residing within. This effectively transforms the corpse into a fast zombie. (Fell Beasts Volume 2)</p><p>All corpses fed upon by the Carrionate rise as fast zombies within one minute. (Horrors of the Multiverse)</p><p>The Carrionate can feed on, and create zombies from, Lifespawn corpses up to one year old, provided the body has neither been completely destroyed nor embalmed. (Horrors of the Multiverse)</p><p>Humanoid creatures killed by a pumpkin stalker mohrg rise immediately as fast zombies. (Monster Menagerie Pumpkin Stalker)</p><p>Whenever a non-mythic creature with fewer than 10 Hit Dice dies within 30 feet of a mythic zombie titan, that creature rises again 1 round later as a fast zombie (DC 15 Fortitude negates). These zombies are uncontrolled but do not attack the zombie titan. If a mythic titan zombie expends one use of mythic power as an immediate action when a creature dies within 30 feet, the save DC increases to 20 and it can affect mythic creatures and creatures with 10 or more Hit Dice. Mythic creatures add their mythic rank or tier as a bonus on this saving throw. (Mythic Monsters 27: COLOSSAL)</p><p>A creature slain by the Rotwing’s negative energy rays rises as a fast zombie within one hour of its demise, unless the Rotwing consumes the corpse first. (Nemesis Unleashed)</p><p>Slain zombies are engulfed by the undead ooze and can be reanimated and expelled again in 1d2 hours. (The Blight - Pathfinder)</p><p>Expanded Necromancy power. (Spheres of Power)</p><p><strong>Zombie Human:</strong> Rare undead horrors, flayed men are almost never encountered in groups. Instead, a flayed man keeps the company of 1d4+2 human zombies that it has created with its create spawn ability. (Freeport Bestiary for the Pathfinder RPG)</p><p>The Gilded Necromancer is surrounded by a dark, necrotic aura that clings to her gilded body like black fog. Buried corpses within 100 ft of her dead less than two years rise from their graves or barrows as if animated by animate dead. Corpses less than two weeks old arise as human zombies (B1), and those between two weeks and two years dead animate as human skeletons (B1). (Nemesis Unleashed)</p><p><em>Awaken the Dead I PDG</em> spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD))</p><p><em>Flesh Wall</em> spell. (Horror Adventures)</p><p>Goblet of Gore magic item. (The Book of Metal)</p><p><strong>Zombie Plague:</strong> Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours. (PRD Bestiary 1)</p><p>Anyone who dies while infected with zombie rot disease rises as a plague zombie in 2d6 hours. (100% Crunch Zombie Lords)</p><p>Anyone who dies while infected by a plague zombie's zombie rot rises as a plague zombie in 2d6 hours. (Book of Beasts Monsters of the Shadow Plane)</p><p>Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours. (Monster Focus: Zombies)</p><p>Creatures that die while infected [with zombie rot disease] rise as plague zombiesB1 in 2d6 hours. (Mythic Monsters #42: Halloween)</p><p>Necromancers had made so-called Plague Zombie before; by adding the invocations and materials of the contagion spell to the ritual of making zombie, one may create a zombie capable of spreading the state of zombification to its victims. (Studies of Decay: Zombies (PFRPG))</p><p>Anyone who dies while infected [with zombie rot] rises as a plague zombie in 2d6 hours. (Studies of Decay: Zombies (PFRPG))</p><p>Siege Shot Zombie magic item. (Ultimate War)</p><p>Zombie Rot disease. (Mythic Monsters #42: Halloween)</p><p>Expanded Necromancy power. (Spheres of Power)</p><p>Animating Fog hazard. (Horror Adventures)</p><p>[/spoiler]</p><p></p><p>Pathfinder 1e Paizo[spoiler]</p><p><a href="http://legacy.aonprd.com/bestiary/monsterIndex.html" target="_blank">Bestiary 1</a> [spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces. </p><p><strong>Devourer:</strong> Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation.</p><p><em>Create Greater Undead</em> spell, caster level 20th or higher.</p><p><strong>Ghost:</strong> When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. </p><p>"Ghost" is an acquired template that can be added to any living creature that has a Charisma score of at least 6. </p><p><strong>Ghost Human Aristocrat 7:</strong> ?</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast. </p><p>As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 18 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu's control. A nabasu's gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul. The save DC is Charisma-based.</p><p><em>Create Undead</em> spell, caster level 11th or lower.</p><p>Ghoul Fever disease</p><p><strong>Ghoul Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast. </p><p><em>Create Undead</em> spell, caster level 12th to 14th.</p><p>Ghoul Fever disease.</p><p><strong>Ghoul Lacedon:</strong> ?</p><p><strong>Lich:</strong> The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster's life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time.</p><p>The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster's soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster's transformation are left to the GM's discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades. </p><p>An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. </p><p>Each lich must create its own phylactery by using the Craft Woundrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. </p><p>The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. </p><p>Other forms of phylacteries can exist, such as rings, amulets, or similar items. </p><p>"Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery. </p><p><strong>Lich Human Necromancer 11:</strong> ?</p><p><strong>Mohrg:</strong> Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg. </p><p><em>Create Undead</em> spell, caster level 18th or higher.</p><p><strong>Mummy:</strong> Mummies are created through a rather lengthy and gruesome embalming process, during which all of the body's major organs are removed and replaced with dried herbs and flowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens. The creator then finishes the ritual with a create undead spell. </p><p>Although most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are at least 10th-level clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death—usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife. </p><p><em>Create Undead</em> spell, caster level 15th to 17th.</p><p><strong>Shadow:</strong> A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds. </p><p><em>Create Greater Undead</em> spell, caster level 15th or lower.</p><p><strong>Shadow Greater:</strong> Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims </p><p><strong>Skeletal Champion:</strong> "Skeletal Champion" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3. </p><p>A skeletal champion cannot be created with animate dead—these potent undead only arise under rare conditions similar to those that cause the manifestation of ghosts or via rare and highly evil rituals. </p><p><strong>Skeletal Champion Human Warrior 1:</strong> ?</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, brought to unlife through foul magic. </p><p>"Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p><em>Animate Dead</em> spell.</p><p><strong>Skeleton Human Warrior 1:</strong> ?</p><p><strong>Skeleton Bloody:</strong> These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.</p><p><strong>Skeleton Burning:</strong> These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.</p><p><strong>Spectre:</strong> Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. </p><p>Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. </p><p><em>Create Greater Undead</em> spell, caster level 18th to 19th.</p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice.</p><p>A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. </p><p><strong>Vampire human sorcerer 8:</strong> ?</p><p><strong>Vampire Spawn:</strong> A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. </p><p><strong>Wight:</strong> Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. </p><p>Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. </p><p><strong>Wight Brute:</strong> Giants that are killed by wights become hunchbacked, simple-minded undead. </p><p><strong>Wight Cairn:</strong> Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites. </p><p><strong>Wight Frost:</strong> Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair. </p><p><strong>Wraith:</strong> A humanoid slain by a wraith becomes a wraith in 1d4 rounds. </p><p>Wraiths are undead creatures born of evil and darkness. </p><p><em>Create Greater Undead</em> spell, caster level 16th to 17th.</p><p><strong>Wraith Dread:</strong> A wraith that exists for long enough and feeds on enough life force undergoes an unholy transformation, becoming a creature known as a dread wraith. </p><p><strong>Zombie:</strong> Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead.</p><p>"Zombie" is an acquired template that can be added to any corporeal creature (other than an undead).</p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Human:</strong> ?</p><p><strong>Zombie Fast:</strong> Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg's control. </p><p><strong>Zombie Plague:</strong> Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours. </p><p>[/spoiler]</p><p></p><p><a href="http://legacy.aonprd.com/bestiary2/additionalMonsterIndex.html" target="_blank">Bestiary 2</a>[spoiler]</p><p><strong>Attic Whisperer:</strong> An attic whisperer spawns as the result of a lonely or neglected child's death. Rather than animating the body of the dead youth, the creature rises from an amalgam of old toys, clothing, dust, and other objects associated with the departed—icons of the child's neglect. </p><p>An attic whisperer is the spirit of a small child who met his or her end as a result of neglect. (GM's Miscellany: Alternate Dungeons)</p><p><em>Create Undead</em> spell, caster level 13 with <em>Crushing Depair</em> and <em>Fear</em> spells and corpse of a child. (Undead Revisited)</p><p><em>Raise Undeath</em> spell word, caster level 12th or higher. (Book of Magic 10 Undead Spell Words)</p><p><strong>Banshee:</strong> A banshee is the enraged spirit of an elven woman who either betrayed those she loved or was herself betrayed. </p><p>Whether created through vile misdeeds in her last moments, a terrible and torturous demise, or some wretched betrayal by her loved ones, a banshee is the vengeful undead spirit of an elven female that seeks only to destroy all those who still tread the mortal realm. (Undead Revisited)</p><p>In the Darklands, the perpetual betrayals of drow society typically lack the sympathetic tragedy required to create banshees, although a new breed of exceptionally clever young noble daughters have learned to intricately manipulate their treacheries to give rise to the creatures, whether born from the betrayal of a matron mother, the mutiny of a favored daughter, or the gradual winning and then dashing of an underling’s trust. (Undead Revisited)</p><p>Bloody Bonnie is the spirit of an elven woman who was murdered by her philandering noble husband. When she violently confronted him about his infidelity, he clawed out her eyes and threw her from the highest tower of his castle. Three nights later, on the eve of the lord’s hasty marriage to his latest mistress, Bonnie’s spirit rose from the grave and slaughtered him, his bride, and his entire court. (Book of Beasts Legendary Foes)</p><p>The spirit of any female humanoid that is slain by a lesser banshee’s death wail or energy drain rises to become a banshee in 1d4 rounds. (Tome of Horrors 4)</p><p><em>Create Greater Undead</em> spell, caster level 20 with <em>Fear</em> and <em>Wail of the Banshee</em> spells and the corpse of a female elf. (Undead Revisited)</p><p><em>Raise Undeath</em> spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words)</p><p><strong>Bat Skaveling:</strong> Skavelings are the hideous result of necromantic manipulation by urdefhans, who create them from mobats specially raised on diets of fungus and humanoid flesh. Upon reaching maturity, urdefhans ritually slay the bats using necrotic poisons, then raise the corpses to serve as mounts and guardians. </p><p><strong>Bodak:</strong> A humanoid slain by a bodak's death gaze rises as a bodak 24 hours later. </p><p>When mortal humanoids find themselves exposed to profound, supernatural evil, a horrific, occult transformation can strip them of their souls and damn them to the tortured existence of a bodak. </p><p>A 20th-level spellcaster can use create greater undead to create a bodak, but only if the spell is cast while the spellcaster is located on one of the evil outer planes (traditionally the Abyss). (Undead Revisited)</p><p>Unfortunate creatures who witness acts of unspeakable planar evil and have their bodies destroyed and remade by the experience. (Undead Revisited)</p><p>When mortals venture to the utmost depths of unforgiving planes, they sometimes come across knowledge so terrible or witness events so horrifying that their very souls are consumed, killing them and then reanimating them as the weird, smoke-eyed creations called bodaks. (Undead Revisited)</p><p>Yet for some, bearing witness to true horror and supernatural evil does more than twist their minds—it ravages their souls to such a degree that they are themselves transformed. Requiring evil far beyond that normally found among mortals, this rare transformation occurs when unprepared mortals venture deep into those extraplanar spaces where humanity was not meant to tread—the deepest hiding holes of the evil planes. In these repositories of unholy knowledge, things are seen that cannot be unseen, and which indelibly stain the souls of the foolish. The creatures that emerge from these places are mortal no longer. (Undead Revisited)</p><p>If a victim lacks the will to break a bodak's gaze, he is quickly overwhelmed by its power and dies shortly thereafter—the transformation into another bodak begins immediately. (Undead Revisited)</p><p>Scholars and theologians have long debated the exact nature of these strange undead, positing that it’s the very act that creates a bodak—witnessing some evil and hideous occurrence beyond all mortal capacity for understanding—that gives unholy life and purpose to these creatures. In some sense, the bodak is the very manifestation of such an act, a curse upon the living, its life force scarred to such a degree that only causing others to gaze into its eyes and share its agony gives it some sort of relief. Most researchers believe that mundane evil is not enough, arguing that only traumatic deaths in the darkest pits of the planes are pure enough to form a bodak, with the creature’s animating energy being drawn from the evil Outer Planes where it met its fate. Yet others insist that it’s not the place that causes the transformation, but rather the purity of the evil and horror involved, thus making it possible for an ordinary human (or, more likely, a summoned demon) to spark the transformation, provided the horrors it shows to the victim are heinous enough. (Undead Revisited)</p><p>Thanks to its Abyssal taint, the Worldwound hosts the largest population of bodaks in the Inner Sea region. Moreover, the Abyssal nature of the land itself makes it one of the few places—perhaps the only place—on Golarion where bodaks can form spontaneously in the same way they do on the Abyss, as the result of witnessing horrible extraplanar evil and depredations beyond mortal ken. (Undead Revisited)</p><p>The diabolists favored by the aristocracy of Cheliax require large numbers of unwitting victims to perform their rites. While most of their dungeons and torture rooms are mundane, filled with wretched prisoners who bear witness to unspeakable things on a nearly daily basis, some of these spellcasters prefer to take victims to Hell itself, making their offerings to the plane in person. Few of these victims (and not all of the diabolists) survive these offerings, but a tiny fraction end up exposed to greater horrors than initially expected, with either the master or prisoner undergoing the transformation into a bodak. (Undead Revisited)</p><p>The strange religions found in the Mwangi Expanse sometimes demand sacrifices and dark rituals. Explorers and adventurers unlucky enough to be caught by these more sinister tribes, particularly the zealots of Angazhan living in the ape city of Usaro, are sometimes transformed by bizarre and terrifying demonic rites. These bodaks roam the jungles of the Mwangi Expanse, terrorizing the inhabitants and sometimes transforming entire villages into their own kind. (Undead Revisited)</p><p>Bodaks, the eyeless horrors twisted by sights no one was meant to see. (Undead Revisited)</p><p>Bodaks are extraplanar undead created when living beings are touched by great evil. (Advanced Bestiary)</p><p>The bodak is the physical remnants of a humanoid slain in an encounter with absolute evil. (Forgotten Foes)</p><p>A humanoid slain by a bodak’s death gaze rises as a bodak 24 hours later. (Aquilae: Bestiary of the Realm: Volume 1 (Pathfinder))</p><p>Bodaks are evil undead created when a humanoid dies in the presence of absolute evil. (Forgotten Foes)</p><p><em>Create Greater Undead</em> spell, caster level 20 corpse must be cast in the Abyss. (Undead Revisited)</p><p><em>Raise Undeath</em> spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words)</p><p><strong>Crawling Hand:</strong> Some say the origins of the crawling hand lie in the experiments of demented necromancers contracted to construct tiny assassins. Other tales tell of gruesome prosthetics sparked to life by evil magic, which then developed primitive sentience and vengefully strangled their hosts. </p><p><em>Create Undead</em> spell, caster level 11 severed hand of a medium or smaller humanoid. (Undead Revisited)</p><p><em>Raise Undeath</em> spell word. (Book of Magic 10 Undead Spell Words)</p><p><strong>Crawling Hand Giant:</strong> ?</p><p><em>Create Undead</em> spell, caster level 14 with <em>Enlarge Person</em> spell and severed hand of a large or larger humanoid. (Undead Revisited)</p><p><em>Raise Undeath</em> spell word, caster level 15th or higher. (Book of Magic 10 Undead Spell Words)</p><p><strong>Crypt Thing:</strong> Necromancers and other spellcasters create them. </p><p>A 15th-level spellcaster can create a crypt thing using create undead. The spell also requires the creator or an assistant to be able to cast teleport, greater teleport, or word of recall (or provide this magic from a scroll or other source). </p><p>They are created by spellcasters to guard such areas and they neither leave their assigned area nor can be compelled to do so. (Forgotten Foes)</p><p><em>Create Undead</em> spell, caster level 16 with <em>Teleport</em> spell (Undead Revisited)</p><p><em>Raise Undeath</em> spell word, caster level 15th or higher. (Book of Magic 10 Undead Spell Words)</p><p><strong>Draugr:</strong> These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects. </p><p>The force of her will and the corruption of her soul were so great that four unfortunate men that drowned countless ages ago also rose from the mire as 4 draugrs. (Dunes of Desolation)</p><p>Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. A draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids. (Marshes of Malice)</p><p>Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save. (Mythic Monsters 10: Sea Monsters)</p><p>Any humanoid slain by a doomed derelict becomes a draugr. (Wayfinder 8)</p><p><em>Create Undead</em> spell, caster level 12. (Undead Revisited)</p><p><em>Raise Undeath</em> spell word, caster level 12th or higher. (Book of Magic 10 Undead Spell Words)</p><p><strong>Draugr Captain:</strong> ?</p><p>Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save. (Mythic Monsters 10: Sea Monsters)</p><p><strong>Dullahan:</strong> Terrifying reapers of souls, dullahans are created by powerful fiends from the souls of particularly cruel generals, watch-captains, or other military commanders. </p><p><em>Create Undead</em> spell, caster level 17 with decapitated humanoid corpse. (Undead Revisited)</p><p><em>Raise Undeath</em> spell word, caster level 18th or higher. (Book of Magic 10 Undead Spell Words)</p><p><strong>Dullahan Greater:</strong> ?</p><p><strong>Nightshade:</strong> Nightshades originate in the deepest voids at the planar juncture of the Plane of Shadow and the Negative Energy Plane, where reality itself ends. Here lies a vast adumbral gulf where the weight of infinite existence compresses the null-stuff of unlife and the tenebrous webs of shadow-reality into matte, crystalline plates and shards of condensed entropy. Many fiends seeking the power of ultimate destruction have sought this place, hoping to harness its power for their own ends, but the majority discover the power of distilled entropy is far greater than they bargained for. Their petty designs are washed away as they become one with the nothing, with first their minds and then their bodies being remade, forged no longer of living flesh but of the lifeless, deathless matter of pure darkness incarnate. Recast into one of a handful of perfected entropic forms (some whisper, forged by a dark being long imprisoned at the uttermost end of reality), these immortal fiendish spirits still burn with the freezing fire of insensate evil, but are now distilled and refined through the turning of ages to serve entropy alone. To say that nightshades form from the necrotic flesh and transformed souls of powerful fiends is technically correct, but the transformation that these foolish paragons of evil undergo is even more hideous than such words might suggest. </p><p>While the majority of nightshades are the product of such fiendish arrogance, this is by no means the only source for these powerful undead creatures. Many nightshades commit themselves to the harvesting of immortal souls of every race and loyalty, casting their broken and shattered bodies into the negative voidspace, where the residue of their divine essence slowly precipitates and congeals in the nighted gulf. Whatever their origin, in this heart of darkness all souls embrace destruction. When a critical mass of immortal soul energy is reached, a new nightshade is spawned. The souls of mortals lost to the negative plane are drawn up and reborn as undead long before becoming co-opted within the gulf; mortal spirits are the servants of the nightshades, but only the essence of immortality can provide the spiritual fuel to ignite the fire of their unlife. </p><p>Colossi formed in the lightless spaces where the Shadow Plane and Negative Energy Plane meet. (Undead Revisited)</p><p>Where the Shadow Plane meets the Negative Energy Plane, evil and darkness hold sway in vast and lightless gulfs. When a fiend succumbs to the ravages of this environment, the ensuing death can be the catalyst for creating one of the most powerful undead. (Undead Revisited)</p><p>Nightshades are creatures beyond categorization, things made from darkness and malice, yet not truly natives of either the Shadow Plane or the Void. Born of a corruption of both planes in the lightless reaches where the planar boundaries break down, they are twisted and warped by evil. (Undead Revisited)</p><p>They form from the twisted souls of those fiends and outsiders who, seeking greater mastery over negative energy and the dreaming gulfs of darkness where the Shadow Plane and Negative Energy Plane meet, are themselves overcome and twisted beyond recognition, turned into servants of the planes’ own nihilistic ends. (Undead Revisited)</p><p>Nightshades are born when one or more outsiders—typically fiends—are lost or cast down into the adumbral depths where the Shadow Plane and Negative Energy Plane become a void like the darkest ocean trench, one of the places where reality ends. The death of the immortal becomes a catalyst for a reaction in which the planes seem not to twist the original creature so much as birth a new entity in its place. (Undead Revisited)</p><p>The creation of something as powerful and dire as a nightshade requires the spirit of an immortal being. (Undead Revisited)</p><p>Although four primary types of nightshades are known to exist, some sages speculate that they might all be the same species of creature in different life stages. Other scholars instead hold that they are distinct subtypes of the same creature, formed in the same manner but differing according to the specific component fiends from which they were created. According to this theory, the older and more powerful the fiend or fiends were—their exact species or alignment does not appear to matter—the more powerful the form of nightshade produced, though the combined deaths of multiple fiends produce a nightshade of a type otherwise reserved for the death of a much more powerful one on its own. Even the proponents of this theory, however, have no idea of the exact formulae involved, and the few casters capable of controlling a nightshade are generally more concerned with maintaining their tenuous hold over the undead juggernauts than with such unpragmatic musings. (Undead Revisited)</p><p>Nightshades are monstrous undead composed of shadow and evil. (Pathways Bestiary)</p><p><strong>Nightshade Nightcrawler:</strong> ?</p><p><strong>Nightshade Nightwalker:</strong> ?</p><p><strong>Nightshade Nightwave:</strong> ?</p><p><strong>Nightshade Nightwing:</strong> ?</p><p><strong>Poltergeist:</strong> A poltergeist is an angry spirit that forms from the soul of a creature that, for whatever reason, becomes unable to leave the site of its death. Sometimes, this might be due to an unfinished task—other times, it might be due to a powerful necromantic effect. Desecrating a grave site by building a structure over the body below is the most common method of accidentally creating a poltergeist.</p><p>It is haunted by 4 poltergeists that are the undead spirits of those rare individuals that nearly discovered the house’s concealed basement and inner workings. (Dunes of Desolation)</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (GM's Miscellany: Alternate Dungeons)</p><p>The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life, and death could not wholly claim them. (Pathways 22)</p><p>A few days after their death, these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since. (Pathways 22)</p><p><strong>Ravener:</strong> Most evil dragons spend their lifetimes coveting and amassing wealth, but when the end draws near, some come to realize that all the wealth in the world cannot forestall death. Faced with this truth, most dragons vent their frustration on the countryside, ravaging the world before their passing. Yet some seek a greater solution to the problem and decide instead to linger on, hoarding life as they once hoarded gold. These foul wyrms attract the attention of dark powers, and through the blackest of necromantic rituals are transformed into undead dragons known as raveners.</p><p>"Ravener" is an acquired template that can be added to any evil true dragon of an age category of ancient or older.</p><p>The circumstances that give rise to a ravener are as unique as their appearances. Some barter their very sanity to the madness beyond the Dark Tapestry, others forge bargains with demon lords or the Horsemen of Abaddon, and still others beseech malevolent gods. (Strangely, even lawful dragons make pacts with the lords of Hell only rarely—perhaps raveners find the strings attached to diabolical contracts too convoluted and numerous for comfort.) Yet not all raveners seek aid from more powerful creatures—in fact, doing so often conf licts with the same arrogance that leads dragons to become raveners in the first place. This second group instead finds immortality in much the same way liches do, researching rare and forbidden necromantic spells to create rituals of transformation unique to each dragon. (Undead Revisited)</p><p>While some raveners achieve their status through arcane study and necromantic power, others are born of a combination of blasphemous rituals and the malign influence of dark powers. Raveners of this latter group must each seek out an evil patron to feed his or her necromantic rebirth. Each patron requires sacrifices and tribute pleasing to its debased desires. The aspiring ravener must first further the patron’s schemes upon her home world and perhaps others. The dragon might be sent against the patron’s foes, tasked with obtaining lost relics, or made a general among the patron’s mortal followers. In addition, the dragon must show the depth of her resolve. For some dragons, this means slaying their parents, mates, or children; the sacrifice of their most prized treasures; the annihilation of their life’s work; or some other show of commitment. Finally, the ravener must amass sufficient eldritch power to shatter natural laws or the barriers between planes and become the conduit for her patron’s might. Should the dragon falter in her tasks or prove an unworthy vessel for the power of her patron, what remains of her shattered soul languishes in servitude to her patron until the end of days. (Undead Revisited)</p><p>Raveners are self-made undead, not created or generated spontaneously in the fashion of weaker undead. (Undead Revisited)</p><p>The process by which a dragon becomes a ravener typically involves recruiting dark powers and undertaking necromantic rituals. Some of these rituals incorporate unusual stages that can alter the resulting ravener’s powers. (Undead Revisited)</p><p>Considered by other dragons to be insane to the point of being unhinged, Jaliktaj is given a wide berth by his living kin. In life he was a powerful spellcaster and devourer of all that lived in his lands. When a group of adventurers came prepared to bring him to an end, he released an imprisoned lich on the condition that it would turn him into a ravener. (Book of Beasts Legendary Foes)</p><p><strong>Ravener Red Wyrm:</strong> ?</p><p><strong>Revenant:</strong> Fueled by hatred and a need for vengeance, a revenant rises from the grave to hunt and kill its murderer. </p><p>Interestingly, a great number of ghosts and revenants owe their undead existence to the depredations of mortal killers who later became mohrgs, and it’s not unheard of for a revenant to hunt a mohrg, or for a ghost to assist adventurers in tracking down the unholy reanimation of its killer. (Undead Revisited)</p><p><em>Revenancer's Rage</em> spell. (Gothic Grimoires To Serve a Prince Undying)</p><p><strong>Totenmaske:</strong> Consumed by the same lusts and excesses that led them in life, the souls of some sinners rise as totenmaskes, drinking the flesh and memories of living creatures and even stepping into their lives to once more pursue their base desires. </p><p>A totenmaske can be created from the corpse of a sinful mortal by a cleric of at least 18th level using the create greater undead spell. </p><p><em>Create Greater Undead</em> spell, caster level 18 caster must be a cleric. (Undead Revisited)</p><p><em>Raise Undeath</em> spell word, boosted, caster level 18th or higher. (Book of Magic 10 Undead Spell Words)</p><p><strong>Winterwight:</strong> The winterwight is an undead horror born from the coldest depths of the negative energy plane. Infused with the dark, cold magic that permeates this realm of death, the winterwight takes the form of a skeleton coated in armor of jagged ice. </p><p><strong>Witchfire:</strong> When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. </p><p><em>Create Greater Undead</em> spell, caster level 19 with corpse of a hag. (Undead Revisited)</p><p><em>Raise Undeath</em> spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words)</p><p><strong>Zombie Juju:</strong> A juju zombie is an animated corpse of a creature, created to serve as an undead minion, that retains the skills and abilities it possessed in life. </p><p>"Juju zombie" is an acquired template that can be added to any living corporeal creature.</p><p>A juju zombie is an animated corpse of a creature, created to serve as an undead minion. (100% Crunch Zombies)</p><p>“Juju zombie” is an acquired template that can be added to any living corporeal creature. (100% Crunch Zombies)</p><p>A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds. (Advanced Bestiary)</p><p>Tza’doran and the dark cleric Razalia were lovers, serving their blasphemous demi-god together. When a group of adventurers put Tza’doran to the sword, Razalia escaped with the dust that was once her lover’s body and raised her as her servant. (Book of Beasts Legendary Foes)</p><p>Fazzellon ceded his land to Eyegouger in life; however he is unwilling to relinquish his claim so easily. His burning desire to rule over his fiefdom fueled his transformation into something unnatural. After his destruction at Eyegouger’s claws, Fazzellon rose from death as a juju zombie desert giant. (Dunes of Desolation)</p><p>Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. (Mythic Monsters 22: Emissaries of Evil)</p><p><em>Create Undead</em> spell, caster level 11 with <em>Enervation</em> or <em>Energy Drain</em> spell. (Undead Revisited)</p><p><em>Raise Undeath</em> spell word. (Book of Magic 10 Undead Spell Words)</p><p>Invoke Death exalted boon. (Book of the Damned)</p><p><strong>Zombie Juju Human:</strong> ?</p><p><strong>Zombie Void:</strong> An infected creature who dies from an Akata's void death rises as a void zombie 2d4 hours later. </p><p>A humanoid killed by void death becomes a void zombie. </p><p>A void zombie is created when a humanoid is bitten by an akata and dies as a result of becoming infected with the void death disease. (100% Crunch Zombies)</p><p>An infected creature who dies from void death disease rises as a void zombie 2d4 hours later. (Aquilae: Bestiary of the Realm: Volume 1 (Pathfinder))</p><p>[/spoiler]</p><p></p><p><a href="http://legacy.aonprd.com/bestiary3/monsterIndex.html" target="_blank">Bestiary 3</a>[spoiler]</p><p><strong>Allip:</strong> Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death. </p><p>Allips are the undead souls of those who took their own lives out of madness and insanity. (Undead Revisited)</p><p>While rarer than those arising from more mundane insanity, some allips in Golarion start out in life as priests of the Old Cults who delve too deeply into the maddening secrets of their faith, taking their own lives when mysteries better left unrevealed spark a consuming darkness in their souls. The corrupting demon Sifkesh revels in driving mortals toward insanity and eventual suicide, and regions harboring her cults often have significant populations of the babbling spirits. The city of Westcrown, in particular, owes its high concentration of allips to the demon, particularly during the period known as the White Plague. The city’s elite had made something of a game of corrupting souls and driving them toward madness, and the militant order known as the Hellknights was formed to put an end to their murder spree and combat the plague of allips that resulted from it. (Undead Revisited)</p><p>Souls of the insane too hate-crazed and vicious to find their ways to the afterlife. (Classic Horrors Revisited)</p><p>One of the many types of undead creatures that can arise in abandoned temples, allips were insane humanoids under the care of the temples’ priests who succumbed to their madness. The creatures also may have once been priests driven mad by the circumstances that led to the temple’s abandonment. (GM's Miscellany: Alternate Dungeons)</p><p>Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. (The Mad Doctor's Formulary)</p><p><em>Create Greater Undead</em> spell, caster level 15 with <em>Insanity</em> spell. (Undead Revisited)</p><p><em>Raise Undeath</em> spell word, boostedc. (Book of Magic 10 Undead Spell Words)</p><p><strong>Baykok:</strong> When hunters become utterly obsessed with the chase and indulge excessively in the savagery of the kill, their souls become progressively tainted. When such remorseless hunters perish before they can capture and kill their quarry, they sometimes rise from death as baykoks.</p><p><strong>Berbalang:</strong> ?</p><p><strong>Bhuta:</strong> A bhuta is a ghostlike undead creature born of horrible death or murder in a natural setting. It is a manifestation of rage at the injustice of a death that interrupted important business or unsated desires. </p><p><strong>Deathweb:</strong> A deathweb is the undead exoskeleton of a massive spider animated with the vilest necromancy. The spells that create this monstrosity bind to it thousands of normal spiders, which together form the mind of the undead beast like an arachnid hive. </p><p><strong>Demilich:</strong> In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich's physical form succumbs to decay over the centuries. In time, only the lich's skull remains intact. Yet the bonds of undeath keep the lich's remains from final dissolution. Vestiges of the lich's intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich's will to live strengthen the skull, rendering it harder than any steel. The lich's greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich's eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest. </p><p>Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich's body decays, the lich's intellect returns to its phylactery as normal. However, the skull rejects the return of the lich's consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich's remains are destroyed or scattered (for example, by wandering adventurers), the lich's phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich's remains survive unperturbed, the phylactery's magic fails catastrophically, releasing the lich's soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich's soul to transform it into a demilich. The lich's soul itself either is utterly destroyed, reaches its final reward or punishment, or is condemned to wander the edges of the multiverse forever. </p><p>For wandering liches, the process is similar, but based on the number of decades the lich spends without its intellect returning to its body. While the lich's body still decays, its mind remains at large, only becoming trapped in the phylactery if the lich tries to return during the period in which its body has failed, but it has not yet become a demilich. Should the lich's phylactery fail before the wandering lich returns, the skull becomes a demilich, and the lich's mind is doomed to wander until the end of days. </p><p>In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich’s physical form succumbs to decay over the centuries. In time, only the lich’s skull remains intact. Yet the bonds of undeath keep the lich’s remains from final dissolution. Vestiges of the lich’s intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich’s will to live strengthen the skull, rendering it harder than any steel. The lich’s greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich’s eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest. (100% Crunch Liches)</p><p>Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich’s body decays, the lich’s intellect returns to its phylactery as normal. However, the skull rejects the return of the lich’s consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich’s remains are destroyed or scattered (for example, by wandering adventurers), the lich’s phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich’s remains survive unperturbed, the phylactery’s magic fails catastrophically, releasing the lich’s soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich’s soul to transform it into a demilich. (100% Crunch Liches)</p><p>For wandering liches, the process is similar, but based on the number of decades the lich spends without its intellect returning to its body. While the lich’s body still decays, its mind remains at large, only becoming trapped in the phylactery if the lich tries to return during the period in which its body has failed, but it has not yet become a demilich. Should the lich’s phylactery fail before the wandering lich returns, the skull becomes a demilich, and the lich’s mind is doomed to wander until the end of days. (100% Crunch Liches)</p><p><strong>Demilich Awakened:</strong> Under exceptional conditions, a lich's full consciousness survives its transformation into a demilich, or a lich's wandering intellect manages to return to its jeweled skull. </p><p><strong>Dybbuk:</strong> A dybbuk is a misplaced soul who has eluded judgment because of a some great transgression or a pitiful suicide. </p><p><strong>Ecorche:</strong> ?</p><p><strong>Festrog:</strong> A festrog is an undead abomination spawned when a creature is killed by a massive release of negative energy (perhaps due to planar bleeding, the destruction of a potent artifact, or even certain magical attacks by powerful undead), and then mutilated by an outside force, such as the scavenging of wild animals. </p><p><strong>Ghul:</strong> Ghuls are undead jann whose eternal existence was twisted by fate and wrought through the displeasure of Ahriman, Lord of the Divs. </p><p><strong>Graveknight:</strong> Undying tyrants and eternal champions of the undead, graveknights arise from the corpses of the most nefarious warlords and disgraced heroes—villains too merciless to submit to the shackles of death. </p><p>"Graveknight" is an acquired template that can be added to any living creature with 5 or more Hit Dice.</p><p>Battlefield champions of ultimate cruelty whose depraved acts bind them to their armor for all eternity.</p><p>Some warriors are too arrogant to die. (Undead Revisited)</p><p>The lust for battle and sheer will to win allow some truly evil and vile warriors to shrug off their final defeat. Through methods that remain poorly understood, the vengeful spirit of such a fearsome combatant sometimes forms a bond with its armor that permits it to simply refuse death, its spirit lingering long past when it should have gone on to its eternal punishment in the afterlife. (Undead Revisited)</p><p>Unlike liches, graveknights almost never plan this return from their last battle. It happens, seemingly spontaneously and at random, to people totally unprepared for an undead existence. (Undead Revisited)</p><p>Graveknights are born of defeat, and it is their rage at such an end that allows them to return, attempting to erase their failure through greater triumphs and atrocities. (Undead Revisited)</p><p>While most graveknights arise spontaneously from the armor of sadistic warlords and fallen champions, there are methods by which evil men and women can deliberately transform themselves into these powerful undead lords, in much the same way some spellcasters seek to become liches. The process by which a hopeful graveknight makes the deliberate transformation is neither simple nor cheap. The character must first live and lead a life of wanton cruelty, winning great glory and power over the course of several violent conflicts (and achieving a minimum of 9th level in any character class, with an evil alignment for all 9 levels). When he achieves this goal, he may craft the suit of armor that will serve him in his</p><p>afterlife as his graveknight armor—this must be heavy armor, although its exact type is irrelevant. The creator must also be proficient in the armor’s use. The armor itself must be of exceptional quality and crafting, requiring the finest of materials and artisans. Even the forge upon which the armor is to be crafted must be of exceptional quality. The overall cost of these components is 25,000 gp—this amount is over and above any additional costs incurred in making the armor magical. An existing suit of armor (including magic armor) can serve as the base suit upon which these 25,000 gp of enhancements are built. (Undead Revisited)</p><p>Once the armor is complete, the hopeful graveknight must don the armor and then seek out a powerful evil patron to sponsor his cruelties—this patron can be a mortal tyrant, a hateful monster, a demonic god, or similar power. Once the graveknight-to-be secures a patron, he must engage upon a crusade in that patron’s name. This crusade must last long enough for the graveknight to achieve two additional levels of experience, during which he must wear his armor whenever possible. (Undead Revisited)</p><p>Upon completing this final stage of his quest for undeath (and a minimum character level of 11th), the sadist has finally neared the end of his long path to eternal undeath. The last stage in becoming a graveknight is to construct a pool, pit, or other large concavity, into which the graveknight must place 13 helpless, good-aligned creatures of his own race, who must be sacrificed by the graveknight or his patron using acid, cold, electricity, or fire. The graveknight must wear his armor during these sacrifices, and within a minute of the last sacrifice, the graveknight must take his own life using the same form of energy, after which his body and armor must be destroyed by that form of energy. The pit within which the entire ritual took place must then be filled with soil taken from graves that have spawned undead creatures. (Undead Revisited)</p><p>Once this final step is taken, the graveknight-to-be has a 75% chance of rising as a graveknight. This chance rises by 1% per point of Charisma possessed by the graveknight-to-be at the time of his death. Additional factors can increase this chance as well, at the GM’s discretion.</p><p>Whenever sufficiently evil warriors or similar sorts of beings die at the hands of a foe, there is a chance that they might return as graveknights.</p><p>Heavily armored warriors are most likely to arise as graveknights, perhaps because the complete shell of metal or other materials assists in trapping the soul. (Undead Revisited)</p><p>Urgathoa claims graveknights as her children just as she does all undead. Her priests and other high servants maintain that she is the mysterious agency that actually calls them back from the grave, while the goddess herself gives more confusing and potentially contradictory answers. (Undead Revisited)</p><p>Graveknights, whose lust for battle knows no end—not even in death. (Undead Revisited)</p><p><strong>Graveknight Human Fighter 10:</strong> ?</p><p><strong>Guecubu:</strong> Often when a particularly evil criminal is executed, suspicious folk fear that the criminal's remains might rise from death to continue to plague the living. To combat this possibility, many mobs or rural justices take to the practice of burning the bodies, grinding the bones, and scattering the remains in the wild. Yet in the case of particularly evil criminals, even these steps are in vain, for their will is enough to reassemble a body from earth, stone, roots, and plants drawn from the region into which the remains were scattered. </p><p><strong>Hollow Serpent:</strong> Crafted from the shed skins of great snakes by serpentfolk necromancers and other foul spellcasters.</p><p>A hollow serpent is a difficult undead to create—most of them were crafted by a long-forgotten god of the serpentfolk and not by mortal spellcasters at all. The exact methods by which a mortal might create a hollow serpent are obscure, but most scholars have come to the conclusion that the use of powerful artifacts or the aid of a demigod may be required for such a feat. </p><p><strong>Huecuva:</strong> Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death. </p><p>While most huecuvas arise when a god rejects a heretic priest's soul, forcing the slain to rise as horrible undead, a huecuva can also be created with create undead. The caster must be at least 11th level, and the body to be transformed must have been an evil cleric in life. The spell can be used to create a huecuva using the body of a nonevil cleric, but doing so requires a DC 20 caster level check. </p><p>Many times, a religion fails due to betrayal by its supposed leaders, or a cleric may do something that is anathema to his or her deity to spite those forcing out worship of the deity. In such cases, the fallen return as huecuvas that infest the temples in which they used to minister. (GM's Miscellany: Alternate Dungeons)</p><p><em>Create Undead</em> spell, caster level 11 with corpse of a cleric. (Undead Revisited)</p><p><em>Raise Undeath</em> spell word. (Book of Magic 10 Undead Spell Words)</p><p><strong>Manananggal:</strong> ?</p><p><strong>Pale Stranger:</strong> Sometimes death itself cannot come between a gunslinger and its final revenge. When a gunslinger is slain by a hated enemy, or murdered before it can achieve vengeance against a hated foe, the anger and wrath can animate its remains as a vengeful undead monstrosity. </p><p><strong>Penanggalen:</strong> Unlike most undead, the penanggalen is more akin to the lich in that she willfully abandons both her mortality and morality to become a hideous undead monster. While penanggalens are traditionally female spellcasters, any creature capable of performing the vile ritual of transformation can become one. </p><p>Similar to a lich, a creature works toward becoming a penanggalen. More than one such transformation ritual exists, but all require heinous acts that symbolize the casting aside of kindness, benevolence, and any semblance of feelings other than cruelty. Many of these rituals call for the repeated consumption of blood, bile, tears, and other fluids drawn from captured and tortured innocents.</p><p>"Penanggalen" is an acquired template that can be added to any living creature with 5 or more Hit Dice </p><p>When a penanggalen slays a female humanoid via blood drain, and if that slain humanoid had at least 10 Hit Dice in life, that slain humanoid rises as a manananggal at the next sunset. </p><p><strong>Penanggalen Human Witch 5:</strong> ?</p><p><strong>Sea Bonze:</strong> Sea bonzes are formed from the combined despair and horror of death at sea, such as when a ship sinks and its entire crew drowns. No single restless soul empowers a sea bonze—it combines the anger and doom of all who die in such close proximity. </p><p><strong>Tzitzimitl:</strong> Some claim ancient and forgotten deities of death and destruction created the first tzitzimitls as instruments of apocalypse, while others speculate they come from faraway worlds where immense planets teem with creatures of this scale, and that the immortal dead of these dark globes are banished to other worlds to spread devastation. </p><p><strong>Vampire Jiang-Shi:</strong> A jiang-shi is created when a restless spirit does not leave its corpse at the time of death, and is instead allowed to fester and putrefy within. At some point during the body's decomposition, the thing rises in its grotesque form and seeks living creatures to feed upon. </p><p>"Jiang-shi" is an acquired template that can be added to any living creature with 5 or more Hit Dice. </p><p>Most jiang-shis were once humans, but any creature that undergoes specific rites can acquire the template. </p><p><strong>Vampire Jiang-Shi Human Monk 5:</strong> ?</p><p><strong>Yukki-Onna:</strong> A yuki-onna is the restless spirit of a woman who froze to death in the snow and was never given a proper burial. </p><p><strong>Zuvembie:</strong> Most zuvembies willingly performed the vile rituals to attain vengeance through unlife, but the transformation can also be wrought upon a helpless victim. The method of transforming into a zuvembie involves the creation and consumption of a vial of oil of animate dead, plus the performance of additional dark rites that take a day to perform and cost 3,000 gp. The ritual kills the target, who must make a DC 20 Will save. Failure results in the victim's death, while success means it reanimates as a free-willed zuvembie. [/spoiler]</p><p></p><p><a href="http://legacy.aonprd.com/bestiary4/monsterIndex.html" target="_blank">Bestiary 4</a>[spoiler]</p><p><strong>Bakekujira:</strong> Sometimes, a whale that dies after days of anger and pain arises as an undead monstrosity known as a bakekujira. </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. Each beheaded created requires two onyx gems worth 100 gp and the casting of one air walk or fly spell. Beheaded can be created with additional abilities from the list below. Creating a variant beheaded counts as 1 additional Hit Die toward the caster's maximum Hit Dice of controlled undead. </p><p><strong>Ectoplasmic Creature:</strong> Once a spirit has passed to the afterlife, it seldom wishes to return at all, let alone in a disfigured ectoplasmic body. Spirits that aren't powerful enough to come back as ghosts or spectres sometimes return as ectoplasmic monsters, particularly when there are no remains of the creature's original body for its soul to inhabit in the form of a skeleton or zombie. </p><p>"Ectoplasmic" is an acquired template that can be added to any corporeal creature (other than an undead) </p><p><strong>Ectoplasmic Human:</strong> ?</p><p><strong>Festering Spirit:</strong> A humanoid creature killed by a festering spirit's Constitution damage becomes a festering spirit under the control of its killer in 1d4 days. Giving the corpse a proper burial (or cremation) prevents it from becoming a festering spirit. </p><p>A festering spirit arises when a vile person's corpse is put in a mass grave, or when such a person is buried, exhumed, and placed in a charnel house or ossuary. The lingering hatred and evil of the dead mixes with the worst remnants of dozens of other people, creating a frustrated incorporeal shade of sickness, hate, and rot. Powerful mortals might arise as multiple festering spirits, each spawned from a different aspect of the original creature's personality. </p><p><strong>Gaki:</strong> When an especially jealous or greedy evil person dies, it sometimes returns as a gaki.</p><p><strong>Gallowdead:</strong> Some tyrants execute criminals, traitors, or those who dare insurrection on the end of hooked and spiked chains. Leaving the criminal to painfully hang and rot sends a message to those who would dare commit the same crimes. Sometimes such savage deaths have a strange and terrible consequence: the victim rises, grabs the instrument of its execution, and becomes a servant of those who condemned it. </p><p><strong>Gashadokuro:</strong> Gashadokuros are enormous skeletons that come into being as a result of mass starvation. The victims of such a tragedy fuse together into an undead colossus that continues to hunger even in death. </p><p><strong>Gearghost:</strong> Formed from the unquiet soul of a thief wrenched from life by a wicked trap </p><p><strong>Geist:</strong> A geist is formed when an exceptionally evil humanoid is killed by a haunt and proves too tenacious to submit to death's call. </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>Gholdako Greater:</strong> ?</p><p><strong>Harionago:</strong> A harionago is formed when an innocent woman is murdered in some unspeakable fashion. She rises, twisted by the injustice of the crime against her, into an unnatural and bloodthirsty horror that hunts unsuspecting victims while trying to sate an everlasting lust for revenge. </p><p><strong>Isitoq:</strong> A spellcaster can create an isitoq from the head of a Small or Medium corpse that has at least one intact eye. The head must be animated as a 1 Hit Die undead using animate dead (this counts toward the total HD animated by the spell and the total HD the caster can control), followed by casting clairaudience/clairvoyance or locate object to establish the sensory connection, and air walk, fly, levitate, or wind wall to give it the ability to fly. When these spells are finished, one of the head's eyes pulls itself free of its socket and becomes an isitoq. The rest of the head remains part of a corpse. </p><p><strong>Mummified Creature:</strong> Many ancient cultures mummify their dead, preserving the bodies of the deceased through lengthy and complex funerary and embalming processes. While the vast majority of these corpses are mummified simply to preserve the bodies in the tombs where they are interred, some are mummified with the help of magic to live on after death as mummified creatures. </p><p>To create a mummified creature, a corpse must be prepared through embalming, with its internal organs replaced with dried herbs and flowers and its dead skin preserved through the application of sacred oils. Unlike with standard mummies, a mummified creature's brain is not removed from its skull after death. Injected with strange chemicals and tattooed with mystical hieroglyphs, a mummified creature's brain retains the base creature's mind and abilities, though the process does result in the loss of some mental faculties. Once this process is complete, the body is wrapped in special purified linens marked with hieroglyphs that grant the mummified creature its new abilities (as well as its weakness). Finally, the creator must cast a create greater undead spell to give the mummified creature its unlife. </p><p>"Mummified creature" is an acquired template that can be added to any living corporeal creature.</p><p><strong>Mummified Gynosphinx:</strong> ?</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>In order to create a necrocraft, a spellcaster must use at least five undead creatures (or their corpses), all of which must be under the creator's control, helpless, or slain. A larger undead or corpse can be used in place of two that are one size smaller. The creator must stitch, glue, or otherwise bind the parts together in the desired configuration, then cast animate dead and make whole to complete the construction (the material component cost of animate dead is 50 gp per Hit Die of the final necrocraft). The creator can't create a necrocraft with more Hit Dice than her caster level. As with animate dead, the necrocraft is under the creator's control when created. Note that creating a necrocraft requires casting a spell with the evil descriptor.</p><p>Size HD CP CR Number of Undead Required</p><p>Medium 4d8 2 3 5</p><p>Large 7d8 3 5 10</p><p>Huge 10d8 4 7 25</p><p>Gargantuan 14d8 5 9 50</p><p>Colossal 18d8 6 11 100</p><p><strong>Phantom Armor:</strong> Created from blood-spattered armor infused with the souls of betrayed knights or fallen soldiers.</p><p>Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor's creation. A magic-user must be at least caster level 12th to create a guardian phantom armor. </p><p><strong>Phantom Armor Giant:</strong> Arising from the armored remains of towering humanoids.</p><p>Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor's creation. A magic-user must be at least caster level 15th to create a giant phantom armor. </p><p><strong>Pickled Punk:</strong> Grotesque curiosities, pickled punks are deformed, often-humanoid fetuses raised by necromancers and stored in jars of embalming fluid. </p><p>The body of a humanoid creature killed by a mythic pickled punk shrinks, contorts, and rises as a nonmythic pickled punk 1d6 rounds later. (Mythic Monsters 9: Undead)</p><p><strong>Sayona:</strong> Stories of their origins claim that the first sayona was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover's children, then killed herself. </p><p><strong>Shredskin:</strong> A shredskin is a wretched undead creature created either when a humanoid is skinned alive to be preserved as a trophy or otherwise killed in a terrifying way that leaves much of its upper half unharmed, such as being dissolved feet-first in acid. A fragment of the creature's soul animates the skin and seeks vengeance on those who created it, all the while trying to find a comfortable body for it to use as it did when it was alive. </p><p><strong>Vampire Nosferatu:</strong> Unable to create others of their kind, as they somehow lost that ability long ago. </p><p>"Nosferatu" is an acquired template that can be added to any living creature with 5 or more Hit Dice.</p><p><strong>Vamire Nosferatu Human Rogue 9:</strong> ?</p><p><strong>Warsworn:</strong> Warsworns are massive undead amalgams, their ever-shifting, chaotic bodies composed of countless slain soldiers and their armor and weapons. </p><p>A warsworn forms by the will of a god or goddess of undeath or war, or spontaneously from the bloodlust and wrath of a battlefield of dead soldiers. </p><p><strong>Zombie Lord:</strong> "Zombie lord" is an acquired template that can be added to any corporeal creature (other than undead) that has a minimum Intelligence of 3. </p><p>Some zombies retain their intelligence and cunning, making them formidable warriors. (100% Crunch Zombie Lords)</p><p>“Zombie Lord” is an acquired template that can be added to any corporeal creature (other than an undead) that has a minimum Intelligence of 3. (100% Crunch Zombie Lords)</p><p><strong>Zombie Lord Human Monk 3:</strong> ?</p><p></p><p><strong>Ghoul:</strong> When a sayona kills a humanoid or fey of Medium or Small size with its absorb blood or blood drain ability, the victim rises 24 hours later as a ghoul with the advanced creature simple template and the blood drain ability. [/spoiler]</p><p></p><p><a href="http://legacy.aonprd.com/bestiary5/index.html" target="_blank">Bestiary 5</a>[spoiler]</p><p><strong>Bone Ship:</strong> Formed from the collective consciousnesses of dead sailors bound within the bleached bones of giant aquatic creatures.</p><p>The creation of a bone ship can occur in many different ways. Some bone ships arise as servants of evil gods, pawns to their vile wills. Certain powerful necromantic rituals can also create bone ships. Such rituals typically require those performing them to sacrifice dozens of humanoid creatures and trap the victims' souls. Other bone ships result from ships being destroyed in horrific and catastrophic events. The souls of the sailors who died in such a disaster, unable to find peace, slowly form a bone ship on the ocean's bottom before rising to the surface to take vengeance on the living. </p><p><strong>Caller in Darkness:</strong> A caller in darkness grows from the psychic remains of a creature with psychic sensitivity that died a violent death, its restless spirit compelled to visit upon others the horrors that it suffered before dying. </p><p><strong>Crone Queen:</strong> Crone queens are unique and deadly creatures formed from the frozen remains of Baba Yaga's daughters. </p><p><strong>Cursed King:</strong> Pharaohs punish disloyal subjects in horrific ways, especially usurpers, rebel leaders, and false prophets who attempt to subvert the order of the nation and the loyalty of the ruler's other followers. After torture and decapitation, the rebels' souls are bound back into their mutilated bodies, transforming them into mummified mockeries of ambition and authority that exist for eternity in unliving agony. </p><p><strong>Death Coach:</strong> ?</p><p><strong>Duppy:</strong> A duppy is the spirit of a cruel and brutal sailor who died by violence on land, away from his ship and crew, and thus was unable to receive a proper burial at sea. </p><p><strong>Fext:</strong> ?</p><p><strong>Ghoul Leng:</strong> A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul. </p><p>According to Kabriri’s religious teachings, the Leng ghouls came to be when he spread ghoul fever among that realm’s slumbering men and women, but they turned their backs on their creator and became pariahs. The Leng ghouls dispute this claim, citing compelling evidence that their kind has dwelt in Leng far longer than Kabriri himself has been in existence. (Book of the Damned)</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>Grim Reaper:</strong> As silent as the grave and as inevitable as time, grim reapers are more akin to forces of nature than individual beings, being nothing less than personifications of grim, violent death. </p><p><strong>Grim Reaper Lesser Death:</strong> It is whispered among dark cabals and occult fellowships that the first soul unshackled from its mortal coil faced its final judgment with scorn and defiance. This creature was so outraged by the metaphysical order of the multiverse that it became a kind of rogue deity dedicated to the ending of all other lives. Particularly powerful creatures killed by this unforgiving deity become the servants of their slayer, spreading death wherever they wander. The least powerful of these lethal servants are called lesser deaths. </p><p><strong>Kurobozu:</strong> Kurobozus, also called black monks, are jealous undead that arise when a monk dies under circumstances that violate the precepts of his or her monastic training. </p><p><strong>Leechroot:</strong> Leechroots emerge from the remains of plants poisoned by the blood-drenched soils of war-torn forests. Chaotic intertwinings of rotten roots, these monstrosities quickly spread their curse, soaking other dead plants in their sap to spawn horrid offspring. </p><p><strong>Leechroot Hivemind:</strong> Sometimes a network of leechroots can reach a state of sentience, creating a creature called a leechroot hivemind. </p><p><strong>Mummy Lord Human Cleric 9:</strong> ?</p><p><strong>Mummy Lord:</strong> Many cultures practice the sacred art of mummification, though the sinister magical techniques used to imbue corpses with undead vitality are far less widespread. In certain ancient lands, such blasphemous techniques have been refined through centuries of ceremony and countless deaths, giving rise to mummies of terrible power. On rare occasions, if the deceased was of great rank and exceeding malevolence, he might undergo such elaborate rituals, rising from his tomb as a fearful mummy lord. Similarly, a ruler known for his malice or who died in a moment of great rage might spontaneously arise as such a vengeful despot. </p><p>"Mummy lord" is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature) that has at least 8 Hit Dice. The process of creating a mummy lord requires 50,000 gp worth of rare herbs, oils,and other mummification materials. </p><p><strong>Mummy Swamp:</strong> Strangled into unlife in the filth and muck of the deep mire, swamp mummies haunt the festering depths of isolated, desolate fenlands.</p><p>Some swamp mummies are cursed by dark powers to return to unlife, while others are the victims of sacrifices or criminal executions in which the bodies were thrown into a peat bog. The nature of the death and the emotional power of the victim are both contributing factors as to whether or not the victim crawls from its swampy grave as a swamp mummy. </p><p><strong>Nemhain:</strong> A nemhain is formed when a soul deliberately assumes undead status as a means of protecting a person, object, place, or ideal. Often, a devoted priest or ally volunteers herself and her (often unwitting) kin for transformation into a nemhain in order to continue protecting her home even beyond her death. The blasphemous rituals used to create nemhains are often believed to have been lost. </p><p><strong>Pharaonic Guardian:</strong> Created only by the most evil and egotistical pharaohs, pharaonic guardians are elite protectors of tombs and other monuments. Much like the grand buildings they inhabit, pharaonic guardians are the product of fear and sweat wrung from slaves and other servants. To make one, a pharaoh uses rare arcane processes to draw out the souls of obedient servants, capturing both their fear of death and fear of eternal damnation should they disobey their god-rulers. The pharaoh then blends these essences together into towering, animal-headed warriors whose only purpose is guarding a royal location for eternity. </p><p><strong>Plagued Horse:</strong> ?</p><p><strong>Plagued Beast:</strong> Created only by the most evil and egotistical pharaohs, pharaonic guardians are elite protectors of tombs and other monuments. Much like the grand buildings they inhabit, pharaonic guardians are the product of fear and sweat wrung from slaves and other servants. To make one, a pharaoh uses rare arcane processes to draw out the souls of obedient servants, capturing both their fear of death and fear of eternal damnation should they disobey their god-rulers. The pharaoh then blends these essences together into towering, animal-headed warriors whose only purpose is guarding a royal location for eternity. </p><p>When animals are stricken with demon plague, they may arise as undead and further spread the disease. </p><p>"Plagued beast" is an acquired template that can be added to a living, corporeal creature with an Intelligence score of 1 or 2. </p><p><strong>Polong:</strong> Polongs are the spirits of murderers who have been magically bound to a bottle. </p><p><strong>Saxra:</strong> ?</p><p><strong>Tiyanak:</strong> Born of tragedy and sorrow that have warped into hatred and fury, tiyanaks are formed from the souls of infants or young children that died near locales tainted with strong necromantic energies or demonic presences. The young soul blends with the corrupted energies, birthing a stunted and mocking apparition of the deceased, obsessed with devouring nearby sentient life. </p><p><strong>Undigested:</strong> Undigested are the animate slurry of the indigestible parts of a humanoid creature. They come into being when a giant beast that swallowed its prey alive is slain by unspeakable necromantic arts. A primal shard of the beast's sentience is ripped from it during the agonizing moments of its death, animating the gelatinous humanoid remains within its stomach into an ooze-like undead creature which hungers to inflict its digestive fate upon others. If the beast was digesting multiple creatures, this phenomenon results in undigested swarms instead. </p><p><strong>Undigested Swarm:</strong> Undigested are the animate slurry of the indigestible parts of a humanoid creature. They come into being when a giant beast that swallowed its prey alive is slain by unspeakable necromantic arts. A primal shard of the beast's sentience is ripped from it during the agonizing moments of its death, animating the gelatinous humanoid remains within its stomach into an ooze-like undead creature which hungers to inflict its digestive fate upon others. If the beast was digesting multiple creatures, this phenomenon results in undigested swarms instead. </p><p><strong>Vukodlak:</strong> Vukodlaks spawn from the malignant spirits of powerful, intelligent, wolflike creatures such as worgs, winter wolves, or werewolves. Often they arise from such creatures that—through desperation or depravity—fed on undead flesh or drank the blood of a vampiric creature. Their blackened souls arise after death, twisting their bodies into monstrous shapes. </p><p><strong>Wyrmwraith:</strong> Wyrmwraiths arise from the souls of powerful dragons who refuse to accept death or have an irrational fear of moving on to an afterlife. </p><p></p><p><strong>Ghoul:</strong> A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul. </p><p><strong>Skeletal Champion:</strong> Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. </p><p><strong>Skeleton:</strong> Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. </p><p><strong>Wraith Dread:</strong> Any humanoids slain by a wyrmwraith become dread wraiths in 1d4 rounds. [/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9r1y?Pathfinder-Roleplaying-Game-Bestiary-6" target="_blank">Bestiary 6</a>[spoiler]</p><p><strong>Animus Shade:</strong> The typical intelligent mind exists as a war of aspects—primitive survival urges and base wants opposing intellectual reason and high-minded goals. Some of these aspects dominate the mind, defining a creature’s personality, while others are shackled away. Sometimes psychic injuries can loosen these shackles, revealing aspects a creature would normally control and suppress. When a creature dies from a psychic injury, its conscious mind may shear away, leaving only those subconscious aspects—the creature’s animus—behind. Called animus shades, these spectral undead are gripped with feral rage and lash out at the living. Individuals who engage in psychic combat are particularly prone to succumbing to this form of undeath, and their shades sometimes seek out their former opponents, not content until their one-time adversaries are slain. </p><p>Animus shades always bear a superficial resemblance to their former, living selves, but manifest in death as wild brutes, made powerful by their anger and feral by their long suffering. They often appear hunched and contorted after a lifetime of being crushed beneath the weight of the dominant psyches, and can sport wicked claws, overlong limbs, cracked flesh, severed (but still present) body parts, and other nightmarish deformities reflecting the fears their living selves harbored about the dark corners of their own minds. Any gear or items the creature had appear rotted, cracked, and torn in spectral form, though it may carry ghostly versions of the weapons it used in life, deadly implements still capable of harming the living. </p><p>Most often, animus shades linger near the sites of their deaths or wander without any specific purpose. As many psychic contests occur in mindscapes or on far-flung esoteric planes, animus shades are frequently found roaming such realms, endlessly raging over the sometimes centuries-old defeats that resulted in their demises. Even when not consumed by such losses, animus shades commonly target those they happen across who remind them of the dominant selves that repressed them in life—whether because of similarities in physical appearance, personality, or activity. However, some rare animus shades have greater clarity of focus and are gripped with the need to undo the accomplishments they achieved in life, taking pleasure in destroying those things they once loved or took pride in. </p><p>Because they’re created through psychic violence, animus shades usually appear among intelligent races and beings known for mastering occult forces. Among such races, these undead prove far more common within cultures and groups that cultivate psychic prowess. They’re easy to mistake for ghosts or other undead—often to tragic ends. Fortunately, in lands that value physical strength over mental prowess and in strictly martial cultures, animus shades are almost unknown. Members of races such as hobgoblins, kobolds, and orcs, which seldom give rise to psychically talented individuals, almost never return as animus shades. </p><p>Poisoned by the psychic violence that spawned them, animus shades rarely, if ever, cooperate. In death, even animus shades created from former allies slain by the same foe viciously strike out at each other. The mental trauma that fills them and holds them to the world scars these undead deeply, but ultimately makes them most resentful of themselves—they know it was their own weaknesses or distraction that resulted in their deaths. Much of their rage is thus pointed inward, and they take particular satisfaction in viciously unleashing their hatred on those who resemble them, especially if the resulting conflicts remind them of the battles in which they died. </p><p>“Animus shade” is an acquired template that can be added to any living creature that has a Charisma score of at least 6 and an Intelligence score of at least 8. </p><p><strong>Medusa Animus Shade:</strong> ?</p><p><strong>Bloody Bones:</strong> Bloody bones are the creations of horrific creatures known as rawheads, which have the ability to command these gory undead to do their whims. </p><p>A rawhead can create a bloody bones from a Small or Medium helpless, living humanoid. As a full round action, the rawhead extends its finger tentacle to pierce the creature’s flesh, ensnares its bones, and attempts to rip the creature’s skeleton free. This deals 10d6 points of damage to the victim. If the victim is helpless as a result of Charisma damage, it takes 10d8 points of damage from this attack instead. If this damage is enough to reduce the creature’s hit points below 0, it is instantly slain as its skeleton is extracted from its body. The skeleton immediately animates as a bloody bones under the rawhead’s control. This is a death effect. </p><p><strong>Combusted:</strong> Most scholars of the strange consider accounts of spontaneous combustion to be nothing more than superstitious folktales. But those with a deep understanding of the occult know it is indeed possible for a person to feel a sudden fever come on, only to find the heat within her body rising to incredible levels until she bursts into flames and perishes, leaving behind only a charred corpse. The sudden and violent deaths of such individuals make it easier for dark powers to reanimate their bodies, and sometimes for the victims to return from the dead on their own. </p><p>However they return, the undead creatures known as combusted all suffer the telltale signs of their demise: their corpses constantly burn and their desiccated flesh is never fully consumed by the flames. Roiling clouds of smoke, thick with the stench of burning skin and hair, surround them at all times, and may reveal their presence from over a mile away. These shambling horrors can arise at any location that has a particular affinity for undead, </p><p><strong>Exiled Shade:</strong> An exiled shade is a wretched, undead remnant of an evil organization. Driven out and possibly even slain by its former allies, the exiled shade wallows in the pain of its betrayal and its paradoxical desires to simultaneously destroy and be reunited with its former comrades. </p><p><strong>Exoskeleton:</strong> Found skittering through forgotten tombs, crawling through deep forests, and filling damp caverns, exoskeletons are animated carapaces of arthropods and other vermin. Most exoskeletons are the intentional creations of necromancers, but some of these undead monstrosities arise spontaneously from places awash with negative energy or are created by malfunctioning artifacts. Sometimes, the simple act of feeding on freshly destroyed undead creatures is enough to transform an insect into an exoskeleton upon its eventual death. Though exoskeletons are just as mindless as they were when they were living, they have become infused with an evil instinct in their new unlife that drives them to relentlessly attack all living creatures on sight, exploding in a burst of dusty remains when destroyed. </p><p>A spellcaster can create an exoskeleton using animate dead. An exoskeleton can be created from a mostly intact dead vermin that has an exoskeleton. This includes arachnids, crustaceans, insects, and even some mollusks, but not soft-bodied vermin such as jellyfish and leeches. </p><p>“Exoskeleton” is an acquired template that can be added to any corporeal vermin that has an exoskeleton </p><p><strong>Giant Cockroach Exoskeleton:</strong> ?</p><p><strong>Giant Stag Beetle Exoskeleton:</strong> ?</p><p><strong>Titan Centipede Exoskeleton:</strong> ?</p><p><strong>Haunted Exoskeleton:</strong> Rarely, an exoskeleton is haunted by the lost spirit of a stubborn soul. </p><p><strong>Fallen:</strong> When a righteous crusader is denied the path to the afterlife in death, its spirit can rise as one of the fallen— undead driven to enact a crusade against all life in a frustrated corruption of their beliefs. The undead creature’s fall in battle remains the greatest disappointment vexing its soul. Driven by hatred and shame, the fallen wander battlefields and wildlands in constant search of someone to end their misery by performing last rites. </p><p><strong>Herecite:</strong> Herecites are a particularly blasphemous form of undead created via an obscure ritual of sacrifice, wherein a priest of an evil god offers up at least five worshipers of a nonevil deity to her own deity. All of the sacrifices must worship the same deity. Upon the deaths of the sacrificed worshipers, their souls and bodies seethe and surge with negative energy and then melt away, only to re-form into a single entity—a herecite. </p><p>The ritual for the creation of a herecite is recorded in certain rare and blasphemous texts that are hidden away in dark libraries. It is also known to exist in certain texts describing the Outer Planes and their denizens, and likely exists in texts associated with powerful necromancy cults, although groups composed primarily of arcane spellcasters find herecites more of a curiosity than a viable addition to their ranks. The ritual to create a herecite often focuses on the torture and slaughter of young, inexperienced priests while a captured leader of the same faith is forced to watch the cruel torment of his flock. The overwhelming pain and anguish experienced by the high priest as his acolytes are forcibly converted into undead serves as the ritual’s catalyst. </p><p>Herecites never take levels in cleric or any other class capable of casting divine spells, for the ritual of their creation results in a tenuous awareness and an inability to ever again profess such powerful faith in a deity. </p><p><strong>Herecite of Asmodeus:</strong> ?</p><p><strong>Hupia:</strong> ?</p><p><strong>Llorona:</strong> They form as the result of shame and sorrow paired with a tragic drowning of a child, whether it be accidental or murderously intentional, and they want others to share in their pain and misery. </p><p><strong>Lovelorn:</strong> Vicious creatures driven by misery and suffering, lovelorns arise from the souls of those who die when love takes a tragic turn—star-crossed lovers who committed suicide and victims of abusive relationships and violent family confrontations. In death, the stubborn spirit fixates solely on its heart, animating the dead organ and bursting free from its body, dedicated to unmaking everything it cared for in life. </p><p><strong>Psychic Stalker:</strong> Psychic stalkers are the undead minds of psychic spellcasters who suffered unexpectedly violent deaths. Such minds are sometimes powerful enough to persist even after their bodies’ destruction, transforming into incorporeal creatures composed entirely of thought, yet they retain no true memories or abilities from their former existence. </p><p><strong>Siabrae:</strong> When druids are faced with threats to the natural world, they are steadfast and, at times, relentless in their defense of the land. Even in the face of overwhelming odds—an incursion of demons from the Abyss, a creeping plague of necromantic corruption, an unstoppable blight of magical radiation, or a similar supernatural threat to the natural world—some sects of druids refuse to give up or abandon their duties. In these tragic cases, the desperate druids adopt the blasphemous tactic of accepting the corruption into themselves and becoming powerful undead guardians. They fight on not only against the original source of the corruption, but against all living creatures, for these druids become siabraes, and are filled with bitterness and hatred for all others—particularly other druids, whom they regard as cowards. </p><p>Siabraes do not form spontaneously; they arise only as the result of the following horrific ritual [Welcome the Blighted Soul]. </p><p>“Siabrae” is an acquired template that can be added to any druid who successfully performs the welcome the blighted soul ritual. A siabrae can’t have the blight druid archetype.</p><p><strong>Old Human Siabrae Druid 14:</strong> ?</p><p><strong>Trailgaunt, Dreaded Trailgaunt:</strong> Any humanoid creature killed by a trailgaunt becomes a trailgaunt itself at the next sunset as long as the body is both unburied and not within line of sight of a well-maintained road. </p><p>Legends hold that trailgaunts rise from the remains of seasoned travelers who became lost and then perished from exposure or starvation, suffering great shame and humiliation to have come to such unexpected and lonely ends in addition to their physical torment. </p><p><strong>Unrisen:</strong> An unrisen is rarely created intentionally, as most come about when a resurrection attempt is poorly performed and results in a mishap, or through experimental alchemical processes that attempt to restore life to the dead. </p><p><strong>Vrykolakas, Free-Willed Vrykolakas:</strong> A humanoid slain by a vrykolakas becomes a free-willed vrykolakas itself in 1d4 days if not blessed and given proper funerary rites. A blessing might entail either the spell bless or a more mundane consecration, but at the very least requires a proper prayer (with a successful DC 15 Knowledge [religion] check) invoking a good-aligned deity. </p><p>Reanimated corpses of wicked and vengeful souls denied even the most basic burial rites.</p><p><strong>Yurei:</strong> When a person dies a violent death in the grip of extreme emotion, such as in a blinding rage or in overwhelming sorrow, she may return from the dead as a twisted and horrific undead creature known as a yurei. </p><p><strong>Zombie Spore, Undead Spore Zombie:</strong> There are certain evil fungal creatures (such as fungus queens [see page 130], but also rare fungal growths or extraplanar blights upon the wild) that can infest vermin with spores that have been infused with sinister power and negative energy. These foul spores grow quickly in the body of a dead vermin, eventually bursting from its head to form disturbing, antler-like growths. At the same time, the spores animate the vermin as an intelligent undead creature. </p><p>“Spore zombie” is an acquired template that can be added to any vermin.</p><p>In certain wilderness regions, strange corruptions of nature fester and grow where the boundaries between this world and the Abyss grow thin. Dangerous and evil fungal creatures rise to power in these blighted reaches, such as sinister fungus queens or legions of undead spore zombies, but when fey creatures become infused with this corruption and are themselves blighted, the resulting monstrosities are particularly vile. </p><p>Zombie Spore Spore Burst power.</p><p><strong>Giant Ant Spore Zombie:</strong> ?</p><p><strong>Medusa Animus Shade, Spectral Woman:</strong> ?</p><p><strong>Animus Shade, Spectral Undead:</strong> ?</p><p><strong>Bloody Bones, Blood-Drenched Human Skeleton, Particularly Gruesome Skeleton, Gory Undead, Violent Undead Monstrosity, Childhood Terror:</strong> ?</p><p><strong>Combusted, Shambling Horror:</strong> ?</p><p><strong>Exiled Shade, Humanoid Figure, Wretched Undead Remnant of an Evil Organization:</strong> ? </p><p><strong>Giant Cockroach Exoskeleton, Tattered Remains of a Dead Insect:</strong> ?</p><p><strong>Exoskeleton, Animated Carapace of a Vermin, Undead Monstrosity:</strong> ?</p><p><strong>Exoskeleton, Animated Carapace of an Arthropod:</strong> ?</p><p><strong>Exoskeleton, Intentional Creation:</strong> ?</p><p><strong>Fallen, Ghostly Crusader:</strong> ?</p><p><strong>Herecite of Asmodeus, Decaying Man:</strong> ?</p><p><strong>Herecite, Particularly Blasphemous Form of Undead, Human-Sized Creature:</strong> ?</p><p><strong>Herecite, Curiosity:</strong> ?</p><p><strong>Herecite, Guardian:</strong> ?</p><p><strong>Hupia, Undead Woman, Frightening Undead Monster:</strong> ?</p><p><strong>Llorona, Ghostly Woman, Vengeful Spirit:</strong> ?</p><p><strong>Lovelorn, Sickly Pulsating Heart, Glistening Organ, Vicious Creature, Distressing Undead Monster:</strong> ?</p><p><strong>Psychic Stalker, Horrific Ghostly Skull, Undead Mind of a Psychic Spellcasters Who Suffered Unexpectedly Violent Death, </strong></p><p><strong>Incorporeal Creature Composed Entirely of Thought:</strong> ?</p><p><strong>Siabrae, Petrified Skeleton, Powerful Undead Guardian:</strong> ?</p><p><strong>Trailgaunt, Filthy Pallid Figure:</strong> ?</p><p><strong>Unrisen, Grotesque Tangle of Twisted Bones Decayed Flesh and Rotted Organs, Affront to Life:</strong> ?</p><p><strong>Vrykolakas, Twisted Barely-Humanoid Monstrosity, Reanimated corpse of a Wicked and Vengeful Soul Denied Even the Most Basic Burial Rites, Unreasoning Vampire-Like Creature:</strong> ?</p><p><strong>Yurei, Pale Woman, Twisted Horrific Undead Creature, Restless Spirit:</strong> ?</p><p><strong>Zombie Spore, Intelligent Undead Creature:</strong> ?</p><p><strong>Giant Ant Spore Zombie, Large Black Ant:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Undead are once-living creatures animated by spiritual or supernatural forces. </p><p><strong>Desert Undead:</strong> ?</p><p><strong>Undead Ally:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Sentient Corporeal Monster:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Diseased Undead:</strong> ?</p><p><strong>Undead Soldier:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Undead Foe:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Animal:</strong> ?</p><p><strong>Hungry Ghost:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Free-Willed Mummy, Desert Undead:</strong> ?</p><p><strong>Giant Skeleton, Undead Minion:</strong> ?</p><p><strong>Skeletal Champion:</strong> Up to three times per day, a nekomata can turn a dead body into an undead creature by licking it as a standard action. A skeleton rises as a skeletal champion, while a body with flesh animates as a juju zombieB2. </p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie Giant, Undead Minion:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Zombie Lord:</strong> Creatures slain by Dispater’s mortal gaze rise again 1d4 rounds later as zombie lords (Pathfinder RPG Bestiary 4 286) under Dispater’s control. </p><p><strong>Swamp Mummy:</strong> All humanoid creatures that die within a swamp blight’s cursed domain rise from death as mummies. Creatures with 7 or fewer Hit Dice rise as swamp mummies, while creatures with 8 or more Hit Dice rise as mummy lords. </p><p><strong>Mummy Lord:</strong> All humanoid creatures that die within a swamp blight’s cursed domain rise from death as mummies. Creatures with 7 or fewer Hit Dice rise as swamp mummies, while creatures with 8 or more Hit Dice rise as mummy lords. </p><p><strong>Advanced Bodak:</strong> When a deathsnatcher kills via negative levels, negative energy damage, or a death effect, the body immediately rises as an advanced bodak under the deathsnatcher’s control. </p><p><strong>Necrocraft:</strong> Tomb giants can cast make whole as a spell-like ability, but only for the purpose of creating undead creatures. For example, a tomb giant can use this ability to aid in the creation of a necrocraft, to restore armor to be used for the creation of a phantom armor, or even to repair the armor of a graveknight. </p><p><strong>Phantom Armor:</strong> Tomb giants can cast make whole as a spell-like ability, but only for the purpose of creating undead creatures. For example, a tomb giant can use this ability to aid in the creation of a necrocraft, to restore armor to be used for the creation of a phantom armor, or even to repair the armor of a graveknight. </p><p><strong>Graveknight:</strong> ?</p><p><strong>Juju Zombie:</strong> A creature slain by a gravesludge animates as a free-willed juju zombie 1d4 rounds after it is slain. </p><p>Up to three times per day, a nekomata can turn a dead body into an undead creature by licking it as a standard action. A skeleton rises as a skeletal champion, while a body with flesh animates as a juju zombieB2. </p><p><strong>Huecuva:</strong> The ritual to create a herecite often focuses on the torture and slaughter of young, inexperienced priests while a captured leader of the same faith is forced to watch the cruel torment of his flock. The overwhelming pain and anguish experienced by the high priest as his acolytes are forcibly converted into undead serves as the ritual’s catalyst. High priests driven mad or forced to lose their faith after they have witnessed such a ritual often rise again as huecuvas who then go on to gain levels as oracles of the ritual’s profane deity. </p><p><strong>Nightshade, Notworthy Denizen:</strong> ?</p><p></p><p>Spore Burst (Ex): Once per day as a swift action, a spore zombie can spray a cloud of spores through the area. This deals 2d6 points of damage to the spore zombie and creates a cloud of spores that fills an area equal to the spore zombie’s reach. Any creature in this area must succeed at a Fortitude save or be nauseated by the spores for 1d6 rounds. Vermin that fail this save become infested for 24 hours. If an infested vermin dies during this time, it rises as a spore zombie 1d6 rounds after its death. </p><p></p><p>WELCOME THE BLIGHTED SOUL </p><p>School necromancy [evil]; Level 9 </p><p>Casting Time 9 hours (only during a new moon) </p><p>Components V, S, F (ring of standing stones empowered with necromancy that cost 25,000 gp to create via Craft Wondrous Item), sacrifice (18 living intelligent beings of the same type as the caster, sacrificed every 30 minutes during the ritual’s casting time) </p><p>Skill Checks Intimidate DC 31, 2 successes; Knowledge (nature) DC 31, 3 successes; Knowledge (religion) DC 31, 4 successes </p><p>Range touch </p><p>Target caster </p><p>Duration instantaneous </p><p>Saving Throw none; SR no </p><p>Backlash The caster is reduced to –1 hp. </p><p>Failure The caster is immediately slain. </p><p>EFFECT </p><p>After sacrificing 18 lives (traditionally, these lives are those of unwilling druids who would have tried to stand against the blasphemy the caster is attempting), the caster sacrifices himself and immediately rises from death as a siabrae.[/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy88x4?Pathfinder-Roleplaying-Game-Bonus-Bestiary" target="_blank">Bonus Bestiary</a>[spoiler]</p><p><strong>Allip:</strong> Those who fall prey to madness and take their own lives sometimes find themselves lost on the paths to the afterlife, trapped in a state between life and death.</p><p><strong>Huecuva:</strong> Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death.</p><p>Most huecuvas arise when a god rejects a heretic priest’s soul, forcing the slain to rise as horrible undead, but this is not the only way a huecuva can come into being. A huecuva can be created using create undead. The caster must be at least 11th level and the spell normally uses the body of an evil cleric. The spell can be used to create a huecuva using the body of a good cleric, but this requires a DC 20 caster level check. Creating a huecuva in this way is considered to be one of the most heinous things that can be done to a cleric that has passed away. The faithless aura of huecuvas created from the bodies of good clerics in this way grants a +4 profane bonus on Will saves to resist channeled energy and any effects based off that ability.[/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy8v2x?Pathfinder-Campaign-Setting-Inner-Sea-Bestiary" target="_blank">Inner Sea Bestiary</a>[spoiler]</p><p><strong>Apostasy Wraith:</strong> When the souls of the followers of the Living God Razmir reach Pharasma’s Court, most are bound for the Inner Court, where their ultimate fate as believers of a false god is decided. These mortal souls are so traumatized by the knowledge of the falseness of their faith that they know only the desire to avenge themselves upon those who so duped them in life. These souls disavow the legitimacy of all gods, and return to the Material Plane to sow their vengeance.</p><p><strong>Charnel Colossus:</strong> A charnel colossus is an amalgam of scores, even hundreds, of individuals who, upon death, chose to be interred under special ritual circumstances with others of like mind. This allowed them to feed their individual life experiences into an undying corporation of the collective whole.</p><p><strong>Petrified Maiden:</strong> Petrified maidens are the remains of the army of warrior women led by the pirate queen Mastrien Slash in her failed invasion of southern Geb. The wizard king Geb himself cursed the warriors, turning them to stone and creating what is now known as the Field of Maidens. While a petrified maiden appears at first glance to be a construct, it has in fact been animated by the restless undead spirit of the warrior maiden it once was. The nature of Geb’s curse remains mysterious even today—it is simply known that occasionally the spirits of the slain inhabit their stony corpses and lurch to vengeful unlife. </p><p><strong>Spellscarred Fext:</strong> The abominable undead known as Spellscar fexts are formed by wayward spellcasters who perish in the sprawling badlands of the Mana Wastes, their bodies and souls perverted by the unpredictable primal energies that surge throughout the Spellscar Desert. </p><p>The unnatural and corruptive transformations a fallen victim undergoes as it turns into a Spellscar fext render its body hard and especially resilient to the magical energies of most spellcasters. In a peculiar twist, the same corruptive energy that causes spells to bounce off of Spellscar fexts’ hides also strangely renders them susceptible to glass and glass-based weapons. </p><p><strong>Vampire Vetala:</strong> Vetalas are said to be the spirits of children “born evil,” who never received burial rites upon their deaths. Sometimes one of these evil spirits takes hold of a corpse—not necessarily its own—which becomes its anchor to the mortal world.</p><p>“Vetala” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). [/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9g21?Pathfinder-Campaign-Setting-Occult-Bestiary" target="_blank">Occult Bestiary</a>[spoiler]</p><p><strong>Animus Shade:</strong> Every intelligent mind exists as a war of aspects—primitive survival urges and base wants opposing intellectual reason and high-minded goals. Some of these aspects dominate the mind, defining a creature’s personality, while others are shackled away. Sometimes, psychic injuries can loosen these shackles, revealing aspects of a creature they normally control and hide away. When a creature dies from a psychic injury, its conscious mind may shear away, leaving only those subconscious aspects—their animus—behind. Called animus shades, these spectral undead are gripped with feral rage and lash out at the living. Individuals who engage in psychic combat are particularly prone to succumbing to this form of undeath, and their shades sometimes seek out their former opponents, not content until their one-time adversaries are slain. </p><p>Animus shades always bear a superficial resemblance to their former, living selves, but manifest in death as wild brutes, made powerful by their anger and feral by their long suffering. Animus shades’ forms appear hunched and contorted after a lifetime of being crushed beneath the weight of the dominant psyches. They sport wicked claws, overlong limbs, cracked flesh, and other nightmarish deformities reflecting the fears their living selves harbored about the dark corners of their own minds. Any gear or items they possessed appear rotted, cracked, and torn in spectral form, though they may carry ghostly versions of the weapons they used in life, deadly implements still capable of harming the living. </p><p>Most often, animus shades linger near the sites of their deaths or wander without any specific purpose. As many psychic contests occur in mindscapes or on far-flung esoteric planes, animus shades are frequently found roaming such realms, endlessly raging over the sometimes centuries-old defeats that resulted in their demises. Even when not consumed by such losses, animus shades commonly target those they happen across who remind them of the dominant selves that repressed them in life—whether because of similarities in physical appearance, personality, or activity. However, some rare animus shades possess greater clarity of focus and are gripped with the need to undo the accomplishments of their living selves, taking pleasure in destroying everything that they once loved or took pride in. </p><p>As animus shades result from psychic violence, they most commonly appear among intelligent races and beings known for mastering occult forces. Even among such races, these undead prove far more common within cultures and groups that cultivate psychic prowess— they’re well known to the people of Vudra, for instance, and have long been documented by Iroran priests. However, for the majority of the Inner Sea region’s people, they’re easy to mistake for ghosts or other undead—often to tragic ends. Fortunately, in lands that value strength over mental prowess, or in strictly martial cultures, animus shades are almost unknown. Members of races such as hobgoblins, kobolds, and orcs, which rarely give rise to psychically talented individuals, almost never rise as animus shades. </p><p>Because of the psychic violence that spawned them, animus shades rarely, if ever, cooperate. In death, even animus shades created from former allies slain by the same foe viciously strike out at each other. The mental trauma that fills them and holds them to the world scars these undead deeply, but ultimately makes them most resentful of themselves—as they know their own weakness or distraction resulted in their deaths. Much of their rage is thus pointed inward, and they take particular satisfaction in viciously unleashing their hatred on those who resemble themselves, especially if such conflicts remind them of the battles in which they died. </p><p>“Animus shade” is an acquired template that can be added to any living creature that has a Charisma score of at least 6 and an Intelligence score of at least 8. </p><p><strong>Medusa Animus Shade:</strong> ?</p><p><strong>Combusted:</strong> Even scholars of the strange consider most tales of spontaneous combustion to be nothing more than urban legend. But those with deep knowledge of the occult know it is indeed possible for a person to feel a sudden fever come on, only to find the heat within her body rising to incredible levels until she bursts into flames and perishes, leaving behind only a charred corpse. The sudden and violent deaths of such individuals make it easier for dark powers to reanimate their bodies, and sometimes for the victims to return from the dead on their own. </p><p>Whatever the method of their return, these undead creatures—known as combusted—all suffer the telltale signs of their demise: their corpses continuously burn and their desiccated flesh is never fully consumed by the flames. </p><p>Potentially appearing at any location known to be a hot spot for undead, these shambling horrors frequently wander into nearby bodies of water in a futile attempt to extinguish the flames that took their lives. </p><p>The combusted of the Inner Sea region are rare and largely solitary. One notable exception is in the legendarily haunted lands surrounding the ruined city of Shadun in Qadira, between the volatile Zhonar and Zhobl volcanoes. Few dare travel there, and even fewer return, yet several of those who have visited that ash-cloaked land and escaped tell of ember-eyed creatures lurking in the night. More than once, while telling such tales, an explorer has burst into flames and quickly resurrected as a violent combusted. No one knows what links Shadun and this terrible end, but the phenomenon has happened enough times that many in southern Qadira know it as the Curse of Last Ash. </p><p><strong>Combusted With the Cold Subtype:</strong> Far from the Inner Sea region, in distant Minkai, those exposed to the black flames that consumed the Shojinawa manor—as well as their descendants—found themselves vulnerable to an odd form of spontaneous combustion that leads to combusted with the cold subtype instead of the fire subtype and that deal cold damage instead of fire damage. </p><p><strong>Echohusk:</strong> Echohusks are the walking corpses of creatures slain by powerful psychic attacks and animated by the mental energies that caused their deaths. The mind and soul of an echohusk are erased from its being, leaving nothing but the psychic echo of the creature that scoured its mind. </p><p>Echohusks are common in and around Geb, where death from the powerful mental attacks of psychic spellcasters—even liches—is an all too common occurrence. In such areas, echohusks are found in groups, obeying the commands of their dark masters. In the deep reaches of the underworld, where lost travelers or wayward patrols might encounter psychic horrors like neothelids, masterless echohusks are more common; the ancient and terrible creatures that happen to spawn them typically have little use for mindless servants. </p><p>Many psychic creatures have attempted to perfect the technique of creating echohusks, but only the attacks of the incorporeal undead known as psychic stalkers (see page 45) can create echohusks without fail. The horrific nature of psychic stalkers is likely the reason for this phenomenon. </p><p>“Echohusk” is an acquired template that can be added to any living, intelligent corporeal creature, referred to hereafter as the base creature. </p><p><strong>Bubear Echohusk:</strong> ?</p><p><strong>Dread Echohusk:</strong> A dread echohusk possesses the psychic residue of the overwhelming fear it felt when it lost its life. </p><p><strong>Psychic Lich, Relentless Psychic Lich:</strong> Most psychic liches are humans, or come from other races renowned for their psychic abilities. </p><p>To become a psychic lich, one must create and infuse a memoir, which serves a similar function to an ordinary lich’s phylactery. This memoir projects the lich’s personal legend into the Astral Plane, which is tethered through the planes to a physical object, typically a magically strengthened book or scroll (10 hit points, hardness 1, break DC 15). </p><p>Each psychic lich must create its own memoir by using the Craft Wondrous Item feat. The character must be able to cast psychic spells at a caster level of 11th or higher. The memoir costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. </p><p>“Psychic lich” is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can create the required astral memoir. A psychic lich retains all the base creature’s statistics and special abilities except as noted here. </p><p><strong>Human Psychic Lich Psychic 11:</strong> ?</p><p><strong>Psychic Stalker:</strong> Psychic stalkers are the undead minds of psychic spellcasters who died unexpectedly—and likely violently. Such minds are sometimes powerful enough to persist even after their bodies’ destruction, transforming into incorporeal creatures composed entirely of thought. Despite their will to endure, the forms in which psychic stalkers survive bear little continuity with their former, living bodies. At the moment of death, psychic stalkers are traumatically torn from their corporeal forms and the lives they once had. As such, they retain no memories or abilities from their former existence. Knowing only that they are missing a vital part of their being, psychic stalkers are dominated by the desire to take control of new bodies. </p><p><strong>Psychic Vampire, Vetalarana, Thought-Sapping Psychic Vampire:</strong> A psychic vampire is usually born when a creature with psychic potential dies in a state of denial, stubbornly clinging to the material world through sheer willpower. As it dies, the creature attempts to draw on its own psychic energy and that of any living beings around it in order to cling to its mortal existence. It inevitably fails, but if its will is strong enough, it rises again. No longer able to sustain itself using its own mental energy, it hungers for the energy of others. Psychic vampires can’t create spawn, and thus their numbers remain relatively small.</p><p>“Psychic vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most psychic vampires were once humanoids, fey, or monstrous humanoids. </p><p><strong>Human Psychic Vampire Slayer 7:</strong> ?</p><p><strong>Animus Shade, Spectral Undead, Mind-Bending Foe:</strong> ?</p><p><strong>Medusa Animus Shade, Spectral Medusa:</strong> ?</p><p><strong>Combusted, Shambling Horror:</strong> ?</p><p><strong>Echohusk, Walking Corpse of a Creature Slain By a Powerful Psychic Attack and Animated By the Mental Energies That Caused Their Death:</strong> ?</p><p><strong>Echohusk, Mindless Servant:</strong> ?</p><p><strong>Bubear Echohusk, Hulking Humanoid:</strong> ?</p><p><strong>Dread Echohusk, Echohusk Variant:</strong> ?</p><p><strong>Psychic Lich, Mind-Bending Foe:</strong> ?</p><p><strong>Human Psychic Lich Psychic 11, Gaunt Ghoulish Figure:</strong> ?</p><p><strong>Psychic Stalker, Disturbing Presence, Undead Mind of a Psychic Spellcaster Who Died Unexpectedly, Incorporeal Creature Composed Entirely of Thought, Incorporeal Undead:</strong> ?</p><p><strong>Psychic Vampire, Undead Abomination, Mind-Bending Foe:</strong> ?</p><p><strong>Human Psychic Vampire Slayer 7, Fearfully Thin Man:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead That Gorge on Life Energy:</strong> ?</p><p><strong>Undead Spirit:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Ally:</strong> ?</p><p><strong>Ghost, Normal Ghost, Typical Ghost:</strong> ?</p><p><strong>Ghost, Nightmarish Creature of Dark Emotion, Twisted Tormented Creature, Incorporeal Undead:</strong> ?</p><p><strong>Haunt, Incorporeal Undead:</strong> ?</p><p><strong>Lich, Ordinary Lich:</strong> Scholars of such lore can only speculate as to what causes a neothelid to begin the transformation into an overlord. The change could be a natural process of age and development, though nothing about neothelids can truly be called natural. It may be that by delving into forbidden lore, they discover potent secrets, just as other rituals grant mortals the hideous power of lichdom. </p><p><strong>Lich, Psychic Spellcaster:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Nosferatu:</strong> ?</p><p><strong>Vetala Vampire:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Allip:</strong> ?[/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy8l3g?Pathfinder-Campaign-Setting-Undead-Revisited" target="_blank">Undead Revisited</a>[spoiler]</p><p><strong>Larger Bodak:</strong> A giant that falls prey to a bodak’s deadly gaze.</p><p><strong>Smaller Bodak:</strong> Small humanoids that become bodaks.</p><p><strong>Bodak Multiple Heads:</strong> A bodak created from a creature with multiple heads, such as an ettin, becomes deadlier because it has more eyes with which to project its horrific stare.</p><p><strong>Desert Mohrg:</strong> A desert mohrg rises from a violent criminal who has been executed via torturous means in arid, hot environments, typically methods designed to kill through exposure and draw out the criminal’s expiration. Being affixed to a rock, tree, or other object and being buried up to the neck and left to bake in the sun are both methods that can result in the creation of desert mohrgs.</p><p><strong>Fleshwalker Mohrg:</strong> When a criminal is executed through methods that leave no physical mark upon the body (such as by poison or a death effect), and then the corpse is preserved via a gentle repose spell, a fleshwalker mohrg is the result.</p><p><strong>Frost Mohrg:</strong> A frost mohrg’s genesis is similar to that of a desert mohrg—a violent criminal that is executed via lingering exposure to the elements, only in this case, in a cold environment.</p><p><strong>Mohrg-Mother:</strong> Perhaps among the most perverse category of mohrg arises when the executed murderer is also pregnant with child.</p><p><strong>Demonic Mohrg:</strong> In a few tragic cases, a mass murderer or serial killer pursues his vile compulsions not due to psychological reasons, but because he is possessed by a demonic spirit that forces him into the role of a killer. Disembodied demonic spirits like these are fond of using mortals as hosts in this way, for if the host is captured and publicly executed while still being possessed by the demon, it can arise from beyond the grave as something more than a mere mohrg—these creatures return as demonic mohrgs</p><p><strong>Nightshade Nightskitter:</strong> ?</p><p><strong>Ravener Nightmare:</strong> The ritual to become a nightmare ravener requires bargaining with powerful entities from the nightmare dimension of Leng or with deities of nightmares like Lamashtu.</p><p><strong>Ravener Thassilonian:</strong> The runelords of Thassilon, particularly the necromancer Zutha, often traded their powerful magical secrets to dragons in return for a period of servitude while the dragons lived. When this period ended, the runelord would aid the dragons in making the transition from living to undead. The methods for these rituals still exist in certain Thassilonian ruins, and are invariably guarded by the raveners who used the rituals to transcend their own mortality.</p><p><strong>Shadow Distorted:</strong> ?</p><p><strong>Shadow Hidden One:</strong> ?</p><p><strong>Shadow Plague:</strong> Victims of this supernatural disease, shadow blight, quickly weaken and die, at which point they spawn new plague shadows to further spread the contagion.</p><p>Upon death, the victim of shadow blight becomes a plague shadow.</p><p><strong>Shadow Shadetouch:</strong> ?</p><p><strong>Shadow Vanishing:</strong> Shadows dwelling in a place of strong negative energy or with a connection to the Shadow Plane can develop the ability to shadow slip through the Shadow Plane.</p><p><strong>Allip Scribbling:</strong> ?</p><p><strong>Spectre Corpulent:</strong> Ancient spectres that are able to satisfy their all-consuming rage by engaging in perpetual, gluttonous feasts upon the living undergo a startling transformation, growing in size and strength as their incorporeal bulk oozes and writhes around them in miasmal folds, appearing as an obese, ghostly humanoid.</p><p><strong>Wraith White:</strong> Created by fiends from the distilled and corrupted souls of holy crusading knights who succumbed to temptation and died as sinners and blasphemers, white wraiths are composed of blinding white light rather than darkness.</p><p><strong>Wight Dust:</strong> Just as wights that rise from the dead in frozen environments can become infused with the dangerous qualities of their harsh environs, dust wights carry in their desiccated, crumbling frames the scorching punishment of the searing desert.</p><p><strong>Wight Mist:</strong> ?</p><p><strong>Wight Lord:</strong> Where typical wights rise from a wide variety of individuals, wight lords rise from the bodies of despotic rulers or ruthless generals.</p><p>A wight lord can rise from the remains of any cruel or sadistic leader, but those who were higher than 11th level when they perished retain some of their previous life’s knowledge—although not all of it. When this occurs, subtract 11 from the creature’s previous number of class levels to determine the total number of class levels the wight lord possesses.</p><p></p><p><strong>Undead:</strong> Those tragic souls transformed by evil from beyond the mortal world or cursed by their actions in life to rise again after death.</p><p>The spells animate dead, create undead, and create greater undead account for methods by which spellcasters can create a wide range of undead creatures—but the options granted by these spells are limited. With the GM’s permission, these can be adjusted to allow for the creation of additional types of undead. Doing so requires additional material components and spells (additional spells are cast as part of the casting time of the undead creation spell, but do not extend that spell’s casting time).</p><p><strong>Bodak:</strong> Unfortunate creatures who witness acts of unspeakable planar evil and have their bodies destroyed and remade by the experience.</p><p>When mortals venture to the utmost depths of unforgiving planes, they sometimes come across knowledge so terrible or witness events so horrifying that their very souls are consumed, killing them and then reanimating them as the weird, smoke-eyed creations called bodaks.</p><p>Yet for some, bearing witness to true horror and supernatural evil does more than twist their minds—it ravages their souls to such a degree that they are themselves transformed. Requiring evil far beyond that normally found among mortals, this rare transformation occurs when unprepared mortals venture deep into those extraplanar spaces where humanity was not meant to tread—the deepest hiding holes of the evil planes. In these repositories of unholy knowledge, things are seen that cannot be unseen, and which indelibly stain the souls of the foolish. The creatures that emerge from these places are mortal no longer.</p><p>If a victim lacks the will to break a bodak's gaze, he is quickly overwhelmed by its power and dies shortly thereafter—the transformation into another bodak begins immediately.</p><p>Scholars and theologians have long debated the exact nature of these strange undead, positing that it’s the very act that creates a bodak—witnessing some evil and hideous occurrence beyond all mortal capacity for understanding—that gives unholy life and purpose to these creatures. In some sense, the bodak is the very manifestation of such an act, a curse upon the living, its life force scarred to such a degree that only causing others to gaze into its eyes and share its agony gives it some sort of relief. Most researchers believe that mundane evil is not enough, arguing that only traumatic deaths in the darkest pits of the planes are pure enough to form a bodak, with the creature’s animating energy being drawn from the evil Outer Planes where it met its fate. Yet others insist that it’s not the place that causes the transformation, but rather the purity of the evil and horror involved, thus making it possible for an ordinary human (or, more likely, a summoned demon) to spark the transformation, provided the horrors it shows to the victim are heinous enough.</p><p>Thanks to its Abyssal taint, the Worldwound hosts the largest population of bodaks in the Inner Sea region. Moreover, the Abyssal nature of the land itself makes it one of the few places—perhaps the only place—on Golarion where bodaks can form spontaneously in the same way they do on the Abyss, as the result of witnessing horrible extraplanar evil and depredations beyond mortal ken.</p><p>The diabolists favored by the aristocracy of Cheliax require large numbers of unwitting victims to perform their rites. While most of their dungeons and torture rooms are mundane, filled with wretched prisoners who bear witness to unspeakable things on a nearly daily basis, some of these spellcasters prefer to take victims to Hell itself, making their offerings to the plane in person. Few of these victims (and not all of the diabolists) survive these offerings, but a tiny fraction end up exposed to greater horrors than initially expected, with either the master or prisoner undergoing the transformation into a bodak.</p><p><em>Create Greater Undead</em> spell, caster level 20 corpse must be cast in the Abyss.</p><p><strong>Devourer:</strong> Only the bravest and most powerful adventurers dare step beyond the boundaries of the known planes, into whatever darkness lies beyond. Most who do so never return—yet some, especially the evil ones, come back changed and twisted.</p><p>Information about this otherness is almost completely unavailable, with even the gods seemingly deaf to most questions, yet there are always a few who to decide to see for themselves. When powerful fiends and evil spellcasters undertake this quest, some come back and report nothing but vast expanses of ... well, nothing. Others don’t return at all. Yet some—the foulest ones, or those who become lost beyond the multiverse’s reaches—find something out there that changes them.</p><p>Though devourers never discuss just who or what they’re talking to, many suspect their madness rises from a lingering connection to whatever sinister, alien entity or force made them what they are, and the devourers themselves sometimes let apparent titles slip, with appellations like the Dire Shepherd or the Wanderer Upon the Stair.</p><p>Devourers’ origins are shrouded in mystery. While spellcasters may create them through the usage of create greater undead spells, exactly what occurs during these rituals is unclear, and it’s possible that devourers are more called into being than physically created—certainly it’s more than just a simple matter of animating a corpse.</p><p>Unlike many other forms of undead, devourers do not form spontaneously, nor do they breed or spawn. Rather, they begin as either one of two creatures: a terribly evil mortal spellcaster or an actual fiend. Those of either category who find themselves lost in the hinterlands of the cosmos sometimes return as devourers.</p><p>They do not find their rebirth, their unholy transfiguration, in a specific place or plane. Rather, far beyond the knowledge and sight of mortals or outsiders, they experience some sort of transformative gnosis, realizing some infectious idea that simultaneously destroys and recreates them with a new form and a new hunger. Whether or not there might be something out there that actively calls to them, compulsively drawing them to its presence and making them into what they are, is anyone’s guess, yet it would explain why only evil outsiders and spellcasters seem to be susceptible, and also potentially why the strange mannerisms of the devourers who return to the planes seem more than simple madness.</p><p>Those devourers created (or potentially called from elsewhere) by magic share all the traits and madness of their transformed kin, a fact that has confused spellcasters for generations. Some scholars have pointed out that specific details of these magical rituals have certain traits in common across all schools of magic and faith, leading some to believe that the ability to create devourers may have been introduced long ago as a single spell, perhaps provided by whatever malign forces lurk beyond the planes.</p><p><strong>Graveknight:</strong> Battlefield champions of ultimate cruelty whose depraved acts bind them to their armor for all eternity.</p><p>Some warriors are too arrogant to die. </p><p>The lust for battle and sheer will to win allow some truly evil and vile warriors to shrug off their final defeat. Through methods that remain poorly understood, the vengeful spirit of such a fearsome combatant sometimes forms a bond with its armor that permits it to simply refuse death, its spirit lingering long past when it should have gone on to its eternal punishment in the afterlife.</p><p>Unlike liches, graveknights almost never plan this return from their last battle. It happens, seemingly spontaneously and at random, to people totally unprepared for an undead existence.</p><p>Graveknights are born of defeat, and it is their rage at such an end that allows them to return, attempting to erase their failure through greater triumphs and atrocities.</p><p>While most graveknights arise spontaneously from the armor of sadistic warlords and fallen champions, there are methods by which evil men and women can deliberately transform themselves into these powerful undead lords, in much the same way some spellcasters seek to become liches. The process by which a hopeful graveknight makes the deliberate transformation is neither simple nor cheap. The character must first live and lead a life of wanton cruelty, winning great glory and power over the course of several violent conflicts (and achieving a minimum of 9th level in any character class, with an evil alignment for all 9 levels). When he achieves this goal, he may craft the suit of armor that will serve him in his</p><p>afterlife as his graveknight armor—this must be heavy armor, although its exact type is irrelevant. The creator must also be proficient in the armor’s use. The armor itself must be of exceptional quality and crafting, requiring the finest of materials and artisans. Even the forge upon which the armor is to be crafted must be of exceptional quality. The overall cost of these components is 25,000 gp—this amount is over and above any additional costs incurred in making the armor magical. An existing suit of armor (including magic armor) can serve as the base suit upon which these 25,000 gp of enhancements are built.</p><p>Once the armor is complete, the hopeful graveknight must don the armor and then seek out a powerful evil patron to sponsor his cruelties—this patron can be a mortal tyrant, a hateful monster, a demonic god, or similar power. Once the graveknight-to-be secures a patron, he must engage upon a crusade in that patron’s name. This crusade must last long enough for the graveknight to achieve two additional levels of experience, during which he must wear his armor whenever possible.</p><p>Upon completing this final stage of his quest for undeath (and a minimum character level of 11th), the sadist has finally neared the end of his long path to eternal undeath. The last stage in becoming a graveknight is to construct a pool, pit, or other large concavity, into which the graveknight must place 13 helpless, good-aligned creatures of his own race, who must be sacrificed by the graveknight or his patron using acid, cold, electricity, or fire. The graveknight must wear his armor during these sacrifices, and within a minute of the last sacrifice, the graveknight must take his own life using the same form of energy, after which his body and armor must be destroyed by that form of energy. The pit within which the entire ritual took place must then be filled with soil taken from graves that have spawned undead creatures.</p><p>Once this final step is taken, the graveknight-to-be has a 75% chance of rising as a graveknight. This chance rises by 1% per point of Charisma possessed by the graveknight-to-be at the time of his death. Additional factors can increase this chance as well, at the GM’s discretion.</p><p>Whenever sufficiently evil warriors or similar sorts of beings die at the hands of a foe, there is a chance that they might return as graveknights.</p><p>Heavily armored warriors are most likely to arise as graveknights, perhaps because the complete shell of metal or other materials assists in trapping the soul.</p><p>Urgathoa claims graveknights as her children just as she does all undead. Her priests and other high servants maintain that she is the mysterious agency that actually calls them back from the grave, while the goddess herself gives more confusing and potentially contradictory answers.</p><p><strong>Lich:</strong> Powerful spellcasters who bind their souls into valuable artifacts called phylacteries.</p><p>Liches are spellcasters who bind their souls into special receptacles called phylacteries.</p><p>Drawing on the powers of their faith or dark knowledge, the greatest spellcasters of the world transcend the boundaries of life through mysterious techniques unknown to the living.</p><p>One does not become a lich by accident or stumble into this form of undeath through misadventure. A lich is not a puppet, a blood-mad monster, or an accident of rage or despair. The lich is instead a creature of design and ultimate will, carefully and rationally planning its transition from life into undead immortality.</p><p>It is not merely force of will that propels one to lichdom, nor is it the simple desire to avoid death, though these are certainly factors in the mindset of the would-be lich. Instead, those who would follow the path of the undying mind must seek out tomes of forbidden magic and lost lore. Though the initiates might not be evil when they begin, the process under which they become liches drives them slowly into the arms of corruption—the focus they must develop drives out all other concerns, including the civilized needs of friendship and love.</p><p>The final and most important aspect of a lich’s transformation involves creating a new home for its soul called a phylactery—this is often something strong and impressive, such as a gem or box of unparalleled quality, though almost any object can serve.</p><p><strong>Mohrg:</strong> The spirits of serial killers and those who exult in the taking of life.</p><p>Those who exult in the needless taking of life sometimes return to the world after death as mohrgs.</p><p>Some mohrgs were bloodthirsty warriors who slew as many as they could on the battlefield, others cold and calculating murders who selected their victims with delicate care, but nearly all mohrgs lived and died as mortal humanoids who delighted in the deaths of their fellow beings. A few mohrgs, however, are created from the remains of innocents by spellcasters (using the create undead spell), who are driven mad by being deprived of a peaceful death and then watching the transformation and slow decay of their own bodies.</p><p>There are two means of becoming a mohrg: by spell or by deed. A dead creature subject to a create undead spell might find herself transformed into a mohrg. Likewise, a humanoid who has killed many over the course of his life—or even just a few, if he is particularly unrepentant about the lives he’s taken—could awaken to discover that he has not yet passed to the afterlife, but arisen to undeath.</p><p>A mohrg is as much a product of the method of its execution as it is an undead manifestation of one who, in life, was a murderous criminal or warmonger. At times, unusual methods of execution can trigger equally unusual mohrgs. The extreme nature of these executions are such that these variant mohrgs are only rarely created by accident—more often, they are deliberate creations by officials who themselves dabble in necromancy and may in fact be as vile as those they put to death.</p><p>Once per day, a mohrg-mother can choose to animate a recently slain victim as another mohrg instead of as a fast zombie.</p><p>Sages’ opinions differ on the origins of mohrgs, and on the specific conditions that result in the existence of individual specimens of their undead type. One prevailing theory among those who study the unliving maintains that Urgathoa selects a number of the darkest souls awaiting sorting and judgment by Pharasma and takes them as her due, corrupting them with a touch and returning them to the world to spread the seed of undeath in an inexorable plague over the Material Plane. While some claim that the souls that become mohrgs are so abhorrent that the Lady of Graves actually rejects them, wiser heads understand that such is not the nature of Pharasma’s judgment, and suspect that it’s either the work of the Pallid Princess or some terrible process that occurs before the souls ever leave their corpses (as is the case with many other forms of undead).</p><p>All mohrgs have been cursed into their condition—either by the gods or by a spellcaster.</p><p><strong>Nightshade:</strong> Colossi formed in the lightless spaces where the Shadow Plane and Negative Energy Plane meet.</p><p>Where the Shadow Plane meets the Negative Energy Plane, evil and darkness hold sway in vast and lightless gulfs. When a fiend succumbs to the ravages of this environment, the ensuing death can be the catalyst for creating one of the most powerful undead.</p><p>Nightshades are creatures beyond categorization, things made from darkness and malice, yet not truly natives of either the Shadow Plane or the Void. Born of a corruption of both planes in the lightless reaches where the planar boundaries break down, they are twisted and warped by evil.</p><p>They form from the twisted souls of those fiends and outsiders who, seeking greater mastery over negative energy and the dreaming gulfs of darkness where the Shadow Plane and Negative Energy Plane meet, are themselves overcome and twisted beyond recognition, turned into servants of the planes’ own nihilistic ends.</p><p>Nightshades are born when one or more outsiders—typically fiends—are lost or cast down into the adumbral depths where the Shadow Plane and Negative Energy Plane become a void like the darkest ocean trench, one of the places where reality ends. The death of the immortal becomes a catalyst for a reaction in which the planes seem not to twist the original creature so much as birth a new entity in its place.</p><p>The creation of something as powerful and dire as a nightshade requires the spirit of an immortal being.</p><p>Although four primary types of nightshades are known to exist, some sages speculate that they might all be the same species of creature in different life stages. Other scholars instead hold that they are distinct subtypes of the same creature, formed in the same manner but differing according to the specific component fiends from which they were created. According to this theory, the older and more powerful the fiend or fiends were—their exact species or alignment does not appear to matter—the more powerful the form of nightshade produced, though the combined deaths of multiple fiends produce a nightshade of a type otherwise reserved for the death of a much more powerful one on its own. Even the proponents of this theory, however, have no idea of the exact formulae involved, and the few casters capable of controlling a nightshade are generally more concerned with maintaining their tenuous hold over the undead juggernauts than with such unpragmatic musings.</p><p><strong>Ravener:</strong> The circumstances that give rise to a ravener are as unique as their appearances. Some barter their very sanity to the madness beyond the Dark Tapestry, others forge bargains with demon lords or the Horsemen of Abaddon, and still others beseech malevolent gods. (Strangely, even lawful dragons make pacts with the lords of Hell only rarely—perhaps raveners find the strings attached to diabolical contracts too convoluted and numerous for comfort.) Yet not all raveners seek aid from more powerful creatures—in fact, doing so often conf licts with the same arrogance that leads dragons to become raveners in the first place. This second group instead finds immortality in much the same way liches do, researching rare and forbidden necromantic spells to create rituals of transformation unique to each dragon.</p><p>While some raveners achieve their status through arcane study and necromantic power, others are born of a combination of blasphemous rituals and the malign influence of dark powers. Raveners of this latter group must each seek out an evil patron to feed his or her necromantic rebirth. Each patron requires sacrifices and tribute pleasing to its debased desires. The aspiring ravener must first further the patron’s schemes upon her home world and perhaps others. The dragon might be sent against the patron’s foes, tasked with obtaining lost relics, or made a general among the patron’s mortal followers. In addition, the dragon must show the depth of her resolve. For some dragons, this means slaying their parents, mates, or children; the sacrifice of their most prized treasures; the annihilation of their life’s work; or some other show of commitment. Finally, the ravener must amass sufficient eldritch power to shatter natural laws or the barriers between planes and become the conduit for her patron’s might. Should the dragon falter in her tasks or prove an unworthy vessel for the power of her patron, what remains of her shattered soul languishes in servitude to her patron until the end of days.</p><p>Raveners are self-made undead, not created or generated spontaneously in the fashion of weaker undead.</p><p>The process by which a dragon becomes a ravener typically involves recruiting dark powers and undertaking necromantic rituals. Some of these rituals incorporate unusual stages that can alter the resulting ravener’s powers.</p><p><strong>Shadow:</strong> Greedy spirits whose own mean-spirited miserliness shrinks their souls, bringing them back after death as some of the most despicable undead monstrosities.</p><p>Not even the grave can stop the greed of some people. Driven by envy and covetousness, those misers and thieves led to evil by their avaricious natures sometimes fade away or return after death as shadows, dark reflections of their former selves.</p><p>Rampant covetousness and grasping greed lead some people down the dark path of evil and betrayal, eventually ending in a reprehensible death scene or a lonely expiration. While most such petty and despicable souls travel on to their final rewards the same way everyone else does, in some cases gluttons, misers, and thieves waste away into nothing but shadows—undead things that reach and grab, but cannot hold.</p><p>As the victim of a shadow’s touch expires, its own shadow detaches from the corpse, taking on the same half-life as its killer.</p><p>On their own, shadows arise from the souls of greedy but lackluster evildoers—those whose crimes are heinous, but who lack the rage of a spectre or the exultation in evil often found in wraiths. The bandit who unemotionally slits her victims’ throats because it’s convenient, the petty diplomat who orders a witch burning to cover up his adulterous affair, and the miserly headmaster who lets orphans starve to save a few coppers all make good candidates for becoming shadows. Yet while such spontaneous transformations do occur, the vast majority of shadows are instead created by magic. Necromancers have long seen the value of relatively weak, pliable, and unambitious undead servants—especially incorporeal ones—and most shadows currently in existence were originally called to undeath by the spell create undead (or else by the life-draining attacks of other shadows created in this manner).</p><p>Death at the hands of a shadow means becoming one.</p><p>Also fortunate for the living is that although shadows can and sometimes do drain energy from animals or even vermin found in their lairs, only humanoid creatures that fall victim to their touch become shadows themselves. This is because of the nature of the humanoid spirit or soul and the magical similarity between the shadow and its prey.</p><p><strong>Shadow Greater:</strong> A shadow that has fed on the lives of many victims, or that dwells long enough in a place suffused with sufficient negative energies, may grow in power, becoming a greater shadow.</p><p><em>Create Greater Undead</em> spell, caster level 19 with <em>Shadow Walk</em> spell.</p><p><strong>Spectral Dead:</strong> Driven by all-encompassing hunger and murderous intent, spectral dead are corrupted souls that refuse to release their hold on the mortal world.</p><p>No one knows what plants the seeds of darkness and decay that utterly corrupt the souls of mortals. Some speculate that the prenatal soul, like fruit left too long to ripen on the vine, can sour to malignancy long before its binding to a mortal shell, dooming the creature from birth to a troubled life of anger and deceit and, eventually, to undeath. Others theorize that mortal action alone allows this malignancy to take root, and lives spent unwisely in the service of dark powers corrupt the intangible sparks of divinity that rest in mortal hearts. Still others note that despair and madness—afflictions capable of bringing even the most pious and good-natured people to their knees, through no fault of their own—can lead to the unnatural shackling of a spirit to the mortal world.</p><p>Once this metaphorical disease has festered within a soul, it becomes contagious, and some undead are able to pass their despicable gift on to the living, regardless of their victim’s former valor. While the positive energy of mortal humanoids can fight off the curse of undeath while they are still living, those slain by these powerful spirits sometimes have their souls instantaneously consumed by darkness, their corrupted spirits sloughing off their mortal shells to rise as the ghostly spawn of their slayers.</p><p><strong>Allip:</strong> Allips are the undead souls of those who took their own lives out of madness and insanity.</p><p><em>Create Greater Undead</em> spell, caster level 15 with <em>Insanity</em> spell.</p><p><strong>Banshee:</strong> Whether created through vile misdeeds in her last moments, a terrible and torturous demise, or some wretched betrayal by her loved ones, a banshee is the vengeful undead spirit of an elven female that seeks only to destroy all those who still tread the mortal realm.</p><p><em>Create Greater Undead</em> spell, caster level 20 with <em>Fear</em> and <em>Wail of the Banshee</em> spells and the corpse of a female elf.</p><p><strong>Spectre:</strong> Spectres are creatures of insatiable anger, their undeath the result of evil lives and a rage too great to allow them to let go of the mortal world. Arrogant egomaniacs enraged by the insult of their own deaths and murder victims seeking revenge on their captors are prime candidates for transformation into spectres, though such transformations is far more common if the mortals were actively evil.</p><p><strong>Wraith:</strong> Wraiths, much like spectres, arise from souls tainted by evil lives.</p><p>Creatures slain by white wraiths rise as normal wraith spawn in 1d4 rounds.</p><p><strong>Wight:</strong> Broken corpses hungry for the souls of the living, doomed to their lonely existences through a wide variety of tragedies, malevolence, or unwilling possession.</p><p>The origins of wights are highly varied. Some are created through obscure necromantic rites (usually create undead) and bound to the service of necromancers or evil priests. More commonly, wights are simply the unfortunate victims of other wights, the light of their lives turned to a corrupted mockery by the undead’s touch.</p><p>Every touch of a wight draws the target farther from life and deeper into death, until the last of its life force ebbs and the target is transformed in an instant into a dreadful thing of suffering and hate, leavened with a tormented enslavement to the will of its creator.</p><p>More tragically, wights can also arise spontaneously.</p><p>Scholars of the undead use the term “wights of anguish” to describe those whose birth into unlife occurred following a horrible trauma, often both mental and physical, that leaves their bodies broken, their psyches shattered, and their spirits consumed with hate and revenge. The depth of their suffering and the lingering shock are so intense that these unfortunates become enthralled to their own pain, clinging to it with every fiber of their being, crucifying themselves across the threshold of death’s door, unable to truly live but unwilling to truly die.</p><p>More sinister are “wights of malevolence,” those who through the depravity of their own benighted souls have earned an eternity of roaming the world, cursed with an eternal hunger that can never be slaked and a ragged weariness unable to ever find rest. Popular legend says those sentenced to such an existence are the truly damned, so vile that Hell itself spat them up rather than take them to its bosom.</p><p>But perhaps most frightening are those known as “wights of possession.” These are wights created when an evil undead spirit bonds with a corpse in order to animate it, often choosing its host based on convenience or strength of body. Though the original spirits of these bodies may have long since fled to their just rewards, few things are more horrible for their grieving friends than to see their loved ones’ corpses suddenly come to life and begin slaughtering the mourners.</p><p>Wherever humanoids die in utter anguish or are entombed in infamy (or even buried alive as punishment), wights may arise, and once they establish a foothold, they begin to spawn and proliferate.</p><p>Wights of malevolence sometimes arise from the unquiet remains of the exceptionally evil. Warlords of unspeakable cruelty may be sealed within barrows in the hope that, should their evil linger and stir even in death, they will be trapped and contained.</p><p>Old legends suggest that the treasures of a wight of malevolence are themselves tainted with the wight’s foulness, causing a darkening of spirit and a growing psychosis, leading to murderous paranoia that consumes the victims, and causes them to become wights themselves. Depending on the legend, this fate can be averted by freely giving the wight’s treasures away to others; having them blessed by one of the fey (at whatever price the fey demands); or scattering them in the sunlight for 3 days, allowing anyone to take a portion, and then collecting whatever fate has decreed will remain. Only by breaking the cycle of greed can the wight’s treasure be safely recovered.</p><p>A wight’s treasure can become infused with its dark spirit, creating a gnawing, obsessive greed that saps the spirit and life of any creature that claims it. A character that possesses accursed wight treasure gains a number of negative levels equal to the total gp value of the stolen treasure divided by 10,000 (minimum of one negative level). These negative levels remain as long as the creature retains ownership of the treasure (even if this treasure is not carried)—they disappear as soon as the stolen treasure is destroyed, stolen, freely given away, or returned to the wight’s lair. If the treasure is merely sold, the negative levels become permanent negative levels that can then be removed via means like restoration.</p><p>A creature whose negative levels equal its Hit Dice perishes and rises as a wight. If the wight whose treasure it stole still exists, it becomes a wight spawn bound to that wight. If not, it becomes a free-willed wight. Removing these negative levels does not end the curse, but remove curse or break enchantment does, with a caster level check against a DC equal to the wight’s energy drain save DC. A wight’s treasure does not confer negative levels while in the area of a hallow spell.</p><p>Any humanoid creature that is slain by a wight lord becomes a wight itself in only 1d4 rounds.</p><p><em>Create Undead</em> spell, caster level 14 with <em>Enervation</em> spell.</p><p><strong>Attic Whisperer:</strong> <em>Create Undead</em> spell, caster level 13 with <em>Crushing Depair</em> and <em>Fear</em> spells and corpse of a child.</p><p><strong>Crawling Hand:</strong> <em>Create Undead</em> spell, caster level 11 severed hand of a medium or smaller humanoid.</p><p><strong>Crawling Hand Giant:</strong> <em>Create Undead</em> spell, caster level 14 with <em>Enlarge Person</em> spell and severed hand of a large or larger humanoid.</p><p><strong>Crypt Thing:</strong> <em>Create Undead</em> spell, caster level 16 with <em>Teleport</em> spell</p><p><strong>Draugr:</strong> <em>Create Undead</em> spell, caster level 12.</p><p><strong>Dullahan:</strong> <em>Create Undead</em> spell, caster level 17 with decapitated humanoid corpse.</p><p><strong>Huecuva:</strong> <em>Create Undead</em> spell, caster level 11 with corpse of a cleric.</p><p><strong>Zombie Juju:</strong> <em>Create Undead</em> spell, caster level 11 with <em>Enervation</em> or <em>Energy Drain</em> spell.</p><p><strong>Skeletal Champion:</strong> <em>Create Undead</em> spell, caster level 11 with <em>Enervation</em> or <em>Energy Drain</em> spell.</p><p><strong>Totenmaske:</strong> <em>Create Greater Undead</em> spell, caster level 18 caster must be a cleric.</p><p><strong>Witchfire:</strong> <em>Create Greater Undead</em> spell, caster level 19 with corpse of a hag.</p><p><strong>Skeleton Burning:</strong> Spawn created by a desert mohrg rise as burning skeletons rather than fast zombies.[/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy8ban?Pathfinder-Chronicles-Classic-Horrors-Revisited" target="_blank">Classic Horrors Revisited</a> [spoiler]</p><p><strong>Ghoul Larger:</strong> A giant that succumbs to ghoul fever.</p><p><strong>Ghoul Smaller:</strong> Small humanoids who become ghouls.</p><p><strong>Ghoul Fire Giant:</strong> A fire giant ghoul.</p><p><strong>Ghoul Frost Giant:</strong> A frost giant ghoul.</p><p><strong>Ghoul Lycanthrope:</strong> While a ghoul cannot become a lycanthrope, a living lycanthrope who succumbs to ghoul fever could rise as a ghoul. In most cases, this transformation removes the lycanthropic curse, resulting in a standard ghoul, but in rare events the resulting monster is a true ghoul lycanthrope.</p><p><strong>Skeleton Acid:</strong> ?</p><p><strong>Skeleton Electric:</strong> ?</p><p><strong>Skeleton Frost:</strong> </p><p><strong>Skeleton Exploding:</strong> ?</p><p><strong>Skeleton Host Corpse:</strong> ?</p><p><strong>Skeleton Mudra:</strong> ?</p><p><strong>Skeleton Multiplying:</strong> ?</p><p><strong>Skeleton Archer:</strong> ?</p><p><strong>Vampire Aswang:</strong> A terrifying breed of vampire typically haunting lands of the distant east, aswangs only arise from female victims.</p><p><strong>Vampire Vyrkolakas:</strong> ?</p><p><strong>Zombie Alchemical:</strong> This zombie has been created through alchemical processes rather than necromantic magic.</p><p>This zombie has been created through alchemical processes rather than necromantic magic. (100% Crunch Zombie Lords)</p><p>This zombie has been created through alchemical processes rather than necromantic magic. (100% Crunch Zombies)</p><p><strong>Zombie Brain-Eating:</strong> Anyone killed after being bitten by a brain-eating zombie rises as a brain-eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken.</p><p>Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken. (100% Crunch Zombie Lords)</p><p>Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken. (100% Crunch Zombies)</p><p><strong>Zombie Cursed:</strong> Created as the result of a powerful curse rather than through necromantic spells.</p><p>Created as the result of a powerful curse rather than through necromantic spells. (100% Crunch Zombie Lords)</p><p>Created as the result of a powerful curse rather than through necromantic spells. (100% Crunch Zombies)</p><p><strong>Zombie Gasburst:</strong> ?</p><p><strong>Zombie Host Corpse:</strong> ?</p><p><strong>Zombie Relentless:</strong> ?</p><p></p><p><strong>Ghost:</strong> More than merely wayward souls cast from the cycle of eternity by random chance, the vast majority of ghosts manifest for a purpose—whether one of their own desires or born from the method of their deaths. So-called “ghost stories” often tell of souls lingering upon the mortal world in an attempt to put right some injustice—typically whatever evil led to their deaths—or to prevent some terrible fate. Yet the circumstances leading to the appearance of a ghost need not be so iconic. Although the mysteries of death may never be fully understood by mortals, the most significant requisite in a ghost’s appearance seems to be extraordinary circumstances of trauma surrounding its death. Such a condition need not be a torturous murder or a violent betrayal—the knowledge of a great responsibility or the jeopardized life of a loved one can potentially prove sufficient cause to compel a soul to linger on past its physical capacity.</p><p>Aside from personal determination, extreme circumstances might also lead to the formation of ghosts. Tales of unquiet battlefields, ghostly ships, and whole haunted cities typically arise from some manner of terrible collective ordeal. Such conditions must be exceptionally painful or damaging to the mortal mind, as not every fallen fortress or disaster-scoured community results in some mass haunting. While individual ghosts typically require some measure of personal connection, suffering, or desire to bind them to the land of the living, such is lessened for ghosts created en masse. The shared experience of multitudinous lesser horrors are seemingly significant enough to match the singular distress of a lone spirit, allowing large groups of spirits to manifest due to an incident of extreme shared emotion or disturbance that might not provoke the ghostly manifestation of an individual.</p><p><strong>Allip:</strong> Souls of the insane too hate-crazed and vicious to find their ways to the afterlife.</p><p><strong>Shadow:</strong> Little more than impressions of wickedness, shadows are the souls of petty villains too fearful of their eternal punishments to pass on to the outer planes, yet too weak-willed to manifest as greater undead.</p><p><strong>Spectre:</strong> Instances of extreme violence and hatred often give rise to a lesser form of spirit: spectres.</p><p><strong>Wraith:</strong> The souls of exceptionally malevolent individuals, wraiths are manifestations of true evil.</p><p><strong>Ghoul:</strong> Myth holds that the first man to feed upon the flesh of his brother was seized by a most uncommon malady of the intestinal tract, and after lingering for days in the throes of this painful inflammation of the belly, he died, only to rise on the Abyss as Kabriri, the first ghoul. Whether the demon lord of graves and ghouls was indeed the first remains the subject of debate among scholars of necromancy, but certainly the methods by which bodies can rise as the hungry dead are myriad.</p><p>Necromancers have long known the secrets of infusing a dead body with this vile animating force. With the spell create undead, a spellcaster can waken a body’s hunger and transform it into a ravenous ghoul. Stories abound as well of spontaneous transformations when a man or woman, driven by bleakest desperation or blackest madness, resorts to cannibalism as a means of survival. Whether the expiration that follows rises from further starvation or the death of the will to carry on in light of such atrocity matters not, for when death occurs after such a choice, a hideous rebirth as a ghoul may occur.</p><p>Yet the most common route to transformation is through violent contact with other ghouls. Called by a wide variety of regional names (such as gnaw pangs, belly blight, or Kabriri’s curse), this contagion is known in most circles simply as “ghoul fever.” Transmitted by a ghoul’s bite (or, more rarely, through the consumption of ghoulish flesh), ghoul fever causes the victim to grow increasingly hungry and manic, yet makes it impossible to keep down any food or water. The horrific hunger pangs caused by the sickness rob the victim of coordination and cause increasingly painful spasms, and eventually the victim starves to death, only to rise soon thereafter as a ghoul. That those who perish from ghoul fever invariably animate as undead at midnight has long intrigued scholars of necromancy—the general thought is that only at the dead of night can such a hideous transformation complete its course.</p><p><strong>Ghoul Ghast:</strong> In the Darklands, yet another route to ghoulishness exists—lazurite. This strange, magical ore, thought to be the remnant of a dead god who staggered through the Darklands and left behind black bloodstains upon the caverns of the Cold Hell, appears as a thin black crust where it is exposed. The white veins of rock in which it often forms are known as marrowstone. Lazurite itself exudes a magical radiation that gives off a strong aura of necromancy. Any intact corpse left within a few paces of a significant lazurite deposit for a day is likely to rise as a ghoul or ghast, often retaining any abilities it had in life.</p><p>It should be noted that not all who begin the transformation into ghoul become actual ghouls. Particularly hearty humanoids (often those with racial Hit Dice, or who in life were already gluttons or cannibals by choice) often become ghasts.</p><p>Bugbear, Lizardfolk, Troglodyte: These races always spawn into ghasts.</p><p><strong>Ghoul Lacedon:</strong> Lacedons are another variant, ghouls who rise from the bodies of starving humanoids who died from drowning, often as a result of a shipwreck.</p><p>Boggard, Merfolk: These races always spawn into lacedons.</p><p><strong>Mummy:</strong> Like all sentient undead, mummies possess a chthonic vice, one that proves so powerful that it might stretch beyond the veil of natural death. In this case: covetousness. This might seem like a strange distinction, for what undead creature is not possessed by powers or obsessions that act beyond death? Yet in numerous cases involving mummies, the uncovered corpses were not animate upon discovery. No mere trickery, in such situations not only were the remains not animate, but they were not undead before being disturbed. Although research into dark lore reveals that mummies might be created through necromantic magics, those that spontaneously manifest do so as a result of some outside influence—typically the desecration of a burial place, violation of physical remains, or conveyance of some terrible revelation. As such, the attachment between a departed soul and its immortally coveted remains, possessions, or—most intriguingly—philosophies proves so strong that the undermining of these fundaments draws the spirit back across the gulf of mortality to defend that from which its life and death took meaning.</p><p>What might provoke a mummy’s resurrection varies widely, though cultural generalities exist. The most important requisite appears to be a lifelong preoccupation with death, typically held by an individual and compounded by his society. Populations who believe in the finality of death or the dissolution of the mortal spirit rarely produce mummies. Even believers in more traditional myths of the afterlife and the one-way progression of souls to a final reward or punishment infrequently breed such horrors. Those societies who tie their eternal rewards to the state of their physical remains or other monuments to their lives and believe that departed spirits might return to interact with the living unwittingly inflict a self-fulfilling curse upon themselves. Should one spend an entire life convinced that death does not sever his connection to the mortal realm, a belief compounded by his survivors who seek to elaborately placate his spirit, events that compromise the individual’s interests in the living world make it possible for the soul to return to seek retribution. </p><p>Aside from mummies obsessed with their past lives, a second classification exists: the cursed. Not drawn back to the world by their own vices, these beings have their undead state forced upon them. In the most basic form, necromantic magics empower a corpse with the traits of a mummy,</p><p>granting such a creature the abilities of such ancient dead but without the fanaticism that make the most legendary examples so deadly. These creatures prove hate-filled but bestial, knowing only the will to destroy and the whims of their masters. Other cursed mummies typically spawn from excruciating deaths, curses of immortal suffering, and the wrath of ancient deities.</p><p>While mummies notoriously haunt the hidden pyramids and buried necropolises of ancient cultures, such locations are not requisite to their resurrection. Most mummies created by powers other than foul magic possess connections to their resting places, perceiving such places as sanctuaries or prisons granted to them by their descendants. The form of such places means little; it is the spiritual connection and the importance the deceased places on such locations that hold significance. Thus, mummies are just as likely to rise from hidden barrow mounds, ancient catacombs, or acres of holy mud as from more majestic tombs. That being said, cultures that place such importance on the dead as to monumentalize the resting places of the deceased predispose themselves to the curse of mummies.</p><p>Not just any corpse can spontaneously manifest as a mummy GMs interested in creating mummies resurrected “naturally” (rather than by spells like create undead) should consider the passion and force of will of the would-be mummy. By and large, a corpse should be of a creature with a Charisma of 15 or higher and possessing at least 8 Hit Dice. In addition, it should have a reason for caring about the eternal sanctity of its remains in excess of normal mortal concern. As such, priests of deities with the Death or Repose domains, heroes expecting a champion’s burial, lords of cultures preoccupied with the afterlife, or individuals otherwise obsessed with death or their worldly possessions all make suitable candidates for resurrection as mummies—though countless other potential reasons for resurrection exist.</p><p><strong>Vampire:</strong> The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires.</p><p>While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn.</p><p><strong>Vampire Spawn:</strong> The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires.</p><p>While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn.</p><p>Draining blood is not the only way new vampires are created, however. Little known is the fact that the very touch of the vampire can drain one’s power and weaken one’s resolve—a condition that seems to be more a manner of fundamental deterioration than mere physical draining. Rarely used by vampires except in desperate conflicts, as it supplies them with no vital blood, their energy-sapping touch can easily extinguish a life, and from such withering deaths new vampires arise, cursing even the most exceptional souls to an existence as undead slaves.</p><p><strong>Vampire Nosferatu:</strong> ?</p><p><strong>Skeleton:</strong> Dead bodies animated through foul necromantic rituals.</p><p>The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living.</p><p>However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well.</p><p>Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage.</p><p><strong>Skeleton Champion Magus:</strong> ?</p><p><strong>Zombie:</strong> Dead bodies animated through foul necromantic rituals.</p><p>The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living.</p><p>However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well.</p><p>Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage.</p><p><strong>Zombie Lord:</strong> ?</p><p><strong>Zombie Lord Magus:</strong> ? [/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9n5a?Pathfinder-Roleplaying-Game-Horror-Adventures" target="_blank">Horror Adventures</a>[spoiler]</p><p><strong>Ghoulish Creature:</strong> Ghoulish creatures have succumbed to ghoul fever and transformed into cannibalistic undead versions of their previous selves. </p><p>Ghoul corruption stage 3.</p><p><strong>Ghoulish Horse:</strong> ?</p><p><strong>Lich Creature:</strong> While it might not have followed the traditional path to lichdom, which requires a strong aptitude for magic, a lich creature’s connection to an object allows it to survive as an undead indefinitely, returning each time its foes destroy it unless they can destroy the lich creature’s phylactery.</p><p>Being brought back after lich corruption Stage 3.</p><p><strong>Vampiric Creature, Blood-Drinking Vampire:</strong> Vampiric creatures have been transformed into vampires, and they don’t have to be humanoids. At your discretion, a vampiric creature might have the create spawn ability and could create spawn of its own creature type in addition to humanoid spawn. </p><p>Vampirism corruption stage 3.</p><p><strong>Non-Humanoid Vampiric Creature:</strong> ?</p><p><strong>Familial Lich:</strong> A familial lich does not have a physical body or standard phylactery. Instead, it possesses its own kin. </p><p><strong>Undead Phantom, Horrible Undead Phantom, Malevolent Undead Phantom:</strong> ?</p><p></p><p><strong>Undead, Undead Creature:</strong> Many wizards study necromancy to create undead, but some study the same arts to purge the stain of undeath. </p><p>The domain morphs into a dark and twisted reflection of its lord, with dangerous landmarks and supernatural hazards mirroring the master’s temperament and personality infesting the landscape. Forests might become darker and more foreboding, full of misleading paths or gnarled oaks that grasp and tear at trespassers. Seemingly sentient fogs drift across the crags and crevices of the land, animating undead in their wakes, while bat colonies infest the domain’s caves and ruins. These hazards can shift and change over time as the land reacts to the moods and whims of the dread lord.</p><p><strong>Gruesome Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> Lich corruption also works for becoming another sort of corporeal undead (except ghouls and vampires, which have their own corruptions). </p><p><strong>Corporeal Non-Skeletal Undead:</strong> ?</p><p><strong>Intelligent Undead Creature, Intelligent Undead, Sentient Undead, Undead With an Intelligence Score:</strong> ?</p><p><strong>Incorporeal Undead, Incorporeal Undead Creature:</strong> Dread Fog: This cloying mist often encapsulates the boundaries of cursed domains, raised by terrible powers to prevent entry into, or escape from, the cursed lands they protect. Like normal fog, these pervasive banks of thick mists obscure all sight, including darkvision, beyond 5 feet, granting concealment to all creatures at least 5 feet away (20% miss chance). Navigation and orientation within the mists is treacherous, and creatures usually find themselves easily separated from their companions unless extraordinary means are taken to prevent separation, which can include shackling or binding adjacent creatures to one another with rope. Those within the fog have little hope of navigating the mists and risk becoming hopelessly lost. A creature must succeed at a DC 20 Intelligence check each hour after entering the mist. Creatures that fail continue to wander in the fog until they succeed. Creatures that succeed exit the fog 1d10 × 100 feet from the location where they first entered the miasma. Spells and abilities that move a creature within a plane, such as teleport and dimension door, don’t help a creature escape this fog, although a plane shift spell allows the creature to exit at the location it originally entered the fog. Penetrating the fog to actually enter or exit the realm it protects is subject to the GM’s discretion. Navigating through might require difficult Knowledge (planes) checks, random happenstance, complicated arcane rituals beseeching favor, or simply the desire of the mysterious entities responsible for the cursed realm’s creation to see the torture of their prisoner ended or increased with the intrusion of the adventurers. </p><p>The fog’s hopelessness is pervasive, and creatures take 1d6 points of nonlethal damage per hour they are within the fog. The wraiths and geists of those who have perished in the mists might also materialize to drain the life from travelers. Those who lose their lives within this miasma are forever lost, incapable of being restored to life by any means short of direct divine intervention. They often turn into incorporeal undead themselves, their souls feeding the strange boundary’s continued existence. </p><p><strong>Undead Spawn:</strong> ?</p><p><strong>Incorporeal Undead Creature With the Rejuvenation Special Ability:</strong> ?</p><p><strong>Unintelligent Undead, Mindless Undead, Mindless Undead Creature:</strong> ?</p><p><strong>Creature Closely Associated With Curses:</strong> ?</p><p><strong>Horrific Creature:</strong> ?</p><p><strong>Undead Abomination:</strong> ?</p><p><strong>Haunt:</strong> Haunted Lands: Cursed lords are plagued with the spectres of the acts that led to the creation of the domain, which materialize as haunts. The realm of a brutal dictator might be tormented with the haunts of those he tortured to death, reflecting the various violent means by which they were killed. The domain of a lich cursed for sacrificing her entire family to fuel her transformation into undeath may contain the spirits of those she betrayed, who wander the halls of a ruined manse at the core of the land. The cursed lord has no control over these spectral trespassers, placed to remind him of his former misdeeds. When a cursed realm is created, the domain manifests a number of haunts with a total CR value (that is, the CR of a hypothetical encounter with all of the hazards at once) of up to double the cursed lord’s Hit Dice, with no single haunt having a CR that exceeds the cursed lord’s Hit Dice. These haunts are chained (Pathfinder RPG Occult Adventures 229) to the cursed lord and can’t be completely destroyed while the cursed lord still exists. Other haunts not chained to the cursed lord might manifest within the domain of evil, but such haunts don’t count against the CR limit. </p><p>Haunts are the echoes of tormented spirits that linger in locations keyed to their suffering.</p><p><em>Sacramental Seal</em> spell.</p><p>Extricate Haunt Haunt Collector power.</p><p><strong>Haunt, Invisible Incorporeal Spectral Force:</strong> ?</p><p><strong>Haunt, Echo of Tormented Spirits That Linger in Locations Keyed to Their Suffering:</strong> ?</p><p><strong>Free-Roaming Haunt:</strong> Extricate Haunt Haunt Collector power 12th level.</p><p><strong>Elusive Haunt:</strong> ?</p><p><strong>Latent Haunt:</strong> ?</p><p><strong>Tenacious Haunt:</strong> ?</p><p><strong>Unyielding Haunt:</strong> ?</p><p><strong>Haunt Bloody Handprints:</strong> A murder or other violent death lingers as bloody marks that harm any creature touching the surface on which they appear. </p><p><strong>Haunt Scratching Behind the Walls:</strong> A lord with a terrible secret caught a servant snooping through his papers. He knocked the servant over the head and threw her into a disused dumbwaiter, which he jammed between floors. The servant awoke the following day, and her desperate attempts to escape infuse the walls that contained her. </p><p><strong>Haunt Cold Spot:</strong> Cold spots are echoes of spirits too weak to manifest as ghosts. They can occur alone or cluster around significant areas. </p><p><strong>Haunt Spectral Screams:</strong> Some spirits take joy in terrifying the living. Spectral screams are collections of lesser spirits who have banded together to increase the amount of terror they can spread. </p><p><strong>Persistent Haunt Foreboding Mist:</strong> Foreboding mists lurk in ill-kept graveyards, drawing their substance from the unrest of all who are buried below. </p><p><strong>Persistent Haunt Buried Alive:</strong> The spirits of those unfortunate souls who are buried alive sometimes clamber to force others to share their fate. </p><p><strong>Chained Haunt Belated Arrival:</strong> The regret of those who arrived too late to spare others a terrible fate can manifest as a haunt. A belated arrival haunt often arises near another haunt or undead, representing the fate that these regretful spirits were not fast enough to stop. </p><p><strong>Latent Persistent Possessing Haunt Unsolved Murder:</strong> After a merchant was murdered at a party being held to celebrate his latest venture, his spirit was obsessed with finding his killer and exacting vengeance. It has clung to his body for years, hoping for a hapless grave robber to inadvertently become the pawn of his unfinished business. </p><p><strong>Persistent Haunt Betrayal:</strong> When the sting of betrayal lingers beyond the grave, it can manifest as a disjointed mass of confused and paranoid spiritual energy that can turn even the closest of allies against one another. </p><p><strong>Chained Free-Roaming Persistent Haunt Watery Grave:</strong> ?</p><p><strong>Persistent Haunt Devouring Maws:</strong> A pack of ravenous ghouls descended upon a once-peaceful town, killing or transforming all of its denizens who were not fast enough to flee. The ghouls’ unending hunger blended with the townsfolk’s horrifying memories of death to produce the devouring maws haunt. </p><p><strong>Persistent Haunt Living Decay:</strong> Among the most frightening diseases are those that cause their victims’ bodies to rot away. A living decay haunt arises when an epidemic of such a disease devastates a population. </p><p><strong>Chained Fast Free-Roaming Persistent Spiteful Tenacious Haunt Eternal Pyre:</strong> An eternal pyre is formed from the spirits of people who were burned alive during an overzealous witch trial. </p><p><strong>Fast Persistent Haunt Dissolving Vat:</strong> A sadistic alchemist conducted experiments on test subjects within his remote laboratory. When he was finished with his subjects, he threw them into a vat of harsh chemicals to dissolve. His victims’ spirits have permeated the vat, and they reach out with their oozing spectral forms toward any who come near. </p><p><strong>Fast Persistent Haunt Heart Explosion:</strong> The spirits responsible for this haunt were scared to death, and in their attempt to force mortals to understand their fear, they cause their victims’ hearts to race faster and faster until they explode. </p><p><strong>Persistent Haunt Crushing Terror:</strong> Tales of a legendary linnorm have drawn many daring adventurers who wish to prove themselves by slaying the dragon. The linnorm, for its part, appreciates the sport of hunting those who seek it, and is particularly fond of crushing its victims to death with its powerful tail. The spirits of these unfortunates linger on in the form of a crushing terror haunt. </p><p><strong>Belligerent Chained Fast Persistent Tenacious Vaporous Haunt Final Soldier:</strong> The ancient antipaladin general responsible for this haunt ruled through fear, and forbade his soldiers from accepting surrender or showing mercy. His favorite way to end a battle was to order his soldiers to kill everyone but the opposing army’s commander, then offer a rich reward to whichever of his soldiers could produce the opposing commander’s head. </p><p><strong>Fast Increased Area Persistent Unyielding Haunt Fallen From the Sky:</strong> A thriving metropolis on the top of a cliff customarily executed criminals by throwing them off the precipice, until the spirits of the condemned hurled the city’s head magistrate over the edge as well. </p><p><strong>Belligerent Elusive Free-Roaming Increased Area Persistent Tenacious Haunt Haunted Dungeon:</strong> When enough haunts gather in a single dungeon, they can combine into a gestalt haunt that infuses the entire structure with a single, malevolent will. </p><p><strong>Belligerent Persistent Unyielding Haunt Flayed Suicide:</strong> A flayed suicide haunt arises from the spirits of people tortured beyond insanity, until no remnants of their former essence remain. Only kytons are capable of the depths of depravity required to produce this powerful, disturbing vestige of suffering. </p><p><strong>Belligerent Fast Persistent Unyielding Haunt Soul Vortex:</strong> The soul vortex is a gaping wound in the fabric of reality connected to the Negative Energy Plane. One may form at the site of a massive tragedy that claims hundreds of thousands of lives. </p><p><strong>Belligerent Free-Roaming Unyielding Haunt Twisted Wish:</strong> A twisted wish haunt can only arise in the most extraordinary circumstances, when a genie noble of considerable power dies with vengeance in its heart. </p><p><strong>Ghost:</strong> ?</p><p><strong>Malevolent Ghost:</strong> Paired Suffering ritual.</p><p><strong>Ghost Dryad:</strong> ?</p><p><strong>Restless Ghost:</strong> ?</p><p><strong>Ghost, Spirit:</strong> ?</p><p><strong>Ghost That Wants Something:</strong> ?</p><p><strong>Vengeful Ghost:</strong> ?</p><p><strong>Ghost of a Golem-Crafter:</strong> ?</p><p><strong>Violent Mute Ghost:</strong> ?</p><p><strong>Ghost of a Defeated Villain:</strong> ?</p><p><strong>Ghost of a Fallen Ally:</strong> ?</p><p><strong>Ghostly Governess:</strong> ?</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight.</p><p>A creature that dies while at th[e terminal] stage of the [ghoul distemper] disease rises as a ghoul (or ghast, if it had 5 or more Hit Dice) after 24 hours. </p><p>The corpse of everyone who dies returns as a ghoul within 1 day, forcing the PCs to investigate why souls are not passing on to the afterlife. </p><p>Ghoul corruption stage 3.</p><p><strong>Ravenous Ghoul:</strong> ?</p><p><strong>Ghoul, Ravenous Corpse, Corporeal Undead:</strong> ?</p><p><strong>Ghast:</strong> A creature that dies while at th[e terminal] stage of the [ghoul distemper] disease rises as a ghoul (or ghast, if it had 5 or more Hit Dice) after 24 hours.</p><p><strong>Lich:</strong> The domain of a lich cursed for sacrificing her entire family to fuel her transformation into undeath may contain the spirits of those she betrayed, who wander the halls of a ruined manse at the core of the land. </p><p>While it might not have followed the traditional path to lichdom, which requires a strong aptitude for magic, a lich creature’s connection to an object allows it to survive as an undead indefinitely, returning each time its foes destroy it unless they can destroy the lich creature’s phylactery.</p><p><strong>Evil Lich:</strong> Lich Corruption Stage 3.</p><p><strong>Lich, Spirit of Power Over Death and the Undead:</strong> ?</p><p><strong>Lich, Fallen Undead Tyrant:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Mummy, Undead That Features a Fear Effect, Creature That Spreads Disease:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Skeleton:</strong> Domains of evil are dark pockets of supernatural activity embedded in a plane (often the Material Plane) like boils on pockmarked flesh. Most domains are hostile and uninviting at best, full of twisted forests, rough and intractable terrain, and putrid rivers that reek of rot and pollution. Wildlife could be similarly tainted, in which case even the occasional hare or ground squirrel is bony, cancerous, and infested with vermin. Packs of mangy coyotes, pustule-plagued wolves, and murders of molting crows might constantly harass travelers, nipping at their heels, ripping the flanks of their mounts, or snatching at the fingers of careless campers. </p><p>Supernatural creatures might also plague the unwary, as moaning zombies wander wind-blown mountain passes and spectral dead seek to drain the life from the living at every turn. Packs of ghouls roam the lowlands, devouring entire villages, and the gnawed skeletons they leave in their wake animate and attack travelers. </p><p>Field of Bone hazard.</p><p><strong>Skeletal Champion:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire, Corporeal Undead, Creature Capable of Turning Into a Wolf With the Change Shape Ability:</strong> ?</p><p><strong>Powerful Vampire:</strong> ?</p><p><strong>Progenitor Vampire:</strong> ?</p><p><strong>Brooding Vampire:</strong> ?</p><p><strong>Ancient Vampire Baroness:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> [If] killed during this time [while spirit and body are disconnected from lich corruption], you rise 24 hours later as a wraith.</p><p>The wraiths and geists of those who have perished in the [dread fog's] mists might also materialize to drain the life from travelers. </p><p><strong>Zombie:</strong> <em>Flesh Puppet</em> spell.</p><p><em>Flesh Puppet Horde</em> spell.</p><p>Seeded Doom ritual.</p><p>Animating Fog hazard.</p><p>Apocalypse Fog hazard.</p><p><strong>Shuffling Zombie:</strong> ?</p><p><strong>Human Zombie:</strong> <em>Flesh Wall</em> spell.</p><p><strong>Zombie Ogre:</strong> Consider a battle with ogres within an animating fog, such that each ogre that dies rises again as a zombie. </p><p><strong>Zombie Plague:</strong> Animating Fog hazard.</p><p><strong>Moaning Zombie:</strong> ?</p><p><strong>Melting Zombie:</strong> A breed of oozes infests a community’s sewers, changing those they touch into melting zombies. </p><p><strong>Attic Whisperer:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Skaveling:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Crawling Hand:</strong> ?</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Draugr:</strong> ?</p><p><strong>Dullahan:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Revenant:</strong> ?</p><p><strong>Witchfire:</strong> An eternal pyre is formed from the spirits of people who were burned alive during an overzealous witch trial. It hates all living beings, but it has a strong bond of kinship with the witchfire who arose from the most powerful of those spirits. </p><p><strong>Juju Zombie:</strong> Sour Ground hazard.</p><p><strong>Allip:</strong> The allip, an undead creature created when a soul is lost to madness, features several madness-themed abilities. </p><p>The destruction of a local asylum releases years of pent-up mental trauma as an allip or caller in darkness.</p><p><strong>Allip, Undead Creature Created When a Soul is Lost to Madness:</strong> ?</p><p><strong>Demilich:</strong> ?</p><p><strong>Dybbuk:</strong> ?</p><p><strong>Ecorche:</strong> ?</p><p><strong>Graveknight:</strong> ?</p><p><strong>Graveknight Antipaladin:</strong> ?</p><p><strong>Manananggal:</strong> ?</p><p><strong>Penanggalen:</strong> ?</p><p><strong>Vampire Jiang Shi:</strong> ?</p><p><strong>Yuki-Onna:</strong> ?</p><p><strong>Zuvembe:</strong> ?</p><p><strong>Behaded:</strong> ?</p><p><strong>Festering Spirit:</strong> ?</p><p><strong>Gashadokuro:</strong> Necromancers use the corpses of a plague-scoured village to create a gashadokuro.</p><p><strong>Geist:</strong> The wraiths and geists of those who have perished in the [dread fog's] mists might also materialize to drain the life from travelers. </p><p><strong>Geist, Spectral being:</strong> ?</p><p><strong>Mummified Creature:</strong> ?</p><p><strong>Necrocraft:</strong> ?</p><p><strong>Phantom Armor:</strong> ?</p><p><strong>Pickled Punk:</strong> ?</p><p><strong>Sayona:</strong> ?</p><p><strong>Nosferatu:</strong> ?</p><p><strong>Nosferatu Lord:</strong> ?</p><p><strong>Zombie Lord:</strong> ?</p><p><strong>Caller in Darkness:</strong> The destruction of a local asylum releases years of pent-up mental trauma as an allip or caller in darkness. </p><p><strong>Death Coach:</strong> ?</p><p><strong>Duppy:</strong> ?</p><p><strong>Leng Ghoul:</strong> ?</p><p><strong>Gravebound:</strong> ?</p><p><strong>Grim Reaper:</strong> ?</p><p><strong>Mummy Lord:</strong> ?</p><p><strong>Mummy Swamp:</strong> ?</p><p><strong>Plagued Beast:</strong> ?</p><p><strong>Polong:</strong> ?</p><p><strong>Tiyanak:</strong> ?</p><p><strong>Vukodlak:</strong> ?</p><p></p><p>FLESH PUPPET </p><p>School necromancy [evil]; Level antipaladin 2, cleric 3, occultist 3, shaman 3, sorcerer/wizard 4, spiritualist 3, witch 4 </p><p>Casting Time 1 round </p><p>Components V, S, M (an onyx worth 25 gp and a silken string) </p><p>Range touch </p><p>Target one corpse touched </p><p>Duration permanent (D) </p><p>Saving Throw none; Spell Resistance no </p><p>You animate one corpse that has been dead no more than 48 hours. It rises as a zombie (Pathfinder RPG Bestiary 288) that is magically tethered to you and obeys your commands. As noted in animate dead, you can’t control more than 4 HD per caster level worth of undead in total, nor can a single casting create more than 2 HD per caster level. </p><p>This spell disguises the zombie’s appearance and allows you to control it. The zombie’s outward appearance, movement, and voice appear the same as if it were still alive. The zombie’s normal staggered condition doesn’t apply (though it can still be staggered by other means). Successfully detecting the flesh puppet as a zombie without magic requires an opposed Perception check against your Disguise check, and you add your caster level as a bonus on this Disguise check. </p><p>An ephemeral string connects you to the zombie. Through this string, you have a mental link to the zombie and can command it as a swift action. The zombie uses its own actions to complete your commands. The zombie can speak up to 25 words in 1 round, but you must mentally impart what you intend it to say as a swift action. It is incapable of articulating speech on its own. The zombie can be ordered to perform very simple tasks it knew in life but can’t make attacks, cast spells, or perform complex or difficult tasks requiring constant concentration. </p><p>The string connecting you and the zombie is nearly invisible. A DC 30 Perception check is required to detect it. It has hardness 0 and 1 hp. The length of string you can create is 100 feet + 10 feet per caster level you have. The string snaps if you and the zombie move farther apart than this length, though the zombie won’t move out of range unless forced to do so or unless you command it to do so. If the string to the zombie is severed, the spell immediately ends. The ephemeral string can pass through physical barriers, but not barriers of magical force, and it can be damaged as though it were a physical object. </p><p>When this spell ends, the zombie immediately reverts back to a normal corpse. The spell ends automatically if you cast flesh puppet or flesh puppet horde on a new corpse. </p><p></p><p>FLESH PUPPET HORDE </p><p>School necromancy [evil]; Level antipaladin 3, cleric 4, occultist 4, shaman 4, sorcerer/wizard 5, spiritualist 4, witch 5 </p><p>Casting Time 10 minutes </p><p>Components V, S, M (an onyx worth 50 gp for each zombie and a silken string) </p><p>Range touch </p><p>Target one or more corpses touched </p><p>This spell functions as flesh puppet, but can animate multiple zombies. As noted in animate dead, you can’t control more than 4 HD per caster level worth of undead in total, nor can a single casting create more than 2 HD per caster level. A separate string attaches to each zombie in your horde. Severing a zombie’s string reverts that zombie to a corpse, but doesn’t end the spell for other zombies. Because commanding a flesh puppet requires a swift action, you can issue commands to only one zombie per round, though zombies you previously commanded continue to follow their orders. Likewise, you can command only one zombie to speak per round. </p><p>Unlike with flesh puppet, you can command a zombie to attack. If you do, all your zombies immediately gain the staggered quality and no longer appear to be alive. </p><p>This spell ends automatically if you cast flesh puppet or flesh puppet horde on a new corpse. </p><p></p><p>FLESH WALL </p><p>School necromancy [evil]; Level cleric 6, shaman 6, sorcerer/ wizard 6, spiritualist 5, summoner 5, witch 6 </p><p>Casting Time 1 standard action </p><p>Components V, S, M (one corpse for every 5-ft. square of the wall), DF </p><p>Range medium (100 ft. + 10 ft./level) </p><p>Effect a wall of corpses with an area of up to one 5-ft. square/ level (S) </p><p>Duration concentration + 1 round/level (D) </p><p>Saving Throw none; Spell Resistance no </p><p>You animate corpses, forming them into a wall of joined flesh and limbs. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall can’t be created so that it occupies the same space as a creature or another object. The wall must be vertical, but can be shaped as you see fit. </p><p>The wall is considered to be undead. It uses your Will saving throw to resist channel energy. </p><p>A flesh wall is 2 feet thick. Each 5-foot square of the wall has 12 hit points and DR 5/slashing. A section of wall whose hit points drop to 0 is breached. As a move action, you can cause the fleshwall to constrict, shrinking it by a 5-foot square to fill the hole. Additionally, as a standard action, you can cause a 5-foot square of </p><p>the wall to permanently detach, forming a human zombie (Bestiary 288) under your verbal control (this zombie doesn’t count against your normal limit of commanded undead). The zombie reverts back into a normal corpse when the spell’s effect ends. Each 5-foot square of the wall makes a single slam attack against an adjacent enemy on your turn, as a human zombie. The squares of the wall threaten their adjacent squares and can even provide flanking. </p><p>Creatures can force their way slowly through the wall by making a Strength check as a full-round action. The DC to move through the wall is equal to 15 + your caster level. A creature that fails the check is trapped in the wall, takes 3d6 points of crushing damage, and is denied its Dexterity bonus to AC against the wall’s slam attack. The creature can make an attempt to escape the wall on its next turn. </p><p>You can use zombies already under your control as the material components for a flesh wall. However, they and any other corpses in the wall revert back to inanimate corpses when the spell ends. </p><p></p><p>SACRAMENTAL SEAL </p><p>School necromancy; Level cleric 8 </p><p>Casting Time 1 round </p><p>Components V, S, F (an object worth at least 2,000 gp) </p><p>Range touch </p><p>Target creature touched </p><p>Duration instantaneous </p><p>Saving Throw Will negates; Spell Resistance yes </p><p>You trap the target in an object decorated with the holy symbols of your god or faith. While trapped in the object, the creature can’t take any actions and is immune to spells and spell-like abilities. The creature remains permanently trapped in the object as long the object remains in your possession. Only a freedom, miracle, or wish spell can dispel the enchantment, though destroying the object frees the creature. </p><p>If you relinquish your stewardship of the object (such as giving it away or leaving it in a remote location or extradimensional space), the trapped creature begins to gain control over the object. It immediately gains the ability to communicate telepathically with any creature now in possession of the object. It still can’t take any actions besides communicating but can use feats and skills related to speaking (such as Bluff and Diplomacy). </p><p>After 1 week of the object being out of your presence, the creature can create a number of haunts with a total CR (that is, the CR of the encounter with all of the haunts at once) equaling 1/4 the creature’s Hit Dice. These haunts are centered on the object. The creature can also communicate telepathically up to a range of 100 feet at this point. </p><p>After 1 month of the object being out of your presence, the CR total of the haunts the trapped creature can create increases to 1/2 its Hit Dice. In addition to telepathy, it can also impart mental images of its choosing into the mind of any creature holding or carrying the object. </p><p>After 1 year of being out of your presence, in addition to the above abilities, the creature can attempt to possess any living creature with an Intelligence score of 3 or higher that touches the object, as per possessionOA. However, the creature can’t personally destroy the object, even while possessing another creature. </p><p>Because the binding magic irrevocably weakens the longer you’re away from the item, returning it to your ownership doesn’t reverse any of the effects. You must free the creature and impose another sacramental seal if you want to restrict its abilities again. </p><p>If the object is placed in the stewardship of creatures or a location belonging to your faith, it still counts as being out of your presence but it takes ten times longer for the creature to manifest the above abilities (it would take 10 weeks for it to manifest the ability to create haunts, for example). </p><p></p><p>PAIRED SUFFERING </p><p>School necromancy; Level 6 </p><p>Casting Time 6 hours </p><p>Components V, S, F (an ornate ceremonial dagger worth at least 1,000 gp) </p><p>Skill Checks Knowledge (planes) DC 30, 2 successes; Knowledge (religion) DC 30, 4 successes </p><p>Range touch; see text </p><p>Target two creatures; see text </p><p>Duration instantaneous; see text </p><p>Saving Throw none; SR no </p><p>Backlash The primary caster is staggered for the next 24 hours. </p><p>Failure The primary caster is affected by slay living (using the ritual’s save DC and caster level). </p><p>EFFECT </p><p>The caster prepares a ritual site no more than 100 feet long by 100 feet wide by 20 feet high, including sigils that prevent souls from escaping the perimeter. At the culmination of the ritual, the caster forces two spiritually close humanoid creatures experiencing a transitional state of their lives into ritual combat to the death. Among most humanoids, only teenage twins (fraternal or identical) young enough that they haven’t gained a level in a PC class can be targets of this ritual; other pairings work only at the GM’s discretion. One of the targets must slay the other with the ceremonial dagger focus for the ritual to succeed; even if all the checks succeed, if either target leaves the area while the other lives, or if someone else slays one of the targets, the ritual counts as a failure, and the primary caster suffers the failure effects. </p><p>If the ritual succeeds, the soul of the creature slain by the ritual dagger is trapped within the ritual site. The surviving target has a choice either to allow the soul into her body, or to bar it from doing so. If the surviving target allows the soul inside her, she becomes a spiritualist, with the slain target as her phantom. If the surviving target chooses not to allow the spirit entry, it instead becomes an unfettered phantomB5 and eventually a malevolent ghost, haunting the ritual site. This ghost cannot directly attack the surviving target, but in order to overcome its rejuvenation, someone must provide proof of the surviving target’s death (false evidence is not sufficient; that target must actually be dead). </p><p></p><p>SEEDED DOOM </p><p>School transmutation [evil]; Level 8 </p><p>Casting Time 8 hours </p><p>Components V, S, M (internal organs of an aberration), F (the crystallized brain of an aberration worth at least 7,500 gp and a book, painting, or section of sheet music), SC (up to 12) </p><p>Skill Checks Knowledge (arcana or history) DC 37, 2 successes; Knowledge (planes or religion) DC 37, 2 successes; Spellcraft DC 37, 4 successes </p><p>Range close (25 ft. + 5 ft./2 character levels of the primary caster) </p><p>Target one object </p><p>Duration instantaneous; see text </p><p>Saving Throw see text; SR see text </p><p>Backlash The primary caster is reduced to –1 hit point and is exhausted, and all secondary casters are exhausted. </p><p>Failure The ritual fails to affect the object, and all casters are afflicted by the seed’s effect with no saving throw. </p><p>EFFECT </p><p>The casters grind the organs into paste and use it to paint their lips and tongue. Anointed by madness, they chant profane blasphemies into the focus brain, causing it to throb and glow. The primary caster releases this energy as a foul sludge, which trickles onto the other focus before seeping into the paper or paint. A successful ritual corrupts the targeted piece of art, planting a metaphysical seed into it, which propagates itself into any copies of the work later created based on the corrupted original; this includes book copies or matched painting duplicates, but not art, literature, or music that is merely derivative. A living creature subjected to the seeded piece of art, typically by hearing or seeing it, must succeed at a Will save or be afflicted by the seed (SR applies). </p><p>By default, the seed causes insanity or a madness (see page 182), but numerous types of seeds exist, from different variants on this ritual with slightly different components, foci, and ritual DC. A few examples include becoming blind or deaf, contracting a disease, or rising as a zombie after death. </p><p></p><p>GHOUL DISTEMPER </p><p>This rare, tropical disease causes living creatures to turn into feral, ghoul-like entities, and when fatal, often causes the affected creature to rise as a ghoul. The creature’s metabolism rises at an incredible rate, forcing it to devour untenable amounts of food. Eating only further fuels the disease, and all victims of this affliction quickly develop an emaciated, corpselike appearance. </p><p>Type disease, ingested, inhaled, or injury; Save Fortitude DC 18, see text </p><p>Frequency 1/day </p><p>Effect –2 penalty on Fortitude and Will saves for 1 day; Cure 2 consecutive saves </p><p>STAGES </p><p>Carrier The affected creature becomes voraciously hungry, and must consume double the normal amount of food each day it remains at this stage or risk starvation. </p><p>Early The affected creature’s skin turns a deep shade of yellow, while the creature’s temperature begins to rise. Additionally, the affected creature’s ravenous appetite worsens. As long as it remains at this stage of the disease or worse, it treats each hour as though it were a full day for the purposes of the frequency and amount of food it must eat in order to avoid starvation (including time spent sleeping). Finally, it develops a strong craving for raw meat, and must consume at least 4 ounces of uncooked meat per hour or become sickened until it does so. </p><p>Moderate The affected creature’s body begins to quickly waste away, as muscle and fat are consumed to feed its growing hunger. Further, its body begins to constantly exude a stench of rotting meat, which cannot be removed with any amount of bathing. The affected creature is constantly sickened. Additionally, whenever the creature takes nonlethal damage from starvation, it takes 3d6 points of damage, rather than 1d6. Finally, whenever it comes within 10 feet of any amount of meat, including the bodies of slain creatures, it must succeed at a Will save against the disease’s DC or be compelled to spend 1 minute gorging itself on the meat. </p><p>Severe The affected creature’s teeth begin to grow and twist painfully, fusing together to form four massive fangs. The creature gains a primary bite natural attack that deals 1d6 points of damage (1d4 if Small). Further, its hunger-addled mind drives it to favor this attack over all others. It can no longer cast spells or use other activated special abilities, nor can it use manufactured weapons; it is able to make only full attacks with its bite and other natural attacks. Finally, whenever the affected creature takes nonlethal damage from starvation, it takes 6d6 points of damage, rather than 1d6. </p><p>Terminal The affected creature completely loses control. It is compelled to attack any living creature it encounters in an attempt to devour its victim’s flesh, preferably while still alive. Player characters who reach this stage are under the GM’s control until they are cured. Additionally, whenever the affected creature takes nonlethal damage from starvation, it also takes 2 points of Constitution damage. If it fails a saving throw against the disease’s progress at this stage, it dies. A creature that dies while at this stage of the disease rises as a ghoul (or ghast, if it had 5 or more Hit Dice) after 24 hours. </p><p></p><p></p><p>Extricate Haunt (Su): The haunt collector can temporarily exorcise his haunted implements’ possessing entities to spontaneously create phenomena similar to haunts and imbue them with spells the occultist knows. As a full-round action that provokes attacks of opportunity, the haunt collector expends 1 point of mental focus to extricate an implement’s spirit and infuse an adjacent square with its ghostly presence while granting it the power to deliver a spell from the implement’s associated school (whose range is touch or greater) on the haunt collector’s behalf. This action consumes the spell just as if it had been cast, but the energy is held in check by the created haunt until triggered by conditions set forth by the haunt collector. The conditions needed to trigger the haunt’s spell effect must be clear, although they can be general, using the guidelines of the magic mouth spell. The haunt is stationary, and once the conditions for the trigger are met, the spell is discharged normally, though it now originates from the haunt’s square. </p><p>The haunt itself is an invisible, incorporeal, spectral force, similar to a stationary unseen servant with an undead aura for the purposes of spells such as detect undead. It has a number of hit points equal to the double the level of the spell used to create it + the occultist’s Intelligence modifier. If triggered during the same combat it is created, the haunt acts at initiative count 10; otherwise, when the trigger occurs, the haunt initiates combat and acts at initiative count 10 on the surprise round. Other creatures must succeed at a Perception check (DC = 10 + the haunt collector’s occultist level) to act in the surprise round. The haunt can be damaged by positive energy and anything else that can harm haunts, and if destroyed before it is triggered, it dissipates harmlessly. If the haunt is destroyed, it does not reform in its haunted implement until the occultist next invests his implements with mental focus. If the haunt doesn’t trigger before the occultist next invests his implements with mental focus, the haunt dissolves at that point and reforms in its haunted implement. </p><p>The haunt collector can use this ability a number of times per day equal to 1 + his Intelligence modifier. While a haunting presence is extricated from its implement, the haunt collector does not receive the benefit of the implement’s seance boon, nor can he call upon the implement’s spirit bonus or use its focus powers, though he can still cast spells associated with the implement without penalty. If the spell is discharged successfully (rather than the haunt being destroyed), the spirit’s presence returns to the haunt collector’s implement the following round, and the seance boon and spirit bonus abilities are again available to the haunt collector. </p><p>At 12th level, the haunt collector can create a free-roaming haunt by expending an additional point of mental focus, granting it a fly speed of 10 feet with good maneuverability, which allows it to change locations or seek targets, under the restrictions for trigger conditions as outlined above. If the haunt wanders beyond medium range (measured from the haunt collector’s current position), it is instantly destroyed. </p><p>At 16th level, the haunt collector can extricate an implement’s spirit as a standard action. </p><p></p><p>Animating Fog (CR 6): Arising from polluted cemeteries and other recesses of stagnated evil, these areas of heavy, corpse-gray fog reek of rot, and seem to have a strange and malevolent sentience. These fog banks act as normal fog (Pathfinder RPG Core Rulebook 439), but usually have a radius of 1d4 × 50 feet and creep along with the wind at a rate of 10 feet per round. When the fog comes into contact with a mostly intact corpse, that corpse is immediately animated as a zombie and attacks nearby living creatures, as if under the effect of animate dead. This animation is temporary, ending 1d4 rounds after the zombie leaves the fog. Corpse fogs can animate up to 30 Hit Dice of corpses in this manner at any one time, and they have no limit on the total number of Hit Dice of zombies they can animate over time. </p><p>Some particularly foul and virulent variations of this fog (CR 7 instead of CR 6) produce plague zombies instead of normal zombies. Creatures slain by the plague zombies’ zombie rot who rise as zombies don’t count against the fog’s limit on the number of Hit Dice it can animate, and they remain zombies after the mist passes. Diseased animating fog also exposes every living creature within the fog bank to zombie rot each round as an inhaled disease (Fortitude DC 15 negates). </p><p></p><p>Apocalypse Fog (CR 12): An apocalypse fog is an augmented and highly dangerous form of animating fog often called into being by some foul deity. Its radius is 20 times wider than that of an animating fog and has the same ability to animate the mostly intact corpses within itself, but the apocalypse fog can move 10 feet in a direction of its own malign choice, rather than being subject to the whims of the wind. The dread energies that birth the mists bolster the undead within, granting the zombies the benefit of an aligned desecrate spell: a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per Hit Die. Apocalypse fog can animate up to 100 Hit Dice worth of corpses at any one time. </p><p></p><p>Field of Bone (CR 6): This supernatural hazard usually plagues those who trespass on old battlefields still littered with the bones of soldiers who have never been laid to proper rest. These 30-foot-radius patches of strewn bones are considered difficult terrain, and they spring to a foul mockery of life 1 round after a living creature enters the area, causing 1d6 skeletons (Pathfinder RPG Bestiary 250) to animate and attack, as if subject to an animate dead spell. A field of bone can animate up to 24 skeletons in this manner from any single instance of trespassing (regardless of how many living creatures trespass into the area at once), at a rate of 1d6 skeletons per round. The skeletons continue to animate until all are destroyed, all living creatures leave the area, or the field of bone reaches its animation limit, whichever of these conditions comes first. </p><p></p><p>Sour Ground (CR varies): These corrupted holy sites usually feature long-toppled standing stones and spiraling rock paths carefully arranged by a forgotten culture to invoke powerful divine magic. On these grounds, divine casters restored life to those who died before their time and buried those whose time indeed was up. However, time, overuse, and trespassers caused the ground’s life-giving properties to sour, corrupting the corpses of those whose loved ones are foolhardy enough to lay them to rest within the necropolis’s boundaries. Any mostly intact corpse of a creature buried within these ancient cemeteries animates 24 hours later as a juju zombie (Pathfinder RPG Bestiary 2 291) and seeks its revenge on those who condemned its corpse to this vile existence. These terrible creatures still retain a semblance of their former personalities and are often barely distinguishable from the living with the exception of cold flesh, slightly sunken features, distracted behavior, and an increasingly foul smell. They lure in mourning loved ones with comforting embraces before engaging in a murderous rampage, perhaps burying the resulting corpses in the same sour ground to increase their numbers and extract more revenge on the living. The CR and the XP reward of sour ground are based on the number of juju zombies that arise. </p><p></p><p>Ghoul </p><p>A hunger for the flesh of the living grows more every day, until every sentient creature seems no more than a meal. </p><p>CATALYST </p><p>Ghoul corruption commonly stems from desperate cannibalism, such as surviving a near-death experience by eating friends who perished. You might contract ghoul corruption after recovering from ghoul fever (Bestiary 146), especially if you died from the disease but were raised from the dead before rising as a ghoul. </p><p>Progression </p><p>Each week, you need to consume one portion of flesh from a sentient creature. A creature one size category smaller than you counts as one portion, a creature of your size category counts as four portions, and a creature one size larger counts as 16 portions. The extra meat from Huge or larger creatures spoils quickly enough that it can’t all be consumed within a week. After a week, if you haven’t consumed enough flesh, you must succeed at a Will saving throw (DC = 15 + your manifestation level) each day until you’ve eaten enough. If you fail the save, the next time you rest your corruption takes over and you unconsciously hunt and feed, devouring a living sentient creature completely. In this state, you can’t differentiate between creatures and might consume an innocent; if you do so, your corruption progresses to the next stage. </p><p>If circumstances make it impossible to feed (such as if you are tied down or in a locale with nothing to feed upon), you start to starve as if you had not eaten in 3 days, and you continue to hunger for flesh and struggle to escape and feed until you have received five times the amount of flesh from sentient creatures you normally require. If your allies are able to restrain and feed you flesh from sentient creatures, your corruption doesn’t progress. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack each time this occurs, and they last until your corruption reaches the next corruption stage. </p><p>In addition to starvation, close brushes with death also increase your craving for flesh. Whenever you are dropped below 0 hit points, you must attempt a single saving throw as if you hadn’t eaten enough flesh that week. </p><p>Corruption Stage 1: Once you feed on an innocent sentient creature—either willingly or because you failed a saving throw—your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead. </p><p>Corruption Stage 2: The second time, your alignment shifts another step toward evil and you are affected by spells and abilities as if your creature type were undead (including effects like bane and the favored enemy class feature). This doesn’t grant you any of the immunities of being undead, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you. </p><p>Corruption Stage 3: The third time, you become an NPC ghoul under the GM’s control. </p><p>Removing the Corruption </p><p>Getting rid of the ghoul corruption typically requires fasting, isolation from creatures that could incite your hunger, and atoning (as per atonement) for the acts that led to the corruption. </p><p></p><p>Lich </p><p>Your attempt to transition into unlife has gone horribly awry and your soul is trapped. Lich corruption also works for becoming another sort of corporeal undead (except ghouls and vampires, which have their own corruptions). </p><p>CATALYST </p><p>This corruption originates from an unsuccessful attempt at lichdom. You might have lacked sufficient power or used a flawed phylactery. If you’re not a spellcaster, you could have been an innocent bystander or become corrupted upon destroying a particularly powerful lich’s phylactery. </p><p>Progression </p><p>Lich corruptions are rarely stable, and cause incredible mental and physical strain. Whenever you fail a saving throw against a necromancy effect, learn how to cast a new spell or spells, or are exposed to 25 points of negative energy damage or more from a single source (whether it heals or harms you), you must succeed at a Fortitude save (DC = 15 + your manifestation level) or become spiritually disjoined. You also need to make a saving throw whenever anyone successfully casts the death ward spell on you. After a failed save, your spirit and body disconnect, leaving your corporeal form helpless and your mind trapped within the Negative Energy Plane. This state lasts for 1 hour per manifestation level; if you are killed during this time, you rise 24 hours later as a wraith under the GM’s control. </p><p>Corruption Stage 1: The first time you recover from this disconnected state, you return diminished, taking a permanent –2 penalty to your Charisma score, and your alignment shifts one step toward evil. </p><p>Corruption Stage 2: The second time this happens, your alignment shifts another step toward evil and you take an additional –2 penalty to your Charisma score. </p><p>Corruption Stage 3: The third time this happens, you die and your soul is consumed by the Negative Energy Plane. You can’t be raised or resurrected except by powerful magic such as miracle or wish. Even if you do get brought back, you are an evil lich NPC under the GM’s control. </p><p>Removing the Corruption </p><p>Curing lich corruption requires great acts of purification, such as being exorcised by a powerful cleric, bathing in sacred springs, or creating a phylactery of your own into which to expel the lich corruption. </p><p></p><p>Vampirism </p><p>You salivate when blood is spilled, and struggle against the urge to sink your teeth into the necks of friends and innocents. </p><p>CATALYST </p><p>Being drained—but not killed—at least six times by a vampire within a month or less causes this corruption. Powerful vampires or curses can cause this corruption more rapidly. </p><p>Progression </p><p>Vampirism progresses when you feed off and kill a sentient creature. Each week, you need to drink the blood of sentient creatures one size category smaller than you or larger until you drain enough to deal Constitution damage equal to your manifestation level. If you don’t have the fangs manifestation, you must feed on a helpless or willing creature. If you haven’t drunk enough blood after a week, you must succeed at a Will save (DC = 15 + your manifestation level) each day until you have. If you fail, the next time you rest, your corruption takes over and you unconsciously hunt and feed, drinking a sentient creature dry. If circumstances make it impossible to feed (such as if you are tied down or in a locale with nothing to feed upon) you start to starve as if you had not eaten in 3 days (Core Rulebook 445), and you continue to thirst for blood and struggle to escape and feed until you have received five times the amount of blood from sentient creatures you normally require. If your allies are able to restrain and feed you, your corruption doesn’t progress. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack, and last until your corruption reaches the next stage. Whenever you drop below 0 hit points, you must attempt a save as if you hadn’t drunk enough blood that week. </p><p>Corruption Stage 1: Once you feed on an innocent sentient creature, your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead. </p><p>Corruption Stage 2: The second time this happens, your alignment shifts another step toward evil and you are affected by spells and abilities as if your creature type were undead (including bane and the favored enemy class feature). This doesn’t grant you any of the immunities of being undead, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you. </p><p>Corruption Stage 3: The third time this occurs, you become an NPC vampire under the GM’s control. </p><p>Removing the Corruption </p><p>Ending the corruption requires eliminating the source, such as by slaying your progenitor vampire or ending your curse.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy94vx?Pathfinder-Player-Companion-Undead-Slayer-s-Handbook" target="_blank">Undead Slayer’s Handbook</a>[spoiler]</p><p><strong>Undead, Undead Creature, Undead Monster, Undying Monster:</strong> But the most horrific fate of all can be found on Golarion itself in the form of an unpredictable and malignant curse—a blight for which a horrifying death is just the beginning. Souls that succumb to the foul influence of this curse risk spending eternity as the most repulsive of unnatural creatures: the undead.</p><p>Unbeknown to most, undead are not just the evil spirits of the dead come back to haunt the living. Undead creatures are composed of an unusual blend of native and extraplanar forces. The shell of an undead creature is usually that of a mortal corpse on the Material Plane, but the malign energies that reanimate this frame stem from an entirely separate realm: the Negative Energy Plane, also known as the Void. If the Positive Energy Plane is the birthplace of all mortal souls, the Negative Energy Plane is a dark and terrible mirror of that shining plane. Just as the Positive Energy Plane (also called the Furnace and Creation’s Forge) creates life and cradles the Material Plane like a swaddled babe, the Void creates undeath in twisted mockery and harbors the Shadow Plane like a malign fraternal twin.</p><p>Despite the origin of their power, few undead come directly from the Negative Energy Plane or the Shadow Plane. In fact, creatures native to those planes are rarely found on Golarion. While the occasional nightshade or devourer may find its way to Golarion, the majority of undead arise on the Material Plane from corpses reanimated by a mere touch of the Void’s terrible powers.</p><p>The tendency of undeath to spread, whether through necromantic machinations, unholy spawning, or even bad luck, makes it necessary for the inhabitants of Golarion to stay ever wary of the undead.</p><p>Most undead were once living.</p><p>Undead are invariably evil, as are the means to create such beings.</p><p>While many undead are reanimated unwillingly by body-thieving arcanists, gruesome diseases, or even other undead, the consummate undead arrive at this condition willingly.</p><p><strong>Consummate Undead:</strong> Thankfully among the rarest of undead-kind, consummate undead are those beings that willingly seek undeath as a means of prolonging their time on the Material Plane or avoiding true death.</p><p>While many undead are reanimated unwillingly by body-thieving arcanists, gruesome diseases, or even other undead, the consummate undead arrive at this condition willingly. Most achieve their eternal state through foul necromantic rituals that end in their deaths and subsequent reanimation. Such a process is the culmination of much study and labor, and as the ability to retain one’s consciousness after death is no mean feat, the consummate undead are among the most well-versed spellcasters in the world.</p><p>Most consummate undead were once men and women of accomplishment who approached their undeaths with ample forethought.</p><p><strong>Consummate Undead, Rarest of Undead Kind, Fiend:</strong> ?</p><p><strong>Consummate Undead, Instigator and Mastermind of Dark Plots:</strong> ?</p><p><strong>Consummate Undead, Leader:</strong> ?</p><p><strong>Consummate Undead, Willfully Immortal Corpse:</strong> ?</p><p><strong>Hungry Undead:</strong> Mohrgs and ghouls rank among the hungry undead—mortals whose evil existences or twisted means of death shunted them back onto the Material Plane instead of affording them passage to their proper place in the afterlife.</p><p>“The trial was short and sweet—not even Elania could explain the clumps of hair and bone under her husband’s workshop. Once all the missing children were accounted for, Vellman was stoned to death in Moslar’s field and thrown down an abandoned mine shaft.</p><p>“Afterward, the relief in town was palpable. We’d been living in fear for over a year, and now life could finally return to normal. Our high spirits lasted about three days. That’s how long it took that thing to find its way back. Now we feel worse off than ever, and no one here is safe.”</p><p>In other cases, however, hungry undead drain the life force from creatures, often creating more of their own kind in the process.</p><p>Hungry undead display a wide variety of necrologies. In most instances, they are created from malevolent living creatures. Mohrgs, wights, and ghouls all fit this description. In many cases, the living incarnations of these creatures were serial killers, war criminals, cannibals, or other antisocial beings.</p><p>Other hungry undead are created through the fell influence of dark, otherworldly energies. Just as the deity Dou-Bral returned from the Dark Tapestry as the corrupt Zon-Kuthon, dark alien energies at the edges of the cosmos may warp evil mortals or fiends, transforming them into devourers or worse. </p><p>Still other hungry undead are created through the direct influence of the Void or the Shadow Plane.</p><p><strong>Hungry Undead, Ultimate Expression of Senseless Misery, Terrible Being:</strong> ?</p><p><strong>Hungry Undead, Wretched Being:</strong> ?</p><p><strong>Hungry Extraplanar Undead:</strong> ?</p><p><strong>Hungry Extraplanar Undead, Servitor:</strong> ?</p><p><strong>Hungry Undead Native to the Material Plane:</strong> ?</p><p><strong>Incorporeal Undead:</strong> The incorporeal undead are those souls whose very cores have been warped by the Negative Energy Plane, and who now rove the Material Plane as cruel, disembodied spirit beings—ghosts, wights, and spectres being those more often encountered.</p><p>To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew.</p><p>Incorporeality is especially common among undead whose sinister means of death meant their material remains were heinously mutilated or disposed of improperly. Desecrated heaths, weather-beaten bogs, stretches of lonely road, and long-abandoned necropolises full of mass graves are common sites for these grim manifestations.</p><p><strong>Incorporeal Undead, Cruel Disembodied Spirit Being, Spirit, Unnaturally Resilient Horror, Malignant Spirit, Undead Spirit:</strong> ?</p><p><strong>Incorporeal Undead, Incorporeal Foe:</strong> ?</p><p><strong>Incorporeal Creature:</strong> ?</p><p><strong>Mindless Undead, Undead Drone, Unintelligent Undead, Unintelligent Undead Creature:</strong> Unlike other types of undead creatures, mindless undead consist of skeletons, zombies, and other drones whose souls have long passed on but whose broken remains have been reanimated via corruptive negative energy.</p><p>Animated by resonant tragedies, dread energies, or malicious spellcasters, mindless undead are one of the most common threats on Golarion.</p><p>Unlike other types of undying monsters, the mindless undead are void of the souls that once inhabited their mortal frames; instead, their primary animating force typically consists of high concentrations of negative energy poured into an unwitting host body. The relative simplicity of their reanimation means that numerous paths may lead to the rise of a mindless undead, so it can be quite difficult to predict where these beings will stir up trouble next.</p><p>Most mindless undead arise because of the influences of foul spellcasters. Even the most novice wizard can hope to raise an unwitting corpse as a walking skeleton or shambling zombie given enough time and the right tools, so simple is their construction.</p><p>Some mindless undead instead come about as a result of external forces. Powerful, unresolved emotions can be sufficient to rally a corpse; the mindless horrors resulting from these circumstances are all but physical manifestations of tragedy and pain. Similarly, some parts of Golarion are simply so saturated with negative energy that nearby dead reanimate of their own accord. Some rare artifacts and cursed items are also said to have the power of necromancy all by themselves—both unholy shrines to deities of undeath and magical relics infused with negative energy are capable of creating undead, and thus are highly sought after by necromancers.</p><p>Undead drones have been known to pop up anywhere tragedy has struck, including the famous Bloodsworn Vale in Varisia and the wasted plains of Virlych in Ustalav.</p><p><strong>Mindless Undead, Drone, Most Common Threat on Golarion, Lowliest of the Walking Dead, Fell Foes, Walking Dead, Twisted Remains, Familiar-Yet-Alien Being, Mindless Horror, Horror, Walking Corpse-Chattel:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Intelligent Undead, Intelligent Undead Creature:</strong> ?</p><p><strong>Undead Monstrosity:</strong> ?</p><p><strong>Most Common Undead Creature:</strong> ?</p><p><strong>Most Repulsive of Unnatural Creature:</strong> ?</p><p><strong>Undead Threat:</strong> ?</p><p><strong>Undead Straggler, Malignant Force:</strong> ?</p><p><strong>Undead Quarry:</strong> ?</p><p><strong>Undead Opponent:</strong> ?</p><p><strong>Hostile Undead:</strong> ?</p><p><strong>Undead Capable of Inflicting Ability Drain:</strong> ?</p><p><strong>Undead Capable of Inflicting Negative Levels:</strong> ?</p><p><strong>Lesser Undead:</strong> ?</p><p><strong>Extraplanar Undead:</strong> ?</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Hateful Undead:</strong> ?</p><p><strong>Undead Spirit:</strong> ?</p><p><strong>Undead That Inhabit the Bodies of Living Creatures:</strong> ?</p><p><strong>Unholy Abomination:</strong> ?</p><p><strong>Pliable Undead:</strong> ?</p><p><strong>Vile Monster:</strong> ?</p><p><strong>Foe, Dangerous Hazard:</strong> ?</p><p><strong>Undead Predator:</strong> ?</p><p><strong>Minion-Level Undead:</strong> ?</p><p><strong>Advanced Undead:</strong> ?</p><p><strong>Foul Monstrosity:</strong> ?</p><p><strong>Dread Monster:</strong> ?</p><p><strong>Banshee:</strong> Spirit of a betrayed elven woman.</p><p>To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew.</p><p>These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths.</p><p><strong>Banshee, Incorporeal Undead, Spirit of a Betrayed Elven Woman, Spirit, Undead Spirit:</strong> ?</p><p><strong>Beheaded Mindless Undead, Floating Skull Sentinel,, Unusual Specimen:</strong> ?</p><p><strong>Bodak:</strong> Extraplanar mortal warped by dark energies.</p><p><strong>Bodak, Hungry Undead, Extraplanar Mortal Warped by Dark Energies:</strong> ?</p><p><strong>Crawling Hand:</strong> Animated limb serving as an undead minion.</p><p><strong>Crawling Hand, Mindless Undead, Animated Limb, Undead Minion:</strong> ?</p><p><strong>Devourer:</strong> Fiend transformed by dark corners of the multiverse.</p><p>Other hungry undead are created through the fell influence of dark, otherworldly energies. Just as the deity Dou-Bral returned from the Dark Tapestry as the corrupt Zon-Kuthon, dark alien energies at the edges of the cosmos may warp evil mortals or fiends, transforming them into devourers or worse. </p><p><strong>Devourer, Hungry Undead, Fiend Transformed by Dark Corners of the Multiverse, Terrible Being:</strong> ?</p><p><strong>Ghost:</strong> Restless soul longing to resolve a great injustice.</p><p>The incorporeal undead are those souls whose very cores have been warped by the Negative Energy Plane, and who now rove the Material Plane as cruel, disembodied spirit beings—ghosts, w[raith]s, and spectres being those more often encountered.</p><p>To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew.</p><p>These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths.</p><p><strong>Ghost, Incorporeal Undead, Restless Soul, Cruel Disembodied Spirit Being, Spirit, Horror:</strong> ?</p><p><strong>Tormented Ghost:</strong> ?</p><p><strong>Ghostly Dryad, Strange Creature With a Negative Energy Affinity:</strong> ?</p><p><strong>Geb, Ghost-King:</strong> ?</p><p><strong>Ghoul:</strong> Unsated cannibal given to undeath.</p><p>Mohrgs and ghouls rank among the hungry undead—mortals whose evil existences or twisted means of death shunted them back onto the Material Plane instead of affording them passage to their proper place in the afterlife.</p><p>Hungry undead display a wide variety of necrologies. In most instances, they are created from malevolent living creatures. Mohrgs, wights, and ghouls all fit this description. In many cases, the living incarnations of these creatures were serial killers, war criminals, cannibals, or other antisocial beings.</p><p>Malevolent ex-humanoids like mohrgs, wights, and ghouls can often be found lurking around the same hunting grounds they stalked in life.</p><p>Many Osirians have a reasonable fear of ghouls, particularly in the city of Wati, where such undead still sometimes rise among the dead interred in that settlement’s vast necropolis.</p><p><strong>Ghoul, Hungry Undead, Terrible Being, Malevolent Ex-Humanoid, Vile Creature:</strong> ?</p><p><strong>Lich:</strong> Mortal soul encapsulated in a phylactery.</p><p>Thankfully among the rarest of undead-kind, consummate undead are those beings that willingly seek undeath as a means of prolonging their time on the Material Plane or avoiding true death. Liches, vampires, and mummies are some of the more common examples of consummate undead.</p><p>“Your assessment is only partially correct. It’s true that both zombies and liches are reanimated using extraplanar energy. However, the all-important difference is that liches choose reanimation. Unlike zombies, they are the culmination of a conscious process that arises thanks to the machinations of necromancers or external forces.</p><p>“Remember, students, there is more to incarnation than simple corporeality. One must also consider the question of consciousness. For a lich, reanimation is the consummation of a life’s work. Comparing a zombie to a lich because they’re both posthumously animated is like comparing a gecko to an ancient dragon because they’re both reptiles.”</p><p><strong>Lich, Consummate Undead, Mortal Soul Encapsulated in a Phylactery, Powerful Villain, Advanced Undead:</strong> ?</p><p><strong>Scheming Lich:</strong> ?</p><p><strong>Diabolical Lich:</strong> ?</p><p><strong>Tar-Baphon, Whispering Tyrant, Foul Lich:</strong> ?</p><p><strong>Arazni, Lich-Queen:</strong> ?</p><p><strong>Mohrg:</strong> Risen corpse of a publicly executed sociopath.</p><p>Mohrgs and ghouls rank among the hungry undead—mortals whose evil existences or twisted means of death shunted them back onto the Material Plane instead of affording them passage to their proper place in the afterlife.</p><p>Hungry undead display a wide variety of necrologies. In most instances, they are created from malevolent living creatures. Mohrgs, wights, and ghouls all fit this description. In many cases, the living incarnations of these creatures were serial killers, war criminals, cannibals, or other antisocial beings.</p><p>Malevolent ex-humanoids like mohrgs, wights, and ghouls can often be found lurking around the same hunting grounds they stalked in life.</p><p><strong>Mohrg, Hungry Undead, Risen Corpse of a Publicly Executed Sociopath, Terrible Being, Malevolent Ex-Humanoid:</strong> ?</p><p><strong>Mummy:</strong> Thankfully among the rarest of undead-kind, consummate undead are those beings that willingly seek undeath as a means of prolonging their time on the Material Plane or avoiding true death. Liches, vampires, and mummies are some of the more common examples of consummate undead.</p><p><strong>Mummy, Consummate Undead, Tomb Guardian of the Honored Dead, Powerful Villain:</strong> ?</p><p><strong>Covetous Mummy Pharaoh:</strong> ?</p><p><strong>Nightshade:</strong> Still other hungry undead are created through the direct influence of the Void or the Shadow Plane. The mightiest of these wretched beings are nightshades, which view life as a blight upon the multiverse and seek to exterminate all living creatures.</p><p><strong>Nightshade, Consummate Undead, Massive Extraplanar Harbinger of Darkness and Death, Dread Power, Terrible Being, Wretched Being, Advanced Undead:</strong> ?</p><p><strong>Shadow, Incorporeal Undead, Tenebrous Spreader of Undeath:</strong> ?</p><p><strong>Skeleton, Clattering Skeleton, Walking Skeleton, Mindless Skeleton:</strong> Unlike other types of undead creatures, mindless undead consist of skeletons, zombies, and other drones whose souls have long passed on but whose broken remains have been reanimated via corruptive negative energy.</p><p>If a creature is killed by a boneshard bomb or the resulting bleed effect, its corpse immediately reanimates as an undead creature with the skeleton template.</p><p><strong>Skeleton, Mindless Undead, Shambling Fleshless Minion, Creature That Does Not Have Eyes, Minion-Level Undead:</strong> ?</p><p><strong>Skeletal Minion:</strong> ?</p><p><strong>Skeletal Champion:</strong> ?</p><p><strong>Spectre, Corruptive Spectre, Spirit, Undead Spirit:</strong> The incorporeal undead are those souls whose very cores have been warped by the Negative Energy Plane, and who now rove the Material Plane as cruel, disembodied spirit beings—ghosts, w[raith]s, and spectres being those more often encountered.</p><p>To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew.</p><p>These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths.</p><p><strong>Spectre, Incorporeal Undead, Cruel-Disembodied Spirit Being, Undead Spirit:</strong> ?</p><p><strong>Vampire:</strong> Thankfully among the rarest of undead-kind, consummate undead are those beings that willingly seek undeath as a means of prolonging their time on the Material Plane or avoiding true death. Liches, vampires, and mummies are some of the more common examples of consummate undead.</p><p><strong>Vampire, Consummative Undead, Immortal Blood-Drinking Patrician, Foul Creature That Feeds on the Blood of the Living, Dread Power, Powerful Villain:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Thirsty Vampire:</strong> ?</p><p><strong>Wight:</strong> Hungry undead display a wide variety of necrologies. In most instances, they are created from malevolent living creatures. Mohrgs, wights, and ghouls all fit this description. In many cases, the living incarnations of these creatures were serial killers, war criminals, cannibals, or other antisocial beings.</p><p>Malevolent ex-humanoids like mohrgs, wights, and ghouls can often be found lurking around the same hunting grounds they stalked in life.</p><p><strong>Wight, Hungry Undead, Terrible Being, Malevolent Ex-Humanoid, advanced Undead:</strong> ?</p><p><strong>Wraith:</strong> Hateful spirit born of evil and darkness.</p><p>The incorporeal undead are those souls whose very cores have been warped by the Negative Energy Plane, and who now rove the Material Plane as cruel, disembodied spirit beings—ghosts, w[raith]s, and spectres being those more often encountered.</p><p>To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew.</p><p>These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths.</p><p><strong>Wraith, Incorporeal Undead, Hateful Spirit Born of Evil and Darkness, Cruel Disembodied Spirit Being, Spirit, Hateful Undead, Undead Spirit:</strong> ?</p><p><strong>Zombie, Shambling Zombie, Mindless Zombie:</strong> Minion risen from the recently deceased.</p><p>Unlike other types of undead creatures, mindless undead consist of skeletons, zombies, and other drones whose souls have long passed on but whose broken remains have been reanimated via corruptive negative energy.</p><p>“Your assessment is only partially correct. It’s true that both zombies and liches are reanimated using extraplanar energy. However, the all-important difference is that liches choose reanimation. Unlike zombies, they are the culmination of a conscious process that arises thanks to the machinations of necromancers or external forces.”</p><p><strong>Zombie, Mindless Undead, Minion, Minion-Level Undead:</strong> ?</p><p><strong>Zombie Lord:</strong> ?</p><p><strong>Formiddable Cyclops Zombie:</strong> ?</p><p><strong>Zuvembie, Lurking Zombie-Like Terror, Consummate Undead, Powerful Villain:</strong> ?</p><p><strong>Haunt:</strong> The spirits of the dead make themselves known in many ways, including by manifesting as haunts.</p><p><strong>Haunt, Dread Force, Incorporeal Undead:</strong> ?</p><p><strong>Haunt, Beguiling Spirits Caught in an Eerie Dance:</strong> ?</p><p><strong>Haunt, Animated Tomes Pouring From the Shelves:</strong> ?</p><p><strong>Haunt, Hungry Shadows Pooling From the Earth:</strong> ?</p><p><strong>Poltergeist:</strong> To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew.</p><p>These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths.</p><p><strong>Poltergeist, Spirit:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Malign Spirit:</strong> ?</p><p><strong>Spirit of a Murderous Ex-Prisoner:</strong> ?</p><p><strong>Malignant Spirit:</strong> ?</p><p><strong>Rejuvenating Spirit:</strong> ?</p><p><strong>Evil Spirit of the Dead:</strong> ?</p><p><strong>Ectoplasmic Creature, Mindless Undead, Unusual Specimen:</strong> ?</p><p><strong>Walking Dead:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy991t?Pathfinder-Campaign-Setting-Undead-Unleashed" target="_blank">Undead Unleashed</a>[spoiler]</p><p><strong>Arantaros, Ravener Ancient Blue Dragon, Fleshless Draconic Skeleton, Treacherous Ravener, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> The blue dragon Arantaros hoped for eternal life through alchemy, but failing to uncover the secrets of the sun orchid elixir and being too proud to steal them, he made a bargain with a demon lord to extend his life as a ravener. </p><p>While he is now feared for his cunning and quickness to anger, in life Arantaros was widely known for his learnedness more than anything else. Yet as he grew old—even by draconic standards—he became obsessed with his own mortality. This obsession reached its climax in the aftermath of an aerial duel with the brass dragon Keskasindrian in 4173 ar. Although Arantaros slew her, the grievous wounds she inflicted on him rattled him deeply. In the decades that followed, he sought a method to ensure his everlasting life, consulting scholars across Garund and thrice bidding on Thuvia’s renowned sun orchid elixir—but he failed to obtain the coveted draught all three times. </p><p>After his third failure, Arantaros took human form under the veil of illusion and traveled to Sothis to pore over the alchemical lore held within the libraries there. While in the Stormhaven of Osirion, the dragon encountered the glabrezu Nuremliath (NE female glabrezu conjurer 10), also masquerading as a mortal. A servitor of the Abyssal Lord Haagenti, the demonic patron of alchemy, she offered Arantaros the rituals necessary to slough off his mortality with the Lord of Transformation’s patronage. Haagenti saw a powerful and desperate tool in Arantaros, and offered the dragon his terms: in exchange for the immortality of undeath, Arantaros would destroy his hoard, willingly disperse his entire alchemical library to others (with the added condition that he leave those recipients unharmed during their natural lifespans), and likewise disperse every book he procured or discovery he made in undeath to others within a year. The dragon agreed. </p><p><strong>Arnlaugr the Fearless, Draugr Captain Ranger 10, Former Ulfen Monster Hunter, New Trophy, Lure For Potential Victims, Muscle, Property, Servant, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Though Arnlaugr was well prepared to face the fangs of the aquatic reptile, he was completely unprepared for the magical compulsions of the tarn’s true master, the conniving fey temptress Valdis (CE female rusalka witch 9). With her sweet calls and soft skin, the fey witch lured the Ulfen warrior to his untimely demise in the cold depths of the tarn, then reanimated him as a draugr. </p><p><strong>Erum-Hel, The Lord of Mohrgs, Mohrg Unique Assassin 10/Trickster 6, Mightiest of Undead, Figure of Myth, Powerful Undead Follower, General, Variant Mohrg, Mythic Lord of Mohrgs, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Scholars have long speculated on the nature of Erum-Hel’s origin. Some posit that the Lord of Mohrgs began as a mortal follower of Tar-Baphon who died and was raised in undeath by the wizard-king. Others speculate that Erum-Hel predates Tar-Baphon and sought him out like a vulture circling a battlefield, smelling the coming slaughter. Those who advocate this second theory largely hold that Erum-Hel was a creation of Thassilon’s Runelord Zutha, awakened from stasis when Tar-Baphon entered the Cenotaph atop the Runelord’s tomb. </p><p>Still others propose that Erum-Hel originated in the very place to which he fled after his defeat in the Battle of Three Sorrows: Orv. They believe that rather than being one of Tar-Baphon or Zutha’s creations, the Lord of Mohrgs began his existence as one of the death-obsessed, daemon-worshiping urdefhans. Descriptions of Erum- Hel’s form and abilities eerily accord with features of urdefhan biology, as well as the toxic crystal blightstone, a magical mineral common to the remote Vaults of Orv. </p><p><strong>Imaloka Ghalmont-Neverhome, Banshee Bard 9, Former Hostess, Foul Banshee, Banshee Proprietess, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> When the Worldwound engulfed Sarkoris, the pleasure palace known as the House of Reflections sank to the bottom of the lake on which it once floated, and all souls within perished. Among them was the Forlorn elven hostess Imaloka Ghalmont-Neverhome, who now rules the sunken manor as a banshee. </p><p>When Sarkoris fell and the Worldwound subsumed it, the new wasteland became home to more than demons. Among the creatures perverted by the taint of the Abyss was one of the former Kellid nation’s most elite socialites, the Forlorn elf Imaloka Ghalmont-Neverhome, patroness of the floating pleasure palace known as the House of Reflections. A century after her death and the sinking of her illustrious home, Imaloka and her final guests still haunt the ruined barge in undeath—but the former hostess is now a banshee and her guests are ghosts or worse. </p><p>Born to retired elven adventurers Merania and Telderal Ghalmont, Imaloka spent her earliest days listening to fantastical tales of derring-do from both her parents. When Imaloka was still mere decades old, her father convinced her mother to come out of retirement and hunt down a green dragon that had been terrorizing the countryside near Storasta, their home. They left Imaloka in the care of human neighbors, promising to return in a month’s time. That was the last Imaloka saw of her parents. </p><p>Within only a few years, she had been fully adopted into the Neverhome hold, and lived the rest of her life Forlorn, ever wondering what a fully elven life would have been like. After several generations of her adopted family members died of old age, Imaloka left Storasta for the Sarkorian Steppe in northwestern Sarkoris, with the aim of living a libertine life of opulence, decadence, and only shallow relationships with fellow revelers rather than risk watching more loved ones pass into the Boneyard. </p><p>When she came across the twin lakes known as First Rains, Imaloka found a location both beautiful enough to inspire her future guests with its magnificence and remote enough that the pleasure palace she envisioned would become a destination for Sarkorians and foreigners alike. With the wealth inherited from her parents upon their presumed deaths, Imaloka commissioned the construction of a floating manor house the likes of which Sarkoris had never seen. The need for buoyancy mandated smaller rooms than Imaloka desired, so she had many of the walls covered floor to ceiling in shimmering mirrors. She had the mirrors enchanted such that they would accentuate the beauty in those who gazed upon their reflection within, hiding their flaws. Thus did her pleasure barge earn its name—the House of Reflections. </p><p>For nearly 200 years, Imaloka hosted some of the most elite galas north of Oppara, and aristocrats from nations as far from Sarkoris as Jalmeray, Osirion, Cheliax, and Qadira traveled for months in order to attend them. Some parties lasted for weeks, and some had so many guests they couldn’t all fit in the House of Reflection’s limited second-floor quarters and bound their vessels together alongside the buoyant manor, creating a flotilla of debauchery. Once per year, Imaloka hosted the “Lock-In Ball,” a gathering so elite that invitations were magically encrypted to prevent them from changing hands or being forged, and only those select nobles she invited were granted entry. At the start of the Lock-In Ball, the doors to the House of Reflection were sealed for 2 weeks during which she feted the revelers lucky enough to be invited, and under no circumstances was anyone allowed in or out until the gala ended.</p><p>It was during one such Lock-In Ball that the world changed forever. The Worldwound opened in Sarkoris, and in mere days, the land fell to the demonic hordes. Fearing for her own safety and that of her guests, Imaloka tightened the House of Reflection’s defenses. She increased the efficacy of the doors’ locks, and had her servants set aside their trays of food, musical instruments, and bottles of wine to construct barricades over the windows and the iron latticework of the east wing’s solarium. When the time came for the Lock-In Ball to end, Imaloka maintained the lockdown, and just as none were allowed to come or go during the gala itself, none of her guests were permitted to leave from that point on. </p><p>The elite from across Avistan and Garund, now prisoners in the very pleasure palace they’d paid such a price to be locked in only weeks prior, grew angry quickly, demanding that Imaloka release them. She did not waver in her dedication, and took increasingly dire actions to quell the growing rebellion. Perhaps influenced by the miasma of Abyssal chaos that enveloped the land, the once-gracious hostess quickly became a tyrannical warden, who eventually struck a Taldan duchess dead with a broken wine bottle rather than allow her to escape out an upper-story window. </p><p>Imaloka’s cruelty and lack of remorse for her actions pushed the remainder of her guests into open revolt. Armed with broken furniture, candelabra, and the cutlery they once used at dinner, the guests stormed the House of Reflections’s lowest level, home to the palace’s servants and the engineers who kept the barge afloat. In an effort to find egress from their jail, they inadvertently ruptured one of the key floatation devices supporting the western wing of the structure. The west wing collapsed upon the servants guarding the kitchen and the upper floor’s guest quarters were thoroughly destroyed. Shortly thereafter the eastern tower stairwell leading to the second floor toppled into the lake. In less than an hour, the entire House of Reflection sank to the lake’s bottom and all souls within drowned. </p><p>Now, more than a century later, the water in the First Rains has dried up and the House of Reflections is one again exposed to the sky, albeit a dark and dire sky unlike any it saw prior to Sarkoris’s fall. The aristocrats who died within its mirrored walls are now ghosts or other forms of undead, tied to the magically enchanted mirrors that made them appear so beautiful in life. Imaloka herself was twisted into a foul banshee, either by her own wrath or the taint of the Abyss. </p><p><strong>Jolanera, Advanced Nightwing, Servant, Overwhelming Nightshade, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> ?</p><p><strong>Meyi Pahano, Human Lich Diviner 12, Tool of a Mysterious Force From a Distant World, Overwhelming Lich, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Seeking the immortal embrace of lichdom is the province of necromancers, but Meyi’s arcane training was in divination (as was the case with most high-blooded Lirgeni). She specialized in viewing remote locations and communicating with whatever higher powers she could reach. Through her contact with Tzriek, Meyi learned the secrets of necromancy and began what she considered ascension to immortality. The price to pay for this immortality was high. In the end, Meyi used her persuasive powers to convince most of the surviving Saoc Brethren to take their own lives to atone for their failure— their very deaths fueling her ascension into undeath. </p><p><strong>Mirik the Drowned, Ghast Lacedon Rogue 1, Aquatic Ghast, Ravenous Ghoul, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Mirik indulged in murder and cannibalism long before she became undead. One of the many urchins roaming Absalom’s streets, Mirik disdained picking pockets and petty theft, instead taking a job as a rat killer for local business owners. In her eighteenth year, finding that exterminating rats no longer satisfied her bloodlust, she savaged a halfling who was drunkenly relieving himself in a dark alley. As Mirik sat in a pool of blood next to the body, high on adrenaline, she had a sudden urge to consummate her kill by tasting her victim’s flesh. It took several more murders before she worked up the courage to gobble down a thick chunk of fat from one of her victims, but by then, there was no going back. </p><p>Mirik chose her prey opportunistically, without regard to social status. When she gorged herself on the viscera of a prominent merchant from the Coins and left the body floating in Absalom Harbor, the First Watch finally took notice and quickly closed in on her. Imprisoned in a penitentiary now known as the Brine, Mirik seemed certain to face execution. Before she could be tried, however, a severe earthquake rocked the city, sinking the Puddles beneath sea level. Mirik’s cell collapsed and flooded, drowning the serial killer. Her skin turned blue from the bay’s icy waters, her eyes turned milky with death, and a ghast swam to the surface, her rebirth fueled by her cannibalistic hunger. </p><p><strong>Mother Comfort, Variant Allip, Allip Spirit, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> When the mistress of an Isgeri orphanage brought about the death of one of her charges, the victim returned as an attic whisperer and eventually drove her killer to commit suicide. </p><p>In the entire history of Golarion, few conflicts have produced more carnage and collateral damage than Isger’s Goblinblood Wars. Isger’s warriors fought valiantly, but by the end, their villages and homesteads lay burned, the rivers and fields were choked with dead, scavengers (both human and animal) roamed the land, banditry ran unchecked, and a whole generation of war orphans faced a grim future. </p><p>It was into these desperate and merciless times that Poor Eledia was born. Eledia was only 5 years old when her father took up a spear in defense of his homeland, never to return. Eledia’s mother kept the homestead afloat for a while, but eventually, the goblin tide swept over their home. Eledia’s mother was murdered and raiders fed the woman to their goblin dogs while Eledia hid whimpering under the floorboards. Hunger soon drove her from her hiding place, and she fell in with the steady stream of refugees making their way south. When the group with whom Eledia had fallen in passed the town of Haugin’s Ear, they handed the waif over to Mother Comfort’s Orphanage, just outside the settlement. </p><p>The orphanage was founded by an old widow known locally as Mother Comfort, who had opened the large estate left to her by her wealthy husband to the orphaned beggar children overrunning the town. The impulse was a gracious one at the time, but it had been decades since Mother Comfort had reared children, and the stresses of dealing with the sometimes unruly orphans made her brittle and short-tempered. She subjected children who misbehaved to increasingly bizarre forms of discipline, and soon began to regard any sign of unhappiness, such as crying or complaining, as defiance that needed to be corrected. She wielded an ever-heavier hand, starving her most troublesome charges into submission. The most severe punishment, however, was confinement in the “bad box”—a chest in the attic in which Mother Comfort locked children who incurred her wrath. </p><p>Every resident of the orphanage could expect to end up in the bad box at some point, for fabricated misdeeds if they avoided committing real ones. It wasn’t long before Eledia drew Mother Comfort’s wrath and was locked in the chest. But unlike the older children, whose grief and guilt had long hardened into stony hatred for their patron, Eledia could not stop crying. Her sobs echoed through the house in a continuous accompaniment to the other orphan’s voices, and made it difficult for Mother Comfort to sleep at night. Rather than eliciting pity from Mother Comfort, however, the sound of Eledia’s crying only infuriated the old woman further. The harder Eledia cried, the angrier Mother Comfort grew, and the longer she left the box locked. On the eleventh day of her imprisonment, the girl’s tears finally ceased, and the attic whisperer called Poor Eledia was created. </p><p>In the years that followed Eledia’s death, Mother Comfort grew even more tyrannical in her management of the orphanage, her malice exacerbated by the ceaseless sobbing she heard throughout the house, even when she was the only person there. Eventually, the relentless aural misery snapped the old woman’s frail mind, and she attempted to burn the house down, turning her bed into a pyre atop which she climbed in an attempt to escape the sound. Some of the older children put the fire out, and the building was saved. Mother Comfort was not so lucky. The madness and guilt that caused her to commit suicide denied her respite in Pharasma’s Boneyard, instead turning her into an allip, which haunts her former home to this day. </p><p><strong>Poor Eledia, Variant Attic Whisperer, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> When the mistress of an Isgeri orphanage brought about the death of one of her charges, the victim returned as an attic whisperer.</p><p>In the entire history of Golarion, few conflicts have produced more carnage and collateral damage than Isger’s Goblinblood Wars. Isger’s warriors fought valiantly, but by the end, their villages and homesteads lay burned, the rivers and fields were choked with dead, scavengers (both human and animal) roamed the land, banditry ran unchecked, and a whole generation of war orphans faced a grim future. </p><p>It was into these desperate and merciless times that Poor Eledia was born. Eledia was only 5 years old when her father took up a spear in defense of his homeland, never to return. Eledia’s mother kept the homestead afloat for a while, but eventually, the goblin tide swept over their home. Eledia’s mother was murdered and raiders fed the woman to their goblin dogs while Eledia hid whimpering under the floorboards. Hunger soon drove her from her hiding place, and she fell in with the steady stream of refugees making their way south. When the group with whom Eledia had fallen in passed the town of Haugin’s Ear, they handed the waif over to Mother Comfort’s Orphanage, just outside the settlement. </p><p>The orphanage was founded by an old widow known locally as Mother Comfort, who had opened the large estate left to her by her wealthy husband to the orphaned beggar children overrunning the town. The impulse was a gracious one at the time, but it had been decades since Mother Comfort had reared children, and the stresses of dealing with the sometimes unruly orphans made her brittle and short-tempered. She subjected children who misbehaved to increasingly bizarre forms of discipline, and soon began to regard any sign of unhappiness, such as crying or complaining, as defiance that needed to be corrected. She wielded an ever-heavier hand, starving her most troublesome charges into submission. The most severe punishment, however, was confinement in the “bad box”—a chest in the attic in which Mother Comfort locked children who incurred her wrath. </p><p>Every resident of the orphanage could expect to end up in the bad box at some point, for fabricated misdeeds if they avoided committing real ones. It wasn’t long before Eledia drew Mother Comfort’s wrath and was locked in the chest. But unlike the older children, whose grief and guilt had long hardened into stony hatred for their patron, Eledia could not stop crying. Her sobs echoed through the house in a continuous accompaniment to the other orphan’s voices, and made it difficult for Mother Comfort to sleep at night. Rather than eliciting pity from Mother Comfort, however, the sound of Eledia’s crying only infuriated the old woman further. The harder Eledia cried, the angrier Mother Comfort grew, and the longer she left the box locked. On the eleventh day of her imprisonment, the girl’s tears finally ceased, and the attic whisperer called Poor Eledia was created. </p><p><strong>Ordelia Whilren, Human Ghost Cleric 9, Ghostly Outline, Spirit of the District, Well-Intentioned Ghost, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Ordellia Whilwren was an influential citizen of the Varisian city of Magnimar in the settlement’s earliest days just over a century ago. Her murder shook the city, and was considered notable even given Magnimar’s already tumultuous beginning. </p><p>In Magnimar’s early years, tension boiled between the Chelish newcomers settling the area and the Varisians, who considered the site of the city sacred. When the Varisians pleaded for the newcomers to move their settlement south of the Yondabakari River, only Ordellia was willing to listen. After witnessing what she believed to be an angel—an omen the native Varisians who shared her faith in Desna and reverence of various Empyreal Lords had promised her—she worked tirelessly to make right on her pledge. After the landmark known as Seacleft Spire was destroyed in a brutal storm, the construction of its replacement, the ambitious Arvensoar, brought the city’s disparate factions together. But despite the shared effort put into rebuilding, ethnic tension remained between the Varisians native to the region and the Chelish settlers, whose presence the Varisians saw as a defilement of an ancestral holy site. </p><p>Even in its fledgling years, Magnimar had a seedy underbelly. Its dark corners were occupied not only by the Sczarni, but also by criminals transplanted from Korvosa along with the rest of Magnimar’s fledgling population, and both groups saw the social progress Ordellia sought to bring to the city as a threat to their illicit schemes. Thus a band of conspirators hatched a plan to end Ordellia’s meddling. A minor noble who was a member of the Skinsaw cult known as the Brothers of the Seven hired a Sczarni thug to kill Ordellia. The Brothers’ plan was to shine a poor light on Varisians, thus making it harder for the Brothers’ Sczarni competition to make money, all the while easing the way for their own criminal activities. By getting rid of Ordellia, the corrupt minor nobles who belonged to the Brothers of the Seven could enact laws that would protect their shady pursuits from scrutiny. </p><p>The Sczarni assassin the Brothers hired stalked Ordellia for a week; then, in a moment of cruel inspiration, she decided to abduct Ordellia and throw her from the Seacleft to the base of the Arvensoar’s construction site. After a lengthy struggle that earned the Sczarni thug a few permanent scars, the killer threw Ordellia—barely conscious after the fight—from the cliff’s edge. Workers turning up early to the construction site discovered her broken body the next morning.</p><p>While this act was supposed to sour the city’s opinion of the Sczarni, the killer the Brothers hired was blessed with neither discretion nor a talent for lying. She was quickly captured, and fingered the conspirators during her trial before being executed for her crimes. The whole episode saddened the young city, and citizens of Magnimar—both Varisian and foreign—mourned Ordellia’s death for weeks. Desnan clergy held a long wake, performed a beautiful funeral, and interred Ordellia in the district that now bears her name. Despite the final farewell citizens bid to their fallen hero, Ordellia wasn’t gone from Magnimar for long. A few weeks after her murder, as the sun was setting and the fishing trawlers came into port, a young girl helping her father winch in his nets became tangled in the ropes. Ordellia, appearing as a ghostly outline of her former self, suddenly materialized and freed the girl before the machinery mangled her. No one but the child saw Ordellia’s ghostly form, but the story of her appearance quickly spread. This was the first ghost story involving Ordellia, but it wouldn’t be the last. </p><p>All ghosts have something left unfinished that, if completed, will allow their restless spirits to move to the Great Beyond. The event needed to end Ordellia’s vigilance is for an ethnic Varisian to be legitimately elected Lord-Mayor of the city, signifying the end of racial conflict between the city’s residents. Because of this, she remains tied to the city she helped found. Ordellia rightly feels that she is the spirit of the district— not only its namesake, but also its soul. </p><p><strong>Prince Kasiya, Human Vampire Aristocrat 2/Sorcerer 9, Vampire Prince, Osirian Vampire, Nemesis, Primary Villain, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> The sixth child of Khemet I of Osirion, Kasiya enjoyed a life of absolute indolence and privilege. His servants would fetch any object, perform any service, and even sacrifice their lives in pursuit of their prince’s desire. When that desire turned to mastery of all areas of learning, the pharaoh summoned the most learned scholars from across the Inner Sea and beyond to tutor his son. </p><p>Accustomed to attaining everything without effort, Kasiya proved a miserable student. He comprehended little and retained less. When his teachers dared test his knowledge, he flew into a merciless rage at their perceived insolence. Few of the tutors endured long, despite Khemet’s ample rewards to those who stayed more than a month. </p><p>Eventually, in an effort to avoid the beating he witnessed his predecessor suffer, a cunning Vudrani numerologist persuaded Kasiya that book-learning provided an insufficient stimulation for the prince’s noble mind. Only practical experience was sufficient for one of royal— nay, divine—blood. Through subtle encouragement, the numerologist persuaded Prince Kasiya to leave the royal palace and train as a Pathfinder. </p><p>The pragmatic Pathfinder Society weighed the risk of a dilettante prince damaging its reputation against the wealth and favor the pharaoh offered, and decided the risk was worthwhile. The leadership coddled him to keep him happy and his family’s money flowing, excusing him from the menial initiations required of other aspirants. Kasiya treated common-born Pathfinders as his personal servants, and surrounded himself with fellow nobles, including Count Varian Jeggare. </p><p>As others won notice in the Pathfinder Journal or distinguished themselves with discoveries, research, and publications, Kasiya seethed with jealousy. He hungered for those glories, but his intellectual laziness and impatience held him back. He had no desire to explore, report, or cooperate. He wished only to bask in the glory of an already completed task. Thus, with an entourage of loyal servants, Kasiya followed the expeditions of other Pathfinders, waiting to scavenge their success. Those he could not intimidate or bribe into surrendering their treasures, he murdered. </p><p>When Kasiya learned that Varian Jeggare’s expedition to the Mwangi Expanse would allow the count to complete his Bestiary of Garund, Kasiya desired credit for the book for himself. After failing to persuade Jeggare to surrender the book, Kasiya resorted to treachery and stole it. Soon after, he encountered a rare species of megafauna and fell to its sonic attack. </p><p>Count Jeggare returned Kasiya’s pulverized remains to Osirion and offered a story of misfortune rather than treachery, but the pharaoh was not deceived. Grateful for the foreign lord’s gesture, he nevertheless commanded Kasiya’s remains to be interred in the Contemptible Crypts, a network of hidden graves for disgraced royalty. </p><p>Months later, entombed among traitors, necromancers, and diabolists, Kasiya stirred. Reduced to rotting jelly, he oozed out of his sarcophagus, cracked open the canopic jars, and feasted upon his own withered organs and those of his vilest ancestors. Roused by his own undying avarice and empowered by the necromantic energies of his forebears, Kasiya became a vampire. </p><p><strong>Razinia, Ghul Sorcerer 4, Fair-Skinned Janni With Neat Short-Cropped Black Hair, Desiccated Corpse, Wretched Ghul, Monstrous Hyena, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Razinia was once a janni trader and tinker who traveled across the deserts of Qadira, using her skill at diplomacy and at crafting magic items to keep herself and her fellow jann free from slavers, as well as to ease the hard lives of her band and those Qadirans who could pay a fair price. However, this life was not to last. Over time, Razinia grew prideful and resented those who wouldn’t pay the exorbitant prices she demanded or praise her for doing such marvelous work. Her hubris eventually alienated her from her band, whereupon she destroyed the protective items she had made for them and sold her tribe out to a band of slavers who happened to make camp at a nearby oasis. The brigands thanked her for the information by killing her so that they could keep the turncoat’s payment. Learning of her betrayal, Razinia’s tribe cursed her to an afterlife of torment, bound her to the very oasis in which she died—known as the Solitary Pool—and left [her] alone in the desert as a wretched ghul. </p><p><strong>Rudrakavala, Ahmrit, Unique Devourer Oracle 9, Avatar of a Vudrani Deity of Destruction, Mystic Devourer, Eater of Souls, Mysterious Unmoving Creature, Avatar of Rovagug, Conduit, Black Shriveled Corpse of a Vudrani Man, Ravenous Devourer, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> The monk named Ahmrit who journeyed into the Great Beyond returned to the monastery as a devourer called Rudrakavala. No living creature knows Rudrakavala’s genesis, though his creation was undoubtedly catalyzed by contact with an incomprehensible evil in the Shadow Plane. </p><p><strong>Seldeg Bhedlis, Human Graveknight Antipaladin 17, Licentious Spymaster, General, Graveknight Commander, Favored Concubine, Personal Champion, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Geb incinerated him with a single spell and bound his soul into his superheated armor, transforming him into a graveknight. </p><p><strong>Walkena, Mummified Human Oracle 12/Hierophant 9, Mummified Child-God, Spirit of the Sun, Mummy of a Child-God of Ancient Mzali, Age-Old Power, Old God, Undead Child Mummy, Leader, Undead Tyrant, Descendant of the Gods of Ancient Mzali, Knotted Corpse, Child-God, Deathless Child, Child Mummy, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Walkena is a descendant of the gods of ancient Mzali—their blood both brought him back from the dead and granted him mythic power. </p><p><strong>Illcayna Alonnor, Wight Mother of Isger, Daughter of Urgathoa Cleric 11, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Arrogant and ambitious beyond her capabilities, Cileidia raised a legion of wights the following year, only to see them slip the bonds of her control and rampage through the surrounding countryside. When they marched on Finder’s Gulch itself, the elder priestess abandoned her flock. But Illcayna didn’t flee—instead, she threw herself to the wights, weeping joyously and blessing Urgathoa as they tore her limb from limb. Illcayna spontaneously resurrected, rising above her killers as a bone white, black-eyed version of herself, wrapped in an ethereal grave shroud. The daughter of Urgathoa retained her mortal youth and beauty in all but two ways: one of her hands sprouted black, scythe-like claws, and a mass of writhing, putrid tentacles extends below her waist, equal parts slick flesh and ghostly ectoplasm. </p><p><strong>Demon Slaves Persistent Haunt:</strong> The spiral athenaeum was largely built by a labor force of demonic underlings, which were provided by Arantaros’s demonic patron, Haagenti. Many demons perished in the construction of the library—some fell into the blackness of the pit, others were victims of Arantaros’s violent impatience, and even more fell beneath the relentless lashes of their Abyssal slave driver’s whips. The collective stress of the demonic laborers still lingers in this space as a haunt. </p><p><strong>Drowning Pool Persistent Haunt, Literally Breathtaking Haunt:</strong> The floor of this low-ceilinged chamber drops off sharply, creating a 12-foot-deep pool. At the bottom of the pool is the body of another adventurer, pinned to the bottom by a fallen stalactite. An amulet of hidden light (Pathfinder RPG Advanced Race Guide 112) still hangs around her neck. Her drowning has created a literally breathtaking haunting. </p><p><strong>Entombed Alive Persistent Haunt:</strong> The walls of this large chamber are made of gigantic rib bones that reach over 40 feet upward. The ribs are connected by thick stretches of cartilage and connective tissue, shot through with pulsing veins. Melded into the connective tissue between the ribs are a half-dozen prisoners insensible with torment. The collective horror of their experience produces a haunt to lure the party toward a similar fate. </p><p><strong>Drowned Defenders Haunt:</strong> When Imaloka’s final guests attempted their ill-fated escape, the servants did their best to fend them off, but were among the first killed as the west wing collapsed and the House of Reflections began to sink. Their agony now manifests here as a haunt. </p><p><strong>Human Livestock Persistent Haunt:</strong> This large cavern is filled with 3 feet of fetid water. Six pairs of manacles are bolted into the stone walls at irregular intervals. When Mirik and her crew capture more victims than they can consume in one sitting, or when they wish to save a meal for later, they chain their captives to the wall. The horror of so many people waiting to be eaten alive has filled this space with a haunt. </p><p><strong>Forced Starvation Persistent Haunt:</strong> When Mother Comfort ran her orphanage, one of her favorite punishments was to deny children food for long stretches of time. As an additional torment, she would force the starving children to sit at the dining table and watch all the other orphans eat. The children’s residual suffering remains in the dining room in the form of a haunt. </p><p><strong>Compelling Jubilation Haunt:</strong> This large room is completely bare aside from a harpsichord collecting dust by the eastern wall and a spiral staircase that climbs to the second floor. Fond of entertaining large parties, Ordellia built her home with a grand front room. Here she hosted jubilant gatherings full of dancing and music that went on late into the night. These galas are some of Ordellia’s fondest memories, and her exceptionally strong spirit has manifested a haunt rooted in these joyous celebrations that is, ironically, quite dangerous to intruders. Those encountering the haunt hear a passionate rendition of their favorite music, and feel an urge to dance. </p><p><strong>Entertaining Feast Haunt, Curious Haunt:</strong> Ordellia’s dining room contains a curious haunt that manifests as a sumptuous feast because of her love of entertaining and feeding her guests. </p><p><strong>Mournful Revelation Haunt:</strong> When she was alive, Ordellia had books strewn all through the townhouse. After her passing, caretakers collected them and returned the books and notes to their shelves in the study. They also took her personal journals—dozens of notebooks and loose papers that she kept from her earliest adventuring days, long before she and her companions helped found Magnimar—and collected them here in locked chests stacked beneath her desk (Disable Device DC 20). These journals tell the story of the Wardens of the Eye before they came to Magnimar, their battle with the Vydrarch, and the early settlement of the city. There are gaps in the records and timeline, as if she wrote infrequently, but close inspection of the journals or half an hour of reading reveals that numerous pages have been removed. A silver flute holds the place of her last journal entry. The missive ends with her talking about meeting a mysterious contact who claimed to have information on clandestine attempts to halt construction on the Arvensoar. She was to meet her contact in Naos. The next morning, her body was found flung from the Seacleft at the base of the rising spire. Anyone thumbing through her journals triggers the following haunt. </p><p><strong>Disenchanting Haunt:</strong> The graveyard is home to a haunt formed from the restless spirits of jann from Razinia’s original band who were slain when the slavers attempted to capture them </p><p><strong>Sacrificial Ritual Persistent Haunt, Powerful Haunt:</strong> Adhaarm’s gruesome sacrificial ritual is performed here, as the last rays of sunlight disappear over the horizon. At that time, Gataasunh (see area 5) drags one of the prisoners from the slave pen (area 1) and forces the victim into Rudrakavala’s chest cavity, tossing the corpse into the bone field when the devourer has sapped its soul from it. The systematic cruelty exhibited here has tainted the area with a powerful haunt. </p><p><strong>Immolation Persistent Haunt:</strong> Behind the farms, on the outskirts of the town, are the remnants of a series of large bonfires. Amid the ashes are several metal stakes driven into the ground, as well as a scattering of blackened humanoid bones. A half-dozen holy symbols, including a platinum amulet bearing the symbol of Pharasma (worth 500 gp), can be found glittering in the ashes. </p><p>This area is sometimes used as a site for sacrifices, where would-be do-gooders are burned at the stake in the name of Urgathoa. The anguish and despair suffered by these victims still lingers in this area as a haunt. </p><p><strong>Cannibalization of Ciliedia Iomandi Persistent Haunt:</strong> Those who manage to pass through the center of town without attracting the attention of the cultists instead encounter the residual terror of Cileidia Iomandi, who was devoured alive after Illcayna Alonnor’s coup. Her horrific final moments are preserved as a haunt. </p><p><strong>Undead, Undead Creature:</strong> In one final act that sealed her [Illcayna Alonnor] status, she raised the cult members as undead and with them, pursued their former leader, Cileidia Iomandi. </p><p>In the years since her rebirth, the Wight Mother has expanded her cult and devised unique diseases and new forms of undead. </p><p><strong>Mightiest Undead:</strong> ?</p><p><strong>Undead Threat:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Ethereal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Slave:</strong> ?</p><p><strong>Summoned Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Lesser Undead:</strong> ?</p><p><strong>Undead Decision-Maker:</strong> ?</p><p><strong>Hungering Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Undead Mastermind:</strong> ?</p><p><strong>Terrifying Undead:</strong> ?</p><p><strong>Soldier:</strong> ?</p><p><strong>Priest:</strong> ?</p><p><strong>Temple Guardian:</strong> ?</p><p><strong>Ghast, Undead Servant:</strong> ?</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; a humanoid of 4 Hit Dice or more rises as a ghast. </p><p><strong>Ghost, Mere Ghost:</strong> When Sarkoris fell and the Worldwound subsumed it, the new wasteland became home to more than demons. Among the creatures perverted by the taint of the Abyss was one of the former Kellid nation’s most elite socialites, the Forlorn elf Imaloka Ghalmont-Neverhome, patroness of the floating pleasure palace known as the House of Reflections. A century after her death and the sinking of her illustrious home, Imaloka and her final guests still haunt the ruined barge in undeath—but the former hostess is now a banshee and her guests are ghosts or worse. </p><p>Born to retired elven adventurers Merania and Telderal Ghalmont, Imaloka spent her earliest days listening to fantastical tales of derring-do from both her parents. When Imaloka was still mere decades old, her father convinced her mother to come out of retirement and hunt down a green dragon that had been terrorizing the countryside near Storasta, their home. They left Imaloka in the care of human neighbors, promising to return in a month’s time. That was the last Imaloka saw of her parents. </p><p>Within only a few years, she had been fully adopted into the Neverhome hold, and lived the rest of her life Forlorn, ever wondering what a fully elven life would have been like. After several generations of her adopted family members died of old age, Imaloka left Storasta for the Sarkorian Steppe in northwestern Sarkoris, with the aim of living a libertine life of opulence, decadence, and only shallow relationships with fellow revelers rather than risk watching more loved ones pass into the Boneyard. </p><p>When she came across the twin lakes known as First Rains, Imaloka found a location both beautiful enough to inspire her future guests with its magnificence and remote enough that the pleasure palace she envisioned would become a destination for Sarkorians and foreigners alike. With the wealth inherited from her parents upon their presumed deaths, Imaloka commissioned the construction of a floating manor house the likes of which Sarkoris had never seen. The need for buoyancy mandated smaller rooms than Imaloka desired, so she had many of the walls covered floor to ceiling in shimmering mirrors. She had the mirrors enchanted such that they would accentuate the beauty in those who gazed upon their reflection within, hiding their flaws. Thus did her pleasure barge earn its name—the House of Reflections. </p><p>For nearly 200 years, Imaloka hosted some of the most elite galas north of Oppara, and aristocrats from nations as far from Sarkoris as Jalmeray, Osirion, Cheliax, and Qadira traveled for months in order to attend them. Some parties lasted for weeks, and some had so many guests they couldn’t all fit in the House of Reflection’s limited second-floor quarters and bound their vessels together alongside the buoyant manor, creating a flotilla of debauchery. Once per year, Imaloka hosted the “Lock-In Ball,” a gathering so elite that invitations were magically encrypted to prevent them from changing hands or being forged, and only those select nobles she invited were granted entry. At the start of the Lock-In Ball, the doors to the House of Reflection were sealed for 2 weeks during which she feted the revelers lucky enough to be invited, and under no circumstances was anyone allowed in or out until the gala ended.</p><p>It was during one such Lock-In Ball that the world changed forever. The Worldwound opened in Sarkoris, and in mere days, the land fell to the demonic hordes. Fearing for her own safety and that of her guests, Imaloka tightened the House of Reflection’s defenses. She increased the efficacy of the doors’ locks, and had her servants set aside their trays of food, musical instruments, and bottles of wine to construct barricades over the windows and the iron latticework of the east wing’s solarium. When the time came for the Lock-In Ball to end, Imaloka maintained the lockdown, and just as none were allowed to come or go during the gala itself, none of her guests were permitted to leave from that point on. </p><p>The elite from across Avistan and Garund, now prisoners in the very pleasure palace they’d paid such a price to be locked in only weeks prior, grew angry quickly, demanding that Imaloka release them. She did not waver in her dedication, and took increasingly dire actions to quell the growing rebellion. Perhaps influenced by the miasma of Abyssal chaos that enveloped the land, the once-gracious hostess quickly became a tyrannical warden, who eventually struck a Taldan duchess dead with a broken wine bottle rather than allow her to escape out an upper-story window. </p><p>Imaloka’s cruelty and lack of remorse for her actions pushed the remainder of her guests into open revolt. Armed with broken furniture, candelabra, and the cutlery they once used at dinner, the guests stormed the House of Reflections’s lowest level, home to the palace’s servants and the engineers who kept the barge afloat. In an effort to find egress from their jail, they inadvertently ruptured one of the key floatation devices supporting the western wing of the structure. The west wing collapsed upon the servants guarding the kitchen and the upper floor’s guest quarters were thoroughly destroyed. Shortly thereafter the eastern tower stairwell leading to the second floor toppled into the lake. In less than an hour, the entire House of Reflection sank to the lake’s bottom and all souls within drowned. </p><p>Now, more than a century later, the water in the First Rains has dried up and the House of Reflections is one again exposed to the sky, albeit a dark and dire sky unlike any it saw prior to Sarkoris’s fall. The aristocrats who died within its mirrored walls are now ghosts or other forms of undead, tied to the magically enchanted mirrors that made them appear so beautiful in life. </p><p><strong>Ghost, Trapped Spirit:</strong> ?</p><p><strong>Ghostly Minion:</strong> ?</p><p><strong>Geb, Ghost:</strong> ?</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; a humanoid of 4 Hit Dice or more rises as a ghast. </p><p><strong>Ghoulish Minion:</strong> ?</p><p><strong>Ghoul, Hungering Undead:</strong> ?</p><p><strong>Murderous Ghoul:</strong> ?</p><p><strong>Ravenous Ghoul:</strong> ?</p><p><strong>Lacedon:</strong> Early in her new life as a ghast, Mirik happened to catch two sailors in a knife fight. She easily overpowered the wounded pair and dragged their corpses back to her lair, devouring one and saving the other for later. Much to her surprise, the latter arose mid-feast and joined her in her gruesome meal. It had never occurred to Mirik that her affliction might be catching, but she welcomed him as the first of her lacedon companions. </p><p><strong>Lacedon, Aquatic Undead:</strong> ?</p><p><strong>Lacedon Companion:</strong> ?</p><p><strong>Tar-Baphon, The Whispering Tyrant, Lich:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Ingenious Sinister Lich:</strong> ?</p><p><strong>Inkoria, Human Lich Necromancer 11, Researcher, Sibling Student:</strong> ?</p><p><strong>Wespris, Human Lich Necromancer 11, Researcher, Sibling Student:</strong> ?</p><p><strong>Shai-Khaba, Human Lich Necromancer 11, Ancient Lich:</strong> ?</p><p><strong>Arazni, The Harlot Queen:</strong> ?</p><p><strong>Nefarious Lich:</strong> ?</p><p><strong>Mohrg:</strong> Humanoid creatures killed by Erum-Hel rise as mohrgs in 1d4 rounds. </p><p><strong>Hemnetep, Advanced Mohrg:</strong> ?</p><p><strong>Advanced Mohrg:</strong> The creatures that now inhabit this area were sadistic murderers in life; Valdis has reanimated them as mohrgs. </p><p><strong>Mummy, Undead Mummy:</strong> The sarcophagi’s occupants are undead mummies raised by Prince Kasiya.</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Mindless Skeleton:</strong> ?</p><p><strong>Skeletal Warrior:</strong> ?</p><p><strong>Skeletal Champion:</strong> Long ago, she [Meyi] lured a Koboto tribe to the site, offering to hire them to serve as guardians, but she eventually slaughtered them all and raised them as skeletal champions. </p><p><strong>Skeletal Champion, Guardian:</strong> ?</p><p><strong>Kemota, Human Skeletal Champion Fighter 5, Guardian, Chieftan:</strong> Long ago, she [Meyi] lured a Koboto tribe to the site, offering to hire them to serve as guardians, but she eventually slaughtered them all and raised them as skeletal champions.</p><p><strong>Advanced Spectre:</strong> Lying at the edge of the water are the remains of three Ulfen brothers who ventured into the caves in the hopes of destroying Arnlaugr. The eldest fell through the sinkhole and broke his legs, and as fear and despair set in, the three murdered one another. Now their vengeful spirits haunt this chamber as spectres. </p><p><strong>Advanced Spectre, Vengeful Spirit:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ingenious Sinister Vampire:</strong> ?</p><p><strong>Ysmet, Vampire, Entrancing Vampire Performer, Undead Lover, Thrall:</strong> ?</p><p><strong>Vampire Infiltrator:</strong> ?</p><p><strong>Vampire, Soldier, Vampire Trooper:</strong> ?</p><p><strong>Vampire, Hungering Undead:</strong> ?</p><p><strong>Wight:</strong> Arrogant and ambitious beyond her capabilities, Cileidia raised a legion of wights the following year, only to see them slip the bonds of her control and rampage through the surrounding countryside. </p><p><strong>Mindless Zombie:</strong> ?</p><p><strong>Fast Zombie:</strong> ?</p><p><strong>Sewer Gator Zombie, Crocodile Zombie, Zombie Reptile:</strong> ?</p><p><strong>Advanced Fast Zombie:</strong> This room contains the remains of dozens of servants who were deemed unworthy of honorable burial and were interred in Contemptible Crypts instead. Upon his awakening as a vampire, Prince Kasiya raised a number of the servants as zombies. </p><p><strong>Zombie, Zombie Foot Soldier:</strong> ?</p><p><strong>Zombie, Mindless Undead:</strong> ?</p><p><strong>Haunt:</strong> [R]esidual necromantic effects left over from extreme suffering or horrific deaths at specific locations. </p><p><strong>Haunt, Residual Necromantic Effect:</strong> ?</p><p><strong>Draugr Captain:</strong> ?</p><p><strong>Charnel Colossus, Enormous Pile of Rotting Cadavers, Gatekeeper:</strong> ?</p><p><strong>Dybbuk:</strong> When Sarkoris fell and the Worldwound subsumed it, the new wasteland became home to more than demons. Among the creatures perverted by the taint of the Abyss was one of the former Kellid nation’s most elite socialites, the Forlorn elf Imaloka Ghalmont-Neverhome, patroness of the floating pleasure palace known as the House of Reflections. A century after her death and the sinking of her illustrious home, Imaloka and her final guests still haunt the ruined barge in undeath—but the former hostess is now a banshee and her guests are ghosts or worse. </p><p>Born to retired elven adventurers Merania and Telderal Ghalmont, Imaloka spent her earliest days listening to fantastical tales of derring-do from both her parents. When Imaloka was still mere decades old, her father convinced her mother to come out of retirement and hunt down a green dragon that had been terrorizing the countryside near Storasta, their home. They left Imaloka in the care of human neighbors, promising to return in a month’s time. That was the last Imaloka saw of her parents. </p><p>Within only a few years, she had been fully adopted into the Neverhome hold, and lived the rest of her life Forlorn, ever wondering what a fully elven life would have been like. After several generations of her adopted family members died of old age, Imaloka left Storasta for the Sarkorian Steppe in northwestern Sarkoris, with the aim of living a libertine life of opulence, decadence, and only shallow relationships with fellow revelers rather than risk watching more loved ones pass into the Boneyard. </p><p>When she came across the twin lakes known as First Rains, Imaloka found a location both beautiful enough to inspire her future guests with its magnificence and remote enough that the pleasure palace she envisioned would become a destination for Sarkorians and foreigners alike. With the wealth inherited from her parents upon their presumed deaths, Imaloka commissioned the construction of a floating manor house the likes of which Sarkoris had never seen. The need for buoyancy mandated smaller rooms than Imaloka desired, so she had many of the walls covered floor to ceiling in shimmering mirrors. She had the mirrors enchanted such that they would accentuate the beauty in those who gazed upon their reflection within, hiding their flaws. Thus did her pleasure barge earn its name—the House of Reflections. </p><p>For nearly 200 years, Imaloka hosted some of the most elite galas north of Oppara, and aristocrats from nations as far from Sarkoris as Jalmeray, Osirion, Cheliax, and Qadira traveled for months in order to attend them. Some parties lasted for weeks, and some had so many guests they couldn’t all fit in the House of Reflection’s limited second-floor quarters and bound their vessels together alongside the buoyant manor, creating a flotilla of debauchery. Once per year, Imaloka hosted the “Lock-In Ball,” a gathering so elite that invitations were magically encrypted to prevent them from changing hands or being forged, and only those select nobles she invited were granted entry. At the start of the Lock-In Ball, the doors to the House of Reflection were sealed for 2 weeks during which she feted the revelers lucky enough to be invited, and under no circumstances was anyone allowed in or out until the gala ended.</p><p>It was during one such Lock-In Ball that the world changed forever. The Worldwound opened in Sarkoris, and in mere days, the land fell to the demonic hordes. Fearing for her own safety and that of her guests, Imaloka tightened the House of Reflection’s defenses. She increased the efficacy of the doors’ locks, and had her servants set aside their trays of food, musical instruments, and bottles of wine to construct barricades over the windows and the iron latticework of the east wing’s solarium. When the time came for the Lock-In Ball to end, Imaloka maintained the lockdown, and just as none were allowed to come or go during the gala itself, none of her guests were permitted to leave from that point on. </p><p>The elite from across Avistan and Garund, now prisoners in the very pleasure palace they’d paid such a price to be locked in only weeks prior, grew angry quickly, demanding that Imaloka release them. She did not waver in her dedication, and took increasingly dire actions to quell the growing rebellion. Perhaps influenced by the miasma of Abyssal chaos that enveloped the land, the once-gracious hostess quickly became a tyrannical warden, who eventually struck a Taldan duchess dead with a broken wine bottle rather than allow her to escape out an upper-story window. </p><p>Imaloka’s cruelty and lack of remorse for her actions pushed the remainder of her guests into open revolt. Armed with broken furniture, candelabra, and the cutlery they once used at dinner, the guests stormed the House of Reflections’s lowest level, home to the palace’s servants and the engineers who kept the barge afloat. In an effort to find egress from their jail, they inadvertently ruptured one of the key floatation devices supporting the western wing of the structure. The west wing collapsed upon the servants guarding the kitchen and the upper floor’s guest quarters were thoroughly destroyed. Shortly thereafter the eastern tower stairwell leading to the second floor toppled into the lake. In less than an hour, the entire House of Reflection sank to the lake’s bottom and all souls within drowned. </p><p>Now, more than a century later, the water in the First Rains has dried up and the House of Reflections is one again exposed to the sky, albeit a dark and dire sky unlike any it saw prior to Sarkoris’s fall. The aristocrats who died within its mirrored walls are now ghosts or other forms of undead, tied to the magically enchanted mirrors that made them appear so beautiful in life. </p><p><strong>Dybbuk, Trapped Spirit:</strong> ?</p><p><strong>Karamorros, Ravener, Powerful Foe, Ravener Patron:</strong> ?</p><p><strong>Ecorche, Gift:</strong> ?</p><p><strong>Nightshade:</strong> This chamber is inscribed with a magic circle against chaos directed inward. It was used to call the xacarba Moxonorios, who now calls this place his home. With the assistance of a scroll of gate that Jolanera’s ecorche recovered from the Wizard-King’s Pit, Inkoria called Moxonorios for Jolanera. The nightwing arranged for Moxonorios to help her devise a way to extend the rift in the Well of Sorrows up through this cave in exchange for helping him unleash the full power of the Negative Energy Plane upon his foes. She did not, however, mention that she plans to help him do so by tossing him into the depths of the Negative Energy Plane, where he will provide the raw materials for the formation of a new nightshade whom she will direct to annihilate his old foes. </p><p><strong>Nightshade, Undead Monstrosity, Undead Horror:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Gloomtide, Nightwing, Gift:</strong> ?</p><p><strong>Nightwalker, Imposing Shadow Monstrosity:</strong> ?</p><p><strong>Nightskitter, Horrible Insect-Like Creature:</strong> ?</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Tzriek, Bone Sage:</strong> ?</p><p><strong>Kian, Human Nosferatu Bard 7, Assistant:</strong> ?</p><p><strong>Shepsi-Ak, Advanced Geist:</strong> The necromancer Shepsi-Ak spent his life researching undeath, in the hope of becoming a lich. In the course of his study, he discovered a magical funerary mask that he only partially identified, believing it would allow him to masquerade as a living human. When he fell victim to a haunt and died prior to crafting a phylactery, the mask’s properties prevented him from rising as an undead. When Kasiya removed the mask, Shepsi-Ak arose shortly thereafter as a geist. </p><p><strong>Barrit Svalsdottir, Human Graveknight Fighter 10, Most Trusted Skeletal Minion:</strong> ?</p><p><strong>Bjorg Nimbleaxe, Human Graveknight Fighter 10, Most Trusted Skeletal Minion:</strong> ?</p><p><strong>Graveknight:</strong> Geb incinerated him with a single spell and bound his soul into his superheated armor, transforming him into a graveknight. </p><p>Once Bhedlis’s five companions had likewise been transformed into graveknights, the group returned to Vigil and laid siege to the monument holding Arazni’s body, stealing her for their new master, Geb </p><p><strong>Sayona:</strong> ?</p><p><strong>Juju Zombie, Temple Guardian:</strong> ?</p><p><strong>Ochieng, The Strength of Light, Human Juju Zombie Brawler 15, High Priest:</strong> ?</p><p><strong>Juju Zombie Fighter 5/Rogue 4, Guard, Skilled Undead Archer:</strong> ?</p><p><strong>Juju Zombie:</strong> Mark of the Devoted feat.</p><p><strong>Gallowdead:</strong> ?</p><p><strong>Wayward Spirit:</strong> ?</p><p></p><p>Mark of the Devoted </p><p>You have pledged your life to defend Mzali against invaders, and will continue to do so even after your death. </p><p>Prerequisites: 1st-level character, human of Mwangi ethnicity, Walkena worshiper, must personally create a token worth at least 50 gp prior to an 8-hour branding ritual during which you survive taking 2d6 points of fire damage. </p><p>Benefit: Dedicated to ridding your land of colonialist invaders, you have pledged your eternal soul to the purging of their presence from Mzali. Upon completion of the ritual, you gain fire resistance 2 and a +1 morale bonus on Will saves. </p><p>When you are killed, you rise as a juju zombie (Pathfinder RPG Bestiary 2 291) after 1d4 minutes. Upon rising, your alignment changes to evil. Lawful and chaotic components of your alignment are not changed. After this transformation, you deal an additional 1d6 points of fire damage with the slam attack gained from the template. </p><p>Special: If you are a juju zombie at the time when Mzali is entirely purged of foreigners, your duty to Mzali is fulfilled and you are immediately destroyed.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy99k8?Pathfinder-Player-Companion-Advanced-Class-Origins" target="_blank">Advanced Class Origins</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9sjo?Pathfinder-Roleplaying-Game-Adventurers-Guide" target="_blank">Adventurer's Guide</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Client:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Haunt, Spirit:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Dangerous Spirit:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy93na?Pathfinder-Player-Companion-Bastards-of-Golarion" target="_blank">Bastards of Golarion</a>[spoiler]</p><p><strong>Undead Progenitor:</strong> ?</p><p><strong>Undead Creature:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy8osv?Pathfinder-Roleplaying-Game-Beginner-Box" target="_blank">Beginner's Box</a>[spoiler]</p><p><strong>Undead:</strong> A dead body or spirit animated by an evil power.</p><p><strong>Ghost:</strong> Ghosts are the undead souls of dead people so filled with rage and hate that they refuse to stay dead.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> Created to guard the tombs of the honored dead.</p><p><strong>Skeletal Champion:</strong> ?</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, brought to unlife through foul magic. While they are mindless automatons, the magic that created them gave them evil cunning and an instinctive hatred of the living.</p><p><strong>Zombie:</strong> Zombies are the animated corpses of dead creatures.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy8sa7?Pathfinder-Player-Companion-Blood-of-Angels" target="_blank">Blood of Angels</a>[spoiler]</p><p><strong>Gruesome Undead:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Powerful Evil Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy8qzz?Pathfinder-Player-Companion-Blood-of-Fiends" target="_blank">Blood of Fiends</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Minion, Undead Servitor:</strong> ?</p><p><strong>Unintelligent Undead:</strong> ?</p><p><strong>Skeleton:</strong> Variant Tielfling ability 1.</p><p></p><p>Variant Tiefling Ability</p><p>1 You can animate a 1 HD skeleton, as per animate dead, once per day as a spell-like ability.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy91dq?Pathfinder-Player-Companion-Blood-of-the-Moon" target="_blank">Blood of the Moon</a>[spoiler]</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy8v33?Pathfinder-Player-Companion-Blood-of-the-Night" target="_blank">Blood of the Night</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Living Dead:</strong> ?</p><p><strong>Undead Who Feed on the Blood of Their Enemies:</strong> ?</p><p><strong>Undead Who Feed on the Life Energy of Their Enemies:</strong> ?</p><p><strong>Undead Who Feed on the Willpower of Their Enemies:</strong> ?</p><p><strong>Undead Baddy:</strong> ?</p><p><strong>Lesser Undead:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Undead Thrall:</strong> ?</p><p><strong>Undead Forebear:</strong> ?</p><p><strong>Greater Undead:</strong> ?</p><p><strong>Carnivorous Undead:</strong> ?</p><p><strong>Life-Draining Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Larger Undead:</strong> ?</p><p><strong>Smaller Undead:</strong> ?</p><p><strong>Barely Sentient Undead:</strong> ?</p><p><strong>Undead Foe:</strong> ?</p><p><strong>Undead General:</strong> ?</p><p><strong>Undead Noble:</strong> ?</p><p><strong>Undead Spy:</strong> ?</p><p><strong>Overly Ambitious Undead Warlord:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Hungry Ghoul:</strong> ?</p><p><strong>Ghoul, Hungering Creature That Lacks a Drain Ability:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Whispering Tyrant:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Vampire, True Vampire, Vampirekind:</strong> Though they all share a common fate in undeath, the different types of vampires arise in distinctly different ways. </p><p><strong>Vampire, Vicious Undead, Undead Fiend, Extremely Powerful Creature:</strong> ?</p><p><strong>Vampire, Undead Parent, Undead Ancestor, Undead Progenitor, Undead Antecedent, Immortal Parent,Vampiric Forebear:</strong> ?</p><p><strong>Vampire, Undead Father:</strong> ?</p><p><strong>Vampire, Blood-Sucking Villain:</strong> ?</p><p><strong>Vampire Jiang-Shi, Hopping Vampire:</strong> Jiang-shis are created from restless spirits who failed to leave their bodies upon death. </p><p>Last of the true vampires, the jiang-shis evolved from strigoi who fell into deep hibernation for countless centuries, only to be awakened by their overwhelming desires, starved and half mad. Forgetting their pride, they swiftly took to sucking the life force from the very breath of their prey. </p><p>Jiang-shis are created when a creature goes to its grave with a grudge or unfulfilled wish and is buried without the correct ritual to put its soul at rest. Transformation into a jiang-shi is more likely if the individual encountered a jiang-shi in life. </p><p>A jiang-shi is brought to being by an obsession unfulfilled and distilled in the putrefaction of its corpse. In a cruel twist, the years that it took for the creature to reanimate may have destroyed the object of the vampire’s obsession, and the jiang-shi returns to a world that has long since moved on. Denied fulfillment, the vampire perceives deep connections to the past in signs and symbols unrecognizable to others. </p><p>Elsewhere they are rare, but Rahadoumi jiang-shis are not unheard of, thanks in part to their faithless burials, and ambitious pretenders who escape Galt’s final blades but not the weapons of the Gray Gardeners occasionally return decades later as jiang-shis to pursue a revolutionary plot cut short. Jiang-shis who are not buried following traditional Tian practices do not rise with scrolls fixed to their brows, but must craft their own. Depending on their land of origin, non-Tian jiang-shis may use other markers to protect themselves from spells and effects, such as placing stylized copper coins over their eyes or donning intricate headdresses. </p><p><strong>Vampire Jiang-Shi, Vengeful Seeker of Signs, Living Corpse:</strong> ?</p><p><strong>Jiang-Shi Symbolist, Otherworldly Signseeker Lost in Time:</strong> ?</p><p><strong>Jiang-Shi Symbolist, Superstitious Wanderer:</strong> ?</p><p><strong>Jiang-Shi Symbolist, Undead Spiritualist:</strong> ?</p><p><strong>Jiang-Shi Symbolist, Whimsical Immortal:</strong> ?</p><p><strong>Vampire Jiang-Shi Spawn:</strong> The victims of jiang-shis often end up rising as vampires themselves. </p><p>Last of the true vampires, the jiang-shis evolved from strigoi who fell into deep hibernation for countless centuries, only to be awakened by their overwhelming desires, starved and half mad. Forgetting their pride, they swiftly took to sucking the life force from the very breath of their prey. </p><p><strong>Rahadoumi Jiang-Shi:</strong> ?</p><p><strong>Non-Tian Jiang-Shi:</strong> ?</p><p><strong>Grandmaster Guo Quianru, Jiang-Shi Monk, Ancient Sensei:</strong> ?</p><p><strong>Vampire Moroi, Haughty Brutal Moroi:</strong> A moroi is created as the spawn of another. These spawn are released from service when their creator either is slain or deems them more useful as free subjects. Eventually, the spawn gain all the powers of their moroi master. </p><p>In time, some [nosferatu] spurned the animalistic ways of their brethren and embraced the cult of youth that pervaded their mortal prey. These became the moroi, the most common among vampirekind. </p><p><strong>Vampire Moroi, Seductive Lord of Blood, Sensuous Manipulator, Cunning Vampire, Killer, Creature Driven By a Deep Desire for Living Blood and Wracked With the Insecurity and Paranoia of the Powerful But Despised, Earthly Being:</strong> ?</p><p><strong>Vampire Moroi Spawn:</strong> The moroi are the most common among vampirekind. Their deadly kiss can bestow unlife to their victims, who become their unwitting thralls upon reanimation. </p><p>A moroi is created as the spawn of another. </p><p>One of the unique tools of the moroi is the ability to create spawn. </p><p><strong>Vampire Moroi Spawn, Unwitting Thrall, Enthralled Servant of a Moroi, Willing Servant, Hungry Minion, Mere Slave:</strong> ?</p><p><strong>Moroi Master:</strong> ?</p><p><strong>Savage Lizardfolk Moroi:</strong> ?</p><p><strong>Long Exiled Ever-Living Bretheren Snowcaster Elf Moroi:</strong> ?</p><p><strong>Most Infamous Moroi:</strong> ?</p><p><strong>Civilized Moroi:</strong> ?</p><p><strong>More Barbaric Moroi:</strong> ?</p><p><strong>Lonely Moroi:</strong> ?</p><p><strong>Moroi, Informed Foe:</strong> ?</p><p><strong>Smart Moroi:</strong> ?</p><p><strong>Moroi, Infuriating Foe:</strong> ?</p><p><strong>Moroi Blackguard, Merciless Exploiter of the Innocent, Herald of Destruction and Depravation, Adept Leader:</strong> ?</p><p><strong>Moroi Blackguard, Evil Crusader:</strong> ?</p><p><strong>Moroi Blackguard, Malign Tempter:</strong> ?</p><p><strong>Moroi Blackguard, Sadistic Antihero:</strong> ?</p><p><strong>Noble Moroi:</strong> ?</p><p><strong>Polite Moroi:</strong> ?</p><p><strong>Adventuring Moroi:</strong> ?</p><p><strong>Adventuring Moroi, Freed Spawn:</strong> ?</p><p><strong>Adventuring Moroi, Creature Too Ancient to Bother With the Joys of Evil:</strong> ?</p><p><strong>Moroi, Vampiric Forebear, Undead Progenitor:</strong> ?</p><p><strong>Hungry Moroi:</strong> ?</p><p><strong>Most Powerful Moroi:</strong> ?</p><p><strong>Jentani Valvasor, Countess Valvasor, Powerful Vampire Moroi:</strong> ?</p><p><strong>Ragged Maw, Lizardfolk Moroi, Nocturnal Hunter:</strong> ?</p><p><strong>Vampire Nosferatu, Bestial Unviersally Shunned Nosferatu:</strong> Nosferatu are typically the result of either terrible necromantic rituals or magical experiments. </p><p>Having lost their ability to reproduce millennia ago, the race of nosferatu creeps slowly toward extinction. It is only through the use of hidden and dangerous necromantic rituals that the living now transform into these dread vampires. </p><p><strong>Vampire Nosferatu, Eternally Cursed Ancient, Monstrosity Blessed With Eternal Life But Not Eternal Youth, Dread Vampire, Vampiric Descendant of the Strigoi, Withered Forefather, Most Wretched of Vampires, Most Bestial of Vampires, Cursed Soul, Master of Any Environment, Savage Ancient Vampire, Moldering Cadaver, Earthly Being, Wretched Creature, Bogeyman:</strong> ?</p><p><strong>Vampire Nosferatu, Undead Parent, Forebear:</strong> ?</p><p><strong>Cautious Nosferatu:</strong> ?</p><p><strong>Nosferatu Shapechanger, Undead Master of Many Forms:</strong> ?</p><p><strong>Nosferatu Shapechanger, Arcane Imposter:</strong> ?</p><p><strong>Nosferatu Shapechanger, Master Transmuter:</strong> ?</p><p><strong>Nosferatu Shapechanger, Shameful Deceiver:</strong> ?</p><p><strong>Traitorous Nosferatu:</strong> ?</p><p><strong>Ramoska Arkminos, Nosferatu:</strong> ?</p><p><strong>Angry Nosferatu:</strong> ?</p><p><strong>Vampire Vetala:</strong> A vetala rises from an evil child who received an improper burial upon death, and whose spirit wrenched free of its original form to adopt the corpse of another as its host. </p><p>A few strigoi too proud to feed on the filthy fluids of lesser beings starved almost to extinction, but from among these evolved the vetalas, vampires able to consume the pure humanity from their victims’ minds. </p><p>A vetala is born from the warped spirit of an evil child who received an improper burial in unholy land. Vetalas often lead other beings in powerful evil rituals that are meant to transform slain spirits into new vetalas. </p><p>When it grows tired of its corpse-toys, a vetala sometimes kidnaps a child, modifies family members’ memories so they only half-remember the lost youth, and drags its new companion back to its lair, where the child quickly starves. Dying in the company of a vetala taints the child’s soul, and its lack of burial makes it rise as a vetala itself. </p><p>Elsewhere on Golarion, states torn by war and disease or populated by savage races bury more children than others (and often must bury them hurriedly); Nirmathas, the Sodden Lands, and even Irrisen have thus seen their fair share of vetalas rise from the dead. </p><p><strong>Vampire Vetala, Intellect-Siphoning Undead Mastermind, Vampire Able to Consume the Pure Humanity From Their Victim's Mind, Insidious Creature of Great Knowledge Great Mystery and Great Desire, Child Spirit, Abomination, Cursed Being, Extremely Challenging Foe, Warped But Natural Link in the Ongoing Process of Renewal, Spirit Creature Possessing a Body, Mysterious Body-Stealing Vampire:</strong> ?</p><p><strong>Vampirie Vetala, Forebear, Vampiric Parent, Progenitor, Vampire Parent, Ancestor, Eternally Childish Parent, Undead Forebear:</strong> ?</p><p><strong>Vetala Lifestealer, Predatory Martial Memory Stealer:</strong> ?</p><p><strong>Vetala Lifestealer, Calm Hunter:</strong> ?</p><p><strong>Vetala Lifestealer, Hungry Scrapper:</strong> ?</p><p><strong>Vetala Lifestealer, Meditative Sweeper:</strong> ?</p><p><strong>Vetala, Sage:</strong> ?</p><p><strong>Vetala, Advisor:</strong> ?</p><p><strong>Kemnebi, Vetala, Chancellor, Blood Lord:</strong> ?</p><p><strong>Vampiric Foe:</strong> ?</p><p><strong>Vampire Character, Monstrous Character, Vampire PC:</strong> ?</p><p><strong>Good Vampire Character:</strong> ?</p><p><strong>Vampire Enemy:</strong> ?</p><p><strong>Vampiric Villain:</strong> ?</p><p><strong>Vampire Strigoi, Ancient Creature:</strong> ?</p><p><strong>Lonely Vampire:</strong> ?</p><p><strong>Rare Vampire:</strong> ?</p><p><strong>Vampire Spellcaster:</strong> ?</p><p><strong>Vampire Very Ancient:</strong> ?</p><p><strong>Vampire Master:</strong> ?</p><p><strong>Shapeshifting Vampire:</strong> ?</p><p><strong>Neutral Vampire:</strong> ?</p><p><strong>Neutral Vampire, Freed Spawn:</strong> ?</p><p><strong>Good Vampire, Impossibly Rare Good Vampire:</strong> ?</p><p><strong>Adventuring Vampire:</strong> ?</p><p><strong>Established Vampire:</strong> ?</p><p><strong>Vampire With the Incredible Ability to Transform Into Certain Animals:</strong> ?</p><p><strong>Basest Monster:</strong> ?</p><p><strong>Sharpest Creature:</strong> ?</p><p><strong>Most Arrogant Vampire:</strong> ?</p><p><strong>Bestial Creature of Instinct:</strong> ?</p><p><strong>Creature With a Blood Drain Ability, Creature With the Blood Drain Ability:</strong> ?</p><p><strong>Creature With a Level Drain Ability:</strong> ?</p><p><strong>Creature With a Ability Drain Ability:</strong> ?</p><p><strong>Hungering Creature That Lacks a Drain Ability:</strong> ?</p><p><strong>Typical Vampire:</strong> ?</p><p><strong>Upstart Vampire:</strong> ?</p><p><strong>Hungry New Spawn:</strong> ?</p><p><strong>Ancient Master:</strong> ?</p><p><strong>Ancient Vampire:</strong> ?</p><p><strong>Malyas, Vampire Lord:</strong> ?</p><p><strong>Zura, The Vampire Queen, Demon Lord:</strong> ?</p><p><strong>Blood Emperor Ruithvein, Vampire:</strong> ?</p><p><strong>Urgathoa, The Pallid Princess:</strong> ?</p><p><strong>Olix, Vampire Priest:</strong> ?</p><p><strong>Cruel Vampire:</strong> ?</p><p><strong>Slavering Vampire:</strong> ?</p><p><strong>Vampiric Companion:</strong> Vampiric Companion feat.</p><p><strong>Vampiric Companion, Twisted Companion:</strong> ?</p><p><strong>Bloodsucker:</strong> ?</p><p><strong>Penanggalen, Lesser Vampire-Kin:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie, Hungering Creature That Lacks a Drain Ability:</strong> ?</p><p>Vampiric Companion </p><p>Just as your undead existence mocks nature, so too are you granted a twisted companion that reflects the vile nature of vampirism. </p><p>Prerequisites: Dhampir or vampire, nongood alignment, 10 levels in a class that grants a familiar or animal companion. </p><p>Benefit: Your animal companion or familiar’s type changes to “undead.” The creature gains your vampire or dhampir weaknesses and fast healing 5. If you are a vampire, the creature also gains the following abilities, depending on what type of vampire you are. </p><p>Jiang-Shi: If the creature is adjacent to you or you are sharing a square, it gains the benefit of your prayer scroll ability. The creature crumbles into dust if destroyed ( just like a jiang-shi), but is not permanently destroyed unless measures are taken that would destroy a jiang-shi. </p><p>Moroi: If the creature is adjacent to or in your square when you assume gaseous form, it transforms with you and follows you; its transformation ends when yours does. If reduced to 0 hit points, it is forced into gaseous form and must return to your coffin to reform (or the foot of your coffin if it cannot fit within it). </p><p>Nosferatu: If the creature is adjacent to or in your square when you assume swarm form, it transforms with you and follows you; its transformation ends when yours does. The creature can climb as if using spider climb, even if its anatomy is not suitable for climbing (such as a horse). </p><p>Vetala: The creature may use malevolence and possession as if it were a vetala, but by touch and only affecting creatures or corpses that are the same type of creature as the animal companion or familiar (such as bear, horse, or snake). If reduced to 0 hit points in combat, the creature is helpless and its fast healing ceases to function for 1 hour (additional damage or desecration has no effect); after 1 hour it regains 1 hit point and is no longer helpless, and its fast healing resumes. It can be permanently destroyed as if it were a vetala. </p><p>Special: If your animal companion or familiar is destroyed, dismissed, or lost, you may apply the effects of this feat to the replacement creature. If you are destroyed, the creature retains its undead type but loses all other special abilities from this feat. If you have more than one animal companion or familiar, choose one of them when you select this feat and apply its effects to that creature. </p><p>You may select this feat more than once. Each time you select the feat, it applies to a different animal companion or familiar.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9tok?Pathfinder-Roleplaying-Game-Book-of-the-Damned" target="_blank">Book of the Damned</a>[spoiler]</p><p><strong>Kabriri:</strong> It is said that when the first humanoid (an elf, it so happened) to feed upon the flesh of his brother died, he was reborn in the Abyss in the reeking bowels of a vast necropolis that the plane created in his honor. This first ghoul abandoned his previous life and embraced his new undeath, becoming the demon lord Kabriri. </p><p><strong>Advanced Mohrg:</strong> ?</p><p><strong>Advanced Vampire:</strong> Vampirism exalted boon.</p><p><strong>Zura:</strong> Zura rose from the corpse of an Azlanti queen who had succumbed to a lust for eternal life and the flesh of her own kind. Scholars point to Zura’s acts as the start of Azlant’s fall into decadence—and perhaps even one of the catalysts for the Age of Darkness that followed. Even today, thousands of years later, tales of her baths of blood and hideous banquets persist as legends. While many tried to assassinate her, it was her own exuberance for blood that sent her soul spiraling into the Abyss after an accidental suicide tryst with several consorts. Yet such was the weight of her sin that when her soul arrived, she rose immediately as a powerful creature—a succubus vampire who swiftly went on to gain incredible power. </p><p><strong>Urgathoa:</strong> Although it is unclear whether Zura worshiped Urgathoa in life, there exist certain irrefutable connections between the Vampire Queen as a demon lord and Urgathoa, whom many believe to have been the first vampire. </p><p><strong>Burning Ghost:</strong> ?</p><p><strong>Mummified Demon:</strong> ?</p><p><strong>Fiendish Vampire:</strong> ?</p><p><strong>Rhuithvein, The Blood Emperor, Vampire:</strong> ?</p><p></p><p><strong>Undead:</strong> Nurgal's torso is deeply tanned and masculine, and he is rarely seen without a heavy mace, the head of which appears to be a miniature sun held in one four-fingered, taloned hand. This mace can deal horrific damage, scorching flesh and drawing moisture from the body so that those slain by the weapon instantly rise as sun-blackened undead slaves of the Shining Scourge. </p><p>To the priesthood of Orcus, the lich is generally held as the height of power and the most glorious method of transcending life, not only due to the power a lich wields but also due to the simple fact that one must actually work to become a lich. Transforming into a lich requires patience, power, skill, and talent, and worshipers of Orcus often regard those undead spawned merely from being transformed by another undead creature via disease or otherwise as lesser incarnations of the undead state of being. To the worshipers of Orcus, there is no difference between a vampire and a leper. Vampirism is a disease, and like all diseases, it spreads most quickly among the weak—as a result, Orcus cultists maintain that vampires represent the weakest form of undeath. Accidental undeath ranks only slightly higher, but even then the lich who spent the majority of his living existence working toward a singular transformation feels jealousy and frustration over those who become ghosts simply by chance after death. To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic. They are not creations of mere chance or misfortune but calculated additions to the world, and as such their place in the church is much more valued. </p><p>Fiendish lore holds that Ruzel’s tongue is so sharp he can turn living creatures into undead with a single well-aimed jest. </p><p>Circiatto is an exceptionally gluttonous and ruthless fiend who consumes all enemies who stand in his way. Worse, the Glutton Slaver then vomits them back up as undead servants. </p><p>Menxyr can pull forth bones from living creatures, animate the dead to serve his foul lusts, and even climb inside the bodies of the freshly dead to animate them and seduce those who mourn the loss of a loved one. </p><p>The White Mountain, the highest point in Abaddon, reaches even higher than the peak housing the Cinder Furnace. This massive volcano belches forth neither ash nor lava but a miasma of corrosive, white-hot soul-stuff, spontaneously generated undead, and negative energy. The source of the White Mountain’s fury is unknown, and swirling rumors raise only more questions: they credit a lost artifact, the chamber of a dead or imprisoned harbinger, or another long-abandoned experiment by one of the Four. </p><p>In reality, the carefully disguised proprietors—Carlissa, Melina, and Veria—are lioness-headed rakshasas who siphon a bit of life force from each customer who spends time at the Pillow. The sisters keep this life force in the form of stolen and bottled memories, which they store in magnificent amulets around their necks. Soon, after spending lifetimes collecting their unsettling bounty, the sisters plan to shatter their amulets, which will transform all of their living victims into undead scourges and turn those who’ve died into incorporeal undead poised to tear the city apart from within. </p><p>Nabasu demons (also known as death demons or glutton demons) are dangerous for a spellcaster to conjure, though they are desirable as mighty combatants with strong battle and infiltration skills. They can become more powerful during their service, as well as recruit and create their own armies of undead slaves, so a spellcaster can quickly get in over his head should the nabasu manage to use its newfound power or minions to circumvent the strictures of its servitude. </p><p><strong>Ghoul:</strong> It is said that when the first humanoid (an elf, it so happened) to feed upon the flesh of his brother died, he was reborn in the Abyss in the reeking bowels of a vast necropolis that the plane created in his honor. This first ghoul abandoned his previous life and embraced his new undeath, becoming the demon lord Kabriri. For his first few centuries of existence, he traveled among the worlds of the Material Plane, sampling like a gourmand the contents of graveyards and spreading the infectious “word” of his condition to any who would listen—in effect, infecting the inhabitants of innumerable worlds with the first and strongest strain of ghoul fever. Yet wherever Kabriri traveled, he took pains to avoid the burial grounds of elves, and did not spread his word among their kind. Whether his restraint was due to a fragment of shame over his first act of cannibalism or fear of confronting even a tiny fragment of the life he’d left behind, Kabriri left the elven people alone. Repercussions of his avoidance continue to this very day, as the touch of ghouls cannot paralyze elves. In contrast, other humanoids who succumb to the disease find their ears growing long and pointed, as if in some cosmic mockery of the elven form. </p><p>His favored weapon is a two-headed flail of iron and bone, its twin heads made from skulls wrapped in strips of spiked iron. This weapon is capable of transforming those it strikes into ghouls, and causes the flesh of the living to rot away. Kabriri’s breath can also transform the living into ghouls, and his gaze can instill an unholy cannibalistic hunger that can drive sane folk to go on murderous, gluttonous rampages. Ghoulish Apotheosis exalted boon.</p><p>Death-stealing Gaze exalted boon.</p><p><strong>Ghast:</strong> Undertaker sentinel boon.</p><p><strong>Lacedon:</strong> ?</p><p><strong>Leng Ghoul:</strong> According to Kabriri’s religious teachings, the Leng ghouls came to be when he spread ghoul fever among that realm’s slumbering men and women, but they turned their backs on their creator and became pariahs. The Leng ghouls dispute this claim, citing compelling evidence that their kind has dwelt in Leng far longer than Kabriri himself has been in existence. </p><p><strong>Lich:</strong> To the priesthood of Orcus, the lich is generally held as the height of power and the most glorious method of transcending life, not only due to the power a lich wields but also due to the simple fact that one must actually work to become a lich. Transforming into a lich requires patience, power, skill, and talent, and worshipers of Orcus often regard those undead spawned merely from being transformed by another undead creature via disease or otherwise as lesser incarnations of the undead state of being. </p><p>Among humanity, Yhidothrus’s cultists are typically loners obsessed with the encroaching threat of old age; desperate to avoid their fate, these few turn to blasphemy and demon worship as a means of escape. Many become liches as a result of their obsession—a Yhidothrin lich typically appears worm-eaten and moist compared to the typical specimen of that kind of undead.</p><p><strong>Mummy:</strong> ?</p><p><strong>Vampire:</strong> Vampirism exalted boon.</p><p><strong>Juju Zombie:</strong> Invoke Death exalted boon.</p><p><strong>Nightwing:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghost:</strong> Elder's Grace exalted boon.</p><p><strong>Skeleton:</strong> To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic. </p><p><strong>Zombie:</strong> To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic. </p><p></p><p>Ghoulish Apotheosis (Ex) For you, death is not an ending but a beginning. The next time you die, you rise as a ghoul after 24 hours. Your type changes to undead and you lose all the abilities of your previous race, replacing them with a +2 natural armor bonus, darkvision 60 feet, channel resistance +2, and a ghoul’s physical attacks. You do not change your total Hit Dice or alter your ability scores. If you achieve this boon when you’re already an undead creature, you instead gain a +4 profane bonus to your Charisma score. </p><p></p><p>Undertaker (Sp) With nothing but your will alone, you can slaughter and entomb your foes in one fell swoop. Once per day, you can cast finger of death as a spell-like ability. Any creature killed by this effect is immediately entombed 6 feet underground within a 6-inch-thick stone sarcophagus, along with its gear. One week after interment, a creature entombed by this ability breaks free from its sarcophagus as a chaotic evil ghast with all class levels it had in life; these ghasts are not under your control, but are often friendly toward you. Elder’s Grace (Ex) You immediately age to the next age category, gaining all of the appropriate bonuses to your mental ability scores without taking any penalties to your physical ability scores. If you are venerable when you achieve this boon, you die and become a ghost. Any illusion effect you create gains a +2 profane bonus to the save DC. This transformation into a ghost persists even if you fail to perform your obedience. </p><p></p><p>Invoke Death (Sp) Once per day, you can cast slay living as a spell-like ability. A creature slain by this spell immediately rises from death as a juju zombieB2. The juju zombie is not under your control, but it will not attack you. </p><p></p><p>Death-Stealing Gaze (Su) You gain the death-stealing gaze ability of a nabasu. You can activate this ability as a free action and use it for up to 3 rounds per day plus a number of additional rounds equal to your Constitution modifier—these rounds need not be consecutive, but they must be used in 1-round increments. All living creatures within 30 feet of you when your death-stealing gaze is active must succeed at a Fortitude save (DC = 10 + half your Hit Dice + your Charisma modifier) or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under your control. You can create only one ghoul in this manner per round. If multiple humanoids die from this ability simultaneously, you choose which of them rises as a ghoul. Nabasu demons that gain this boon can instead use their death-stealing gaze at will, regardless of their total number of growth points. </p><p></p><p>Vampirism (Su) While Zura’s favored worshipers are vampires, she still values the service of powerful cult members who yet live, for a living cultist can move about in the light of day and need not fear the weaknesses most vampires do. But this is not to say that Zura denies her greatest followers the bliss and rapture of becoming a vampire, at least for short periods of time. Thanks to your long-standing devotion to the Vampire Queen, you have become one of those chosen few to gain this peek into a vampire’s unlife without having to give up living. Once per day, you can infuse yourself with the qualities of a vampire. Apply the vampire template to yourself for the duration of this effect, which lasts for 1d6 rounds plus an additional number of rounds equal to your Charisma bonus. When the effect ends, you are staggered for 1d4 rounds. In time, most worshipers of Zura hope to become vampires, and those who do and have this boon find that they can still draw upon its effects to bolster their power. If you are already a vampire and you activate this boon, you gain the advanced creature simple template for the duration of this effect. [/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9e1c?Pathfinder-Player-Companion-Cohorts-Companions" target="_blank">Cohorts & Companions</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> For some leaders, a vow of loyalty unto death isn’t good enough and so the chains that guarantee their followers’ obedience endure beyond the grave and into unlife. Others bypass the unreliable independence of living minds entirely and seek to ensnare souls and mold corrupted flesh into relentless minions of unquestioning and literally undying obedience. </p><p><strong>Vampire:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Relentless Minion:</strong> ?</p><p><strong>Undead Cohort:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Festrog:</strong> ?</p><p><strong>Draugr:</strong> ?</p><p><strong>Ghul:</strong> ?</p><p><strong>Shredskin:</strong> ?</p><p><strong>Dullahan:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Animated Corpse:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9j72?Pathfinder-Campaign-Setting-Darklands-Revisited" target="_blank">Darklands Revisited</a>[spoiler]</p><p><strong>Skaveling, Ghoul Bat:</strong> Skavelings, the favored mount of the urdefhan race, are used to establish aerial dominance in the vast vaults of the Darklands. Young mobats are taken at birth and fed a specified regimen of fungi and undead flesh, gradually preparing the bats for a future life as undead mounts. Urdefhan priests of Trelmarixian, the Horseman of Famine, complete the transformation by ritually slaying the matured mobats. </p><p><strong>Skaveling, Giant Undead Bat, Ghoulish Mount, Aerial Skaveling Mount, Favored Mount, Undead Mount, Aerial Abomination, Devoted Mount:</strong> </p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghoul, Flesh-Eating Undead:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Conventional Vampire:</strong> ?</p><p><strong>Psychic Lich:</strong> Duergar arcane and psychic students often search to find methods of everlasting life, and many duergar (especially duergar tyrants) of sufficient power sacrifice their mortal life to become psychic liches.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy8ywa?Pathfinder-Player-Companion-Demon-Hunters-Handbook" target="_blank">Demon Hunter's Handbook</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Lich, Powerful Undead:</strong> ?</p><p><strong>Mummy, Powerful Undead:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9g23?Pathfinder-Player-Companion-Dirty-Tactics-Toolbox" target="_blank">Dirty Tactics Toolbox</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy8yvi?Pathfinder-Campaign-Setting-Dragons-Unleashed" target="_blank">Dragons Unleashed</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Wicked Undead Ravener:</strong> ?</p><p><strong>Arantaros, Blue Dragon Ravener, Former Blue Dragon:</strong> Gifted with the transformation into a ravener by the Demon Lord Haagenti, this former blue dragon terrorizes the Barrier Wall and its environs. </p><p><strong>Marrowgarth, Adult Red Dragon Ravener, Protector of Gallowspire:</strong> ?</p><p><strong>Krimhilde, The Ice Lich of Irrisen, Lich:</strong> ?</p><p><strong>Vashkiyan, Ancient Green Dragon Ravener, Terrible Beast:</strong> An ancient green dragon in life, this terrible beast slew her 15 living descendants to fuel her transformation into a ravener.</p><p><strong>Mummy, Undead Minion, Undead Thrall:</strong> ?</p><p><strong>Ghast, Undead Minion, Undead Thrall:</strong> ?</p><p><strong>Hapless Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Maghara, Young Adult Copper Dragon Ghost, Plaful Antagonist, Manipulator, Loyal Ally:</strong> Before the Oath Wars in Rahadoum, a lighthouse and temple complex known as the Guidestar of Desna stood on the high cliffs of the southern shore of Phahalen Island, providing a beacon to ships skirting the dangerous edge of the Eye of Abendego. Its priestly keepers were among the last clergy in Rahadoum to be executed or exiled under the Laws of Man, defiantly proclaiming, “The guiding light can never be extinguished.” Secular forces assumed control of the lighthouse, but all perished the following winter during a terrible plague and their superiors abandoned attempts to occupy the complex. Their deaths fueled rumors that the lighthouse was cursed, although locals whisper tales of a benevolent light shining from its tower when travelers needed it most. </p><p>The reputation of the Guidestar drew the attention of Maghara, a young copper dragon, who took up residence in the sandy, cave-riddled cliffs overlooking the sea beneath the ruins. The copper dragon found it amusing to reinforce the legends, using spells and trickery to convince visitors the tower and temple were haunted or cursed, filled with strange lights and sounds. He also fulfilled the other aspect of the legend, occasionally lighting the Guidestar’s beacon to help a distant ship find its way safely past the rocky shoals and the outskirts of the persistent storm. </p><p>Maghara traveled around the outskirts of the Eye and visited the Shackles, encountering a copper female named Rokiere there. He also learned of the corrupt Cult of Dahak and its wyrm priestess, Aashaq the Annihilator. After a tempestuous courtship (by dragon standards), Maghara and Rokiere mated and he returned to Rahadoum. Sometime later, the crew of a ship called the Farthing sought out the young copper’s lair, carrying a brief message from Rokiere: “Come to Motaku Isle.” Impressed that the Farthing and its crew had braved the Eye to carry Rokiere’s message, Maghara felt it only fair to accompany them on the return voyage. </p><p>Rather than skirt the Shackles around the Cannibal Isles or Shark Island, the dragon and crew tried to slip past the Rampore Isles and Bag Island, close to Dahak’s Fang. Aashaq the Annihilator herself came swooping out of the clouds like a raptor, breathing fire. Maghara attempted to fend off the great wyrm and give the Farthing a chance to escape, but he was no match for Aashaq. Maghara remembers burning light, and pain, and then darkness… </p><p>Then there was light again—a soft glow like starlight, calling to him, almost singing. Maghara soared free past the waves and the clouds, to the glowing pinnacle of the Guidestar of Desna. A gentle, compassionate voice spoke to him. “The guiding light is needed, and can never be extinguished,” the goddess said. “Your work is not yet done.” Maghara’s burned and broken body sank among the Shackles, but his spirit returned to Phahalen Island. He had no choice but to laugh—for the ruins of the Guidestar were now truly haunted. </p><p><strong>Tar-Baphon, The Whispering Tyrant, Lich, Warlord Lich, Powerful Lich-King, Undead Master, Lich-King:</strong> ?</p><p><strong>Geb, Ghost:</strong> ?</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Shadow:</strong> These creatures, creations of Syremal, lie in wait to sap the strength from any intruders who wander into the caverns.</p><p><strong>Shadow, Incorporeal Undead:</strong> ?</p><p><strong>Greater Shadow:</strong> These creatures, creations of Syremal, lie in wait to sap the strength from any intruders who wander into the caverns.</p><p><strong>Greater Shadow, Incorporeal Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy8wfn?Pathfinder-Player-Companion-Dungeoneers-Handbook" target="_blank">Dungeoneer's Handbook</a>[spoiler]</p><p><strong>Undead, Unquiet Dead:</strong> Conquered dungeons also often feature haunts or unquiet dead, especially if the former inhabitants were slaughtered during the invasion. </p><p><strong>Eternal Sentinel:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Haunt:</strong> Conquered dungeons also often feature haunts or unquiet dead, especially if the former inhabitants were slaughtered during the invasion. </p><p><strong>Ghostly Inhabitant:</strong> ?</p><p><strong>Blood-Drinking Ghost:</strong> ?</p><p><strong>The Whispering Tyrant, Tar-Baphon, Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy8b9j?Pathfinder-Companion-Dwarves-of-Golarion" target="_blank">Dwarves of Golarion</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9au2?Pathfinder-Player-Companion-Familiar-Folio" target="_blank">Familiar Folio</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Haunt:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy8ffn?Pathfinder-Roleplaying-Game-GameMastery-Guide" target="_blank">Game Mastery Guide</a>[spoiler]</p><p><strong>Haunt:</strong> The distinction between a trap and an undead creature blurs when you introduce a haunt—a hazardous region created by unquiet spirits that react violently to the presence of the living. The exact conditions that cause a haunt to manifest vary from case to case—but haunts always arise from a source of terrific mental or physical anguish endured by living, tormented creatures. A single, source of suffering can create multiple haunts, or multiple sources could consolidate into a single haunt. The relative power of the source has little bearing on the strength of the resulting haunt—it’s the magnitude of the suffering or despair that created the haunt that decides its power. Often, undead inhabit regions infested with haunts—it’s even possible for a person who dies to rise as a ghost (or other undead) and trigger the creation of numerous haunts. A haunt infuses a specific area, and often multiple haunted areas exist within a single structure. </p><p>Temples deserted under negative circumstances, or those that carried out vile rites, attract spirits that cannot manifest as incorporeal undead. This makes them no less dangerous. (GM's Miscellany: Alternate Dungeons)</p><p>If tragedy befell the village, undead citizenry might haunt the adventure site. (GM's Miscellany: Alternate Dungeons)</p><p>Haunts are typically created by restless souls or pervading evil, but an abandoned village can almost have a “spirit” of its own. (GM's Miscellany: Alternate Dungeons)</p><p>Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. (GM's Miscellany: Alternate Dungeons)</p><p>Manors are often at the apex of these death knell curses because a witch’s vengeance is directed at an individual or specific group of people, who quickly perish from her supernatural vengeance or flee from their homes for fear of a grisly demise. Products of a witch’s death knell curse last for hundreds of years and typically are not stopped until someone is able to find the spirit and slay it, destroying its strange hold upon the building and the surrounding region. (GM's Miscellany: Alternate Dungeons)</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. (GM's Miscellany: Alternate Dungeons)</p><p>In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self-loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder. (GM's Miscellany: Alternate Dungeons)</p><p>When it comes to planar magic, mages are often tinkering with forces they scarcely comprehend, let alone control. A single misspoken word or a stray line within a magic circle can cause a spell to backfire with tremendous force, calling an outsider into the mortal realm. In rare circumstances, the outsider may be physically unable to leave the place it was summoned within for reasons even it is unlikely to understand. Perhaps the mage’s home is inscribed with warding runes as a fail-safe or the magic is unstable, preventing the creature from straying far from its point of summoning. Even more horrifying are the outsiders who possess unfettered access to the Material Plane, retreating to abandoned structures by daylight only to prey again on mortal flesh come dusk. (GM's Miscellany: Alternate Dungeons)</p><p>Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic. (GM's Miscellany: Alternate Dungeons)</p><p>Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises. (GM's Miscellany: Alternate Dungeons)</p><p>Fifty years ago, a vile witch attempted to summon a powerful demon by offering it the soul of a local baker’s girl. Although the witch was caught, tried and hanged thanks to the efforts of a party of adventurers, with her final breath she scorned the city and its people, promising to return to drag all of their souls to the depths of the Abyss. (GM's Miscellany: Alternate Dungeons)</p><p>On the night of the first full moon after the witch’s death, eerie lights and sounds began to plague her victim’s home. In fear, the family left the city and moved into the hamlet of Greenborough to escape the horror. Unfortunately, the haunting followed the family and they all died in their newly constructed manor within one moon of their arrival. Local legends claim the witch’s angry spirit now holds the family’s souls captive within the manor with the assistance of a malevolent force from outside the mortal realms. (GM's Miscellany: Alternate Dungeons)</p><p>When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. (Two Dozen Dangers: Haunts)</p><p>Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead. (Two Dozen Dangers: Haunts)</p><p><strong>Bleeding Walls:</strong> ?</p><p>This haunt occurs when a victim is murdered and their corpse is boarded up within the walls of the haunted house. (Alternate Dungeons: Haunted House)</p><p></p><p><strong>Undead:</strong> Whether from an ancient curse or fell necromancy, one of the most terrifying of all supernatural disasters is the undead uprising—the dead emerging from their graves to claim the living. This disaster can strike any area where the dead have been laid to rest, not just towns and cities. More than one blood-soaked battlefield has given rise to a legion of desiccated undead warriors. </p><p>Heroes who perished in the battle against the uprising return as fearsome undead generals. </p><p><strong>Zombie:</strong> On the first nights of an undead uprising, the bodies of the recently dead rise as zombies. Those interred in consecrated ground remain at rest, but bodies left unburied or in mass graves lurch out into the streets, wreaking havoc. </p><p><strong>Skeleton:</strong> As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk. </p><p><strong>Skeletal Champion:</strong> As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk. The undead remain mindless, but the magical power behind the incursion gives them the efficiency and tactical acumen of a living army. The skeletons seek out weapons and armor to gird themselves for battle. Elite skeletal champions lead the troops, wielding magic items scavenged from abandoned graves. </p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Ghost:</strong> As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. </p><p><strong>Shadow:</strong> As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living.</p><p><strong>Wraith:</strong> As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living.</p><p><strong>Spectre:</strong> As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living.</p><p><strong>Lich:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9jbd?Pathfinder-Campaign-Setting-Heaven-Unleashed" target="_blank">Heaven Unleashed</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Twisted Undead Shade:</strong> The Kellid druids of that nation held off the demons until Shaorhaz, a vrolikai inquisitor of Cyth-V’sug, stepped forward to crush the druidic resistance. The last surviving druids retreated to Spiral Hill and unleashed a flood of holy fire upon Shaorhaz’s forces, but ultimately, Shaorhaz triumphed. Shaorhaz built his keep, cruelly christened Greengrave, upon the site of their last stand. </p><p>Those fallen druids still prowl this fell terrain, now called the Stonewilds, as twisted undead shades. </p><p><strong>Evil Undead:</strong> ?</p><p><strong>Undead Orc:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Mindless Servitor:</strong> ?</p><p><strong>Undead Monstrosity:</strong> ?</p><p><strong>Powerful Intelligent Undead:</strong> ?</p><p><strong>Furghol the Vindictive, Furghol Rennold, Wight Necromancer 8, Undead Villain, Great-Great-Uncle, Advisor:</strong> ?</p><p><strong>Arazni, The Harlot Queen, Lich, Former Herald:</strong> ?</p><p><strong>Benevolent Specter of Fallen Hero, Nonevil Ally:</strong> ?</p><p><strong>Viola Rennold, Bloody Skeleton, Heroic Ancestor:</strong> Publicly swearing off his studies, Furghol slunk back to the Rennold estate. He descended into the family crypt, where the remains of several Rennold heroes were interred, and attempted to put his scholarly knowledge into practice, hoping to prove his theory correct and thus redeem himself. Instead, he raised Viola Rennold—a heroic ancestor known for defeating an undead orc horde single-handedly—as a bloody skeleton. </p><p><strong>Bodak, Intelligent Undead:</strong> ?</p><p><strong>Mohrg, Intelligent Undead:</strong> ?</p><p><strong>Ghoul, Intelligent Undead:</strong> ?</p><p><strong>Ghast, Intelligent Undead:</strong> ?</p><p><strong>Skeleton, Mindless Undead, Field Worker:</strong> ?</p><p><strong>Zombie, Mindless Undead, Field Worker, Undead Field Hand:</strong> ?</p><p><strong>Overseer Nux Bloodquill, Mohrg:</strong> ?</p><p><strong>Werlitz, Baykok, Wicked Baykok, Protector, Advisor:</strong> ?</p><p><strong>Bloody Skeleton, Mindless Undead, Field Worker, Undead Field Hand:</strong> ?</p><p><strong>Graveknight:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9ext?Pathfinder-Campaign-Setting-Hell-Unleashed" target="_blank">Hell Unleashed</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Zombie, Zombie Soldier:</strong> ?</p><p><strong>Lady Elarine, Bhuta, Undead Bhuta, Remains of Count Nys's Granddaughter, Unlikely Ally, Formiddable Foe:</strong> After the druid Tharl Grimull’s violet musk creeper annihilated the town, Lady Elarine arose as a bhuta, propelled into undeath by her horrifying and sudden demise. </p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Blood Lord Aholfein, Mummy:</strong> ?</p><p><strong>Daarag the Unflensed, Blood Lord of Gnawing Winter, Winterwight:</strong> ?</p><p><strong>Mohrg:</strong> On the Eylusia Building’s heavily secured third floor, alchemists and necromancers conduct distasteful research into various mummification and corpse-preservation techniques. In the central laboratory, these experiments have turned particularly heinous, and they have recently led to the creation of two mohrgs. </p><p><strong>Mohrg, Foul Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btq01wom?Pathfinder-Player-Companion-Heroes-of-Golarion" target="_blank">Heroes of Golarion</a>[spoiler]</p><p>Pathfinder 1e</p><p><strong>Towering Undead Foe:</strong> ?</p><p><strong>Ghost:</strong> Iobaria has been ravaged by plague for centuries, and many of its dead do not rest.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9sjq?Pathfinder-Player-Companion-Heroes-of-the-Darklands" target="_blank">Heroes of the Darklands</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Spellcaster:</strong> ?</p><p><strong>Ghoul:</strong> Lazurite, a material found exclusively in marrowstone deposits of Sekamina, is also harmless to the living. However, it has strange necromantic properties, and any fresh, mostly intact corpse left in its light has a chance to rise as a ghoul. </p><p>A living creature slain while wearing lazurite-bonded armor has a 10% chance of spontaneously rising as a ghoul after 24 hours. </p><p>Amulet of Radiation Absorption magic item.</p><p><strong>Free-Willed Ghoul:</strong> Lazurite is a decayed form of a radioactive material no longer found in its natural form within the Darklands, said to be the remnants of a long-dead god. Lazurite is encountered exclusively in Sekamina, and appears as a crumbling black dust that emits a strong aura of necromancy. A corpse left within 30 feet of a naturally occurring deposit of lazurite for 24 hours has a 50% chance of spontaneously reanimating as a free-willed ghoul (often with the class levels it had in life). </p><p><strong>Darklands Ghoul:</strong> ?</p><p></p><p>AMULET OF RADIATION ABSORPTION </p><p>PRICE 45,000 GP </p><p>SLOT neck </p><p>CL 10th </p><p>WEIGHT 1 lb. </p><p>AURA moderate abjuration and conjuration </p><p>This amulet features a large, ragged stone that was harvested from highly radioactive regions of the Darklands and that glows with a faint green light. The wearer is rendered immune to the effects of all forms of radiation. Additionally, for each minute the wearer is exposed to radiation, the amulet absorbs 1 charge of radioactive energy. The amulet can hold up to 5 charges. Charges naturally dissipate at a rate of 1 charge per 24 hours. As a standard action, the wearer can expend 1 charge in order to fire a ray of concentrated radiation from the amulet. Treat this as a ranged touch attack with a range of 60 feet. The wearer can choose any one of the following effects, as outlined below. </p><p>Blightburn: The target takes 6d6 points of fire damage. </p><p>Caphorite: The target must succeed at a DC 14 Fortitude save or be blinded for 1d4 rounds. </p><p>Lazurite: The target takes 2d6 points of negative energy damage, and if it dies in the next hour, there is a 50% chance it rises as a ghoul 1d4 rounds later. </p><p>Surface: The target takes 1d2 points of Strength and Constitution damage. </p><p>CONSTRUCTION REQUIREMENTS </p><p>COST 22,500 GP </p><p>Craft Wondrous Item, radiation ward (see page 15), remove radioactivity (Pathfinder Campaign Setting: Technology Guide 11)[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9qhp?Pathfinder-Player-Companion-Heroes-of-the-High-Court" target="_blank">Heroes of the High Court</a>[spoiler]</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9ghc?Pathfinder-Player-Companion-Heroes-of-the-Streets" target="_blank">Heroes of the Streets</a>[spoiler]</p><p><strong>Walkena, Undead Child-God:</strong> ?</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9cro?Pathfinder-Player-Companion-Heroes-of-the-Wild" target="_blank">Heroes of the Wild</a>[spoiler]</p><p><strong>Unintelligent Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy94wj?Pathfinder-Campaign-Setting-Inner-Sea-Gods-Hardcover" target="_blank">Inner Sea Gods</a></p><p>[spoiler]</p><p><strong>Mother's Maw:</strong> Created from the skull of a fallen titan.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9elc?Pathfinder-Campaign-Setting-Inner-Sea-Monster-Codex" target="_blank">Inner Sea Monster Codex</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Labyrinth Guardian, Minotaur Graveknight Fighter 1:</strong> In life, guardians stood vigil over catacombs, dungeons, or lost cities, and were unique not for their combat prowess, but rather for their endless devotion to their duty and foul gods. This loyalty, coupled with vile rituals whispered by their patrons, bound the guardians’ souls to the iron of their armor and resurrected them as twisted, ageless defenders. </p><p><strong>Labyrinth Guardian, Ironclad Minotaur Skeleton, Undead Abomination, Undead Monstrosity, Twisted Ageless Defender:</strong> ?</p><p><strong>Labyrinth Guardian, Dedicated Servant of Baphomet:</strong> ?</p><p><strong>Labyrinth Guardian, Dedicated Servant of Lamashtu:</strong> ?</p><p><strong>Ancient Labyrinth Guardian:</strong> ?</p><p><strong>Wight, Fetid Walking Corpse, Undead Minion:</strong> ?</p><p><strong>Zombie, Fetid Walking Corpse, Undead Minion:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Scaveling Companion:</strong> [A] terrifying undead mount created through foul daemonic rites. </p><p><strong>Scaveling Companion, Terrifying Undead Mount:</strong> ?</p><p><strong>Scaveling Mount:</strong> While some urdefhans subdue wild undead mobats for use as mounts, others create new skavelings and form permanent bonds with the resulting less intelligent but more loyal specimens. </p><p><strong>Scaveling Mount, Rotting Flapping Undead Monstrosity:</strong> ?</p><p><strong>Scaveling, Ghoul Bat:</strong> Urdefhans created the first skavelings—flying undead horrors nicknamed “ghoul bats”—and rely on them to maintain air superiority in Orv’s colossal caverns. </p><p><strong>Skaveling, Flying Undead Horror:</strong> ?</p><p><strong>Wild Undead Mobat:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9g9v?Pathfinder-Campaign-Setting-Inner-Sea-Races" target="_blank">Inner Sea Races</a>[spoiler]</p><p><strong>Undead:</strong> Alien in the truest sense of the word, androids are sophisticated constructs that blur the boundaries between living beings and machines. Though their bodies are synthetic, they have souls, they respond to healing and other spells as if they were organic creatures, and they can even become undead, though they are also susceptible to effects that affect constructs. </p><p><strong>Ghoul:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Nosferatu:</strong> ?</p><p><strong>Jiang-Shi:</strong> ?</p><p><strong>Vetala:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Wight:</strong> ?[/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy8ief?Pathfinder-Campaign-Setting-The-Inner-Sea-World-Guide" target="_blank">Inner Sea World Guide</a>[spoiler]</p><p><strong>Daughter of Urgathoa:</strong> Within the church of the goddess of undeath, few more coveted stations exist than daughter of Urgathoa, yet no high priest can bestow the title, and no living worshiper can take the role. Rather, daughters of Urgathoa are selected by the fickle goddess herself, chosen from her most zealous and accomplished priestesses only at the moment of their deaths.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9l2u?Pathfinder-Player-Companion-Magic-Tactics-Toolbox" target="_blank">Magic Tactics Toolbox</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Horror:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy8gnj?Pathfinder-Campaign-Setting-Misfit-Monsters-Redeemed" target="_blank">Misfit Monsters Redeemed</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Mummy, Undead Mummy:</strong> ?</p><p><strong>Ghoul Corby, Undead Ghoul Corby:</strong> Dire corbies who feed solely on carrion have been known to succumb to ghoul fever and be reborn as undead ghoul corbies with a hunger for living flesh.</p><p>A single ghoul corby can wipe out an entire rookery, spawning in its place an undead rookery.</p><p><strong>Ghoul Corby, Emaciated Dire Corby With a Jagged Beak and Dull Grayish Feathers:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Civilized Darklands Ghoul:</strong> ?</p><p><strong>Ghoul Corby, Pet:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9926?Pathfinder-Roleplaying-Game-Monster-Codex" target="_blank">Monster Codex</a>[spoiler]</p><p><strong>Frightful Haunter:</strong> Occasionally, the desire to cause fear and misery survives even when a bugbear dies.</p><p><strong>Ghoul Huntsmaster, Ghoul Ranger 6:</strong> ?</p><p><strong>Corpse Cat:</strong> ?</p><p><strong>Ghoul Commander, Ghoul Antipaladin 7:</strong> ?</p><p><strong>Masked Murderer, Ghoul Bard 8:</strong> ?</p><p><strong>Ancient Gravedigger, Ghoul Oracle 10:</strong> ?</p><p><strong>Ghoul Monarch, Ghoul Sorcerer 12:</strong> ?</p><p><strong>Skaveling:</strong> ?</p><p><strong>Sootwing Bat:</strong> ?</p><p><strong>Ghoul Hound:</strong> ?</p><p><strong>Grathkoll:</strong> ?</p><p><strong>Ghoul Creeper, Ghoul Rogue 3:</strong> ?</p><p><strong>Ghoul Stalker, Ghoul Rogue 6:</strong> ?</p><p><strong>Vampire Seducer, Human Vampire Bard 5:</strong> ?</p><p><strong>Vampire Warrior, Vishkanya Jiang-Shi Vampire Fighter 7:</strong> When this vishkanya was alive, she pursued the path of the samurai, but wasn’t allowed to join their honorable ranks. Her restless spirit remained trapped in her flesh after death, and eventually she animated her own rotting body and sought out those who had wronged her. </p><p><strong>Vampire Savage, Half-Orc Barbarian 9:</strong> ?</p><p><strong>Enlightened Vampire, Human Vampire Monk 11:</strong> ?</p><p><strong>Vampire Lord, Half-Elf Vampire Magus 14:</strong> ?</p><p><strong>Vampire Spawn Human Rogue 2:</strong> ?</p><p><strong>Vampire Spawn Template:</strong> “Vampire spawn” is an acquired template that can be added to any living creature with 4 or more Hit Dice.</p><p></p><p><strong>Ghoul:</strong> Always searching for the flesh of humanoids, ghouls thrive where people live, and their domains steadily expand as the creatures infect new victims with ghoul fever. </p><p>Potential victims have good reason to fear ghouls, as dying of ghoul fever is a horrifying fate. From the onset of the disease, an insatiable hunger overcomes the victim, yet her body begins to reject all normal food and drink. If denied food, the victim becomes increasingly desperate and violent as her hunger grows. Feeding the victim flesh from a corpse temporarily alleviates her cravings, but does not slow the onset of the disease. Eventually, the victim’s mortal body fails entirely. After the victim finally dies, she wakes up at the next stroke of midnight, obsessed with the hunger for flesh. </p><p><strong>Vampire, Moroi:</strong> Beyond their mortal minions, vampires can drain the blood or life energy from a victim to create spawn enslaved to their will—either full-fledged vampires or weaker vampire spawn. </p><p>Other types of vampire exist, some of them arising from rare or even unique circumstances, but the following are the most notable types. </p><p><strong>Haunt:</strong> A frightful haunter has so much rage and desire to create fear that it can actually create a haunt once per hour. Each haunt has a CR no greater than the frightful haunter’s CR – 2, and often takes a form either tied to the location the frightful haunter selects for it or inspired by the victims the frightful haunter hopes to frighten. </p><p>Occasionally, the desire to cause fear and misery survives even when a bugbear dies. Such a creature can detach part of its vile nature to create frightening spiritual traps in the form of haunts. </p><p><strong>Ghast:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Undead:</strong> Corpse Companion feat.</p><p>Vampiric Companion feat.</p><p><strong>Ravener:</strong> ?</p><p><strong>Vampire Spawn:</strong> Beyond their mortal minions, vampires can drain the blood or life energy from a victim to create spawn enslaved to their will—either full-fledged vampires or weaker vampire spawn. </p><p><strong>Jiang-Shi:</strong> Created when a restless spirit does not leave its corpse at the time of death, a jiang-shi more closely resembles a rotting corpse than other vampires do. </p><p><strong>Nosferatu:</strong> Nosferatu cannot create others of their kind, thus their numbers are dwindling. </p><p></p><p>Corpse Companion </p><p>You have an undead animal companion. </p><p>Prerequisites: Animal companion class feature, ghoul. </p><p>Benefit: Your animal companion’s type changes to undead, but its Hit Dice, base attack bonus, saving throws, skills, and tricks are retained from the base creature. The creature loses its Constitution score and its Charisma score becomes 12. If your companion is destroyed, your new companion is undead as well, using these same modifications. </p><p></p><p>Vampiric Companion </p><p>Just as your undead existence mocks nature, so too does your twisted companion reflect the vile nature of vampirism. </p><p>Prerequisites: Dhampir or vampire, nongood alignment, 10th level in a class that grants a familiar or animal companion. </p><p>Benefit: Your animal companion or familiar’s type changes to “undead.” The creature gains fast healing 5 as well as your vampire or dhampir weaknesses. If you are a vampire, the creature also gains the following abilities, depending on what type of vampire you are. </p><p>Jiang-Shi: While the creature is adjacent to or in your square, it gains the benefit of your prayer scroll ability. The creature crumbles into dust if destroyed ( just like a jiang-shi), but is not permanently destroyed unless measures are taken that would destroy a jiang-shi. </p><p>Moroi: If the creature is adjacent to or in your square when you assume gaseous form, it transforms with you and follows you; its transformation ends when yours does. If reduced to 0 hit points, it’s forced into gaseous form and must return to your coffin to reform (or the foot of your coffin if it cannot fit within it). </p><p>Nosferatu: If the creature is adjacent to or in your square when you assume swarm form, it transforms with you and follows you; its transformation ends when yours does. The creature can climb as if using the spider climb vampire ability, even if its anatomy is not suitable for climbing (such as a horse). </p><p>Special: If your animal companion or familiar is destroyed, dismissed, or lost, you can apply the effects of this feat to the replacement creature. If you are destroyed, the creature retains its undead type but loses all other special abilities from this feat. If you have more than one animal companion or familiar, choose one of them when you select this feat and apply its effects to that creature. </p><p>You can select this feat more than once. Each time you select the feat, it applies to a different animal companion or familiar. [/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9s7z?Pathfinder-Player-Companion-Monster-Hunters-Handbook" target="_blank">Monster Hunter's Handbook</a>[spoiler]</p><p><strong>Undead, Restless Dead:</strong> ?</p><p><strong>Ravener:</strong> ?</p><p><strong>Abomination:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Vampire, Highly Intelligent Threat:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy8v2z?Pathfinder-Campaign-Setting-Mystery-Monsters-Revisited" target="_blank">Mystery Monsters Revisited</a>[spoiler]</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost of a Young Girl:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Vampire, Child of the Night:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy8ywe?Pathfinder-Roleplaying-Game-Mythic-Adventures" target="_blank">Mythic Adventures</a>[spoiler]</p><p><strong>Mythic Lich Human Lich Cleric 13:</strong> ?</p><p><strong>Mythic Lich:</strong> “Mythic lich” is an acquired template that can be added to any creature with the lich template.</p><p>Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich. (Mythic Monsters 9: Undead)</p><p><strong>Mythic Mummy:</strong> A mythic mummy is the preserved and animated remains of royalty—the honored dead a common mummy is compelled to protect. </p><p><strong>Advanced Mummy:</strong> As a swift action, a mythic mummy can expend one use of mythic power to transform a slain opponent into a non-mythic mummy with the advanced simple template. </p><p><strong>Mythic Human Skeleton:</strong> ?</p><p><strong>Mythic Skeleton:</strong> A mythic skeleton is an animated corpse created with mythic magic such as mythic animate dead. </p><p>“Mythic skeleton” is an acquired template that can be added to any creature with the skeleton template.</p><p>Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich. (Mythic Monsters 9: Undead)</p><p><em>Mythic Animate Dead</em> spell.</p><p><em>Torpid Reanimation</em> spell. (Mythic Magic: Horror Spells)</p><p><strong>Mythic Bloody Skeleton:</strong> ?</p><p><strong>Mythic Burning Skeleton:</strong> ?</p><p><strong>Mythic Skeletal Champion:</strong> ?</p><p><strong>Mythic Vampire Human Vampire Fighter 7:</strong> ?</p><p><strong>Mythic Vampire:</strong> A mythic vampire has ties to the earliest of its kind, being either one of the first vampires or the offspring of such ancient creatures. </p><p>“Mythic vampire” is an acquired template that can be added to any creature with the vampire template.</p><p>At 8th rank, a mythic vampire can expend one use of mythic power when using create spawn to cause the victim to rise as undead in 1 hour instead of 1d4 days. The mythic vampire can expend two uses of mythic power when using create spawn to create a mythic vampire instead of a vampire spawn or non-mythic vampire. </p><p><strong>Mythic Agile Skeleton:</strong> <em>Mythic Animate Dead</em> spell.</p><p><em>Torpid Reanimation</em> spell. (Mythic Magic: Horror Spells)</p><p><strong>Mythic Savage Skeleton:</strong> <em>Mythic Animate Dead</em> spell.</p><p><em>Torpid Reanimation</em> spell. (Mythic Magic: Horror Spells)</p><p><strong>Mythic Agile Zombie:</strong> <em>Mythic Animate Dead</em> spell.</p><p><em>Torpid Reanimation</em> spell. (Mythic Magic: Horror Spells)</p><p><strong>Mythic Savage Zombie:</strong> <em>Mythic Animate Dead</em> spell.</p><p><em>Torpid Reanimation</em> spell. (Mythic Magic: Horror Spells)</p><p></p><p><strong>Ghoul:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p></p><p>ANIMATE DEAD Add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell’s material component cost. Augmented (6th): If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile or savage mythic template. This template lasts for a number of days equal to your tier. Alternatively, if you’re 8th tier and expend 10 uses of mythic power, any skeletons you create permanently gain the mythic skeleton template.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy90qd?Pathfinder-Player-Companion-Mythic-Origins" target="_blank">Mythic Origins</a>[spoiler]</p><p><strong>Geb, Necromancer:</strong> ?</p><p><strong>Whispering Tyrant, Tar-Baphon:</strong> ?</p><p><strong>Urgathoa:</strong> ?</p><p><strong>Mother's Maw, Herald:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Mythic Undead:</strong> ?</p><p><strong>Undead Worshiper:</strong> ?</p><p><strong>Undead Thrall:</strong> Mythic <em>Soulreaver</em> spell.</p><p><strong>Created Undead:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p></p><p>Soulreaver</p><p>School necromancy [death]; Level cleric 8, sorcerer/wizard 8,</p><p>witch 8</p><p>Casting Time 1 standard action</p><p>Components V, S</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target living creatures in a 20-ft.-radius spread</p><p>Duration instantaneous</p><p>Saving Throw Fortitude half; Spell Resistance yes</p><p>Favored by the necromancer Geb as a tool to turn his enemies’ armies against themselves, this potent death spell deals 1d6 points of damage per caster level (maximum 20d6) to living creatures in the area of effect.</p><p>Mythic: You can expend one use of mythic power to raise creatures killed by this effect as undead thralls. You can animate a number of Hit Dice worth of undead up to double your tier as if you had animated them with animate dead. The undead created by this spell count toward the total number of Hit Dice worth of undead you can control.</p><p>Augmented (8th): If you expend two uses of mythic power, you can raise slain foes as undead creatures chosen from the list of undead for create undead. By expending three uses of mythic power, you can select from the list for create greater undead. The total number of Hit Dice worth of undead created in this way can’t exceed double your tier. Created undead are not automatically under your control. If you are capable of commanding undead, you may attempt to command the undead creatures as they form.[/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy90q7?Pathfinder-Campaign-Setting-Mythic-Realms" target="_blank">Mythic Realms</a>[spoiler]</p><p><strong>Agmazar the Star Titan:</strong> After his destruction at the claws of the kaiju King Mogaro, Agmazar rose as an undead behemoth.</p><p>In a cataclysmic battle that wiped out every living creature for miles, King Mogaru slew the invader from the stars and left the body burned and broken, after which he returned to his deep lake lair for a long rest.</p><p>King Mogaru, however, didn’t know the alien powers engrafted within the Star Titan—fail-safes created long ago by the Balance, its makers upon the planet Verces, who created it as an ultimate weapon against undead invaders from Eox. If Agmazar were killed, these unholy energies would raise it, not to life that might once again be snuffed out by the undead, but to titanic unlife that would make it an invincible weapon.</p><p>Its death activated its failsafe programming.</p><p><strong>Arazni:</strong> Once the virtuous herald of the god Aroden, the wizard Arazni was raised as a lich by the necromancer Geb.</p><p>But even in death Arazni found no comfort. She lay in rest only 67 years before the overzealous Knights of Ozem provoked the witch-king Geb, who raised some of the fallen knights as grave knights and sent them to bring Arazni’s revered remains to him. Not content with her corpse, he infused deathless vitality into her and bound her spirit up in her bones, making her his Harlot Queen.</p><p><strong>Kortash Khain:</strong> ?</p><p><strong>Whispering Tyrant:</strong> Slain by a god and risen as a lich.</p><p>Tar-Baphon had intended to die by Aroden’s hand all along. His studies had revealed to him that his only true path to immortality lay in undeath. For Tar-Baphon’s last step in becoming a lich beyond compare, he needed to be killed by a god, and Aroden served this purpose. The process sparked by Aroden took time, however, and for 2,307 years Tar-Baphon’s body laid dead in the ground before he returned to grim unlife. The Whispering Tyrant was born.</p><p><strong>Ghoul:</strong> A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast.</p><p><strong>Ghoul Ghast:</strong> A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy8pfw?Pathfinder-Campaign-Setting-Mythical-Monsters-Revisited" target="_blank">Mythical Monsters Revisited</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Geb, Undead Wizard King:</strong> ?</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Devourer, Spirit From the Darkest Reaches of the Multiverse, Mosnter of Mysterious Purpose:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Animate Skeleton Servant:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Animate Zombie Servant:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9egu?Pathfinder-Roleplaying-Game-Occult-Adventures" target="_blank">Occult Adventures</a>[spoiler]</p><p><strong>Human Skeleton:</strong> Occultist Necromancy Implement Necromantic Servant focus power.</p><p><strong>Human Zombie:</strong> Occultist Necromancy Implement Necromantic Servant focus power.</p><p><strong>Bloody Human Skeleton:</strong> Occultist Necromancy Implement Necromantic Servant focus power level 9.</p><p><strong>Burning Human Skeleton:</strong> Occultist Necromancy Implement Necromantic Servant focus power level 9.</p><p><strong>Fast Human Zombie:</strong> Occultist Necromancy Implement Necromantic Servant focus power level 9.</p><p></p><p><strong>Haunt:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p></p><p>Necromantic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice. [/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9grw?Pathfinder-Player-Companion-Occult-Origins" target="_blank">Occult Origins</a>[spoiler]</p><p><strong>Undead, Undead Creature, Unquiet Dead, Unquiet Soul, Restless Dead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Vicious Undead:</strong> ?</p><p><strong>Haunt:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Angry Ghost:</strong> ?</p><p><strong>Ghost, Vicious Undead:</strong> ?</p><p><strong>Tar-Baphon, Whispering Tyrant:</strong> ?</p><p><strong>Shadow, Vicious Undead:</strong> ?[/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy93n8?Pathfinder-Campaign-Setting-Osirion-Legacy-of-Pharaohs" target="_blank">Osirion Legacy of Pharaohs</a>[spoiler]</p><p><strong>Pharaonic Guardian:</strong> Pharaonic guardians were created when an egotistical Osirian pharaoh used now-lost techniques to ritually draw upon the fear of the countless slaves and servants who built her monuments. When enough of these minions were driven into self-destruction trying to provide for the pharaoh’s decadent demands, she knitted their souls together to create the first pharaonic guardians. [/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9sc5?Pathfinder-Adventure-Path-Ironfang-Invasion-Players-Guide" target="_blank">Pathfinder Adventure Path: Ironfang Invasion Player's Guide</a>[spoiler]</p><p><strong>Undead Bog Mummy:</strong> ?</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btq01su5?Pathfinder-Adventure-Path-Return-of-the-Runelords-Players-Guide" target="_blank">Pathfinder Adventure Path: Return of the Runelords Player's Guide</a>[spoiler]</p><p><strong>Ghost:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9nrw?Pathfinder-Adventure-Path-Strange-Aeons-Players-Guide" target="_blank">Pathfinder Adventure Path: Strange Aeons Player's Guide</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Whispering Tyrant:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btq01xdp?Pathfinder-Adventure-Path-Tyrants-Grasp-Players-Guide" target="_blank">Pathfinder Adventure Path: Tyrant's Grasp Player's Guide</a>[spoiler]</p><p><strong>Tar-Baphon, Whispering Tyrant:</strong> ?</p><p><strong>Undead:</strong> Lastwall is a land of rolling grasslands, primeval forests, and ancient battle scars. Once a landscape of orc holds and Kellid city-states dotted with Taldan supply forts, the Whispering Tyrant began to steadily consume the territory after 3200 ar. Orc and Kellid populations were pressed or enslaved into service, with those who fell—either in battle of ill-fated rebellions— animated to serve mindlessly until their bones crumbled to dust. </p><p><strong>Incorporeal Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9c25?Pathfinder-Roleplaying-Game-Pathfinder-Unchained" target="_blank">Pathfinder Unchained</a>[spoiler]</p><p><strong>Ghost Graft:</strong> A soul unable to rest becomes a spectral undead creature. </p><p><strong>Graveknight Graft:</strong> ?</p><p><strong>Lich Graft:</strong> This spellcaster retained its magical powers after it died and rose again in undeath. </p><p><strong>Skeleton Graft:</strong> The animated bones of the dead attack as a skeleton—a mindless soldier in an army of the dead. </p><p><strong>Vampire Graft:</strong> ?</p><p><strong>Zombie Graft:</strong> A reanimated corpse can become a sluggish and unthinking zombie. </p><p><strong>Zombie Minotaur:</strong> ?</p><p><strong>Vampire Cleric:</strong> ?</p><p></p><p><strong>Undead:</strong> Undead are once-living creatures that have been reanimated by spiritual or supernatural forces. </p><p><strong>Ghoul:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy8v35?Pathfinder-Player-Companion-People-of-the-North" target="_blank">People of the North</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Ghostly Black Crow:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy92lx?Pathfinder-Player-Companion-People-of-the-Sands" target="_blank">People of the Sands</a>[spoiler]</p><p><strong>Undead, Undead Creature, Awakened Dead:</strong> ?</p><p><strong>Mummy, Real Undead Mummy:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpya1am?Pathfinder-Roleplaying-Game-Planar-Adventures" target="_blank">Planar Adventures</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> Members of a growing contingent of evil duskwalkers have been rejecting their inborn nature entirely, throwing in their lot with the sahkils, who delight in such perversion. These duskwalkers can lose the abilities that help them combat undead and gain powers better suited to inflicting fear, but such choices also have a chance of altering their ward against corruption in a particularly unsettling way. Such duskwalkers inevitably find that not only can they become undead, but that their deaths all but guarantee some form of unnatural unlife after death, often coming back as a ghost without such an entity’s classic inability to travel far from the place of its death.</p><p>The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. </p><p>Maybe there is no such thing as a soul, and all who die become ghosts unless some other event transforms them into specific undead creatures. </p><p>Negative energy transforms a soul into a ghost, haunt, or other undead, while a plane’s raw quintessence turns a soul into a petitioner. </p><p><strong>Undead Creature With the Resurrection Vulnerability Feature:</strong> ?</p><p><strong>Undead Foe:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Incorporeal Undead, Bodiless Undead, Undead Without a Physical Body:</strong> The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. </p><p>For unknown reasons, the House of the Itinerant Soul serves as a bulwark against the pull of both the River of Souls and the Negative Energy Plane. As such, the most populous denizens are unfettered phantomsB4. Freed from the desperation of prolonging their fall into undeath, these phantoms mix and mingle in a parody of their mortal lives. The spirits go through the motions of half-remembered lifestyles, keep homes among the baroque architecture, and trade with visitors, especially prizing relics and trinkets that remind them of their mortal lives. In time, all of the phantoms tire of this existence and depart for judgment, only to be replaced by fresh ones. In this way, the House serves as a halfway home between death and judgment, which may be why Pharasma and her psychopomps have little concern with the site, for they understand that certain souls simply need longer to accept death than others, and the House of the Itinerant Soul offers a waiting area of sorts that prevents confused souls from forming into incorporeal undead, such as ghosts. </p><p>While it is most often used by mortals as a means to move incorporeally and unseen, the Ethereal Plane also serves as the launching point for souls, for it is here that they drift to upon death, joining the River of Souls to begin their journey to the Boneyard. Not all souls succeed at this journey, however; the Ethereal Plane is receptive to potent emotion, and souls that died without finding peace may linger in the mists for a time. Souls that become lost or are unable to move on due to extreme emotional trauma at the time of death may return to the Material Plane as ghosts, spectres, wraiths, or other bodiless undead, while others are called back to existence by spiritualists to become phantoms. </p><p><strong>Rare Undead Creature:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Undead Spawned From a Doomed Mortal Traveller:</strong> ?</p><p><strong>Doomed Undead:</strong> ?</p><p><strong>Ancient Intelligent Undead:</strong> ?</p><p><strong>Undead Crystal Dragon:</strong> ?</p><p><strong>Undead Terror:</strong> ?</p><p><strong>Separate Undead Entity:</strong> Visitors to Bleakshore are assailed with overwhelming feelings of ennui and loss. Those who do not flee run the very real risk of having their bodies and souls wrenched apart and transformed into two separate undead entities, each forever cursed to envy what it lost to the other until Fumeiyoshi finally takes note of the intruder and destroys them both, once more restoring solitude to Bleakshore. </p><p><strong>Spontaneously Generated Undead:</strong> The highest point on all of Abaddon is the peak of the White Mountain. This massive volcano belches forth neither ash nor lava but a miasma of corrosive, white-hot soul-stuff, spontaneously generated undead, and negative energy. What fuels this devastating mixture of hatred is unknown, although rumors point to leakage from a lost artifact, the unquiet grave of a dead god or harbinger, or the results of a long-abandoned but not quite ended experiment by a previous Horseman of the Apocalypse. </p><p><strong>Undead Passenger:</strong> ?</p><p><strong>Haunt:</strong> The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. </p><p>Negative energy transforms a soul into a ghost, haunt, or other undead, while a plane’s raw quintessence turns a soul into a petitioner. </p><p><strong>Devourer, Far-Ranging Devourer:</strong> Those fiends and evil spellcasters who find a break in the Astral Plane and escape beyond the Outer Sphere sometimes return, twisted and transformed into devourers. </p><p><strong>Far-Ranging Devourer, Most Infamous Abductor:</strong> ?</p><p><strong>Phericydus, Devourer Oracle 10, Favored Minion, Mouthpiece, Towering Figure:</strong> ?</p><p><strong>Ghost:</strong> The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. </p><p>Maybe there is no such thing as a soul, and all who die become ghosts unless some other event transforms them into specific undead creatures. </p><p>While it is most often used by mortals as a means to move incorporeally and unseen, the Ethereal Plane also serves as the launching point for souls, for it is here that they drift to upon death, joining the River of Souls to begin their journey to the Boneyard. Not all souls succeed at this journey, however; the Ethereal Plane is receptive to potent emotion, and souls that died without finding peace may linger in the mists for a time. Souls that become lost or are unable to move on due to extreme emotional trauma at the time of death may return to the Material Plane as ghosts, spectres, wraiths, or other bodiless undead, while others are called back to existence by spiritualists to become phantoms. </p><p>For unknown reasons, the House of the Itinerant Soul serves as a bulwark against the pull of both the River of Souls and the Negative Energy Plane. As such, the most populous denizens are unfettered phantomsB4. Freed from the desperation of prolonging their fall into undeath, these phantoms mix and mingle in a parody of their mortal lives. The spirits go through the motions of half-remembered lifestyles, keep homes among the baroque architecture, and trade with visitors, especially prizing relics and trinkets that remind them of their mortal lives. In time, all of the phantoms tire of this existence and depart for judgment, only to be replaced by fresh ones. In this way, the House serves as a halfway home between death and judgment, which may be why Pharasma and her psychopomps have little concern with the site, for they understand that certain souls simply need longer to accept death than others, and the House of the Itinerant Soul offers a waiting area of sorts that prevents confused souls from forming into incorporeal undead, such as ghosts. </p><p>Negative energy transforms a soul into a ghost, haunt, or other undead, while a plane’s raw quintessence turns a soul into a petitioner. </p><p><strong>Ghost, Incorporeal Undead, Bodiless Undead, Incorporeal Creature:</strong> ?</p><p><strong>Ghost Without Inability to Travel:</strong> Members of a growing contingent of evil duskwalkers have been rejecting their inborn nature entirely, throwing in their lot with the sahkils, who delight in such perversion. These duskwalkers can lose the abilities that help them combat undead and gain powers better suited to inflicting fear, but such choices also have a chance of altering their ward against corruption in a particularly unsettling way. Such duskwalkers inevitably find that not only can they become undead, but that their deaths all but guarantee some form of unnatural unlife after death, often coming back as a ghost without such an entity’s classic inability to travel far from the place of its death. </p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich, Creature Whose Soul is Separate From its Body, Intelligent Undead:</strong> ?</p><p><strong>Xegirius Malikar, Lich Human Wizard 20, Often-Preoccupied Lich:</strong> ?</p><p><strong>Mythic Lich, Undead Owner:</strong> ?</p><p><strong>Shadow, Malevolent Shadow:</strong> ?</p><p><strong>Shadow, Animal Suited to the Darkness, Predator, Undead Terror:</strong> ?</p><p><strong>Greater Shadow, Undead Terror:</strong> ?</p><p><strong>The Lightless Lord, Ancient Shadow Lord:</strong> ?</p><p><strong>Spectre:</strong> The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. </p><p>While it is most often used by mortals as a means to move incorporeally and unseen, the Ethereal Plane also serves as the launching point for souls, for it is here that they drift to upon death, joining the River of Souls to begin their journey to the Boneyard. Not all souls succeed at this journey, however; the Ethereal Plane is receptive to potent emotion, and souls that died without finding peace may linger in the mists for a time. Souls that become lost or are unable to move on due to extreme emotional trauma at the time of death may return to the Material Plane as ghosts, spectres, wraiths, or other bodiless undead, while others are called back to existence by spiritualists to become phantoms. </p><p><strong>Spectre, Incorporeal Undead, Bodiless Undead:</strong> ?</p><p><strong>Mother's Maw, Giant Winged Vampire Skull, Herald:</strong> ?</p><p><strong>Vampire, Standard Vampire:</strong> Urgathoa divine gift.</p><p><strong>Jian-Shi:</strong> Urgathoa divine gift.</p><p><strong>Nosferatu:</strong> Urgathoa divine gift.</p><p><strong>Legendary Vampire:</strong> ?</p><p><strong>Vampire Sorcerer:</strong> ?</p><p><strong>Vampire, Intelligent Undead:</strong> ?</p><p><strong>Urgathoa, The Pallid Princess, Goddess of Disease Gluttony Undeath, Vampiric Goddess of Undeath, Most Powerful Denizen, Mentor, Comrade:</strong> ?</p><p><strong>Larynsang the Wasted, Ancient Vampire Sorcerer:</strong> ?</p><p><strong>Wraith:</strong> Major negative-dominant planes are even more dangerous to the living. Each round, a living creature on such a plane must succeed at a DC 25 Fortitude save or incur a negative level. A creature whose negative levels equal its current levels or Hit Dice is slain and becomes a wraith. </p><p>While it is most often used by mortals as a means to move incorporeally and unseen, the Ethereal Plane also serves as the launching point for souls, for it is here that they drift to upon death, joining the River of Souls to begin their journey to the Boneyard. Not all souls succeed at this journey, however; the Ethereal Plane is receptive to potent emotion, and souls that died without finding peace may linger in the mists for a time. Souls that become lost or are unable to move on due to extreme emotional trauma at the time of death may return to the Material Plane as ghosts, spectres, wraiths, or other bodiless undead, while others are called back to existence by spiritualists to become phantoms. </p><p>The Negative Energy Plane destroys life and most forms of matter, yet still, there are denizens of the realm. By far the most common are undead—particularly those without physical bodies. Wraiths are the most commonly encountered, for when a mortal creature dies on the Negative Energy Plane, a wraith often spawns during the process of death. In this case, the mortal’s actual soul is not completely corrupted—what forms the wraith is scraped from the dying soul in a process that is metaphysically and emotionally excruciating. </p><p><strong>Wraith, Bodiless Undead, Undead Without a Physical Body:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Nightshade, Dreaded Nightshade:</strong> Of the undead who dwell on the Negative Energy Plane, the dreaded nightshades are the most infamous. Though these creatures have physical bodies, they are not affected by the constant decay the plane inflicts on solidity and reality. Nightshades are, in a very real sense, physical manifestations of the plane itself. Yet even they are not true natives. Born from dead fiends, they feed upon the Void’s energies and ever seek release into other planes to spread misery and death. </p><p>Originally an inhabited planet from the Material Plane, Fallen Duromak was dragged into the Void along with its twin during a monstrous invasion of devils and qlippoth. The world, orbited by shattered, slowly disintegrating moons, remains a sterile, life-scoured tomb planet populated by wraiths, ancient constructs, an entire void-ravaged ecology, and massive numbers of nightshades formed from the sudden oblivion of the warring fiends. </p><p><strong>Nightshade, Animal Suited to the Darkness, Physical Manifestation of the Negative Engergy Plane:</strong> ?</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightwave:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Graveknight, Intelligent Undead:</strong> ?</p><p><strong>Ectoplasmic Human:</strong> ?</p><p><strong>Ghoul Leng:</strong> ?</p><p><strong>Ghoul Ghast Leng:</strong> ?</p><p><strong>Grim Reaper:</strong> ?</p><p><strong>Grim Reaper, Most Dangerous Infamous Predator:</strong> ?</p><p><strong>Lesser Death:</strong> ?</p><p></p><p>Divine Gift The recipient dies and rises at the next sunset (or after 12 hours have passed, whichever comes first, but never in a situation that would result in the gift being granted during the day) as a vampire. (At the GM’s discretion, other vampire templates, such as jiang-shiB3 or nosferatuB4, can be applied rather than the standard vampire template.) If the character is already a vampire, he does not suffer any of the traditional vampire weaknesses (such as sunlight or running water) for 24 hours.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy99s6?Pathfinder-Player-Companion-Ranged-Tactics-Toolbox" target="_blank">Ranged Tactics Toolbox</a>[spoiler]</p><p><strong>Incorporeal Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9j6p?Pathfinder-Roleplaying-Game-Ultimate-Intrigue" target="_blank">Ultimate Intrigue</a>[spoiler]</p><p><strong>Ghost:</strong> The PCs have killed their nemesis, but his obsession causes him to rise from death as a ghost with the unfinished business of defeating the PCs. His spirit rises 1d4 days after his death, and his ghost is tied to his possessions from life. </p><p><strong>Revenant:</strong> The PCs kill a fanatic follower of the nemesis, who returns from death as a revenant.</p><p><strong>Witchfire:</strong> Long ago, a powerful hag led a wicked coven that sought to destroy the kingdom of Gaheris. Seeking to turn enemies into allies, the king of Gaheris convinced the two weaker sisters to break their coven and betray their leader. In exchange, he used magic to reincarnate them into humans and married them to two of his most powerful dukes. The hags sealed their elder sister in her shack and burned her alive, only to see her to rise as a powerful witchfire.</p><p><strong>Draugr:</strong> ?</p><p><strong>Dullahan:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghul:</strong> ?</p><p><strong>Huecuva:</strong> ?</p><p><strong>Skeletal Champion:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9oo7?Pathfinder-Roleplaying-Game-Villain-Codex" target="_blank">Villain Codex</a>[spoiler]</p><p><strong>The Eminent Spellqueen, Human Lich Sorcerer 12:</strong> ?</p><p><strong>Fevered Ravener, Ghast Slayer 4:</strong> ?</p><p><strong>Undead Apostle, Dwarf Graveknight Fighter 8:</strong> Before his death and rise as a graveknight, the undead apostle belonged to the adventuring company that slew the Reaper. In the final assault on her stronghold, the apostle became separated from his companions and the cult defeated him, hoping to learn who had sent the adventurers or else to turn him against his former allies and send him out to undermine and dishearten them. The cult initially kept him alive, but he ultimately burned to death in the fire his allies set to destroy the Reaper. Believing their comrade dead, they left him behind. He rose from the ashes with the fire still alive in his soul, burning with hatred for those who had left him to die. </p><p>“You, of all people, have the gall to ask me ‘why?’ After everything we went through, after all the times we fought side by side, you left me there. You left me surrounded by walking corpses and murderers. You left me to die in darkness and disease, and you made damn sure I did when you burned it all down around me just to save your own skin. You didn’t even have the kindness to dispatch me quickly—you didn’t even bother to see if whether was possible to save me. Oh no, you were all too ready to let me suffer before I died. Yet I suppose I should thank you, in the end, because it opened my eyes to the truth of this wretched existence. After the ashes cooled and I arose, I realized that life is the real plague, old friend, and the Reaper and her undead followers are the cure. Now it is time for me to return the favor and help you embrace real power.” </p><p>—The undead apostle, in a last conversation with an old companion </p><p>The newest addition to the cult’s leadership, the undead apostle, is a dwarven graveknight who perished and rose again when he and his adventuring company attempted—successfully—to slay the Reaper. </p><p><strong>The Reaper, Human Ghost Cleric 9:</strong> </p><p><strong>Ghost Captain, Human Ghost Psychic 8:</strong> ?</p><p><strong>Juju Zombie Pirate Thug:</strong> ?</p><p></p><p><strong>Undead:</strong> Followers of Urgathoa revere all sicknesses as worldly expressions of her divine will, but none more so than the pallid gift, which opens its victims’ fevered minds to the glory of the Pallid Princess. Creatures that die while afflicted with the disease rise as undead, but some creatures form a symbiotic bond with it and become pallid vectors. </p><p><strong>Plague Zombie:</strong> When a pallid vector dies, it rises as a plague zombie 1 round later. Instead of zombie rot, it spreads pallid gift. Sprinkling holy water on the body (a standard action) before it rises prevents this. A humanoid pallid vector that kills itself ritualistically or dies within a desecrate effect or other area that promotes undeath rises as a more powerful undead instead, as if it had died from pallid gift. </p><p>A nonhumanoid pallid gift-infected creature that dies rises as a plague zombie in 2d6 hours, and spreads pallid curse instead of zombie rot.</p><p>A humanoid pallid gift-infected creature with 1-3 HD that dies rises as a plague zombie.</p><p><strong>Ghast:</strong> A humanoid pallid gift-infected creature with 4-5 HD that dies rises as a ghast.</p><p><strong>Wight:</strong> A humanoid pallid gift-infected creature with 6-7 HD that dies rises as a wight.</p><p><strong>Vampire:</strong> A humanoid pallid gift-infected creature with 8+ HD that dies rises as a vampire.</p><p><strong>Draugr:</strong> ?</p><p></p><p>Pallid Gift: melee attacks; save Fort DC = 10 + 1/2 the pallid vector’s Hit Dice + its Con modifier; onset immediate; frequency 1/day; effect 1d6 Constitution damage and 1d6 Wisdom damage, the infected creature is fatigued, the ability damage can’t be healed, and the fatigue can’t be removed while the creature is infected; cure 2 consecutive saves. A nonhumanoid infected creature that dies rises as a plague zombie in 2d6 hours, and spreads pallid curse instead of zombie rot. A humanoid infected creature that dies rises as an undead according to its HD. </p><p>Hit Dice Monster </p><p>1–3 Plague zombie </p><p>4–5 Ghast </p><p>6–7 Wight </p><p>8+ Vampire [/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9hdy?Pathfinder-Player-Companion-Weapon-Masters-Handbook" target="_blank">Weapon Master's Handbook</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btq01w1y?Pathfinder-Player-Companion-Wilderness-Origins" target="_blank">Wilderness Origins</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Pathfinder 1e 3rd Party[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/84235/PFRPG-Achievement-Feats?affiliate_id=17596" target="_blank">[PFRPG] Achievement Feats</a>[spoiler]</p><p><strong>Undead, Undead Creature, The Dead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/92732/PFRPG-Achievement-Feats-Volume-2?affiliate_id=17596" target="_blank">[PFRPG] Achievement Feats: Volume 2</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Foul Lich:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/97777/PFRPG-Pugs-Bazaar-Tent-1?affiliate_id=17596" target="_blank">[PFRPG] Pug's Bazaar: Tent #1</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Ghoul:</strong> Opening the [canopic] jars [of Khasekenej] creates powerful minions to serve you—whether you’re fighting a battle, doing reconnaissance work, or you simply need someone to pour you a drink, these jars are your friends.</p><p><strong>Skeletal Champion:</strong> Opening the [canopic] jars [of Khasekenej] creates powerful minions to serve you—whether you’re fighting a battle, doing reconnaissance work, or you simply need someone to pour you a drink, these jars are your friends.</p><p><strong>Ghost:</strong> Opening the [canopic] jars [of Khasekenej] creates powerful minions to serve you—whether you’re fighting a battle, doing reconnaissance work, or you simply need someone to pour you a drink, these jars are your friends.</p><p><strong>Ghoul, Powerful Minion, Summoned Creature, Summoned Undead:</strong> ?</p><p><strong>Skeletal Champion, Powerful Minion, Summoned Creature, Summoned Undead:</strong> ?</p><p><strong>Ghost, Powerful Minion, Summoned Creature, Summoned Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/120932/PFRPG-Pugs-Bazaar-Tent-2?affiliate_id=17596" target="_blank">[PFRPG] Pug's Bazaar: Tent #2</a>[spoiler]</p><p><strong>Undead Guardian, Withered Up Old Lady:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/134230/PFRPG-Pugs-Bazaar-Tent-3?affiliate_id=17596" target="_blank">[PFRPG] Pug's Bazaar: Tent #3</a>[spoiler]</p><p><strong>Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/217600/8Bit-Adventures--The-Legend-of-Heroes?affiliate_id=17596" target="_blank">8-Bit Adventures - The Legend of Heroes</a>[spoiler]</p><p><strong>Burning Skull:</strong> Burning skulls are floating skulls or severed heads whose bodies have long since abandoned them, either in the moment of death or long after. Reanimated via dark magic, these horrors are usually created as mindless sentinels for dungeons or lairs.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/215783/8Bit-Adventures-Vampire-Slayer-Gear?affiliate_id=17596" target="_blank">8-Bit Adventures: Vampire Slayer Gear</a>[spoiler]</p><p><strong>Axe Knight:</strong> ?</p><p><strong>Knight:</strong> ?</p><p><strong>Medusa Head:</strong> ?</p><p><strong>Red Skeleton:</strong> ?</p><p></p><p><strong>Graveknight:</strong> ?</p><p><strong>Skeletal Champion:</strong> ?</p><p><strong>Beheaded:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Bloody Skeleton:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/184109/8Bit-Adventures--Welcome-to-the-Fungal-Kingdom?affiliate_id=17596" target="_blank">8-Bit Adventures Welcome to the Fungal Kingdom</a>[spoiler]</p><p><strong>Scaredy Ghost:</strong> ?</p><p><strong>Undead Turtle:</strong> The origins of these creatures is shrouded in mystery, but the common story is that they were created by the Turtle King himself to allow him access to what he assumed had to be vast treasure troves hidden in the haunted mansions of the Fungal Kingdom.</p><p>At first the Turtle King was frustrated at the ease with which the unquiet spirits of the Fungal Kingdom rebuffed his attempts to explore the old and decrepit houses that dotted the landscape, casting out his Turtle Legion and preventing access to what must be the best treasures and resources. To combat this, he delved into some necromancy of his own, creating the nigh-indestructible undead soldiers that serve him today. With his new skeletal servitors at his disposal he quickly explored these haunted sites, learning that they held little of interest.</p><p>It can be created by an animate dead spell, but only if the subject was originally a turtle soldier.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/151598/10-AllNew-Space-Monsters?affiliate_id=17596" target="_blank">10 All-New Space Monsters</a>[spoiler]</p><p><strong>Astro Zombie:</strong> Astro zombies are bodies of the recently deceased reanimated by cosmic radiation. Because of their cosmic origins, astro zombies tend to be members of space-faring races, and often have a dry, mummy-like appearance caused by exposure to open space—essentially freeze drying them. Astro zombies created on the planet where they are encountered generally lack these characteristics and are virtually indistinguishable from normal zombies.</p><p>To become an astro zombie, one need only be exposed to cosmic radiation shortly before—or after—death. A single astro zombie emits enough radiation to raise others, allowing them to rapidly increase their numbers.</p><p>Astro zombie breakouts often start on poorly shielded ships which are quickly overrun and flown to populated planets or outposts where the astro zombies can greatly increase their numbers.</p><p>Any creature that dies while under the effects of an astro zombie’s radiation—or one who is slain by an astro zombie’s burning hand attack—will rise as an astro zombie 1d4 hours later. Creatures that have already died can also be transformed, but require continuous exposure for 1d3 hours. Creatures Immune to—or shielded from—radiation or immune to effects requiring a Fortitude save cannot become astro zombies.</p><p></p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/160060/10-AllNew-Undead-Monsters?affiliate_id=17596" target="_blank">10 All-New Undead Monsters</a>[spoiler]</p><p><strong>Giant Crawling Tongue:</strong> Its a little-known fact of nature that when creatures of significant size die their bodies are almost immediately swarmed my necromancers, harvesting useful parts like gigantic eyes and hands for use in their dark magics. The tongue is usually one of the last pieces to be harvested—unless it’s taken with the head—and is often the only piece that can be obtained by the smaller and weaker necromancers.</p><p><strong>Crawling Tongue Swarm:</strong> A crawling tongue swarm is made of around 1,500 animated tongues. Each tongue must be individually harvested and prepared and then raised as a single creature. As such, all but the most dedicated—or obsessive—of necromancers don’t bother creating such creatures.</p><p><strong>Sokushinbutsu Mummy:</strong> In a rarely practiced ritual, a monk will enter a deep meditative state which they will not break even to eat or drink. To the uninformed observer this seems to result in the monk’s death; however, the truth is that the monk has transcended to a higher state of enlightenment.</p><p>While most never return from this state, if the monk senses a powerful need for them they will return to their body, becoming a sokushinbutsu mummy. While a monk must be of lawful-neutral alignment to achieve this state, once they have reanimated they may be persuaded to change their alignment just as any other creature—although they must always retain their lawful alignment.</p><p>A sokushinbutsu mummy is animated by ki, rather than negative energy.</p><p><strong>Phantasmagoria:</strong> A phantasmagoria is a whirling mass of more than 100 tiny ghostly entities—individually known as phantomets. Each of these indistinct glowing orbs were originally full-fledged ghosts, but have since lost most of their memories and power over centuries of unlife.</p><p><strong>Phantom Limb:</strong> Phantom limbs are the spirits of limbs lost in battle.</p><p><strong>Phantom Limb Arm:</strong> ?</p><p><strong>Phantom Limb Leg:</strong> ?</p><p><strong>Shrieking Crypt Skeleton:</strong> ?</p><p><strong>Visceral Creeper:</strong> 1d6 hours after death, the digestive tract of a creature slain by a visceral creeper will detach and crawl out of its former owner’s mouth as a new visceral creeper.</p><p>1d6 hours after death, the digestive tract of a creature slain by a visceral creeper will detach and crawl out of its former owner’s mouth as a new visceral creeper.</p><p>Visceral creepers can be created with animate dead and lesser animate dead. When calculating cost and number of controllable undead, a visceral creeper counts as a creature of its hit dice total −1.</p><p><strong>Electric Zombie:</strong> Seen by most necromancers as an overly-complicated zombie, and by golem crafters as an overly-simplified flesh golem, an electric zombie combines science and magic is a way many consider impractical. Prior to animation, an electric zombie’s body must outfitted with several specialized components for storing and distributing electricity through its body.</p><p><strong>Rage Zombie, Cadaver Lantern:</strong> A cadaver lantern can only be created from the remains of an executed murderer. The preparation ritual is long and involved, first the body and head cavities are hollowed out and the mandible removed. After that, a candle is made from the body’s fat and infused with necromantic energy. Finally, the candle is placed inside the skull cavity and lit, within a few minutes it will animate and begin indiscriminately attacking any creature it sees.</p><p><strong>Slime-Vomiting Zombie:</strong> A creature who is slain by zombie slime will rise as a slime-vomiting zombie in 2d6 hours.</p><p>A slime-vomiting zombie—as one may assume—is a zombie capable of vomiting a corrosive, viscus slime on its victims. The slime not only disables and damages its victims, but is also the catalyst for creating more slime-vomiting zombies. Upon creation, a slime-vomiting zombie’s organs dissolve to create the cavity in which it produces and stores its slime.</p><p>Zombie Slime disease.</p><p><strong>Tar Zombie:</strong> Perhaps the worst of the tar zombie’s abilities is their ability to transmit melting flesh plague, which can provide a painful drawn-out death. Sufferers of melting flesh plague first suffer a fever, but soon begin to break out in large boils that expel acidic puss when ruptured. As the disease continues, the victim’s flesh becomes swollen, easily torn, and takes on a black color as they begin to rot while still alive. Any creature who dies from melting flesh plague immediately rises as tar zombie.</p><p>Melting Flesh Plague disease.</p><p><strong>Crawling Tongue:</strong> Each tongue must be individually harvested and prepared and then raised as a single creature.</p><p><strong>Phantomet:</strong> Each of these indistinct glowing orbs were originally full-fledged ghosts, but have since lost most of their memories and power over centuries of unlife.</p><p></p><p><strong>Ghost:</strong> ?</p><p></p><p>Zombie Slime: Corpse Kiss—forced ingestion; save Fort DC 13; frequency 1/round until cured; effect 1 Con; cure 1 save; special A creature who is slain by zombie slime will rise as a slime-vomiting zombie in 2d6 hours.</p><p>This ability functions against deceased creatures—including ones who die while suffering from—but not directly as the result of—zombie slime, such creature rise when their Constitution score reaches 0—using Con score as of time of death.</p><p></p><p>Melting Flesh Plague: Bite—injury; save Fort DC 16; onset 1d4 days; frequency 1/day; effect 1d3 Con and Cha; cure 2 consecutive saves; special A creature who dies from—or while under the effects of—melting flesh plague will immediately rise as a tar zombie. However, they will not gain their additional acid damage for 1d3 hours.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/151802/10-Angelic-Magic-Items-PFRPG?affiliate_id=17596" target="_blank">10 Angelic Magic Items (PFRPG)</a>[spoiler]</p><p><strong>Cynmark The Dread Lich:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/154514/10-Kingdom-Seeds-Forests-PFRPG?affiliate_id=17596" target="_blank">10 Kingdom Seeds: Forests (PFRPG)</a>[spoiler]</p><p><strong>Ghost:</strong> ?</p><p><strong>Flesh-Eating Ghoul:</strong> ?</p><p><strong>Skeletal Warrior:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/167963/10-Kingdom-Seeds-Hills-PFRPG?affiliate_id=17596" target="_blank">10 Kingdom Seeds: Hills (PFRPG)</a>[spoiler]</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/207259/10-Kingdom-Seeds-Plains-PFRPG?affiliate_id=17596" target="_blank">10 Kingdom Seeds: Plains (PFRPG)</a>[spoiler]</p><p><strong>Ghostly Charioteer:</strong> ?</p><p><strong>Evil Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/221362/10-Kingdom-Seeds-Underground-PFRPG?affiliate_id=17596" target="_blank">10 Kingdom Seeds: Underground (PFRPG)</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Ghostly Dragon:</strong> ?</p><p><strong>Ghost of an Original Paranoid Settler:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampiric Dryad:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/104573/30-Variant-Dragons-PFRPG?affiliate_id=17596" target="_blank">30 Variant Dragons</a>[spoiler]</p><p><strong>Fast Zombie:</strong> Juju Fever Disease—breath weapon or miasma; save Fort, same DC as the jungle dragon’s breath weapon; onset 1 day; frequency 1/day; effect 1 point of Con damage and 1 point of Wis damage per age category; cure 3 consecutive saves. Anyone who dies from juju fever rises as a fast zombie at the next midnight.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/162059/100-Crunch-Kobolds?affiliate_id=17596" target="_blank">100% Crunch Kobolds</a>[spoiler]</p><p><strong>Kobold Skeleton:</strong> ?</p><p><strong>Kobold Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/107963/100-Crunch-Liches?affiliate_id=17596" target="_blank">100% Crunch Liches</a>[spoiler]</p><p><strong>Atrophied Lich:</strong> A lich that remains immobile and insensible for extended periods of time can grow atrophied.</p><p><strong>Forsaken Lich:</strong> The means of attaining lichdom are extremely personal for mortal spellcasters, fraught with misinformation and peril. The smallest miscalculation in the potion of lichdom’s formula or most minute flaw in one’s phylactery can interrupt the process that infuses one’s mortal soul with overwhelming arcane and negative energies. Other times, an inexperienced wizard attempts the transformation, or erroneously consumes a formula produced for another spellcaster, instantly dying from the backlash of potent forces or condemning himself to a terminal but far more terrible end.</p><p>In these sorrowful cases, the process traps the soul of the would‐be lich outside a phylactery that will not accept it and a body that has rejected it. The potent arcane forces tampered with by the lich’s failed creation also find themselves unleashed but uncontrolled, surrounding the newly formed abomination, empowering it but also slowly consuming its essence.</p><p>“Forsaken lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery. Rarely, a creature unable to create a phylactery stumbles upon this state through tragic ambition.</p><p><strong>Awakened Demilich:</strong> Under exceptional conditions, a lich’s full consciousness survives its transformation into a demilich, or a lich’s wandering intellect manages to return to its jewelled skull.</p><p><strong>Elf Lich Magus 11:</strong> ?</p><p><strong>Halfling Lich Cleric 11:</strong> ?</p><p><strong>Human Lich Wizard 11:</strong> ?</p><p><strong>Human Lich Druid 11:</strong> ?</p><p><strong>Human Forsaken Lich Cleric 11:</strong> ?</p><p><strong>Dwarf Lich Oracle 12:</strong> ?</p><p><strong>Half-Elf Lich Wizard 12:</strong> ?</p><p><strong>Pugwampi Lich Druid 12:</strong> ?</p><p><strong>Sylph Lich Sorcerer 12:</strong> ?</p><p><strong>Demilich:</strong> ?</p><p><strong>Dhampir Forsaken Lich Wizard 13:</strong> ?</p><p><strong>Green Hag Lich Wizard 12:</strong> ?</p><p><strong>Human Lich Cleric 13:</strong> ?</p><p><strong>Human Lich Magus 13:</strong> ?</p><p><strong>Serpentfolk Lich Wizard 11:</strong> ?</p><p><strong>Drider Lich Bard 11:</strong> ?</p><p><strong>Ghaele Lich:</strong> ?</p><p><strong>Halfling Lich Bard 14:</strong> ?</p><p><strong>Half-Orc Lich Oracle 14:</strong> ?</p><p><strong>Drow Noble Lich Leric 14:</strong> ?</p><p><strong>Drow Noble Lich Wizard 14:</strong> ?</p><p><strong>Human Lich Sorcerer 5/Dragon Disciple 10:</strong> ?</p><p><strong>Human Forsaken Lich Ranger 15:</strong> ?</p><p><strong>Advanced Serpentfolk Lich Cleric 13:</strong> ?</p><p><strong>Elf Lich Magus 16:</strong> ?</p><p><strong>Venerable Half-Orc Lich Druid 16:</strong> ?</p><p><strong>Human Lich Oracle 16:</strong> ?</p><p><strong>Puckwudgie Lich Druid 13:</strong> ?</p><p><strong>Advanced Demilich:</strong> ?</p><p><strong>Drider Lich Sorcerer 9:</strong> ?</p><p><strong>Dwarf Lich Cleric 17:</strong> ?</p><p><strong>Human Lich Wizard 17:</strong> ?</p><p><strong>Advanced Serpentfolk Lich Wizard 15:</strong> ?</p><p><strong>Ancient Green Dragon Lich:</strong> ?</p><p><strong>Elf Lich Wizard 18:</strong> ?</p><p><strong>Human Lich Bard 18:</strong> ?</p><p><strong>Human Lich Ranger 18:</strong> ?</p><p><strong>Nymph Lich Druid 11:</strong> ?</p><p><strong>Awakened Demilich Oracle 16:</strong> ?</p><p><strong>Old Red Dragon Lich Sorcerer 2:</strong> ?</p><p><strong>Serpentfolk Lich Cleric 17:</strong> ?</p><p><strong>Succubus Lich Sorcerer 15:</strong> ?</p><p></p><p><strong>Lich:</strong> The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster’s life‐force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death.</p><p>The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster’s soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster’s transformation are left to the GM’s discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades.</p><p>An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul.</p><p>Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.</p><p>“Lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery.</p><p><strong>Demilich:</strong> In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich’s physical form succumbs to decay over the centuries. In time, only the lich’s skull remains intact. Yet the bonds of undeath keep the lich’s remains from final dissolution. Vestiges of the lich’s intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich’s will to live strengthen the skull, rendering it harder than any steel. The lich’s greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich’s eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest.</p><p>Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich’s body decays, the lich’s intellect returns to its phylactery as normal. However, the skull rejects the return of the lich’s consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich’s remains are destroyed or scattered (for example, by wandering adventurers), the lich’s phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich’s remains survive unperturbed, the phylactery’s magic fails catastrophically, releasing the lich’s soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich’s soul to transform it into a demilich.</p><p>For wandering liches, the process is similar, but based on the number of decades the lich spends without its intellect returning to its body. While the lich’s body still decays, its mind remains at large, only becoming trapped in the phylactery if the lich tries to return during the period in which its body has failed, but it has not yet become a demilich. Should the lich’s phylactery fail before the wandering lich returns, the skull becomes a demilich, and the lich’s mind is doomed to wander until the end of days.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/110396/100-Crunch-Skeletal-Champions?affiliate_id=17596" target="_blank">100% Crunch Skeletal Champions</a>[spoiler]</p><p><strong>Skeletal Champion:</strong> While most skeletons are mindless automatons, some skeletons retain their intelligence and cunning, making them formidable warriors.</p><p>“Skeletal Champion” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, brought to unlife through foul magic.</p><p><strong>Acid Skeleton:</strong> ?</p><p><strong>Electric Skeleton:</strong> ?</p><p><strong>Frost Skeleton:</strong> ?</p><p><strong>Archer Skeleton:</strong> ?</p><p><strong>Armoured Skeleton:</strong> Armoured skeletons are normal skeletons given heavier varieties of armour and weapons to serve as elite troops in undead armies.</p><p><strong>Cursed Skeleton:</strong> Created as the result of a powerful curse rather than through necromantic spells.</p><p><strong>Exploding Skeleton:</strong> ?</p><p><strong>Magus Skeleton:</strong> ?</p><p><strong>Mudra Skeleton:</strong> ?</p><p><strong>Six-Armed Skeleton:</strong> ?</p><p><strong>Multiplying Skeleton:</strong> ?</p><p><strong>Under-Equipped Skeleton:</strong> Under‐equipped skeletons are normal skeletons with armour and weapons that have the broken quality.</p><p><strong>Bloody Skeleton:</strong> These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.</p><p><strong>Burning Skeleton:</strong> These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.</p><p><strong>Skeletal Champion Dwarf Warrior 1:</strong> ?</p><p><strong>Skeletal Champion Elf Warrior 1:</strong> ?</p><p><strong>Skeletal Champion Archer Goblin Warrior 1:</strong> ?</p><p><strong>Skeletal Champion Goblin Warrior 1:</strong> ?</p><p><strong>Skeletal Champion Archer Human Warrior 1:</strong> ?</p><p><strong>Skeletal Champion Human Warrior 1:</strong> ?</p><p><strong>Exploding Skeletal Champion Kobold Warrior 2:</strong> ?</p><p><strong>Skeletal Champion Elf Fighter 1:</strong> ?</p><p><strong>Skeletal Champion Archer Human Ranger1:</strong> ?</p><p><strong>Skeletal Champion Hobgoblin Fighter 1:</strong> ?</p><p><strong>Skeletal Champion Orc Barbarian 1:</strong> ?</p><p><strong>Skeletal Champion Archer Urdefhan:</strong> ?</p><p><strong>Skeletal Champion Centaur:</strong> ?</p><p><strong>Skeletal Champion Drow Fighter 2:</strong> ?</p><p><strong>Skeletal Champion Archer Elf Rogue 3:</strong> ?</p><p><strong>Skeletal Champion Gnoll Warrior 2:</strong> ?</p><p><strong>Magus Skeleton Goblin Bard 3:</strong> ?</p><p><strong>Magus Skeleton Drow Noble Cleric 3:</strong> ?</p><p><strong>Magus Skeleton Bloody Skeleton Dwarf Cleric 3:</strong> ?</p><p><strong>Archer Magus Skeleton Elf Wizard 4:</strong> ?</p><p><strong>Magus Skeleton Human Sorcerer 4:</strong> ?</p><p><strong>Skeletal Champion Annis Hag:</strong> ?</p><p><strong>Archer Skeletal Champion Janni Rogue 2:</strong> ?</p><p><strong>Skeletal Champion Orc 4:</strong> ?</p><p><strong>Magus Skeleton Archer Urdefhan Wizard 6:</strong> ?</p><p><strong>Burning Mudra Skeletal Champion Human Rogue 4/Ranger 1:</strong> ?</p><p><strong>Skeletal Champion Redcap:</strong> ?</p><p><strong>Skeletal Champion Archer Urdefhan Fighter 4:</strong> ?</p><p><strong>Skeletal Champion Very Young Blue Dragon:</strong> ?</p><p><strong>Acid Burning Electric Skeletal Champion Doppelganger Ranger 1:</strong> ?</p><p><strong>Archer Skeletal Champion Green Hag Rogue 4:</strong> ?</p><p><strong>Archer Magus Skeleton Urdefhan Cleric 8:</strong> ?</p><p><strong>Magus Skeleton Centaur Druid 8:</strong> ?</p><p><strong>Magus Skeleton Human Bard 8:</strong> ?</p><p><strong>Archer Skeletal Champion Ogre Mage Fighter 1:</strong> ?</p><p><strong>Skeletal Champion Redcap Ranger 2:</strong> ?</p><p><strong>Skeletal Champion Doppelganger Rogue 2/Warrior 6:</strong> ?</p><p><strong>Bloody Magus Skeleton Dwarf Cleric 8:</strong> ?</p><p><strong>Archer Skeletal Champion Erinyes Fighter 1:</strong> ?</p><p><strong>Magus Skeleton Rakshasa:</strong> ?</p><p><strong>Burning Electric Magus Skeleton Doppelganger Ranger 5:</strong> ?</p><p><strong>Magus Skeleton Green Hag Sorcerer 10:</strong> ?</p><p><strong>Skeletal Champion Orc Barbarian 9:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/105674/100-Crunch-Skeletons?affiliate_id=17596" target="_blank">100% Crunch Skeletons</a>[spoiler]</p><p><strong>Dire Rat Skeleton:</strong> ?</p><p><strong>Dog Skeleton:</strong> ?</p><p><strong>Drow Skeleton:</strong> ?</p><p><strong>Dwarf Skeleton:</strong> ?</p><p><strong>Dwarf Crossbowman Skeleton:</strong> ?</p><p><strong>Elf Skeleton:</strong> ?</p><p><strong>Elf Archer Skeleton:</strong> ?</p><p><strong>Gnome Skeleton:</strong> ?</p><p><strong>Goblin Skeleton:</strong> ?</p><p><strong>Half-Orc Skeleton:</strong> ?</p><p><strong>Halfling Skeleton:</strong> ?</p><p><strong>Hobgoblin Skeleton:</strong> ?</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Human Archer Skeleton:</strong> ?</p><p><strong>Kobold Skeleton:</strong> ?</p><p><strong>Merfolk Crossbowman Skeleton:</strong> ?</p><p><strong>Merfolk Skeleton:</strong> ?</p><p><strong>Orc Javelin Thrower Skeleton:</strong> ?</p><p><strong>Orc Skeleton:</strong> ?</p><p><strong>Advanced Human Skeleton:</strong> ?</p><p><strong>Advanced Hobgoblin Skeleton:</strong> ?</p><p><strong>Bloody Goblin Skeleton:</strong> ?</p><p><strong>Burning Orc Skeleton:</strong> ?</p><p><strong>Grave Chill Skeleton:</strong> ?</p><p><strong>Human Mudra Skeleton:</strong> ?</p><p><strong>Under-Equipped Bugbear Skeleton:</strong> ?</p><p><strong>Armoured Gnoll Skeleton:</strong> ?</p><p><strong>Boggard Skeleton:</strong> ?</p><p><strong>Bugbear Skeleton:</strong> ?</p><p><strong>Crocodile Skeleton:</strong> ?</p><p><strong>Dolphin Skeleton:</strong> ?</p><p><strong>Hippogriff Skeleton:</strong> ?</p><p><strong>Sahuagin Skeleton:</strong> ?</p><p><strong>Troglodyte Skeleton:</strong> ?</p><p><strong>Warhorse Skeleton:</strong> ?</p><p><strong>Wolf Skeleton:</strong> ?</p><p><strong>Advanced Troglodyte Skeleton:</strong> ?</p><p><strong>Bunyip Skeleton:</strong> ?</p><p><strong>Deinonychus Skeleton:</strong> ?</p><p><strong>Dire Ape Skeleton:</strong> ?</p><p><strong>Dire Wolf Skeleton:</strong> ?</p><p><strong>Grizzly Bear Skeleton:</strong> ?</p><p><strong>Lion Skeleton:</strong> ?</p><p><strong>Ogre Skeleton:</strong> ?</p><p><strong>Sea Hag Skeleton:</strong> ?</p><p><strong>Shark Skeleton:</strong> ?</p><p><strong>Annis Hag Skeleton:</strong> ?</p><p><strong>Bearded Devil Skeleton:</strong> ?</p><p><strong>Exploding Mudra Ogre Skeleton:</strong> ?</p><p><strong>Giant Frilled Lizard Skeleton:</strong> ?</p><p><strong>Girallon Skeleton:</strong> ?</p><p><strong>Salt Water Merrow Skeleton:</strong> ?</p><p><strong>Tiger Skeleton:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Vodyanoi Skeleton:</strong> ?</p><p><strong>Acid Girallon Skeleton:</strong> ?</p><p><strong>Burning Armoured Troll Skeleton:</strong> ?</p><p><strong>Cave Giant Skeleton:</strong> ?</p><p><strong>Chimera Skeleton:</strong> ?</p><p><strong>Dire Lion Skeleton:</strong> ?</p><p><strong>Green Hag Skeleton:</strong> ?</p><p><strong>Medusa Skeleton:</strong> ?</p><p><strong>Ogre Mage Skeleton:</strong> ?</p><p><strong>Water Naga Skeleton:</strong> ?</p><p><strong>Bloody Ogre Mage Skeleton:</strong> ?</p><p><strong>Criosphinx Skeleton:</strong> ?</p><p><strong>Dire Bear Skeleton:</strong> ?</p><p><strong>Elasmosaurus Skeleton:</strong> ?</p><p><strong>Elephant Skeleton:</strong> ?</p><p><strong>Ettin Skeleton:</strong> ?</p><p><strong>Giant Snapping Turtle Skeleton:</strong> ?</p><p><strong>Grave Chill Dire Lion Skeleton:</strong> ?</p><p><strong>Hill Giant Skeleton:</strong> ?</p><p><strong>Androsphinx Skeleton:</strong> ?</p><p><strong>Bloody Cursed Green Hag Skeleton:</strong> ?</p><p><strong>Dire Crocodile Skeleton:</strong> ?</p><p><strong>Dire Tiger Skeleton:</strong> ?</p><p><strong>Dragon Turtle Skeleton:</strong> ?</p><p><strong>Frost Giant Skeleton:</strong> ?</p><p><strong>Ghaele Skeleton:</strong> ?</p><p><strong>Siyokoy Skeleton:</strong> ?</p><p><strong>Young Adult Bronze Dragon Skeleton:</strong> ?</p><p><strong>Cetaceal Skeleton:</strong> ?</p><p><strong>Cloud Giant Skeleton:</strong> ?</p><p><strong>Fire Giant Skeleton:</strong> ?</p><p><strong>Fjord Linnorm Skeleton:</strong> ?</p><p><strong>Great Cyclops Skeleton:</strong> ?</p><p><strong>Horned Devil Skeleton:</strong> ?</p><p><strong>Marilith Skeleton:</strong> ?</p><p><strong>Planetar Skeleton:</strong> ?</p><p><strong>Sea Serpent Skeleton:</strong> ?</p><p><strong>Great White Whale Skeleton:</strong> ?</p><p><strong>Ice Linnorm Skeleton:</strong> ?</p><p><strong>Mature Adult Red Dragon Skeleton:</strong> ?</p><p><strong>Old Bronze Dragon Skeleton:</strong> ?</p><p><strong>Pit Fiend Skeleton:</strong> ?</p><p><strong>Storm Giant Skeleton:</strong> ?</p><p><strong>Tyrannosaurus Skeleton:</strong> ?</p><p><strong>Very Old Black Dragon Skeleton:</strong> ?</p><p></p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, brought to unlife through foul magic.</p><p>“Skeleton” is an acquired template that can be added to any corporeal creature that has a skeletal system.</p><p>Skeletons are normally created with animate dead. Of course, wizards and priests both have access to the animate dead spell, and depending on their power may animate any kind of creature (assuming they have its skeleton). Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3) and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability. Such creatures could easily scour the sites of battles on the fiendish planes, and animate the dead bodies of celestials and fiends. Material Plane creatures with the animate dead spell‐like ability include hag covens (PRD Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3) and zuvembies (Bestiary 3).</p><p><strong>Acid Skeleton:</strong> ?</p><p><strong>Electric Skeleton:</strong> ?</p><p><strong>Frost Skeleton:</strong> ?</p><p><strong>Archer Skeleton:</strong> ?</p><p><strong>Armored Skeleton:</strong> ?</p><p><strong>Cursed Skeleton:</strong> Created as the result of a powerful curse rather than through necromantic spells.</p><p><strong>Exploding Skeleton:</strong> ?</p><p><strong>Mudra Skeleton:</strong> ?</p><p><strong>Six-Armed Mudra Skeleton:</strong> ?</p><p><strong>Multiplying Skeleton:</strong> ?</p><p><strong>Under-Equipped Skeleton:</strong> ?</p><p><strong>Bloody Skeleton:</strong> These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.</p><p><strong>Burning Skeleton:</strong> These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/111740/100-Crunch-Zombie-Lords?affiliate_id=17596" target="_blank">100% Crunch Zombie Lords</a>[spoiler]</p><p><strong>Zombie Lord Dwarf Fighter 1:</strong> ?</p><p><strong>Zombie Lord Archer Goblin Rogue 2:</strong> ?</p><p><strong>Zombie Lord Hobgoblin Fighter 1:</strong> ?</p><p><strong>Magus Zombie Human Cleric 2:</strong> ?</p><p><strong>Zombie Lord Merfolk Fighter 1:</strong> ?</p><p><strong>Zombie Lord Sahuagin:</strong> ?</p><p><strong>Magus Zombie Archer Elf Fighter 1/Wizard 2:</strong> ?</p><p><strong>Zombie Lord Archer Gnoll Ranger 1:</strong> ?</p><p><strong>Zombie Lord Archer Half-Orc Rogue 3:</strong> ?</p><p><strong>Zombie Lord Human Monk 3:</strong> ?</p><p><strong>Zombie Lord Jackalwere:</strong> ?</p><p><strong>Magus Zombie Gnoll Adept 4:</strong> ?</p><p><strong>Zombie Lord Ogre Warrior 2:</strong> ?</p><p><strong>Zombie Lord Archer Pugwampi Fighter 2:</strong> ?</p><p><strong>Magus Zombie Sahuagin Cleric 4:</strong> ?</p><p><strong>Zombie Lord Archer Tiefling Rogue 4:</strong> ?</p><p><strong>Magus Zombie Aranea:</strong> ?</p><p><strong>Magus Zombie Gnoll Cleric 5 :</strong> ?</p><p><strong>Zombie Lord Archer Hobgoblin Fighter 4:</strong> ?</p><p><strong>Sea Hag Acid Zombie Lord:</strong> ?</p><p><strong>Zombie Lord Archer Bearded Devil Fighter 1:</strong> ?</p><p><strong>Cyclops Relentless Zombie Lord:</strong> ?</p><p><strong>Zombie Lord Dwarf Fighter 5:</strong> ?</p><p><strong>Zombie Lord Ettin:</strong> ?</p><p><strong>Zombie Lord Human Monk 6:</strong> ?</p><p><strong>Zombie Lord Babau Rogue 1:</strong> ?</p><p><strong>Zombie Lord Archer Gnoll Ranger 5:</strong> ?</p><p><strong>Zombie Lord Mudra 6 Arms Harpy:</strong> ?</p><p><strong>Magus Zombie Tiefling Sorcerer 7:</strong> ?</p><p><strong>Zombie Lord Aboleth Fighter 1:</strong> ?</p><p><strong>Magus Zombie Elf Wizard 8:</strong> ?</p><p><strong>Zombie Lord Ettin Ranger 2:</strong> ?</p><p><strong>Zombie Lord Archer Medusa Ranger 1:</strong> ?</p><p><strong>Frost Magus Zombie Babau Oracle 4:</strong> ?</p><p><strong>Magus Zombie Drider Sorcerer 2:</strong> ?</p><p><strong>Zombie Lord Archer Stone Giant Rogue 2:</strong> ?</p><p><strong>Magus Zombie Young Green Dragon Sorcerer 2:</strong> ?</p><p><strong>Magus Zombie Dhampir 10:</strong> ?</p><p><strong>Magus Zombie Archer Elder Stone Giant Sorcerer 2:</strong> ?</p><p><strong>Zombie Lord Archer Elf Fighter 4/Rogue 6:</strong> ?</p><p><strong>Zombie Lord Human Monk 10:</strong> ?</p><p><strong>Magus Zombie Drider Sorcerer 4:</strong> ?</p><p><strong>Magus Zombie Mudra 6 Arms Harpy Oracle 8 :</strong> ?</p><p><strong>Magus Zombie Rakshasa Fighter 1:</strong> ?</p><p></p><p><strong>Zombie:</strong> Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead.</p><p><strong>Zombie Lord:</strong> Some zombies retain their intelligence and cunning, making them formidable warriors.</p><p>“Zombie Lord” is an acquired template that can be added to any corporeal creature (other than an undead) that has a minimum Intelligence of 3.</p><p><strong>Acid Zombie:</strong> ?</p><p><strong>Electric Zombie:</strong> ?</p><p><strong>Frost Zombie:</strong> ?</p><p><strong>Alchemical Zombie:</strong> This zombie has been created through alchemical processes rather than necromantic magic.</p><p><strong>Archer Zombie:</strong> ?</p><p><strong>Armoured Zombie:</strong> Armoured zombies are normal zombies given heavier varieties of armour and weapons to serve as elite troops in undead armies.</p><p><strong>Brain-Eating Zombie:</strong> Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken.</p><p><strong>Cursed Zombie:</strong> Created as the result of a powerful curse rather than through necromantic spells.</p><p><strong>Exploding Zombie:</strong> ?</p><p><strong>Gasburst Zombie:</strong> ?</p><p><strong>Host Corpse Zombie:</strong> ?</p><p><strong>Magus Zombie:</strong> ?</p><p><strong>Mudra Zombie:</strong> ?</p><p><strong>Mudra Six-Armed Zombie:</strong> ?</p><p><strong>Preserved Zombie:</strong> As part of the animation process of a zombie, gentle repose is also cast following the casting of animate dead. The spells are modified slightly during casting.</p><p><strong>Relentless Zombie:</strong> ?</p><p><strong>Under-Equipped Zombie:</strong> ?</p><p><strong>Fast Zombie:</strong> ?</p><p><strong>Plague Zombie:</strong> Anyone who dies while infected with zombie rot disease rises as a plague zombie in 2d6 hours.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/107157/100-Crunch-Zombies?affiliate_id=17596" target="_blank">100% Crunch Zombies</a>[spoiler]</p><p><strong>Dire Rat Zombie:</strong> ?</p><p><strong>Dog Zombie:</strong> ?</p><p><strong>Drow Zombie:</strong> ?</p><p><strong>Dwarf Zombie:</strong> ?</p><p><strong>Elf Zombie:</strong> ?</p><p><strong>Exploding Halfling Zombie:</strong> ?</p><p><strong>Fast Human Zombie:</strong> ?</p><p><strong>Gnome Zombie:</strong> ?</p><p><strong>Goblin Zombie:</strong> ?</p><p><strong>Half-Orc Zombie:</strong> ?</p><p><strong>Halfling Zombie:</strong> ?</p><p><strong>Hobgoblin Zombie:</strong> ?</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Kobold Zombie:</strong> ?</p><p><strong>Merfolk Zombie:</strong> ?</p><p><strong>Orc Zombie:</strong> ?</p><p><strong>Armoured Gnoll Zombie:</strong> ?</p><p><strong>Bugbear Zombie:</strong> ?</p><p><strong>Dolphin Zombie:</strong> ?</p><p><strong>Fast Wolf Zombie:</strong> ?</p><p><strong>Human Void Zombie:</strong> ?</p><p><strong>Troglodyte Zombie:</strong> ?</p><p><strong>Warhorse Zombie:</strong> ?</p><p><strong>Wolf Zombie:</strong> ?</p><p><strong>Crocodile Zombie:</strong> ?</p><p><strong>Dire Ape Zombie:</strong> ?</p><p><strong>Hippogriff Zombie:</strong> ?</p><p><strong>Relentless Brain-Eating Plague Human Zombie:</strong> ?</p><p><strong>Human Juju Zombie Rogue 2:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Sea Hag Zombie:</strong> ?</p><p><strong>Acid Shark Zombie:</strong> ?</p><p><strong>Bearded Devil Zombie:</strong> ?</p><p><strong>Dire Wolf Zombie:</strong> ?</p><p><strong>Grizzly Bear Zombie:</strong> ?</p><p><strong>Fast Lion Zombie:</strong> ?</p><p><strong>Tiger Zombie:</strong> ?</p><p><strong>Troll Zombie:</strong> ?</p><p><strong>Vodyanoi Zombie:</strong> ?</p><p><strong>Annis Hag Zombie:</strong> ?</p><p><strong>Dire Lion Zombie:</strong> ?</p><p><strong>Giant Frilled Lizard Zombie:</strong> ?</p><p><strong>Girallon Zombie:</strong> ?</p><p><strong>Green Hag Zombie:</strong> ?</p><p><strong>Medusa Zombie:</strong> ?</p><p><strong>Ogre Mage Zombie:</strong> ?</p><p><strong>Salt Water Merrow Zombie:</strong> ?</p><p><strong>Aboleth Zombie:</strong> ?</p><p><strong>Cave Giant Zombie:</strong> ?</p><p><strong>Chimera Zombie:</strong> ?</p><p><strong>Cursed Water Naga Zombie:</strong> ?</p><p><strong>Dire Bear Zombie:</strong> ?</p><p><strong>Ettin Zombie:</strong> ?</p><p><strong>Hill Giant Zombie:</strong> ?</p><p><strong>Under-Equipped Ghaele Zombie:</strong> ?</p><p><strong>Androsphinx Zombie:</strong> ?</p><p><strong>Criosphinx Zombie:</strong> ?</p><p><strong>Dire Tiger Zombie:</strong> ?</p><p><strong>Dragon Turtle Zombie:</strong> ?</p><p><strong>Elephant Zombie:</strong> ?</p><p><strong>Frost Giant Zombie:</strong> ?</p><p><strong>Orca Zombie:</strong> ?</p><p><strong>Stone Giant Zombie:</strong> ?</p><p><strong>Cloud Giant Zombie:</strong> ?</p><p><strong>Dire Crocodile Zombie:</strong> ?</p><p><strong>Fire Giant Zombie:</strong> ?</p><p><strong>Giant Snapping Turtle Zombie:</strong> ?</p><p><strong>Horned Devil Zombie:</strong> ?</p><p><strong>Marilith Zombie:</strong> ?</p><p><strong>Planetar Zombie:</strong> ?</p><p><strong>Young Adult Bronze Dragon Zombie:</strong> ?</p><p><strong>Alchemical Cetaceal Zombie:</strong> ?</p><p><strong>Black Dragon Zombie:</strong> ?</p><p><strong>Great Cyclops Zombie:</strong> ?</p><p><strong>Fjord Linnorm Zombie:</strong> ?</p><p><strong>Pit Fiend Zombie:</strong> ?</p><p><strong>Sea Serpent Zombie:</strong> ?</p><p><strong>Storm Giant Zombie:</strong> ?</p><p><strong>Tyrannosaurus Zombie:</strong> ?</p><p><strong>Cursed Exploding Relentless Fire Giant Zombie:</strong> ?</p><p><strong>Great White Whale Zombie:</strong> ?</p><p><strong>Human Juju Zombie Fighter 9:</strong> ?</p><p><strong>Ice Linnorm Zombie:</strong> ?</p><p><strong>Mature Adult Red Dragon Zombie:</strong> ?</p><p><strong>Old Bronze Dragon Zombie:</strong> ?</p><p><strong>Spinosaurus Zombie:</strong> ?</p><p></p><p><strong>Zombie:</strong> Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead.</p><p>“Zombie” is an acquired template that can be added to any corporeal creature.</p><p>Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3), and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability.</p><p>Material Plane creatures with the animate dead ability include hag covens (Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3), and zuvembies (Bestiary 3). Of course, wizards and priests also have access to animate dead, and depending on their power may animate any kind of creature.</p><p><strong>Fast Zombie:</strong> ?</p><p><strong>Juju Zombie:</strong> A juju zombie is an animated corpse of a creature, created to serve as an undead minion.</p><p>“Juju zombie” is an acquired template that can be added to any living corporeal creature.</p><p><strong>Plague Zombie:</strong> These zombies carry a terrible disease that perpetuates their undead lineage—those infected by a plague zombie’s contagion rise as zombies themselves when they perish.</p><p>Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours.</p><p><strong>Acid Zombie:</strong> ?</p><p><strong>Electric Zombie:</strong> ?</p><p><strong>Frost Zombie:</strong> ?</p><p><strong>Alchemical Zombie:</strong> This zombie has been created through alchemical processes rather than necromantic magic.</p><p><strong>Archer Zombie:</strong> ?</p><p><strong>Armoured Zombie:</strong> Armoured zombies are normal zombies given heavier varieties of armour and weapons to serve as elite troops in undead armies.</p><p><strong>Brain Eating Zombie:</strong> Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken.</p><p><strong>Cursed Zombie:</strong> Created as the result of a powerful curse rather than through necromantic spells.</p><p><strong>Exploding Zombie:</strong> ?</p><p><strong>Gasburst Zombie:</strong> ?</p><p><strong>Host Corpse Zombie:</strong> ?</p><p><strong>Mudra Zombie:</strong> ?</p><p><strong>Mudra Zombie Six Arms:</strong> ?</p><p><strong>Preserved Zombie:</strong> As part of the animation process of a zombie, gentle repose is cast after animate dead. The spells are modified slightly during casting.</p><p><strong>Under-Equipped Zombie:</strong> Under‐equipped zombies are normal zombies with armour and weapons that have the broken quality.</p><p><strong>Void Zombie:</strong> A void zombie is created when a humanoid is bitten by an akata and dies as a result of becoming infected with the void death disease.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/149222/101-Forest-Spells-PFRPG?affiliate_id=17596" target="_blank">101 Forest Spells (PFRPG)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Bones and Branches</em> spell.</p><p></p><p>Bones and Branches</p><p>School: Necromancy; Level: Cleric/Oracle 2, Sorcerer/Wizard 2</p><p>Casting Time: 1 standard action</p><p>Components: V, S, M (an onyx gem worth at least 10 gp per Hit Die of the undead)</p><p>Range: Touch</p><p>Target: One or more bones touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None; Spell Resistance: No</p><p>This spell fuses bones and branches into more-fragile-than-usual undead creatures that obey your spoken commands. In most respects, this spell functions as animate dead with the exceptions noted here.</p><p>You can only create skeletons with bones and branches. It does not have to be mostly intact, but, whatever bones are missing have to be replaced with other dead matter (the most common being branches, sticks, and the like). The skeletons you create have -2 on all rolls (including damage rolls), their natural armor bonus is halved, and they have -1 hp/HD; they retain their cold resistance and undead traits.</p><p>If the skeleton is created in forest terrain, the abundant supply of wood is infused with the necromantic magic of the spell such that the skeletons have -1 on all rolls (including damage) instead and do not suffer the hit point penalty.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/98129/101-Hazards-and-Disasters-PFRPG?affiliate_id=17596" target="_blank">101 Hazards and Disasters (PFRPG)</a>[spoiler]</p><p><strong>Phantom Flora:</strong> Certain foul perversion of evil and the undying can corrupt mundane plant life with the negative energy of death, transforming them into phantom plants. Any kind of flora can be transformed, from the smallest of grasses to giant sequoia. The physical remains of the flora disappear as it becomes a specter of its former nature.</p><p><strong>Spectral Grub:</strong> Spectral grubs are created when rot grubs infest a body that is transformed into an incorporeal undead creature.</p><p><strong>Phantom Flora, Invisible Incorporeal Undead Mundane Plant, Hazard, Phantom Plant, Specter:</strong> ?</p><p><strong>Spectral Grub, Incorporeal Undead Creature, Hazard:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Unintelligent Predator:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Undead Organic Creature:</strong> ?</p><p><strong>Undead Ferrous Creature:</strong> ?</p><p><strong>Undead Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/110803/101-Legendary-Curses?affiliate_id=17596" target="_blank">101 Legendary Curses</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> Within the city of Questhaven there is a political enclave, called the Mar, which has a bizarre religious doctrine, involving a few special people who die of natural causes transforming into undead after one of their priests performs a special ritual.</p><p>Death's Disrespect legendary curse.</p><p><strong>Undead Dragon:</strong> Damnation of the Dragon's Avarice legendary curse.</p><p><strong>Undead Ancestor:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Ghost:</strong> Long ago, the Fleece Sisters stole a mysterious box from one of the Fell Repositories, which its previous owner believed was worth the entire kingdom, to the right buyer. In retaliation, the Immortal Emperor sent his Undying Knights to pursue them. The Undying Knights eventually caught the two sisters but the box had been opened, releasing Kauriel the Enabler. The Infernal Duke incinerated the Undying Knights but spared the two sisters. With these two, he forged a pact; he would spare one and curse the other. The younger sister betrayed the older and told Kauriel to curse her elder sister, and so the Enabler did. The younger sister’s joy died when her elder strangled her to death and made the younger one of her ghosts.</p><p>Fulmination of All-Consuming Avarice legendary curse.</p><p><strong>Dread Ghost:</strong> A cleric of Their Vicious Brother of Destruction attempted to raise her as a dread ghost.</p><p><strong>Immortal Emperor Korvack Cynmark, Dread Lich:</strong> ?</p><p><strong>Dread Mummy:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Lord Tepac, Vampire Wizard:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Sovereign Dread Wraith:</strong> ?</p><p></p><p>Damnation of the Dragon’s Avarice</p><p>"Thief!”</p><p>Type curse; Save Will DC 38</p><p>Background Dragons always favor one piece of their hoard above all others, if this item is stolen this curse may boil up out of that outrage. Ardon-nue the Breaking Fire is known to have uttered this curse against a blinkling (a halfling infused with the powers of blink dogs), who stole the Jewel of Beyond from between the dragon’s scales. She took the gem back and imprisoned the blinkling in the sun.</p><p>Effect This curse makes the subject the target of dragon attacks; all dragons are automatically hostile to and seek to destroy the subject. Dragons automatically see, hear, and smell creatures subject to this curse. Even extraordinary or supernatural means of avoiding sensory capabilities, such as invisibility fail to provide a benefit to the cursed creature when dealing with draconic opponents. Until the curse is lifted, the cursed subject and any of its allies cannot kill dragons through simple combat: the “dead” dragon returns as an undead dragon (type chosen by the GM) with the rejuvenation ability in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way for the subject and its allies to permanently slay a dragon is to remove the curse.</p><p>Cure (DC 15) The subject must return the dragon’s most prized possession or see that it is part of the dragon’s ceremonial resting place. If this is done then the subject can by affected by a spell or effect that can remove a bestow curse. This special event adds a +20 circumstance bonus on any attempt to remove this curse.</p><p></p><p>Death’s Disrespect</p><p>You have taken the respected names of the dead in vain; your blasphemy will not stand unchecked.</p><p>Type curse; Save Will DC 38</p><p>Background An ancient taboo, one does not refer to the dead by their name directly, as a mark of respect. The avoidance period lasts for one year, though in some areas it lasts only until the burial ritual has been preformed or until the end of a cycle specific to the culture (one moon cycle, one season, until the next day of the dead, etc.) often depending on how important or famous the person was. The person can be referred to by titles or nicknames, just not by his or her truename or</p><p>given name. Other potential triggers of this curse include mocking the dead or failing to show them proper respect after their death. Only a person who has actually witnessed the subject perform one of these defiling acts can issue this curse, and must do so at the first available opportunity.</p><p>Effect The subject is hunted down and attacked by the dead creature’s body or spirit brought back as an undead creature. The type of undead creature is subject to GM adjudication but its CR is usually the character level of the subject +2. The undead creature often possesses the ghost’s rejuvenation ability.</p><p>Cure (DC 15 + CR of undead creature) The subject must perform a special ritual (learned with a special Knowledge [arcana] check, same DC) that involves a special component (usually valued at the CR of the undead creature multiplied by 750 gp) that is consumed in the ritual. If the subject does this, he can then have an effect which can remove a bestow curse affect him. This special event adds a +20 circumstance bonus on any attempt to remove this curse.</p><p></p><p>Fulmination of All-Consuming Avarice</p><p>You shall covet it all.</p><p>Type curse; Save Will DC 38</p><p>Background Long ago, the Fleece Sisters stole a mysterious box from one of the Fell Repositories, which its previous owner believed was worth the entire kingdom, to the right buyer. In retaliation, the Immortal Emperor sent his Undying Knights to pursue them. The Undying Knights eventually caught the two sisters but the box had been opened, releasing Kauriel the Enabler. The Infernal Duke incinerated the Undying Knights but spared the two sisters. With these two, he forged a pact; he would spare one and curse the other. The younger sister betrayed the older and told Kauriel to curse her elder sister, and so the Enabler did. The younger sister’s joy died when her elder strangled her to death and made the younger one of her ghosts.</p><p>Effect Subject desires to possess everything and even everyone he sees. The subject become paranoid and distrustful, he cannot cooperate with anyone (since he thinks they are trying to take his things, and since he wants to possess them). He becomes willing to commit violent acts over ownership. The subject hoards precious and useless things and he even "steals" the people he kills, as they gain the ghost template and fall under his control.</p><p>Cure (DC 10) Subject must be tricked into giving something away without compensation. Once this task is completed, when the subject has an effect that can remove a bestow curse used upon him, the subject adds a +20 circumstance bonus on any attempt to remove this curse.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/86331/101-Malevolent-Magic-Items?affiliate_id=17596" target="_blank">101 Malevolent Magic Items</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Infected Undead:</strong> ?</p><p><strong>Insane Ghost:</strong> Anyone who dies while wearing the Cloak of the Ghost returns in 1d4 days as an insane ghost.</p><p><strong>Ghoul:</strong> Anyone killed by the Hangman's Rope returns to life in 1d4 days as a ghoul unless properly blessed.</p><p>Victims killed by the [hangman's] rope must be targeted with both bless and remove curse (DC 22) to prevent their animation as ghouls.</p><p><strong>Larthios, Powerful Lich-Demon, Fiend:</strong> ?</p><p><strong>Vampire:</strong> If the wielder [of the Mace of Larthios] dies, by any means, while afflicted by the mace, he rises in 1d3 nights as a vampire.</p><p><strong>Advanced Zombie:</strong> Any living foe damaged by the [Sword of the Lifeless Foe] prior to death (within an hour) returns 2d4 rounds after death as a zombie with the advanced simple template and HD equal to the amount possessed in life.</p><p><strong>Zombie:</strong> Those who die because of the [Vall's Fever] disease rise in 1d2 days as zombies.</p><p></p><p>CLOAK OF THE GHOST</p><p>Aura strong transmutation; CL 15th; Identify DC 40</p><p>Slot shoulders; Weight 1 lb.</p><p>DESCRIPTION</p><p>This cloak appears to be a cloak of etherealness but it is too effective. Once it is activated, the user becomes permanently ethereal, making it impossible for the user to interact with the material world. This ethereal condition cannot be undone in any way until the cloak is removed. While ethereal it is impossible for the user to eat and starvation is the normal cause of death for those who use the cloak, though some perish at the hands of ethereal monstrosities. Anyone who dies while wearing the cloak returns in 1d4 days as an insane ghost.</p><p>CREATION</p><p>Magic Items cloak of etherealness</p><p>CURE</p><p>Remove curse (DC 25), or a similar spell, must be used on the cloak's wearer in order for the cloak to be removed. The one casting remove curse must be in the ethereal plane for the spell to be effective.</p><p></p><p>HANGMAN'S ROPE</p><p>Aura strong transmutation; CL 12th; Identify DC 37</p><p>Slot none; Weight 5 lbs.</p><p>DESCRIPTION</p><p>Though this rope appears to be a 60-foot rope of climbing, it is in fact a malevolent death-trap sometimes crafted by necromancers. When a command word is spoken, the rope animates as a rope of climbing. Whenever anyone climbs to a height halfway up the rope, the rope animates, forming itself into a noose and attacking the climber (CMB 10, CMD 24, grab, constrict 1d6+4; AC 22; 22 hp; hardness 10; DR 5/slashing). Anyone climbing the rope is considered to be flat-footed and is denied any Dexterity bonuses so long as they remain on the rope. If the rope successfully grapples the climber, it is considered to have lassoed the target’s neck, at which point it begins choking the target to death. Those so constricted may not speak, or cast spells with verbal components. They also cannot breathe and begin to suffocate unless freed. Once the target is dead, the rope ceases to animate until again activated. Anyone killed by the rope returns to life in 1d4 days as a ghoul unless properly blessed.</p><p>CONSTRUCTION</p><p>Requirements Craft Wondrous Item, animate dead, </p><p>and either animate rope, animate objects or entangle; Cost 20,000 gp</p><p>CURE</p><p>Remove curse (DC 22) or a similar spell may be used to remove the rope before it kills its user, rendering it inert until the command word is again spoken. Channeling positive energy suppresses the rope for 1d6 rounds. Victims killed by the rope must be targeted with both bless and remove curse (DC 22) to prevent their animation as ghouls.</p><p></p><p>THE MACE OF LARTHIOS</p><p>Aura strong necromancy; CL 20th; Identify DC 45</p><p>Slot none; Weight 4 lbs.</p><p>LEGEND</p><p>Tales tell of a powerful lich-demon named Larthios. In times long forgotten, this fiend led armies of the undead against elves and men. Finally destroyed by the gold dragon, Tlixothkan, Larthios's legacy continues in the form of the evil mace he wielded in battle.</p><p>DESCRIPTION</p><p>This ornate heavy mace appears to be and functions as a +3 heavy mace of disruption, yet its cursed nature is such that the essence of any destroyed undead is slowly imparted to the wielder until at last the wielder becomes that which he fights. When the weapon is successfully used to destroy an undead, either by disruption or by bringing the creature to 0 hit points, the wielder of the mace takes 1 point of permanent Constitution damage. Unless the wielder succeeds at a DC 25 Will save, he does not notice the loss. If the wielder dies, by any means, while afflicted by the mace, he rises in 1d3 nights as a vampire. At this point, the mace ceases to function as a +3 heavy mace of disruption and, until the wielder is destroyed, functions as a +3 unholy mace of terror. The mace does not, at any time, detect as evil, though after the wielder transforms into a vampire, it functions as an evil weapon. The victim of the mace, as a vampire, has a fixation on the mace and, if not in possession of the mace, does anything possible short of suicide to retrieve it. Moreover, as a vampire, the wielder always knows where the mace is located. If the vampiric owner of the mace is destroyed, the mace returns to functioning as a +3 heavy mace of disruption.</p><p>CURE</p><p></p><p>SWORD OF THE LIFELESS FOE</p><p>Aura moderate necromancy; CL varies; Identify DC</p><p>25 + CL</p><p>Slot none; Weight varies</p><p>DESCRIPTION</p><p>This weapon appears to be a magical sword and functions as such. However, it is infused with necromantic energies. Any living foe damaged by the sword prior to death (within an hour) returns 2d4 rounds after death as a zombie with the advanced simple template and HD equal to the amount possessed in life. These zombies vengefully seek out the sword's owner, though they will fight, as necessary, with any that come between them and their target.</p><p>CREATION</p><p>Magic Items any magical sword</p><p>CURE</p><p>The sword may be discarded as normal.</p><p></p><p>Vall's Fever</p><p>The disease begins with small sores which quickly fester as the victim burns with a fever. Anyone who makes physical contact with a carrier of the disease is considered exposed to it. Those who die because of the disease rise in 1d2 days as zombies. Such zombies are themselves carriers of the fever, and any damaged by their natural attacks are exposed to it. Even those immune to disease, and those who make their saving throw when exposed to the disease, become carriers for the disease for 1d4 days. Vall's Fever disease, contact; save Fortitude DC 15; onset 1 day; frequency 1/hour; effect 1 Constitution, 1 Intelligence, 1 Wisdom; cure 3 consecutive saves.</p><p>CURE</p><p>Cure disease works to save a single victim from the disease, but channeled positive energy attuned to damaging undead is needed to make a carrier into a non-carrier. Infected undead who are damaged with positive channeled energy are considered to no longer be infected.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/92086/101-Monster-Feats-PFRPG?affiliate_id=17596" target="_blank">101 Monster Feats (PFRPG)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Gedhawk, Dread Shadow:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/105400/101-Special-Materials-and-Power-Components-pfrpg?affiliate_id=17596" target="_blank">101 Special Materials and Power Components (pfrpg)</a>[spoiler]</p><p><strong>Lich:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Undead Ooze:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/170406/101-Urban-Spells-PFRPG?affiliate_id=17596" target="_blank">101 Urban Spells (PFRPG)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Ghost:</strong> [ S]he accidentally was involved in the death of a younger sibling, never told anyone, and the younger sibling’s ghost currently is threatening the settlement.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/123227/1001-Spell-Cards-134-Magus-Spells-PFRPG?affiliate_id=17596" target="_blank">1001 Spell Cards: 134 Magus Spells (PFRPG)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Lich:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/135318/Advanced-Bestiary-for-the-Pathfinder-Roleplaying-Game?affiliate_id=17596" target="_blank">Advanced Bestiary</a>[spoiler]</p><p><strong>Blood Knight:</strong> Blood knights are the damned souls of fierce warriors who died in a particularly bloody manner.</p><p>“Blood Knight” is an acquired template that can be applied to any living creature that is proficient with heavy armor, wears full plate armor, and has blood.</p><p><strong>Blood Knight Dwarf Fighter 13 Thrax the Red:</strong> Thrax the Red was once a dwarf hero of some fame. Loyal to his clan and a staunch defender of its sovereignty, he was ruthless to the point of sadism in combat with his enemies. When some giants took up residence near his clan’s territory, Thrax provoked conflict with them, beginning a long and unnecessary feud that resulted in the deaths of hundreds of his kin. In the final days of the war, Thrax led a vicious attack on wounded and noncombatant giants while a decoy force of dwarves distracted the giants’ warriors. When Thrax dealt the killing blow to a mother protecting her child, he could not get out of the way of her falling body fast enough. The rest of Thrax’s force retreated, leaving him trapped beneath the she-giant’s body. By the time the giant warriors returned, Thrax had drowned in his foe’s blood. The giants cast his body off the mountain, cursing his name and praying to their gods to punish him. Thus, he returned to haunt the world as a blood knight, wearing the ornate, dwarven-made armor in which he died.</p><p><strong>Dread Blood Knight:</strong> Dread blood knights arise from the most evil of warrior despots.</p><p><strong>Dread Blood Knight Barbarian 8 Varn:</strong> Varn’s died defending his tribe from an onslaught of orc barbarians. As he fell he managed to strike the orc chieftain, a witch of considerable power. His blood mixed with the chieftains, the next night Varn rose as a dread blood knight.</p><p><strong>Dread Allip:</strong> A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide against its own wishes. The angry spirit that rises from the corpse is insane because its mind was conflicted at death, and it seeks to inflict a similar fate on others.</p><p>“Dread Allip” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher that commits suicide because of domination by a dread allip or at the command of some other creature.</p><p>A creature that dies while dominated by a dread allip rises as a new dread allip in 1d6 rounds if it committed suicide, or died fulfilling an obviously self-destructive command, or had 0 Wisdom and was within 30 feet of the dread allip at the time of death.</p><p><strong>Dread Allip Lunar Naga:</strong> Dread allip lunar nagas are created when a lunar naga delves too deep into their explorations of the night sky.</p><p><strong>Allip Creature:</strong> ?</p><p><strong>Otyugh Allip:</strong> ?</p><p><strong>Dread Bodak:</strong> A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, using death effects on a friend seems most likely to create a dread bodak. </p><p>Worse still, it can create more of its vile kind. Its gaze brings foes to the brink of death, and its voice then snuffs out their life force and turns them into dread bodaks.</p><p>“Dread Bodak” is an acquired template that can be added to any living creature (referred to hereafter as the base creature) that was killed by a dread bodak or murdered by an ally via a death effect.</p><p>Any creature killed by a dread bodak’s death wail ability rises as a dread bodak in 1d6 rounds.</p><p><strong>Dread Bodak Tyrannosaurus:</strong> ?</p><p><strong>Bodak Creature:</strong> ?</p><p><strong>Cyclops Bodak:</strong> ?</p><p><strong>Dread Devourer:</strong> Few know how these dread devourers originated, but some sages speculate that they form as “projections” of creatures from beyond the borders of reality.</p><p>“Dread Devourer” is an acquired template that can be added to any living creature that has a chest cavity or similar body part.</p><p><strong>Dread Devourer Purple Worm:</strong> ?</p><p><strong>Devourer Creature:</strong> ?</p><p><strong>Aboleth Devourer:</strong> Aboleth devourers are those aboleth who have tampered in forbidden rituals that went awry. The blowback killed the aboleth, and it reanimated into a horror that seeks to consume the souls of all those it comes across.</p><p><strong>Dread Ghast:</strong> The first dread ghasts were villains of still broader scope than normal ghasts. Leaders in life, they influenced the actions of scores of others and led them to participate in terrible atrocities. Today, the dread ghast “race” of undead perpetuates itself through the transmission of vile power. A creature killed but not consumed by a dread ghast rises as another dread ghast.</p><p>“Dread Ghast” is an acquired template that can be added to any living creature.</p><p>Any creature killed by a dread ghast that lies undisturbed until the next midnight rises as a dread ghast at that time. A protection from evil or gentle repose spell cast on the corpse prevents its conversion.</p><p><strong>Dread Ghast Gnoll Ranger 4 Dermock:</strong> ?</p><p><strong>Ghast Creature:</strong> ?</p><p><strong>Shoggoth Ghast The Crawling Rot:</strong> ?</p><p><strong>Dread Ghost:</strong> “Dread Ghost” is an acquired template that can be added to any living creature that has an Intelligence score and a Charisma score of at least 10.</p><p><strong>Dread Ghost Medusa Bard 8 Mistress of the Marsh:</strong> She was killed one day after trying to take down a local witch. The witch dispatched the medusa and threw her body into the swamp. Days later, the Mistress of the Marsh returned.</p><p><strong>Dread Ghoul:</strong> Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia; the original dread ghouls were individuals who had exhorted or compelled others to such acts while alive.</p><p>“Dread Ghoul” is an acquired template that can be added to any living creature.</p><p>Any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a dread ghoul at that time. A protection from evil or gentle repose spell cast on the corpse prevents this.</p><p>When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this. (Pathways 56)</p><p><strong>Dread Ghoul Frost Giant:</strong> ?</p><p><strong>Ghoul Creature:</strong> ?</p><p><strong>Giant Spider Ghoul:</strong> ?</p><p><strong>Dread Lacedon:</strong> Dread lacedons are corpses animated by the restless spirits of those who drowned or were killed but not devoured by a dread lacedon.</p><p>“Dread Lacedon” is an acquired template that can be added to any living creature.</p><p>Any creature killed by a dread lacedon that lies undisturbed until the next midnight rises as a dread lacedon at that time. A protection from evil or gentle repose spell cast on the corpse prevents its conversion.</p><p><strong>Dread Lacedon Great White Whale:</strong> ?</p><p><strong>Lacedon Creature:</strong> ?</p><p><strong>Salt Water Merrow Lacedon:</strong> ?</p><p><strong>Dread Lich:</strong> Like normal liches, dread liches are powerful undead spellcasters who used vile magic and dreadful ceremonies to prolong their time in the living world. However, the process of becoming a dread lich is a greater secret than the evil ceremonies required to become a normal lich. Although powerful spellcasters sometimes discover this secret while preparing for lichdom, most dread liches were once normal liches who spent centuries researching arcane lore in search of the secret.</p><p>“Dread Lich” is an acquired template that can be added to any living creature capable of creating the required phylactery, or to any standard lich.</p><p>An integral part of of becoming a dread lich is creating a magic phylactery in which to store its life force. Unless</p><p>the phylactery is located and destroyed, the dread lich reforms next to its phylactery 1d4 days after its apparent</p><p>death. It does not matter how far away the dread lich is from its phylactery, but the two must be on the same</p><p>plane. If the phylactery is on a different plane, the dread lich reforms 1d4 days after the phylactery is brought</p><p>to the plane on which the dread lich was destroyed.</p><p>Each dread lich must make its own phylactery—a task that requires the Craft Wondrous Item feat. The base</p><p>creature must be able to cast spells or use spell-like abilities, and its caster level must be at least 15th. The</p><p>phylactery costs 200,000 gp to create and has a caster level equal to that of its creator at the time of creation.</p><p>The most common kind of phylactery is a Tiny mithral box that has hardness 20, 40 hit points, and a break DC</p><p>of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist.</p><p>A dread lich can also make another nonliving creature, except another dread lich, as its phylactery via the use</p><p>of powerful magic such as wish or miracle.</p><p><strong>Thanatotic Titan Dread Lich Appolus:</strong> For centuries Appolous was obsessed with the secrets of true immortality. The titan traveled countless worlds and planes learning all he could about the various methods mortals try to achieve immortality. When he discovered lichdom, Appolous realized that this was the path he wished to pursue. In fact, he knew he could improve it. The titan retreated to a small demi-plane to make his transformation. When he was done, the demi-plane was no more, and Appolous emerged as a dread lich.</p><p><strong>Dread Mohrg:</strong> “Dread Mohrg” is an acquired template that can be added to any evil living creature with a mouth and digestive tract that includes intestines.</p><p><strong>Advanced Fast Zombie:</strong> Any living creature of the dread mohrg’s size or smaller killed by a dread mohrg rises immediately as an advanced fast zombie.</p><p><strong>Dread Mohrg Seven-Headed Cryohydra:</strong> ?</p><p><strong>Mohrg Creature:</strong> ?</p><p><strong>Cave Fisher Mohrg:</strong> Sometimes when a cave fisher captures and eats a mohrg, the violent spirit of the undead transfers to the vermin, transforming it to a monstrous hybrid of undead and insect.</p><p><strong>Dread Mummy:</strong> “Dread Mummy” is an acquired template that can be added to any living corporeal creature.</p><p>Any creature killed by a dread mummy’s mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms a new dread mummy.</p><p><strong>Dread Mummy Harpy:</strong> ?</p><p><strong>Mummy Creature:</strong> ?</p><p><strong>Gnoll Mummy Cleric 8 The Keeper:</strong> ?</p><p><strong>Dread Poltergeist:</strong> A dread poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that house dread poltergeists are places where they felt a sense of ownership and security. A simple death, even murder, is rarely enough to cause the victim’s spirit to remain as a dread poltergeist—the death must intimately involve the location as well as a torturous death. A gravedigger buried alive in his graveyard might become a poltergeist, as might a ferryman who drowned beneath his dock, or a steward crushed beneath his desk.</p><p>“Dread Poltergeist” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 3 or higher.</p><p><strong>Dread Poltergeist Athach:</strong> This particular poltergeist athach died in a mudslide in the lee of the hill that was his home.</p><p><strong>Poltergeist Creature:</strong> ?</p><p><strong>Orc Poltergeist Barbarian 3 Curse of the Blood Clan:</strong> ?</p><p><strong>Dread Shadow:</strong> “Dread Shadow” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 15 or higher that was killed by a shadow or dread shadow.</p><p>Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds.</p><p>The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows.</p><p><strong>Dread Shadow Achaierai:</strong> ?</p><p><strong>Shadow Creature:</strong> Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a shadow creature.</p><p>The shadow creature’s create spawn ability creates only shadow creatures.</p><p>The greater shadow creature’s create spawn ability creates only shadow creatures.</p><p>Any animal reduced to Strength 0 by a shadow dire bear becomes a shadow animal within 1d4 rounds. (Tome of Horrors 4)</p><p><strong>Strix Shadow Rogue 1:</strong> ?</p><p><strong>Greater Shadow Creature:</strong> ?</p><p><strong>Greater Shadow Dire Rat:</strong> ?</p><p><strong>Dread Greater Shadow Creature:</strong> ?</p><p><strong>Dread Greater Shadow Yaogui:</strong> ?</p><p><strong>Dread Skeleton:</strong> “Dread Skeleton” is an acquired template that can be added to any living creature with a skeleton or exoskeleton.</p><p><strong>Dread Skeleton Blink Dog:</strong> ?</p><p><strong>Dread Spectre:</strong> “Dread Spectre” is an acquired template that can be added to any living, intelligent creature killed by a spectre or a dread spectre.</p><p>Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds.</p><p><strong>Dread Spectre Nymph:</strong> ?</p><p><strong>Spectre Creature:</strong> Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a spectre creature in 1d4 rounds.</p><p><strong>Half-Elf Spectre Aristocrat 4/Expert 4:</strong> In life a woman of noble birth who spent her time in academic pursuits, the White Lady was murdered in the night by an assassin hired by a relative for the family fortune.</p><p><strong>Dread Vampire:</strong> “Dread Vampire” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher.</p><p>Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. </p><p>Any creature with an Intelligence score of 10 or higher whose Constitution score reaches 0 from a dread vampire’s blood drain attack returns as dread vampire 24 hours after death.</p><p><strong>Night Hag Dread Vampire Cailleach Bheur:</strong> ?</p><p><strong>Dread Wight:</strong> Dread wights are the animated remains of creatures that were terribly violent and hateful in life.</p><p>“Dread Wight” is an acquired template that can be added to any living corporeal creature.</p><p>Any creature killed by a dread wight’s energy drain ability rises as a dread wight in 1d4 rounds.</p><p><strong>Dread Wight Gargoyle:</strong> ?</p><p><strong>Wight Creature:</strong> The wight creature’s create spawn ability creates only wight creatures.</p><p><strong>Wight Pixie:</strong> ?</p><p><strong>Dread Wraith Sovereign:</strong> “Dread Wraith Sovereign” is an acquired template that can be added to any living creature with 10 or more Hit Dice killed by a dread wraith sovereign.</p><p>When a dread wraith sovereign is killed, its dread wraith spawn that had 10 or more Hit Dice in life become dread wraith sovereigns (created by applying the template to the original base creature as it was in life).</p><p><strong>Dread Wraith Sovereign Trumpet Archon:</strong> ?</p><p><strong>Dread Wraith Creature:</strong> ?</p><p><strong>Dread Wraith Dire Bear:</strong> ?</p><p><strong>Wraith Creature:</strong> There is no minimum HD required to gain the wraith template.</p><p><strong>Rhinoceros Wraith:</strong> </p><p><strong>Dread Zombie:</strong> Dread zombies are created when the magic used to animate a zombie or other corporeal undead goes awry, or when a dread mummy breathes death on a living creature. Sometimes when the ceremony to create a lich fails, the would-be lich instead becomes a dread zombie, attaining eternal unlife at an unexpected cost—the loss of some of the intelligence it had in life.</p><p>“Dread zombie” is an acquired template that can be added to any corporeal living creature.</p><p>A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds.</p><p><strong>Dread Zombie Aasimar Oracle 6:</strong> Before his death, Vezandarlir was a bitter hermit who was sought out by locals for fortune-telling and other divinatory services. Every so often he would use his oracle abilities to make sure what a supplicant’s fate held was dire. After he died, Vezandarlir’s spirit was too bitter and stubborn to move on. He rose a fortnight later from his grave, his abilities still intact, but now possessing a hunger for the brains of the living.</p><p><strong>Dunesage Ghoul:</strong> A humanoid who dies of dunesage ghoul fever rises as a dunesage ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a dunesage ghast.</p><p><strong>Dunesage Ghast:</strong> A humanoid who dies of dunesage ghoul fever rises as a dunesage ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a dunesage ghast.</p><p><strong>Negative Energy-Charged Creature:</strong> Through exposure to areas close to the Negative Energy Plane or though dark magic (see the empower undead spell) an undead creature’s link to the chilling source of its unnatural existence can be strengthened. The resulting creature is empowered by the Negative Energy Plane and cloaked in its black energy.</p><p>“Negative energy-charged” is an acquired template that can be added to any undead creature.</p><p><em>empower undead</em> spell.</p><p><strong>Negative Energy-Charged Wight:</strong> More powerful than your standard wight, negative-energy charged wights rise from the same conditions as a normal wight, but in regions strongly tainted with negative energy or those close to the Negative-Energy plane.</p><p><strong>Positive Energy-Charged:</strong> When an undead creature is destroyed by positive energy effects, it sometimes returns, infused with the very positive energy that destroyed it.</p><p>“Positive-energy charged” is an acquired template that can be added to any undead creature.</p><p>When undead of equal to or less than the positive energy-charged creature’s HD is destroyed by a positive-charged undead, it immediately transforms into another positive energy charged creature at its original full hit points.</p><p><strong>Positive Energy-Charged Nightwalker:</strong> ?</p><p></p><p><strong>Devourer:</strong> Devourers are the husks creatures that have been shattered and remade by forces beyond the ends of the multiverse.</p><p><strong>Ghoul:</strong> The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast.</p><p>Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia.</p><p><strong>Ghoul Ghast:</strong> The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast.</p><p><strong>Shadow:</strong> The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows.</p><p><strong>Shadow Greater:</strong> Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims.</p><p>The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows.</p><p><strong>Vampire:</strong> Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a creature slain by a dread vampire’s energy drain attack rises as a standard vampire 24 hours after death.</p><p><strong>Wight:</strong> Any humanoid creature that is slain by a negative energy-charged wight becomes a wight itself in only 1d4 rounds.</p><p><strong>Wraith:</strong> The dread wraith creature's create spawn ability creates only wraiths.</p><p>The wraith creature's create spawn ability creates only wraiths.</p><p><strong>Wraith Dread:</strong> Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds.</p><p><strong>Zombie Fast:</strong> Vermin killed by a cave fisher mohrg rise immediately as fast zombies.</p><p><strong>Bodak:</strong> Bodaks are extraplanar undead created when living beings are touched by great evil.</p><p><strong>Zombie Juju:</strong> A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds.</p><p></p><p>empower undead</p><p>School: necromancy [evil]; Level: cleric 6, sorcerer/wizard 6</p><p>Casting Time: 1 standard action</p><p>Components: V, S, M (a gem worth at least 10 gp that spent the night in the body of an undead creature)</p><p>Range: touch</p><p>Target: undead creature touched</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates; Spell Resistance: yes</p><p>Grants the negative-energy charged template to the touched undead. Upon touch, the target is immediately empowered with the benefits of the template and it knows how to utilize all its abilities.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/302590/Aegis-of-Empires-Players-Guide?affiliate_id=17596" target="_blank">Aegis of Empires Player's Guide</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Devron the Necromancer, Lich:</strong> Devron the necromancer swears himself to Arvonliet’s true nature, transforms into lich and is imprisoned below Barakus.</p><p><strong>Gremag, Lich:</strong> ?</p><p><strong>Lich-Queen Trystecce the Ageless:</strong> ?</p><p><strong>The Winter Lich:</strong> ?</p><p><strong>The Singed Man, The Infernal Tyrant of Kear, Vampire Lord, Vampire Tyrant, Undead Fiend, Undead Tyrant:</strong> ?</p><p><strong>Battle-Duke Ormand of the Rampart, Duke Ormand, Vampire Spawn:</strong> ?</p><p><strong>Battle-Duke Ormand of the Rampart, Duke Ormand, Vampire Duke:</strong> ?</p><p><strong>Balcoth the Wraith-Mage:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/208096/Aethera-Campaign-Setting?affiliate_id=17596" target="_blank">Aethera Campaign Setting</a>[spoiler]</p><p><strong>Undead:</strong> The rarest of the corrupted elementals are those formerly associated with the mysterious element of aether. These once bright, ethereal and mysterious creatures are now reduced to things of darkness, like clouds of nothingness with fangs and claws of black glass. The wraith-like abominations sow ruin in their wake and, most dangerously to every sentient race in the Aethera system, they corrupt aetherite into bizarre, toxic forms such as the undead-spawning netherite.</p><p>Hundreds of species of dinosaur and megafauna prowl the wastes, along with drakes, elementals, and scores of undead born from famine, war, or worse.</p><p>Netherite Radiation: Exposure to raw netherite is just as hazardous as exposure to aetherite. Creatures killed by the radiation can automatically rise as the undead (at the GM’s discretion), with more severe radiation potentially creating more fearsome foes.</p><p>Occasionally, a funnel of netherite dust will be carried down from the Nethersphere without warning or obvious cause. Low-level storms will saturate an area with radiation similar to standard aetherite poisoning. Higher category storms produce random blasts of telekinesis which can flatten small structures or creatures. The worst produce bolts of negative energy which raise their victims as undead.</p><p>Undead are a serious side effect of netherstorms and general netherite exposure.</p><p><strong>Aetherwarped Undead:</strong> The bodies of aetherwarped creatures twist and mutate due to long term aetherite radiation poisoning, gaining hideous deformities and bizarre supernatural powers. The nature of aetherwarped creatures causes their lifespans to dramatically shorten, though some who perish from their sickened state often rise again as aetherwarped undead.</p><p><strong>The White Lion, Okanta Undead Miner:</strong> The White Lion’s Claim: Another legend in a region that breeds them, the White Lion’s Claim is a reputed platinum-rich asteroid located somewhere within Aethera and Ashra’s GS5 dead orbit region. Named for the okanta explorer now known only by his title, the tale relates that he discovered the otherwise normal-looking asteroid and mined it himself for nearly 20 years. Relying on a paranoia-fueled network of third parties and drop locations for both supplies and selling his recovered metal, the actual location of his claim remained a mystery for decades. After the 19th year of breakneck mining, his activity abruptly stopped. Five years later, scouring the asteroid field for answers, a team of his former buyers discovered his corpse in a warren of freshly excavated tunnels, fully exposed to the vacuum, and, unfortunately for his would-be looters, still very much animate. Consumed in death by the paranoia driving his life, the undead miner not only hollowed out several other asteroids with tunnels and false signs of his original claim, but riddled them with traps and the undead remains of numerous would-be claimants.</p><p><strong>Undead Bloodrager:</strong> The Amrita belt’s death-cults occasionally produce undead bloodragers, while the okanta’s rapid growth sometimes sees them develop their sorcerous talents midway through the berserker’s fury.</p><p><strong>Zombie:</strong> Scourging Infusion wild talent.</p><p><strong>Incorporeal Undead:</strong> An entire planet and its population were destroyed at once, and the unquiet souls of those billions linger still, making incorporeal undead especially common throughout the Belt.</p><p><strong>Incorporeal Undead of Smoke and Fire:</strong> ?</p><p><strong>Incorporeal Undead, Spirit:</strong> ?</p><p><strong>Petrified Undead:</strong> ?</p><p><strong>Strange Petrified Undead, Threat, Bizarre Creature:</strong> ?</p><p><strong>Fossilized Undead:</strong> ?</p><p><strong>Unintelligent Undead:</strong> Netherite, like aetherite, is highly toxic. This material is infused with negative energy and has been found to be responsible for the spontaneous creation of unintelligent undead around the planet.</p><p><strong>Lurching Skeleton:</strong> ?</p><p><strong>Wendigo, Feared Wendigo:</strong> ?</p><p><strong>Wendigo, Frozen Beast of Eternal Hunger:</strong> ?</p><p><strong>Wandering Dead:</strong> ?</p><p><strong>Intelligent Undead:</strong> This material [netherite] is infused with negative energy and has been found to be responsible for the spontaneous creation of unintelligent undead around the planet.</p><p><strong>Orukughan the Hungerer, Okanta Graveknight Fighter 17:</strong> Okantan legends also speak of Orukughan the Hungerer (CE okanta graveknight fighter 17), an ancient okantan warlord who defended Haj-Harmarandh against the frost giant onslaught that destroyed it. The okantan tales say that Orukughan was so consumed by wrath at the destruction of Haj-Harmarandh that he and his entire legion rose from their icy graves one week after the city was sacked and laid ruin to the giants that claimed it.</p><p><strong>Ghost:</strong> Imprisoned by the unique nature of the Aethera System’s cosmology, an imprisoned outsider’s metaphysical essence lingers on, effectively imprinted onto the structure of the Material, functioning like a bizarre form of phylactery or the conditions that imprison ghosts past their physical death.</p><p><strong>Ghost, Supernatural Threat, Spirit, Incorporeal Undead:</strong> ?</p><p><strong>Raod Rah, The Waking Whisper, Wendigo, Most Famous Wendigo:</strong> Some believe that this wendigo was once a king among the taiga giants, turned to darkness after eating his army to survive a winter holdout against enemy frost giants. Other stories speak of an ethereal being from the Dimension of Dreams which came into physical form as the first okanta dreamed of a nightmarish future for his people under the rule of some ancient evil predatory force.</p><p><strong>Allip:</strong> ?</p><p><strong>Shadow:</strong> Decaying Gate Hub mishap 26-40 A surge of necromantic energy infuses the ship. All passengers must make a DC 25 Fortitude Save or take 5d6 points of negative energy damage. Any passengers killed by this energy immediately reanimate as shadows, intent on killing all other life on the ship.</p><p><strong>Shadow, Incorporeal Creature Infused With Negative Energy:</strong> ?</p><p><strong>Wraith, Incorporeal Creature Infused With Negative Energy:</strong> ?</p><p><strong>Incorporeal Creature Infused With Negative Energy:</strong> ?</p><p><strong>Aetherwarped Corporeal Undead:</strong> Creatures reduced to 0 Constitution by aetherite radiation or poison are slain and have a 50% chance to rise as a corporeal undead with the aetherwarped template.</p><p><strong>Ascalar Kaerantha-Hal, Erahthi Lich Arcanist 16:</strong> ?</p><p><strong>Horrifying Nightwalker, Inhabitant of the Negative Energy Plane:</strong> ?</p><p><strong>Frost Wight:</strong> ?</p><p><strong>Corpse:</strong> Metamorph drug.</p><p><strong>Spectre:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Totenmaske:</strong> ?</p><p><strong>Witchfire:</strong> ?</p><p><strong>Attic Whisperer:</strong> ?</p><p><strong>Draugr:</strong> ?</p><p><strong>Winterwight:</strong> ?</p><p><strong>Yukki-Onna:</strong> ?</p><p><strong>Festrog:</strong> ?</p><p><strong>Tzitzimitl:</strong> ?</p><p><strong>Ectoplasmic Creature:</strong> ?</p><p><strong>Gearghost:</strong> ?</p><p><strong>Mummified Creature:</strong> ?</p><p><strong>Warsworn:</strong> ?</p><p><strong>Geist:</strong> ?</p><p><strong>Fext:</strong> ?</p><p><strong>Kurobozu:</strong> ?</p><p><strong>Mummy Lord:</strong> ?</p><p><strong>Leechroot:</strong> ?</p><p><strong>Saxra:</strong> ?</p><p><strong>Nemhain:</strong> ?</p><p><strong>Tiyanak:</strong> ?</p><p><strong>Vukodlak:</strong> ?</p><p><strong>Bone Ship:</strong> ?</p><p><strong>Caller in Darkness:</strong> ?</p><p><strong>Particularly Powerful Caller in Darkness:</strong> ?</p><p><strong>Duppy:</strong> ?</p><p></p><p>Scourging Infusion</p><p>Type substance infusion</p><p>Element aether; Level 5; Burn 3</p><p>Associated Blasts any simple</p><p>Saving Throw Fortitude negates</p><p>Your kinetic blast funnels radiation similar to that of raw aetherite, thereby eroding your enemies. Foes that take damage from your infused blast also take 1d3 points of Constitution damage. A living creature reduced to 0 Constitution in this fashion rises 2d6 rounds later as if affected by animate dead with a caster level equal to the kineticist’s level. The kineticist has no innate control over this animated undead creature. Undead created in this fashion are destroyed after 24 hours.</p><p></p><p>Metamorph 150 au</p><p>Type contact, injury; Addiction severe, Fortitude DC 24 Effect 1 hour, user gains +4 to Int and Wis. Afterwards, user is affected by a persistent confusion effect for 1d4 hours.</p><p>Effect If a user dies while addicted to metamorph, their corpse has a 25% chance to rise within 1d4 hours; this chance increases to 50% if the user dies due to ability damage from metamorph. Upon reanimating, the corpse (use stats for a zombie of appropriate size) will instinctively seek out the nearest isolated area, where it will incubate for 1d8 days; at the end of this time, a version of the base creature with the insectile creature template will claw its way out of the corpse’s skin.</p><p>Damage 1d4 Con, 1d4 Cha[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/267695/Aethera-Field-Guide-I?affiliate_id=17596" target="_blank">Aethera Field Guide I</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Aetherwarped Undead:</strong> These troublesome pests [aetherleeches] are a danger even in small numbers as infestations can quickly deplete a ship’s reserve of aetheric units and expose creatures to aetherite poisoning. These infestations have drained entire ships of power, leaving them adrift in the blackness of space with no means of rescue as their passengers suffocated and perished, rising later as aetherwarped undead.</p><p><strong> Incorporeal Undead, Incorporeal Undead Creature:</strong> ?</p><p><strong>Paragon Suembaro, Marshall of Mysteries:</strong> Interior cabinet members within the Ascendancy whisper that Suembaro has transformed herself into an undead creature, while others believe that she died long ago and her magically-animated armor has been appearing in her place for decades.</p><p><strong>Undead Morlock:</strong> ?</p><p><strong>Ghast:</strong> A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones. Especially large deadlight fungus caverns can also contain ghasts, ghouls, and undigested.</p><p><strong>Ghost, Incorporeal Undead Creature:</strong> ?</p><p><strong>Ghoul:</strong> A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones. Especially large deadlight fungus caverns can also contain ghasts, ghouls, and undigested.</p><p><strong>Haunt:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> Any corpse of Medium size or smaller within 30 ft. of a nethercrab has a cumulative 10% chance per hour of reanimating as a skeleton or zombie, depending on its condition.</p><p>A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones.</p><p><strong>Bloody Bones:</strong> A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones.</p><p><strong>Ravenous Indistinct Specter:</strong> ?</p><p><strong>Undigested:</strong> A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones. Especially large deadlight fungus caverns can also contain ghasts, ghouls, and undigested.</p><p><strong>Wraith, Incorporeal Undead Creature:</strong> ?</p><p><strong>Advanced Zombie:</strong> A deep stalker that kills its prey with its swallow whole ability can regurgetate the creature’s corpse as a zombie with the advanced template as a free action.</p><p><strong>Zombie:</strong> Creatures who die from exposure to negative energy within an area of blackstar mold rise 1 round later as a zombie.</p><p>Any corpse of Medium size or smaller within 30 ft. of a nethercrab has a cumulative 10% chance per hour of reanimating as a skeleton or zombie, depending on its condition.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/311902/Apocalypse-the-Risen-Campaign-Setting-PF1e?affiliate_id=17596" target="_blank">Apocalypse the Risen Campaign Setting (PF1e)</a>[spoiler]</p><p><strong>Undead, Undead Entity, Undead Being, Undead Creature, The Dead, Dead, Living Dead:</strong> ?</p><p><strong>Undead Enemy, Undead Opponent:</strong> ?</p><p><strong>Undead Beast:</strong> ?</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Creature Immune to Supernatural Energy:</strong> ?</p><p><strong>Ghost:</strong> Sometimes when a being dies, instead of coming back as a Risen their soul remains on Earth as a ghost. Ghosts are, in the most literal sense, the soul of a dead being.</p><p>Any creature with the earth subtype can become a Risen when they die unless certain steps are taken, or certain spells cast. The time it takes for a Risen to form is 1d10 rounds plus 1 round for every HD of the deceased as the soul fights to avoid departing. Except in the case of Wretched Risen, the undead body hosts a different soul from the deceased. Because of this, unless special circumstances result in the being becoming a ghost or their body hosting a Depraved soul, all Risen animate as Hungry Risen.</p><p><strong>Ghost, Spirit, Tortured Spirit, Soul of a Dead Being, Translucent Barely Visible Wispy Shape, Disembodied Soul of a Dead Person:</strong> ?</p><p><strong>Powerful Ghost:</strong> ?</p><p><strong>Ghost of a Community Leader:</strong> ?</p><p><strong>Ghostly Native American Figure:</strong> ?</p><p><strong>Ghost of a Dead Child:</strong> ?</p><p><strong>Ghostly Rider:</strong> Along the ruined roadways of what was once Arkansas, the clack of horse’s hooves sometimes breaks the quiet of night. Long Before the Rise, a lone rider and his horse were struck and killed by a train. Each night, they now ride together again.</p><p><strong>Ghost of a Fallen Soldier:</strong> ?</p><p><strong>Less Powerful Ghost:</strong> ?</p><p><strong>Ghost Apparition:</strong> “Apparition” is an acquired template that can be added to any creature with the Earth subtype that has a Charisma score of at least 4.</p><p><strong>Ghost Apparition Human Seer 9:</strong> The sample apparition below is that of a human Seer, betrayed by a member of her Darkland Colony as a tribute to a greed demon. The betrayer cut out her heart in order to accept their desired corruption. The apparition now haunts the region looking for her murderer, killing anyone she believes is hiding information of their whereabouts.</p><p><strong>Ghost Apparition, Spirit, Sentient Type of Ghost:</strong> ?</p><p><strong>Ghost Emote:</strong> An emote differs from an apparition as they do not remember their former lives or the circumstances of their death. Instead, a small piece of the being’s soul holds on to an emotion connected with their demise. This emotion, powered by the remnants of the soul, creates the driving force of this ghost. Four types of emotions are known to subsist with emotes, and each may be one of four levels of power.</p><p>A type of ghost formed of fragmented emotion.</p><p><strong>Ghost Emote, Less Powerful Ghost, Ghost Formed of Fragmented Emotion:</strong> ?</p><p><strong>Ghost Lesser Emote:</strong> ?</p><p><strong>Ghost Typical Emote:</strong> ?</p><p><strong>Ghost Major Emote:</strong> ?</p><p><strong>Ghost Greater Emote:</strong> ?</p><p><strong>Ghost Poltergeist:</strong> Poltergeists are ghosts in a loose sense. Instead of the soul of one being, they are actually numerous souls merged together into one spiritual monstrosity.</p><p>Unlike other ghosts, the poltergeist does not start with a base creature but rather by multiple souls merged in agony. A minimum of six souls suffering a connected fate is required for a poltergeist to manifest.</p><p>A type of ghost of consisting of the merged souls of dead beings.</p><p><strong>Ghost Poltergeist, Spiritual Monstrosity, Spirit:</strong> ?</p><p><strong>Ghost Shade:</strong> Shades are manifested spirits of Purgatory hunters charged with retrieving lost souls and guiding the dead to their rightful place.</p><p><strong>Ghost Shade, Manifested Spirit of a Purgatory Hunter, Hunter of Souls:</strong> ?</p><p><strong>Risen, Risen Dead:</strong> Few species throughout the history of the world have held their own dead in such reverence as humankind. Cultures across the world throughout history have been as different as night and day in the treatment of those passed, but one tenet held true over the generations; respect the dead.</p><p>Those passed were put to rest, their memories preserved in whichever way the next of kin saw fit. Services are held. Eulogies read to mourning masses. All steps taken to ensure that the deceased’s legacy lives on through the years to come. Now, humankind’s ceremonious relationship with the dead has been turned against them.</p><p>Risen are a byproduct of the Seals being broken and are now as common in daily life as the sun rising in the morning and setting at night. Risen are the animated corpses of the dead, forced into foul unlife, a plague to humanity in nearly every corner of Earth.</p><p>When a being dies, a lost soul from Purgatory enters the body which becomes a Risen. Millions of buried and entombed dead rose from their graves at the time of the Rise. Since then, newly dead appear to become Risen at the time of their demise.</p><p>Most beings raise as a Hungry Risen, but sometimes unique or sentient Risen form when a being dies. Otherwise, the more a Risen feeds, the closer they get to an evolution of sorts, becoming Famished and later Devourers. Risen that do not feed can waste away, becoming Decayed. Those feeding excessively may become bloated. These creatures can gain mutations and, perhaps worst of all, may carry an infection.</p><p>Any creature with the earth subtype can become a Risen when they die unless certain steps are taken, or certain spells cast. The time it takes for a Risen to form is 1d10 rounds plus 1 round for every HD of the deceased as the soul fights to avoid departing.</p><p>In an event known as the Rise, demons rose to power and the risen dead crawled from their graves.</p><p>When the Veil tore, Purgatory itself yawned wide. Souls of the past were ripped from their existence in the Grey and found new homes in the bodies of the dead. Corpses awoke from their graves and twisted into reanimation.</p><p><strong>Risen, Most Unnatural Being, Hungry Dead, Monstrosity, Corpse, Animated Corpse, Zombie:</strong> ?</p><p><strong>Risen Colonist:</strong> ?</p><p><strong>Waterlogged Risen:</strong> ?</p><p><strong>Rotting Risen:</strong> ?</p><p><strong>Roaming Risen:</strong> ?</p><p><strong>Vicious Risen:</strong> ?</p><p><strong>Sentient Risen:</strong> ?</p><p><strong>Risen, Unthinking Feeder:</strong> ?</p><p><strong>Unique Risen:</strong> ?</p><p><strong>Hungry Risen:</strong> Any creature with the earth subtype can become a Risen when they die unless certain steps are taken, or certain spells cast. The time it takes for a Risen to form is 1d10 rounds plus 1 round for every HD of the deceased as the soul fights to avoid departing. Except in the case of Wretched Risen, the undead body hosts a different soul from the deceased. Because of this, unless special circumstances result in the being becoming a ghost or their body hosting a Depraved soul, all Risen animate as Hungry Risen.</p><p>The Hungry are the base Risen, the entry level of dead walking the Earth. These creatures may be those of the freshly dead or long dead beings who have fed enough to maintain their slow decay.</p><p><strong>Hungry Risen, Base Risen, Entry Level of Dead:</strong> ?</p><p><strong>Bloated Risen:</strong> Risen with this template have consumed more than they could possibly “digest” and are now overflowing with a dangerous biological liquid.</p><p>Those [Risen] feeding excessively may become bloated.</p><p><strong>Decayed Risen:</strong> Risen with this template have not been able to feed for an extended amount of time losing some essence and physical stature.</p><p>Risen that do not feed can waste away, becoming Decayed.</p><p><strong>Infected Risen:</strong> Risen with this template have been infected with a horrible parasite. The parasite is a semi-translucent worm like creature that measures nearly an inch long and eats flesh.</p><p>Grave Worms infection.</p><p><strong>Mutated Risen CR +1:</strong> Risen with this template have spent an extended amount time in Darklands over the course of their undeath.</p><p>These creatures [Risen] can gain mutations.</p><p><strong>Mutated Risen CR +2:</strong> Risen with this template have spent an extended amount time in Darklands and have expanded their eating habits to include mutated animals and sometimes even demons or cryptids.</p><p>These creatures [Risen] can gain mutations.</p><p><strong>Mutated Risen CR +3:</strong> Risen with this template have spent an extended amount time in Darklands and have consumed a significant number of mutated creatures as well as demons or cryptids.</p><p>These creatures [Risen] can gain mutations.</p><p><strong>Depraved Risen:</strong> Depraved are sentient Risen formed when the soul of a wicked human occupies a body and begins their unlife with an immediate and overwhelming hatred of all life. These creatures are truly evil, even more twisted and hateful than before their death. In life they killed many as serial killers, mass murderers, warmongering soldiers, or battle-driven berserkers, becoming marked and tainted by the sheer weight of their murderous deeds.</p><p><strong>Depraved Risen, Sentient Risen, Horrifying Creature:</strong> ?</p><p><strong>Ravenous Riven:</strong> Ravenous are created when a living person is killed by the bite of a Depraved.</p><p>Frighteningly, these horrifying creatures [Depraved Risen] are able to command small numbers of other Risen and can even create a different type of Risen entirely.</p><p>Humanoids with the earth subtype killed by a Depraved rise immediately as Ravenous Risen under the Depraved’s control.</p><p><strong>Devourer Risen:</strong> The Devourer has fed so heavily as to have developed significantly greater tools for hunting and killing.</p><p><strong>Famished Risen:</strong> The Famished are dead that have fed considerably more than an average Hungry Risen. The consumption of the life essence of the living feeds their evolution into a more dangerous Risen.</p><p><strong>Famished Risen, More Dangerous Risen:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Doc Holiday, Spirit:</strong> ?</p><p><strong>Tortured Spirit:</strong> ?</p><p><strong>Animal Skeleton:</strong> <em>Animate Dead Animal</em> spell.</p><p><strong>Animal Zombie:</strong> <em>Animate Dead Animal</em> spell.</p><p></p><p>ANIMATE DEAD ANIMAL</p><p>School Necromancy [tainted]</p><p>Casting Time 1 standard action</p><p>Components V, S</p><p>Range touch</p><p>Targets one or more corpses touched</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>This spell turns animal corpses into undead skeletons or zombies that obey your spoken commands. Only previously dead animals may be animated in this way.</p><p>The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed animal skeleton or animal zombie created by this spell can’t be animated again.</p><p>Regardless of the type of animal you animate with this spell, you can’t animate more HD of dead animals than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead animals per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings are destroyed. You choose which creatures are released.</p><p>Animal Skeletons: An animal skeleton can be created from most any complete or nearly complete bone structure or recently deceased animal. Animals in early states of decomposition animated as skeletons will immediately shake loose skin, fur, feathers, or scales.</p><p>Animal Zombies: An animal zombie can be created only from a mostly intact corpse with a nearly complete bone structure that is still early in the decomposition process. The animal must have most of its skin, fur, features, or scales to animate as a zombie.</p><p></p><p>Grave worms (Ex): type Infection (touch or injury); save Fort DC 17; onset 1d8 hours; frequency 1/day for 6 days; effect Special – 1st failed save: 1 Int damage and 1 Wis damage; Hallucination: intensity Mild; active Constant; save Will DC 17 each hour or affected by ghost sounds or silent image during failed hour (GM description). 2nd failed save: 1 Int damage and 1 Wis damage; Hallucination: intensity Strong; active Constant; save Will DC 17 each hour or affected by ghost sounds or silent image during failed hour (GM description). Save DC failed by 10+: Affected by minor image and dazzled. 3rd failed save: 1 Int damage and 1 Wis damage; Hallucination: intensity Sever; active Constant; save Will DC 17 each hour or affected by ghost sounds or silent image during failed hour (GM description). Save DC failed by 10+: Affected by major image and dazzled. 4th failed save: 1 Int damage and 1 Wis damage; gain the disorder Psychopathy. 5th failed save: 1 Int damage and 1 Wis damage; gain the disorder Amnesia. 6th failed save: Death; rise as a Risen infected with grave worms.</p><p>Cure remove disease caster level check DC 17 or on the 7th day the grave worms emerge as rotflies dealing 1d3 Con damage and fly away; special can be transmitted with the squirt ability and remain effective for the same amount of time.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/135381/Alternate-Dungeons-Haunted-House?affiliate_id=17596" target="_blank">Alternate Dungeons: Haunted House</a>[spoiler]</p><p><strong>Anguish:</strong> ?</p><p><strong>Dancing Decor:</strong> ?</p><p><strong>Slamming Door:</strong> ?</p><p></p><p><strong>Undead:</strong> Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress.</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.</p><p>In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self‐loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder.</p><p>Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic.</p><p><strong>Ghost:</strong> Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.</p><p>Ghosts are created from the residual psychic energy of creatures unable or unwilling to depart to the outer planes to receive judgment. Ghosts often haunt the places where they died or the homes they once lived in.</p><p><strong>Spectre:</strong> Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.</p><p>Spectres are specifically created from the anguished souls of murdered mortals. Violent and vengeful, a spectre’s anger prevents it from moving onto the afterlife; trapping it in the mortal plane where it haunts the place it died.</p><p>Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises.</p><p><strong>Wraith:</strong> Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.</p><p>Born of evil and darkness, wraiths come to haunt dwellings created when evil mortals perish in the midst of performing atrocious acts. A wraith’s malevolent and sinful desires often keep it in the afterlife to haunt a home or manor.</p><p><strong>Poltergeist:</strong> When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.</p><p>Of all the denizens of haunted houses, poltergeists are by far the most common. Driven by rage, a poltergeist is confined to the site of its death by its anguish over an incomplete task or because its gravesite has been desecrated. Where or what a poltergeist haunts typically corresponds to its place of death or the resting place of its mortal remains.</p><p><strong>Shadow:</strong> Shadows are formed when mortal creatures have their very souls drained by other shadows.</p><p><strong>Vampire:</strong> ?</p><p><strong>Witchfire:</strong> Witchfires are usually created when a powerful witch is slain with some malicious plot left incomplete or as the result of a dreadful curse she placed upon a settlement’s inhabitants at the time of her death.</p><p><strong>Haunt:</strong> Haunts are hazardous areas created by unquiet spirits that react violently towards intruders. In many ways, haunts function like traps but they arise from anguished spirits.</p><p><strong>Bleeding Walls:</strong> This haunt occurs when a victim is murdered and their corpse is boarded up within the walls of the haunted house.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/234000/Alternate-Paths-Divine-Characters-2-Odd-Gods?affiliate_id=17596" target="_blank">Alternate Paths: Divine Characters 2 Odd Gods</a>[spoiler]</p><p><strong>Undead:</strong> A dead body has no soul but their soul room still exists. What actually happens when a creature is turned into an undead is that their soul room is forced open and the caster is placed inside. Liches gain 1 soul room per phylactery, though they guard these with powerful magics. </p><p>Avatar class death domain Greater Godvessel power.</p><p><strong>Sacred Dead:</strong> Sacred dead are divinely inspired undead animated not by dark magic but sacred energy. These holy dead carry on the pious task they performed in life, forever acting as servants to the divine that preserve them. Awakened from fallen or specially chosen true believers, special rites brand holy marks onto the flesh to bond the pious soul to their body. This special ritual is often used to preserve the exceptionally faithful and devout, so that they may serve the church even in death. Rarely, a deity will raise a specific individual without the use of a ritual, often to allow a follower to complete some ordained task.</p><p>As they are literally the rebirth of a pious soul, sacred dead retain the memories of their previous life, although they say it takes on a dream-like quality to them; as if it were all something that happened to a different person.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/283769/Aquilae-Bestiary-of-the-Realm-Volume-1-Pathfinder?affiliate_id=17596" target="_blank">Aquilae: Bestiary of the Realm: Volume 1 (Pathfinder)</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Allip Moderate:</strong> ?</p><p><strong>Allip Advanced:</strong> ?</p><p><strong>Allip Elite:</strong> ?</p><p><strong>Apostasy Wraith:</strong> ?</p><p><strong>Apostasy Wraith Moderate:</strong> ?</p><p><strong>Apostasy Wraith Advanced:</strong> ?</p><p><strong>Apostasy Wraith Elite:</strong> ?</p><p><strong>Attic Whisperer:</strong> ?</p><p><strong>Attic Whisperer Moderate:</strong> </p><p><strong>Attic Whisperer Advanced:</strong> </p><p><strong>Attic Whisperer Elite:</strong> </p><p><strong>Bakekujira:</strong> ?</p><p><strong>Bakekujira Moderate:</strong> ?</p><p><strong>Bakekujira Advanced:</strong> ?</p><p><strong>Bakekujira Elite:</strong> ?</p><p><strong>Undead Fish:</strong> ?</p><p><strong>Undead Seabird:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Banshee Moderate:</strong> ?</p><p><strong>Banshee Advanced:</strong> ?</p><p><strong>Banshee Elite:</strong> ?</p><p><strong>Bat Skaveling:</strong> ?</p><p><strong>Bat Skaveling Moderate:</strong> ?</p><p><strong>Bat Skaveling Advanced:</strong> ?</p><p><strong>Bat Skaveling Elite:</strong> ?</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight.</p><p><strong>Bat Sootwing:</strong> ?</p><p><strong>Bat Sootwing Moderate:</strong> ?</p><p><strong>Bat Sootwing Advanced:</strong> ?</p><p><strong>Bat Sootwing Elite:</strong> ?</p><p><strong>Baykok:</strong> ?</p><p><strong>Baykok Moderate:</strong> ?</p><p><strong>Baykok Advanced:</strong> ?</p><p><strong>Baykok Elite:</strong> ?</p><p><strong>Beheaded:</strong> ?</p><p><strong>Beheaded Moderate:</strong> ?</p><p><strong>Beheaded Advanced:</strong> ?</p><p><strong>Beheaded Elite:</strong> ?</p><p><strong>Beheaded Belching:</strong> ?</p><p><strong>Beheaded Belching Moderate:</strong> ?</p><p><strong>Beheaded Belching Advanced:</strong> ?</p><p><strong>Beheaded Belching Elite:</strong> ?</p><p><strong>Beheaded Flaming:</strong> ?</p><p><strong>Beheaded Flaming Moderate:</strong> ?</p><p><strong>Beheaded Flaming Advanced:</strong> ?</p><p><strong>Beheaded Flaming Elite:</strong> ?</p><p><strong>Beheaded Grabbing:</strong> ?</p><p><strong>Beheaded Grabbing Moderate:</strong> ?</p><p><strong>Beheaded Grabbing Advanced:</strong> ?</p><p><strong>Beheaded Grabbing Elite:</strong> ?</p><p><strong>Beheaded Screaming:</strong> ?</p><p><strong>Beheaded Screaming Moderate:</strong> ?</p><p><strong>Beheaded Screaming Advanced:</strong> ?</p><p><strong>Beheaded Screaming Elite:</strong> ?</p><p><strong>Beheaded Familiar:</strong> ?</p><p><strong>Beheaded Familiar Moderate:</strong> ?</p><p><strong>Beheaded Familiar Advanced:</strong> ?</p><p><strong>Beheaded Familiar Elite:</strong> ?</p><p><strong>Beheaded Swarming:</strong> ?</p><p><strong>Beheaded Swarming Moderate:</strong> ?</p><p><strong>Beheaded Swarming Advanced:</strong> ?</p><p><strong>Beheaded Swarming Elite:</strong> ?</p><p><strong>Berbalang:</strong> ?</p><p><strong>Berbalang Moderate:</strong> ?</p><p><strong>Berbalang Advanced:</strong> ?</p><p><strong>Berbalang Elite:</strong> ?</p><p><strong>Bhuta:</strong> ?</p><p><strong>Bhuta Moderate:</strong> ?</p><p><strong>Bhuta Advanced:</strong> ?</p><p><strong>Bhuta Elite:</strong> ?</p><p><strong>Blast Shadow:</strong> ?</p><p><strong>Blast Shadow Moderate:</strong> ?</p><p><strong>Blast Shadow Advanced:</strong> ?</p><p><strong>Blast Shadow Elite:</strong> ?</p><p><strong>Bodak:</strong> A humanoid slain by a bodak’s death gaze rises as a bodak 24 hours later. </p><p><strong>Bodak Moderate:</strong> ?</p><p><strong>Bodak Advanced:</strong> ?</p><p><strong>Bodak Elite:</strong> ?</p><p><strong>Bonestorm:</strong> ?</p><p><strong>Bonestorm Moderate:</strong> ?</p><p><strong>Bonestorm Advanced:</strong> ?</p><p><strong>Bonestorm Elite:</strong> ?</p><p><strong>Carrionstorm:</strong> ?</p><p><strong>Carrionstorm Moderate:</strong> ?</p><p><strong>Carrionstorm Advanced:</strong> ?</p><p><strong>Carrionstorm Elite:</strong> ?</p><p><strong>Chained Spirit:</strong> ?</p><p><strong>Chained Spirit Moderate:</strong> ?</p><p><strong>Chained Spirit Advanced:</strong> ?</p><p><strong>Chained Spirit Elite:</strong> ?</p><p><strong>Spectre:</strong> Any humanoid slain by a chained spirit becomes a spectre in 1d4 rounds. </p><p><strong>Charnel Colossus:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeleton Warrior:</strong> ?</p><p><strong>Void Zombie:</strong> An infected creature who dies from void death disease rises as a void zombie 2d4 hours later. </p><p></p><p>Disease (Su) Ghoul Fever: Bite - injury; save Fort DC 14; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight (Pathfinder RPG Bestiary 146). [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/289784/Arcforge-Campaign-Setting-Far-Flung-Frontiers?affiliate_id=17596" target="_blank">Arcforge Campaign Setting: Far Flung Frontiers</a>[spoiler]</p><p><strong>Atropal:</strong> ?</p><p><strong>Lich Psionic:</strong> “Psionic Lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery.</p><p>The Lich’s Phylactery</p><p>An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich can rejuvenate after it is killed.</p><p>Each lich must create its own phylactery by using the Craft Technological Item feat. The character must be able to manifest powers and have a manifester level of 11th or higher. The phylactery costs 120,000 gp to create and has a manifester level equal to that of its creator at the time of creation.</p><p>The most common form of phylactery is a sealed metal box inlaid with deep crystal. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.</p><p><strong>Lich Psionic Elf Tactician 11, Maritoni Lieutenant:</strong> ?</p><p><strong>Lich Psionic Forsaken:</strong> “Psionic Forsaken Lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery. Rarely, a creature unable to create a phylactery stumbles upon this state through tragic ambition.</p><p><strong>Lich Psionic Foraken Human Wilder 13, Ashfields Berserker:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> For all of Marit’s wonders and achievements, her lore regarding the creation of undead has become the most integral to Mariton’s success. Skeletons, Zombies, Echohusks, and more sophisticated variants of these creatures have long filled Mariton’s armies, soldiers gathered from the corpses of fallen enemies and unworthy citizens.</p><p>Empath Medium Supreme Zeitgeist Ramtik the Eternal Cycle spirit power.</p><p><strong>Skeleton:</strong> For all of Marit’s wonders and achievements, her lore regarding the creation of undead has become the most integral to Mariton’s success. Skeletons, Zombies, Echohusks, and more sophisticated variants of these creatures have long filled Mariton’s armies, soldiers gathered from the corpses of fallen enemies and unworthy citizens.</p><p><strong>Zombie:</strong> For all of Marit’s wonders and achievements, her lore regarding the creation of undead has become the most integral to Mariton’s success. Skeletons, Zombies, Echohusks, and more sophisticated variants of these creatures have long filled Mariton’s armies, soldiers gathered from the corpses of fallen enemies and unworthy citizens.</p><p><strong>Echohusk:</strong> For all of Marit’s wonders and achievements, her lore regarding the creation of undead has become the most integral to Mariton’s success. Skeletons, Zombies, Echohusks, and more sophisticated variants of these creatures have long filled Mariton’s armies, soldiers gathered from the corpses of fallen enemies and unworthy citizens.</p><p><strong>Lich, Powerful Undead:</strong> ?</p><p><strong>Ghast, Powerful Undead:</strong> ?</p><p><strong>Wight, Powerful Undead:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Phenomenal Undead Servant:</strong> ?</p><p><strong>Unintelligent Undead:</strong> ?</p><p></p><p>Empath Medium Supreme Zeitgeist Ramtik the Eternal Cycle spirit power.</p><p>You are now capable of assuming undead into your collective and affecting them with mind-affecting effects. In addition, as a full-round action, you can spend 9 power points to animate a creature as per animate dead, using your medium level as your caster level. If you spend 15 power points, you may spend 1 hour to transform one dead creature (or group of dead creatures) into an undead creature whose CR is equal to or less than your medium level. You are not in control of whatever undead result.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/289043/Arcforge-Campaign-Setting-Gods-and-Peoples?affiliate_id=17596" target="_blank">Arcforge Campaign Setting: Gods and Peoples</a>[spoiler]</p><p><strong>Nonsapient Undead:</strong> ?</p><p><strong>Undead, Undead Being:</strong> In a world so charged by magic and so tainted with a long history of conflict, undead are a potent and common threat on Vandara. Be they the products of rogue necromancers or freak surges of magic accompanying great violence or trauma, undead are recognized universally as a threat.</p><p>This individual was named Wesmir, and he was a Maritish scholar who had studied the intricacies of divine magic since his youth. He was capable of creating and commanding vast undead legions, and also understood the many vulnerabilities they carried to healing and light magic.</p><p><strong>Weaker Undead:</strong> ?</p><p><strong>Undead Servitor:</strong> ?</p><p><strong>Undead Soldier:</strong> Askyjoth, the Qlippoth Lord of Athanatism, dwells in a far corner of Eigenel, moving among the vast ruins. Many of these were created by his immense destructive abilities, which are capable of stealing or even obliterating the very souls of targets, or the legions of undead soldiers he creates and commands.</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Lich:</strong> Lichdom is among the oldest and most well-known methods of achieving undeath, well-known enough that it has escaped Mariton despite the best efforts of the Circle. As this form of undead is not wracked with the same eternal feelings of hunger or hatred that most others are, it remains a desirable option for mages seeking to extend their lives. The rituals and techniques that enable one to become a lich are available to any who can access the libraries of Maytar, but the risks of failure are great and can dissuade all but the most dedicated students of magic. Mariton continues its ancient traditions of lich transformation to this day, and as many Circle members are liches themselves young necromancers often attempt to become such to curry their favour.</p><p><strong>Psionic Lich, Being Which Emulates Many of the Abilities of Liches Using Psionic Means:</strong> ?</p><p><strong>Psionic Lich, Psionic Undead, Abomination:</strong> ?</p><p><strong>Self-Replicating Creature:</strong> ?</p><p><strong>Shadow, Self-Replicating Creature:</strong> ?</p><p><strong>Skeleton, Nonsapient Undead:</strong> ?</p><p><strong>Wight, Self-Replicating Creature:</strong> ?</p><p><strong>Zombie, Nonsapient Undead:</strong> ?</p><p><strong>Atropal:</strong> Not all mortals succeed in the pursuit of godhood, with their legacies or abilities proving insufficient to make a permanent mark on the Convictus. When this occurs, the spirits of the dead usually fade. However, there are times when a mortal perishes on the cusp of godhood, just barely lacking the potency to achieve immortality. When this occurs, the person’s soul is transformed into an Atropal, a hateful and incredibly potent entity formed of some of the Convictus’ darkest magics. Regardless of what values they held in life, all Atropals seem to possess a genocidal hatred of the living, each stillborn god attempting to justify their all-consuming grudge in their own ways. Most Atropals tend to emerge from Mariton, although every culture possesses records of the destruction these strange beings have wrought.</p><p><strong>Atropal, Hateful Incredibly Potent Entity, Stillborn God, Strange Being:</strong> ?</p><p><strong>Incorporeal Spirit:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/287941/Arcforge-Campaign-Setting-Ravages-of-the-Qlippoth?affiliate_id=17596" target="_blank">Arcforge Campaign Setting: Ravages of the Qlippoth</a>[spoiler]</p><p><strong>Nonsapient Undead:</strong> ?</p><p><strong>Self-Replicating Creature:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Ghost:</strong> Any evil or chaotic living creatures within 300 feet of Askyjoth is bound to the land of the living by profane means, compelling their body and soul to remain active in spite of their destruction. Immediately after they die and Consume Spirit is activated, such creatures return to life with the Forsaken Lich template and are completely under the control of Askyjoth. If the creature’s body was destroyed or rendered unusable by the attack that killed it, the creature returns as a ghost under Askyjoth’s control, save that the ghost lacks the rejuvenation ability and is destroyed automatically after 24 hours.</p><p><strong>Forsaken Lich:</strong> Any evil or chaotic living creatures within 300 feet of Askyjoth is bound to the land of the living by profane means, compelling their body and soul to remain active in spite of their destruction. Immediately after they die and Consume Spirit is activated, such creatures return to life with the Forsaken Lich template and are completely under the control of Askyjoth. If the creature’s body was destroyed or rendered unusable by the attack that killed it, the creature returns as a ghost under Askyjoth’s control, save that the ghost lacks the rejuvenation ability and is destroyed automatically after 24 hours.</p><p><strong>Shadow, Self-Replicating Creature:</strong> ?</p><p><strong>Skeleton, Nonsapient Undead:</strong> ?</p><p><strong>Wight, Self-Replicating Creature:</strong> ?</p><p><strong>Zombie, Nonsapient Undead:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/213920/Archdevils-of-Porphyra?affiliate_id=17596" target="_blank">Archdevils of Porphyra</a>[spoiler]</p><p><strong>Undead:</strong> Third Deific Boon of Duke Melektus.</p><p></p><p>Obedience</p><p>Use leeches to drain a cup of blood into a vessel or into stagnant water. Write your secret failings in the dirt or on a mirror with blood, confess it, then erase it. Gain a +4 profane bonus on saves vs. poison.</p><p>Boons</p><p>1. Patients’ Price (Sp): infernal healing 3/day, blinding ray 2/day or appearance of life 1/day.</p><p>2. Parasitic Penetration (Su): Once per day with a successful touch attack, you can infest a living creature with foul worms unless the target makes a Fortitude save (DC 10 + 1/2 your HD + your Constitution modifier). These parasites retain an unholy link to you, draining that creature’s energy and transferring it to you. This infestation persists for 10 rounds, during which you act as if hasted and the infested victim is staggered. These parasites count as a disease effect.</p><p>3. Eternal Servant(Ex): You gain the undead type and the ability to use Command Undead a number of times per day equal to 3 plus your Charisma modifier. No unintelligent undead can attack or harm you in any way.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/170172/armr-studios-compendium-2015?affiliate_id=17596" target="_blank">ARMR Studios Compendium - 2015</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Spinal Lasher:</strong> Once clerics and other spellcasters devoted to gods of goodness, they fell before the eyes of the faith. Many were branded heretics and apostates and thus were killed. However, their manner of execution was boorish; they were hanged by the neck while heavy weights hung on their legs. After many days, this would cause the lower half of their bodies to be severed and plop onto the floor with a ghastly sound.</p><p>Be it the evil energies surrounding these nightmarish execution sites, or the dark powers coursing through the veins of these deadspellcasters, they return as spinal lashers to haunt, maim and kill any and all living creatures they come across.</p><p><strong>Spinal Lasher, Torso With Spines Coming Out of Their Lower Abdomen, Hideously Formidable Foe:</strong> ?</p><p><strong>Ghost of an Ancient Hero:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/202850/Asian-Spell-Compendium?affiliate_id=17596" target="_blank">Asian Spell Compendium</a>[spoiler]</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Gaki:</strong> ?</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Haunt:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/251795/Atarashia--A-Gazetteer?affiliate_id=17596" target="_blank">Atarashia – A Gazetteer</a>[spoiler]</p><p><strong>Mindless Dead:</strong> Cevnia’s process bound the negative spirit back into its body without transforming it into positive energy first. This was easier to do than a resurrection and required less magical energy. However, the process was imperfect and left the spirit trapped in the remains of its body, howling in mental anguish that blotted out all trace of intellect and personality, leaving nothing but an unquenchable hatred of the living. These mindless undead suffered endlessly and were always merciless killers. The deliberate creation of such an undead being is universally regarded as an evil act. </p><p><strong>Hungry Dead:</strong> Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. </p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Dwarf Zombie:</strong> ?</p><p><strong>Human Skeletal Champion:</strong> ?</p><p><strong>Goblin Burning Skeleton:</strong> ?</p><p><strong>Human Ghoul:</strong> ?</p><p><strong>Tengu Plague Zombie:</strong> ?</p><p><strong>Drow Fast Zombie:</strong> ?</p><p><strong>Human Juju Zombie:</strong> ?</p><p><strong>Human Mummy:</strong> ?</p><p><strong>Gnome Ghoul:</strong> ?</p><p></p><p><strong>Undead:</strong> As a mortal woman, Cevnia was fascinated with arcane magic and studied amongst the elves to broaden her knowledge. Unfortunately, she chose to use this knowledge to control others by playing on their weaknesses. The elves eventually discovered her network of spies and blackmailers, but not before she was able to steal many secrets from the ancient elven libraries. She was exiled from the elven homelands, but set up her own college of magic, carefully building up her influence and extending her control. At the height of her powers, she began to study the nature of death. She perfected the art of necromancy, created the first undead and ultimately transformed herself into a vampire. </p><p>Then came calamity… In the fertile jungles of the north, a sun goddess called Tlaneci arose, whilst in the ice flows of the south, where life was harsh, and night lasted for weeks, the god of darkness, Taggarik, came into being. Not content with ruling his portion of the Inner and Outer Worlds, he sought to gain complete control of the Inner World, which he considered to be his rightful domain. When the other deities refused to grant him sole dominion of the Inner World, he conspired with the powerful vampire wizard, Cevnia, who had stolen secret magics from the elves. Together they wrought a spell that shattered the Inner World, scattering the beings who lived there. The cycle of the Double Realm was broken, the Inner World replaced with the half-planes of the Ethereal Realm and the Shadow Realm. Taggarik made the Shadow Realm his own, and infected it with his evil power, although he was not able to realise his plan of creating a physical realm, powered by negative energy. </p><p>The spirits of those who had dwelt in the Inner World could no longer be reborn into the Outer World. Some accepted Taggarik’s offer of a place in the Shadow Realm, and ended up trapped in a tormented half-life, partly physical and partly spirit. Some fled to the Ethereal Realm, eschewing any hope of a physical existence, although most were eventually given refuge in the planar abodes belonging to the deities. The least fortunate were transformed into undead creatures by Taggarik and Cevnia and forced into their service. The clerics of Taggarik specialise in creating undead, and many wizards seek the path of the necromancer, guided by the teachings of Cevnia, who achieved deity-hood herself as a result of the Shattering, as it became known. </p><p>Cevnia continued her research, refining her methods and learning to create other types of undead. She made progress but was always hampered by the lack of suitable negative energy spirits. </p><p>Once the Inner World was shattered, the barriers that prevented negative spirits from crossing back over into the Inner World before their time were severely weakened. This meant that undead could be more easily created, without the need for ghosts. Taggarik and Cevnia created armies of undead between them. When they began to lose the war, they hatched a desperate plan to increase the number of undead. They infected many of their minions with a curse which meant that when they slew a living being, the victim’s spirit was automatically drawn back, and its body would rise up as another undead. As the living fell, so they became part of the army of evil undead. </p><p>Since the War of Life ended, the creation of undead is tightly controlled. This is part of the armistice agreement between the warring deities. Only a certain number of undead can be created, or brought into the Outer World, and their creation is more difficult and costlier. </p><p><strong>Vampire:</strong> As a mortal woman, Cevnia was fascinated with arcane magic and studied amongst the elves to broaden her knowledge. Unfortunately, she chose to use this knowledge to control others by playing on their weaknesses. The elves eventually discovered her network of spies and blackmailers, but not before she was able to steal many secrets from the ancient elven libraries. She was exiled from the elven homelands, but set up her own college of magic, carefully building up her influence and extending her control. At the height of her powers, she began to study the nature of death. She perfected the art of necromancy, created the first undead and ultimately transformed herself into a vampire. </p><p>However, she was repulsed by the decaying state of their bodies. So, she created vampires, who were more powerful than mummies, and maintained the look of the bodies they had in life. </p><p>Satisfied that she had found an acceptable way to cheat death, she transformed herself into a vampire, and consolidated her position of power by destroying all the other vampires she had created initially. Thus, she established herself as the forebear of all vampires that exist today, although rumours persist that one of the original vampires somehow escaped destruction… </p><p><strong>Zombie:</strong> ?</p><p><strong>Ghost:</strong> Before the events that led up to the Shattering, ghosts were the only type of undead. A ghost is a spirit that does not pass on to the Inner World, as it was known then, or the Ethereal Realm, as it is now. When a being in the Outer World dies, its positive energy spirit is naturally transformed into negative energy as it passes on to the next plane of existence. However, in rare circumstances, this process can be disrupted. This occurs either due to a powerful act of will on the part of the recently deceased, or when the spirit has undergone a great psychic trauma, such as being murdered. Although ghosts are not intrinsically evil, they are beings of negative energy and suffer greatly in the Outer World, which is confusing and alien to their nature. This often causes the ghost to become malevolent, if it wasn’t already. A negative spirit in the Inner World would have spent its lifetime resolving psychological issues, before being reborn into the material Outer World as a positive energy spirit in a new body. Scholars speculate that ghosts are created when some of these psychological issues can only be resolved in the Outer World. For example, the spirit might need to protect loved ones, or to exact revenge upon its killer. </p><p>She attempted to create ghosts by killing living beings in horrendous ways, so as to precipitate the necessary psychological trauma. However, the success rate of this was low as, more often than not, the spirit would simply cross over into the Inner World and remain beyond her reach. </p><p><strong>Skeleton:</strong> Because ghosts are immaterial negative energy spirits, they do not die in the same manner as material beings with positive energy spirits. They can be temporarily dispersed, but will usually reform after a period of time, and can linger in the Outer World for decades or even centuries, until their reason for remaining is resolved. The arch-wizard Cevnia became fascinated with the durability of these negative spirits and wondered if there was a way to somehow harness their power to extend her own lifespan. She noted that some ghosts were able to temporarily possess the body of a living being in the Outer World. This is a deeply unpleasant and painful process for the living being, and also for the ghost, as it is constantly fighting rejection by a body that was designed to hold a positive energy spirit. Cevnia discovered a way to prepare the remains of a body in such a manner as to make them compatible with a negative spirit, thus avoiding the problem of rejection, although it is still grindingly painful for the spirit. By binding a ghost to its remains prepared in this way, the first undead skeleton was created. The “body” was animated by negative energy, but could not truly die, as it was already dead, thus making it very hard to destroy. Devastating amounts of damage had to be inflicted on the physical remains in order to disrupt the binding. </p><p>The number of ghosts was (and still is) relatively small, and it was often impossible to locate the original body. When the body was available, it was usually just a pile of bones, which explains the fact that her first undead creation was a skeleton. </p><p><strong>Ghoul:</strong> Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. </p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. </p><p><strong>Mohrg:</strong> Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. </p><p><strong>Mummy:</strong> Sensing that she was nearing her goal, Cevnia poured all her art and cunning into the creation of intelligent undead that were not inflicted with the uncontrollable desires of the Hungry Dead. She had some success with mummies, especially the powerful mummy lords. </p><p><strong>Mummy Lord:</strong> Sensing that she was nearing her goal, Cevnia poured all her art and cunning into the creation of intelligent undead that were not inflicted with the uncontrollable desires of the Hungry Dead. She had some success with mummies, especially the powerful mummy lords. </p><p><strong>Shadow:</strong> The spirits that took up Taggarik’s bargain soon regretted it, as they realised he did not have the ability to make them fully corporeal within the Shadow Realm. Those who resisted his will were given over to Cevnia to use as power sources for her material undead. Those willing to embrace Taggarik’s evil were sent to the Outer World as incorporeal undead, such as shadows and wraiths. </p><p><strong>Wraith:</strong> The spirits that took up Taggarik’s bargain soon regretted it, as they realised he did not have the ability to make them fully corporeal within the Shadow Realm. Those who resisted his will were given over to Cevnia to use as power sources for her material undead. Those willing to embrace Taggarik’s evil were sent to the Outer World as incorporeal undead, such as shadows and wraiths.</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. </p><p><strong>Plague Zombie:</strong> Anyone who dies while infected with zombie rot disease rises as a plague zombie in 2d6 hours. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/265832/Atarashia-Gazetteer--Dwarven-Guide?affiliate_id=17596" target="_blank">Atarashia Gazetteer – A Dwarven Guide</a>[spoiler]</p><p><strong>Undead:</strong> When the War of Life began, that great battle between life and undeath, the dwarves sided with Tlaneci, the goddess of the sun, and marched into battle on the central plains of the Jing Empire. This area was devasted by necromantic magic and became the Narwahr Expanse. Even now, the tortured bodies of dwarven warriors can be encountered as undead, shambling through the shattered terrain of the Expanse. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/170003/Aventyr-Bestiary?affiliate_id=17596" target="_blank">Aventyr Bestiary</a>[spoiler]</p><p><strong>Carrion Beast:</strong> Carrion beasts are wrought by maddened necromancers or unholy priests that curse a field of recently deceased bodies.</p><p><strong>Dodelig:</strong> When the Dracoprime fell many halflings tragically died beneath its immense form, but their magically infused bodies were awoken by the essence of the lich Udødelig.</p><p><strong>Fleshdoll Rogue:</strong> ?</p><p><strong>Frostdeath Dragon:</strong> ?</p><p><strong>Ghoublin:</strong> Freshly created ghoublins are made from recently killed goblin corpses, but the insidious undead can infect any humanoid (causing it to distort and shrink after its death, for humanoids larger than Small sized).</p><p>An afflicted humanoid of less than 2 HD that dies of ghoublin fever rises as a ghoublin at the next midnight.</p><p><strong>Goemul:</strong> Creatures wrought by sadistic wizards, these tortured treants live an existence stretched taut between life and death.</p><p><strong>Gogelid:</strong> Where the gøgelid originally come from remains unknown and though intelligent and sometimes quite talkative, the animated canines never speak of more than the name of their home dimension: Preokret.</p><p><strong>Hellion Revenant:</strong> Ireful hellions have a supernatural ability to attract any recently departed soul unlucky enough to wander near its layer, luring them to their bound home. The hellion consumes and subsists off any remaining energies of these souls (increasing its own power) leaving behind only mindless wraiths called hellion revenants that join their master in a rage-filled existence.</p><p><strong>Screaming Severed Skull:</strong> Screaming severed skulls were first created by gitwerc, the evil Underworld denizens that reside just above HEL. Legends say that those who beg for mercy from the devil dwarves sometimes receive it, turned into these undead and gifted with the task of endlessly conveying vile messages and disgusting commands (the source, theologians speculate, that causes the creatures’ to unleash their unsettling screams).</p><p><strong>Shadow Rat:</strong> Shadow-rats are created whenever rodents are left to feast upon the flesh of the undead and then allowed to breed. The resulting offspring is evil from birth, quickly using its abilities to slay the parents and any natural siblings nearby, soon after heading off to find new prey (often killing things not out of hunger, but for the thrill of the act).</p><p><strong>Spite-Spitter:</strong> The ancestors of the once Matron Mother of the drow city of Holoth, Maelora Guillon, dispossessed their enemies of their wealth and position, sacrificing their crushed souls to the dark elven deity Naraneus. In the Plane of Venom they were warped and transformed into spite-spitters, forced to wander where She Who Weaves in Darkness wills them to.</p><p><strong>Zombie Handservant:</strong> Zombie handservants tended to great lords and kings of the Ancestor People, the ancient forefathers of the Vikmordere, and in death they continue to serve their masters in tombs and burial shrines throughout the Vikmordere Valley.</p><p>Zombie handservants are created through the use of an animate dead spell combined with various ceremonial rituals at the time of a lord or king’s death. These culminating forces combine with the servant’s undying affection and will to serve their master, creating a zombie handservant.</p><p><strong>Fleshdoll:</strong> Crafted from the flesh, blood, and bone of dead corpses, fleshdolls are miniature 1-ft. tall puppets that are animated by unwilling spirits bound with evil necromancy. Products of the fleshdoll stage, the associated curse has a myriad of effects but none are more noticeable than this unnatural transference into one of these gruesome miniatures. Stitched, sewn, pinned, and cauterized—a fleshdoll’s physical appearance and level of aesthetic detail depends on the creativity and skill of the necromancer who created the grizzly golems of fleshcraft.</p><p>“Fleshdoll” is an inherited or acquired template that can be added to any living, corporeal creature.</p><p></p><p><strong>Ghoul:</strong> An afflicted humanoid of 2-3 HD that dies of ghoublin fever rises as a ghoul at the next midnight.</p><p><strong>Ghast:</strong> An afflicted humanoid with 4 or more HD that dies of ghoublin fever rises as a ghast at the next midnight.</p><p></p><p>Ghoublin Fever (Su) Disease—bite; save—Fortitude DC 9; incubation period—1 day; damage 1 Con and 1 Dex. The save DC is Charisma-based.</p><p>An afflicted humanoid that dies of ghoublin fever rises as a ghoublin at the next midnight. A humanoid who becomes a ghoublin in this way retains none of the abilities it possessed in life. It is not under the control of any other ghoublins, but it hungers for the flesh of the living and behaves like a normal ghoublin in all respects. A humanoid of 2-3 Hit Dice rises as a ghoul, not a ghoublin, while a humanoid with 4 Hit Dice or more rises as a ghast.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/162646/Beasts-of-Legend-Beasts-of-the-East?affiliate_id=17596" target="_blank">Beasts of Legend: Beasts of the East</a>[spoiler]</p><p><strong>Srin-Po:</strong> Created when particularly affluent members of society are slain in (what they perceive as) a disgraceful manner, and later buried. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/114660/Beasts-of-Legend-Coldwood-Codex?affiliate_id=17596" target="_blank">Beasts of Legend Coldwood Codex</a> [spoiler]</p><p><strong>Faleich-Wyrm:</strong> In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive.</p><p><strong>Leeches of Madness:</strong> Created by the Faleich-Mar.</p><p><strong>Slough:</strong> A slough is powerful undead creature, a former ex-druid that steals her power directly from the earth she once swore to protect.</p><p>All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough.</p><p>Living ex-druids can also use a weirdstone to gain druidic powers, though in doing so the weirdstone also drains them of life. To use a weirdstone effectively the ex-druid must spend eight hours in meditation and then make Spellcraft check DC 10 + the weirdstone's caster level. If successful, for the next 24 hours the individual gains the benefits of the weirdstone, but they permanently loses 1 point of Constitution. Constitution loss sacrificed to a weirdstone cannot be restored in any manner. In this manner, those who continually use weirdstone's eventually die and become slough themselves.</p><p>“Slough” is an acquired template that can be added to any living creature, provided it can create or otherwise acquire a weirdstone.</p><p><strong>Ugrohter:</strong> Ugrohters are undead fey whose accused souls become trapped upon the Material Plane.</p><p>Born sadists, ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld's influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out Otherworld and then slew him. The severing of this of bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey creatures then rose from the dead, gruesomely transformed into ugrohters.</p><p><strong>Wight Barrow:</strong> Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people.</p><p><strong>Wight Boreal:</strong> Any humanoid creature that is slain by a boreal wight may rise as a boreal wight itself in only 1d4 rounds. However, this transformation only occurs if the creature’s corpse is buried in the ground or bound with a boreal wight’s thornbind ability. If its corpse is unearthed or it is freed from the thornbind before the transformation is complete, it is merely dead and does not rise.</p><p>Boreal wights are the restless dead left unburied in the evergreen forests of the north.</p><p>Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt.</p><p></p><p><strong>Wight:</strong> Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/118152/Beasts-of-Legend-Boreal-Bestiary?affiliate_id=17596" target="_blank">Beasts of Legend Boreal Bestiary</a> [spoiler]</p><p><strong>Green Child:</strong> Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man’s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/117594/PFRPG-Behind-the-Monsters-Omnibus?affiliate_id=17596" target="_blank">Behind the Monsters Omnibus</a>[spoiler]</p><p><strong>Skeleton:</strong> This skeleton is an undead creature animated by magic to perform single-minded tasks. [/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/403932/Benetolia-Gazetteer?affiliate_id=17596" target="_blank">Benetolia Gazetteer</a>[spoiler]</p><p><strong>Undead:</strong> A new tower being constructed in Galanatia Towers is actually a magical weapon of mass destruction that will kill everything in the city and animate them as undead. </p><p><strong>Undead Minion:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeleton Horse:</strong> ?</p><p><strong>Vampire, True Vampire:</strong> ?</p><p><strong>Vorigan, Elf Vampire Sorcerer 14:</strong> ?</p><p><strong>Mordros, Elf Vampire Barbarian 6:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> The Karazthraxians then raised the dead as zombies and used them to rebuild their ranks. </p><p>After the dragons came General Gastran (see the Battles of Noit and Flork) and his army of fiends, sorcerers, and monsters. Within mere minutes, the entire city was utterly in ruins, the survivors summarily executed and animated as zombies for the war. </p><p><strong>Sword Wight:</strong> ?</p><p><strong>Haunt:</strong> ?</p><p><strong>Ghoul-Stirge:</strong> ?</p><p><strong>Grave Risen:</strong> ?</p><p><strong>Ectoplasm:</strong> ?</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Vetala:</strong> ?</p><p><strong>Minor Grim Reaper:</strong> ?</p><p><strong>Apostasy Wraith:</strong> ?</p><p><strong>Apparition:</strong> ?</p><p><strong>Edimmu:</strong> ?</p><p><strong>Cadaver Lord:</strong> ?</p><p><strong>Manananggal:</strong> ?</p><p><strong>Blood Wight:</strong> ?</p><p><strong>Lich Shade:</strong> ?</p><p><strong>Vrykolakas:</strong> ?</p><p><strong>Bonestorm:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/130783/Bestiary-of-Loerem-Sovereign-Stone?affiliate_id=17596" target="_blank">Bestiary of Loerem (Sovereign Stone)</a></p><p><a href="https://www.drivethrurpg.com/product/130783/Bestiary-of-Loerem-Sovereign-Stone?affiliate_id=17596" target="_blank"></a>[spoiler]</p><p><strong>Crypt Guardian:</strong> Ironically enough, one of the most potent threats these Void mages face comes from the Void itself—crypt guardians. These creatures have been imbued with Void energy through a burial rite believed to originally have been used by the Ancients.</p><p>Most people believe crypt guardians to be evil undead abominations. This is only partially true. Though they are undead and have been created by the Void, they are not evil, making them different from other Void creatures, such as the Vrykyl.</p><p>“Crypt Guardian” is an acquired template that can be added to any nonmagical animal or vermin.</p><p><strong>Crypt Guardian Cat:</strong> ?</p><p><strong>Ghoul Lord:</strong> The ghoul lord, however, is one who has made a dark pact with the Void to extend its own existence. How they manage this is not known, for no ghoul lord will reveal the secret. It is generally believed that any person who has given himself to the Void in life may possess the ability to become a ghoul lord after death.</p><p><strong>Qabalta:</strong> Qabalta are Void mages who have sacrificed their lives to the Void, becoming undead pellcasters whose mastery of Void magic is nearly unparalleled—even by the Vrykyl. The Qabalta were once a cult of human Void worshippers working in secret to forge a bond with the “forbidden element.”</p><p>Calling themselves the “Qabalta” (an ancient Vinnengaelean word meaning ‘one who rejects the path’), they were the bane of the Vinnengaelean Church. Some say the Inquisitors were first formed to hunt down this cult—which they did decimate quite rapidly.</p><p>In desperation, the Inner Circle (comprised of the nine most powerful Void mages of the cult) performed a ritual that would strengthen their tie to the Void and enable them to cast their spells cooperatively over vast distances. The resulting release of Void magic killed most of the Inner Circle and left the rest of the cult members without guidance. The Inquisitors made quick work of the surviving cult members, who were captured, tried, and convicted. The Inquisitors believed they were triumphant in stamping out the cult. They were wrong.</p><p>The magic of the ritual transformed the Inner Circle into undead abominations—“living” skeletons capable of performing powerful Void magic.</p><p>The process of becoming a Qabalta is unspeakably evil and can be undertaken only by a character’s own free will. New Qabalta are carefully chosen from the most dedicated Void mages. The Qabalta observes these prospects for years and when a prospective member is close to the point of death, the Qabalta appear, offering “immortality” and power, so long as the mage agree to bind himself to a coven of Qabalta. If the mage agrees, he is taken to a location attuned to the Void, where he undergoes the Rite of Sacrifice and Rebirth.</p><p>An integral part of becoming a Qabalta is the process of inscribing the Void-Eye, which serves as the conduit between the Qabalta and the Void.</p><p>“Qabalta” is an acquired template that can be added to any humanoid creature </p><p>provided that he or she is capable of joining in on the Rite of Sacrifice and Rebirth; that is, able to cast Void magic and possessing the Magical Attunement (Void) feat.</p><p><strong>Seawraith:</strong> A seawraith that successfully grapples and pins an opponent locks it in a kiss and blows seawater into the humanoid’s lungs. The humanoid must make a Constitution check each round in the seawraith’s embrace to avoid drowning. The seawraith offers those failing the check a chance to “live forever” by giving their souls to the Void. Those who consent to the proposition die, their bodies taken over by the Void and become seawraiths themselves.</p><p>Seawraiths are animated, waterlogged corpses that prey upon shipwrecked sailors and pearl divers.</p><p>Seawraiths are drowning victims who choose at their dying moment to give themselves to the Void for what they believe is eternal life. They find out too late that they have been tricked by other seawraiths into becoming undead zombies.</p><p>Seawraiths often follow seagoing vessels in order to lure more souls to the Void. When a ship flounders and the sailors are cast into the sea, a seawraith visits each one as he is drowning, offering the Void as an alternative to a painful end.</p><p><strong>Void Serpent:</strong> Void serpents are often created to serve as guardians for some location or treasure. They are created by a ritual and will always obey its last given order.</p><p><strong>Crypt Guardian, Animal That Has Been Empowered By the Void to Guard the Rest of Those Who Have Passed Beyond:</strong> ?</p><p><strong>Crypt Guardian, Protector of Burial Grounds:</strong> ?</p><p><strong>Crypt Guardian, Protector of Ancient Tombs:</strong> ?</p><p><strong>Crypt Guardian, Evil Undead Abomination:</strong> ?</p><p><strong>Avian Crypt Guardian:</strong> ?</p><p><strong>Crypt Viper:</strong> ?</p><p><strong>Crypt Guardian Cat, Stray Cat, Animal:</strong> ?</p><p><strong>Ghoul Lord, More Powerful Version of the Ghoul, Ghoul Who Has Made a Dark Pact With The Void to Extend Its Own Existence:</strong> ?</p><p><strong>Ghoul Lord, Rival:</strong> ?</p><p><strong>Qabalta, Skeletal Undead, Undead Spellcaster Whose Mastery of Void Magic is Nearly Unparalleled, Undead Abomination, Living Skeleton, Skeleton:</strong> ?</p><p><strong>Judge of Doom, Qabalta:</strong> ?</p><p><strong>Bringer of Decay, Qabalta:</strong> ?</p><p><strong>Heart of Shadows, Qabalta:</strong> ?</p><p><strong>Mistress of Dark and Death, Qabalta:</strong> ?</p><p><strong>Seawraith, Humanoid Creature, Waterlogged Corpse With a Bloated Body Swollen Eyes and Tongue, Animated Waterlogged Corpse, Undead Zombie, Water-Logged Zombie:</strong> ?</p><p><strong>Void Serpent, Enormous White Snake Shrouded in Impenetrable Darkness, Enormous Undead Snake, Enormous White Snake, Creature of the Void:</strong> ?</p><p><strong>Void Serpent, Guardian:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Ghost of a Little Girl:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoulish Form of a Powerful Mage:</strong> ?</p><p><strong>Ghoul, Normal Ghoul, Standard Ghoul:</strong> The ghoul lord is a more powerful version of the ghoul, able to drain the life from its victims and create ghoul slaves from the corpses left behind.</p><p>A humanoid victim slain by a ghoul lord or its minion but not completely consumed or destroyed will rise as a ghoul in 1d6 days. The gentle repose spell delays this effect by its duration.</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p>As victims of Void magic or other ghouls, ghouls are creatures to be pitied.</p><p><strong>Ghoul, Ghoul Slave:</strong> ?</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Zombie:</strong> A gravedigger can channel the power of the Void through its gaze. Any target of 3 HD or less that meets the gravedigger’s gaze must succeed on a Fort save (DC 15) or be instantly slain and become a zombie under the control of the gravedigger. A target with 4 HD or greater, or succeeds on the Fort save, suffers 3d6 points of damage. This ability only works on humanoids (such as humans, orks, dwarves, elves, pecwae, and taan).</p><p>Gravediggers have the ability to channel the Void directly through their bodies. Their glare can slay lesser humanoids and transform them into zombies.</p><p>A slough can animate the corpse of any creature it kills and inhabit it as a new body. Treat the new body as an animated zombie, with the slough retaining all its abilities except for dissipate life and engulf.</p><p><strong>Zombie Slave:</strong> ?</p><p><strong>Vrykyl, Void Creature, Dreaded Knight of the Void, Powerful Undead:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/177372/Black-Sheep-NPC-Codex-Vol-1?affiliate_id=17596" target="_blank">Black Sheep NPC Codex Vol. 1</a>[spoiler]</p><p><strong>Lilliana, Ghost Gnome Wizard 3:</strong> Lilianna served for many years as an entertainer to the royal court. Her illusions entertained adults and children alike. It was a shock to all when she suddenly killed the king. Tried and sentenced to death by hanging, Lilianna died a traitor to her people.</p><p>This wasn't the end however. Lilianna hadn't killed the king. She had been framed by an unknown party. Anger at the injustice had brought her soul back, and her arcane power bound her spirit to her spell book. Now she protects the royal family while seeking out the assassin.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/180344/Black-Sheep-NPC-Codex-Vol-2?affiliate_id=17596" target="_blank">Black Sheep NPC Codex Vol. 2</a>[spoiler]</p><p><strong>Desmond's Hand:</strong> The true origins of this annoying abomination are supposedly lost to the years. Only rumor and odd legends surround it now. Most involved in arcane circles knowingly attribute the severed hand to long dead wizard named Desmond. Not many kind things can be said about Desmond as he seemed to lead a life of wanton hedonism. One example of his wasted skill was a spell that undressed a sleeping person. Not many of the people he traveled with found the spell as funny as him, ultimately leading to him being blacklisted by most adventuring groups in most cities. He did eventually find a group, and in particular female half-orc bard, that shared his rather aggravating sense of humor. Life can sometime be poetic, albeit in a morbid way. According to the tale, the female bard was working on an axe juggling act she wanted him to see. The half-orc bard did well at two, then three, but things went wrong at the fourth axe. The phrase, “wizards should never try axe catching!”, is often spoken at this point.</p><p>The story continues with Desmond delving into the necromantic arts to feed life, in a way, into the embalmed hand. Desmond now had an unliving hand, which he very unwisely made into his familiar.</p><p><strong>Thomas the Imaginary Friend, Greater Shadow:</strong> “You will stay here boy. Don’t try to return home.”, said the terrified boy's father.</p><p>Thomas looked around at the near endless expanse of nothing around him with tears freezing to his face. When the child turned to where his father had been, Thomas saw that he was already leaving. The heartless man walked away without even a glance back. Thomas screamed out to his father as the he labored hard to catch his father in the rising snow. He was just too small, too cold, and too exhausted. Thomas still pushed his body until his lungs hurt, and fits of coughing started. Collapsing into the snow the child looked around in the whiteout, his father nowhere to be seen. Thomas had no idea what to do, then the boy heard the howls of wolves.</p><p><strong>Shroud, the Black King, Simulacrum Half-Elf Sorcerer 10:</strong> Few suspect it but a part of the King of old remains trapped within his enchanted burial shroud.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/294137/Bloodguise-Diredamsel-Monsters-of-Aquilae-Pathfinder?affiliate_id=17596" target="_blank">Bloodguise Diredamsel (Monsters of Aquilae, Pathfinder)</a>[spoiler]</p><p><strong>Bloodguise Diredamsel:</strong> Some wronged women perish with their accounts unsettled, and live on in vengeful undeath. </p><p>Diredamsels are a type of undead, spawned from the corpses of murdered or suicided women, who struggled with horrible adversity or betrayal in life. </p><p>All of the various forms of Diredamsel are restless female spirits, trapped in the material plane in a kind of limbo state similar to that of ghosts, revenants, and other beleaguered undead. Unsettled scores, unfinished business, and righetous zeal are but some of the driving forces that capture the divine essence of soul for these fallow-hearted and ruthless wisps. </p><p><strong>Bloodguise Diredamsel Moderate:</strong> ?</p><p><strong>Bloodguise Diredamsel Advanced:</strong> ?</p><p><strong>Bloodguise Diredamsel Elite:</strong> ?</p><p></p><p><strong>Ghost:</strong> ?</p><p><strong>Revenant:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/115564/Book-of-Beasts-Legendary-Foes-PFRPG?affiliate_id=17596" target="_blank">Book of Beasts Legendary Foes</a> [spoiler]</p><p><strong>Deific Guard:</strong> As the pharaohs of long ago ascended to godhood, they took their royal guards with them. Deific guards, as they were known, were mummified guardians left behind to protect the remains of the pharaoh or those that ascended into Abaddon with the ancient ruler. These warrior-priests are the unliving incarnation of the ancient pharaoh they once served. </p><p>Only dwarves were chosen as deific guards in life, and they still retain some of their dwarf racial abilities in undeath.</p><p><strong>Jack-in-Irons:</strong> Most scholars explain a jack-in-irons to the uneducated as a ghost that inhabits chains. While that explanation is close, it is not entirely accurate. A jack-in-irons is no mere ghost, but rather the spirit of a great general, powerful mercenary or bloody murderer that was tortured and died having been drawn and quartered. Instead of the spirit reforming as its own entity or turning into a haunt, it inhabits the chains that ripped apart its body and now uses them to inflict the same fate on others.</p><p><strong>Memory of Rage:</strong> When a person is tortured, bled, and tormented for years on end, the restless spirit left behind is no mere ghost. All that is left of this poor creature is the memory of its rage.</p><p><strong>Shadow of the Void:</strong> A shadow of the void is an ancient shadow that burns with cold power, standing ready to suck out the life of any living creature it encounters. Many scholars consider a shadow of the void to be death incarnate, sent by the gods of death to be the last thing ever seen by their living victims.</p><p><strong>Skeletal Storm:</strong> This deadly whirlwind of bones is believed to be the result of a failed attempt to create a lich.</p><p></p><p><strong>Shadow Greater:</strong> If a creature is slain by a shadow of the void’s blightfire, icy fragments of the creature remain and it rises as a greater shadow.</p><p>A living creature slain by a shadow of the void becomes a greater shadow in 1d4 rounds.</p><p><strong>Banshee Witch 12:</strong> Bloody Bonnie is the spirit of an elven woman who was murdered by her philandering noble husband. When she violently confronted him about his infidelity, he clawed out her eyes and threw her from the highest tower of his castle. Three nights later, on the eve of the lord’s hasty marriage to his latest mistress, Bonnie’s spirit rose from the grave and slaughtered him, his bride, and his entire court.</p><p><strong>Ravener Wyrm Magma Dragon:</strong> Considered by other dragons to be insane to the point of being unhinged, Jaliktaj is given a wide berth by his living kin. In life he was a powerful spellcaster and devourer of all that lived in his lands. When a group of adventurers came prepared to bring him to an end, he released an imprisoned lich on the condition that it would turn him into a ravener.</p><p><strong>Lich Aasimar Sorcerer 13 Dragon Disciple 6:</strong> ?</p><p><strong>Ghost Cyclops Rogue 9:</strong> ?</p><p><strong>Zombie Juju Dark Stalker Antipaladin 19:</strong> Tza’doran and the dark cleric Razalia were lovers, serving their blasphemous demi-god together. When a group of adventurers put Tza’doran to the sword, Razalia escaped with the dust that was once her lover’s body and raised her as her servant.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/100348/Book-of-Beasts-Monster-Variations-PFRPG?affiliate_id=17596" target="_blank">Book of Beasts Monster Variations</a>[spoiler]</p><p><strong>Mummy Giant:</strong> ?</p><p><strong>Mummy Halfling:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/83197/Book-of-Beasts-Monsters-of-the-River-Nations-PFRPG?affiliate_id=17596" target="_blank">Book of Beasts Monsters of the River Nations</a>[spoiler]</p><p><strong>Autumn Death:</strong> Legends say the first autumn death was created from the skeleton of someone hopelessly lost in the forest. The despair at the point of death combined with ambient arcane powers from dragons or fey to enervate the remains into a wandering terror.</p><p><strong>Riverswell Spirit:</strong> A riverswell spirit is the drowned victim of a flood or violent downpour.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/98600/Book-of-Beasts-Monsters-of-the-Shadow-Plane-PFRPG?affiliate_id=17596" target="_blank">Book of Beasts Monsters of the Shadow Plane</a> [spoiler]</p><p><strong>Centaur Raav:</strong> Scholars debate the origins of the centaur raav. Some point to the reinforced bones as the handiwork of the lich necromancer Skerasis. Others believe it was created by the cult of Orcus attempting to enrage the centaurs and driving them to war. However, all scholars agree this abomination could only be formed near the dark fields of the Plane of Shadows. The negative energy flowing into Shadowsfall empowers and reinforces the skeletal body. As long as the dark fields have a supply of centaur corpses, it will produce more raavs.</p><p><strong>Clawed Kadian:</strong> A humanoid slain by a clawed kadian rises as a clawed kadian in 1d4 rounds.</p><p>This type of undead can be made with a greater create undead spell of caster level 18th or higher.</p><p><strong>Deathhand:</strong> Charon created a legion of undead floating goons to hunt down creatures that have tasted death, whether living or undead–other than themselves, and drag them to Abaddon permanently.</p><p><strong>Deathhand Captain:</strong> ?</p><p><strong>Headless Hunchback Skelton:</strong> ?</p><p><strong>Headless Hunchback Skeletal Champion:</strong> ?</p><p><strong>Helblar:</strong> Thought to be called into being by a well-meaning but less than clear wish.</p><p><strong>Helblar Greater:</strong> ?</p><p><strong>Helblar Champion:</strong> ?</p><p><strong>Nightshade Nightstalker:</strong> ?</p><p><strong>Phantasm Swarm:</strong> It is said that souls that reach their final reward forget their earlier lives. Less known is that souls forbidden from this reward never forget. Over the course of centuries, clusters of these tortured souls have gathered together on the Plane of Shadows to form a phantasm swarm, an entity more powerful than just the combined ectoplasmic energy of the souls alone.</p><p><strong>Spectre Spawn:</strong> Any humanoids slain by a spectre spawn becomes a spectre spawn themselves in 1d4 rounds.</p><p>Any humanoids slain by a spectre lord become a spectre spawn themselves in 1d4 rounds.</p><p><strong>Spectre Lord:</strong> Spectres are far more common on Shadowsfall than in the Material Plane because the many lonely and lost places they haunt are absorbed by the Plane. Shadowsfall’s dim sun affords spectres freedom to indulge their fury without incapacity. Over the course of centuries, many of these rage spirits develop greater powers, transforming into a much more virulent entity known as a spectre lord.</p><p><strong>Unquiet Giant:</strong> Reanimated by the intense hatred and anguish it experiences in its fierce but final battle, the unquiet giant still is impaled by the many weapons that struck it down.</p><p><strong>Shadow Halfling:</strong> ?</p><p><strong>Shadow Cave Fisher:</strong> ?</p><p><strong>Shadow Manticore:</strong> ?</p><p><strong>Shadow Titan Centipede:</strong> ?</p><p><strong>Shadow Dragon Ancient:</strong> ?</p><p></p><p><strong>Spectre:</strong> Jenovaria was a hate-filled barbarian in life. He died tormented and ashamed for not discovering his lover’s killer and avenging the murder.</p><p><strong>Shadow:</strong> A creature killed by a shadow’s incorporeal touch becomes a shadow under the control of its killer in 1d4 rounds.</p><p><strong>Skeleton Blood Monkey:</strong> ?</p><p><strong>Skeleton Minotaur:</strong> ?</p><p><strong>Skeleton Snake Constrictor Freezing:</strong> ?</p><p><strong>Skeleton Stogsaurus:</strong> ?</p><p><strong>Skeleton Ice Linnorm:</strong> ?</p><p><strong>Skeletal Champion Half-Elf Fighter 8 Rogue 6:</strong> ?</p><p><strong>Zombie Plague Rat:</strong> ?</p><p><strong> Zombie Basilisk:</strong> ?</p><p><strong> Zombie Bulette:</strong> ?</p><p><strong> Zombie Plague Shambling Mound:</strong> ?</p><p><strong>Zombie Plague:</strong> Anyone who dies while infected by a plague zombie's zombie rot rises as a plague zombie in 2d6 hours.</p><p><strong>Zombie Fast Ancient Black Dragon:</strong> ?</p><p><strong>Zombie Juju Gnome Sorcerer 17:</strong> ? [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/89583/Book-of-Beasts-Wandering-Monsters-1-PFRPG?affiliate_id=17596" target="_blank">Book of Beasts Wandering Monsters</a>[spoiler]</p><p><strong>Death Adept:</strong> Death adepts are made from the body of a good priest that has been within the bounds of desecrated land for over 100 years. The remains must be transported to the plane of evil and the create greater undead spell must be finished before the plane animates the corpse of its own accord. The spell requires a caster level of 17 to creature this creature.</p><p><strong>Remembrent:</strong> A few souls of bards and sorcerers cling to their memories and to their decaying bodies desperately trying to gain revenge for their death or some other wrong done to them in life. The soul shrieks loudly enough that their own dead bodies can hear, allowing the soul to take possession once again. These undead are called remembrents.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/109320/Book-of-Beasts-War-on-Yuletide-PFRPG?affiliate_id=17596" target="_blank">Book of Beasts War on Yuletide</a>[spoiler]</p><p><strong>Dirge Caroler:</strong> Dirge carolers are small, corporeal undead—the hideous remains of impoverished halflings swathed in dirty, heavy winter clothing. In life, they depended upon the generosity of their neighbors to survive the harsh winters; when that generosity waned, they starved to death.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/91424/Book-of-Drakes?affiliate_id=17596" target="_blank">Book of Drakes</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/296010/Book-Of-Elves?affiliate_id=17596" target="_blank">Book of Elves</a>[spoiler]</p><p><strong>Vampire, Daerg-Due, The Red Hunger, The Red Thirst:</strong> ?</p><p><strong>Vampire, Great Evil:</strong> ?</p><p><strong>Very Young Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/85402/Book-of-Friends-and-Foes-Under-the-Mountain-PFRPG?affiliate_id=17596" target="_blank">Book of Friends and Foes Under the Mountain</a>[spoiler]</p><p><strong>Elf Vampire Rogue 6, Night Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/204828/Book-of-Heroic-Races-Advanced-Compendium-PFRPG?affiliate_id=17596" target="_blank">Book of Heroic Races: Advanced Compendium (PFRPG)</a>[spoiler]</p><p><strong>Revenant, Gwalachmai:</strong> ?</p><p><strong>Lich Samsaran Timeless Warden Druid 13, Dalrik the Mad:</strong> ?</p><p><strong>Undead Giant:</strong> ?</p><p><strong>Mummy Priest:</strong> ?</p><p></p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> Tlaloc’s clerics count accomplished necromancers among their number, and the bodies of sacrificial victims who have been bled dry and had their hearts burned upon the jade altars are often wrapped in mud and preserved for later animation as zombies, ghouls, or wights.</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow:</strong> Clan lore holds that the evil god Kellas, Lord of the Night, counts among his children such insubstantial horrors as shadows, specters, and wraiths.</p><p><strong>Specter:</strong> Clan lore holds that the evil god Kellas, Lord of the Night, counts among his children such insubstantial horrors as shadows, specters, and wraiths.</p><p><strong>Wraith:</strong> Clan lore holds that the evil god Kellas, Lord of the Night, counts among his children such insubstantial horrors as shadows, specters, and wraiths.</p><p><strong>Zombie:</strong> Tlaloc’s clerics count accomplished necromancers among their number, and the bodies of sacrificial victims who have been bled dry and had their hearts burned upon the jade altars are often wrapped in mud and preserved for later animation as zombies, ghouls, or wights.</p><p><strong>Wight:</strong> Tlaloc’s clerics count accomplished necromancers among their number, and the bodies of sacrificial victims who have been bled dry and had their hearts burned upon the jade altars are often wrapped in mud and preserved for later animation as zombies, ghouls, or wights.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176357/Book-of-Lost-Spells?affiliate_id=17596" target="_blank">Book of Lost Spells</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Skeleton</em> spell.</p><p><em>Crew with the Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Zombie</em> spell.</p><p><em>Zombify Self</em> spell.</p><p><strong>Shadow:</strong> <em>Devouring Darkness</em> spell.</p><p><em>Umbral Touch</em> spell.</p><p><em>Umbral Weapon</em> spell.</p><p><strong>Undead:</strong> <em>Obliterate Soul</em> spell.</p><p><strong>Ghoul:</strong> <em>Transform Zombie</em> spell.</p><p></p><p>Animate Skeleton </p><p>School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1 </p><p>Casting Time 1 standard action </p><p>Components V, S, M (you must prepare a salve worth at least 10 gp per HD of the skeleton and rub it on each corpse you intend to animate) </p><p>Range touch </p><p>Targets one or more corpses touched </p><p>Duration instantaneous </p><p>Saving Throw none; Spell Resistance no </p><p>This spell turns the bones of dead creatures into undead skeletons that follow your spoken commands. For each caster level you possess, you can animate one skeleton that has a CR of 1 or less. </p><p>The skeletons can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton can’t be animated again. </p><p>The skeletons you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of skeletons equal to your caster level at one time. If you exceed this number, all the newly created creatures fall under your control, and any excess skeletons from previous castings become uncontrolled. You choose which creatures are released. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. </p><p></p><p>Animate Zombie </p><p>School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1 </p><p>Casting Time 1 standard action </p><p>Components V, S, M (you must bathe each corpse in a bath of special salts. The salts must be worth at least 10 gp per HD of the zombie) </p><p>Range touch </p><p>Targets one or more corpses touched </p><p>Duration instantaneous </p><p>Saving Throw none; Spell Resistance no </p><p>This spell functions like the animate skeleton spell, but animates the corpses as zombies rather than skeletons. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. </p><p></p><p>Crew with the Dead </p><p>School necromancy; Level bard 5, sorcerer/wizard 6 </p><p>Casting Time 10 minutes </p><p>Components V, S, M (the bones or remains of at least 5 drowning victims) </p><p>Range close (25 ft. + 5 ft./2 levels) </p><p>Target one ship </p><p>Duration 1 hour/level, concentration discharge (D) </p><p>Saving Throw none; Spell Resistance no </p><p>This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew through encouraging singing of sea shanties. </p><p>Up to 5 undead crewmembers may be summoned per caster level. The crew is treated as Medium skeletons with the additional ability of Profession (sailor) +5. </p><p>The crew does not fight or otherwise engage an enemy in combat, though they can operate ballistae or catapults, firing such machinery as 1st-level warriors. </p><p></p><p>Devouring Darkness </p><p>School evocation; Level cleric/oracle 5, sorcerer/wizard 5 </p><p>Casting Time 1 standard action </p><p>Components V, S </p><p>Range medium (100 ft. + 10 ft./level) </p><p>Area 20-ft. radius </p><p>Duration instantaneous (see text) </p><p>Saving Throw Reflex half (see text); Spell Resistance yes </p><p>You create a blast of negative energy that damages living creatures and leaves behind an area of darkness. Living creatures within the area of effect suffer take 1d6 points of negative energy damage per caster level of damage (10d6 max; Reflex save for half) and leaves behind an area of darkness equal to that left by a deeper darkness spell for 1 round/caster level. As a negative energy-based spell, undead within the area of effect are healed instead of damaged and creatures protected against negative energy damage suffer no ill effects. </p><p>Creatures slain by a devouring darkness spell rise in 1d4+2 rounds as a shadow. The newly risen shadow is not under the caster’s control and is as likely to attack its creator as it is any other nearby creatures. </p><p></p><p>Obliterate Soul </p><p>School necromancy [evil]; Level sorcerer/wizard 7 </p><p>Casting Time 1 standard action </p><p>Components V, S, M (a pinch of bone dust) </p><p>Range close (25 ft. + 5 ft./2 levels) </p><p>Target one living creature </p><p>Duration Instantaneous </p><p>Saving Throw Fortitude partially negates; Spell Resistance yes </p><p>Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 points of Constitution damage. A successful Fortitude save reduces this effect to 1d6+1 points of Constitution damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from where they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection works. Unless they are buried in hallowed ground, victims of obliterate soul are likely to return as undead (GM’s discretion). </p><p></p><p>Transform Zombie </p><p>School necromancy [evil]; Level sorcerer/wizard 6 </p><p>Casting Time 1 full round </p><p>Components V, S, M (A bone from a ghoul and a black onyx gem worth at least l00 gp) </p><p>Range touch </p><p>Target one zombie </p><p>Duration instantaneous </p><p>Saving Throw Fortitude negates; Spell Resistance yes </p><p>The caster touches a single zombie, which must succeed on a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls. </p><p></p><p>Umbral Touch </p><p>School necromancy [evil]; Level cleric/oracle 3, sorcerer/ wizard 3 </p><p>Casting Time 1 standard action </p><p>Components S </p><p>Range touch </p><p>Target one creature </p><p>Duration 1 minute/level </p><p>Saving Throw Fortitude halves; Spell Resistance yes </p><p>This spell gives you a Strength-draining touch. If you make a successful touch attack, the subject suffers 1d6 +1 per 2 caster levels (maximum +6) of temporary Strength ability damage. A successful Fortitude save halves the ability damage. </p><p>If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. </p><p></p><p>Umbral Weapon </p><p>School illusion (shadow); Level sorcerer/wizard 5 </p><p>Casting Time 1 standard action </p><p>Components S </p><p>Range touch </p><p>Target Shadows touched </p><p>Duration 1 minute/level </p><p>Saving Throw none; Spell Resistance no </p><p>This spell allows you to reach into any nearby shadows and draw out shadowstuff with which you form a weapon. The weapon may appear to be a sword or a mace or whatever weapon you desire. Regardless of its appearance, all umbral weapons deal 1d6 points of damage and critical based on the type of weapon fashioned. If you are able to cast this spell multiple times, you may have multiple umbral weapons in existence simultaneously. However, once you hand the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another results in the weapon becoming simple shadows again. </p><p>An umbral weapon has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack suffers 1 point of Strength damage every time the wielder of an umbral weapon lands a blow. This Strength is transferred to the umbral weapon itself as a damage bonus. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one-half your caster level. Regardless of the bonus to damage, the attack bonus is always +2. </p><p>A subject who survives the hit point damage of an umbral weapon but dies when his Strength is reduced to zero is transformed into a shadow in 1d4+1 rounds and is permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. </p><p></p><p>Zombify Self </p><p>School necromancy; Level sorcerer/wizard 4 </p><p>Casting Time 1 standard action </p><p>Components V, S, M (one handful of zombie flesh) </p><p>Range personal </p><p>Target you </p><p>Duration 1 minute/level </p><p>Saving Throw none; Spell Resistance no </p><p>This spells converts your body into that of a zombie. You become immune to poison, sleep, paralysis, stunning and disease. You are no longer subject to nonlethal damage, ability damage, energy drain or death from massive damage. Your Dexterity decreases by 4 for the duration of this spell, and you suffer a –4 penalty to Charisma whenever you must make a Bluff or Diplomacy check. Also, because of the concentration of negative energy within you, you are vulnerable to energy channeling. Cure spells damage you and inflict spells heal you. </p><p>Lastly, when the spell ends, you must succeed on a DC 15 Fortitude save or be is stunned for one round and take 5d4 points of damage as the negative energy ravages your body as it is forced out. If this damage kills you, you rise the next night as a zombie unless your body is blessed.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/114725/Book-of-Magic-10-Undead-Spell-Words-Laptop-Tablet?affiliate_id=17596" target="_blank">Book of Magic 10 Undead Spell Words</a>[spoiler]</p><p><strong>Devourer:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 20th or higher.</p><p><strong>Ghoul:</strong> <em>Raise Undeath</em> spell word.</p><p><strong>Ghoul Ghast:</strong> <em>Raise Undeath</em> spell word, caster level 12th or higher.</p><p><strong>Mohrg:</strong> <em>Raise Undeath</em> spell word, caster level 18th or higher.</p><p><strong>Mummy:</strong> <em>Raise Undeath</em> spell word, caster level 15th or higher.</p><p><strong>Shadow:</strong> <em>Raise Undeath</em> spell word, boosted.</p><p><strong>Shadow Greater:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 20th or higher.</p><p><strong>Skeletal Champion:</strong> <em>Raise Undeath</em> spell word.</p><p><strong>Spectre:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 20th or higher.</p><p><strong>Wight:</strong> <em>Raise Undeath</em> spell word, caster level 15th or higher.</p><p><strong>Wraith:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 16th or higher.</p><p><strong>Attic Whisperer:</strong> <em>Raise Undeath</em> spell word, caster level 12th or higher.</p><p><strong>Banshee:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 20th or higher.</p><p><strong>Bodak:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 20th or higher.</p><p><strong>Crawling Hand:</strong> <em>Raise Undeath</em> spell word.</p><p><strong>Crawling Hand Giant:</strong> <em>Raise Undeath</em> spell word, caster level 15th or higher.</p><p><strong>Crypt Thing:</strong> <em>Raise Undeath</em> spell word, caster level 15th or higher.</p><p><strong>Draugr:</strong> <em>Raise Undeath</em> spell word, caster level 12th or higher.</p><p><strong>Dullahan:</strong> <em>Raise Undeath</em> spell word, caster level 18th or higher.</p><p><strong>Totenmaske:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 18th or higher.</p><p><strong>Witchfire:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 20th or higher.</p><p><strong>Zombie Juju:</strong> <em>Raise Undeath</em> spell word.</p><p><strong>Allip:</strong> <em>Raise Undeath</em> spell word, boosted.</p><p><strong>Huecuva:</strong> <em>Raise Undeath</em> spell word.</p><p></p><p>Raise Undeath (Death)</p><p>School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>Target Restrictions selected</p><p>This effect word can only target the corpses of dead creatures and can only be cast at night. The exact creature that is raised is the wordcaster’s choice and can be any from the below table (or any other creature that can be created with the create undead spell) as long as the caster meets the minimum caster level. The animated creature remains undead until destroyed. The undead creature is not automatically under the caster’s control. Additional wordspells (or combining this word with other spellwords) are required to bring the undead creature under the caster’s control.</p><p>Minimum Caster Level Undead Created</p><p>Any Crawling Hand B2, Ghoul, Huecuva B3, Juju Zombie B2, Skeletal Champion</p><p>12th Attic Whisperer B2, Draugr B2, Ghast</p><p>15th Crypt Thing B2, Giant Crawling Hand B2, Mummy, Wight</p><p>18th Dullahan B2, Mohrg</p><p>Boost: The wordcaster can create undead from the below table or any other creature that can be created from a create greater undead spell as long as the caster meets the minimum caster level. Boosting this effect word increases its level by 2.</p><p>Minimum Caster Level Undead Created</p><p>Any Allip B3, Shadow</p><p>16th Wraith</p><p>18th Spectre, Totenmaske B2</p><p>20th Banshee B2, Bodak B2, Devourer, Greater Shadow, Witchfire B2[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/84813/Book-of-Monster-Templates-PFRPG?affiliate_id=17596" target="_blank">Book of Monster Templates</a>[spoiler]</p><p><strong>Darkseed Creature:</strong> Darkseed Creature is an acquired template that can be added to any undead creature. The term darkseed refers most properly to the kernel of negative energy that burns in an undead with this template. Sometimes when an undead rises within an area ripe with negative energy it immediately gains the darkseed template. Likewise, some undead bring forth a darkseed within themselves after spending time in such negatively charged zones. More common, however, are those undead who receive a darkseed from a malevolent deity with necromantic dominions.</p><p><strong>Bloody Blade Darkseed Bloody Bones Rogue 4:</strong> Servants of the god of death itself, these beings are created to violently enforce the will of their master, as told in the Canticle of the Blades.</p><p>One of the</p><p>priests of the new Cathedral of St. Ilfraness made a very public, very well received, and very irreverent joke about the god of death. That very night he fell to his death from the pinnacle of the cathedral and, before he could be buried, his body was divinely raised as a bloody blade.</p><p><strong>Gellid Dirge Lich Drachencor Lich Shade:</strong> ?</p><p><strong>Human Irresistible Graveknight Two-Handed Fighter 10:</strong> </p><p><strong>Tax Collector Creature:</strong> Public servant, avaricious private agent, or cruel servant of a tyrant, wrath against the tax collector is a force unto itself that can lead to murder. When a customs official is slain sometimes a unique revenant spirit is created.</p><p>“Tax Collector” is an acquired template that can be added to any non-undead creature.</p><p><strong>Tax Collector Sea Hag:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/113635/Book-of-Multifarious-Munitions-Vehicles-of-War-PFRPG?affiliate_id=17596" target="_blank">Book of Multifarious Munitions Vehicles of War</a>[spoiler]</p><p><strong>Bone Skiff:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/195075/The-Lost-Lands-Borderland-Provinces?affiliate_id=17596" target="_blank">Borderland Provinces - Pathfinder</a>[spoiler]</p><p><strong>Lich-Queen Trystecce:</strong> ?</p><p><strong>The Singed Man, Infernal Lord, Vampire Lord:</strong> ?</p><p><strong>Battle Duke Ormand, Vampire Spawn:</strong> Duke Ormand’s army was decimated at Seilo Ford, the survivors fleeing east back towards Foere. The Battle-Duke himself was captured and turned into a vampire, an unholy slave of the Singed Man.</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight.</p><p>Ghoul Fever disease.</p><p><strong>Ghast:</strong> A humanoid of 4 Hit Dice or more who dies from ghoul fever rises as a ghast.</p><p>Ghoul Fever disease.</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeleton Human:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Zombie Human:</strong> ?</p><p><strong>Groaning Spirit:</strong> ?</p><p></p><p>Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/242854/Call-to-Arms-Decks-of-Cards?affiliate_id=17596" target="_blank">Call to Arms: Decks of Cards</a>[spoiler]</p><p><strong>Lich:</strong> Deck of Many Things Dark Fate card.</p><p><strong>Grave Knight:</strong> Deck of Many Things Dark Fate card.</p><p><strong>Vampire:</strong> Deck of Many Things Dark Fate card.</p><p></p><p>The Dark Fate (Ace of Clubs): An evil undead duplicate of the drawer is created. The exact nature of the undead is based on what class the drawer is; If the drawer is a spellcaster, the duplicate is a lich, if they are a martial class, the duplicate is a Grave Knight, if they are any other class, the duplicate is a vampire. The has the same attributes and class levels as the drawer, and copies of all their magical items (modified to evil equivalents where applicable). The duplicate is utterly dedicated to opposing the drawer’s every action and undoing everything they have ever achieved. In addition, the duplicate can only be destroyed by the drawer; if anyone else strikes the final blow, the duplicate will rejuvenate within 24 hours.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/202094/Call-to-Arms-Horses-and-Mules?affiliate_id=17596" target="_blank">Call to Arms: Horses and Mules</a>[spoiler]</p><p><strong>Ghost Horse, Combat Trained Heavy Horse:</strong> The ghost horse died in the throes of crippling terror.</p><p>This was a war-ready mount that died tragically with its master in bloody combat.</p><p><strong>Nightmare Mount, Unhallowed Bloody Skeletal Champion Nightmare:</strong> The Nightmare Steed is an undead horse drawn back from the spirit world and commanded as a mount.</p><p><strong>Skeleton Mount:</strong> Skeletal mounts are normal skeletons made from combat-trained heavy horses.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/241904/Campaign-Backdrop-Caves--Caverns?affiliate_id=17596" target="_blank">Campaign Backdrops: Caves and Caverns</a>[spoiler]</p><p><strong>Last Nail:</strong> Last Nail was born again as a vampire after a vampiric drider slew him.</p><p><strong>Vampiric Drider:</strong> ?</p><p><strong>Mistress Amelya Van Fersker, Human Vampire Enchanter 10:</strong> Forced to flee, her progress in wizardry grew painfully slow until she met an alluring blond stranger who promised her time enough to learn her craft and halt the fade of her beauty. The stranger turned out to be a vampire, and after accepting the blood kiss, Amelya has spent her days learning the mystical arts from any she can.</p><p><strong>Urshak'xhul:</strong> Members of the priest caste conducted profane rites on selected members, transforming them into the blasphemous Urshak’xhul (Holy Guardians).</p><p></p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Shadow:</strong> A humanoid creature slain (when its Strength damage equals or exceeds its Strength score) by a shadow’s Strength damage becomes a shadow under the control of the killer in 1d4 rounds.</p><p><strong>Wraith:</strong> A humanoid slain by a wraith becomes a wraith in 1d4 rounds.</p><p><strong>Ghost:</strong> ?</p><p><strong>Vampire Spawn:</strong> A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days.</p><p>Last Nail can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is an aberration. The victim rises from death as a vampire in 1d4 days.</p><p><strong>Allip:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Crawling Hand:</strong> ?</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Dullahan:</strong> ?</p><p><strong>Giant Crawling Hand:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Huecuva:</strong> ?</p><p><strong>Juju Zombie:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Necrophidius:</strong> ?</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Red Wyrm Ravener:</strong> ?</p><p><strong>Revenant:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skaveling:</strong> ?</p><p><strong>Skeletal Champion:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Totenmaske:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vargouille:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Winterwight:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/182680/Campaign-Backdrop-Forests--Woodlands?affiliate_id=17596" target="_blank">Campaign Backdrops: Forests & Woodlands</a>[spoiler]</p><p><strong>Garilax, Ghoul Barbarian 1:</strong> ?</p><p><strong>Valentin Pannanen, Human Ghost Wizard 5:</strong> Sadly for the PCs, the spirit of a dead mage, killed when the bridge collapsed during a storm, haunts the waters beneath the shattered arch.</p><p><strong>Naillae Aralivar, Ghost Elf Druid 6:</strong> ?</p><p><strong>Rideth Cyelrae, Ghost Elf Druid 13, Ghost Half-Elf Druid 3/Sorcerer 8:</strong> ?</p><p><strong>Tahlys Vonothvar, Ghost Elf Druid 7:</strong> ?</p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight.</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/183994/Campaign-Backdrop-Hills--Mountains?affiliate_id=17596" target="_blank">Campaign Backdrops: Hills & Mountains</a>[spoiler]</p><p><strong>Cairn Wight:</strong> ?</p><p><strong>Skeletal Champion, Human Skeletal Champion Warrior 1:</strong> ?</p><p><strong>Wight:</strong> The grave robbers, risen as undead.</p><p>Humanoids the cairn wight slays become wights themselves in 1d4 rounds.</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p>A small adventuring party once got trapped within and starved to death. Risen as ghouls, the undead lurk in the crypt creeping forth when released by the hermit to dine up on his guests.</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Poltergeist:</strong> The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life and death could not wholly claim them.</p><p>A few days after their death these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/185367/Campaign-Backdrop-Marshes--Swamps?affiliate_id=17596" target="_blank">Campaign Backdrops: Marshes & Swamps</a>[spoiler]</p><p><strong>Lizardfolk Zombie:</strong> The creature in the portal the Bonescale tribe worship as their god is a globster that is both unaware and uncaring towards their devotion. This strange ooze creature, normally found on ocean coasts, made its way inland following a ready supply of food in the marsh. It became trapped when it entered a pond that was also a nexus to the Negative Energy Plane.</p><p>Like the lizardfolk, the creature has been altered by its exposure to the portal. Creatures that die or that are already dead when it swallows them are transformed into zombies after an hour in the creature’s belly. They then claw their way back out of the globster’s mouth.</p><p><strong>Hungry Dead:</strong> "Hungry Dead" is an acquired template that can be added to any corporeal undead creature.</p><p></p><p><strong>Zombie:</strong> The creature in the portal the Bonescale tribe worship as their god is a globster that is both unaware and uncaring towards their devotion. This strange ooze creature, normally found on ocean coasts, made its way inland following a ready supply of food in the marsh. It became trapped when it entered a pond that was also a nexus to the Negative Energy Plane.</p><p>Like the lizardfolk, the creature has been altered by its exposure to the portal. Creatures that die or that are already dead when it swallows them are transformed into zombies after an hour in the creature’s belly. They then claw their way back out of the globster’s mouth.</p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/239930/Campaign-Backdrop-Sun--Sand?affiliate_id=17596" target="_blank">Campaign Backdrops: Sun & Sand</a>[spoiler]</p><p><strong>Akh-en-Tholus, Human Lich Necromancer 11:</strong> ?</p><p><strong>Zombie Gnoll:</strong> ?</p><p><strong>Gnoll Bloody Skeleton Corpse Companion:</strong> ?</p><p><strong>The Vulture King, Ghast Cleric 3:</strong> The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water.</p><p><strong>Ghoul Warrior, Ghoul Warrior 2:</strong> The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water.</p><p><strong>Lacedon Acolyte, Ghoul Lacedon Adept 2:</strong> The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water.</p><p></p><p><strong>Mummy:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/119730/Cerulean-Seas-Beasts-of-the-Boundless-Blue?affiliate_id=17596" target="_blank">Cerulean Seas Beasts of the Boundless Blue</a>[spoiler]</p><p><strong>Cihuateotl:</strong> Cihuateotl are the undead remnants of women who drowned or died violently while pregnant.</p><p><strong>Calcified Skeleton:</strong> Calcified Skeleton is an acquired template that can be applied to any creature killed by a brain coral’s aura.</p><p>Calcified skeletons are the remains of a brain coral’s deadly aura. Bone is pulled out through a creature’s body until it is encased in prison of its own structure.</p><p><strong>Dread Pirate:</strong> A dread pirate is the restless, hateful body of an executed pirate.</p><p><strong>Lich Ice:</strong> The phylactery of an ice lich must be carved from ice made from the purest possible water.</p><p>“Ice Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery.</p><p><strong>Ship of the Damned:</strong> Ships of the damned are the slowly rotting remains of vessels that experienced an evil so great that the spirits of the dead infused into the ship itself.</p><p><strong>Ship of the Damned Medium:</strong> ?</p><p><strong>Ship of the Damned Large:</strong> ?</p><p><strong>Ship of the Damned Huge:</strong> ?</p><p><strong>Ship of the Damned Gargantuan:</strong> ?</p><p><strong>Ship of the Damned Colossal:</strong> ?</p><p><strong>Sinkling:</strong> Any creature killed by or within 100 yards of a sinkling swarm adds its spirit to the swarm, breaking up into as many individual sinklings as it has hit dice. Casting bless or hallow on the body within 1d4 rounds after death prevents this from happening.</p><p>Sinklings are the hateful spirits of the drowned, always wanting for the company of the living in the depths.</p><p><strong>Snag:</strong> Any humanoid killed by a snag that touches the bottom of the waterway the snag came from within 24 hours of its death becomes a snag in 1d4 rounds.</p><p>Snags are the animated corpses of fishermen lost at sea.</p><p><strong>Wraith Water:</strong> Any humanoid, monstrous humanoid or trueform slain by a water wraith rises as one in 1d6 hours.</p><p></p><p><strong>Ghoul Lacedon:</strong> Any humanoid killed by a cihuateotl's energy drain ability rises as a lacedon under her control in 1d3 rounds.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/141557/Cerulean-Seas-Celadon-Shores?affiliate_id=17596" target="_blank">Cerulean Seas Celadon Shores</a>[spoiler]</p><p><strong>Phi Thale:</strong> Phi thale form in areas of over fishing, when even the spirits of such simple creatures as fish feel seething anger.</p><p>Many believe that they are the product of the collective will of sea creatures hard hit by humanoid pressures, or the vengeance of a sea god, punishing the guilty.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/109095/Cerulean-Seas-Indigo-Ice?affiliate_id=17596" target="_blank">Cerulean Seas Indigo Ice</a>[spoiler]</p><p><strong>Ice Lich:</strong> “Ice Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery.</p><p>The phylactery of an ice lich must be carved from ice made from the purest possible water. This ice is enchanted to become as strong as any other phylactery, although if exposed to magical fire it is destroyed in a single round.</p><p></p><p><strong>Undead:</strong> The witch goddess Talakasha is rumored to be the source of all true evil and undeath in the realm.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/283694/Cerulean-Seas-the-Viridian-Veil?affiliate_id=17596" target="_blank">Cerulean Seas: the Viridian Veil</a>[spoiler]</p><p><strong>Frasnian Dead:</strong> The downfall of Frasnia can be traced, in retrospect, to a miraculous device that was known as an “infinity talisman.” This tool was created with a combination of psionic, arcane and technological sciences and was billed as the “final solution to aquatic life.” Wearing this talisman imbued the wearer with the ability to stave off hunger, thirst, and the need to breathe. At first, only the aristocrats and leaders were able to afford them. After a few decades they were mass-produced. By the end of the Great War, they were free and nearly everyone on Frasnia was using them.</p><p>By this time, the side effect was well known to the original nobles who kept it a secret. People suspected that the talismans could also ward off death from old age as well, because although their leaders appeared venerable, none of them were dying off. Unfortunately, something far more sinister was happening. The talismans, which contained a fair amount of untested necromantic energy, were corrupting their wearers. They worked very slow and insidiously. The longer a person wore an infinity talisman, the more evil they became. Worse, when someone who had been wearing the talisman for over a decade was slain or dies of natural causes, they rise as a terrible undead known now as the Frasnian Dead.</p><p>Infinity Talisman magic item.</p><p><strong>Noble Frasnian Dead:</strong> These ex-nobles wore their talismans for much longer before their demise, creating a more powerful undead.</p><p><strong>Time Wight:</strong> A time wight is created when a time lost soul gains access to a dead body through time based magic or effects, most frequently via time heal.</p><p><em>Time Heal</em> spell.</p><p><strong>Duke Karsinger:</strong> One of the first bearers of the infinity talisman, the lich-like creature that the Duke had become was powerful indeed.</p><p></p><p><strong>Zombie:</strong> ?</p><p></p><p>TIME HEAL</p><p>School conjuration [chronomancy]; Level sharker 6,</p><p>sorcerer/wizard 6</p><p>Casting Time 1 standard action</p><p>Components S, M (emerald wand that costs at least 100 gp)</p><p>Range touch</p><p>Target one subject</p><p>Duration instantaneous</p><p>Saving Throw Will negates; Spell Resistance yes</p><p>The subject’s body is returned to how it was 1 round previously, instantly healing damage and reversing effects that happened during the current round. If the subject was killed during the current round, the subject comes back to life, but has a 10% chance of irrevocably becoming a time-wight (see Chapter 6 of this tome). If successful, and a time-wight has not been created, the caster loses 3 Karma.</p><p></p><p>INFINITY TALSIMAN</p><p>Aura mild necromancy; CL 6th</p><p>Slot neck; Price 1,000 gp (cursed); buoyancy -1 bu.</p><p>DESCRIPTION</p><p>The talisman makes the wearer immune to hunger, thirst, and suffocation. Unfortunately, after every 3 month of use the wearer makes a Will save DC 17 or his alignment permanently slips one notch towards chaotic evil. After three failures, the wearer will rise as a Frasnian Dead when slain.</p><p>CONSTRUCTION</p><p>Requirements Craft Wondrous Item, disrupt undead, undead anatomy; Special: requires psionic attunement.</p><p>Cost 500 gp.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/104881/Cerulean-Seas-Waves-of-Thought?affiliate_id=17596" target="_blank">Cerulean Seas Waves of Thought</a>[spoiler]</p><p><strong>Calcified Skeleton:</strong> Calcified Skeleton is an acquired template that can be applied to any creature killed by a brain coral’s aura.</p><p>Calcified skeletons are the remains of a brain coral’s deadly aura. Bone is pulled out through a creature’s body until it is encased in prison of its own structure.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/116613/Children-of-the-Wode?affiliate_id=17596" target="_blank">Children of the Wode</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Felashuran the Wraith Lord:</strong> ?</p><p><strong>Wraith:</strong> Lady Y’Draah’s fateful vision led her, alongside her followers, to build the Bilröst Gate so that they could travel the Great Tree in search of the gods. Later, when they opened the gate, the ælves realized the irony of their actions. For the Thrall Lords, most evil of the ancient giants, had twisted her visions, and everything she designed carried a fell purpose. An unprecedented blend of rune lore and nascent clockwork technology, when the Gate was opened it consumed the life force of nearby ælves in an uncontrolled wave of runic magic. Some survived, hideously changed and separated from their true nature. These became the Ash Elves. Others perished utterly and in the ensuing years it became clear that their fate was darker than any natural death. Rather than progress to the Halls of the All-Father, as had all previous ælves killed by misadventure or war, the spirits of those killed by Lady Y’Draah’s gate were trapped in Midgard. The spirits of the fallen did not progress to their promised afterlife, instead became beings of loss and darkness, ill-fated wraiths haunting the once fair city of Summer Night.</p><p>Many also believe that the runes carved into jotunstone to create storm-tech engines harm the ælven race’s connection to their spiritual afterlife in the same way as the Bilröst Gate. Every stormtech engine created binds the ælven ghosts more strongly to cursed unlife on Midgard. Each new human factory or dwarven siege engine makes it harder for slain ælves to pass on to the celestial halls. This increases their rage and loss, empowering the dark powers that haunt Summer Night, the shadowed ælven city of the dead. Many also believe that further progress in runic technology will only harm the ælves’ natural cycle of birth and death—further widening their cultural gap.</p><p>Many ælves died when Lady Y’Draah activated the Bilröst Gate and their spirits did not depart Midgard. Instead, powerful runic magic ties them to Midgard as darkling wraiths.</p><p><strong>Wraith, Being of Loss and Darkness, Ill-Fated Wraith, Aelven Ghost, Dark Wraith, Darkling Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/187044/Classes-of-NeoExodus-Protean-Scribe-PFRPG?affiliate_id=17596" target="_blank">Classes of NeoExodus: Protean Scribe</a>[spoiler]</p><p><strong>Undead Creature:</strong> Protean Scribe Death Word storied creature with spending 2 additional points of</p><p>eloquence.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/139645/Compendium-Arcanum-Vol-4-3rdLevel-Spells-PFRPG?affiliate_id=17596" target="_blank">Compendium Arcanum Vol. 4: 3rd-Level Spells</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>ANIMATE DEAD </p><p>School necromancy [evil]; Classes antipaladin, cleric/oracle; Domain death 3, souls 3 </p><p>CASTING </p><p>Casting Time 1 standard action </p><p>Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) </p><p>EFFECT </p><p>Range touch </p><p>Targets one or more corpses touched </p><p>Duration instantaneous </p><p>Saving Throw none; Spell Resistance no </p><p>DESCRIPTION </p><p>This spell turns corpses into undead skeletons or zombies that obey your spoken commands. </p><p>The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again. </p><p>Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. </p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit. </p><p>Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. </p><p>Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. </p><p></p><p>Diminished Effects The spell’s target changes to one corpse and you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies. </p><p>Heightened Effects Variant skeletons and zombies created by animate dead count as their normal number of Hit Dice (instead of twice their normal number of Hit Dice; see Variant Skeletons). </p><p>Caution! Spells Merge! This spell combines the effects of the following spells: animate dead and lesser animate dead. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/144835/Compendium-Arcanum-Vol-5-4thLevel-Spells-PFRPG?affiliate_id=17596" target="_blank">Compendium Arcanum Vol. 5: 4th-Level Spells</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Shadow Projection:</strong> <em>Shadow Projection</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>ANIMATE DEAD </p><p>School necromancy [evil]; Classes sorcerer/wizard </p><p>CASTING </p><p>Casting Time 1 standard action </p><p>Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) </p><p>EFFECT </p><p>Range touch </p><p>Targets one or more corpses touched </p><p>Duration instantaneous </p><p>Saving Throw none; Spell Resistance no </p><p>DESCRIPTION </p><p>This spell turns corpses into undead skeletons or zombies that obey your spoken commands. </p><p>The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again. </p><p>Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. </p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit. </p><p>Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. </p><p>Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. </p><p></p><p>SHADOW PROJECTION </p><p>School necromancy [evil]; Classes sorcerer/wizard </p><p>CASTING </p><p>Casting Time 1 minute </p><p>Component S </p><p>EFFECT </p><p>Range personal </p><p>Target you </p><p>Duration 1 hour/level (D) </p><p>DESCRIPTION </p><p>With this spell, you infuse your life force and psyche into your shadow, giving it independent life and movement as if it were an undead shadow. Your physical body lies comatose while you are projecting your shadow, and your body has no shadow or reflection while the spell is in effect. </p><p>While projecting your shadow, you gain a shadow's darkvision, defensive abilities, fly speed, racial stealth modifier, and strength damage attack. You do not gain the creature's create spawn ability, nor its skill ranks or Hit Dice. Your shadow has Hit Dice and hit points equal to your own. Your shadow projection has the undead type and may be turned or affected as undead. </p><p>If your shadow projection is slain, you return to your physical body and are immediately reduced to –1 hit points. Your condition becomes dying, and you must begin making Constitution checks to stabilize. </p><p>Diminished Effects The spell’s duration becomes 10 minutes per caster level. </p><p>Heightened Effects Your shadow is treated as if it were an undead shadow with the advanced creature template (+2 on all rolls and special ability DCs; +4 to AC and CMD; +2 hp/HD). [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/151433/Compendium-Arcanum-Vol-7-6thLevel-Spells-PFRPG?affiliate_id=17596" target="_blank">Compendium Arcanum Vol. 7: 6th-Level Spells</a>[spoiler]</p><p><strong>Juju Zombie:</strong> <em>Create Undead</em> spell.</p><p><strong>Zuvembe:</strong> <em>Create Undead</em> spell 14th level caster.</p><p><strong>Revenant:</strong> <em>Create Undead</em> spell 17th level caster.</p><p><strong>Vampire:</strong> <em>Create Undead</em> spell 19th level caster.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell diminished.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell diminished 12th level caster.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell diminished 15th level caster.</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell diminished 18th level caster.</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell heightened.</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell heightened 16th level caster.</p><p><strong>Spectre:</strong> <em>Create Undead</em> spell heightened 18th level caster.</p><p><strong>Devourer:</strong> <em>Create Undead</em> spell heightened 20th level caster.</p><p></p><p>CREATE UNDEAD</p><p>School necromancy [evil]; Domain death 6 (diminished), evil 6</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>13th or lower Juju Zombie</p><p>14th–16th Zuvembie</p><p>17th–18th Revenant</p><p>19th or higher Vampire</p><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p>This spell must be cast at night.</p><p>Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>11th or lower Ghoul</p><p>12th–14th Ghast</p><p>15th–17th Mummy</p><p>18th or higher Mohrg</p><p>Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>15th or lower Shadow</p><p>16th–17th Wraith</p><p>18th–19th Spectre</p><p>20th or higher Devourer</p><p>Merged! This spell combines the effects of the following spells: create undead and create greater undead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/152520/Compendium-Arcanum-Vol-8-7thLevel-Spells-PFRPG?affiliate_id=17596" target="_blank">Compendium Arcanum Vol. 8: 7th-Level Spells</a>[spoiler]</p><p><strong>Juju Zombie:</strong> <em>Create Undead</em> spell.</p><p><strong>Zuvembe:</strong> <em>Create Undead</em> spell 14th level caster.</p><p><strong>Revenant:</strong> <em>Create Undead</em> spell 17th level caster.</p><p><strong>Vampire:</strong> <em>Create Undead</em> spell 19th level caster.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell diminished.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell diminished 12th level caster.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell diminished 15th level caster.</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell diminished 18th level caster.</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell heightened.</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell heightened 16th level caster.</p><p><strong>Spectre:</strong> <em>Create Undead</em> spell heightened 18th level caster.</p><p><strong>Devourer:</strong> <em>Create Undead</em> spell heightened 20th level caster.</p><p></p><p>CREATE UNDEAD</p><p>School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7; Domain death 6 (diminished), death 8 (heightened), evil 6</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>13th or lower Juju Zombie</p><p>14th–16th Zuvembie</p><p>17th–18th Revenant</p><p>19th or higher Vampire</p><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p>This spell must be cast at night.</p><p>Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>11th or lower Ghoul</p><p>12th–14th Ghast</p><p>15th–17th Mummy</p><p>18th or higher Mohrg</p><p>Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>15th or lower Shadow</p><p>16th–17th Wraith</p><p>18th–19th Spectre</p><p>20th or higher Devourer</p><p>Merged! This spell combines the effects of the following spells: create undead and create greater undead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/152521/Compendium-Arcanum-Vol-9-8thLevel-Spells-PFRPG?affiliate_id=17596" target="_blank">Compendium Arcanum Vol. 9: 8th-Level Spells</a>[spoiler]</p><p><strong>Juju Zombie:</strong> <em>Create Undead</em> spell.</p><p><strong>Zuvembe:</strong> <em>Create Undead</em> spell 14th level caster.</p><p><strong>Revenant:</strong> <em>Create Undead</em> spell 17th level caster.</p><p><strong>Vampire:</strong> <em>Create Undead</em> spell 19th level caster.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell diminished.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell diminished 12th level caster.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell diminished 15th level caster.</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell diminished 18th level caster.</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell heightened.</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell heightened 16th level caster.</p><p><strong>Spectre:</strong> <em>Create Undead</em> spell heightened 18th level caster.</p><p><strong>Devourer:</strong> <em>Create Undead</em> spell heightened 20th level caster.</p><p></p><p>CREATE UNDEAD</p><p>School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7; Domain death 6 (diminished), death 8 (heightened), evil 6</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>13th or lower Juju Zombie</p><p>14th–16th Zuvembie</p><p>17th–18th Revenant</p><p>19th or higher Vampire</p><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p>This spell must be cast at night.</p><p>Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>11th or lower Ghoul</p><p>12th–14th Ghast</p><p>15th–17th Mummy</p><p>18th or higher Mohrg</p><p>Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>15th or lower Shadow</p><p>16th–17th Wraith</p><p>18th–19th Spectre</p><p>20th or higher Devourer</p><p>Merged! This spell combines the effects of the following spells: create undead and create greater undead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/149464/Compendium-Imaginarium?affiliate_id=17596" target="_blank">Compendium Imaginarium</a>[spoiler]</p><p><strong>Fleshrender:</strong> When a humanoid has consumed another sentient being's flesh, there is a chance that the cannibal will return as a fleshrender after death. In rare and heinous circumstances, entire remote villages or wilderness parties become fleshrenders during a hard winter or famine.</p><p><strong>Phantasm:</strong> A phantasm is created when a sentient being whom has killed an innocent of its own race dies due to non-violent causes. The angst and turmoil of the unresolved murder can sometimes cause a phantasm to emerge from the body of the deceased murderer.</p><p><strong>Magus Wraith:</strong> A magus wraith is created when a necromancer vies for magical immortality beyond the grave by targeting themselves in the casting of create greater undead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/205132/Crawthornes-Catalog-of-Creatures-Doomed-Savant?affiliate_id=17596" target="_blank">Crawthorne's Catalog of Creatures: Doomed Savant</a>[spoiler]</p><p><strong>Doomed Savant:</strong> Doomed savants are the undead remnants of obsessed individuals of exceptional skill and devotion—people whose single-minded pursuit of skill and knowledge led to their deaths. Some are the animated remains of murdered scholars who were on the cusp of great discoveries. Others are great thieves who returned from the grave for one last heist. And a few are the still-walking corpses of ascetics who starved to death in the single-minded pursuit of spiritual and physical perfection.</p><p>When I ‘as about twenty years younger an’ there was more o’ me than still attached, there ‘as this gal—fine lass. I called on ‘er a lot for potions, poultices an’ salves. She knew where all the ‘erbs grew an’ which critters had useful bits on ‘em you could use. Then, one day, I go to ‘er cabin and find her inside. Except she looked a bit more like a decade-ol’ barrel o’ fish than she used ta. But she was still working.</p><p>Turns out she’d got’ really occupied with this complicated brew an’ just forgot to eat or drink for a month in a stretch.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/194503/Creature-Components-Vol-1?affiliate_id=17596" target="_blank">Creature Components Volume 1</a>[spoiler]</p><p><strong>Zombie:</strong> A single humanoid creature killed by a spell with the death descriptor incorporating a wight’s ichor arises as a zombie 1d4 rounds later.</p><p><strong>Zombie Fast:</strong> Any creatures killed by a spell with the death descriptor incorporating a mohrg’s saliva arise as a zombie (fast zombie variant) 1d4 rounds later.[/spoiler]</p><p></p><p>Creature Monthly[spoiler]</p><p><strong>Blood Shadow:</strong> A humanoid creature with 10 HD or more, which is killed by a blood shadow becomes a lesser blood shadow under the control of its killer 1d4 rounds after its death.</p><p>While not much is known of how these creatures came to be formed, many sages speculate that they once existed as a race of wicked humanoids which were drawn into the plane of negative energy during some great calamity hundreds of thousands of years ago. Once drawn into the boarders of their new home, the foul energy of the plane consumed them slowly, turning them into the undead creatures. Their mortal forms faded into shadows, yet the darkness within them continued to be driven by the murderous lust and depravity that led them in life.</p><p><strong>Glacial Gaunt:</strong> Any humanoid slain by a glacial gaunt rises as a glacial gaunt at the next midnight.</p><p>There are many ways in which these foul creature are created, the most common occurrence</p><p>being an evil humanoid creature succumbing to the elements of the frozen landscape. Once such a creature has died, it is only a short time before the corpse’s eyes open and a new horror is born. Tales are told of wicked druidic cults, eager to appease powerful nature spirits such as the Wendigo, capturing travelers and common folk who are then carried high into the frigid mountains and left to die.</p><p><strong>Storm Wraith:</strong> A humanoid slain by a storm wraith becomes a lesser storm wraith 1d4 rounds after it’s death.</p><p><strong>Winter Wight:</strong> Any humanoid creature that is slain by a winter wight becomes a lesser wight itself in only 1d4 rounds.</p><p>These are the risen remains of explorers or adventures which have died from exposure while in arctic mountains and tundras.</p><p>Over long winters or on high mountain peaks, these human remains become freeze-dried husks with perfectly preserved hair, clothes, and skin, but without any liquid remaining in their flesh. These creatures arise to wander the reaches of the frozen north in search of victims, seeking any way to relieve the pain of their frozen existence through acts of cruelty and violence.</p><p>Winter wights haunt places of avalanches, icefalls, and glaciers— places where they died and were left without a proper burial. There are many corpses that are lost deep in ice and snow, only a select few which rise as these dreaded creatures. Those unfortunate enough to perish in the ice do not always remain at rest. It is as if the ice itself claims their souls, raising them as winter wights whose only goal is to have other suffer the same violent death.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/155624/Creatures-of-Faerie?affiliate_id=17596" target="_blank">Creatures of Faerie</a>[spoiler]</p><p><strong>Avartagh:</strong> ?</p><p><strong>Dullahan:</strong> Created by powerful curses, these legendary and rare undead aos sí are terrors to any who would travel dark roads at night. Every one of them has had their head removed as part of their creation, and they carry them everywhere they go.</p><p>Created by ancient foul magics.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/82051/Creepy-Creatures-Bestiary-of-the-Bizarre?affiliate_id=17596" target="_blank">Creepy Creatures Bestiary of the Bizarre</a>[spoiler]</p><p><strong>Bay-Kok:</strong> ?</p><p><strong>Bone Druid:</strong> A bone druid is most often formed when a powerful druid dies in the process of corrupting, or with a great hatred of, the natural powers she once revered. </p><p><strong>Ectoplasmic Stalker:</strong> Created by the lich Varquil while researching the creation of what would become the obitu, ectoplasmic stalkers are hardy undead soldiers. </p><p><strong>Feymocker:</strong> Feymockers are created by evil fey or fey-blooded sorcerers in a perverse ritual. They are infused with the twisted sense of humor natural to their creators, along with a hatred for good aligned fey. </p><p><strong>Fleshwarper:</strong> Any humanoid killed or reduced to 0 Charisma by a fleshwarper raises as one within 1d6 rounds.</p><p><strong>Ghoul Sovereign:</strong> It is believed that exceptionally evil and depraved humans are cursed to become sovereign ghouls after death. </p><p><strong>Gibbering Terror:</strong> Gibbering terrors are distilled evil essence, left over from the ending of a great malevolence </p><p><strong>Hoard Haunt:</strong> Hoard haunts are the result of a numistian's innate connection with commerce degrading into pure greed. Once embraced by death, the mystical coins that make up the creatures blood instead coalesce into a pile of gleaming treasure. The numistian's consciousness inhabits these now purely physical coins. </p><p><strong>Horsewraith:</strong> Any pack animal slain by a horsewraith's energy drain will rise as a horsewraith itself in 24 hours, unless the corpse is blessed. </p><p>These tragic creatures are formed from their master’s cruelty.</p><p>Despite their name, almost any domesticated pack animal may become one of these undead. </p><p><strong>Leatherbound:</strong> Leatherbound are the twisted creations of necromantic magic. A living humanoid is bound in wet, oil and unguent soaked leather sheets, which are then twisted tight with iron rods, and left to dry. Create undead is then cast as the victim suffocates and is constricted to death. </p><p><strong>Leatherbound Black:</strong> Wrapped in black leather inscribed with glowing arcane runes </p><p><strong>Leatherbound Spiked:</strong> This leatherbound is riddled with iron spikes and studs, thus increasing its combat prowess.</p><p><strong>Corpsehanger Tree:</strong> When a tree is used for hangings over the course of decades, some of the vengeful souls that died there enter the heart of the tree, instead of heading for their just rewards. In time, with enough evil or angry spirits infesting its wood, the tree dies, and the spirits within it animate it as an undead mockery. </p><p><strong>Undead Gang:</strong> An undead gang may be formed wherever large numbers of souls perish in anger, fear, and pain. These spirits combine into a hateful being that exists simply to destroy. </p><p><strong>Wight Marquis:</strong> Very rarely, a wight is spawned whose will is strengthened instead of weakened with the transformation to being unliving creature. These creatures are known as marquis wights. </p><p><strong>:Wight Shadowfang</strong> Any humanoid slain by a shadowfang wight's energy drain becomes a shadowfang wight in 1d4 rounds.</p><p>Any humanoid killed by the sword Shadowfang's energy drain rises as a shadowfang wight in 4 rounds.</p><p><strong>Zombie Assassin:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Creatures below 5 HD within the cone of a plague dragon's deathless breath instantly die, and reanimate as ghouls under the dragon's control.</p><p>Any humanoid that is two weeks or less dead within the sovereign ghoul's aura rise as a ghoul under its complete command in one round. </p><p>Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. </p><p><strong>Skeleton:</strong> A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. </p><p><strong>Spectre:</strong> Creatures from 13+ HD within the cone of a plague dragon's deathless breath must make a Fortitude save or die and reanimate as spectres.</p><p><strong>Wight:</strong> Creatures from 6-12 HD within the cone of a plague dragon's deathless breath must make a Fort save or die and reanimate as wights.</p><p>Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. </p><p>Any humanoid slain by a marquis wight's slam attacks, or its aura become a wight in 1d4 rounds. </p><p><strong>Zombie:</strong> A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. </p><p>Any creature reduced to 0 Wisdom by a gibbering terror's babble rises as a zombie under its control in 1d3 rounds. </p><p>Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/198583/Crimson-Heroes-Pregenerated-Characters?affiliate_id=17596" target="_blank">Crimson Heroes: Pregenerated Characters</a>[spoiler]</p><p><strong>Aurelia Khyle, Ghost:</strong> ?</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/98826/Cultists-of-Havra-Zhoul?affiliate_id=17596" target="_blank">Cultists of Havra Zhoul</a>[spoiler]</p><p><strong>Havra Zhoul Human Ghost Inquisitor 10:</strong> At last, luck favored her when she slew Faylfarlu, an evil mystic theurge who trafficked with devils and the dead. In his lair, she found a detailed description of the ritual for becoming a lich. Faylfarlu had progressed quite far in this ritual, but had, for unknown reasons, declined to take the final step: to create a phylactery and bind his soul to it through ritual death.</p><p>Havra had fewer qualms. She grabbed the opportunity and finished the ritual, intending to become a lich. As a phylactery, she chooses her prayer book, which held all her thoughts and secrets. Havra performed the ritual and took the poison that would kill her and bind her soul to the book.</p><p>Unfortunately for her, the ritual was only partly successful. Maybe Fayldarlu’s magic was flawed, or maybe her own inexperience with magic caused her to perform it wrong. When she rose again, she was not the powerful being she had expected to become. Instead she has become a metaphorical shadow of herself. While she had the strength and fortitude of the undead, her body was slow and clumsy and she had lost much of her power. Moreover, she found that while her soul was tied to the book, she was unable to use it to possess others.</p><p>When her adversaries finally discovered her lair, she was far weaker than if she had tried for lichdom. Alive, she may have prevailed. But in her wrecked undead state, she was no match for them and was quickly cut down by her enemies. Part of the ritual functioned. Her soul retreated into her phylactery, well hidden in the depths of her keep. Unable to send her spirit forth in any other form than a pale shadow, she remained trapped there, until finally Vederian Soulbright found her tome.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/93764/Dangers--Discoveries-PFRPG?affiliate_id=17596" target="_blank">Dangers & Discoveries</a>[spoiler]</p><p><strong>Baron Culver's Balcony:</strong> Baron Archimedes Culver was a pathetic and lonely man towards the end of his long life. His vast fortune long since squandered, his political capital equally reduced, Baron Culver found himself banished from the royal court and the intrigue he so loved. The old Baron died, halfway senile, in a tattered silk bathrobe after falling from the balcony of his equally ragged country home.</p><p><strong>Bigot's Spire:</strong> In life, the half-elven wizard Comas Delesas was defined by his bigotry. The arrogant mage despised regular humanity as barely civilized idiots, and openly called for the extinction of what he called the underfolk: Dwarves, Gnomes, Goblins and Kobolds among many other burrowing species. His adventuring days long past, and his fortune assured, Comas eventually murdered those who helped him gain his wealth and retired to a library-tower he built for himself on the edge of a major human freehold. The local folk saw his servants occasionally, when they went into town for provisions, but Comas himself refused to associate with the common herd.</p><p>When a blast of lightning as brilliant as the sun struck the tower one rainy night, most of the townsfolk said good riddance. The matter would of rested there, if not for the fact something of Comas Delesas’ hatred remains, and occasionally, the broken tower belches lethal black smoke.</p><p><strong>Black Taskmaster:</strong> The Black Taskmaster is an old ironshod whip taken from an infamous slaver and displayed in the library of the Sandoval College of Necromancy.</p><p><strong>Boartooth's Righteous Rampage:</strong> When Brom Boartooth’s sons died of a disease that 10 gp worth of medicine would of cured, he finally became the monster that his fully human neighbors feared all his life. Previously a simple rancher, the half-orc found depths of hatred and violence in himself he never knew existed. He slaughtered his home town’s hedge wizard and the alchemist who refused to treat his sons, the town’s sheriff and three of the settlement’s wealthiest merchants before an angry mob finally ended his rampage.</p><p><strong>Butcher's Hill:</strong> The Butcher’s Hill had another name before the war between two neighboring fiefdoms ended there. By the time the day long battle was over, more than 3,000 men and women lie dead atop the hill, and the ground was literally stained red with their blood. Even though priests from a dozen temples sanctified the ground, that much anger and pain never truly goes away.</p><p><strong>Camel's Graveyard:</strong> There is a point of no return in the Gronnel Desert, a place almost exactly between two oasis cities, where supplies are far more than half exhausted, and the only way to survive is to press forward. Over the years, hundreds of caravans have ended some where near this mythical point of no return, and the bleached and sandblasted bones of hundreds of camels are half buried by the dunes. Animals fear and hate this place, and often turn on their masters, leading to their death and the deaths of the men who depended on them for survival.</p><p><strong>Cast Upon the Rocks:</strong> The merchant galleon Escarda Din went down in a sudden squall and its sunken frame now rests on an undersea plateau. So clear is the water that the wreck can almost be seen through three hundred feet of warm water Though the Escarda Din went down in a common shipping lane, no brave soul has attempted to salvage the wreck, and common sailors avoid its last known position. The ocean near the wreck site has ‘gone bad’ and regularly kills sailors with impossible weather.</p><p><strong>Devil's Anvil:</strong> This black iron anvil sits in a back corner of the ruined remnants of a smithy, half buried in rubble. According to local legend, the blacksmith, a fat and ignorant man named Hodge hammered swords for pit-fiends on his anvil. Eventually, doing hell’s work caught up with him, and Hodge and his three idiot sons died in an unexplainable blaze. Whatever the truth of Hodge’s life, in death his small shop has been uniformly shunned.</p><p><strong>Donovan's Kiln:</strong> Ten years ago, this ruin was a busy potter’s shop. In better days, Bria Donovan was a fat and cheerful woman who, with her two nephews, ran a profitable business out of a small, neat cottage at the edge of town. The center of Bria’s business was the enormous wood burning kiln that took up most of the cottage, and which she kept stoked day and night. She died along with her youngest nephew Micah when the kiln exploded.</p><p>Bria’s surviving nephew rushed to help, but was badly scarred by the blaze. Not wanting anything to do with his ruined inheritance, Andrew Donovan let the ground lie fallow. Over time his aunt’s pottery shop fell into memory and than into local legend, while Andrew grew into the town’s premier drunkard. The matter would of rested there, if not for the fact that on days when the temperature rises, during the worst part of summer, the kiln burns again with ghostly white fires.</p><p><strong>Fatfinger's Last Dance:</strong> Terkin Fatfinger, brigand, rapist, counterfitter and cattle rustler, was the last thief to hang justly on the old oak gallows outside Fort Nails. When asked for last words, the bastard laid down curses so vile, so profane and so tarrying the garrison’s master at arms didn’t wait for him to finish, just kicked the stool out from under him. Three days later the master-at-arms was dead of a broken neck after falling from his horse.</p><p><strong>Gremlin's Hovel:</strong> ?</p><p><strong>Grigori Chair:</strong> The Grigori Chair is a massive oak throne once used by the nation’s royalty. The entirety of the chair was originally carved with scenes from a great battle- heroic knights battling back barbaric foreign armies. When the last rightful scion of the bloodline was murdered- on the chair itself- the crimson oak cracked and blackened. The heroic carvings became something horrible. The chair was locked away in a forgotten storeroom, and even after the dynasty was restored, the original throne was forgotten and left to darkness.</p><p><strong>Gut's Revenge:</strong> When the ancient slime the tavern-folk called simply “Guts” was finally ended a fragment of the ooze’s simple hunger-based consciousness survived extermination. Guts’ ghostly presence still lingers along the treacherous and rocky shoreline where its vast amoeboid bulk eventually washed up.</p><p><strong>Judge Wargrave's Bench:</strong> Judge Agar Wargrave was a peevish old man, but had an uncanny knack for ferreting out the truth about defendants brought before him. He died of a stroke before passing sentence in the case of a man who murdered his family, and by virtue of a legal oversight the murderer went free.</p><p><strong>Laughter Freezes:</strong> Nestled against the side of a forested mountain, the noble estate “Laughter and Gold” has been a hunting lodge of excellent reputation for generations. Owned by one of the kingdom’s most prominent families, the 23 room mansion is best known for its massive grand ball room, where the trophies of a hundred hunts or more are proudly displayed. The heads of great beasts, taxidermies recreation of impossible monsters and the captured arms of noble-born humanoid foes line the walls, and are lit by a chandelier made from the bones of a juvenile green dragon.</p><p>The newest trophy to be displayed though, is one the owners of the house wish would simply go away. On an expedition to the far north, one of the lodges’ greatest hunters brought back the dorsal ganglia of a polar worm. Since the dramatic trophy was hung on one wall, the temperature within Laughter and Gold has dropped by a few degrees each night. Already bitterly cold, occasionally the ballroom is sheathed in a carapace of killing ice, and the roaring of the great northern worms can be heard.</p><p><strong>Mugglesant's Endless Anger:</strong> The goblin Mugglesant was a good thief but eventually her luck caught up with her. While burgling a mansion in the city of Ulstar, a spiderbite ended the tiny thief’s life. She choked to death in the space between the house’s walls, and all the inhabitants knew was that some vermin died in the walls. They hired a local hedge wizard to purify the air with a few cantrips, and forgot about the whole matter. That indignity, more than her accidental death enraged Mugglesant’s spirit. Now, the house is plagued with gigantic spiders that seemingly come from out of nowhere.</p><p><strong>Old Jonas' Critique:</strong> Old Jonas the woodcarver had a reputation as one of the finest craftsmen in his small village. He made tools, toys for the settlement’s wealthiest children, shelves, fence posts and a dozen other useful things and earned a tidy living. After his death, Jonas’ nephew took over the business, but his lack of skill angered the ghostly carpenter.</p><p><strong>Purple Pig Tavern:</strong> The Purple Pig used to be a decent tavern, until a payment dispute between the barkeep and a wandering gnome troubadour ended in the little minstrel’s murder. The barkeep stuffed the gnome and his rat of a familiar feet first into a keg of rot gut and rolled it down into the cellar. The barkeep thought that solved the problem, but in the last few weeks, horrors have killed three of his patrons, and driven most of the other drunks off.</p><p><strong>Rapist's Mile:</strong> This stretch of forest marks the place where a gang of brigands brought down a peasant girl, violated and eventually killed her. The girl’s bones still lie half buried under the leaf mould beneath one of the towering pine. Her angry spirit, coupled with the psychic echoes of her murderers’ lust have cursed this place: those venturing through this stretch of forest become as slow and exhausted as she was when the thugs finally ran her to ground.</p><p><strong>Scribe du Rayneil's Odd Bequest:</strong> The scribe Claudette Du Rayneil died in the library she had tended her entire adult life. Her death wasn’t murder or tragedy; she was simply found one early morning fallen amid the stacks, her 90 year old heart having finally given out. She was buried with minor honors, her private collection of more than 30 texts donated to the library she so loved and life went on. And a few months after her death, strange things began happening in the library. Quiet little curses that smelled like old dust would freeze patrons as they browsed and scribes as they worked.</p><p><strong>Stores of Goodwatch Keep:</strong> Three summers ago, earthquake transformed a limestone quarry into tomb for a dozen human and Dwarven miners. Since then the mine has been reopened, the dead recovered and buried, and life in the mining town nearby slowly and painfully returned to normal. Limestone harvested from the quarry has been shipped across the realms to make mortar, but structures built mortar from the Winter Fall Mine have been plagued by bad luck. The mine’s current generation of workers hear the tales from travelers, and among themselves, whisper that the unquiet ghosts of their former colleagues are having their revenge.</p><p><strong>Surbicah the Apostate's Stone Pyre:</strong> Long ago, the druidess Surbicah renounced her faith and accepted the teachings of a passing cleric, even allowing some of her circle’s most sacred mysteries to be transcribed into the common tongue. The druid grove she betrayed took its vengeance on Surbicah, lashing her between the stones of their great stone menwhir, where she was cruelly tortured for a day and a night before a bolt of lightning ended her misery.</p><p><strong>Thirsting Gorge:</strong> Years and years ago, a prospector and his mule fell into a desert gorge. Miles from any assistance, they died alone and unremembered from thirst and starvation.</p><p></p><p><strong>Undead:</strong> Ghost Water is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature.</p><p>When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead.</p><p><strong>Ghost:</strong> When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead.</p><p><strong>Wraith:</strong> When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead.</p><p><strong>Haunt:</strong> When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..</p><p>Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/119001/Dark-Fey-Pathfinder-RPG?affiliate_id=17596" target="_blank">Dark Fey</a>[spoiler]</p><p><strong>Mavka:</strong> These former dryads have been turned into vampiric monstrosities by the Black Prince of Morgau.</p><p>Mavka are Dryads who have been perverted into undead monstrosities by the vampires of Morgau. The sages of Verrayne say they are three known mavka, once sisters, originally named Mica, Anthelia and Saramantha, but are now called Murthia, Ectopia and Lucretia, respectively. </p><p>Upon his conquest of Morgau the Black Prince Lucian had the dryads and their trees killed, had raised the corpses as powerful undead, and bonded the new undead with cauchemar nightmares (Pathfinder RPG Bestiary) instead of trees as a final corruption. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/117312/Dead-Mans-Chest--Pathfinder-Edition?affiliate_id=17596" target="_blank">Dead Man's Chest</a>[spoiler]</p><p><strong>Breath Taker:</strong> In life they were evil thieves who drowned at sea, pirates who took valuable goods at will from others that plied the waves. </p><p><strong>Ghost:</strong> Occasionally sea serpents, when killed, are transformed into undead creatures, either accidentally or by design. When this occurs they may become ghosts, but otherwise they almost always return as a unique form of undead known as the undead sea serpent. </p><p><strong>Undead Sea Serpent:</strong> Occasionally sea serpents, when killed, are transformed into undead creatures, either accidentally or by design. When this occurs they may become ghosts, but otherwise they almost always return as a unique form of undead known as the undead sea serpent. </p><p>“Undead sea serpent” is an acquired template that can be added to any living sea serpent.</p><p><strong>Undead Gilded Sea Serpent:</strong> ?</p><p><strong>Draug Ship:</strong> The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking. </p><p>Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons. </p><p><strong>Brine Zombie:</strong> The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking. </p><p>Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons. </p><p>Those crew members killed by the fall of the ship or by drowning as it sank are still clinging to their final resting place.</p><p><strong>Lacedon:</strong> The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking. </p><p>Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons. </p><p><strong>Draug, Poshkin the Tame:</strong> ?</p><p><strong>Human Juju Zombie Fighter 3:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/143491/Demon-Cults-3-The-Cult-of-Selket?affiliate_id=17596" target="_blank">Demon Cults 3 The Cult of Selket</a>[spoiler]</p><p><strong>Mummy Venomous:</strong> These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/146615/Demon-Cults-5-Servants-of-the-White-Ape?affiliate_id=17596" target="_blank">Demon Cults 5 Servants of the White Ape</a>[spoiler]</p><p><strong>Spellscourged Creature:</strong> In rare instances, a spellcaster that dies of the spellscourge comes back as an undead creature, its mind twisted and broken from the disease.</p><p>“Spellscourged” is an acquired template that can be added to any living, corporeal creature with the ability to cast spells or spell-like abilities. </p><p>Creatures with 9 or more hit dice that die from the spellscourge must make another Fortitude save against the disease. They retain their Constitution bonus for this saving throw. If the creature makes the save, it rises as a spellscourged creature. A failed saving throw means the creature dies of the disease and does not rise. </p><p><strong>Spellscourged Couatl:</strong> This creature is the result of a couatl that attempted to aid victims of the Servants of the White Ape only to be attacked and repelled by the cult’s white ape warriors. Injured, it returned to its lair to recuperate but fell victim to the spellscourge that infected it during the combat with the white apes. The disease struck the couatl down, bringing it back in this tormented, undead form. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/204195/Demon-Cults--Secret-Societies-for-PFRPG?affiliate_id=17596" target="_blank">Demon Cults & Secret Societies</a>[spoiler]</p><p><strong>Arikiine, Derro Vampire Alchemist 10:</strong> ?</p><p><strong>Jasna Veldrik, Elf Darakhul Cleric 13:</strong> ?</p><p><strong>Kazimir Ernis, Gnome Darakhul Necrophagus 14:</strong> ?</p><p><strong>Performance Eater, Human Darakhul Bard 2/Expert 3:</strong> ?</p><p><strong>Darakhul:</strong> Die from Darakhul fever and fort save 31+.</p><p><strong>Ghoul:</strong> Die from Darakhul fever and fort save 10-16.</p><p><strong>Ghast:</strong> Die from Darakhul fever and fort save 17-20.</p><p><strong>Dread Ghoul:</strong> Die from Darakhul fever and fort save 21-26.</p><p><strong>Dread Ghast:</strong> Die from Darakhul fever and fort save 27-30.</p><p><strong>Greater Festrog:</strong> Like their smaller brethren, greater festrogs are created when a creature is killed by massive amounts of negative energy. In the case of greater festrogs, those killed are typically giants</p><p><strong>Serrin, Advanced Greater Shadow Antipaldin 6:</strong> Nikolai kept tabs on her exploits after they parted ways and was dismayed to discover that a powerful shadow creature had slain her. Unbeknownst to him, however, she had returned to unlife and started a minor reign of terror, draining travelers on the road.</p><p><strong>Contaminant Shade:</strong> Contaminant Shade Curse.</p><p><strong>Cosmina Holrosu, Vampire Mesmerist 13:</strong> A manifestation of Marena appeared before Cosmina and caressed her face. Overwhelmed, Cosmina swore devotion to the goddess for eternity, and Marena's hand left its mark upon her skin as a reminder of the oath. Cosmina's new existence as a vampire affirms her promise.</p><p><strong>Darakhul Mercenary, Darkahul Fighter 6:</strong> ?</p><p><strong>Drekkan, Human Vampire Witch 8:</strong> ?</p><p><strong>Revenant:</strong> The creature is a former crime boss in the city who recently vanished and was assume murdered by a rival. The undead is a revenant, recently slain in one of the Sanguine Path’s blood rites, and seeks venegance on the cult leader that sacrificed it.</p><p><strong>Mummy Venomous:</strong> These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs.</p><p><strong>Spellscourged Couatl:</strong> This creature is the result of a couatl that attempted to aid victims of the Servants of the White Ape only to be attacked and repelled by the cult’s white ape warriors. Injured, it returned to its lair but fell victim to the spellscourge that infected it during the battle. The disease struck the couatl down, bringing it back in this tormented, undead form.</p><p><strong>Spellscourged:</strong> The spellscourge is a terrible disease and greatly feared by those who use magic. They would fear it all the more if they knew that, in rare instances, a spellcaster that dies of the spellscourge comes back as an undead creature, its mind twisted and broken from the disease.</p><p>“Spellscourged” is an acquired template that can be added to any living, corporeal creature with the ability to cast spells or spell-like abilities.</p><p></p><p>Disease (Su) Darakhul fever: Bite—injury; save Fortitude DC 17; onset 1 day; effect 1d6 Con and 1d3 Dex damage; cure 2 consecutive saves.</p><p>A creature that dies while infected with darakhul fever must attempt a Fortitude save (see Darakhul Fever sidebar). If the result is high enough, it rises as a darakhul rather than as a standard ghoul within an hour. A darakhul is a free-willed undead. A creature that rises as a standard ghoul or ghast is controlled by the darakhul whose fever infected it.</p><p>Darakhul fever</p><p>When consulting this table, the infected creature must attempt a Fortitude saving throw to determine how accustomed the creature becomes to its new incarnation.</p><p>Creatures that do not make at least a DC 10 do not become ghouls. The disease kills them instead. This provides the ultimate penalty for trying and failing to enter the ghoul’s kingdom as one of them, and it makes it possible for evil creatures to deliberately infect themselves, and optimize their chances with bear’s endurance, a belt of mighty constitution, and the like.</p><p>Fortitude Save Result New Incarnation</p><p>10–16 Ghoul</p><p>17–20 Ghast</p><p>21–26 Dread Ghoul</p><p>27–30 Dread Ghast</p><p>31+ Darakhul</p><p></p><p>Contaminant Shade Curse (Su) Creatures that take strength damage from contaminant shade’s lingering damage ability or who are reduced to 0 Str by the shade's touch attack must succeed at a DC 17 Will save or contract the contaminant shade curse. An afflicted creature shows no symptoms at first. However, when the creature is exposed to magical darkness, it transforms into a contaminant shade. This transformation persists for one hour after leaving the area of magical darkness, but it ends immediately upon exposure to a 3rd-level or higher spell with the light descriptor. If a creature remains transformed for four hours or longer, it must attempt another DC 17 Will save or become a contaminant shade permanently. The save DCs are Charisma-based.</p><p>A remove disease or heal spell cast by a cleric with the Sun domain (or any of its subdomains) cures this curse. Alternatively, reducing an afflicted creature to 0 hp with a damaging spell with the light descriptor allows the creature to attempt a new Will save to shake off the curse. However, if a creature has transformed permanently, only a resurrection can restore it to its original form.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/208257/Demon-Lords-of-Porphyra?affiliate_id=17596" target="_blank">Demon Lords of Porphyra</a>[spoiler]</p><p><strong>Shadow:</strong> Second Deific Boon of Balakor.</p><p></p><p>Obedience</p><p>Weep and howl at the outrage of losing your beloved city of demons, throwing gravel and sand over your head and wailing a chant to Balakor passed down from the first generation. Gain a +4 profane bonus to CMD vs. trip, and to saving throws to recover negative energy levels.</p><p>Boons</p><p>1. Dispossession’s Legacy (Sp): porphyrite passage 3/day, shatter 2/day, or summon tatterdemalion 1/day</p><p>2. Field of Ghosts (Su): You can, once per day, cause the spirits of those whose were killed in spiteful conflict to rise from the stained earth they tried to keep and take vengeance on those nearby. You can scream out, as a full-round action, and cause a number of incorporeal shadows equal to your HD/3 to rise from the ground and attack who you designate. This only works above ground, on terrestrial terrain, and the shadows remain until the next sunrise, unless destroyed.</p><p>3. Vengeance of Bhaal-aak (Sp): Once per day you can inflict damage on structures as the spell earthquake, but only as it pertains to buildings.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/112838/PFRPG-Dragon-Templates--Volume-1--A-to-H?affiliate_id=17596" target="_blank">Dragon Templates Volume 1</a>[spoiler]</p><p><strong>Ghost Dragon:</strong> ?[/spoiler]</p><p></p><p>DSE1 Dark Sun Excursions Lost Temple of Rahoon[spoiler]</p><p><strong>Lightning Skeleton:</strong> Lightning skeletons are mindless undead empowered with a glimmer of electrical power. </p><p><strong>Lightning Skeleton, Mindless Undead Empowered With a Glimmer of Electrical Power:</strong> ?</p><p><strong>Merak, Raaig:</strong> In ancient times before the devastation of Athas, Merak and Aubrae were minor nobles of House Tragus. Their devotion to Rahoon was absolute and although they focused on the well-being of their village and holdings, they dedicated most of their wealth to building a large temple complex. Merak was convinced that this act of piety would ensure his place after death. So, along with his wife Aubrae, he funded its construction and upon their deaths willingly transformed into Raaigs to protect the sanctity of the temple into eternity.</p><p><strong>Aubree, Raaig:</strong> In ancient times before the devastation of Athas, Merak and Aubrae were minor nobles of House Tragus. Their devotion to Rahoon was absolute and although they focused on the well-being of their village and holdings, they dedicated most of their wealth to building a large temple complex. Merak was convinced that this act of piety would ensure his place after death. So, along with his wife Aubrae, he funded its construction and upon their deaths willingly transformed into Raaigs to protect the sanctity of the temple into eternity. </p><p><strong>Raaig:</strong> In life, raaigs were devout individuals devoted to a specific faith. </p><p><strong>Incorporeal Undead:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/175052/Dunes-of-Desolation?affiliate_id=17596" target="_blank">Dunes of Desolation</a>[spoiler]</p><p><strong>Desperado:</strong> A hole in the desert can hold many secrets, but sometimes it cannot keep an evil soul buried in the ground. Desperados are undead gunfighters that were so mean and despicable in life that even death was not enough to end their killing ways. Desperados never rise from a grave found in any habitat other than a desert, a fact that is often attributed to the climate’s ability to naturally mummify humanoid corpses. </p><p>All desperados were once human to some degree. </p><p>Though the vast majority of desperados are evil, there are a few tales of good men rising from their graves to right an unspeakable injustice or wreak revenge on those deserving of such a terrible fate. </p><p>“Desperado” is an acquired template that can be added to any living creature with class levels in gunslinger. </p><p><strong>Desperado Human Gunslinger 6:</strong> ?</p><p><strong>El-Auren:</strong> Natural dangers claim their fair share of desert travelers every year. The bodies of most victims are forever lost beneath the dunes, but some emerge from their graves and resume their appointed tasks. These shambling cadavers are known as el-aurens. </p><p>A long, hard trudge across the scalding desert is the furthest thing in the minds of most humanoids, but for a select few individuals the windswept dunes represent one of the world’s last frontiers. These intrepid beings devoted themselves to a life of discovery and exploration in the harshest climate possible. Sadly, somewhere along the way, the very sands that they loved claimed their broken bodies as their own. However, their devotion to duty and their quest for knowledge were so strong, that they rose from their dusty graves and resumed their life’s work albeit as members of the living dead. </p><p><strong>Spectral Rider:</strong> Spectral riders are incorporeal undead created when a powerful genie curses a sorcerer that raised its ire. They appear as hooded figures devoid of any facial features, which the genie deliberately did to punish the offender with eternal anonymity. The effect works only on a living creature that shares the same bloodline as the genie uttering the curse. It is rumored, that a djinni created the first spectral rider when an evil sorcerer with the djinni bloodline challenged him to a race aboard his carpet of flying. When the genie prevailed, the sorcerer refused to accept defeat and cast bestow curse on his competitor. Outraged by the offense, the genie cursed the sorcerer instead and consigned him to spend the rest of eternity as a spirit aboard his carpet of flying. Either out of tradition or to preserve the punishment’s novelty, the capricious genies punish other mortals in the same manner. Although a djinni is responsible for creating the first spectral rider, the chaotic marids take credit for most spectral riders wandering the desert today. </p><p>“Spectral rider” is an acquired template that can be added to any living creature with one of the following sorcerer bloodlines — djinni, efreeti, marid or shaitan. </p><p><strong>Thirstmonger:</strong> These undead abominations are the risen earthly remains of those unfortunate humanoids that died of thirst in pursuit of fresh water only to be duped by an optical illusion. The desire for water is so intense that the creature joins the ranks of the undead within minutes of death; however its mission remains unchanged — it continues searching for water. </p><p>Most victims of “mirage delirium” eventually collapse and die from dehydration within sight of a mirage. Many rise from their desert graves to begin an undead existence as a malevolent thirstmonger.</p><p></p><p><strong>Devourer:</strong> Undeterred, Thozzaggard used his magic to transport himself into the cavern behind the door. This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature. </p><p>Countless millennia ago, Thozzaggard also found the watery star; however he succumbed to its power and became an undead abomination. </p><p>In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door. </p><p><strong>Ghost Human Bard 3:</strong> The zither player is named Ceruth, a beggar that solicited donations by playing his zither during Iljanna’s decline. After death, the bitter musician refused to depart and became a ghost cursed to forever haunt the dollhouse. </p><p><strong>Zombie Dire Rat:</strong> In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming dire rat zombies. </p><p><strong>Draugr:</strong> The force of her will and the corruption of her soul were so great that four unfortunate men that drowned countless ages ago also rose from the mire as 4 draugrs. </p><p><strong>Poltergeist:</strong> It is haunted by 4 poltergeists that are the undead spirits of those rare individuals that nearly discovered the house’s concealed basement and inner workings. </p><p><strong>Juju Zombie Desert Giant:</strong> Fazzellon ceded his land to Eyegouger in life; however he is unwilling to relinquish his claim so easily. His burning desire to rule over his fiefdom fueled his transformation into something unnatural. </p><p>After his destruction at Eyegouger’s claws, Fazzellon rose from death as a juju zombie desert giant. </p><p><strong>Bog Mummy:</strong> The lionweres’ residual mystical energy from her dread tome King of Beasts proved sufficient to wake the vile priestess from her eternal rest as a bog mummy and unleash her on an unsuspecting world. </p><p><strong>Shadow Rat Swarm:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/250980/Echelon-Reference-Series-Alchemist-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Alchemist (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Uncontrolled Undead:</strong> Create Undead extract.</p><p>Create Greater Undead extract.</p><p><strong>Corporeal Undead:</strong> Create Undead extract.</p><p>Create Greater Undead extract.</p><p><strong>Undead Harmed By Sunlight:</strong> ?</p><p><strong>Organic Undead, Organic Mindless Subject Creature:</strong> ?</p><p><strong>Small Undead:</strong> ?</p><p><strong>Medium Undead:</strong> ?</p><p><strong>Tiny Undead:</strong> ?</p><p><strong>Large Undead:</strong> ?</p><p><strong>Diminutive Undead:</strong> ?</p><p><strong>Huge Undead:</strong> ?</p><p><strong>Servitor Undead:</strong> ?</p><p><strong>Mohrg:</strong> The hermetic morlock is the most evolved of a devolved race and views its kin as a lost cause in their current state. It seeks a way to advance the morlocks back out of barbarism by any means necessary. It is obsessed with altering the body and mind but realizes such changes take time. It has started with itself and has become something more than a mere morlock—somewhere between living and dead. In the meantime, it seeks a way to turn fallen morlocks into an unstoppable force and has become an expert in bringing the dead back from life in a variety of morbid states. It always retains a retinue of animated creatures and delights in turning the bodies of enemies into weapons against their former allies. It carries a variety of syringes filled with animating elixirs and injects them into fallen creatures to create mohrgs.</p><p><strong>Zombie:</strong> Alchemical Zombie discovery.</p><p><strong>Variant Zombie:</strong> Simple Reanimation extract.</p><p><strong>Zombie, Alchemy-Powered Zombie:</strong> </p><p><strong>Zombie, Mindless Creature:</strong> ?</p><p></p><p>Simple Reanimation 7</p><p>Replaces Bomb damage (1d6)</p><p>At 7th level, a reanimator adds lesser animate dead to his formula book as a 3rd-level extract. When he uses that extract, rather than drinking it, he injects it into the corpse he intends to animate, which rises as an undead creature under his control 1 hour later. The extract can only create zombies (including variant zombies). This ability replaces the increase to bomb damage at this level.</p><p></p><p>Create Undead 13</p><p>Replaces Bomb damage (1d6)</p><p>At 13th level, a reanimator adds create undead to his formula book as a 4th-level extract. When he uses that extract, rather than drinking it, he injects it into the corpse he intends to animate, which rises as an uncontrolled undead 1 hour later. The extract can only create corporeal undead. This ability replaces the increase to bomb damage at this level.</p><p></p><p>Create Greater Undead 15</p><p>Replaces Bomb damage (1d6)</p><p>At 15th level, a reanimator adds create greater undead to his formula book as a 5th-level extract. This otherwise acts similarly to a create undead extract. This ability replaces the increase to bomb damage at this level.</p><p></p><p>Alchemical Zombie Su</p><p>Reanimate corpse as alchemy-powered zombie.</p><p>The alchemist gains the ability to animate a relatively complete corpse as an alchemy-powered zombie. This process takes 1 hour and costs 100 gp in alchemical reagents per HD of the corpse being animated; the dead creature gains the zombie template. Zombies that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control. An alchemist must be at least 8th level before selecting this discovery. The created zombie is a creature, not a supernatural effect.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/206673/Echelon-Reference-Series-Alchemist-Extracts-Compiled-3ppPRD?cPath=10523_27643?affiliate_id=17596" target="_blank">Echelon Reference Series: Alchemist Extracts Compiled (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Small Undead:</strong> ?</p><p><strong>Medium Undead:</strong> ?</p><p><strong>Tiny Undead:</strong> ?</p><p><strong>Large Undead:</strong> ?</p><p><strong>Diminutive Undead:</strong> ?</p><p><strong>Huge Undead:</strong> ?</p><p><strong>Sentient Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> Culture Monster VI extract.</p><p><strong>Zombie:</strong> Culture Monster I extract.</p><p></p><p>Culture Monster I</p><p>School transmutation</p><p>Level alchemist 1</p><p>Casting Time 1 standard action</p><p>Components V, S, M (remains worth 25 gp, see text)</p><p>Range personal</p><p>Target you</p><p>Duration 1 round/level</p><p>This extract imparts one of several bonuses based on the component used to create it.</p><p>Dwarven beard +2 Con, stability</p><p>Elven ear +2 Dex, elven immunities</p><p>Gnomish nose +2 Cha, gnome magic</p><p>Halfling breath +2 Cha, halfling luck</p><p>Human heart Component human’s most iconic feat</p><p>Orc bone +2 Str, ferocity</p><p>Snake venom Bite (2d4 plus poison), poison (Ex) bite-injury; save Fort DC 10 + 1/2 your HD + your</p><p>Con modifier, frequency 1/round for 6 rounds, effect 1d2 Con, cure 1 save</p><p>Zombie ashes DR 5/slashing</p><p>CR 1/4 or higher creatures of the appropriate type that died no more than 24 hours ago (aside from halflings, whose breath must be captured as they die) provide suitable components for the effects listed above. A successful DC 6 Craft (alchemy) check allows you to harvest enough components from a creature’s remains for one extract. Failure ruins a creature’s components. The process of extraction takes 1 minute. It is imprecise and practically ruins the creature’s remains; only one component may be collected from a given creature, even if that creature’s remains consist of multiple components. The strength (CR) of a component must be noted prior to storage. A human’s most iconic feat must also be noted prior to the storage of their heart. The amount of matter required varies by component but is never more than would fit inside a handheld jar. If a storage requirement is violated, that component is ruined.</p><p>The components of culture monster I are extremely rare and it is nearly impossible to find them among the stores of even the most well-stocked alchemists or apothecaries. However, demand tends to be nonexistent, which makes it very difficult to sell the components under normal circumstances.</p><p>Min. CR Creature Component Effect Storage Requirements</p><p>¼ Dwarf Beard (woven) +2 enhancement bonus to Con, stability None</p><p>¼ Elf Ear +2 enhancement bonus to Dex, elven immunities 2 hours of direct sunlight every day</p><p>¼ Gnome Nose +2 enhancement bonus to Cha, gnome magic May not touch pollen</p><p>¼ Halfling Last breath +2 enhancement bonus to Cha, halfling luck Must be sealed in an air-tight container</p><p>¼ Human Heart Creature’s most iconic feat (determined by GM) 6 oz. of fresh human blood must be administered daily</p><p>¼ Orc (or half-orc) Bone (ground) +2 enhancement bonus to Str, ferocity Must remain dry</p><p>¼ Snake Venom Bite (1d6 plus poison), poison (Ex) bite-injury; save Fort DC 10 + ½ your HD + your Con modifier, frequency 1/round for 6 rounds, effect 1d2 Con, cure 1 save</p><p>May never be exposed to music</p><p>¼ Zombie Ashes DR 5/slashing Must remain dry</p><p></p><p>Culture Monster VI</p><p>School transmutation</p><p>Level alchemist 6</p><p>Casting Time 1 standard action</p><p>Components V, S, M (remains worth 5,400 gp, see text)</p><p>Range personal</p><p>Target you</p><p>Duration 1 round/level</p><p>This extract functions exactly like culture monster V, except that the following components may also be used:</p><p>Dragon bile Immunities (as the dragon), leather wings, fly 40 ft. (poor), breath weapon (1d6 per 2 HD, DC equal to the DC of culture monster VI)</p><p>Vampire dust Vampire template (minus special attacks and abilities), become Evil for the purpose of spells and effects</p><p>CR 8 or higher creatures of the appropriate type that died no more than 24 hours ago provide suitable components for the effects listed above. A successful DC 41 Craft (alchemy) check allows you to harvest enough components from a creature’s remains for one extract. Failure ruins that creature’s components. The process of extraction takes 1 minute. It is imprecise and practically ruins the creature’s remains; only one component may be collected from a given creature, even if that creature’s remains consist of multiple components. The strength (CR) of a component must be noted prior to storage. The amount of matter required varies by component but is never more than would fit inside a handheld jar. If a storage requirement is violated, that component is ruined.</p><p>The components of culture monster VI are extremely rare and it is nearly impossible to find them among the stores of even the most well-stocked alchemists or apothecaries. However, demand tends to be nonexistent, which makes it very difficult to sell the components under normal circumstances.</p><p>An alchemists that knows culture monster V may attempt a DC 44 Craft (alchemy) check to learn this formula for free upon reaching alchemist level 16 and every three alchemist levels thereafter.</p><p>Min. CR Creature Component Effect Storage Requirements</p><p>8 Dragon Bile Immunities (as the dragon), leather wings, fly 40 ft. (poor), breath attack (as the dragon, except it deals 1d6 damage per 2 CR of the component dragon and the DC is equal to the DC of culture monster VI)</p><p>None; dragons can sense dragon bile (including the type, color and HD of the dragon slain) in a creature’s possession and react accordingly</p><p>8 Vampire Dust Gain the vampire template (minus its special attacks and special qualities), your alignment becomes Evil for the purpose of spells and effects that rely on alignment</p><p>May never be exposed to direct sunlight, 1 oz. of fresh blood must be administered daily[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/137843/Echelon-Reference-Series-Barbarian-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Barbarian (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Ancient Undead Creature:</strong> ?</p><p><strong>Rawbone Bugbear, Bloody Skeletal Champion Bugbear Barbarian 4, Hideous Rawbone Bugbear:</strong> Created by a powerful necromancer as a murderer and enforcer, the rawbone bugbear travels far and wide slaying its master’s enemies.</p><p><strong>Rawbone Bugbear, Skeletal Being Covered in Gore and Clumps of Sinew Muscle and Flesh, Murderer, Enforcer, Relentless Killer:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/206655/Echelon-Reference-Series-Bard-Spells-Compiled-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Bard Spells Compiled (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Undead Servitor, Undead Crewmember:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Medium Skeleton:</strong> ?</p><p><strong>Vampire, Creature That Takes Damage From Natural Sunlight:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/295278/Echelon-Reference-Series-Cavalier-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Cavalier (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Unnatural Threat:</strong> ?</p><p><strong>Perversion of the Natural Order That Disgrace All Ancestors:</strong> ?</p><p><strong>Vile Unnatural Violation of a Natural Cycle:</strong> ?</p><p><strong>Haunt:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/206679/Echelon-Reference-Series-Cleric-Oracle-Spells-Compiled-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> <em>Shadow of Duty</em> spell.</p><p><em>Curse of Undeath</em> spell.</p><p><em>Life to Undeath</em> spell.</p><p><strong>Corporeal Undead Creature:</strong> “Corporeal undead” is a template you can add to any nonundead, corporeal creature.</p><p><em>Unravel the Mortal Coil</em> spell.</p><p><em>Defile</em> spell.</p><p><strong>Shadow Hydra Head:</strong> <em>Shadow Hydra</em> spell.</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Animated Undead:</strong> ?</p><p><strong>Incorporeal Undead Whose Spirit Still Lingers Partially on the Material Plane:</strong> ?</p><p><strong>Created Undead Creature:</strong> ?</p><p><strong>Non-Skeletal Corporeal Undead:</strong> ?</p><p><strong>Aligned Undead:</strong> ?</p><p><strong>Nonintelligent Undead, Unintelligent Undead, Mindless Undead:</strong> <em>Life to Undeath</em> spell.</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Summoned Undead Creature:</strong> ?</p><p><strong>Blood-Feeding Undead, Undead Creature That Feeds on Blood:</strong> ?</p><p><strong>Agitated Incorporeal Undead:</strong> ?</p><p><strong>Flying Undead:</strong> ?</p><p><strong>Creature Healed by Negative Energy:</strong> ?</p><p><strong>Mythic Undead:</strong> ?</p><p><strong>Undead Spawn:</strong> ?</p><p><strong>Undead Creature That is Particularly Vulnerable to Bright Light:</strong> ?</p><p><strong>Less Powerful Undead:</strong> ?</p><p><strong>Undead Creature With Rejuvenation:</strong> ?</p><p><strong>Winged Undead Creature:</strong> ?</p><p><strong>Creature That Has No Blood:</strong> ?</p><p><strong>Powerful Undead Creature:</strong> ?</p><p><strong>Free-Willed Undead:</strong> <em>Luskal's Energy Tapping</em> spell.</p><p><strong>Animated Dead:</strong> <em>Improved Animate Dead</em> spell.</p><p><strong>Allip:</strong> ?</p><p><strong>Allip, Incorporeal Undead Whose Spirit Still Lingers Partially on the Material Plane:</strong> ?</p><p><strong>Crypt Thing:</strong> <em>Create Crypt Thing</em> spell.</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell, caster level 20th or higher.</p><p><em>Animate Dead IX</em> spell.</p><p><strong>Flying Skull:</strong> ?</p><p><strong>Ghast:</strong> <em>Animate Ghoul</em> spell, 13th or higher caster.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><em>Create Undead</em> spell, caster level 12th to 14th.</p><p><strong>Ghost:</strong> <em>Transcendental Geas</em> spell.</p><p><em>Phantasmal Detainment</em> spell.</p><p><strong>Ghost, Controlling Life Force, Possessing Entity, Possessing Spirit:</strong> ?</p><p><strong>Ghost, Agitated Incorporeal Undead, Spirit:</strong> ?</p><p><strong>Ghost, Calmed Spirit:</strong> ?</p><p><strong>Ghost, Incorporeal Undead Whose Spirit Still Lingers Partially on the Material Plane:</strong> ?</p><p><strong>Ghost, Undead Creature With Rejuvenation:</strong> ?</p><p><strong>Ghoul, Standard Ghoul:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Ghoul</em> spell.</p><p><em>Create Undead</em> spell, caster level 11th or lower.</p><p><strong>Large Ghoul:</strong> <em>Animate Ghoul</em> spell, large humanoid corpse, 11th or higher caster.</p><p><strong>Haunt:</strong> ?</p><p><strong>Agitated Haunt, Spirit, Angry Entity:</strong> ?</p><p><strong>Calmed Haunt:</strong> ?</p><p><strong>Neutral Haunt:</strong> ?</p><p><strong>Good Haunt:</strong> ?</p><p><strong>Lich, Creature Made Up Primarily of Bone:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell, caster level 18th or higher.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell, caster level 15th to 17th.</p><p><strong>Shadow, Normal Shadow:</strong> Anyone killed by an imbued shadow becomes a shadow or shadow mastiff permanently under [the] control [of the creator of the imbued shadow].</p><p><em>Animate Dead III</em> spell.</p><p><em>Umbral Touch</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><em>Create Greater Undead</em> spell, caster level 15th or lower.</p><p><strong>Shadow, Creature That Creates Undead Out of its Slain Foes, More Powerful Intelligent Sort of Undead, Creature of the Plane of Shadow, Shadow Creature:</strong> ?</p><p><strong>Animate Shadow:</strong> <em>Animate Shadow</em> spell.</p><p><strong>Imbued Shadow:</strong> <em>Infuse Shadow</em> spell.</p><p><strong>Greater Shadow:</strong> <em>Animate Dead VIII</em> spell.</p><p><em>Animate Dead IX</em> spell.</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Skeleton: BoLS</em> spell.</p><p><em>Animate Skeleton: Rite</em> spell.</p><p><em>Animate Dead II</em> spell.</p><p><em>Raise Lesser Undead</em> spell.</p><p><em>Animate Dead</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Escape the Bonds of Flesh</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><em>Animate Living Skeleton</em> spell.</p><p><em>Animate Dead VI</em> spell.</p><p><em>Animate Dead VII</em> spell.</p><p><em>Animate Dead VIII</em> spell.</p><p><em>Call the Dead</em> spell.</p><p><em>Animate Dead IX</em> spell.</p><p><strong>Weak Skeleton:</strong> ?</p><p><strong>Skeletal Servant:</strong> ?</p><p><strong>Skeleton, Animated Skeleton:</strong> ?</p><p><strong>Bugbear Skeleton:</strong> <em>Awaken the Dead I: PDG</em> spell.</p><p><strong>Skeleton, Nonintelligent Undead, Creature Made Up Primarily of Bone:</strong> ?</p><p><strong>Small Skeleton:</strong> <em>Lesser Animate Dead</em> spell.</p><p><strong>Medium Skeleton:</strong> <em>Lesser Animate Dead</em> spell.</p><p><strong>Variant Skeleton:</strong> ?</p><p><strong>Burning Skeleton:</strong> <em>Call the Dead</em> spell.</p><p><strong>Bleeding Skeleton:</strong> <em>Call the Dead</em> spell.</p><p><strong>Spectre:</strong> <em>Animate Dead VII</em> spell.</p><p><em>Animate Dead VIII</em> spell.</p><p><em>Create Greater Undead</em> spell, caster level 18th to 19th.</p><p><em>Animate Dead IX</em> spell.</p><p><strong>Vampire, Creature That Creates Undead Out of its Slain Foes, Creature That Takes Damage From Natural Sunlight, Creature That Ingests Blood But is Immune to Poison:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ancient Vampire:</strong> ?</p><p><strong>Wight:</strong> <em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Wraith:</strong> ?</p><p><strong>Wraith, Creature That Creates Undead Out of its Slain Foes:</strong> ?</p><p><em>Animate Dead V</em> spell.</p><p><em>Animate Dead VI</em> spell.</p><p><em>Animate Dead VII</em> spell.</p><p><em>Create Greater Undead</em> spell, caster level 16th to 17th.</p><p><strong>Dread Wraith:</strong> <em>Animate Dead IX</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Zombie</em> spell.</p><p><em>Animate Dead II</em> spell.</p><p><em>Raise Lesser Undead</em> spell.</p><p><em>Animate Dead</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><em>Animate Dead VI</em> spell.</p><p><em>Animate Dead VII</em> spell.</p><p><em>Animate Dead VIII</em> spell.</p><p><em>Animate Dead IX</em> spell.</p><p><strong>Weak Zombie:</strong> ?</p><p><strong>Small Zombie:</strong> <em>Lesser Animate Dead I</em> spell.</p><p><strong>Zombie-Like Creature:</strong> <em>Unhallowed Dagger</em> spell.</p><p><strong>Human Zombie:</strong> <em>Awaken the Dead I: PDG</em> spell.</p><p><strong>Hyena Zombie:</strong> <em>Awaken the Dead I: PDG</em> spell.</p><p><strong>Orc Zombie:</strong> <em>Awaken the Dead I: PDG</em> spell.</p><p><strong>Leopard Zombie:</strong> <em>Awaken the Dead I: PDG</em> spell.</p><p><strong>Wolf Zombie:</strong> <em>Awaken the Dead I: PDG</em> spell.</p><p><strong>Zombie, Nonintelligent Undead Creature:</strong> ?</p><p><strong>Medium Zombie:</strong> <em>Lesser Animate Dead</em> spell.</p><p><strong>Variant Zombie:</strong> ?</p><p><strong>Dilapidated Zombie:</strong> ?</p><p><strong>Animated Zombie:</strong> ?</p><p><strong>Animated Undead Zombie:</strong> <em>Improved Animate Dead</em> spell.</p><p><strong>Mythic Agile Animated Undead Zombie:</strong> <em>Improved Animate Dead</em> spell.</p><p><strong>Mythic Savage Animated Undead Zombie:</strong> <em>Improved Animate Dead</em> spell.</p><p><strong>Uncontrolled Zombie:</strong> <em>Cursed Earth</em> spell.</p><p></p><p>Animate Dead I</p><p>School necromancy (animation)</p><p>Level cleric 1, sorcerer/wizard 1</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell temporarily infuses the remains of a once-living creature with negative energy, animating it in a mockery of its former life. The resulting undead creature acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions within the limits of the creature to obey or understand.</p><p>The spell animates one of the creatures from the 1st level list on the table. You choose which kind of undead to animate, and you can change that choice each time you cast the spell.</p><p>To animate a particular type of undead, the correct remains must be available for each creature created. Remains must be mostly intact. A soul is present in any corporeal remains for which the creature has not been resurrected or previously animated as an undead. A soul can also be obtained from trap the soul, magic jar, or similar magic.</p><p>Unlike most spells, line of effect is not required to animate the remains, as long as their location is known. This allows a body to be animated in its grave. An animated undead cannot summon or otherwise conjure another creature, create spawn, or use any teleportation or planar travel abilities.</p><p>When you use an animation spell to create an air, chaotic, earth, evil, fire, good, lawful, or water subtype creature, it is a spell of that type. Within the area of a desecrate spell, the duration of animate dead I is doubled.</p><p>1st Level Remains Required Align</p><p>ghoul humanoid corpse CE</p><p>1d4 skeletons (1 HD) appropriate corpse or skeleton NE</p><p>skeleton (2-3 HD) appropriate corpse or skeleton NE</p><p>1d3 zombies (2 HD) appropriate corpse NE</p><p>zombie (4 HD) appropriate corpse NE</p><p></p><p>Animate Skeleton: BoLS</p><p>School necromancy [evil]</p><p>Level cleric 1, sorcerer/wizard 1</p><p>Casting Time 1 standard action</p><p>Components V, S, M (you must prepare a salve worth at least 10 gp per HD of the skeleton and rub it on each corpse you intend to animate)</p><p>Range touch</p><p>Targets one or more corpses touched</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell turns the bones of dead creatures into undead skeletons that follow your spoken commands. For each caster level you possess, you can animate one skeleton that has a CR of 1 or less.</p><p>The skeletons can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton can’t be animated again.</p><p>The skeletons you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of skeletons equal to your caster level at one time. If you exceed this number, all the newly created creatures fall under your control, and any excess skeletons from previous castings become uncontrolled. You choose which creatures are released. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.</p><p></p><p>Animate Skeleton: Rite</p><p>School necromancy</p><p>Level cleric 1, sorcerer/wizard 1</p><p>Casting Time 1 standard action</p><p>Components V, S, M (a small black onyx worth 50 gp, placed in the skeleton’s or corpse’s eye socket or mouth; it is destroyed in the casting)</p><p>Range touch</p><p>Target one corpse or skeleton</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell turns the body or bones of a person or creature into a skeleton. This spell will only animate dead creatures of Medium size or smaller. The skeleton can follow the caster and obey the caster’s commands or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The skeleton remains animated until it is destroyed. A destroyed skeleton cannot be reanimated again.</p><p>Regardless of the number of times this spell is cast, only a single skeleton from this spell may be controlled at any one time by a single caster. If another skeleton is animated using this spell while another is already under your control, the original becomes uncontrolled.</p><p>This undead does not count against your HD limit of controlled undead. An undead skeleton can be created only from a mostly intact skeleton or corpse. If a skeleton is made from a corpse, the flesh falls off the bones.</p><p></p><p>Animate Zombie</p><p>School necromancy [evil]</p><p>Level cleric 1, sorcerer/wizard 1</p><p>Casting Time 1 standard action</p><p>Components V, S, M (you must bathe each corpse in a bath of special salts. The salts must be worth at least 10 gp per HD of the zombie)</p><p>Range touch</p><p>Targets one or more corpses touched</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell functions like the animate skeleton: bols spell, but animates the corpses as zombies rather than skeletons. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.</p><p></p><p>Awaken the Dead I: PDG</p><p>School necromancy</p><p>Level cleric 1, rook 1, sorcerer/wizard 1</p><p>Components V, S, F/DF (a corpse candle)</p><p>Casting Time 1 round</p><p>Range Close (25 ft. + 5 ft./2 levels)</p><p>Effect One created undead creature</p><p>Duration 1 round/level (D)</p><p>Saving Throw None</p><p>Spell Resistance No</p><p>This spell awakens an undead creature and calls it forth from its twilight hell (typically from the ground or from out of the shadows). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.</p><p></p><p>Animate Dead II</p><p>School necromancy (animation)</p><p>Level cleric 2, sorcerer/wizard 3</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I, except that you can animate one creature from the 2nd-level list or 1d3 of the same option from the 1st-level list.</p><p>2nd Level Remains Required Align</p><p>skeleton (4-5 HD) appropriate corpse or skeleton NE</p><p>zombie (6 HD) appropriate corpse NE</p><p>1st Level Remains Required Align</p><p>ghoul humanoid corpse CE</p><p>1d4 skeletons (1 HD) appropriate corpse or skeleton NE</p><p>skeleton (2-3 HD) appropriate corpse or skeleton NE</p><p>1d3 zombies (2 HD) appropriate corpse NE</p><p>zombie (4 HD) appropriate corpse NE</p><p></p><p>Animate Ghoul</p><p>School necromancy (animation) [evil]</p><p>Level antipaladin 2, cleric 2, sorcerer/wizard 3</p><p>Casting Time 1 standard action</p><p>Components V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp)</p><p>Range touch</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>You raise one humanoid corpse as a ghoul under your control. As long as the corpse is a Medium humanoid, it rises as a standard ghoul, regardless of any class levels, HD, or abilities it had in life. This spell can also be used on a Small humanoid to create a Small ghoul. If you are 11th level or higher, it can be used on the corpse of a Large humanoid to create a Large ghoul. If you are at least 13th level, this spell can be used to create a ghast instead, but the material component changes to an onyx gemstone worth at least 200 gp.</p><p>Undead created by this spell are loyal to the caster, but are subject to the usual Hit Dice limit for the number of undead that can be controlled (as per animate dead).</p><p></p><p>Lesser Animate Dead</p><p>School necromancy [evil]</p><p>Level cleric 2, sorcerer/wizard 3</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)</p><p>Range touch</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell functions as animate dead, except you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies with this spell.</p><p></p><p>Raise Lesser Undead</p><p>School necromancy [evil]</p><p>Level cleric 2, sorcerer/wizard 2</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)</p><p>Range touch</p><p>Target one corpse touched</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell functions as animate dead except that it can create a single skeleton or zombie with a maximum number of HD equal to your 1/2 your caster level, to a maximum 5 HD at 10th level. You cannot have more than one undead creature under your control through this spell. If you cast this spell a second time, the first creature immediately crumbles to dust. This creature counts against your maximum limit of undead creatures you can control.</p><p></p><p>Animate Dead</p><p>School necromancy [evil]</p><p>Level cleric 3, sorcerer/wizard 4</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)</p><p>Range touch</p><p>Targets one or more corpses touched</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell turns corpses into undead skeletons or zombies that obey your spoken commands.</p><p>The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again.</p><p>Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.</p><p>Skeletons A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.</p><p>Zombies A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.</p><p></p><p>Animate Dead III</p><p>School necromancy (animation)</p><p>Level cleric 3, sorcerer/wizard 4</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30</p><p>feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I except that you can animate one creature from the 3rd-level list or 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 of the same option from the 1st level list.</p><p>3rd Level Remains Required Align</p><p>ghast humanoid corpse CE</p><p>shadow humanoid soul CE</p><p>skeleton (6-7 HD) appropriate corpse or skeleton NE</p><p>wight humanoid corpse LE</p><p>zombie (8-10 HD) appropriate corpse NE</p><p>2nd Level Remains Required Align</p><p>skeleton (4-5 HD) appropriate corpse or skeleton NE</p><p>zombie (6 HD) appropriate corpse NE</p><p>1st Level Remains Required Align</p><p>ghoul humanoid corpse CE</p><p>1d4 skeletons (1 HD) appropriate corpse or skeleton NE</p><p>skeleton (2-3 HD) appropriate corpse or skeleton NE</p><p>1d3 zombies (2 HD) appropriate corpse NE</p><p>zombie (4 HD) appropriate corpse NE</p><p></p><p>Umbral Touch</p><p>School necromancy [evil]</p><p>Level cleric 3, sorcerer/wizard 3</p><p>Casting Time 1 standard action</p><p>Components S</p><p>Range touch</p><p>Target one creature</p><p>Duration 1 minute/level</p><p>Saving Throw Fortitude halves</p><p>Spell Resistance yes</p><p>This spell gives you a Strength-draining touch. If you make a successful touch attack, the subject suffers 1d6 +1 per 2 caster levels (maximum +6) of temporary Strength ability damage. A successful Fortitude save halves the ability damage.</p><p>If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum.</p><p></p><p>Animate Dead IV</p><p>School necromancy (animation)</p><p>Level cleric 4, sorcerer/wizard 5</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30</p><p>feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I, except that you can animate one creature from the 4th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option a lower level list.</p><p>4th Level Remains Required Align</p><p>skeleton (8-9 HD) appropriate corpse or skeleton NE</p><p>zombie (12-14 HD) appropriate corpse NE</p><p>3rd Level Remains Required Align</p><p>ghast humanoid corpse CE</p><p>shadow humanoid soul CE</p><p>skeleton (6-7 HD) appropriate corpse or skeleton NE</p><p>wight humanoid corpse LE</p><p>zombie (8-10 HD) appropriate corpse NE</p><p>2nd Level Remains Required Align</p><p>skeleton (4-5 HD) appropriate corpse or skeleton NE</p><p>zombie (6 HD) appropriate corpse NE</p><p></p><p>Escape the Bonds of Flesh</p><p>School necromancy [death]</p><p>Level cleric 4, sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S, M (piece of bone)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one living creature</p><p>Duration instantaneous</p><p>Saving Throw Fortitude half</p><p>Spell Resistance yes</p><p>The victim’s skeleton writhes and twists within his body, tearing muscles and rupturing flesh. The victim suffers 2d8 points of damage, +1 point per caster level (maximum +20). If the damage dealt by this spell brings the target to –10 hit points or below, his skeleton tears from its body and becomes an animated skeleton. (See “skeleton” in the Pathfinder BestiaryTM.) This skeleton is under the caster’s control in all respects as if it had been created by the animate dead spell. Should the skeleton possess too many Hit Dice for the caster to control, it remains independent and immediately attacks the nearest creature.</p><p></p><p>Improved Animate Dead</p><p>School necromancy (animation) [evil]</p><p>Level cleric 4, sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S, M (one onyx gem per body part worth at least 25 gp per hit dice of the undead)</p><p>Range touch</p><p>Target one or more body parts</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell turns the separated body parts of dead creatures into animated undead. The spell is similar in all respects to animate dead, except that it does not require complete bodies. The resulting undead operate as Small zombies with the following modifications:</p><ul> <li data-xf-list-type="ul">Any class-based HD become racial HD (d8).</li> <li data-xf-list-type="ul">They retain class-based Reflex saves but use the Fortitude and Will saves of a zombie of equal HD.</li> <li data-xf-list-type="ul">They retain the defensive abilities of their base creature, including Dexterity bonus and natural bonuses to armor.</li> <li data-xf-list-type="ul">They gain DR 5/slashing, any size bonuses and penalties to AC, and the natural armor bonus of a zombie by size.</li> <li data-xf-list-type="ul">They fly at 30 ft. (poor). Fast movement affects their speed.</li> <li data-xf-list-type="ul">They retain all the natural weapons, manufactured weapon attacks, and weapon proficiencies</li> </ul><p>of the base creature(s). They gain a slam attack as a zombie one size larger.</p><ul> <li data-xf-list-type="ul">If this spell is cast on a spellcaster’s arm, the arm retains the last spell cast by the original creature in life at its original caster level, which it may cast once per day without need for material or verbal components.</li> <li data-xf-list-type="ul">They retain any of the base creature’s special attacks feasibly usable by the body part animated.</li> <li data-xf-list-type="ul">They retain the original Dexterity and add +2 to Strength.</li> <li data-xf-list-type="ul">They have no Constitution or Intelligence score, and their Wisdom and Charisma become 10.</li> <li data-xf-list-type="ul">Their base attack bonus is as per their original class.</li> <li data-xf-list-type="ul">They have no skill ranks.</li> <li data-xf-list-type="ul">They gain Toughness as a bonus feat and retain all feats from their former life that are still useable in their current form, including Improved Initiative.</li> <li data-xf-list-type="ul">They retain the special qualities of their base creature(s) that remain useable in their current form, unaffected by the zombie staggered special quality.</li> </ul><p>Mythic Add your tier to the caster level when determining how many Hit Dice of zombies you can animate with a single casting of this spell. This does not increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell’s material component.</p><p>Augmented (6th) If you expend two uses of mythic power, the zombies you animate gain either the agile or savage mythic template for a number of days equal to your tier. At 8th tier, you can expend 10 uses of mythic power and apply either the agile or savage mythic template permanently to the zombies you create with this spell.</p><p></p><p>Animate Dead V</p><p>School necromancy (animation)</p><p>Level cleric 5, sorcerer/wizard 6</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30</p><p>feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I except that you can animate one creature from the 5th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option from a lower level list.</p><p>5th Level Remains Required Align</p><p>skeleton (10-11 HD) appropriate corpse or skeleton NE</p><p>wraith humanoid soul LE</p><p>zombie (15-16 HD) appropriate corpse</p><p>4th Level Remains Required Align</p><p>skeleton (8-9 HD) appropriate corpse or skeleton NE</p><p>zombie (12-14 HD) appropriate corpse NE</p><p>3rd Level Remains Required Align</p><p>ghast humanoid corpse CE</p><p>shadow humanoid soul CE</p><p>skeleton (6-7 HD) appropriate corpse or skeleton NE</p><p>wight humanoid corpse LE</p><p>zombie (8-10 HD) appropriate corpse NE</p><p></p><p>Animate Living Skeleton</p><p>School necromancy (animation) [evil]</p><p>Level cleric 5, sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gem worth at least 25 gp per HD of the target)</p><p>Range close (25 f. + 5 ft./2 levels)</p><p>Target one living creature</p><p>Duration 1 round/level (D)</p><p>Saving Throw Fortitude partial (see text)</p><p>Spell Resistance yes</p><p>The target’s bones take on a life of their own and move within the target’s flesh. The target must make a Fortitude save each round this spell is in effect as the target’s skeleton animates from within. Each failure means the target takes 1d6 hp of negative energy damage and 1 point of Constitution damage, and it becomes staggered and sickened for 1 round. If the target makes its save, it takes no hp or Constitution damage but is still sickened for 1 round.</p><p>If the target creature dies during the duration of this spell, its remaining flesh immediately falls away and its type changes to undead as it becomes an animated skeleton (wearing and wielding all of the target’s equipment). Starting on your next turn and lasting until the spell ends, the skeleton is under your direct control. When the spell duration expires, the controlled skeleton collapses into a heap of bones.</p><p>Protection from evil negates this spell’s effects for as long as the two durations overlap. Dispel evil automatically ends the spell.</p><p>This spell has no effect on creatures without internal skeletons.</p><p>Mythic This spell deals 2d6 hp negative energy damage and 2 points of Constitution damage upon each failed saving throw, as well as the target becoming staggered. A successful saving throw results in 1d6 hp negative energy damage, no Constitution damage, and the target is sickened for 1 round.</p><p>If the target dies during the duration of a mythic animate living skeleton it becomes an animated skeleton under control of the caster as per the animate dead spell.</p><p></p><p>Animate Shadow</p><p>School necromancy</p><p>Level cleric 5, magus 5, sorcerer/wizard 5</p><p>Casting Time 1 round</p><p>Components V, S</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one creature not in darkness</p><p>Duration 1 round/level</p><p>Saving Throw Will partial</p><p>Spell Resistance yes</p><p>You infuse the subject’s shadow with negative energy, calling it to undeath if the subject fails a Will save. The shadow rises in a space adjacent to the subject and acts immediately, on your turn. If you share a language with the subject, the shadow will obey your command. Otherwise, it attacks your opponents to the best of its ability. If the subject is evil, the shadow will attack the subject exclusively before attacking you upon the subject’s death.</p><p>Unlike a normal shadow, this shadow’s alignment matches that of the subject, and the shadow cannot create spawn. The shadow’s attack bonus is equal to ½ your caster level, its size is equal to the subject’s size and its hit points are based on its size. The shadow has the ability scores of a shadow, not the subject, and they remain unchanged by its size.</p><p></p><p>Infuse Shadow</p><p>School necromancy [evil]</p><p>Level cleric 5</p><p>Casting Time 1 standard action</p><p>Components S</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Target one being’s shadow</p><p>Duration see text (D)</p><p>Saving Throw none</p><p>Spell Resistance yes</p><p>Through the use of this spell, you imbue energy from the Plane of Shadow into the natural shadow cast by any living being. This normal shadow then becomes a shadow (as described in the Pathfinder Roleplaying Game Bestiary) if the targeted shadow is cast by a bipedal being, or becomes a shadow mastiff (also in the Pathfinder Roleplaying Game Bestiary) if the creature is anything other than bipedal. While the shadow is under your control, its only possible action is to attack the being to whom it is attached (the being from whose shadow it was formed).</p><p>The shadow created by this spell possesses all the statistics of a creature of its type, but its hit points are increased by 1 hp/caster level (maximum increase 20 hp).</p><p>The energy that imbues the subject’s shadow fades in any of these three cases: 1) you dismiss the spell; 2) the shadow is slain; or 3) its target is slain.</p><p>Anyone killed by an imbued shadow becomes a shadow or shadow mastiff permanently under your control. This transformation is complete in 1d4+1 rounds. You may control up to 2 HD of shadow creatures per caster level at any one time, and if you also control animated dead (per the animate dead spell), then the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum.</p><p></p><p>Animate Dead VI</p><p>School necromancy (animation)</p><p>Level cleric 6, sorcerer/wizard 7</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I except that you can animate one creature from the 6th-level list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 of the same option from a lower level list.</p><p>6th Level Remains Required Align</p><p>skeleton (12-14 HD) appropriate corpse or skeleton NE</p><p>zombie (18-20 HD) appropriate corpse NE</p><p>5th Level Remains Required Align</p><p>skeleton (10-11 HD) appropriate corpse or skeleton NE</p><p>wraith humanoid soul LE</p><p>zombie (15-16 HD) appropriate corpse</p><p>4th Level Remains Required Align</p><p>skeleton (8-9 HD) appropriate corpse or skeleton NE</p><p>zombie (12-14 HD) appropriate corpse NE</p><p></p><p>Create Undead</p><p>School necromancy [evil]</p><p>Level cleric 6, sorcerer/wizard 6</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Create Undead</p><p>Caster Level Undead Created</p><p>11th or lower Ghoul</p><p>12th–14th Ghast</p><p>15th–17th Mummy</p><p>18th or higher Mohrg</p><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p>This spell must be cast at night.</p><p></p><p>Transcendental Geas</p><p>School enchantment (compulsion) [curse, language-dependent, mind-affecting]</p><p>Level bard 5, cleric 6, inquisitor 5, sorcerer/wizard 6, witch 6</p><p>Casting Time 1 round</p><p>Components V</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one living creature with 7 HD or less</p><p>Duration 1 day/level or until discharged (D)</p><p>Saving Throw Will negates</p><p>Spell Resistance yes</p><p>This spell functions exactly like lesser geas, except that its effects persist beyond death. That is, a creature under the effects of this spell must continue to attempt their transcendental geas as a ghost, on the next plane of existence or wherever they may find themselves after life. In addition, this spell grants the target the ability to infiltrate the caster’s dreams posthumously for a single night as the dream spell, if such contact would enable the target to fulfil their transcendental geas.</p><p></p><p>Animate Dead VII</p><p>School necromancy (animation)</p><p>Level cleric 7, sorcerer/wizard 8</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I except that you can animate one creature from the 7th-level list or 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 of the same option from a lower level list.</p><p>7th Level Remains Required Align</p><p>spectre humanoid soul LE</p><p>skeleton (15-17 HD) appropriate corpse or skeleton NE</p><p>6th Level Remains Required Align</p><p>skeleton (12-14 HD) appropriate corpse or skeleton NE</p><p>zombie (18-20 HD) appropriate corpse NE</p><p>5th Level Remains Required Align</p><p>skeleton (10-11 HD) appropriate corpse or skeleton NE</p><p>wraith humanoid soul LE</p><p>zombie (15-16 HD) appropriate corpse</p><p></p><p>Phantasmal Detainment</p><p>School necromancy [curse, evil]</p><p>Level cleric 7, sorcerer/wizard 7, witch 7</p><p>Casting Time 1 hour</p><p>Components V, S, M, DF (a black diamond worth 100 gp per HD of the target)</p><p>Range touch</p><p>Target corpse touched</p><p>Duration instantaneous</p><p>Saving Throw Will negates</p><p>Spell Resistance yes</p><p>You prevent the subject’s soul from moving on to the next life. They become a ghost (apply the ghost template), bound to your plane of existence until satisfying some condition set forth by you. If you do not specify a particular condition, the ghost may move on as soon as it is given a burial. The subject’s ghost can materialize enough to affect corporeal creatures only after dark, although it can travel and perceive events that occur during the day.</p><p>The subject must have died no more than one day ago per caster level, or the spell fails. A subject that has received funeral rites or some form of proper burial is immune to this spell.</p><p></p><p>Shadow of Duty</p><p>School necromancy [curse, lawful]</p><p>Level cleric 7, sorcerer/wizard 7</p><p>Casting Time 10 minutes</p><p>Components V, S, M (an officer’s weapon worth at least 1,000 gp)</p><p>Range touch</p><p>Target corpse touched</p><p>Duration see text</p><p>Saving Throw Will negates</p><p>Spell Resistance yes</p><p>The subject is born into undeath so that it may perform a single task. You designate this task as you cast the spell, and the subject remains animate until its duty is fulfilled. If the specified task does not have a finite conclusion, such as, “Protect the keep from invaders” the subject receives a +4 bonus to its saving throw.</p><p>A creature born into undeath by shadow of duty is reduced to a single HD and its type changes to undead. It is unintelligent, although it can perform a single complex task as if it were an intelligent creature if that task is its duty.</p><p>The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse or wish spell.</p><p></p><p>Unravel the Mortal Coil</p><p>School abjuration</p><p>Level cleric 7, druid 8</p><p>Casting Time 1 standard action</p><p>Components V, S, DF</p><p>Range touch</p><p>Target living creature touched</p><p>Duration permanent; see text</p><p>Saving Throw none; see text</p><p>Spell Resistance yes</p><p>You can attempt to slay any one living creature and animate it. When you cast this spell, your hand seethes with eerie bright emerald fire. You must succeed on a melee touch attack against the target. The target takes 12d6 points of damage + 1 point per caster level; if the target is slain it gains the corporeal undead simple template (see below) and is under your control as per animate dead. If the target’s Fortitude saving throw succeeds, it instead takes 5d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw and still become the caster’s undead servant. If you create a second undead servant with this spell, the other servant becomes either free willed upon a successful Will saving throw (same DC as the spell) or becomes a normal corpse.</p><p></p><p>Animate Dead VIII</p><p>School necromancy (animation)</p><p>Level cleric 8, sorcerer/wizard 9</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I except that you can animate one creature from the 8th-level list or 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 of the same option from a lower level list.</p><p>8th Level Remains Required Align</p><p>mohrg humanoid corpse CE </p><p>greater shadow humanoid soul CE </p><p>skeleton (18-20 HD) appropriate corpse or skeleton NE</p><p>7th Level Remains Required Align</p><p>spectre humanoid soul LE</p><p>skeleton (15-17 HD) appropriate corpse or skeleton NE</p><p>6th Level Remains Required Align</p><p>skeleton (12-14 HD) appropriate corpse or skeleton NE </p><p>zombie (18-20 HD) appropriate corpse NE</p><p></p><p>Call the Dead</p><p>School necromancy (necrophagy) [evil]</p><p>Level cleric 8, sorcerer/wizard 9</p><p>Casting Time 4 hrs.</p><p>Components V, S, M (skull of a powerful undead creature, onyx gemstone worth 5,000 gp)</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Targets all corpses in a 100-ft. spread</p><p>Duration 1 hr./level (D)</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>Calling on the grim powers of death, you cause all corpses in the area to rise up as skeletons under your control. This spell affects corpses buried underground as well, up to a depth of 10 ft., although such undead take 1d4 min. to claw their way up to the surface. These skeletons can be made into burning or bleeding skeletons at the time of casting by reducing the duration to 10 min. per level. These undead do not count against your HD limit for the amount of undead you can control. These undead must be commanded as a single group and cannot be split up to perform multiple tasks.</p><p>If you are slain, these undead immediately crumble to dust.</p><p></p><p>Create Crypt Thing: BoLS</p><p>School necromancy [evil]</p><p>Level cleric 7, sorcerer/wizard 7</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 300 gp)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell allows you to animate a single Medium or Large corpse of a creature 18 HD or less into a crypt thing (see The Tome of Horrors Complete). This spell must be cast in the area the creature is to guard or it fails. The corpse must be mostly intact and must be humanoid-shaped and have a skeletal system or structure. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed.</p><p>The black gem is placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed.</p><p></p><p>Create Greater Undead</p><p>School necromancy [evil]</p><p>Level cleric 8, sorcerer/wizard 8</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead created is based on caster level, as shown below.</p><p>Create Greater Undead</p><p>Caster Level Undead Created</p><p>15th or lower Shadow</p><p>16th–17th Wraith</p><p>18th–19th Spectre</p><p>20th or higher Devourer</p><p></p><p>Curse of Undeath</p><p>School necromancy [evil]</p><p>Level cleric 8, sorcerer/wizard 8</p><p>Casting Time 1 round</p><p>Components V, S, DF</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one living creature</p><p>Duration permanent</p><p>Saving Throw Will negates</p><p>Spell Resistance yes</p><p>This spell places a curse upon the subject, causing that creature to rise again as an undead creature after death. The subject is unharmed so long as it lives. Should the subject die while under the effect of this spell, attempts at reviving the creature through spells such as raise dead and resurrection fail. In 1d4 rounds, the creature instead rises as an undead, as detailed below. The type of undead creature is determined by the GM, but it should include an undead template appropriate for the creature.</p><p>Created undead are not under the control of the spell’s caster. Undead created by this spell are created instantaneously, and thus continue to exist even if the spell that created them is dispelled or dismissed. A remove curse spell can remove this effect, but it must be cast before the creature rises into unlife.</p><p></p><p>Life to Undeath</p><p>School necromancy [death, evil]</p><p>Level cleric 8, witch 8</p><p>Casting Time 1 standard action</p><p>Components V, S, M (a pig’s hoof and silver dust worth 100 gp per HD of the target)</p><p>Range touch</p><p>Target living creature touched</p><p>Duration instantaneous</p><p>Saving Throw Fortitude negates</p><p>Spell Resistance yes</p><p>With a touch, you fell the subject before breathing undeath into their remains. Your touch attack deals 1d6 negative energy damage per caster level (maximum 15d6). If this damage kills the subject, they may attempt a second Fortitude save to resist being risen as an undead creature in 1d4 rounds. You may choose to raise the creature into an unintelligent undea[d], in which case the creature receives a Will save to retain its intelligence.</p><p>A creature risen by life to undeath loses half its total HD and its type changes to undead. A creature risen as a mindless undead has no Intelligence score and loses any class levels it had, in addition to its memories and mental faculties.</p><p></p><p>Luskal’s Energy Tapping</p><p>School necromancy [evil]</p><p>Level cleric 8, sorcerer/wizard 8, witch 8</p><p>Casting Time 1 swift action</p><p>Components V, S</p><p>Range touch</p><p>Target living creature touched</p><p>Duration instantaneous</p><p>Saving Throw Fortitude negates</p><p>Spell Resistance yes</p><p>This horrible spell uses the lifeforce of another being to augment the caster’s abilities. It is cast along with any other spell, at the height of which the caster touches her target. She grants 1 negative level for every three caster levels to the target, and add the drained levels to her caster level for the purpose of the spell she is currently casting. In addition, she may add the effects of any metamagic feat that she knows to the spell, without having to have assigned them before, or altering the spells effective level.</p><p>Any extra levels are lost the instant the spell is finished. The target gaining the negative levels receives a Fortitude save every 24 hours to remove them. Anyone slain by this spell rises as a free-willed undead after 24 hours, unless the body has been blessed.</p><p></p><p>Shadow Hydra</p><p>School illusion (shadow)</p><p>Level cleric 8, witch 8</p><p>Casting Time 1 round</p><p>Components V, S</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect five shadow hydra heads</p><p>Duration 1 round/level</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>You use material from the plane of shadow to form five shadow hydra heads. You can form each of the heads independently in any space within range that shares a single contiguous stretch of dim light or darkness with the others. The contiguous stretch of dim light or darkness serves as the shadow hydra’s body.</p><p>The heads act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the heads, you can direct them not to attack, to attack particular enemies, or to perform other actions.</p><p></p><p>Animate Dead IX</p><p>School necromancy (animation)</p><p>Level cleric 9</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I except that you can animate one creature from the 9th-level list or 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 of the same option from a lower level list.</p><p>9th Level Remains Required Align</p><p>devourer humanoid corpse NE </p><p>dread wraith humanoid or giant soul LE </p><p>8th Level Remains Required Align</p><p>mohrg humanoid corpse CE </p><p>greater shadow humanoid soul CE </p><p>skeleton (18-20 HD) appropriate corpse or skeleton NE</p><p>7th Level Remains Required Align</p><p>spectre humanoid soul LE</p><p>skeleton (15-17 HD) appropriate corpse or skeleton NE</p><p></p><p>Cursed Earth</p><p>School necromancy [curse, evil; see text]</p><p>Level cleric 9, sorcerer/wizard 9, witch 9</p><p>Casting Time 10 minutes</p><p>Components V, S, M (powdered onyx 10,000 gp), DF</p><p>Range touch</p><p>Area 1-mile radius emanating from the touched point</p><p>Duration permanent</p><p>Saving Throw none (see text)</p><p>Spell Resistance no</p><p>You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects.</p><p>Famine All normal plants in the area reduce their growth and food production by half, as if affected by the stunt growth effect of diminish plants.</p><p>Living Death Any creatures of Small size or larger killed in the area rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies.</p><p>Plague Every day at sundown, all creatures in the area must make a Fortitude save or catch one of the following diseases (your choice, decided at the time of casting): blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects. This is a disease effect.</p><p></p><p>Defile</p><p>School necromancy [evil]</p><p>Level cleric 9, druid 9</p><p>Casting Time 1 standard action</p><p>Components V, S, M, DF (20,000 gp onyx)</p><p>Range 60 ft.</p><p>Area 60-ft. burst, centered on you</p><p>Duration permanent and instantaneous</p><p>Saving Throw none and Fortitude half</p><p>Spell Resistance yes</p><p>This spell releases a burst of foul, life-destroying energy from the negative energy plane. All land in the area of effect blackens and is forever ruined.</p><p>The spell reduces all plants to cinders.</p><p>Against plant creatures, the spell deals 1d6 points of damage per caster level (maximum of 20d6). Defile is equally effective against other opponents. Against living creatures (except vermin, which are immune), the spell deals 1d8 points of damage per caster level (maximum of 10d8). Those killed by this blast rise up uncontrolled with the corporeal undead creature template 1d4 rounds later.</p><p>All water on the despoiled land turns poisonous as if tainted with lich dust. Finally, necromancy spells cast in the area affected by defile are cast at +1 caster level and the DCs to save against their effects are increased by 1.</p><p>A wish or miracle spell is needed to repair land ruined by this spell.</p><p>Undead caught in the defile spell’s burst heal all damage and gain maximum hit points based on their Hit Dice. For example, a Medium zombie who has 2d12+3 Hit Dice and 16 hp increases its hit point total to 27 because of this spell.</p><p></p><p>Unhallowed Dagger</p><p>School necromancy (evil)</p><p>Level cleric 9, sorcerer/wizard 9</p><p>Casting Time 1 action</p><p>Components V, S, M (a dagger that has drawn a paladin’s blood)</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Target one creature</p><p>Duration instantaneous</p><p>Saving Throw Will partial</p><p>Spell Resistance yes</p><p>The caster creates a dagger of dark, shimmering energy that instantly speeds toward its target. You must succeed on a ranged touch attack. If successful, the target takes 1d4 points of damage per caster level (maximum 20d4). Those slain by this spell must succeed on a Will save or immediately be transformed into a zombie-like creature. It effectively gains the zombie template, except that it has a number of HD equal to its racial and class levels. It can take no action unless you order it to act.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/139209/Echelon-Reference-Series-Clerics-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Clerics (3pp)</a>[spoiler]</p><p>Pathfinder 1e</p><p><strong>Walking Dead:</strong> ?</p><p><strong>Keening Spirit of the Damned:</strong> ?</p><p></p><p><strong>Undead:</strong> <em>Defile</em> spell.</p><p><em>Shadow of Duty</em> spell.</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><em>Escape the Bonds of Flesh</em> spell.</p><p><em>Lesser Animate Dead</em> spell.</p><p>Undead Lord archetype cleric's Corpse Companion power.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p><em>Lesser Animate Dead</em> spell.</p><p><em>Cursed Earth</em> spell.</p><p>Undead Lord archetype cleric's Corpse Companion power.</p><p><strong>Bloody Skeleton:</strong> Undead Lord archetype cleric's Corpse Companion power.</p><p><strong>Burning Skeleton:</strong> Undead Lord archetype cleric's Corpse Companion power.</p><p><strong>Variant Skeleton:</strong> Undead Lord archetype cleric's Corpse Companion power.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell.</p><p><strong>Shadow:</strong> <em>Create Greater Undead</em> spell.</p><p><em>Animate Shadow</em> spell.</p><p><strong>Wraith:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Human Skeletal Champion:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Skeletal Servant:</strong> <em>Animate Skeleton</em> spell.</p><p></p><p>Corpse Companion</p><p>Su 1 Pathfinder Roleplaying Game: Ultimate Magic</p><p>With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/139208/Echelon-Reference-Series-Clerics-PRD-Only?affiliate_id=17596" target="_blank">Echelon Reference Series: Clerics (PRD Only)</a>[spoiler]</p><p><strong>Walking Dead:</strong> ?</p><p><strong>Keening Spirit of the Damned:</strong> ?</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Skeleton:</strong> Undead Lord archetype cleric's Corpse Companion power.</p><p><em>Animate Dead</em> spell.</p><p><em>Lesser Animate Dead</em> spell.</p><p><strong>Zombie:</strong> Undead Lord archetype cleric's Corpse Companion power.</p><p><em>Animate Dead</em> spell.</p><p><em>Lesser Animate Dead</em> spell.</p><p><em>Cursed Earth</em> spell.</p><p><strong>Bloody Skeleton:</strong> Undead Lord archetype cleric's Corpse Companion power.</p><p><strong>Burning Skeleton:</strong> Undead Lord archetype cleric's Corpse Companion power.</p><p><strong>Variant Skeleton:</strong> Undead Lord archetype cleric's Corpse Companion power.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell.</p><p><strong>Shadow:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Wraith:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Human Skeletal Champion:</strong> ?</p><p></p><p>Corpse Companion</p><p>Su 1 Pathfinder Roleplaying Game: Ultimate Magic</p><p>With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/221410/Echelon-Reference-Series-Druid-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Druid (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Mindless Undead Creature:</strong> ?</p><p><strong>Servant:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/206697/Echelon-Reference-Series-Druid-Spells-Compiled-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Druid Spells Compiled (3pp+PRD)</a>[spoiler]</p><p><strong>Shadow Serpent:</strong> <em>Shadow Serpent</em> spell.</p><p><strong>Corporeal Undead Creature:</strong> <em>Unravel the Mortal Coil</em> spell.</p><p><em>Defile</em> spell.</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Corporeal Undead, Corporeal Undead Creature:</strong> ?</p><p><strong>Non-Skeletal Corporeal Undead:</strong> ?</p><p><strong>Undead Vulnerable to Light:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead With an Aversion to Daylight:</strong> ?</p><p><strong>Undead Creature Specifically Harmed by Bright Light:</strong> ?</p><p><strong>Corporeal Undead Creature, Undead Servant:</strong> ?</p><p><strong>Winged Undead Creature:</strong> ?</p><p><strong>Non-Living Creature:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Ghoul, Corpse That Has Been Raised as Undead:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeleton, Corpse That Has Been Raised as Undead:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Vampire, Particularly Ancient Creature:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Zombie, Corpse That Has Been Raised as Undead:</strong> ?</p><p><strong>Medium Zombie:</strong> ?</p><p></p><p>Shadow Serpent</p><p>School illusion (shadow)</p><p>Level druid 7, witch 7</p><p>Casting Time 1 round</p><p>Components V, S</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one serpent comprised of shadow</p><p>Duration 1 round/level</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>You use material from the plane of shadow to form a shadow serpent.</p><p>The serpent acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the serpent, you can direct it not to attack, to attack particular enemies, or to perform other actions.</p><p></p><p>Unravel the Mortal Coil</p><p>School abjuration</p><p>Level cleric 7, druid 8</p><p>Casting Time 1 standard action</p><p>Components V, S, DF</p><p>Range touch</p><p>Target living creature touched</p><p>Duration permanent; see text</p><p>Saving Throw none; see text</p><p>Spell Resistance yes</p><p>You can attempt to slay any one living creature and animate it. When you cast this spell, your hand seethes with eerie bright emerald fire. You must succeed on a melee touch attack against the target. The target takes 12d6 points of damage + 1 point per caster level; if the target is slain it gains the corporeal undead simple template (see below) and is under your control as per animate dead. If the target’s Fortitude saving throw succeeds, it instead takes 5d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw and still become the caster’s undead servant. If you create a second undead servant with this spell, the other servant becomes either free willed upon a successful Will saving throw (same DC as the spell) or becomes a normal corpse.</p><p></p><p>Defile</p><p>School necromancy [evil]</p><p>Level cleric 9, druid 9</p><p>Casting Time 1 standard action</p><p>Components V, S, M, DF (20,000 gp onyx)</p><p>Range 60 ft.</p><p>Area 60-ft. burst, centered on you</p><p>Duration permanent and instantaneous</p><p>Saving Throw none and Fortitude half</p><p>Spell Resistance yes</p><p>This spell releases a burst of foul, life-destroying energy from the negative energy plane. All land in the area of effect blackens and is forever ruined.</p><p>The spell reduces all plants to cinders.</p><p>Against plant creatures, the spell deals 1d6 points of damage per caster level (maximum of 20d6). Defile is equally effective against other opponents. Against living creatures (except vermin, which are immune), the spell deals 1d8 points of damage per caster level (maximum of 10d8). Those killed by this blast rise up uncontrolled with the corporeal undead creature template 1d4 rounds later.</p><p>All water on the despoiled land turns poisonous as if tainted with lich dust. Finally, necromancy spells cast in the area affected by defile are cast at +1 caster level and the DCs to save against their effects are increased by 1.</p><p>A wish or miracle spell is needed to repair land ruined by this spell.</p><p>Undead caught in the defile spell’s burst heal all damage and gain maximum hit points based on their Hit Dice. For example, a Medium zombie who has 2d12+3 Hit Dice and 16 hp increases its hit point total to 27 because of this spell.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/162884/Echelon-Reference-Series-Fighters-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Fighters (3pp+PRD)</a>[spoiler]</p><p><strong>Vampire Warrior, Vishkanya Jiang-Shi Vampire Figter 7:</strong> When this vishkanya was alive, she pursued the path of the samurai, but wasn’t allowed to join their honorable ranks. Her restless spirit remained trapped in her flesh after death, and eventually she animated her own rotting body and sought out those who had wronged her.</p><p><strong>Gnoll Drudge, Gnoll Juju Zombie Rogue 4/Fighter 5, Unliving Monster, Accomplished Killer of Arcane Spellcasters:</strong> ?</p><p><strong>Human Graveknight Fighter 10:</strong> ?</p><p><strong>Bugbear Tyrant, Bugbear Graveknight Fighter 10:</strong> Over a century ago, a ruthless bugbear tyrant rallied the forces of darkness—goblinoids, orcs, giants, and worse—and led them in a devastating swathe of destruction through the lands of men. The horde came so quickly the humans were caught unprepared and suffered horrendous casualties. It took the arrival of combined elven and dwarven forces to bolster the battered men and halt the advancing humanoids. A trio of elven magi succeeded in battling their way to the tyrant and engaged him in an epic battle of spell and steel. One of the magi died on the bugbear’s blade, but the tyrant was caught in a conflagration of flame from the remaining two. The dramatic, spectacular death of the tyrant resulted in the dissolution of the monstrous army and their retreat back into their cavernous homes. The accumulated emotional turmoil and hatred brought about by the war did not dissipate into nothingness; rather, it pooled into the only surviving fragment of the source of the negative energy—the tyrant’s armor. In the dark of night, flames erupted from the rent and battered steel and a new evil rose up to plague the world more powerful than before.</p><p><strong>Undead:</strong> ?</p><p><strong>Skeletal Champion:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire, Undead Progenitor:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/295276/Echelon-Reference-Series-Gunslinger-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Gunslinger (3pp+PRD)</a>[spoiler]</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/293958/Echelon-Reference-Series-Inquisitor-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Inquisitor (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead.</p><p><strong>Undead Animal Companion:</strong> Corpse Companion feat.</p><p><strong>Undead Servitor:</strong> Ultimate Cruelty feat.</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghost:</strong> ?</p><p><strong>Vengeful Ghost:</strong> ?</p><p><strong>Mournful Spirit:</strong> ?</p><p><strong>Ghost, Restless Spirit:</strong> ?</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell.</p><p><strong>Revenant, Restless Spirit:</strong> ?</p><p><strong>Shadow:</strong> At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead.</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Undead Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead.</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Restless Spirit:</strong> ?</p><p><strong>Vampiric Monster:</strong> ?</p><p><strong>Vampire:</strong> At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead.</p><p><strong>Wraith:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Undead Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>Corpse Companion</p><p>Prerequisites Animal companion class feature, ghoul</p><p>You have an undead animal companion.</p><p>Benefit Your animal companion’s type changes to undead, but its Hit Dice, base attack bonus, saving throws, skills, and tricks are retained from the base creature. The creature loses its Constitution score and its Charisma score becomes 12. If your companion is destroyed, your new companion is undead as well, using these same modifications.</p><p></p><p>Ultimate Cruelty</p><p>Prerequisites Cha 19, Greater Cruelty, touch of corruption class</p><p>feature, cruelty class feature</p><p>By using your touch of corruption, you can bring back the dead as an undead servitor.</p><p>Benefit You can expand 10 uses of touch of corruption to bring a single dead creature back to life as a create undead spell with the caster level equal to your antipaladin level. You must provide the material component for create undead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the during to expire.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/200323/Echelon-Reference-Series-Inquisitor-Spells-Compiled-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Inquisitor Spells Compiled (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Aligned Undead:</strong> ?</p><p><strong>Nonintelligent Undead Creature:</strong> ?</p><p><strong>Intelligent Undead Creature:</strong> ?</p><p><strong>Undead Spawn:</strong> ?</p><p><strong>Creature Healed By Negative Energy:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghost, Controlling Life Force:</strong> ?</p><p><strong>Ghost, Spirit, Possessing Creature:</strong> ?</p><p><strong>Shadow, Creature That Creates Undead Out of its Slain Foes:</strong> ?</p><p><strong>Skeleton, Nonintelligent Undead Creature:</strong> ?</p><p><strong>Vampire, Creature That Creates Undead Out of its Slain Foes:</strong> ?</p><p><strong>Wraith, Creature That Creates Undead Out of its Slain Foes:</strong> ?</p><p><strong>Zombie, Nonintelligent Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/292522/Echelon-Reference-Series-Magus-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Magus (3pp+PRD)</a>[spoiler]</p><p><strong>Vampire Lord, Half-Elf Vampire Magus 14:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Small Undead:</strong> ?</p><p><strong>Medium Undead:</strong> ?</p><p><strong>Tiny Undead:</strong> ?</p><p><strong>Large Undead:</strong> ?</p><p><strong>Diminutive Undead:</strong> ?</p><p><strong>Huge Undead:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie, Sinister Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/192284/Echelon-Reference-Series-Magus-Spells-Compiled-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Magus Spells Compiled (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Small Undead:</strong> ?</p><p><strong>Medium Undead:</strong> ?</p><p><strong>Tiny Undead:</strong> ?</p><p><strong>Large Undead:</strong> ?</p><p><strong>Diminutive Undead:</strong> ?</p><p><strong>Huge Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Creature That Does Not Have Blood:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Animate Shadow:</strong> <em>Animate Shadow</em> spell.</p><p><strong>Normal Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Dilapidated Zombie:</strong> ?</p><p></p><p>Animate Shadow</p><p>School necromancy</p><p>Level cleric 5, magus 5, sorcerer/wizard 5</p><p>Casting Time 1 round</p><p>Components V, S</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one creature not in darkness</p><p>Duration 1 round/level</p><p>Saving Throw Will partial</p><p>Spell Resistance yes</p><p>You infuse the subject’s shadow with negative energy, calling it to undeath if the subject fails a Will save. The shadow rises in a space adjacent to the subject and acts immediately, on your turn. If you share a language with the subject, the shadow will obey your command. Otherwise, it attacks your opponents to the best of its ability. If the subject is evil, the shadow will attack the subject exclusively before attacking you upon the subject’s death.</p><p>Unlike a normal shadow, this shadow’s alignment matches that of the subject, and the shadow cannot create spawn. The shadow’s attack bonus is equal to ½ your caster level, its size is equal to the subject’s size and its hit points are based on its size. The shadow has the ability scores of a shadow, not the subject, and they remain unchanged by its size.</p><p>Animate Shadow</p><p>Size Hit Points</p><p>Fine 17</p><p>Diminutive 17</p><p>Tiny 17</p><p>Small 17</p><p>Medium 19</p><p>Large 23</p><p>Huge 27</p><p>Gargantuan 31</p><p>Colossal 35</p><p>If a subject’s shadow is destroyed, they suffer 2d6 points of Strength damage.</p><p>A subject that makes their Will save suffers 3d6 points of negative energy damage as the negative energy courses through their body instead of their shadow.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/187834/Echelon-Reference-Series-Monks-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Monks (3pp+PRD)</a>[spoiler]</p><p><strong>Human Zombie Lord Monk 3:</strong> ?</p><p><strong>Human Zombie Lord Monk 3, Rotting Corpse:</strong> ?</p><p><strong>Human Jiang-Shi Monk 5:</strong> ?</p><p><strong>Human Jiang-Shi Monk 5, Risen Corpse:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Enlightened Vampire, Human Vampire Monk 11:</strong> ?</p><p><strong>Spawn:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/294870/Echelon-Reference-Series-Oracle-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Oracle (3pp+PRD)</a>[spoiler]</p><p><strong>Ancient Gravedigger, Ghoul Oracle 10:</strong> ?</p><p><strong>Undead, Undead Creature, Unliving:</strong> His kinship with death goes deeper than appearance as well, with the [gnoll] prophet able to compel the unliving to follow his commands or even create undead from the corpses of the fallen.</p><p><em>Shadow of Duty</em> spell.</p><p><em>Curse of Undeath</em> spell.</p><p><em>Life to Undeath</em> spell.</p><p><em>Defile</em> spell.</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Mindless Minion:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Flying Skull:</strong> ?</p><p><strong>Ghast:</strong> The grimwood is a powerful and dangerous dogwood imbued with unholy oracular power. It believes itself the ultimate expression of superior life. It demonstrates its power over nature by creating ghasts and ghouls.</p><p><em>Create Undead</em> spell.</p><p><strong>Ghost:</strong> <em>Phantasmal Detainment</em> spell.</p><p><strong>Ghoul:</strong> The grimwood is a powerful and dangerous dogwood imbued with unholy oracular power. It believes itself the ultimate expression of superior life. It demonstrates its power over nature by creating ghasts and ghouls.</p><p><em>Animate Ghoul</em> spell.</p><p><em>Create Undead</em> spell.</p><p><strong>Haunt:</strong> ?</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell.</p><p><strong>Shadow Creature:</strong> ?</p><p><strong>Shadow:</strong> <em>Umbral Touch</em> spell.</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Animate Shadow:</strong> <em>Animate Shadow</em> spell.</p><p><strong>Shadow Monster:</strong> <em>Infuse Shadow</em> spell.</p><p><strong>Shadow Hydra:</strong> <em>Shadow Hydra</em> spell.</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Lesser Animate Dead</em> spell.</p><p><em>Raise Lesser Undead</em> spell.</p><p><em>Animate Dead</em> spell.</p><p><em>Escape the Bonds of Flesh</em> spell.</p><p><strong>Bloody Skeleton:</strong> ?</p><p><strong>Advanced Skeleton:</strong> ?</p><p><strong>Weak Skeleton:</strong> <em>Animate Skeleton: BoLS</em> spell.</p><p><strong>Skeletal Servant:</strong> <em>Animate Skeleton: Rite</em> spell.</p><p><strong>Animated Skeleton:</strong> ?</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Zombie, Undead Zombie:</strong> <em>Lesser Animate Dead</em> spell.</p><p><em>Raise Lesser Undead</em> spell.</p><p><em>Animate Dead</em> spell.</p><p><em>Cursed Earth</em> spell.</p><p><strong>Fast Zombie:</strong> ?</p><p><strong>Advanced Zombie:</strong> ?</p><p><strong>Weak Zombie:</strong> <em>Animate Zombie</em> spell.</p><p><strong>Animated Zombie:</strong> ?</p><p><strong>Zombie-Like Creature:</strong> <em>Unhallowed Dagger</em> spell.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/241047/Echelon-Reference-Series-Paladin-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Paladin (3pp+PRD)</a>[spoiler]</p><p><strong>Ghoul Commander, Ghoul Antipaladin 7:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Knight of the Sepulcher Antipaladin Archetype Undying Champion power.</p><p><strong>Creature Harmed By Positive Energy:</strong> ?</p><p><strong>Abomination in the Eyes of the Just and the Righteous:</strong> ?</p><p><strong>Unholy Terror:</strong> ?</p><p><strong>Evil Undead:</strong> ?</p><p><strong>Undead Foe:</strong> ?</p><p><strong>Neutral Undead:</strong> ?</p><p><strong>Good Undead:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>More Common Ghoul:</strong> ?</p><p><strong>Zombie:</strong> Servant of Umr at-Tawil Paladin Archetype Eternal Servant power.</p><p></p><p>Undying Champion</p><p>At 20th level, a knight of the sepulcher joins the ranks of the undead. His DR increases to 10/bludgeoning and good. His type changes to undead, and he acquires all undead traits. Although immune to disease, he can still carry and spread diseases with the antipaladin’s plague bringer ability. The undying champion no longer has a Constitution score. He uses his Charisma score for calculating hit points, Fortitude saves, and any special abilities that rely on Constitution. This ability replaces unholy champion.</p><p></p><p>Eternal Servant</p><p>Replaces Divine grace</p><p>Once a servant of Umr at-Tawil sets down her course of service, she makes a solemn unwritten but eternally binding vow to serve Umr at-Tawil. Starting at 2nd level, the servant of Umr at-Tawil ceases to age naturally, becomes immune to magical effects that artificially age her, and no longer dies of old age. She neither suffers penalties nor accrues bonuses due to her age, and can still die of other natural causes, such as disease and starvation.</p><p>Additionally, even death does not end the service of a servant of Umr at-Tawil. Whenever a servant of Umr at-Tawil would die, if she does not currently have any negative levels, she is automatically returned to life 1 minute later, as though with raise dead. The negative level gained by the raise dead effect cannot be removed by any means, but goes away on its own after one week. If the servant of Umr-at-Tawil dies while currently suffering from one or more negative levels (from any source) she rises as a zombie after 1d4 rounds.</p><p>This ability replaces the divine grace class feature.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/197306/Echelon-Reference-Series-Paladin-Spells-Compiled-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Paladin Spells Compiled (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Creature That Creates Undead Out of its Slain Foes:</strong> ?</p><p><strong>Creature Harmed By Positive Energy:</strong> ?</p><p><strong>Ghost, Controlling Life Force:</strong> ?</p><p><strong>Shadow, Creature That Creates Undead Out of its Slain Foes:</strong> ?</p><p><strong>Vampire, Creature That Creates Undead Out of its Slain Foes:</strong> ?</p><p><strong>Wraith, Creature That Creates Undead Out of its Slain Foes:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/188728/echelon-reference-series-rangers-3pp-prd?affiliate_id=17596" target="_blank">Echelon Reference Series: Rangers (3pp+PRD)</a>[spoiler]</p><p><strong>Ghoul Huntsmaster, Ghoul Ranger 6:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Animal Companion:</strong> Corpse Companion feat.</p><p><strong>Weak Undead:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Haunt:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p></p><p>Corpse Companion</p><p>Prerequisites Animal Companion class feature, ghoul</p><p>You have an undead animal companion.</p><p>Your animal companion’s type changes to undead, but its Hit Dice, base attack bonus, saving throws, skills, and tricks are retained from the base creature. The creature loses its Constitution score and its Charisma score becomes 12. If your companion is destroyed, your new companion is undead as well, using these same modifications.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/194429/Echelon-Reference-Series-Ranger-Spells-Compiled-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Ranger Spells Compiled (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/158248/Echelon-Reference-Series-Rogues-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Rogues (3pp+PRD)</a>[spoiler]</p><p><strong>Human Juju Zombie Rogue 2:</strong> ?</p><p><strong>Human Juju Zombie Rogue 2, Wretched Human Figure:</strong> ?</p><p><strong>Human Vampire Spawn Rogue 2:</strong> ?</p><p><strong>Ghoul Creeper, Ghoul Rogue 3:</strong> ?</p><p><strong>Ghoul Stalker, Ghoul Rogue 6:</strong> ?</p><p><strong>Human Nosferatu Rogue 9:</strong> ?</p><p><strong>Human Nosferatu Rogue 9, Feral-Looking Gaunt Man:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Shadow Companion:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire, Shapeshifting Undead:</strong> ?</p><p><strong>Vampire Lord:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/206691/Echelon-Reference-Series-Sorcerer-Wizard-Spells-Compiled-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> <em>Obliterate Soul</em> spell.</p><p><em>Shadow of Duty</em> spell.</p><p><em>Curse of Undeath</em> spell.</p><p><strong>Corporeal Undead, Corporeal Undead Creature:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Small Undead:</strong> ?</p><p><strong>Medium Undead:</strong> ?</p><p><strong>Tiny Undead:</strong> ?</p><p><strong>Large Undead:</strong> ?</p><p><strong>Diminutive Undead:</strong> ?</p><p><strong>Huge Undead:</strong> ?</p><p><strong>Undead Warrior:</strong> <em>Minions of Death</em> spell.</p><p><strong>Undead Servant:</strong> <em>Minions of Death</em> spell.</p><p><strong>Animated Undead:</strong> <em>Improved Animate Dead</em> spell.</p><p><strong>Controlled Undead:</strong> ?</p><p><strong>Created Undead Creature:</strong> ?</p><p><strong>Mindless Undead, Mindless Undead Creature:</strong> ?</p><p><strong>Non-Skeletal Corporeal Undead:</strong> ?</p><p><strong>Creature That Does Not Have Blood, Creature Without Blood:</strong> ?</p><p><strong>Blood-Feeding Undead:</strong> ?</p><p><strong>Free-Willed Undead Creature:</strong> <em>Cannibalize</em> spell.</p><p><em>Luskal's Energy Tapping</em> spell.</p><p><strong>Undead Caster:</strong> ?</p><p><strong>Nonintelleignt Undead, Nonintelligent Undead Creature, Mindless Being:</strong> ?</p><p><strong>More Powerful Undead:</strong> ?</p><p><strong>Undead Creature That is Subject to Turning:</strong> ?</p><p><strong>Incorporeal Undead, Loose Soul, Creature Whose Soul is Their Body:</strong> ?</p><p><strong>Sentient Undead, Sentient Undead Creature:</strong> ?</p><p><strong>Sentient Undead, Soul:</strong> ?</p><p><strong>Animated Corporeal Undead:</strong> ?</p><p><strong>Sigil-Bearing Undead:</strong> ?</p><p><strong>Undead Creature With an Aversion to Daylight:</strong> ?</p><p><strong>Undead With Blood Drain Ability:</strong> ?</p><p><strong>Undead Crewmember, Undead Servitor:</strong> ?</p><p><strong>Creature That Does Not Naturally Sleep, Creature That Does Not Sleep:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Negative-Energy Creature:</strong> ?</p><p><strong>Controlled Undead:</strong> ?</p><p><strong>Spawn:</strong> ?</p><p><strong>Undead Creature Specifically Harmed By Bright Light:</strong> ?</p><p><strong>Powerful Undead Creature:</strong> ?</p><p><strong>Creature That Does Not Breathe:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Crypt Thing:</strong> <em>Create Crypt Thing: BoLS</em> spell.</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell, caster level 20th or higher.</p><p><strong>Flying Skull:</strong> ?</p><p><strong>Ghast:</strong> <em>Animate Ghoul</em> spell, 13th level or higher caster.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Ghast, More Powerful Undead, More Powerful Sort of Undead:</strong> ?</p><p><strong>Ghost:</strong> <em>Phantasmal Detainment</em> spell.</p><p><strong>Ghost, Controlling Life Force, Creature Ethereal Incorporeal:</strong> ?</p><p><strong>Screaming Elven Ghost:</strong> ?</p><p><strong>Ghoul, Standard Ghoul:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Dead II</em> spell.</p><p><em>Animate Ghoul</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Create Undead</em> spell, caster level 11th or lower. </p><p><em>Transform Zombie</em> spell.</p><p><strong>Small Ghoul:</strong> <em>Animate Ghoul</em> spell.</p><p><strong>Large Ghoul:</strong> <em>Animate Ghoul</em> spell 11th level or higer caster.</p><p><strong>Ghoul, More Powerful Sort of Undead:</strong> ?</p><p><strong>Controlled Ghoul:</strong> ?</p><p><strong>Haunt:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Demilich:</strong> ?</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell, caster level 18th or higher.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell, caster level 15th to 17th. </p><p><strong>Shadow, Undead Shadow, Normal Shadow:</strong> <em>Umbral Touch</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Umbral Weapon</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><em>Create Greater Undead</em> spell, caster level 15th or lower.</p><p><strong>Shadow Creature:</strong> ?</p><p><strong>Shadow Projection:</strong> <em>Shadow Projection</em> spell.</p><p><strong>Animate Shadow:</strong> <em>Animate Shadow</em> spell.</p><p><strong>Summoned Shadow:</strong> ?</p><p><strong>Living Shadow:</strong> <em>Shadowflesh</em> spell.</p><p><strong>Living Shadow, Shadow Creature:</strong> ?</p><p><strong>Greater Shadow:</strong> <em>Animate Dead VIII</em> spell.</p><p><strong>Shadow, More Powerful Intelligent Sort of Undead:</strong> ?</p><p><strong>Skeleton, Undead Skeleton, Lowly Skeleton, Animated Skeleton:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Skeleton BoLS</em> spell.</p><p><em>Animate Skeleton Rite</em> spell.</p><p><em>Raise Lesser Undead</em> spell.</p><p><em>Animate Dead II</em> spell.</p><p><em>Animate Dead</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Living Skeleton</em> spell.</p><p><em>Escape the Bonds of Flesh</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><em>Animate Dead VI</em> spell.</p><p><em>Animate Dead VII</em> spell.</p><p><em>Animate Dead VIII</em> spell.</p><p><em>Call the Dead</em> spell.</p><p><em>Raise Undead Host</em> spell.</p><p><strong>Weak Skeleton:</strong> ?</p><p><strong>Skeletal Servant:</strong> ?</p><p><strong>Animated Skeleton:</strong> ?</p><p><strong>Bugbear Skeleton:</strong> <em>Awaken the Dead I PDG</em> spell.</p><p><strong>Intelligent Skeleton:</strong> <em>Cannibalize</em> spell.</p><p><strong>Intelligent Skeleton, Free-Willed Undead:</strong> ?</p><p><strong>Small Skeleton:</strong> <em>Lesser Animate Dead</em> spell.</p><p><strong>Huge Skeleton:</strong> ?</p><p><strong>Large Skeleton:</strong> ?</p><p><strong>Colossal Skeleton:</strong> ?</p><p><strong>Gargantuan Skeleton:</strong> ?</p><p><strong>Medium Skeleton:</strong> <em>Lesser Animate Dead</em> spell.</p><p><em>Dance of the Dead</em> spell.</p><p><strong>Variant Skeleton:</strong> ?</p><p><strong>Medium Skeleton, Animated Skeleton:</strong> ?</p><p><strong>Standard Human Skeleton:</strong> ?</p><p><strong>Animate Skeleton, Controlled Skeleton:</strong> ?</p><p><strong>Burning Skeleton:</strong> <em>Call the Dead</em> spell.</p><p><strong>Bleeding Skeleton:</strong> <em>Call the Dead</em> spell.</p><p><strong>Spectre:</strong> <em>Animate Dead VII</em> spell.</p><p><em>Create Greater Undead</em> spell, caster level 18th to 19th. </p><p><em>Animate Dead VIII</em> spell.</p><p><strong>Spectre of a Drowned Sailor, Intelligent Undead Creature:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire, More Powerful Undead, Creature That Takes Damage From Natural Sunlight, Creature That Ingests Your Blood But is Immune to Poison:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Wight:</strong> <em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Wraith:</strong> <em>Animate Dead V</em> spell.</p><p><em>Animate Dead VI</em> spell.</p><p><em>Animate Dead VII</em> spell.</p><p><em>Create Greater Undead</em> spell, caster level 16th to 17th.</p><p><strong>Zombie, Undead Zombie, Lowly Zombie:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Zombie</em> spell.</p><p><em>Raise Lesser Undead</em> spell.</p><p><em>Animate Dead II</em> spell.</p><p><em>Animate Dead</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Zombify Self</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><em>Bolt of Animation</em> spell.</p><p><em>Animate Dead VI</em> spell.</p><p><em>Animate Dead VII</em> spell.</p><p><em>Greater Bolt of Animation</em> spell.</p><p><em>Minions of Death</em> spell.</p><p><em>Animate Dead VIII</em> spell.</p><p><em>Cursed Earth</em> spell.</p><p><em>Heart Rip</em> spell.</p><p><em>Raise Undead Host</em> spell.</p><p><strong>Weak Zombie:</strong> ?</p><p><strong>Animated Zombie:</strong> ?</p><p><strong>Small Zombie:</strong> <em>Lesser Animate Dead</em> spell.</p><p><strong>Zombie-Like Creature:</strong> <em>Unhallowed Dagger</em> spell.</p><p><strong>Human Zombie:</strong> <em>Awaken the Dead I PDG</em> spell.</p><p><strong>Hyena Zombie:</strong> <em>Awaken the Dead I PDG</em> spell.</p><p><strong>Orc Zombie:</strong> <em>Awaken the Dead I PDG</em> spell.</p><p><strong>Leopard Zombie:</strong> <em>Awaken the Dead I PDG</em> spell.</p><p><strong>Wolf Zombie:</strong> <em>Awaken the Dead I PDG</em> spell.</p><p><strong>Intelligent Zombie:</strong> <em>Cannibalize</em> spell.</p><p><strong>Intelligent Zombie, Free-Willed Undead Creature:</strong> ?</p><p><strong>Dilapidated Zombie:</strong> ?</p><p><strong>Medium Zombie:</strong> <em>Lesser Animate Dead</em> spell.</p><p><em>Dance of the Dead</em> spell.</p><p><strong>Variant Zombie:</strong> ?</p><p><strong>Standard Human Zombie:</strong> ?</p><p><strong>Hideous Undead Zombie:</strong> ?</p><p><strong>Mythic Agile Zombie:</strong> <em>Improved Animate Dead</em> spell.</p><p><strong>Mythic Savage Zombie:</strong> <em>Improved Animate Dead</em> spell.</p><p><strong>Controlled Zombie:</strong> ?</p><p><strong>Uncontrolled Zombie:</strong> ?</p><p></p><p>Animate Dead I</p><p>School necromancy (animation)</p><p>Level cleric 1, sorcerer/wizard 1</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell temporarily infuses the remains of a once-livingcreature with negative energy, animating it in a mockery of its former life. The resulting undead creature acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions within the limits of the creature to obey or understand.</p><p>The spell animates one of the creatures from the 1st-level list. You choose which kind of undead to animate, and you can change that choice each time you cast the spell.</p><p>To animate a particular type of undead, the correct remains must be available for each creature created. Remains must be mostly intact. A soul is present in any corporeal remains for which the creature has not been resurrected or previously animated as an undead. A soul can also be obtained from trap the soul, magic jar, or similar magic.</p><p>Unlike most spells, line of effect is not required to animate the remains, as long as their location is known. This allows a body to be animated in its grave. An animated undead cannot summon or otherwise conjure another creature, create spawn, or use any teleportation or planar travel abilities.</p><p>When you use an animation spell to create an air, chaotic, earth, evil, fire, good, lawful, or water subtype creature, it is a spell of that type. Within the area of a desecrate spell, the duration of animate dead I is doubled.</p><p>1st Level Remains Required Alignment</p><p>ghoul humanoid corpse CE</p><p>1d4 skeletons (1 HD) appropriate corpse or skeleton NE</p><p>skeleton (2-3 HD) appropriate corpse or skeleton NE</p><p>1d3 zombies (2 HD) appropriate corpse NE</p><p>zombie (4 HD) appropriate corpse NE</p><p></p><p>Animate Skeleton: BoLS</p><p>School necromancy [evil]</p><p>Level cleric 1, sorcerer/wizard 1</p><p>Casting Time 1 standard action</p><p>Components V, S, M (you must prepare a salve worth at least 10 gp per HD of the skeleton and rub it on each corpse you intend to animate)</p><p>Range touch</p><p>Targets one or more corpses touched</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell turns the bones of dead creatures into undead skeletons that follow your spoken commands. For each caster level you possess, you can animate one skeleton that has a CR of 1 or less.</p><p>The skeletons can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton can’t be animated again.</p><p>The skeletons you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of skeletons equal to your caster level at one time. If you exceed this number, all the newly created creatures fall under your control, and any excess skeletons from previous castings become uncontrolled. You choose which creatures are released. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.</p><p></p><p>Animate Skeleton: Rite</p><p>School necromancy</p><p>Level cleric 1, sorcerer/wizard 1</p><p>Casting Time 1 standard action</p><p>Components V, S, M (a small black onyx worth 50 gp, placed in the skeleton’s or corpse’s eye socket or mouth; it is destroyed in the casting)</p><p>Range touch</p><p>Target one corpse or skeleton</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell turns the body or bones of a person or creature into a skeleton. This spell will only animate dead creatures of Medium size or smaller. The skeleton can follow the caster and obey the caster’s commands or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The skeleton remains animated until it is destroyed. A destroyed skeleton cannot be reanimated again.</p><p>Regardless of the number of times this spell is cast, only a single skeleton from this spell may be controlled at any one time by a single caster. If another skeleton is animated using this spell while another is already under your control, the original becomes uncontrolled.</p><p>This undead does not count against your HD limit of controlled undead. An undead skeleton can be created only from a mostly intact skeleton or corpse. If a skeleton is made from a corpse, the flesh falls off the bones.</p><p></p><p>Awaken the Dead I: PDG</p><p>School necromancy</p><p>Level cleric 1, rook 1, sorcerer/wizard 1</p><p>Components V, S, F/DF (a corpse candle)</p><p>Casting Time 1 round</p><p>Range Close (25 ft. + 5 ft./2 levels)</p><p>Effect One created undead creature</p><p>Duration 1 round/level (D)</p><p>Saving Throw None</p><p>Spell Resistance No</p><p>This spell awakens an undead creature and calls it forth from its twilight hell (typically from the ground or from out of the shadows). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.</p><p>The spell calls forth one of the creatures from the 1st-level list. You choose the kind of undead to awaken, and you can change that choice each time you cast the spell.</p><p>A created creature cannot call, summon, or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be created within an environment that cannot support them.</p><p>1st Level</p><ul> <li data-xf-list-type="ul">Human zombie</li> <li data-xf-list-type="ul">Bugbear skeleton</li> <li data-xf-list-type="ul">Hyena zombie</li> <li data-xf-list-type="ul">Orc zombie</li> <li data-xf-list-type="ul">Leopard zombie</li> <li data-xf-list-type="ul">Wolf zombie</li> </ul><p></p><p>Cannibalize</p><p>School necromancy</p><p>Level sorcerer/wizard 2</p><p>Casting Time 1 standard action</p><p>Components V, S, M</p><p>Area 20-ft. radius + 5 ft./2 levels</p><p>Duration instantaneous</p><p>Saving Throw see below</p><p>Spell Resistance no</p><p>Up to 4 HD of undead creatures within this spell’s area of effect are destroyed, and you steal hp from them to heal your injuries. For each HD of undead creatures destroyed by the spell, you gain 2 hp. You cannot gain hp beyond your maximum, and you cannot regain hp lost</p><p>due to Constitution damage.</p><p>Undead you have commanded with the Command Undead feat receive no save to avoid this spell’s effects. If undead you do not command make a successful Fortitude save, they still suffer 2d6 hp damage. Undead killed by this damage heal you as if they had failed their save.</p><p>Gaining hp via this spell is dangerous because it involves infusing negative energy into your living body. If this spell grants you hp equal to two-thirds of your maximum, you must make a Fortitude save (DC 19). Failure results in immediate transformation into a free-willed undead creature—typically an intelligent skeleton or zombie. Undead casters can use this spell without risk.</p><p></p><p>Raise Lesser Undead</p><p>School necromancy [evil]</p><p>Level cleric 2, sorcerer/wizard 2</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)</p><p>Range touch</p><p>Target one corpse touched</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell functions as animate dead except that it can create a single skeleton or zombie with a maximum number of HD equal to your 1/2 your caster level, to a maximum 5 HD at 10th level. You cannot have more than one undead creature under your control through this spell. If you cast this spell a second time, the first creature immediately crumbles to dust. This creature counts against your maximum limit of undead creatures you can control.</p><p></p><p>Animate Dead II</p><p>School necromancy (animation)</p><p>Level cleric 2, sorcerer/wizard 3</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I, except that you can animate one creature from the 2nd-level list or 1d3 of the same option from the 1st-level list.</p><p>2nd Level Remains Required Alignment</p><p>skeleton (4-5 HD) appropriate corpse or skeleton NE</p><p>zombie (6 HD) appropriate corpse NE</p><p>1st Level Remains Required Alignment</p><p>ghoul humanoid corpse CE</p><p>1d4 skeletons (1 HD) appropriate corpse or skeleton NE</p><p>skeleton (2-3 HD) appropriate corpse or skeleton NE</p><p>1d3 zombies (2 HD) appropriate corpse NE</p><p>zombie (4 HD) appropriate corpse NE</p><p></p><p>Animate Ghoul</p><p>School necromancy (animation) [evil]</p><p>Level antipaladin 2, cleric 2, sorcerer/wizard 3</p><p>Casting Time 1 standard action</p><p>Components V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp)</p><p>Range touch</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>You raise one humanoid corpse as a ghoul under your control. As long as the corpse is a Medium humanoid, it rises as a standard ghoul, regardless of any class levels, HD, or abilities it had in life. This spell can also be used on a Small humanoid to create a Small ghoul. Ifyou are 11th level or higher, it can be used on the corpse of a Large humanoid to create a Large ghoul. If you are at least 13th level, this spell can be used to create a ghast instead, but the material component changes to an onyx gemstone worth at least 200 gp.</p><p>Undead created by this spell are loyal to the caster, but are subject to the usual Hit Dice limit for the number of undead that can be controlled (as per animate dead).</p><p></p><p>Lesser Animate Dead</p><p>School necromancy [evil]</p><p>Level cleric 2, sorcerer/wizard 3</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)</p><p>Range touch</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell functions as animate dead, except you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies with this spell.</p><p></p><p>Umbral Touch</p><p>School necromancy [evil]</p><p>Level cleric 3, sorcerer/wizard 3</p><p>Casting Time 1 standard action</p><p>Components S</p><p>Range touch</p><p>Target one creature</p><p>Duration 1 minute/level</p><p>Saving Throw Fortitude halves</p><p>Spell Resistance yes</p><p>This spell gives you a Strength-draining touch. If you make a successful touch attack, the subject suffers 1d6 +1 per 2 caster levels (maximum +6) of temporary Strength ability damage. A successful Fortitude save halves the ability damage.</p><p>If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum.</p><p></p><p>Animate Dead</p><p>School necromancy [evil]</p><p>Level cleric 3, sorcerer/wizard 4</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)</p><p>Range touch</p><p>Targets one or more corpses touched</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell turns corpses into undead skeletons or zombies that obey your spoken commands.</p><p>The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again.</p><p>Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.</p><p>Skeletons A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.</p><p>Zombies A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.</p><p></p><p>Animate Dead III</p><p>School necromancy (animation)</p><p>Level cleric 3, sorcerer/wizard 4</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I except that you can animate one creature from the 3rd-level list or 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 of the same option from the 1st level list.</p><p>3rd Level Remains Required Align</p><p>ghast humanoid corpse CE</p><p>shadow humanoid soul CE</p><p>skeleton (6-7 HD) appropriate corpse or skeleton NE</p><p>wight humanoid corpse LE</p><p>zombie (8-10 HD) appropriate corpse NE</p><p>2nd Level Remains Required Alignment</p><p>skeleton (4-5 HD) appropriate corpse or skeleton NE</p><p>zombie (6 HD) appropriate corpse NE</p><p>1st Level Remains Required Alignment</p><p>ghoul humanoid corpse CE</p><p>1d4 skeletons (1 HD) appropriate corpse or skeleton NE</p><p>skeleton (2-3 HD) appropriate corpse or skeleton NE</p><p>1d3 zombies (2 HD) appropriate corpse NE</p><p>zombie (4 HD) appropriate corpse NE</p><p></p><p>Dance of the Dead</p><p>School necromancy</p><p>Level sorcerer/wizard 4, white necromancer 3, witch 4</p><p>Casting Time 1 standard action</p><p>Components V, S</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Targets one Medium skeleton or zombie per caster level;</p><p>Duration 1 round/level</p><p>Saving Throw no</p><p>Spell Resistance no</p><p>You imbue normal humanoid remains with mobility and a bit of your life essence. On casting the spell, you lose 2d4 hp that return when the spell ends. Each animated skeleton or corpse immediately attacks any target you designate or performs simple tasks as directed.</p><p>These animated creatures must be created from existing skeletons or corpses. You may animate one Medium skeleton or zombie per caster level. These skeletons or zombies immediately revert to their previous, inanimate state when the spell ends or they move out of the spell’s radius.</p><p>If used to attack enemies, treat as standard human skeletons or zombies (alignment neutral). You can change the designated target or targets as a move action, as if directing an active spell.</p><p>If used to perform basic tasks, treat the skeletons or zombies as having capabilities similar to an unseen servant.</p><p></p><p>Shadow Projection</p><p>School necromancy [evil]</p><p>Level sorcerer/wizard 4</p><p>Casting Time 1 minute</p><p>Components S</p><p>Range personal</p><p>Target you</p><p>Duration 1 hour/level (D)</p><p>With this spell, you infuse your life force and psyche into your shadow, giving it independent life and movement as if it were an undead shadow. Your physical body lies comatose while you are projecting your shadow, and your body has no shadow or reflection while the spell is in effect.</p><p>While projecting your shadow, you gain a shadow’s darkvision, defensive abilities, fly speed, racial stealth modifier, and strength damage attack. You do not gain the creature’s create spawn ability, nor its skill ranks or Hit Dice. Your shadow has Hit Dice and hit points equal to your own. Your shadow projection has the undead type and may be turned or affected as undead.</p><p>If your shadow projection is slain, you return to your physical body and are immediately reduced to –1 hit points. Your condition becomes dying, and you must begin making Constitution checks to stabilize.</p><p></p><p>Zombify Self</p><p>School necromancy</p><p>Level sorcerer/wizard 4</p><p>Casting Time 1 standard action</p><p>Components V, S, M (one handful of zombie flesh)</p><p>Range personal</p><p>Target you</p><p>Duration 1 minute/level</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spells converts your body into that of a zombie. You become immune to poison, sleep, paralysis, stunning and disease. You are no longer subject to nonlethal damage, ability damage, energy drain or death from massive damage. Your Dexterity decreases by 4 for the duration of this spell, and you suffer a –4 penalty to Charisma whenever you must make a Bluff or Diplomacy check. Also, because of the concentration of negative energy within you, you are vulnerable to energy channeling. Cure spells damage you and inflict spells heal you.</p><p>Lastly, when the spell ends, you must succeed on a DC 15 Fortitude save or be stunned for one round and take 5d4 points of damage as the negative energy ravages your body as it is forced out. If this damage kills you, you rise the next night as a zombie unless your body is blessed.</p><p></p><p>Animate Dead IV</p><p>School necromancy (animation)</p><p>Level cleric 4, sorcerer/wizard 5</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I except that you can animate one creature from the 4th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option from a lower level list.</p><p>4th Level Remains Required Align</p><p>skeleton (8-9 HD) appropriate corpse or skeleton NE</p><p>zombie (12-14 HD) appropriate corpse NE</p><p>3rd Level Remains Required Align</p><p>ghast humanoid corpse CE</p><p>shadow humanoid soul CE</p><p>skeleton (6-7 HD) appropriate corpse or skeleton NE</p><p>wight humanoid corpse LE</p><p>zombie (8-10 HD) appropriate corpse NE</p><p>2nd Level Remains Required Alignment</p><p>skeleton (4-5 HD) appropriate corpse or skeleton NE</p><p>zombie (6 HD) appropriate corpse NE</p><p></p><p>Animate Living Skeleton</p><p>School necromancy (animation) [evil]</p><p>Level cleric 5, sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gem worth at least 25 gp per HD of the target)</p><p>Range close (25 f. + 5 ft./2 levels)</p><p>Target one living creature</p><p>Duration 1 round/level (D)</p><p>Saving Throw Fortitude partial (see text)</p><p>Spell Resistance yes</p><p>The target’s bones take on a life of their own and move within the target’s flesh. The target must make a Fortitude save each round this spell is in effect as the target’s skeleton animates from within. Each failure means the target takes 1d6 hp of negative energy damage and 1 point of Constitution damage, and it becomes staggered and sickened for 1 round. If the target makes its save, it takes no hp or Constitution damage but is still sickened for 1 round.</p><p>If the target creature dies during the duration of this spell, its remaining flesh immediately falls away and its type changes to undead as it becomes an animated skeleton (wearing and wielding all of the target’s equipment). Starting on your next turn and lasting until the spell ends, the skeleton is under your direct control. When the spell duration expires, the controlled skeleton collapses into a heap of bones.</p><p>Protection from evil negates this spell’s effects for as long as the two durations overlap. Dispel evil automatically ends the spell.</p><p>This spell has no effect on creatures without internal skeletons.</p><p>Mythic This spell deals 2d6 hp negative energy damage and 2 points of Constitution damage upon each failed saving throw, as well as the target becoming staggered. A successful saving throw results in 1d6 hp negative energy damage, no Constitution damage, and the target is sickened for 1 round.</p><p>If the target dies during the duration of a mythic animate living skeleton it becomes an animated skeleton under control of the caster as per the animate dead spell.</p><p></p><p>Animate Shadow</p><p>School necromancy</p><p>Level cleric 5, magus 5, sorcerer/wizard 5</p><p>Casting Time 1 round</p><p>Components V, S</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one creature not in darkness</p><p>Duration 1 round/level</p><p>Saving Throw Will partial</p><p>Spell Resistance yes</p><p>You infuse the subject’s shadow with negative energy, calling it to undeath if the subject fails a Will save. The shadow rises in a space adjacent to the subject and acts immediately, on your turn. If you share a language with the subject, the shadow will obey your command. Otherwise, it attacks your opponents to the best of its ability. If the subject is evil, the shadow will attack the subject exclusively before attacking you upon the subject’s death.</p><p>Unlike a normal shadow, this shadow’s alignment matches that of the subject, and the shadow cannot create spawn. The shadow’s attack bonus is equal to ½ your caster level, its size is equal to the subject’s size and its hit points are based on its size. The shadow has the ability scores of a shadow, not the subject, and they remain unchanged by its size.</p><p>Size Hit Points</p><p>Fine 17</p><p>Diminutive 17</p><p>Tiny 17</p><p>Small 17</p><p>Medium 19</p><p>Large 23</p><p>Huge 27</p><p>Gargantuan 31</p><p>Colossal 35</p><p>If a subject’s shadow is destroyed, they suffer 2d6 points of Strength damage.</p><p>A subject that makes their Will save suffers 3d6 points of negative energy damage as the negative energy courses through their body instead of their shadow.</p><p></p><p>Devouring Darkness</p><p>School evocation</p><p>Level cleric 5, sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Area 20-ft. radius</p><p>Duration instantaneous (see text)</p><p>Saving Throw Reflex half (see text)</p><p>Spell Resistance yes</p><p>You create a blast of negative energy that damages living creatures and leaves behind an area of darkness. Living creatures within the area of effect suffer take 1d6 points of negative energy damage per caster level of damage (10d6 max; Reflex save for half) and leaves behind an area of darkness equal to that left by a deeper darkness spell for 1 round/caster level. As a negative energy-based spell, undead within the area of effect are healed instead of damaged and creatures protected against negative energy damage suffer no ill effects.</p><p>Creatures slain by a devouring darkness spell rise in 1d4+2 rounds as a shadow. The newly risen shadow is not under the caster’s control and is as likely to attack its creator as it is any other nearby creatures.</p><p></p><p>Improved Animate Dead</p><p>School necromancy (animation) [evil]</p><p>Level cleric 4, sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S, M (one onyx gem per body part worth at least 25 gp per hit dice of the undead)</p><p>Range touch</p><p>Target one or more body parts</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell turns the separated body parts of dead creatures into animated undead. The spell is similar in all respects to animate dead, except that it does not require complete bodies. The resulting undead operate as Small zombies with the following modifications:</p><ul> <li data-xf-list-type="ul">Any class-based HD become racial HD (d8).</li> <li data-xf-list-type="ul">They retain class-based Reflex saves but use the Fortitude and Will saves of a zombie of equal HD.</li> <li data-xf-list-type="ul">They retain the defensive abilities of their base creature, including Dexterity bonus and natural bonuses to armor.</li> <li data-xf-list-type="ul">They gain DR 5/slashing, any size bonuses and penalties to AC, and the natural armor bonus of a zombie by size.</li> <li data-xf-list-type="ul">They fly at 30 ft. (poor). Fast movement affects their speed.</li> <li data-xf-list-type="ul">They retain all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature(s). They gain a slam attack as a zombie one size larger.</li> <li data-xf-list-type="ul">If this spell is cast on a spellcaster’s arm, the arm retains the last spell cast by the original creature in life at its original caster level, which it may cast once per day without need for material or verbal components.</li> <li data-xf-list-type="ul">They retain any of the base creature’s special attacks feasibly usable by the body part animated.</li> <li data-xf-list-type="ul">They retain the original Dexterity and add +2 to Strength.</li> <li data-xf-list-type="ul">They have no Constitution or Intelligence score, and their Wisdom and Charisma become 10.</li> <li data-xf-list-type="ul">Their base attack bonus is as per their original class.</li> <li data-xf-list-type="ul">They have no skill ranks.</li> <li data-xf-list-type="ul">They gain Toughness as a bonus feat and retain all feats from their former life that are still useable in their current form, including Improved Initiative.</li> <li data-xf-list-type="ul">They retain the special qualities of their base creature(s) that remain useable in their current form, unaffected by the zombie staggered special quality.</li> </ul><p>Mythic Add your tier to the caster level when determining how many Hit Dice of zombies you can animate with a single casting of this spell. This does not increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell’s material component.</p><p>Augmented (6th) If you expend two uses of mythic power, the zombies you animate gain either the agile or savage mythic template for a number of days equal to your tier. At 8th tier, you can expend 10 uses of mythic power and apply either the agile or savage mythic template permanently to the zombies you create with this spell.</p><p></p><p>Umbral Weapon</p><p>School illusion (shadow)</p><p>Level sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components S</p><p>Range touch</p><p>Target Shadows touched</p><p>Duration 1 minute/level</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell allows you to reach into any nearby shadows and draw out shadowstuff with which you form a weapon. The weapon may appear to be a sword or a mace or whatever weapon you desire. Regardless of its appearance, all umbral weapons deal 1d6 points of damage and critical based on the type of weapon fashioned. If you are able to cast this spell multiple times, you may have multiple umbral weapons in existence simultaneously. However, once you hand the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another results in the weapon becoming simple shadows again.</p><p>An umbral weapon has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack suffers 1 point of Strength damage every time the wielder of an umbral weapon lands a blow. This Strength is transferred to the umbral weapon itself as a damage bonus. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one-half your caster level. Regardless of the bonus to damage, the attack bonus is always +2.</p><p>A subject who survives the hit point damage of an umbral weapon but dies when his Strength is reduced to zero is transformed into a shadow in 1d4+1 rounds and is permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum.</p><p></p><p>Animate Dead V</p><p>School necromancy (animation)</p><p>Level cleric 5, sorcerer/wizard 6</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I except that you can animate one creature from the 5th-level list or 1d3 creatures of the same kind from the [4th]-level list, or 1d4+1 of the same option from a lower level list.</p><p>5th Level Remains Required Align</p><p>skeleton (10-11 HD) appropriate corpse or skeleton NE</p><p>wraith humanoid soul LE</p><p>zombie (15-16 HD) appropriate corpse NE</p><p>4th Level Remains Required Align</p><p>skeleton (8-9 HD) appropriate corpse or skeleton NE</p><p>zombie (12-14 HD) appropriate corpse NE</p><p>3rd Level Remains Required Align</p><p>ghast humanoid corpse CE</p><p>shadow humanoid soul CE</p><p>skeleton (6-7 HD) appropriate corpse or skeleton NE</p><p>wight humanoid corpse LE</p><p>zombie (8-10 HD) appropriate corpse NE</p><p></p><p>Bolt of Animation</p><p>School necromancy [death, evil]</p><p>Level sorcerer/wizard 6</p><p>Casting Time 1 standard action</p><p>Components V, S, M (a bolt made from bone)</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Target one living creature</p><p>Duration instantaneous; see text</p><p>Saving Throw Fortitude negates</p><p>Spell Resistance yes</p><p>The caster launches a deadly bolt at the target. This bolt glows with strange marks of death and destruction and sizzles with negative energy. Any creature slain with a bolt of animation is immediately animated as a zombie.</p><p>The caster makes a ranged touch attack, and if successful, deals 1d6 points of negative energy damage per caster level (maximum 15d6) to the target. An animated zombie is completely under the control of the caster for 10 minutes per caster level.</p><p>A dying creature is not animated, not even if he eventually dies from his wounds.</p><p></p><p>Create Undead</p><p>School necromancy [evil]</p><p>Level cleric 6, sorcerer/wizard 6</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>11th or lower Ghoul</p><p>12th–14th Ghast</p><p>15th–17th Mummy</p><p>18th or higher Mohrg</p><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p>This spell must be cast at night.</p><p></p><p>Transform Zombie</p><p>School necromancy [evil]</p><p>Level sorcerer/wizard 6</p><p>Casting Time 1 full round</p><p>Components V, S, M (A bone from a ghoul and a black onyx gem worth at least 100 gp)</p><p>Range touch</p><p>Target one zombie</p><p>Duration instantaneous</p><p>Saving Throw Fortitude negates</p><p>Spell Resistance yes</p><p>The caster touches a single zombie, which must succeed on a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls.</p><p></p><p>Animate Dead VI</p><p>School necromancy (animation)</p><p>Level cleric 6, sorcerer/wizard 7</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a</p><p>tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30</p><p>feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I except that you can animate one creature from the 6th-level list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 of the same option from a lower level list.</p><p>6th Level Remains Required Align</p><p>skeleton (12-14 HD) appropriate corpse or skeleton NE</p><p>zombie (18-10 HD) appropriate corpse NE</p><p>5th Level Remains Required Align</p><p>skeleton (10-11 HD) appropriate corpse or skeleton NE</p><p>wraith humanoid soul LE</p><p>zombie (15-16 HD) appropriate corpse NE</p><p>4th Level Remains Required Align</p><p>skeleton (8-9 HD) appropriate corpse or skeleton NE</p><p>zombie (12-14 HD) appropriate corpse NE</p><p></p><p>Create Crypt Thing: BoLS</p><p>School necromancy [evil]</p><p>Level cleric 7, sorcerer/wizard 7</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 300 gp)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell allows you to animate a single Medium or Large corpse of a creature 18 HD or less into a crypt thing. This spell must be cast in the area the creature is to guard or it fails. The corpse must be mostly intact and must be humanoid-shaped and have a skeletal system or structure. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed.</p><p>The black gem is placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed.</p><p></p><p>Obliterate Soul</p><p>School necromancy [evil]</p><p>Level sorcerer/wizard 7</p><p>Casting Time 1 standard action</p><p>Components V, S, M (a pinch of bone dust)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one living creature</p><p>Duration Instantaneous</p><p>Saving Throw Fortitude partially negates</p><p>Spell Resistance yes</p><p>Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 points of Constitution damage. A successful Fortitude save reduces this effect to 1d6+1 points of Constitution damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from where they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection works. Unless they are buried in hallowed ground, victims of obliterate soul are likely to return as undead (GM’s discretion).</p><p></p><p>Phantasmal Detainment</p><p>School necromancy [curse, evil]</p><p>Level cleric 7, sorcerer/wizard 7, witch 7</p><p>Casting Time 1 hour</p><p>Components V, S, M, DF (a black diamond worth 100 gp per HD of the target)</p><p>Range touch</p><p>Target corpse touched</p><p>Duration instantaneous</p><p>Saving Throw Will negates</p><p>Spell Resistance yes</p><p>You prevent the subject’s soul from moving on to the next life. They become a ghost (apply the ghost template), bound to your plane of existence until satisfying some condition set forth by you. If you do not specify a particular condition, the ghost may move on as soon as it is given a burial. The subject’s ghost can materialize enough to affect corporeal creatures only after dark, although it can travel and perceive events that occur during the day.</p><p>The subject must have died no more than one day ago per caster level, or the spell fails. A subject that has received funeral rites or some form of proper burial is immune to this spell.</p><p></p><p>Shadow of Duty</p><p>School necromancy [curse, lawful]</p><p>Level cleric 7, sorcerer/wizard 7</p><p>Casting Time 10 minutes</p><p>Components V, S, M (an officer’s weapon worth at least 1,000 gp)</p><p>Range touch</p><p>Target corpse touched</p><p>Duration see text</p><p>Saving Throw Will negates</p><p>Spell Resistance yes</p><p>The subject is born into undeath so that it may perform a single task. You designate this task as you cast the spell, and the subject remains animate until its duty is fulfilled. If the specified task does not have a finite conclusion, such as, “Protect the keep from invaders” the subject receives a +4 bonus to its saving throw.</p><p>A creature born into undeath by shadow of duty is reduced to a single HD and its type changes to undead. It is unintelligent, although it can perform a single complex task as if it were an intelligent creature if that task is its duty.</p><p>The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse or wish spell.</p><p></p><p>Shadowflesh</p><p>School necromancy [evil]</p><p>Level sorcerer/wizard 7</p><p>Casting Time 1 standard action</p><p>Components S, M (flayed skin rolled in black parchment that is burned while casting)</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Target one creature</p><p>Duration permanent</p><p>Saving Throw Fortitude negates</p><p>Spell Resistance yes</p><p>This spell turns its subject into a living shadow. The subject retains all of his normal statistics, hit points, level, etc., but he also gains the properties of a shadow (see the Pathfinder Roleplaying Game Bestiary “Shadow”) and becomes chaotic evil. A creature affected by this spell can be saved only by very powerful magic such as a wish, miracle or limited wish.</p><p>Once transformed, the new shadow haunts the environment in which it was created, preying on any living things in the area. If the shadow is created in an unsuitable place (such as a sunny glade), it finds the nearest suitable abode to haunt.</p><p>Victims of the spell are subject to control by the caster who created them. Anything you utter is treated as a suggestion (see the spell) to the subject, although the shadow cannot leave the vicinity of its chosen haunt.</p><p>Note that characters transmuted into shadow creatures effectively become monsters, and they are controlled as such by the GM.</p><p></p><p>Animate Dead VII</p><p>School necromancy (animation)</p><p>Level cleric 7, sorcerer/wizard 8</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30</p><p>feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I except that you can animate one creature from the 7th-level list or 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 of the same option from a lower level list.</p><p>7th Level Remains Required Align</p><p>skeleton (15-17 HD) appropriate corpse or skeleton NE</p><p>spectre humanoid soul LE</p><p>6th Level Remains Required Align</p><p>skeleton (12-14 HD) appropriate corpse or skeleton NE</p><p>zombie (18-10 HD) appropriate corpse NE</p><p>5th Level Remains Required Align</p><p>skeleton (10-11 HD) appropriate corpse or skeleton NE</p><p>wraith humanoid soul LE</p><p>zombie (15-16 HD) appropriate corpse NE</p><p></p><p>Create Greater Undead</p><p>School necromancy [evil]</p><p>Level cleric 8, sorcerer/wizard 8</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead created is based on caster level, as shown below.</p><p>Caster Level Undead Created</p><p>15th or lower Shadow</p><p>16th–17th Wraith</p><p>18th–19th Spectre</p><p>20th or higher Devourer</p><p></p><p>Curse of Undeath</p><p>School necromancy [evil]</p><p>Level cleric 8, sorcerer/wizard 8</p><p>Casting Time 1 round</p><p>Components V, S, DF</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one living creature</p><p>Duration permanent</p><p>Saving Throw Will negates</p><p>Spell Resistance yes</p><p>This spell places a curse upon the subject, causing that creature to rise again as an undead creature after death. The subject is unharmed so long as it lives. Should the subject die while under the effect of this spell, attempts at reviving the creature through spells such as raise dead and resurrection fail. In 1d4 rounds, the creature instead rises as an undead, as detailed below. The type of undead creature is determined by the GM, but it should include an undead template appropriate for the creature.</p><p>Created undead are not under the control of the spell’s caster. Undead created by this spell are created instantaneously, and thus continue to exist even if the spell that created them is dispelled or dismissed. A remove curse spell can remove this effect, but it must be cast before the creature rises into unlife.</p><p></p><p>Greater Bolt of Animation</p><p>School necromancy [death, evil]</p><p>Level sorcerer/wizard 8</p><p>Casting Time 1 standard action</p><p>Components V, S, M (a bolt made from bone)</p><p>Range long (400 ft. + 40 ft./level)</p><p>Targets one creature per 3 levels, no two of which can be more than 30 ft. apart.</p><p>Duration instantaneous; see text</p><p>Saving Throw Fortitude negates</p><p>Spell Resistance yes</p><p>This spell works like bolt of animation, except that it affect multiple creatures. Animated zombies are under control of the caster for 1 hour per caster level.</p><p></p><p>Luskal’s Energy Tapping</p><p>School necromancy [evil]</p><p>Level cleric 8, sorcerer/wizard 8, witch 8</p><p>Casting Time 1 swift action</p><p>Components V, S</p><p>Range touch</p><p>Target living creature touched</p><p>Duration instantaneous</p><p>Saving Throw Fortitude negates</p><p>Spell Resistance yes</p><p>This horrible spell uses the lifeforce of another being to augment the caster’s abilities. It is cast along with any other spell, at the height of which the caster touches her target. She grants 1 negative level for every three caster levels to the target, and add the drained levels to her caster level for the purpose of the spell she is currently casting. In addition, she may add the effects of any metamagic feat that she knows to the spell, without having to have assigned them before, or altering the spells effective level.</p><p>Any extra levels are lost the instant the spell is finished. The target gaining the negative levels receives a Fortitude save every 24 hours to remove them. Anyone slain by this spell rises as a free-willed undead after 24 hours, unless the body has been blessed.</p><p></p><p>Minions of Death</p><p>School necromancy [death]</p><p>Level sorcerer/wizard 8</p><p>Casting Time 1 standard action</p><p>Components V, S, M/F (a crushed black pearl worth 500 gp; lich skull)</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Area Several living creatures within a 40-ft.–radius burst</p><p>Duration instantaneous; see text</p><p>Saving Throw Fortitude negates</p><p>Spell Resistance yes</p><p>Minions of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 25d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 13 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.</p><p>Slain creatures are animated as zombies on the following round, per animate dead.</p><p></p><p>Animate Dead VIII</p><p>School necromancy (animation)</p><p>Level cleric 8, sorcerer/wizard 9</p><p>Casting Time 1 round</p><p>Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one or more animated undead</p><p>Targets corpses, no two of which can be more than 30 feet apart [see below]</p><p>Duration 1 round/level (D)</p><p>Saving Throw Will negates (object)</p><p>Spell Resistance no</p><p>This spell functions like animate dead I except that you can animate one creature from the 8th-level list or 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 of the same option from a lower level list.</p><p>8th Level Remains Required Align</p><p>mohrg humanoid corpse CE</p><p>greater shadow humanoid soul CE</p><p>skeleton (18-20 HD) appropriate corpse or skeleton NE</p><p>7th Level Remains Required Align</p><p>skeleton (15-17 HD) appropriate corpse or skeleton NE</p><p>spectre humanoid soul LE</p><p>6th Level Remains Required Align</p><p>skeleton (12-14 HD) appropriate corpse or skeleton NE</p><p>zombie (18-10 HD) appropriate corpse NE</p><p></p><p>Call the Dead</p><p>School necromancy (necrophagy) [evil]</p><p>Level cleric 8, sorcerer/wizard 9</p><p>Casting Time 4 hrs.</p><p>Components V, S, M (skull of a powerful undead creature, onyx gemstone worth 5,000 gp)</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Targets all corpses in a 100-ft. spread</p><p>Duration 1 hr./level (D)</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>Calling on the grim powers of death, you cause all corpses in the area to rise up as skeletons under your control. This spell affects corpses buried underground as well, up to a depth of 10 ft., although such undead take 1d4 min. to claw their way up to the surface. These skeletons can be made into burning or bleeding skeletons at the time of casting by reducing the duration to 10 min. per level. These undead do not count against your HD limit for the amount of undead you can control. These undead must be commanded as a single group and cannot be split up to perform multiple tasks.</p><p>If you are slain, these undead immediately crumble to dust.</p><p></p><p>Cursed Earth</p><p>School necromancy [curse, evil; see text]</p><p>Level cleric 9, sorcerer/wizard 9, witch 9</p><p>Casting Time 10 minutes</p><p>Components V, S, M (powdered onyx 10,000 gp), DF</p><p>Range touch</p><p>Area 1-mile radius emanating from the touched point</p><p>Duration permanent</p><p>Saving Throw none (see text)</p><p>Spell Resistance no</p><p>You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects.</p><p>Famine All normal plants in the area reduce their growth and food production by half, as if affected by the stunt growth effect of diminish plants.</p><p>Living Death Any creatures of Small size or larger killed in the area rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies.</p><p>Plague Every day at sundown, all creatures in the area must make a Fortitude save or catch one of the following diseases (your choice, decided at the time of casting): blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects. This is a disease effect.</p><p></p><p>Heart Rip</p><p>School necromancy [evil]</p><p>Level sorcerer/wizard 9</p><p>Casting Time 1 standard action</p><p>Components V, S</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target single living creature</p><p>Duration instantaneous</p><p>Saving Throw none (see text)</p><p>Spell Resistance yes</p><p>With a gesture and word of power you draw the heart from a victim, slaying them instantly. The spell fails if the target has more than 100 hp. Any living creature with fewer than 100 hit points and a beating heart is instantly slain as his heart is torn from his chest and flies to your hand. The creature rises the next round as a zombie under your control.</p><p></p><p>Raise Undead Host</p><p>School necromancy</p><p>Level sorcerer/wizard 9</p><p>Casting Time 30 min.</p><p>Components V, S, M (an onyx gem worth 1,000 gp)</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>This spell is only effective when it is cast on the site of a great battle or another large-scale slaughter that took place within the last 500 years.</p><p>When cast, raise undead host causes skeletons or zombies (your choice) to burst out of the ground and obey your commands to follow you, guard an area, or attack your opponents, as per the animate dead spell. All undead created have a +1 profane bonus to attack rolls, damage rolls, and saving throws, as well as +1 hp per HD, as per the desecrate spell. You create no more undead than 8 HD per caster level, no matter how many times you cast the spell. Any excess visible bodies do not animate. You may release any number of undead from your control at any time, but they still count toward your total for purposes of this spell. Undead controlled using the Command Undead feat, however, do not count toward your limit of undead as described in this spell.</p><p></p><p>Unhallowed Dagger</p><p>School necromancy (evil)</p><p>Level cleric 9, sorcerer/wizard 9</p><p>Casting Time 1 action</p><p>Components V, S, M (a dagger that has drawn a paladin’s blood)</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Target one creature</p><p>Duration instantaneous</p><p>Saving Throw Will partial</p><p>Spell Resistance yes</p><p>The caster creates a dagger of dark, shimmering energy that instantly speeds toward its target. You must succeed on a ranged touch attack. If successful, the target takes 1d4 points of damage per caster level (maximum 20d4). Those slain by this spell must succeed on a Will save or immediately be transformed into a zombie-like creature. It effectively gains the zombie template, except that it has a number of HD equal to its racial and class levels. It can take no action unless you order it to act.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/145393/Echelon-Reference-Series-Sorcerers-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Sorcerers (3pp+PRD)</a>[spoiler]</p><p><strong>Human Vampire Sorcerer 8:</strong> ?</p><p><strong>Human Vampire Sorcerer 8, Raven-Haired Beuty:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> <em>Shadow of Duty</em> spell.</p><p><em>Curse of Undeath</em> spell.</p><p><strong>Undead Sorcerer:</strong> ?</p><p><strong>Undead Ally:</strong> ?</p><p><strong>Corporeal Undead Humanoid:</strong> ?</p><p><strong>Corporeal Undead That Was Once Humanoid:</strong> ?</p><p><strong>Unintelligent Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Small Undead:</strong> ?</p><p><strong>Medium Undead:</strong> ?</p><p><strong>Tiny Undead:</strong> ?</p><p><strong>Large Undead:</strong> ?</p><p><strong>Diminutive Undead:</strong> ?</p><p><strong>Huge Undead:</strong> ?</p><p><strong>Corporeal Undead, Corporeal Undead Creature:</strong> ?</p><p><strong>Undead Warrior:</strong> <em>Minions of Death</em> spell.</p><p><strong>Undead Servant:</strong> <em>Minions of Death</em> spell.</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghost:</strong> <em>Phantasmal Detainment</em> spell.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p>Sorcerer Ghoul Bloodline Eater of the Dead power.</p><p><strong>Ghoul, Mindless Predator:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Powerful Lich:</strong> ?</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell.</p><p><strong>Shadow:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Lesser Animate Dead</em> spell.</p><p><em>Animate Dead</em> spell.</p><p><em>Escape the Bonds of Death</em> spell.</p><p><strong>Skeletal Servant:</strong> <em>Animate Skeleton</em> spell.</p><p><strong>Nosferatu Vampire:</strong> ?</p><p><strong>Moroi Vampire:</strong> ?</p><p><strong>Nosferatu Vampire, Savage Horror, Doomed Monster, Vermin-Faced Progenitor of Vampires:</strong> ?</p><p><strong>Powerful Vampire:</strong> ?</p><p><strong>Vampire, Night Lord:</strong> ?</p><p><strong>Vampire Spawn, Spawn:</strong> Sorcerer Vampire Bloodline Blood Lord power.</p><p><strong>Wraith:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Zombie, Undead Zombie:</strong> <em>Lesser Animate Dead</em> spell.</p><p><em>Animate Dead</em> spell.</p><p><em>Cursed Earth</em> spell.</p><p></p><p>Eater of the Dead</p><p>At 20th level, your skin becomes rigid and bone white. You are immune to cold, disease, nonlethal damage, paralysis and sleep and you gain DR5/–. Any creature slain with your bite attack rises as a ghoul you can command on the next round. You can control a number of such creatures with Hit Dice equal to you ½ your sorcerer level.</p><p></p><p>Blood Lord</p><p>At 20th level, you revel in your undead nature. You are immune to sleep, negative energy and negative energy effects. The scent of the living calls out strongly to you. You gain a +4 racial bonus on Perception, Stealth and Survival checks made against living animals, fey, humanoids, magical beasts, or monstrous humanoids. When you hit one of the above creatures with your bite attack you gain fast healing 5 for a number of rounds equal to your Charisma modifier. If you slay a living humanoid or monstrous humanoid with your bite attack, you also gain temporary hit points equal to ½ your sorcerer level and the creature rises as a vampire spawn under your control the next night. You can control a number of such creatures with a total number of Hit Dice equal to your sorcerer level.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/295281/Echelon-Reference-Series-Summoner-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Summoner (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Animal Companion:</strong> Corpse Companion feat.</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell.</p><p><strong>Shadow:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Wraith:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Undead Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Undead Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>Corpse Companion</p><p>Prerequisites Animal companion class feature, ghoul</p><p>You have an undead animal companion.</p><p>Benefit Your animal companion’s type changes to undead, but its Hit Dice, base attack bonus, saving throws, skills, and tricks are retained from the base creature. The creature loses its Constitution score and its Charisma score becomes 12. If your companion is destroyed, your new companion is undead as well, using these same modifications.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/206685/Echelon-Reference-Series-Summoner-Spells-Compiled-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Summoner Spells Compiled (3pp+PRD)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Sentient Undead:</strong> ?</p><p><strong>Sentient Undead, Soul:</strong> ?</p><p><strong>Incorporeal Undead, Creature Whose Soul is Their Body:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghost, Controlling Life Force:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/206685/Echelon-Reference-Series-Summoner-Spells-Compiled-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Summoner Spells Compiled (3pp+PRD)</a>[spoiler]</p><p>Pathfinder 1e</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Sentient Undead:</strong> ?</p><p><strong>Sentient Undead, Soul:</strong> ?</p><p><strong>Incorporeal Undead, Creature Whose Soul is Their Body:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghost, Controlling Life Force:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/293359/Echelon-Reference-Series-Witch-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Witch (3pp+PRD)</a></p><p><a href="https://www.drivethrurpg.com/product/293359/Echelon-Reference-Series-Witch-3ppPRD?affiliate_id=17596" target="_blank"></a>[spoiler]</p><p><strong>Human Penanggalen Witch 5:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> <em>Curse of Undeath</em> spell.</p><p><em>Life to Undeath</em> spell.</p><p><em>Witchblade</em> spell.</p><p><em>Defile</em> spell.</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Vile Apparition of Tremendous Power:</strong> Having much in common with necromancers, the gravewalker is obsessed with the occult manipulations of the dead, particularly mindless undead such as zombies. Unlike the creations of standard necromancers, a gravewalker’s creations remain forever tied to her will, and she can produce vile apparitions of tremendous power.</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Servant:</strong> ?</p><p><strong>Undead Animal Companion:</strong> Corpse Companion feat.</p><p><strong>Ethereal Undead Creature:</strong> ?</p><p><strong>Corporeal Undead, Corporeal Undead Creature:</strong> ?</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghost:</strong> <em>Phantasmal Revenge</em> spell.</p><p><em>Phantasmal Detainment</em> spell.</p><p><strong>Ghost of a Humanoid Creature:</strong> ?</p><p><strong>Swamp Ghost:</strong> ?</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p><strong>Haunt:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell.</p><p><strong>Shadow:</strong> <em>Create Greater Undead</em> spell.</p><p><em>Shadow Slaves</em> spell.</p><p><strong>Shadow Serpent:</strong> <em>Shadow Serpent</em> spell.</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Wraith:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie, Undead Zombie:</strong> <em>Animate Dead</em> spell.</p><p><em>Cursed Earth</em> spell.</p><p>Necrotic Touch hex.</p><p><strong>Zombie, Mindless Undead:</strong> ?</p><p><strong>Advanced Fast Zombie:</strong> Dread Zombie hex.</p><p></p><p>Corpse Companion</p><p>Prerequisites Animal companion class feature, ghoul</p><p>You have an undead animal companion.</p><p>Benefit Your animal companion’s type changes to undead, but its Hit Dice, base attack bonus, saving throws, skills, and tricks are retained from the base creature. The creature loses its Constitution score and its Charisma score becomes 12. If your companion is destroyed, your new companion is undead as well, using these same modifications.</p><p></p><p>Dread Zombie Su</p><p>With this hex, the witch is able to animate one recently deceased body as an advanced fast zombie. The new zombie serves the witch to the best of its ability, but the power of this hex is not as strong as the animate dead spell, and the zombie crumbles to dust after 24 hours. This hex can only be used once per day.</p><p></p><p>Necrotic Touch Su</p><p>Studies of the way creatures pass on to the next life has given the witch insight into how to throw a spanner into this cycle for her own personal gain. A successful melee touch inflicts a negative level. Unlike most negative levels, this one vanishes after rounds equal to the witch’s Intelligence modifier. Reapplications of this hex simply refresh the duration of the negative level. Humanoid creatures who die while afflicted by this negative level, however, are immediately raised as zombies in the service of the witch.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/196186/Echelon-Reference-Series-Witch-Spells-Compiled-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Witch Spells Compiled (3pp+PRD)</a>[spoiler]</p><p><strong>Shadow Serpent:</strong> <em>Shadow Serpent</em> spell.</p><p><strong>Shadow Serpent, Primeval Serpent of Material From the Shadow Plane:</strong> ?</p><p><em>Darkwater Mere</em> spell.</p><p><strong>Shadow Hydra's Head:</strong> <em>Shadow Hydra</em> spell.</p><p><strong>Corporeal Undead Creature:</strong> “Corporeal undead” is a template you can add to any nonundead, corporeal creature.</p><p><em>Defile</em> spell.</p><p><strong>Undead, Undead Creature:</strong> <em>Curse of Undeath</em> spell.</p><p><em>Life to Undeath</em> spell.</p><p><em>Witchblade</em> spell.</p><p><strong>Corporeal Undead, Corporeal Undead Creature:</strong> ?</p><p><strong>Non-Skeletal Corporeal Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> <em>Life to Undeath</em> spell.</p><p><strong>Creature That Creates Undead Out of its Slain Foes:</strong> ?</p><p><strong>Intelligent Undead, Intelligent Undead Creature:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Sentient Undead Creature:</strong> ?</p><p><strong>Sentient Undead Creature, Soul:</strong> ?</p><p><strong>Undead Creature With an Aversion to Daylight:</strong> ?</p><p><strong>Non-Living Creature:</strong> ?</p><p><strong>Free-Willed Undead:</strong> <em>Luskal's Energy Tapping</em> spell.</p><p><strong>Winged Undead Creature:</strong> ?</p><p><strong>Ghost:</strong> <em>Transcendental Geas</em> spell.</p><p><em>Phantasmal Detainment</em> spell.</p><p><strong>Ghost, Spirit:</strong> ?</p><p><strong>Screaming Elven Ghost:</strong> ?</p><p><strong>Haunt:</strong> ?</p><p><strong>Neutral Haunt:</strong> ?</p><p><strong>Good Haunt:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Demilich:</strong> ?</p><p><strong>Shadow:</strong> <em>Shadow Slaves</em> spell.</p><p><strong>Shadow, Creature That Creates Undead Out of its Slain Foes:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Medium Skeleton:</strong> <em>Dance of the Dead</em> spell.</p><p><strong>Medium Skeleton, Animated Skeleton, Animated Creature:</strong> ?</p><p><strong>Standard Human Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire, Creature That Creates Undead Out of its Slain Foes:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Wraith, Creature That Creates Undead Out of its Slain Foes:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Dilapidated Zombie:</strong> <em>Cursed Earth</em> spell.</p><p><strong>Medium Zombie:</strong> <em>Dance of the Dead</em> spell.</p><p><strong>Medium Zombie, Animated Corpse, Animated Creature:</strong> ?</p><p><strong>Standard Human Zombie:</strong> ?</p><p><strong>Hideous Undead Zombie:</strong> ?</p><p><strong>Zombie, Uncontrolled Zombie:</strong> ?</p><p></p><p>Dance of the Dead</p><p>School necromancy</p><p>Level sorcerer/wizard 4, white necromancer 3, witch 4</p><p>Casting Time 1 standard action</p><p>Components V, S</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Targets one Medium skeleton or zombie per caster level;</p><p>Duration 1 round/level</p><p>Saving Throw no</p><p>Spell Resistance no</p><p>You imbue normal humanoid remains with mobility and a bit of your life essence. On casting the spell, you lose 2d4 hp that return when the spell ends. Each animated skeleton or corpse immediately attacks any target you designate or performs simple tasks as directed.</p><p>These animated creatures must be created from existing skeletons or corpses. You may animate one Medium skeleton or zombie per caster level. These skeletons or zombies immediately revert to their previous, inanimate state when the spell ends or they move out of the spell’s radius.</p><p>If used to attack enemies, treat as standard human skeletons or zombies (alignment neutral). You can change the designated target or targets as a move action, as if directing an active spell.</p><p>If used to perform basic tasks, treat the skeletons or zombies as having capabilities similar to an unseen servant.</p><p></p><p>Shadow Slaves</p><p>School illumination [evil, shadow]</p><p>Level shadowsworn 4, sorcerer/wizard 5, witch 6</p><p>Casting Time 1 standard action</p><p>Components V, S, M (a piece of rotten flesh ingested during casting)</p><p>Range personal</p><p>Duration 1 round/level</p><p>Saving Throw none</p><p>Spell Resistance yes (harmless)</p><p>Upon casting this spell, you begin to vomit forth 1d3 shadows (see Pathfinder Bestiary). The shadows are completely under your control. You take a point of Strength damage for each shadow vomited, as negative energy pains wrack your body, and you are also nauseated the next round.</p><p>These shadows move and attack on your initiative, but they cannot travel more than 100 ft. beyond you. If one of the shadows moves past this limit due to your movement or its movement, it dissipates instantly.</p><p>These shadows do not count toward the maximum number of undead you can control. Shadows summoned in this manner can be dispelled by dispel magic effects and can be harmed by channeled negative energy as usual.</p><p></p><p>Transcendental Geas</p><p>School enchantment (compulsion) [curse, language-dependent, mind-affecting]</p><p>Level bard 5, cleric 6, inquisitor 5, sorcerer/wizard 6, witch 6</p><p>Casting Time 1 round</p><p>Components V</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one living creature with 7 HD or less</p><p>Duration 1 day/level or until discharged (D)</p><p>Saving Throw Will negates</p><p>Spell Resistance yes</p><p>This spell functions exactly like lesser geas, except that its effects persist beyond death. That is, a creature under the effects of this spell must continue to attempt their transcendental geas as a ghost, on the next plane of existence or wherever they may find themselves after life. In addition, this spell grants the target the ability to infiltrate the caster’s dreams posthumously for a single night as the dream spell, if such contact would enable the target to fulfil their transcendental geas.</p><p></p><p>Phantasmal Detainment</p><p>School necromancy [curse, evil]</p><p>Level cleric 7, sorcerer/wizard 7, witch 7</p><p>Casting Time 1 hour</p><p>Components V, S, M, DF (a black diamond worth 100 gp per HD of the target)</p><p>Range touch</p><p>Target corpse touched</p><p>Duration instantaneous</p><p>Saving Throw Will negates</p><p>Spell Resistance yes</p><p>You prevent the subject’s soul from moving on to the next life. They become a ghost (apply the ghost template), bound to your plane of existence until satisfying some condition set forth by you. If you do not specify a particular condition, the ghost may move on as soon as it is given a burial. The subject’s ghost can materialize enough to affect corporeal creatures only after dark, although it can travel and perceive events that occur during the day.</p><p>The subject must have died no more than one day ago per caster level, or the spell fails. A subject that has received funeral rites or some form of proper burial is immune to this spell.</p><p></p><p>Shadow Serpent</p><p>School illusion (shadow)</p><p>Level druid 7, witch 7</p><p>Casting Time 1 round</p><p>Components V, S</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect one serpent comprised of shadow</p><p>Duration 1 round/level</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>You use material from the plane of shadow to form a shadow serpent.</p><p>The serpent acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the serpent, you can direct it not to attack, to attack particular enemies, or to perform other actions.</p><p></p><p>Curse of Undeath</p><p>School necromancy [evil]</p><p>Level cleric 8, sorcerer/wizard 8</p><p>Casting Time 1 round</p><p>Components V, S, DF</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one living creature</p><p>Duration permanent</p><p>Saving Throw Will negates</p><p>Spell Resistance yes</p><p>This spell places a curse upon the subject, causing that creature to rise again as an undead creature after death. The subject is unharmed so long as it lives. Should the subject die while under the effect of this spell, attempts at reviving the creature through spells such as raise dead and resurrection fail. In 1d4 rounds, the creature instead rises as an undead, as detailed below. The type of undead creature is determined by the GM, but it should include an undead template appropriate for the creature.</p><p>Created undead are not under the control of the spell’s caster. Undead created by this spell are created instantaneously, and thus continue to exist even if the spell that created them is dispelled or dismissed. A remove curse spell can remove this effect, but it must be cast before the creature rises into unlife.</p><p></p><p>Life to Undeath</p><p>School necromancy [death, evil]</p><p>Level cleric 8, witch 8</p><p>Casting Time 1 standard action</p><p>Components V, S, M (a pig’s hoof and silver dust worth 100 gp per HD of the target)</p><p>Range touch</p><p>Target living creature touched</p><p>Duration instantaneous</p><p>Saving Throw Fortitude negates</p><p>Spell Resistance yes</p><p>With a touch, you fell the subject before breathing undeath into their remains. Your touch attack deals 1d6 negative energy damage per caster level (maximum 15d6). If this damage kills the subject, they may attempt a second Fortitude save to resist being risen as an undead creature in 1d4 rounds. You may choose to raise the creature into an unintelligent undeath, in which case the creature receives a Will save to retain its intelligence.</p><p>A creature risen by life to undeath loses half its total HD and its type changes to undead. A creature risen as a mindless undead has no Intelligence score and loses any class levels it had, in addition to its memories and mental faculties.</p><p></p><p>Luskal’s Energy Tapping</p><p>School necromancy [evil]</p><p>Level cleric 8, sorcerer/wizard 8, witch 8</p><p>Casting Time 1 swift action</p><p>Components V, S</p><p>Range touch</p><p>Target living creature touched</p><p>Duration instantaneous</p><p>Saving Throw Fortitude negates</p><p>Spell Resistance yes</p><p>This horrible spell uses the lifeforce of another being to augment the caster’s abilities. It is cast along with any other spell, at the height of which the caster touches her target. She grants 1 negative level for every three caster levels to the target, and add the drained levels to her caster level for the purpose of the spell she is currently casting. In addition, she may add the effects of any metamagic feat that she knows to the spell, without having to have assigned them before, or altering the spells effective level.</p><p>Any extra levels are lost the instant the spell is finished. The target gaining the negative levels receives a Fortitude save every 24 hours to remove them. Anyone slain by this spell rises as a free-willed undead after 24 hours, unless the body has been blessed.</p><p></p><p>Shadow Hydra</p><p>School illusion (shadow)</p><p>Level cleric 8, witch 8</p><p>Casting Time 1 round</p><p>Components V, S</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Effect five shadow hydra heads</p><p>Duration 1 round/level</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>You use material from the plane of shadow to form five shadow hydra heads. You can form each of the heads independently in any space within range that shares a single contiguous stretch of dim light or darkness with the others. The contiguous stretch of dim light or darkness serves as the shadow hydra’s body.</p><p>The heads act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the heads, you can direct them not to attack, to attack particular enemies, or to perform other actions.</p><p></p><p>Cursed Earth</p><p>School necromancy [curse, evil; see text]</p><p>Level cleric 9, sorcerer/wizard 9, witch 9</p><p>Casting Time 10 minutes</p><p>Components V, S, M (powdered onyx 10,000 gp), DF</p><p>Range touch</p><p>Area 1-mile radius emanating from the touched point</p><p>Duration permanent</p><p>Saving Throw none (see text)</p><p>Spell Resistance no</p><p>You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects.</p><p>Famine All normal plants in the area reduce their growth and food production by half, as if affected by the stunt growth effect of diminish plants.</p><p>Living Death Any creatures of Small size or larger killed in the area rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies.</p><p>Plague Every day at sundown, all creatures in the area must make a Fortitude save or catch one of the following diseases (your choice, decided at the time of casting): blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects. This is a disease effect.</p><p></p><p>Darkwater Mere</p><p>School illusion (shadow)</p><p>Level druid 9, witch 9</p><p>Casting Time 1 standard action</p><p>Components V, S</p><p>Range long (400 ft. + 40 ft./level)</p><p>Effect 100-ft.-radius swamp of shadows</p><p>Duration 1 minute/level (D)</p><p>Saving Throw see text</p><p>Spell Resistance no</p><p>Water-like shadow covers the ground in all directions. The shadow adds another dimension to the ground that is 5 feet deep, and creatures that were standing on the ground slip 5 feet into darkwater.</p><p>Darkwater is opaque, viscous and suffocating. Wading through darkwater costs 4 times as much movement as moving through an unhindered space. A DC 15 Swim check allows a creature to swim in darkwater at one-quarter their speed. Creatures cannot fly out of darkwater unless they succeed at a DC 20 Strength check or a DC 25 Fly check. For every 5 points of Constitution a creature has, it can hold its breath in darkwater for 1 round. If a creature takes a standard or full-round action, the remaining duration that the creature can hold its breath is reduced by 1 round. After this period of time, the creature must make a DC 20 Constitution check to continue holding its breath. Each round, the DC increases by +5. When a creature finally fails their Constitution check, they begin to drown. In the first round, they fall unconscious (0 hp). In the following round, they drop to –1 hit points and are dying. In the third round, they drown.</p><p>Creatures comprised of shadow are not hindered by darkwater and gain fast healing 5 while they remain within it.</p><p>Once per round as a free action, you can make a 5-ft.-radius square of darkwater 10 feet deeper. As long as there is an adjacent space within 5 ft. of the sinking space’s elevation, creatures standing on a sinking space receive a Reflex save to step into an adjacent space. A creature can attempt to squeeze into an adjacent space that is occupied at a –4 penalty.</p><p>When you cast this spell, you can form a shadow serpent within the mere. The serpent reduces the duration of darkwater mere by 10 minutes and disappears when the spell ends.</p><p></p><p>Defile</p><p>School necromancy [evil]</p><p>Level cleric 9, druid 9</p><p>Casting Time 1 standard action</p><p>Components V, S, M, DF (20,000 gp onyx)</p><p>Range 60 ft.</p><p>Area 60-ft. burst, centered on you</p><p>Duration permanent and instantaneous</p><p>Saving Throw none and Fortitude half</p><p>Spell Resistance yes</p><p>This spell releases a burst of foul, life-destroying energy from the negative energy plane. All land in the area of effect blackens and is forever ruined.</p><p>The spell reduces all plants to cinders.</p><p>Against plant creatures, the spell deals 1d6 points of damage per caster level (maximum of 20d6). Defile is equally effective against other opponents. Against living creatures (except vermin, which are immune), the spell deals 1d8 points of damage per caster level (maximum of 10d8). Those killed by this blast rise up uncontrolled with the corporeal undead creature template 1d4 rounds later.</p><p>All water on the despoiled land turns poisonous as if tainted with lich dust. Finally, necromancy spells cast in the area affected by defile are cast at +1 caster level and the DCs to save against their effects are increased by 1.</p><p>A wish or miracle spell is needed to repair land ruined by this spell.</p><p>Undead caught in the defile spell’s burst heal all damage and gain maximum hit points based on their Hit Dice. For example, a Medium zombie who has 2d12+3 Hit Dice and 16 hp increases its hit point total to 27 because of this spell.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/198114/Echelon-Reference-Series-Wizards-3ppPRD?affiliate_id=17596" target="_blank">Echelon Reference Series: Wizards (3pp+PRD)</a>[spoiler]</p><p><strong>Human Lich Wizard 11:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Servant:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Small Undead:</strong> ?</p><p><strong>Medium Undead:</strong> ?</p><p><strong>Tiny Undead:</strong> ?</p><p><strong>Large Undead:</strong> ?</p><p><strong>Diminutive Undead:</strong> ?</p><p><strong>Huge Undead:</strong> ?</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p><strong>Haunt:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell.</p><p><strong>Shadow:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Lesser Animate Dead</em> spell.</p><p><em>Animate Dead</em> spell.</p><p><strong>Specter:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Wraith:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Zombie, Undead Zombie:</strong> <em>Lesser Animate Dead</em> spell.</p><p><em>Animate Dead</em> spell.</p><p><em>Cursed Earth</em> spell.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/189321/Egyptian-Heroes?affiliate_id=17596" target="_blank">Egyptian Heroes</a>[spoiler]</p><p><strong>Undead, Undead Creature, Dead Thing:</strong> ?</p><p><strong>Abomination:</strong> ?</p><p><strong>Undead Pharaoh:</strong> ?</p><p><strong>Mummy, Undead Mummy:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Vampire, True Vampire:</strong> ?</p><p><strong>Spirit of One Who Died From the Wasting Disease:</strong> Unfortunately, when he reached adulthood, a terrible curse took effect, passed down for generations in his family’s bloodline ever since his great grandfather disturbed the tomb of an ancient paramour of the Undead Pharaoh. The curse inflicts a terrible wasting disease that prematurely ages all who acquire it, cutting their lifespan well short of what a normal human would expect. For Ziyadi, it meant that he outlived every one of his relatives and children, a fact that doubly-cursed him to a haunted existence as their spirits now torment him in their zeal for vengeance against the mummy that cut them down in the prime of their life.</p><p>Not yet realized by Ziyadi, his dual curses emanate from the Undead Pharaoh. Long ago, the mummy cursed one of his ancestors, creating the circumstances for the wasting disease that still afflicts his family. At the same time, the spirits of those who died from the disease (especially his own children) now haunt him as part of his oracle’s curse, as well, and they constantly urge him to use his unexpectedly longer lifespan to put down the monster and avenge them.</p><p><strong>Haunt:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/117085/Enemies-of-NeoExodus-Cyrix-PFRPG?affiliate_id=17596" target="_blank">Enemies of NeoExodus: Cyrix</a>[spoiler]</p><p><strong>Necrotic Golem:</strong> A necrotic golem is crafted of flesh taken from undead creatures.</p><p>A result of Cyrix’s arcane research, a necrotic golem is a cross between a flesh golem and a necrostruct.</p><p>Its body is crafted from undead flesh and reinforced with armored plates bolted to flesh and bone.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/89892/Enemies-of-NeoExodus-Folding-Circle-PFRPG?affiliate_id=17596" target="_blank">Enemies of NeoExodus: Folding Circle</a>[spoiler]</p><p><strong>Haru Anon:</strong> Haru Anon is a bizarre form of undead. It was forged of the souls of every person killed by Makesh’s death touch ability, none of whom could travel to the afterlife when killed in that manner</p><p>Haru’s true nature is actually the condensed terror, hatred, and pain of thousands of deaths, locked into eternity.</p><p><strong>Trevor Catalan:</strong> Trevor Catalan was never a healthy child. He had suffered a variety of ailments since he was a baby, but more pressing than any of his fevers and poxes was his temperament. Trevor was terrified. Of what, he could never explain, but when night fell and shadows pooled in his bedroom, sleep did not come without a fight. In fact, Trevor would rather not sleep at all, for every second that he spent asleep was ample time for another horrifying dream to rip him, screaming, from rest.</p><p>The only thing that could calm Trevor back to sleep was a lullaby, a gentle tune that his mother would sing to him, and that he would join in as she cradled him in her arms. Every night, often several times per night, Trevor’s mother would make her way to his room to soothe the tormented boy. When daytime arrived she would sleep herself, exhausted from the night’s ordeal.</p><p>The problem did not diminish as Trevor grew into a school-aged boy. Soothsayers, holy men, and wizards were consulted yet none could discover any underlying problem. One did have a solution, however – the wizard provided Trevor’s mother with a parcel of sleeping herbs and instructions – a small amount of the magical plant, brewed in a tea, could turn her lullaby into a gentle sleep spell powerful enough to affect a child and quiet his turbulent dreams. Trevor’s mother agreed readily, hoping against hope that this would finally be the cure for her son’s nightmares.</p><p>As night fell, Trevor sat in bed, ready for his mother to come and sing her lullaby. “Are you sure I’ll be okay, mom?” He asked as she sat down next to him, the herbal tea in his hands. “Of course dear. I’ll see you tomorrow, when the sun comes up.” And so she began her song, and he sang along until he drifted away.</p><p>Trevor tumbled deeper into sleep, and once more the fear took hold of him. Shadows pooled around him as his terror mounted – he had to wake up. He had to wake up. Trevor strained to open his eyes, but they would only open to the same scene – shadows around him, pulling at his legs like thick, cold mud. The shadows were parting – Trevor could see something there – something terrible.</p><p>He tried to scream, but there was no sound in this world, no motion except for the terrible thing, becoming more and more clear with each passing second. He had to wake up. He couldn’t wake up. Trevor’s eyes were fixed in front of him, riveted on a scene that no one in this world should ever see – and then there was nothing at all.</p><p></p><p><strong>Wight:</strong> Any humanoid creature that is slain by Trevor Catalan becomes a wight itself in only 1d4 rounds.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/90375/Monsters-of-NeoExodus-Harvester-of-Sorrow-PFRPG?affiliate_id=17596" target="_blank">Enemies of NeoExodus: Harvester of Sorrow</a>[spoiler]</p><p><strong>Harvester of Sorrow:</strong> A humanoid who dies of a harvester of sorrow's seed of hate disease immediately rises as a harvester of sorrow.</p><p>Harvesters are created when the souls of suicide victims are refused entry into the afterlife, cast back to the world and forced to walk the world in their old bodies for ever feeling the pain that drove them to such desperation.</p><p>Reanimated at the height of its own emotional despair a harvester of sorrow seeks solace in the creation of its own kind, constantly wandering on the edges of society looking for other harvesters or better yet the suffering and the weak to inculcate.</p><p>A harvester of sorrow can be created with create undead (12th+ caster level).</p><p>A humanoid who dies of a dread harvester's seed of hate disease immediately rises as a harvester of sorrow.</p><p><strong>Dread Harvester:</strong> A dread harvester of sorrow has spent a generation successfully creating others of its kind.</p><p></p><p>Disease (Su) seed of hate: bite—injury; save Fort DC 15; frequency 1/round; effect 1d4; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of seed of hate immediately rises as a harvester of sorrow.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/93235/Enemies-of-NeoExodus-Widowmaker-Scarlet-PFRPG?affiliate_id=17596" target="_blank">Enemies of NeoExodus: Widowmaker Scarlet</a>[spoiler]</p><p><strong>Widowmaker Scarlet, the Undead Horror:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.enworld.org/threads/pathfinder-epic.688422/" target="_blank">Epic Heroes 0.9.2</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Skeleton:</strong> <em>Animus Blast</em> epic spell.</p><p></p><p>Animus Blast</p><p>School: Evocation, Necromancy [Cold, Evil]</p><p>Base spell level: Arcane 11, Divine 11,</p><p>Occult 12</p><p>Casting Time: 1 std action</p><p>Components: V, S</p><p>Range: Long</p><p>Area: 20 ft radius spread</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p>Animus Blast does 1d6 cold damage per caster level (to a maximum of 25d6), and the same amount of negative energy damage (roll once for both). Each living creature with a skeleton and with fewer hit dice than the caster level killed blast becomes an undead skeleton under the control of the caster. These undead count against the caster’s control limit – the spell does not increase said control limit, but also does not preclude other methods of doing so.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/230057/Faces-of-Vathak-Survivors?affiliate_id=17596" target="_blank">Faces of Vathak: Survivors</a>[spoiler]</p><p><strong>Cannibalistic Cleric, Ghoul Brawler 2 Ex-Cleric 3:</strong> When duty keeps the clergy from departing, they continue a cursed existence between their god and their animalistic hunger.</p><p>Service to the One True God is often an absolute; a duty that the clergy gladly rises to in order to end the corruption and madness that plagues Vathak. But Vathak is anything but a safe place, and even the blessings of the One True God cannot protect everyone. In time, death claims more than its fair share of priests and returns them to the Church Triumphant. Some, however, refuse to answer that call. Whether cursed by an improper burial or bound to unfinished duties, these clergymen remain trapped between life and death, plaguing the mortal coil with their heretical existence. Serving a God that no longer recognizes them and performing bloody deeds they would never have committed in life, these tenacious clerics have survived death itself.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/79060/Fallen-of-Obsidian-Twilight-Asi-Magnor-PFRPG?affiliate_id=17596" target="_blank">Fallen Of Obsidian Twilight: Asi Magnor (PFRPG)</a>[spoiler]</p><p><strong>Asi Magnor, Mummy Cleric 10, Fighter 15:</strong> Asi Magnor sought ways to conquer the only thing left to him, death itself. The Shaan had long had elaborate death rituals and had raised the undead as guardians of their fabulous necropolis. This was not enough for him though, to return as some husk did not appeal to him, he wanted to live forever and bent his will towards accomplishing that goal, rejecting undeath and seeking for some other path.</p><p>He failed, time and again and, in his bitterness as he approached his death he took his legions with him into the grandest necropolis ever built. None returned, all had been interred with him as he died, legions of the dead to protect the greatest and richest tomb ever conceived.</p><p>When the cataclysm occurred and the great meteor fell from the sky, Asi Magnor, who had rejected undeath for himself, rose from his grave. As did the other warrior kings that had been interred in the other necropolis, their servants, their soldiers, their wives and concubines, their horses and everything else that had once been alive in the tombs. Their sacred geometry enhanced the energy of the meteor and the legions of the dead poured out of their tombs under the command of Asi Magnor and wiped out the living Shaan, who had grown weak and scholarly in the intervening millennia, raising them to swell the ranks of their armies.</p><p><strong>Calix Sabinus, Vampire Lich:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/69006/Fallen-of-Obsidian-Twilight-Calix-Sabinus-PFRPG?affiliate_id=17596" target="_blank">Fallen Of Obsidian Twilight: Calix Sabinus</a>[spoiler]</p><p><strong>Calix Sabinus, Vampiric Lich Aristocrat 2, Wizard 20, Eldritch Knight 10:</strong> It was during one of these sojourns into Aos’ underside that he met Sabine, an alluring and sophisticated woman from the distant northern islands. Calix was enchanted by her, but more importantly for him she sponsored him financially and made sure that his studies into necromancy could continue unabated. She even supplied a great many rare tomes for him to explore and understand all the greater the magic of death.</p><p>In time she revealed herself to him, she was a vampire and she was sponsoring him to search for a cure to her condition. He was torn, his studies had twisted his mind and he had become obsessed by undeath and immortality and here was the woman he loved, rejecting the very things he sought. Their argument raged and she nearly killed him before they parted company with his promise that he would search for a cure.</p><p>When she returned to him two years later he swore to her that he had a means to return her to living, breathing mortality and they renewed their relationship. Once he had her in his laboratory however he showed the steely core of treachery and self-interest that would serve him so well in later years. He rendered her helpless with magics and devices and used her blood to turn himself, becoming all that he had ever wished to be before he destroyed her.</p><p>Calix is a cunning and deadly fighter but lacks the power and prowess to take Asi Magnor’s armies on in a full frontal assault. Realising this he switches to defensive tactics while he completes his magical studies, finally emerging, his forces beaten back almost to his stronghold, transformed for a second time by magic, become the first and only vampiric lich, all but as powerful as a god and annihilating Asi Magnor’s forces and leading his desperate army to a final victory.</p><p><strong>Sabine, Vampire:</strong> ?</p><p><strong>Asi Magnor:</strong> ?</p><p></p><p><strong>Vampire:</strong> Calix can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/199609/Fantastical-Creatures--How-to-Survive-Them-A-Students-Guide-for-Adventure-and-Study?affiliate_id=17596" target="_blank">Fantastical Creatures & How to Survive Them: A Student's Guide for Adventure and Study</a>[spoiler]</p><p><strong>Death Knight:</strong> Most (but not all) death knights were paladins in life, who broke their vows in such a complete and horrific way that they became the exact inverse of their former holiness. This goes far beyond simply losing honor; only someone who has completely and utterly fallen in word, deed, and disposition could become something as horrific as a death knight.</p><p><strong>Death Knight Lord:</strong> ?</p><p><strong>Draugr:</strong> Greater by far than anything simple magic can reproduce, draugr are naturally-occurring undead of great power, possessing intelligence, cunning, and a great hunger and hatred for the living.</p><p><strong>Draugr Storm:</strong> ?</p><p><strong>Draugr Devouring:</strong> ?</p><p><strong>Janus:</strong> Janus is the god of gateways and dualities, usually associated with the gateways of death and time, but his territory extends beyond this limitation. He is also the great archetype of the undead servant; while it is virtually impossible to summon an actual god, Janus is surprisingly accommidating of mortal casters, sending an avatar to the service of any caster of sufficient power to summon it.</p><p><strong>Skeletal Student:</strong> ?</p><p><strong>Skeletal Student Initiate:</strong> ?</p><p><strong>Skeletal Student Basic:</strong> ?</p><p><strong>Skeletal Student Journeyman:</strong> ?</p><p><strong>Skeletal Student Advanced:</strong> ?</p><p><strong>Skeletal Student Master:</strong> ?</p><p><strong>Death Knight, Truest Champion of All That is Evil in the World, Being of Undeath and Cruelty, Undead With a Mastery of Necromancy:</strong> ?</p><p><strong>Draugr, Golden Standard of the Undead, Naturally-Occurring Undead of Great Power:</strong> ?</p><p><strong>More Powerful Draugr:</strong> ?</p><p><strong>Janus, Great Archetype of the Undead Servant, Avatar:</strong> ?</p><p><strong>Skeletal Student, Undead Monstrosity:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Creating undead requires the theft of another’s body and soul, and results in the creation of a creature who inherently seeks the torture and death of all living things.</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Enemy That Never Negotiates:</strong> ?</p><p><strong>Creature Who Inherently Seeks the Torture and Death of All Living Things:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Undead Retainer:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> Second, for those with a true lack of any moral compass, study of the undead can lead to immortality, via lichdom.</p><p><strong>Lord Baroden de Fleur, Venerable Human Lich Soulweaver 19, Professor of Healing, Professor of Necromancy, Most Infamous Teacher at Windfell Academy, Undead Abomination Turned Teacher, Undead Spellcaster, Overseer of Healing Services, Overseer of the School Crypt, Being of Unadulterated Evil, Very Effective Teacher:</strong> ?</p><p><strong>Skeleton:</strong> ?[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/77809/Fallen-of-Obsidian-Twilight-Zebadiah-PFRPG?affiliate_id=17596" target="_blank">Fallen Of Obsidian Twilight: Zebadiah</a>[spoiler]</p><p><strong>Calix Sabinus, Vampire Lich:</strong> ?</p><p><strong>Asi Magnor:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/121847/Fat-Goblin-Travel-Guide-To-Horrible-Horrors--Macabre-Monsters?affiliate_id=17596" target="_blank">Fat Goblin Travel Guide to Horrible Horrors and Macabre Monsters</a> [spoiler]</p><p><strong>Bone Gorger:</strong> ?</p><p><strong>Death Hallow Necrophidius:</strong> ?</p><p><strong>Masked Ghoul:</strong> Ghoul Fever: Bite-injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d4 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid that dies of a masked ghoul’s ghoul fever rises as a Masked Ghoul at the next midnight.</p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of a bone gorger’s wasting rot and is not given a proper burial rises as a standard ghoul 24 hours after the disease consumes them.[/spoiler]</p><p></p><p>Fell Beasts Volume 1[spoiler]</p><p><strong>Canopic Jar:</strong> One of the more prized and closely guarded secrets among necromancers is the method for creating a canopic jar. The process begins with the preparation of an enchanted jar inscribed with the holy symbol of an evil deity. The jar is then filled with a special alchemical fluid. These are but the containers, though, for the main component: a humanoid brain. The jar is then sealed and bound with further enchantments. The end result is an undead servant brain bound within a jar and able to wield unholy magics.</p><p><strong>Greenmold Bones:</strong> When magic -- especially druidic magic -- interacts with war and battle, strange things can result. One such are Greenmold Bones, undead creatures that form in symbiosis with plants magically animated and then slain. </p><p>The body of any creature slain by a Greenmold Bones and left to lie among them will rise as one of them.[/spoiler]</p><p></p><p>Fell Beasts Volume 2[spoiler]</p><p><strong>Deadsoul Elemental:</strong> A deadsoul elemental is a creature created through a depraved ritual. A large number of innocents are slain, in a manner specific to each of the four known rites, and their souls are kept briefly trapped by potent magic. Then an elemental of large size is summoned, using the materials resulting from the murders, and it, too, is killed, and its physical form, before it can discorporate, it merged with the trapped souls, creating a hybrid creature that is, in fact, a type of undead.</p><p>Deadsoul elementals cannot come into existence by accident, nor can they propagate themselves as other undead do.</p><p><strong>Deadsoul Elemental Charnelsmoke:</strong> They are created in much the same way as pyreborns, but instead of using the flame, the creators use the smoke and befouled air.</p><p><strong>Deadsoul Elemental Chokewater:</strong> They are created by the deliberate drowning of at least a dozen sentient beings in a brackish, diseased, tidal pool, followed by the summoning and slaughter of a water elemental.</p><p><strong>Deadsoul Elemental Graveearth:</strong> They are created by summoning, and then slaying, an earth elemental above a mound of dirt and soil created by desecrating a graveyard.</p><p><strong>Deadsoul Elemental Pyreflame:</strong> They are created by the incineration of the living -- at least a dozen -- in an unhallowed space, with that flame used to summon a fire elemental, which is then slain and recreated as a pyreflame.</p><p><strong>Fear Monger:</strong> A fear monger is the spirit of a deceased person that was betrayed by someone she trusted.</p><p></p><p><strong>Fast Zombie:</strong> A puppet spider can enter a corpse and animate it while residing within. This effectively transforms the corpse into a fast zombie.[/spoiler]</p><p></p><p>Fell Beasts Volume 3[spoiler]</p><p><strong>Dark Fire Creature:</strong> Any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin that dies as a result from Aramus the Black Flame’s burn ability returns in 1d4 rounds as a dark-fire creature. Aramus literally consumes the victim’s soul, burning it away, leaving behind a portion of its own essence.</p><p>“Dark Fire” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.</p><p><strong>Soul Knight:</strong> Soul knights are suits of armor animated by the spirit of a warrior.</p><p>A soul knight can be created with the corpse of an evil warrior through the use of a create undead spell. The caster must be at least 12th level. A full suit of armor is required, as the spirit animates the armor (so a suit of half plate would work, but a breastplate and greaves would not). The armor must include a helmet, gauntlets, and boots.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/114214/File-Off-the-Serial-Numbers?affiliate_id=17596" target="_blank">File Off the Serial Numbers</a></p><p>Pathfinder 1e</p><p><strong>Ghoul:</strong> Nabassu Demon's gaze attack that creates ghouls.</p><p>Undead-Focused Cleric 9's gaze attack that creates ghouls.</p><p>Necromancer 9's gaze attack that creates ghouls.</p><p><strong>Lich:</strong> ?</p><p><strong>Small Ghost:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Vampire Arcane Archer 7:</strong> ?</p><p><strong>Vampire Cleric 14:</strong> ?</p><p><strong>Vampire Antipaladin 14:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/221544/Forest-Kingdom-Campaign-Compendium?affiliate_id=17596" target="_blank">Forest Kingdom Campaign Compendium</a>[spoiler]</p><p><strong>Mythic Banshee:</strong> ?</p><p><strong>Barrow Wight:</strong> Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people.</p><p><strong>Boreal Wight, Typical Boreal Wight, Full-Fledged Free-Willed Boreal Wight:</strong> Spawn are under the command of the boreal wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed boreal wights.</p><p>Boreal wights are the restless dead left unburied in the evergreen forests of the north.</p><p><strong>Mythic Dullahan:</strong> ?</p><p><strong>Faliech-Wyrm:</strong> In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead warbeast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrmsB3, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive. Yet the arcane madness that once afflicted their living brains caused their deterioration, making them impossible to control in undeath. Once risen, the monstrous undead wyrms rampaged through the wildlands, sowing paths of destruction and terror. The best the necromancers could hope for was to point their volatile creations south and hope they encountered as few of their own peoples’ settlements as possible before they reached enemy territory. After numerous trials and failures, the king ordered the Faleich- Mar to abandon their efforts. Undaunted, and driven by their own desires the Faleich-Mar continued their research, slowly moving across the Northlands, seeking out remote areas to perform their work.</p><p>Each time, the results were equally chaotic and destructive. The king tried to condemn their work, until it was revealed that he had initially commissioned the cabal to construct the monstrous creatures. This revelation broke the trust of the kingdom and inspired revolt and rebellion throughout the northlands. Publicly demonized and shunned, the Faleich-Mar were driven underground where they continued their</p><p><strong>Green Child:</strong> Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man’s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living. Some surmise that their violence serves as an act of justice; however, these malevolent beings lack ethics and indiscriminately attack any mortals they encounter.</p><p><strong>Slough:</strong> A slough is powerful undead creature, a former ex-druid that steals her power directly from the earth she once swore to protect. To sustain herself in undeath a slough manipulates a specially prepared dolmen known as a weirdstone to siphon life from the earth, which she then feeds upon to empower for her own dark and malevolent existence.</p><p>All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough.</p><p>Living ex-druids can also use a weirdstone to gain druidic powers, though in doing so the weirdstone also drains them of life. To use a weirdstone effectively the ex-druid must spend eight hours in meditation and then make Spellcraft check DC 10+ the weirdstone’s caster level. If successful, for the next 24 hours the individual gains the benefits of the weirdstone, but they permanently loses 1 point of Constitution. Constitution loss sacrificed to a weirdstone cannot be restored in any manner. In this manner, those who continually use weirdstone’s eventual die and become slough themselves.</p><p>“Slough” is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can create or otherwise acquire a weirdstone.</p><p><strong>Ugrohter:</strong> Born sadists, ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld’s influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out Otherworld and then slew him. The severing of this of bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey creatures then rose from the dead, gruesomely transformed into ugrohters.</p><p><strong>Mythic Banshee, Beautiful Ghostly Elven Woman:</strong> ?</p><p><strong>Barrow Wight, Deathless Warrior, Frightful Foe:</strong> </p><p><strong>Ordinary Wight That Also Possesses DR5/Magic or Silver and Has a Chilling Glare:</strong> Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight.</p><p><strong>Cannier Barrow Wight:</strong> ?</p><p><strong>Boreal Wight, Withered Corpse, Restless Dead:</strong> ?</p><p><strong>Boreal Wight Spawn:</strong> Any humanoid creature that is slain by a boreal wight may rise as a boreal wight itself in only 1d4 rounds. However, this transformation only occurs if the creature’s corpse is buried in the ground or bound with a boreal wight’s thornbind ability. If its corpse is unearthed or it is freed from the thornbind before the transformation is complete, it is merely dead and does not rise.</p><p><strong>Boreal Wight Spawn, Undead Slave-Spawn:</strong> ?</p><p><strong>Ordinary Wight, Common Wight:</strong> ?</p><p><strong>Ghostly Dullahan Coachman:</strong> ?</p><p><strong>Mythic Dullahan, Grim Headless Rider:</strong> ?</p><p><strong>Faleich-Wyrm, Terrifyingly Monstrous Rotting Corpse of a 40-Foot Long Snake With a Dragon's Head and Wickedly Clawed Forearms, Lifeless Beast, Monstrous Undead Wyrm, Volatile Creation, Monstrous Creature, Ghastly Creation, Beast, Fearsome Undead Creature, Sleeping Giant, Giant Undead Tatzylwyrm:</strong> ?</p><p><strong>Penultimate Undead Warbeast:</strong> ?</p><p><strong>Leech of Madness:</strong> Created by the Faleich-Mar, these undead leeches seek out intelligent life and latch into their flesh, attacking the nervous system and brain function and transforming the hosts into mindless, suicidal beasts.</p><p><strong>Leech of Madness, Undead Leech:</strong> ?</p><p><strong>Green Child, Gaunt Corpse of a Moss-Covered Rotting Child, Lithesome Horror, Tumultuary Corpse of a Wrongully Slain Child, Evil Creature:</strong> ?</p><p><strong>Slough, Gristly Walking Corpse, Powerful Undead Creature, Former Ex-Druid, Lord, Abomination:</strong> ?</p><p><strong>Slough Lord:</strong> ?</p><p><strong>Ugrohter, Cadaverous Pixie-Like Creature With Greenish Decaying Flesh Crawling With Maggots, Undead Fey, Tortured Fey Creatures, Pain Harvester:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Invisible Undead:</strong> ?</p><p><strong>Unnatural Creature:</strong> ?</p><p><strong>Undead Spawn:</strong> ?</p><p><strong>Mindless Corpse Animated:</strong> ?</p><p><strong>Cruel-Hearted Undying Warlord:</strong> ?</p><p><strong>Priya Nizolek, Human Ghost Commoner 2, Deathless Spirit, Vengeful Ghost, Spectral Village Woman in Soaked Rags, Half-Mad Ghost-Woman:</strong> Priya Nizolek was disconsolate when her only daughter, Fanya, took sick with a fever that would not abate, no matter how she prayed to the goddess of the mountain for healing. Long days and nights she prayed, but the village healers could do nothing and Fanya’s life slipped away. Pioska, loyal Pioska, ever her dutiful son, had sworn he would take an offering to the Istria’s mountain, imploring the goddess to restore his little sister, but she forbade him. Drowned in her grief, however, Priya never even noticed Pioska steal away to Istria’s Dolmen... not until three days later when a hunter brought back his garments, torn and bloodied where a wild beast had fallen upon him in the wood. Mad with grief, Priya seized her daughter’s dead body and her son’s bloody clothes to take them the goddess’ mountain, to demand satisfaction. The goddess would answer to her! She would answer for abandoning her faithful servant Priya in her greatest need, leaving her desolate and alone. Delirious from hunger and exhaustion, Priya deposited her grisly burden upon Istria’s Dolmen, barely clinging to sanity in her grief and anger. As Priya started to pray, a raven circled down from the rocks, alighting on Fanya’s corpse. Appalled as the carrion bird began to feast, Priya leaped up in a blind rage and hurled herself at the raven, in heedless pursuit as it flapped wildly trying to escape. In her headlong rush, Priya scarcely noticed when the snow-shrouded scree atop Falls of Istria gave way and she plummeted to her doom. But sometimes a mother’s grief and rage are stronger than death…</p><p><strong>Lich, Full Lich:</strong> ?</p><p><strong>Ancient Lich:</strong> ?</p><p><strong>Atrophied Lich:</strong> ?</p><p><strong>Demilich:</strong> ?</p><p><strong>Umbral Wood, Sentient Land Lich:</strong> Perhaps it was once the home of a winter-worshiping assassin-warrior cult, uprooted and destroyed; yet the land itself had achieved a kind of sentience ... and with it, something that we might understand as lich-dom.</p><p><strong>Tyrannical Lich:</strong> ?</p><p><strong>Bloodthirsty Vampire-Pince:</strong> ?</p><p><strong>Standard Zombie:</strong> ?</p><p><strong>Zombie Beast:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/85247/PFRPG-Forgotten-Foes?affiliate_id=17596" target="_blank">Forgotten Foes</a>[spoiler]</p><p><strong>Bodak:</strong> The bodak is the physical remnants of a humanoid slain in an encounter with absolute evil.</p><p>Bodaks are evil undead created when a humanoid dies in the presence of absolute evil.</p><p><strong>Crypt Thing:</strong> They are created by spellcasters to guard such areas and they neither leave their assigned area nor can be compelled to do so.</p><p><strong>Nightshades:</strong> ?</p><p><strong>Nightshade Nightcrawler:</strong> ?</p><p><strong>Nightshade Nightswimmer:</strong> ?</p><p><strong>Nightshade Nightwalker:</strong> ?</p><p><strong>Nightshade Nightwing:</strong> ?</p><p><strong>Skeleton Black:</strong> These unusual undead are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen humanoids are contaminated and polluted by such evil and, within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.</p><p>The distinctive two-weapon style a black skeleton displays is theorized to be a connection to the very first of its kind—a warrior who wielded twin short blades. Sages believe that a spell was used to duplicate the coal-black undead this warrior became and that, since the creature’s birth, all subsequent undead are influenced to taking up the same weapons. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/216469/Freeport-Bestiary-for-the-Pathfinder-RPG?affiliate_id=17596" target="_blank">Freeport Bestiary for the Pathfinder RPG</a>[spoiler]</p><p><strong>Bloathsome:</strong> A bloathsome is a malevolent form of undead that is created when an enormous aquatic creature is killed by magic, and its body is left to rot.</p><p>Bloathsome are bloated, partially burst, rotten corpses of sea creatures that were never properly harvested by hunters or scavenged by natural animals. Because of their death at the hands of magic, they were somehow partially preserved and separated from the natural cycle of life. In time the eldritch energies gave them a spark of true intelligence, and with it a deep and abiding hate for their own existence and anything else related to magic.</p><p><strong>Chindi:</strong> Chindi are undead animals, raised by dark witches and priests to punish those that have offended them, as well as all they hold dear.</p><p>Chindi are evil spirits inhabiting the bodies of dead animals.</p><p>“Chindi” is an acquired template that can be added to any Small to Large animal.</p><p><strong>Coyote Chindi:</strong> ?</p><p><strong>Cipelahq:</strong> Cipelahqs are the unquiet souls of those that died on unfulfilled vision quests or similar outings for spiritual enlightenment. though most scholars see them as the result exclusively of “primitive” religions, in truth anyone who dies while seeking divine revelation can become a cipelahq if they allow themselves to be overcome by rage, dispair, or disillusionment at the moment of death.</p><p>Cipelahqs are the spirits of those that died on spiritual quests.</p><p><strong>Deadwood Tree, Terrible Deadwood Tree:</strong> Deadwood trees are hateful, unliving monstrosities created in the fall of Valossa that seek to destroy all life that they encounter.</p><p>Centuries ago, the islands known today as the Serpent’s Teeth were part of the great continent of Valossa. A mighty Valossan Empire of serpent folk ruled the land, but it fell when certain of the serpent people turned to the worship of a chaotic evil entity known only as the Unspeakable One. A great cataclysm shattered Valossa, leaving only a few scattered islands behind. Nearly every living thing died—many of them in horrible ways as the essence of the Unspeakable One shot through their beings, warping them into insane forms.</p><p>Before the fall of the serpent people, the great trees of Valossa’s jungles were inhabited by spirit lizards (see page 136). When the cataclysm struck, the trees were killed along with most other living things. However, a few spirit lizards were trapped inside their dead and dying trees, and fused with them by the warping influence of the Unspeakable One. These became the first of the deadwood trees.</p><p>A deadwood tree is a bizarre blending of undead, plant, and fey, and has qualities of each species.</p><p>Owing to the apocalyptic nature of the disastrous calamity that created them, the widely separated islands that they inhabit, and their own hateful nature, deadwood trees are solitary in nature.</p><p>As mentioned previously, the deadwood trees were created during the great cataclysm that destroyed Valossa; many spirit lizards were fused to their home trees by the dark power that washed over the remains of the continent, becoming the first of the terrible deadwood trees.</p><p>Spirit lizards were the predominant fey species of Valossa, but when the summoning of the Unspeakable One destroyed the continent, many of them suffered a terrible fate. As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the chaotic forces unleashed upon the land. Twisted and evil, these became the first of the deadwood trees (see pages 37-40).</p><p><strong>Hazarael Boneroot, Hazaael Boneroot, Hazarel Boneroot, Deadwood Tree, Enormous Old Dead Tree With a Gnarled Trunk and Twisted Branches:</strong> Hazarel Boneroot was so unrelenting in its destruction of the living that it attracted the attention of a fiendish deity. Hazarel made a pact with this sinister entity, gaining greater power in exchange for devotion and the continual sacrifice of the living.</p><p><strong>Fetish Familiar:</strong> Through a dark ritual, a spellcaster’s familiar can be turned into an undead, preserving it from some of the common annoyances of life (such as the need to eat, sleep, or breathe) and conveying some aspect of undead resilience to its master.</p><p>“Fetish Familiar” is an acquired template that can be added to any living familiar or improved familiar. This requires a special ritual that costs 500 gp per level of the spellcaster that possess the familiar and takes 24 hours. At the end of this time the performer of the ritual must make a Spellcraft check with a DC equal to 15 + the caster level of the spellcaster connected to the familiar. Wizards specialized in necromancy gain a +4 bonus to this check. On a failed check the familiar is killed and its associated spellcaster must make a DC 20 Will save or gain 2d3 insanity points (Freeport: City of Adventure 427). On a successful check the familiar becomes an undead (gaining the fetish familiar template) and its associated spellcaster must make a DC 30 Will save or gain 1d3 insanity points. </p><p><strong>Fetish Familiar Monkey:</strong> ?</p><p><strong>Fire Specter:</strong> Fire spectres are undead creatures that arise when a black-hearted villain is burned alive. Their hatred burns so strong that the fires transform them into supernatural terrors.</p><p>While certainly other fire spectres exist in the World of Freeport, the most famous ones are the crew of the Winds of Hell. Every man who died on board that flaming ship arose as an undead horror and the ship’s crew retains the same complement of sailors that it did the day they awakened.</p><p>This creature is a fire spectre, an undead abomination that houses the tortured spirit of a black-hearted villain.</p><p>“Fire Spectre” is an acquired template that can be added to any evil humanoid or monstrous humanoid creature that dies by fire.</p><p><strong>Captain Kothar, Kothar the Accursed, Fire Specter Rogue 12:</strong> In life, Captain Kothar was a vicious pirate noted for his bloodthirsty tactics and wanton cruelty. After he and his crew attacked and murdered their rivals, claiming their vessel the Winds of Hell for themselves, they were captured, tried, and executed for their crimes. The Captains’ Council decreed they should be lashed to the deck of their bloody ship while the vessel burned down to the waterline. Kothar’s hate ran hotter than the flames and he refused to go to the Nine Hells until he got his vengeance.</p><p><strong>Ship of the Damned Pirate, Fire Specter Corsair 2:</strong> While certainly other fire spectres exist in the World of Freeport, the most famous ones are the crew of the Winds of Hell. Every man who died on board that flaming ship arose as an undead horror and the ship’s crew retains the same complement of sailors that it did the day they awakened.</p><p><strong>Flayed Man, Typical Flayed Man:</strong> A flayed man is a vile undead creature created when a mortal necromancer botches his efforts to transcend the mortal coil and become a lich.</p><p>Flayed men represent yet another pitfall of mortal ambition. The procedure for attaining lichdom is perilous indeed, and those incautious fools who dabble in the black arts are at risk of major mishap when they attempt to circumvent the natural order. Flayed men are created whenever a mortal seeks to transcend death and become a lich, but fails to attain the proper ingredients or is otherwise interrupted while in the midst of the ritual.</p><p><strong>Haint Shark:</strong> This is a haint shark, a ghostly remnant of a shark cruelly slain by fishermen or sailors.</p><p>Haint sharks are produced when the fiercest of normal sharks are trapped and killed by cruel revenge-seeking fishermen and adventurers.</p><p><strong>Jikininki:</strong> Jikininki are the restless ghosts of humanoids that were consumed by greed and gluttony during life. They are cursed with terrible hunger that can, at best, only be briefly quieted. Some experts on the supernatural claim that the spirits of vampires may be forced into the form of a jikininki when the creature is destroyed, as well as the unquiet ghosts of lycanthropes.</p><p><strong>Nightmarcher:</strong> Nightmarchers are undead warriors, cursed to rise on important occasions and march to the site of their deaths.</p><p>Any humanoids falling to [nightmarchers] on their march join their endless walk.</p><p>Nightmarchers recruit all they kill into their numbers, although they usually spare those related to them.</p><p>They are most frequently spawned from tropical tribal cultures, although they may be found anywhere men go to war.</p><p>Any humanoid or monstrous humanoid killed by the nightmarchers join their ranks the next evening. Creatures related to the nightmarcher that kills them are immune to this effect.</p><p><strong>Peik-Ta:</strong> Peik-ta are the desiccated corpses of water dwelling beings that died on land.</p><p>Humanoids or monstrous humanoids with the aquatic or water subtypes, that are killed by a peik-ta’s kiss or suctioning grip, rise as a peik-ta at the next low tide (or in 24 hours, if on a body of water without tides).</p><p>Peik-ta are undead, found only on land, created by the death of sea-dwelling humanoids while they were out of the water.</p><p><strong>Skin Cloak, Hollow Man:</strong> A skin cloak, or hollow man, is the animated skin of a mortal humanoid.</p><p>Skin cloaks are aggressive in combat and filled with a dread loathing of spellcasters, perhaps out of hatred for those who gave them unlife.</p><p>Skin cloaks are the unfortunate remains of those who have crossed necromancers and thus may haunt areas where foul necromantic magic was used.</p><p>It is the animated remains of a skinned humanoid.</p><p>A hollow man consists of the skinned hide of a human or humanoid creature. The flesh is tanned, with any cut marks closed with a heavy thread, and is often tattooed. The curing process results in shrinking the overall hide and thus these creatures are often smaller than they were in life, standing about four feet tall and weighing twenty pounds or less.</p><p>A spellcaster with an intact hide of a sentient humanoid or monstrous humanoid can create a skin cloak with a create undead spell.</p><p><strong>Tephran, Independent Tephran:</strong> Tephrans are the undead remnants of humanoids slain by suffocating on volcanic ash.</p><p>Entire cities may be buried by volcanic activity, creating tephrans that lie motionless, waiting for time or human activity to uncover them.</p><p>Being undead spirits, tephrans arise either due to divine curses, damning them and their cities, or from the desperation of doomed people turning into raw hate in their last agonized moments.</p><p>Tephrans are the restless spirits of the victims of volcanic ash.</p><p>The bodies of those who die from a tephran’s suffocating attack rapidly break down under a shell of ash, themselves becoming tephrans.</p><p>Any humanoid or monstrous humanoid killed by suffocating on a tephran’s ash cloud rises as an independent tephran 24 hours later.</p><p><strong>Thanatos:</strong> ?</p><p><strong>Thanatos Large:</strong> ?</p><p><strong>Thanatos Gargantuan:</strong> ?</p><p><strong>Umkovu:</strong> Umkovu are created from intelligent creatures that died while being mutilated and in great pain. They nearly always arise spontaneously, sometimes dealing a nasty surprise to their torturers.</p><p><strong>Bloathsome, Whale Carcass, Malevolent Form of Undead, Bloated Partially Burst Rotten Corpse of of a Sea Creature That Was Never Properly Harvested by Hunters or Scavenged by Natural Animals, Horrific Animate Corpse, Vicious Intelligent Undead, Powerful Undead:</strong> ?</p><p><strong>Old and Powerful Bloathsome:</strong> As bloathsome age they often gain abilities similar to other forms of powerful undead, such as mummy rot and ghoul touch.</p><p><strong>Chindi, Undead Animal:</strong> ?</p><p><strong>Chindi, Mangy Canine, Demonic Dog, Mangy Dog:</strong> ?</p><p><strong>Cipelahq, Unquiet Soul of One That Died on an Unfulfilled Outing for Spiritual Enlightenment, Angry Ghost, Undead Spirit, Ghostly Owl, Spirit of One That Died on a Spiritual Quest:</strong> ?</p><p><strong>Cipelahq, Unquiet Soul of One That Died on an Unfulfilled Vision Quest:</strong> ?</p><p><strong>Deadwood Tree, Animated Dead Tree, Hateful Unliving Monstrosity, Intelligent and Careful Strategist, Solitary Entity, Shambling Tree, Undead Mockery of Life, Bizarre Blending of Undead Plant and Fey, Living Tree:</strong> ?</p><p><strong>Fetish Familiar Monkey, Small Monkey Figure:</strong> ?</p><p><strong>Fire Specter, Animated Skeleton, Undead Creature That Arises When A Black-Hearted Villain is Burned Alive, Undead Abomination That Houses the Tortured Spirit of a Black-Hearted Villain, Formidable Opponent, Spirit, Burning Soul of the Damned, Unnatural Creature:</strong> ?</p><p><strong>Accursed, Ship of the Damned Pirate, Most Famous Fire Specter, Undead Horror, Undead Pirate, Devil, Horrid Creature:</strong> ?</p><p><strong>Flayed Man, Beggar Draped in Rags, Terrifying Abomination Shrouded in Flayed and Tattered Skin, Vile Undead Creature, Creature of the Night, Rare Undead Horror, Horrible Creature, Undead Abomination With a Strong Connection [to] the Negative Energy Plane, Humanoid:</strong> ?</p><p><strong>Haint Shark, Translucent Blue Shark, Undead Shark, Incorporeal Undead:</strong> ?</p><p><strong>Haint Shark, Ghostly Remnant of a Shark Cruelly Slain by a Fisherman:</strong> ?</p><p><strong>Haint Shark, Ghostly Remnant of a Shark Cruelly Slain by a Sailor:</strong> ?</p><p><strong>Jikininki, Horror, Translucent Gore-Caked Human Skeleton the Size of a Giant, Hungry Ghost, Restless Ghost of a Humanoid That Was Consumed By Greed and Gluttony in Life, Restless Spirit Cursed With an Unending Hunger, Great Skeleton Covered in Gore and Rotted Food Caught in its Bones, Incorporeal Undead:</strong> ?</p><p><strong>Jikininki, Unquiet Ghost of a Lycanthrope:</strong> ?</p><p><strong>Nightmarcher, Gray-Skinned Warrior, Undead Warrior, Warrior:</strong> ?</p><p><strong>Peik-Ta, Dried and Desiccated Form of a Sea Folk, Desiccated Corpse of a Water Dwelling Being, Desiccated Corpse, Dried Body With Sunken Pits for Eyes:</strong> ?</p><p><strong>Skin Cloak, Leather Cloak, Empty Skin of Some Unfortunate Victim, Animated Skin of a Mortal Humanoid, Unfortunate Remains of One Who Has Crossed a Necromancer, Unsettling Undead Creature, Animated Remains of a Skinned Humanoid Creature:</strong> ?</p><p><strong>Skin Cloak, Skinned Hide of a Human:</strong> ?</p><p><strong>Skin Cloak, Skinned Hide of a Humanoid Creature:</strong> ?</p><p><strong>Tephran, Humanoid Shape Made of Gray Ash, Undead Remnant of a Humanoid Slain by Suffocating on Volcanic Ash, Undead Spirit, Restless Spirit of a Victim of Volcanic Ash, Empty Shell of Ash and Pumice:</strong> ?</p><p><strong>Thanatos, Horrific Creature, Undead Fish of Large Size, Absolutely Enormous Undead Fish, Vile Creature, Undead Horror, Dead Fish:</strong> ?</p><p><strong>Umkovu, Ogre-Sized Creature Made of Twisted Bones Covered in Flowing Flesh, Undead Creature With Complete Control of its Decaying Body, Horrific Undead With a Bloated and Twisted Body:</strong> ?</p><p><strong>Devil Lizard:</strong> ?</p><p><strong>Ghost Eater:</strong> Some believe that a ghost eater is created when a particularly righteous cleric dies, carrying on the duty of laying the restless dead. Others point out that this would make the creature undead, and it does not respond to spells of turning as other undead creatures do.</p><p><strong>Devil Lizard, Bipedal Lizard About Two Feet Tall With Taloned Feet and Dark Staring Eyes, Solitary Entity, Strange and Misunderstood Creature, Spirit Lizard That Has Turned to Evil and the Worship of Dark Forces, Devil, Intelligent Fey:</strong> ?</p><p><strong>Ghost Eater, Monkey-Like Creature, Rare Creature, Outsider, Immortal, Baboon-Sized Primate With Grey Fur, Magical Beast:</strong> ?</p><p><strong>Ghost Eater, Solitary Individual:</strong> ?</p><p><strong>Ghost Eater, Living Warning System:</strong> ?</p><p><strong>Undead, Undead Creature, Restless Dead:</strong> A fetish familiar uses all the base creature’s statistics and special abilities except as noted here. If a spellcaster with a fetish familiar dies, there is a 1% chance per caster level the spellcaster becomes an undead with a CR equal to its caster level -2.</p><p>Undead beings are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Dire Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Necromantic Monstrosity:</strong> ?</p><p><strong>Once-Living Creature Animated by Spiritual Forces:</strong> ?</p><p><strong>Once-Living Creature Animated by Supernatural Forces:</strong> ?</p><p><strong>Ghoul:</strong> A fetish familiar uses all the base creature’s statistics and special abilities except as noted here. If a spellcaster with a fetish familiar dies, there is a 1% chance per caster level the spellcaster becomes an undead with a CR equal to its caster level -2.</p><p><strong>Powerful Lich:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie:</strong> Deadwood trees hate all living things. They revel in slaughtering the creatures of the woods and transforming both beasts and men into zombies.</p><p>[Deadwood tress] frequently are accompanied by packs of shambling zombies, previous victims of their touch of corruption.</p><p>Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies.</p><p>Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds.</p><p>As mentioned previously, the deadwood trees were created during the great cataclysm that destroyed Valossa; many spirit lizards were fused to their home trees by the dark power that washed over the remains of the continent, becoming the first of the terrible deadwood trees.</p><p>Spirit lizards were the predominant fey species of Valossa, but when the summoning of the Unspeakable One destroyed the continent, many of them suffered a terrible fate. As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the chaotic forces unleashed upon the land. Twisted and evil, these became the first of the deadwood trees.</p><p>Living creatures killed by [a thanatos's] energy drain will rise in 1d4 rounds as zombies.</p><p><strong>Zombie, Cannon Fodder, Weaker Undead:</strong> ?</p><p><strong>Zombie, Shambling Zombie:</strong> ?</p><p><strong>Zombie, Minion:</strong> ?</p><p><strong>Human Zombie:</strong> Rare undead horrors, flayed men are almost never encountered in groups. Instead, a flayed man keeps the company of 1d4+2 human zombies that it has created with its create spawn ability.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/141764/Freeport-The-City-of-Adventure-for-the-Pathfinder-RPG?affiliate_id=17596" target="_blank">Freeport City of Adventure</a>[spoiler]</p><p><strong>Ancient Void Zombie:</strong> ?</p><p></p><p><strong>Huecuva:</strong> The undead Brother Molen, the priest who betrayed his brothers to Jalie Squarefoot, a duke of Hell. He is now risen as an huecuva. Aiding the devil in a grand deception that eventually caused the destruction of his order and home, Brother Molen sealed his fate when he cast the bell from the church’s tower and thereby removed the final protection the Church of Retribution had against their diabolic foes. For his betrayal, he rose after death, eternally tormented and reminded of his guilt, doomed to dwell forever in the place he most cherished; he was the Chief Librarian of the order, and it was the promise of greater understanding that weakened his resolve.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/125630/Free20-Lesser-Nemesis-Bestiary?affiliate_id=17596"" target="_blank">Free20 Lesser Nemesis Bestiary</a>[spoiler]</p><p><strong>Taxidermy Revenant:</strong> Taxidermy Revenants are horrid composite undead created from a chimerical assortment of hunting trophies animated by malign intelligence. Taxidermy Revenants have antlers taken from a trophy buck above a dusty, stitched head of a lion or stag; glass eyes stare at the world with endless malice.</p><p>“I knew a Druid once, claimed Taxidermy Revenants are nature’s punishment of trophy hunters, and those damn fool nobles who go traipsin’ into the wilderness with half an army behind ‘em to get a hart’s head for their wall.”[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/83359/Freeport-Companion-Pathfinder-RPG-Edition?affiliate_id=17596"" target="_blank">Freeport Companion Pathfinder RPG Edition</a> [spoiler]</p><p><strong>Fire Spectre:</strong> Fire spectres are undead creatures that arise when a black-hearted villain is burned alive. Their hatred burns so strong that the fires transform them into supernatural terrors.</p><p>“Fire Spectre” is an acquired template that can be added to any evil humanoid or monstrous humanoid creature that dies by fire.</p><p><strong>Fire Spectre Rogue 12:</strong> In life, Captain Kothar was a vicious pirate noted for his bloodthirsty tactics and wanton cruelty. After he and his crew attacked and murdered their rivals, claiming their vessel the Winds of Hell for themselves, they were captured, tried, and executed for their crimes. The Captains’ Council decreed they should be lashed to the deck of their bloody ship while the vessel burned down to the waterline. Kothar’s hate ran hotter than the flames and he refused to go to the Nine Hells until he got his vengeance.</p><p><strong>Flayed Man:</strong> A flayed man is a vile undead creature created when a mortal necromancer botches his efforts to transcend the mortal coil and become a lich.</p><p>Flayed men represent yet another pitfall of mortal ambition. The procedure for attaining lichdom is perilous indeed, and those incautious fools who dabble in the black arts are at risk of major mishap when they attempt to circumvent the natural order. Flayed men are created whenever a mortal seeks to transcend death and become a lich, but fails to attain the proper ingredients or is otherwise interrupted while in the midst of the ritual. The flesh sloughs from the necromancer’s body in pieces, leaving curled bits of skin to writhe atop of the glistening muscle and sinew. The newly created flayed man has, in some respects, attained its goal, but lacks the power it held in life.</p><p><strong>Skin Cloak:</strong> A skin cloak, or hollow man, is the animated skin of a mortal humanoid.</p><p>It is the animated remains of a skinned humanoid.</p><p>A hollow man consists of the skinned hide of a human or humanoid creature. The flesh is tanned, with any cut marks closed with a heavy thread, and is often tattooed. The curing process results in shrinking the overall hide and thus these creatures are often smaller than they were in life, standing about four feet tall and weighing twenty pounds or less.</p><p>A spellcaster with an intact hide of a sentient humanoid or monstrous humanoid can create a skin cloak with a create undead spell.</p><p><strong>Skulldugger:</strong> ?</p><p><strong>Ghost Human Rogue 1:</strong> The Sea Lord’s Guard chose this night to begin their war and swept through the Eastern District, rounding up anyone they suspected of being affiliated with the Guild. As the sounds of screams and fighting broke out all around, Melanie fled to her home on the edge of Scurvytown, only to find her house in flames and her friends fighting for their lives against a band of Guardsmen. Melanie grabbed the knife from the pouch and threw herself into the combat, terrified and desperate to get to her boys. She lashed out with the blade, unaware that it slew everyone it touched, her eyes fixed only on the small, smoking shapes on her porch. She nearly reached the bodies of her children when a steel-tipped quarrel punched through her middle, piercing her heart. She fell within an arm’s reach of her children’s bodies, and as she lay dying, she whispered that she’d get her vengeance, make the bastards pay.</p><p>A strange thing happened. The knife flared with sickly green light, growing brighter even as the light in her eyes faded. Melanie Crump’s body died, but somehow her spirit lived on, trapped within the accursed knife, bound by her vow until she gets her revenge.</p><p></p><p><strong>Zombie:</strong> Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/198983/Game-Masters-Guide-to-Kaidan?affiliate_id=17596" target="_blank">Game Master's Guide to Kaidan</a>[spoiler]</p><p><strong>Emperor Taira no Anotku, Antoku, The Eternal Emperor, The Undying Emperor, Undead Emperor, Undying Boy:</strong> When, at the last, it became clear that the battle was hopeless, the young emperor was cradled in the arms of his grandmother, Tokiko, who, like her late husband, was a follower of the Dark Wheel school of Zaoism. Gathering with all the exiled Imperial Court, and all her loyal hand-maidens, she prepared to cast herself and her grandson into the sea. Yet before she leapt, she uttered forth a dreadful curse. While the exact wording of the curse has been lost to time, it is known that she cursed the world and all the gods therein for allowing events to transpire as they had. She cursed both heaven and hell and shouted aloud for all to hear, “Would that my grandson would reign for a thousand years.” Then she and all those with her, including many of the remaining Taira warriors, sacrificed themselves to the sea.</p><p>So dreadful was the curse, and so potent was the sacrifice, that the sun grew dim for seven days. For seven days oni poured forth into the world. For seven days, death would not come for any man. For seven days, a mist roiled up from the watery mass grave of the Taira, covering all the islands and the ocean thereabout. It was a dread and awful time, but what happened afterward was worse. At the end of the week, the gates of Jigoku slammed shut once more and the gates of Yomi, the realm of the dead, were reopened. The Imperial Court, rejoined by a resurrected Kiyomori, rose from the depths of the sea and sailed to Fukuhara-kyo where they bloodily slew all those Minamoto they found, reclaiming the Imperial throne.</p><p><strong>Seii Tai Shogun Taira no Kiyomori, Undead Shogun:</strong> When, at the last, it became clear that the battle was hopeless, the young emperor was cradled in the arms of his grandmother, Tokiko, who, like her late husband, was a follower of the Dark Wheel school of Zaoism. Gathering with all the exiled Imperial Court, and all her loyal hand-maidens, she prepared to cast herself and her grandson into the sea. Yet before she leapt, she uttered forth a dreadful curse. While the exact wording of the curse has been lost to time, it is known that she cursed the world and all the gods therein for allowing events to transpire as they had. She cursed both heaven and hell and shouted aloud for all to hear, “Would that my grandson would reign for a thousand years.” Then she and all those with her, including many of the remaining Taira warriors, sacrificed themselves to the sea.</p><p>So dreadful was the curse, and so potent was the sacrifice, that the sun grew dim for seven days. For seven days oni poured forth into the world. For seven days, death would not come for any man. For seven days, a mist roiled up from the watery mass grave of the Taira, covering all the islands and the ocean thereabout. It was a dread and awful time, but what happened afterward was worse. At the end of the week, the gates of Jigoku slammed shut once more and the gates of Yomi, the realm of the dead, were reopened. The Imperial Court, rejoined by a resurrected Kiyomori, rose from the depths of the sea and sailed to Fukuhara-kyo where they bloodily slew all those Minamoto they found, reclaiming the Imperial throne.</p><p><strong>Tokiko, Undying Grandmother:</strong> When, at the last, it became clear that the battle was hopeless, the young emperor was cradled in the arms of his grandmother, Tokiko, who, like her late husband, was a follower of the Dark Wheel school of Zaoism. Gathering with all the exiled Imperial Court, and all her loyal hand-maidens, she prepared to cast herself and her grandson into the sea. Yet before she leapt, she uttered forth a dreadful curse. While the exact wording of the curse has been lost to time, it is known that she cursed the world and all the gods therein for allowing events to transpire as they had. She cursed both heaven and hell and shouted aloud for all to hear, “Would that my grandson would reign for a thousand years.” Then she and all those with her, including many of the remaining Taira warriors, sacrificed themselves to the sea.</p><p>So dreadful was the curse, and so potent was the sacrifice, that the sun grew dim for seven days. For seven days oni poured forth into the world. For seven days, death would not come for any man. For seven days, a mist roiled up from the watery mass grave of the Taira, covering all the islands and the ocean thereabout. It was a dread and awful time, but what happened afterward was worse. At the end of the week, the gates of Jigoku slammed shut once more and the gates of Yomi, the realm of the dead, were reopened. The Imperial Court, rejoined by a resurrected Kiyomori, rose from the depths of the sea and sailed to Fukuhara-kyo where they bloodily slew all those Minamoto they found, reclaiming the Imperial throne.</p><p><strong>Undead, Yurei, Undead Creature, Actual Undead, The Dead, The Unquiet Dead, Restless Dead:</strong> Because of tenmei, dead nobles could only reincarnate into noble families. Yet the many deaths of the nobles, coupled with the undead nature of the rest, meant that there were not enough noble bodies into which the spirits of the nobles could be reborn so that, subsequently, even those that were slain often returned as undead spirits, ghosts and ghouls.</p><p>When a soul in Kaidan departs the body, and enters Yomi, it must typically wait for 7 days before once more entering the world of the living, seeking a new form. Not all souls go to Yomi, nor do all souls leaving Yomi always find a suitable host body. In both cases the soul becomes a yurei, one of the undead.</p><p>When a character dies and has the option of being reincarnated [in Kaidan], use Table 7.4 to determine the method of reincarnation. About 1 in 10 times the character will be unable to be immediately brought back. Characters that think to abuse the ability to be reincarnated will eventually find themselves truly gone, or worse, they will become a yurei and haunt their former companions.</p><p>Player characters who should be reborn as nobles [in Kaidan] instead become yurei, unable to be appeased in any way.</p><p>PC Reincarnation Following a Violent Death [in Kaidan] 05-10.</p><p>Kaidan is a land where men are beset on all sides by horror. Demons and monsters fill the dark forests and lurk in the shadows of the mountains. The dead do not rest easy and the undead control the seats of power.</p><p><em>Vault of Flesh</em> spell.</p><p><strong>Dread Yurei, Malevolent Undead Spirit:</strong> Yet, the curse had a far more reaching consequence, one with greater scope for tragedy. Within Kaidan, the process of soul creation and migration, so common to all the multiverse, had come to a halt. No new souls were being made in Kaidan and no souls could leave Kaidan for the hereafter. Those that died spent a brief period of time in Yomi, typically seven days, and were then forcefully reborn in accordance with the doctrine of Zaoist reincarnation. Thus, not even death could serve as a true release from the growing horrors of Kaidan.</p><p>As time progressed, more and more of those who died within Kaidan, including yokai and korobokuru alike, were reborn, not as babes, but as dread yurei: malevolent undead spirits.</p><p><strong>Yurei Spirit:</strong> ?</p><p><strong>Malevolent Yurei:</strong> The pain of death causes the character to be reformed as a malevolent yurei within 1d4 days of their death.</p><p><strong>Undead Overlord:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Undead Ruler:</strong> ?</p><p><strong>Undead Foe:</strong> ?</p><p><strong>Undead Daimyo:</strong> ?</p><p><strong>Undead Noble:</strong> ?</p><p><strong>Undead Chieftan:</strong> ?</p><p><strong>Undead Spirit:</strong> Because of tenmei, dead nobles could only reincarnate into noble families. Yet the many deaths of the nobles, coupled with the undead nature of the rest, meant that there were not enough noble bodies into which the spirits of the nobles could be reborn so that, subsequently even those that were slain often returned as undead spirits, ghosts and ghouls.</p><p><strong>Undead Kin:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Undead Fiend:</strong> ?</p><p><strong>Lord Nijoioji no Dainomoto, The Wandering Daimyo, Powerful Undead Necromancer:</strong> ?</p><p><strong>Undead Warrior:</strong> ?</p><p><strong>Lord Taira no Noritsune:</strong> When, at the last, it became clear that the battle was hopeless, the young emperor was cradled in the arms of his grandmother, Tokiko, who, like her late husband, was a follower of the Dark Wheel school of Zaoism. Gathering with all the exiled Imperial Court, and all her loyal hand-maidens, she prepared to cast herself and her grandson into the sea. Yet before she leapt, she uttered forth a dreadful curse. While the exact wording of the curse has been lost to time, it is known that she cursed the world and all the gods therein for allowing events to transpire as they had. She cursed both heaven and hell and shouted aloud for all to hear, “Would that my grandson would reign for a thousand years.” Then she and all those with her, including many of the remaining Taira warriors, sacrificed themselves to the sea.</p><p>So dreadful was the curse, and so potent was the sacrifice, that the sun grew dim for seven days. For seven days oni poured forth into the world. For seven days, death would not come for any man. For seven days, a mist roiled up from the watery mass grave of the Taira, covering all the islands and the ocean thereabout. It was a dread and awful time, but what happened afterward was worse. At the end of the week, the gates of Jigoku slammed shut once more and the gates of Yomi, the realm of the dead, were reopened. The Imperial Court, rejoined by a resurrected Kiyomori, rose from the depths of the sea and sailed to Fukuhara-kyo where they bloodily slew all those Minamoto they found, reclaiming the Imperial throne.</p><p>When the Emperor arose from his watery grave, Noritsune was one of those who arose with him.</p><p><strong>Undead Samurai:</strong> ?</p><p><strong>Kagayakyou, Kaikou, Undead Necromancer, Ancient Necromancer:</strong> Many shrines and temples have been built on the slopes of Sumisan, the most famous being the Temple of Kaikou, who introduced Kuraikuruma to Kaidan. While Kaikou long ago passed the reigns of the temple on to his successors, his name is yet venerated within the temple that bears his name, and it is taught they he did not die, but instead ascended into the perfect state of undeath.</p><p><strong>Undead Lord:</strong> ?</p><p><strong>Undead Oni:</strong> ?</p><p><strong>Strange Abomination:</strong> ?</p><p><strong>Flesh-Eating Undead, Flesh Eating Undead:</strong> ?</p><p><strong>Undead Who Preys on Other Undead:</strong> ?</p><p><strong>Multi-Eyed, Multi-Limbed Fanged Horror:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> Whereas, in other lands, it is sometimes possible for a body to have conflicting souls sharing the same body, the metaphysical nature of Kaidan makes this impossible. Bodies can possess only a single soul at a time. Any magical effect or supernatural ability which allows a soul to possess a body, of necessity drives away the original occupant, in effect killing that individual. This makes such magic and abilities even more dangerous in Kaidan. However there are rites, spells and ceremonies which can recall a soul to its body, if those around the body can manage to dismiss, banish or exorcise the offending spirit. If a body is somehow left soulless it sometimes simply dies. Just as often, a body can reanimate as either a mindless undead or as a tamashanaki.</p><p><strong>The Tormented:</strong> These are those yurei trapped between lives, either by the vagaries of tenmei or else by their own personal tragedies.</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Non-Noble Undead:</strong> ?</p><p><strong>Supernatural Threat:</strong> ?</p><p><strong>Undead Demon:</strong> ?</p><p><strong>Evil Monstrosity:</strong> ?</p><p><strong>Two Headed Undead Wolf:</strong> ?</p><p><strong>Ghost:</strong> Because of tenmei, dead nobles could only reincarnate into noble families. Yet the many deaths of the nobles, coupled with the undead nature of the rest, meant that there were not enough noble bodies into which the spirits of the nobles could be reborn so that, subsequently even those that were slain often returned as undead spirits, ghosts and ghouls.</p><p>These are those yurei trapped between lives, either by the vagaries of tenmei or else by their own personal tragedies. Strengthened by the same negative energies which give birth to the jikininki, these yurei exist as ghosts, wraiths and haunts.</p><p><strong>Ghost, Horror, Tormented:</strong> ?</p><p><strong>Goryo, Noble Ghost, Beneficient Spirit:</strong> Another religious movement within Kaidan is goryo shinko, the worship of “noble ghosts.” A sub-cult of the imperial yokinto shrines, the doctrine is based on the idea that the dead can be venerated and, through that veneration, encouraged to become protectors of the living. Angry spirits of the dead are called onryo and are rightly feared. Through proper worship and rituals, these onryo, it is believed, can be turned to goryo, beneficent spirits.</p><p><strong>Lord Mizawa Matashirokata, True Ghost:</strong> Lord Mizawa is a true ghost, incorporeal and only partially dwelling in the present. Having murdered his family before taking his own life, his days are spent replaying the argument he had with his oldest son concerning loyalty to the Shogun, an argument that escalates into the grisly reenactment, each night, of his families demise. </p><p><strong>Ochoka, Ghost:</strong> A hundred and seventy years ago, a bandit king named Ochoka waged war upon the forces of the daimyo, but was ultimately crushed.</p><p><strong>Nakashima Ren, Ghost:</strong> The Kinogasa-taisha shrine in Kinogasa is haunted. Nakashima Ren, the Yokinto priest who initiated the failed rebellion, over 90 years previously, now dwells within the shrine grounds.</p><p><strong>Ghost of a Child:</strong> ?</p><p><strong>Ghoul:</strong> Because of tenmei, dead nobles could only reincarnate into noble families. Yet the many deaths of the nobles, coupled with the undead nature of the rest, meant that there were not enough noble bodies into which the spirits of the nobles could be reborn so that, subsequently even those that were slain often returned as undead spirits, ghosts and ghouls.</p><p>A samurai wight-lord, Hakato Munimasanoke, once sworn to serve the daimyo’s husband, has been stealing bodies for years, burying them in the cursed soil of the forest so that they rise as zombies and ghouls under his control.</p><p><strong>Ghoul, Horror, Tormented:</strong> ?</p><p><strong>Aquatic Ghoul:</strong> ?</p><p><strong>Lord Kinja no Dakishi, Ghoulish Man, Daimyo:</strong> ?</p><p><strong>Daimyo Lord Sengawa no Kenjuro, human ghoul lord cleric 10:</strong> ?</p><p><strong>Chief Enforcer Gogakiko, human ghoul fighter 4/Rogue 3:</strong> ?</p><p><strong>Ghoulish Samurai:</strong> ?</p><p><strong>Kumo Gaki, Spider Ghoul:</strong> Kumo gaki, or spider ghouls are a flesh-eating undead unique to Kaidan, and over the last four hundred years have spread across the archipelago so that they may be found almost anywhere, preferring in the main to lair in caves and rocky crevices. Lady Taira is the first of these creatures and it was she who first spawned others of her kind.</p><p><strong>Lady Taira no Heimasami, The Spider-Queen, Kumo Gaki, Multi-Eyed Multi-Limbed Fanged Horror:</strong> ?</p><p><strong>Ghoul Jikininki:</strong> Negative energy strongly permeates the spiritual fabric of Kaidan and when evil men die, or when bodies are not properly treated following death, it is common for those bodies to reanimate in ghoulish form.</p><p>Strengthened by the same negative energies which give birth to the jikininki, these yurei exist as ghosts, wraiths and haunts.</p><p>At the shrine, he once more encountered the priest, now injured, and quite penitent. “In my life,” explained the ashamed priest, “I served that village, but I was a wicked priest and abused my position. Now that I am dead, I am cursed to dwell as a jikininki, feasting on the flesh of men.”</p><p><strong>Ghoul Jikininki, Flesh-Eating Undead:</strong> ?</p><p><strong>Haunt:</strong> These are those yurei trapped between lives, either by the vagaries of tenmei or else by their own personal tragedies. Strengthened by the same negative energies which give birth to the jikininki, these yurei exist as ghosts, wraiths and haunts.</p><p><strong>Haunt, Tormented:</strong> ?</p><p><strong>Daimyo Lord Ashikuma, Lord Taira no Hatchiborimaro, Human Lich Wizard 16:</strong> ?</p><p><strong>Lord Shimoshika no Shimoutako, Lich:</strong> ?</p><p><strong>Daimyo Lord Sugasora no Harumori, Human Lich Wizard 13:</strong> ?</p><p><strong>Lord Inji, Hasatako Inimanoko, Lich, Powerful Spellcaster:</strong> ?</p><p><strong>Lord Daidoiendo no Kinjiromaro, Unique Cleric-Lich, Powerful Spell-Caster:</strong> [H]e is a unique cleric-lich, having obtained undeath through divine necromantic means.</p><p><strong>Lord Hasatanori no Kazukatsumasa:</strong> A Zaoist priest and the leading son of a wealthy noble family, Lord Hasatanori was one of the earliest nobles, following the rebirth of the emperor, to embrace undeath. However, his method of choice involved a painful process of self-mummification, and while there is no doubting the power he gained through the ordeal, the aesthetics of the result were less than ideal.</p><p><strong>Queen Himiko, Undying Shade:</strong> ?</p><p><strong>Shadow-lord, Nagakage no Katsuyorio, Mighty Shadow Lord:</strong> ?</p><p><strong>Shadow, Lesser Shadow, Undead Shadow:</strong> Lord Nagakage is a mighty shadow lord, with the ability to control multitudes of lesser shadows. Once a month, he secretly leaves his castle to choose a random victim upon which to feed. The victim, once drained of life, rises as a shadow under the control of Nagakage and further swells the ranks of his minions within and under his island fortress.</p><p><strong>Shadow, Minion:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Aquatic Skeleton:</strong> ?</p><p><strong>Lord Tando no Masateruyoshi, Undying Man, Spectral Horror:</strong> Lord Tando is exactly what he seems to be, an undying man of extreme benevolence, at least during the day. Always possessed of a noble heart, Lord Tando nevertheless, because of his loyalty to his Shogun, sought a means to achieve undeath; though he sought to do this without becoming a monster of death and destruction. He was only partly successful. The ritual by which he and his family crossed over into immortality left them appearing, during the day, exactly as they did in life, albeit possessed of an unnatural vigor powered by negative energies. However, at night, the family transforms into spectral horrors which, escaping the bonds of the palace, enter into Yama-jo to torture and feast upon one of the citizens of the city.</p><p><strong>Spectral Horror:</strong> Lord Tando is exactly what he seems to be, an undying man of extreme benevolence, at least during the day. Always possessed of a noble heart, Lord Tando nevertheless, because of his loyalty to his Shogun, sought a means to achieve undeath; though he sought to do this without becoming a monster of death and destruction. He was only partly successful. The ritual by which he and his family crossed over into immortality left them appearing, during the day, exactly as they did in life, albeit possessed of an unnatural vigor powered by negative energies. However, at night, the family transforms into spectral horrors which, escaping the bonds of the palace, enter into Yama-jo to torture and feast upon one of the citizens of the city.</p><p><strong>Yukikoshi, Yukikoshe, Wise Spirit:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Onryo, Angry Spirit of the Dead:</strong> ?</p><p><strong>Insane Vengeful Spirit:</strong> Spiritually, the samurai occupy a rather sad and contradictory place [in Kaidan]. They are warriors, and the business of killing, according to the tenets of yokinto, makes them habitually unclean. Likewise, their conduct as warriors is antithetical to the doctrines of zaoism which says that killing damages the soul and makes one unfit for advancement on the wheel. Even so, tenmei places them into the role of warrior, and they are thus, by divine mandate, called to such a life. Added to this is the sad reality that, even were a samurai to attain enlightenment and advance so that he could be reborn as a noble, the conduct of the nobles has made such advancement impossible. Subsequently, the most noble of the samurai are those also most likely to return from the grave as insane, vengeful spirits trapped between worlds.</p><p><strong>Restless Spirit of a Slain Samurai:</strong> ?</p><p><strong>Ancestral Spirit:</strong> ?</p><p><strong>Vampiric Pirate Overlord:</strong> ?</p><p><strong>Daimyo Lord Kurashima no Takeshiko, Human Advanced Vampire Necrotic Warrior 20, Ancient Vampire:</strong> Lord Kurashima is an ancient vampire who, many years before the curse befell Kaidan, sailed far to the west seeking adventure. In these distant lands he acquired much necromantic knowledge and his vampiric condition.</p><p><strong>Daimyo Lord Tozaka no Noriyasuko, Human Variant Vampire Samurai 5/Aristocrat 8:</strong> ?</p><p><strong>Undying Zaoist Nun, Feasome Vampiric Monster:</strong> ?</p><p><strong>Lord Minkobushi no Yorinoriharunaga:</strong> Like a vampire, the daimyo feeds on blood to maintain his youthful complexion, but he is not a true vampire, lacking both the ability to spawn, but also possessing the ability to move about in sunlight without harm. Rather he is a unique creature, the result of highly successful necromantic experiments which granted him both unlife and the ability to manipulate, channel and control negative energy.</p><p><strong>True Vampire:</strong> ?</p><p><strong>Undying Noble:</strong> ?</p><p><strong>Undying Lord:</strong> ?</p><p><strong>Unliving Servant:</strong> ?</p><p><strong>Daimyo Lord Hachiwara no Otsuka, Dread Wight Human Wizard 8:</strong> ?</p><p><strong>Hakato Munimasanoke, samurai Wight-Lord:</strong> ?</p><p><strong>Daimyo Lord Ryuumaki, Ryuumakai Tanchiko, Half-Dragon Human Advanced Wight Samurai 12:</strong> ?</p><p><strong>Wraith:</strong> These are those yurei trapped between lives, either by the vagaries of tenmei or else by their own personal tragedies. Strengthened by the same negative energies which give birth to the jikininki, these yurei exist as ghosts, wraiths and haunts.</p><p><strong>Wraith, Tormented:</strong> ?</p><p><strong>Zombie:</strong> A samurai wight-lord, Hakato Munimasanoke, once sworn to serve the daimyo’s husband, has been stealing bodies for years, burying them in the cursed soil of the forest so that they rise as zombies and ghouls under his control.</p><p><strong>Aquatic Zombie:</strong> ?</p><p><strong>Lord Suwanuma no Michitakehiko:</strong> When, at the last, it became clear that the battle was hopeless, the young emperor was cradled in the arms of his grandmother, Tokiko, who, like her late husband, was a follower of the Dark Wheel school of Zaoism. Gathering with all the exiled Imperial Court, and all her loyal hand-maidens, she prepared to cast herself and her grandson into the sea. Yet before she leapt, she uttered forth a dreadful curse. While the exact wording of the curse has been lost to time, it is known that she cursed the world and all the gods therein for allowing events to transpire as they had. She cursed both heaven and hell and shouted aloud for all to hear, “Would that my grandson would reign for a thousand years.” Then she and all those with her, including many of the remaining Taira warriors, sacrificed themselves to the sea.</p><p>So dreadful was the curse, and so potent was the sacrifice, that the sun grew dim for seven days. For seven days oni poured forth into the world. For seven days, death would not come for any man. For seven days, a mist roiled up from the watery mass grave of the Taira, covering all the islands and the ocean thereabout. It was a dread and awful time, but what happened afterward was worse. At the end of the week, the gates of Jigoku slammed shut once more and the gates of Yomi, the realm of the dead, were reopened. The Imperial Court, rejoined by a resurrected Kiyomori, rose from the depths of the sea and sailed to Fukuhara-kyo where they bloodily slew all those Minamoto they found, reclaiming the Imperial throne.</p><p>Lord Suwanuma was one of the dead raised alongside the emperor and the Shogun, and he takes this fact as evidence of his standing with the shogun.</p><p><strong>Incorporeal Dead:</strong> ?</p><p></p><p>Vault of Flesh</p><p>School: necromancy [evil]</p><p>Level: Cleric 6, Sorcerer/Wizard 6, Witch 6</p><p>Casting Time: 1 hour</p><p>Components: V, S, C</p><p>Range: touch</p><p>Target: one living creature</p><p>Duration: One Year, see text</p><p>Saving Throw: none; Spell Resistance: yes</p><p>You bind a soul to a living body, in such a way as to ensure that, should the body be physically slain, the soul will continue to inhabit and animate the body. If the target is slain before the spell duration expires, they rise as an undead within 1d6 rounds. As an undead, the target creature’s HD, hp, BAB and all abilities remain unchanged, except that they now have undead immunities and no Constitution score (All Constitution bonuses are replaced by Charisma bonuses). Upon rising as an undead creature, the creature’s hit points are fully restored. Though the spell has a duration of one year, if the target becomes undead, the effect is permanent, at least until the target is once more slain, at which point the soul leaves the body. Casting this spell requires a gallon of blood as a material component and the blood must be taken from a source of an identical race to the target of the spell.</p><p></p><p>Table 7.4 – PC Reincarnation Following a Violent Death</p><p>d100 Effect</p><p>01-05 A Natural Rebirth</p><p>05-10 Yurei</p><p>11-23 Reincarnated in a Tamashanaki</p><p>24-29 Reincarnated in a Tamashanaki; Altered memories</p><p>30 Reincarnated in a Tamashanaki; New memories</p><p>31-84 Reincarnated through Mind-fever</p><p>85-99 Reincarnated through Mind-fever; Altered memories</p><p>00 Reincarnated through Mind-fever; New Memories[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/277877/gilded-suns-a-victorian-campaign-setting-second-printing?affiliate_id=17596" target="_blank">Gilded Suns: A Victorian Campaign Setting (Second Printing)</a>[spoiler]</p><p><strong>Eldritch Corruptor:</strong> ?</p><p><strong>Eldritch Corruptor, Thin Black Gaunt Faceless Humanoid, Shadowy Black Gaunt Faceless Humanoid With Long Claws:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Threat:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Vampire, Horrific Creature of the Night:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Animal Zombie:</strong> Strange things happen in the thick forests of Collandaer. Once in a great while, blight will strike all life in an ever expanding radius. Plants wither and die, and animals die mysteriously, often rising from the dead as zombies.</p><p><strong>Zombie:</strong> Any creature that dies from constitution damage from an eldritch corruptor’s aura or claw attacks must make a DC 13 will save or be reanimated as a zombie 1d6 rounds after dying.</p><p><strong>Animated Zombie:</strong> ?</p><p><strong>Animal Zombie Small Mammal:</strong> ?</p><p><strong>Animal Zombie Squirrel:</strong> ?</p><p><strong>Animal Zombie Rabbit:</strong> ?</p><p><strong>Animal Zombie Bird:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/169449/Glavost-A-Fairy-Tale-Village?affiliate_id=17596" target="_blank">Glavost: A Fairy Tale Village</a>[spoiler]</p><p><strong>Nightmare Avatar:</strong> ?</p><p><strong>Nightmare Avatar, Black Smoke in the Shape of a Man With a Sharp-Pointed Crown and Deep Echoing Voice, Fey Spirit, Incorporeal Avatar of Darkness:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/214051/GMs-Miscellany-Alternate-Dungeons?affiliate_id=17596" target="_blank">GM's Miscellany: Alternate Dungeons</a>[spoiler]</p><p><strong>Mad Monk:</strong> The remnant of a priest who went insane as the result of his enforced departure from the temple where he spent his life.</p><p><strong>The Hanged Priest:</strong> ?</p><p><strong>The Nettling Demon:</strong> ?</p><p><strong>The Hungry Nursery:</strong> ?</p><p><strong>The Lonely Tavern:</strong> ?</p><p><strong>Undead Frost Worm:</strong> ?</p><p><strong>Anguish:</strong> ?</p><p><strong>Dancing Decor:</strong> ?</p><p><strong>Slamming Door:</strong> ?</p><p></p><p><strong>Undead:</strong> Once per day, a feast materializes on a table in a communal room. Depending on the temple’s alignment, the food provides the benefits of the heroes’ feast spell or acts as create undead should a PC eating the food die within 24 hours of consuming it.</p><p><strong>Allip:</strong> One of the many types of undead creatures that can arise in abandoned temples, allips were insane humanoids under the care of the temples’ priests who succumbed to their madness. The creatures also may have once been priests driven mad by the circumstances that led to the temple’s abandonment.</p><p><strong>Ghost:</strong> Clergy who feel they had unfinished business or wish to see their temples restored remain to haunt these locations. Fully restoring the temple or destroying it puts these undead to rest.</p><p>Lonesome spirits, mere shades of what they once were. What better place for a ghost to haunt than a place so keenly reminiscent of its own tragic existence? Almost any undead creature might identify with the ruination of a once-warm and lively place, but ghosts—with their tendency to linger over unfinished business—are more likely than any other kind to haunt the places they knew best in life.</p><p>Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.</p><p><strong>Huecuva:</strong> Many times, a religion fails due to betrayal by its supposed leaders, or a cleric may do something that is anathema to his or her deity to spite those forcing out worship of the deity. In such cases, the fallen return as huecuvas that infest the temples in which they used to minister.</p><p><strong>Skeleton:</strong> The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.</p><p><strong>Zombie:</strong> The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.</p><p><strong>Ghoul:</strong> The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.</p><p><strong>Spectre:</strong> The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.</p><p>Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.</p><p>Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises.</p><p><strong>Vampire:</strong> The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.</p><p><strong>Haunt:</strong> Temples deserted under negative circumstances, or those that carried out vile rites, attract spirits that cannot manifest as incorporeal undead. This makes them no less dangerous.</p><p>If tragedy befell the village, undead citizenry might haunt the adventure site.</p><p>Haunts are typically created by restless souls or pervading evil, but an abandoned village can almost have a “spirit” of its own.</p><p>Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.</p><p>Manors are often at the apex of these death knell curses because a witch’s vengeance is directed at an individual or specific group of people, who quickly perish from her supernatural vengeance or flee from their homes for fear of a grisly demise. Products of a witch’s death knell curse last for hundreds of years and typically are not stopped until someone is able to find the spirit and slay it, destroying its strange hold upon the building and the surrounding region.</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. </p><p>In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self-loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder.</p><p>When it comes to planar magic, mages are often tinkering with forces they scarcely comprehend, let alone control. A single misspoken word or a stray line within a magic circle can cause a spell to backfire with tremendous force, calling an outsider into the mortal realm. In rare circumstances, the outsider may be physically unable to leave the place it was summoned within for reasons even it is unlikely to understand. Perhaps the mage’s home is inscribed with warding runes as a fail-safe or the magic is unstable, preventing the creature from straying far from its point of summoning. Even more horrifying are the outsiders who possess unfettered access to the Material Plane, retreating to abandoned structures by daylight only to prey again on mortal flesh come dusk.</p><p>Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic.</p><p>Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises.</p><p>Fifty years ago, a vile witch attempted to summon a powerful demon by offering it the soul of a local baker’s girl. Although the witch was caught, tried and hanged thanks to the efforts of a party of adventurers, with her final breath she scorned the city and its people, promising to return to drag all of their souls to the depths of the Abyss.</p><p>On the night of the first full moon after the witch’s death, eerie lights and sounds began to plague her victim’s home. In fear, the family left the city and moved into the hamlet of Greenborough to escape the horror. Unfortunately, the haunting followed the family and they all died in their newly constructed manor within one moon of their arrival. Local legends claim the witch’s angry spirit now holds the family’s souls captive within the manor with the assistance of a malevolent force from outside the mortal realms.</p><p><strong>Attic Whisperer:</strong> An attic whisperer is the spirit of a small child who met his or her end as a result of neglect.</p><p><strong>Wraith:</strong> Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.</p><p><strong>Poltergeist:</strong> When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/133198/GMs-Miscellany-Dungeon-Dressing?affiliate_id=17596" target="_blank">GM's Miscellany: Dungeon Dressing</a>[spoiler]</p><p><strong>Unliving Span:</strong> ?</p><p><strong>Unliving Span Reasonably Large:</strong> ?</p><p><strong>Unliving Span Zombie:</strong> ?</p><p><strong>Unliving Span Ghoul:</strong> ?</p><p><strong>Advanced Mummy:</strong> After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.</p><p><strong>Heartless Zombie:</strong> The doorway exiting this room is keyed to the souls of seven undead creatures. These undead creatures have been empowered by the removal of their still‐beating hearts, which now reside atop seven columns within the room, and are protected by iridescent prismatic layers.</p><p><strong>Heartless Ghast:</strong> After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.</p><p><strong>Heartless Mummy:</strong> After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.</p><p><strong>Wailing Portcullis:</strong> Through terrible and dangerous binding magic a necromancer has bound the spirit of a banshee to this portcullis.</p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Ghast:</strong> After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts.</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Undead:</strong> Inside the corpse’s stomach is a half‐digested monster. The essence of this undead creature still lingers within the cadaver. The undead creature can be reanimated or restored with a DC 25 Knowledge (religion) check and onyx gems worth 25 gp per HD of the creature.</p><p>Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Zombie:</strong> Necrotic Pool.</p><p>Zombie Rot disease.</p><p><strong>Banshee:</strong> ?</p><p><strong>Devourer:</strong> This onyx‐encrusted sarcophagus casts create greater undead on the body within to create a devourer when a certain prophesy is completed. This effect works once before the sarcophagus’ magic is consumed. The onyx crumbles to dust if removed from the sarcophagus.</p><p></p><p>NECROTIC POOL</p><p>A three‐foot high wall of well‐mortared brownish stone encircles a pool of smoky black water.</p><p>Perception or Heal (DC 15) The stone’s unique colouring is due to copious amounts of dried blood.</p><p>Perception (DC 20) Faint writing is carved into the pool’s encircling wall.</p><p>Knowledge (arcana, DC 20) The writing is arcane and deals with the school of necromancy.</p><p>Knowledge (arcana, DC 25) The spells woven into the pool deal with binding negative energy in the same way that is used to create undead.</p><p>Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool.</p><p>Effect (Drinking) Any creature drinking from the pool suffers 3d61 negative energy damage. In addition, the water induces zombie rot2 in the drinker. A DC 17 Heal check identifies the malady after the first day. The rot can be removed by a successful application of remove disease.</p><p>Effect (Immersion) A living creature in the pool takes 3d61 negative energy a round. As long as they do not swallow any of the water, they do not suffer from the zombie rot effect.</p><p>Effect (Immersion [corpse]) The pools animates any intact corpse placed into the pool into a zombie (Pathfinder Bestiary). This takes 10 minutes. Unless a creature has the Command Undead feat or other way to control undead, the zombie attacks nearby creatures. The pool can create 20 HD of zombies a week.</p><p>1: DC 14 Will save halves.</p><p>2: Zombie Rot: Type disease (ingested); save: Fortitude DC 17; onset: 1 day; frequency 1/day; effect: 1d2 Con damage, a creature whose Constitution score reaches 0 animates one day later as a zombie; cure: 2 saves.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/208899/GMs-Miscellany-Places-of-Power?affiliate_id=17596" target="_blank">GM's Miscellany: Places of Power</a>[spoiler]</p><p><strong>Mistress Amelya Van Fersker, Human Vampire Enchanter 10:</strong> Born 300 years ago, Amelya Van Fersker was a renowned beauty. Rather than getting engrossed in the politics of her day, she actively pursued one of the greatest wizards of her time, forcibly separating him from his wife and becoming both his apprentice and mistress.</p><p>Her brilliant mind made her a quick study, but the nobleman wizard was a terrible teacher. As Amelya approached her 35th birthday, she grew angry with the pace set by the old man and brutally murdered him in his sleep. Forced to flee, her progress in wizardry grew painfully slow until she met an alluring blond stranger who promised her time enough to learn her craft and halt the fade of her beauty. The stranger turned out to be a vampire, and after accepting the blood kiss, Amelya has spent her days learning the mystical arts from any she can.</p><p><strong>Solalith Evdrearn, Ghost Half-Elf Druid 3 Sorcerer 8:</strong> ?</p><p><strong>Alikandara Lat, Human Ghost Ex-Paladin 12:</strong> The shrine was established several centuries ago in the name of Alikandara Lat, a great paladin until she was seduced into a murderous act of evil by a fiend. Horrified, Alikandara fled into the remotest wilderness, seeking atonement.</p><p>She died alone in her self-imposed exile but her tale wasn't forgotten. Those inspired by the example of her early life soon became as fervent about the latter part. They journeyed into the woods, intending to find and bring back her body. Unsuccessful, they instead founded a shrine in her name, welcoming all in need of respite and redemption.</p><p>Legend holds that those who pray at Alikandara's cenotaph are sometimes visited by the fallen paladin's spirit, which still seeks to make up for her misdeed in life.</p><p><strong>Rideth Cyelrae, Ghost Elf Druid 13:</strong> ?</p><p><strong>Anshelm Chellas, Ghast Rogue 6:</strong> ?</p><p><strong>Naillae Aralivar, ghost elf druid 6:</strong> ?</p><p><strong>Tahlys Vonothvar, ghost elf druid 7:</strong> ?</p><p></p><p><strong>Ghoul:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Vampire Spawn:</strong> A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days.</p><p><strong>Undead:</strong> Other forgotten tunnels host the undead remnants of prisoners trapped when the castle fell.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/238188/GMs-Miscellany-Places-of-Power-II?affiliate_id=17596" target="_blank">GM's Miscellany: Places of Power II</a>[spoiler]</p><p><strong>Lich:</strong> In the end, though, she fights to the death, hoping perhaps her necromantic pursuits and experimentations will see her resurrected into the lich form she’s long sought.</p><p>If Erlgamm is killed during the PCs’ stay, she could transform into a lich thanks to her many years of necromantic experiments.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/131653/GMs-Miscellany-Urban-Dressing?affiliate_id=17596" target="_blank">GM's Miscellany: Urban Dressing</a>[spoiler]</p><p><strong>Fuut, Ghoul Rogue 2:</strong> Discovering an adeptness for juggling and throwing knives at a young age, the brothers eventually found the chance. Proving their worth to the operators of a travelling faire, Fuut and Tooq hit the road. Despite their popularity in the show, the brothers couldn’t resist their desire to thieve. Eventually they crossed the wrong victim, a powerful witch, who cursed and then murdered the brothers. The curse raised them as ghouls and now they feast in this cemetery.</p><p><strong>Tooq, Ghoul Rogue 2:</strong> Discovering an adeptness for juggling and throwing knives at a young age, the brothers eventually found the chance. Proving their worth to the operators of a travelling faire, Fuut and Tooq hit the road. Despite their popularity in the show, the brothers couldn’t resist their desire to thieve. Eventually they crossed the wrong victim, a powerful witch, who cursed and then murdered the brothers. The curse raised them as ghouls and now they feast in this cemetery.</p><p></p><p><strong>Vampire:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/120871/GMs-Miscellany-Village-Backdrops?affiliate_id=17596" target="_blank">GM's Miscellany: Village Backdrops</a>[spoiler]</p><p><strong>Dunn Fewin, Ghoul Cleric 2:</strong> Before the plague, the church had two priests. One, Dunn Frewin, died of the plague. Ignoring his last request to be buried in the church, Waldere cast Dunn’s body into one of the plague pits. This betrayal will cost Waldere dearly; Dunn Frewin has returned as a ghoul.</p><p>One of Ashford’s priests, Dunn Frewin (CE male ghoul cleric 2) died of the plague and was betrayed in death by his friend and colleague Waldere. He has risen as a ghoul and now lurks in the southernmost pit, in a cramped burrow among the suppurating corpses of his dead congregation.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/137979/GMs-Miscellany-Village-Backdrops-II?affiliate_id=17596" target="_blank">GM's Miscellany: Village Backdrops II</a>[spoiler]</p><p><strong>Thegn Delthur Werlann, Skeletal Champion Dwarf Aristocrat 2/Fighter 4:</strong> Consumed with lust to slay orcs and other evil humanoids he has returned to unlife as a skeletal champion.</p><p><strong>Skeletal Champion Dwarf Fighter 3:</strong> ?</p><p></p><p><strong>Lacedon:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/160041/GMs-Miscellany-Village-Backdrops-III?affiliate_id=17596" target="_blank">GM's Miscellany: Village Backdrops III</a>[spoiler]</p><p><strong>Mirja Sianio, Human Ghost Witch 6:</strong> Mirja Sianio (CE female ghost human witch 6) in life was a wise woman who lived on the outskirts of the village. Notoriously pagan, she was kept at arm's length by much of the village, who distrusted her lack of faith but appreciated her efforts to treat their ills with herbs and magic. But when the sickness struck and neither she nor Syrave Teury were able to stop it, the grief‐stricken villagers took their anger out on her. Found guilty of the deaths of a number of villagers, including several members of the children's choir, she was burned at the stake in front of her home, which the villagers then torched for good measure.</p><p>Mirja's ghost now haunts the site, crying out for vengeance against any who approach (the villagers themselves steer well clear of the desecrated ground). She blames the village's faith for her death and can only be laid to rest by burning the Cathedral of the Sun and the Sun‐Song Hall to the ground and rebuilding her own home. She will lift the curse only if every member of the village disavows their faith in Darlen.</p><p><strong>Hagruk Stormrider, Ghast Fighter 5:</strong> Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast.</p><p></p><p><strong>Ghoul:</strong> Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast.</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/194142/GMs-Miscellany-Village-Backdrops-IV?affiliate_id=17596" target="_blank">GM's Miscellany: Village Backdrops IV</a>[spoiler]</p><p><strong>Wytchelyte:</strong> ?</p><p><strong>Hungry Dead:</strong> "Hungry Dead" is an acquired template that can be added to any corporeal undead creature.</p><p><strong>Hungry Dead Zombie:</strong> Those who die of The Hunger rise 1d6 minutes later as a zombie with the Hungry Dead template.</p><p>The Hunger Disease.</p><p><strong>Damiella Nightingale, human vampire bard 11:</strong> ?</p><p><strong>Keren Zaris, vampire halfling expert 7:</strong> ?</p><p><strong>Quentin Roarg, elf vampire wizard 12:</strong> ?</p><p><strong>Zuzu Mellavious, halfling vampire bard 13:</strong> ?</p><p></p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p></p><p>The Hunger</p><p>Type Disease (injury); Save DC 13 Fortitude</p><p>Onset 1d4 days; Frequency 1/day</p><p>Effect 1d3 Con and 1d3 Cha damage; Cure 2 consecutive saves</p><p>Note Those who die of The Hunger rise 1d6 minutes later as a zombie with the Hungry Dead template. The Hunger can only be cured by a heal or more powerful magic. The Hunger is spread by the bite of the infected, living or dead. When infected, the victim develops a fever and suffers from constant hunger pains that only subside after consuming fresh meat. As the disease progresses it becomes harder and harder to assuage the hunger, forcing the victim to search for more meat. It is not uncommon for those in later stages of the disease to become maddened with hunger and attack friends or family.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/221487/GMs-Miscellany-Village-Backdrops-V?affiliate_id=17596" target="_blank">GM's Miscellany: Village Backdrops V</a>[spoiler]</p><p><strong>Aldrich Hellbrooke, human vampire cleric 4:</strong> ?</p><p></p><p><strong>Undead:</strong> An old lizardfolk tells younger lizardfolk scary stories about how dead lizardfolk who aren't properly eaten become vengeful undead.</p><p>Needlebriar’s citizens toss anything they don’t consume into a field they loosely refer to as the Bone Pit. Occasionally these remains arise as horrid undead creatures. The creatures never attack the halflings, instead roaming the nearby countryside.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/126812/GMs-Miscellany-Wilderness-Dressing?affiliate_id=17596" target="_blank">GM's Miscellany: Wilderness Dressing</a>[spoiler]</p><p><strong>Burning Skull:</strong> ?</p><p><strong>Falling Rocks:</strong> ?</p><p><strong>Shrieking Woman:</strong> ?</p><p><strong>Killer in the Flames:</strong> ?</p><p><strong>The Pit:</strong> ?</p><p><strong>Bloody Battle:</strong> ?</p><p><strong>Akh‐en‐Tholus, human lich necromancer 11:</strong> ?</p><p></p><p><strong>Mummy:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/180605/Gonzo-2?affiliate_id=17596" target="_blank">Gonzo 2</a>[spoiler]</p><p><strong>Necromantic Frame:</strong> Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.</p><p><strong>Necromantic Frame Large:</strong> Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.</p><p><strong>Necromantic Frame Huge:</strong> Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.</p><p><strong>Necromantic Frame Gargantuan:</strong> Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.</p><p><strong>Necromantic Frame Colossal:</strong> Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/127885/Gothic-Campaign-Compendium?affiliate_id=17596"" target="_blank">Gothic Campaign Compendium</a> [spoiler]</p><p><strong>Ghost Raven:</strong> Ghost ravens are spectral creatures that arise when a raven dies in an area that is unusually spiritually active. As iconic harbingers of death, ravens have a supernatural connection with the spirit world. While this lies latent in most ravens, and is sometimes attributed to simple superstition or cultural iconography, in the case of many ravens it is quite real. This is especially true in the case of ravens that form close emotional bonds with the living, such as pets, familiars, and animal companions. They may haunt the dreams of owners or masters that are themselves spiritually sensitive, sometimes providing cryptic guidance. In the case of a ghost raven, however, this evanescent connection becomes something more intangible, as the spirit of the fallen lingers in the realm of the living.</p><p><strong>Fossil Skeleton:</strong> A fossil skeleton is animated from the petrified remnant of a primitive and primordial creature, its ossific remains calcified into eternal stone. Its massive stony structure has endured countless millennia and possesses great strength and ability to absorb punishment that would shatter skeletons of brittle bone, though it lacks some of the terrifying agility of an ordinary skeleton. This template can be stacked with other similar templates that modify the skeleton template, such as bloody and burning skeletons.</p><p><strong>Mummified Zombie:</strong> A mummified zombie is a creature whose desiccated corpse has been both naturally and magically preserved and given unholy life.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/141806/Goody-Whites-Book-of-Folk-Magic?affiliate_id=17596" target="_blank">Goody White's Book of Folk Magic</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Abomination of the Pure Human Form Corrupted by Black Magic and Wrested From its Peaceful Grave to Haunt the Living:</strong> ?</p><p><strong>Reanimated Corpse, Animated Corpse:</strong> ?</p><p><strong>Ghost, Bodiless Supernatural Creature, Bodiless Creature:</strong> ?</p><p><strong>Wandering Ghost:</strong> ?</p><p><strong>Foul Wight:</strong> ?</p><p><strong>Zombie, Undead Zombie, Mindless Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/111886/Gothic-Grimoires-To-Serve-a-Prince-Undying?affiliate_id=17596" target="_blank">Gothic Grimoires To Serve a Prince Undying</a>[spoiler]</p><p><strong>Revenant:</strong> <em>Revenancer's Rage</em> spell.</p><p><strong>Skeleton Warrior:</strong> <em>Revenancer's Rage</em> spell.</p><p></p><p>Revenancer’s Rage</p><p>School necromancy [evil]; Level antipaladin 4, cleric 6, inquisitor 5, sorcerer/wizard 6, witch 6</p><p>Casting Time 1 standard action</p><p>Components V, S, M (a vial of tears, a vial of unholy water, and an onyx gem worth 25 gp per Hit Die of the undead to be created)</p><p>Range touch</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>You cause a single creature who in life had sworn a Vow of Obedience to rise from the dead to serve their master beyond the grave. If their master is now dead, the corpse rises as a revenant determined to avenge its master. Any special abilities that would normally apply against the revenant’s own murderer apply instead to its master’s murderer. If the target’s master still lives (or has risen as a sentient undead), the target is instead reanimated as a skeletal champion, with its Vow of Obedience to its former master made permanent and unbreakable. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/96122/Gothic-Heroes-Pregenerated-Characters?affiliate_id=17596" target="_blank">Gothic Heroes: Pregenerated Characters</a>[spoiler]</p><p><strong>Undead Slave:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Evil Undead Creature:</strong> ?</p><p><strong>Undead Servant:</strong> The birth of Agrimar Vaskel (AG-ruh-MAHR VAZZ-kuhl) came as the product of his mother’s abduction by a depraved orc necromancer. Unfortunately, he never got to know her as she died during childbirth and his orc father reanimated her body as yet another undead servant.</p><p><strong>Walking Dead:</strong> ?</p><p><strong>Lich-King:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/291835/Gruesome-Foes?affiliate_id=17596" target="_blank">Gruesome Foes</a>[spoiler]</p><p><strong>Bone Terror:</strong> Bone terrors arise when a powerful creature dies but retains a strong emotional connection to the world of the living. A deceased dragon might still jealously guard an ancient treasure trove, or a legendary giant might thirst for revenge against its mortal slayers who believe it forever vanquished. There are many reasons for a willful soul to survive the grave, but the only outcome of such a manifestation is misery and death for the world around it.</p><p>Some creatures have strong wills and magical natures. It’s not unheard of for a legendary figure to transcend a long lifespan with the immortality of undeath through accident or design. A bone terror is but one example, guarding its lair or an object of fixation long after its demise.</p><p><strong>Bone Terror Adult Blue Dragon:</strong> ?</p><p><strong>Gaping Creature:</strong> Gaping creatures commonly evolve naturally or rise as undead after some time spent howling in insanity or feeding on living beings.</p><p><strong>Racked Creature:</strong> Tortured men or monsters are never the same after they come off the rack or wheel. While the emotional scars sometimes result in unquiet spirits seeking revenge, those who survive the pain endure physical scars as well as mental ones. Whether alive or dead, those who were drawn and quartered, stretched on the rack, or similarly tortured sometimes return to torment those who tormented them.</p><p>Racked is an acquired or inherited template that can be placed on any corporeal creature with a discernable anatomy.</p><p><strong>Racked Heucuva:</strong> ?</p><p><strong>Reaping Nightwalker:</strong> ?</p><p><strong>Bone Terror Adult Blue Dragon, Immense Skeletal Dragon:</strong> ?</p><p><strong>Powerful Bone Terror:</strong> ?</p><p><strong>Racked Creature, Twisted Figure, Monstrosity:</strong> ?</p><p><strong>Racked Heucuva, Human Corpse, Fiend:</strong> ?</p><p><strong>Reaping Nightwalker, Spirit:</strong> ?</p><p><strong>Bone Servitor:</strong> Bone Terror Bone Servitors power.</p><p><strong>Bone Servitor, Skeleton:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p>Most creatures can’t support a total-body fungus without dying. The exception is creatures of the construct, plant, or undead type as well as creatures of the fey type with ties to plants and nature. Corporeal creatures without these types (or fey without ties to nature) change their creature type to undead.</p><p>Undead obey the commands of the necromancer who raised them or the monster who spreads its curse to them.</p><p><strong>True Animated Undead:</strong> ?</p><p><strong>Undead Disease:</strong> ?</p><p><strong>Undead Corporeal Creature:</strong> ?</p><p><strong>Undead Spore, Undead Fungi:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Animated Corpse:</strong> ?</p><p><strong>Incorporeal Creature:</strong> ?</p><p><strong>Unliving Creature Animated by Spiritual Forces:</strong> ?</p><p><strong>Unliving Creature Animated by Supernatural Forces:</strong> ?</p><p><strong>Ghost, Incorporeal Creature:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Nightshade:</strong> Nightshades are monstrous undead composed of shadow and evil.</p><p><strong>Nightshade, Monstrous Undead Composed of Shadow and Evil:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Skeleton:</strong> <em>Murder's Claim</em> spell.</p><p><strong>Zombie:</strong> <em>Murder's Claim</em> spell.</p><p></p><p>MURDER’S CLAIM</p><p>School necromancy; Level cleric 5, sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gem worth 1,000 gp)</p><p>Range personal</p><p>Target you</p><p>Duration 1 minute/level or until discharged</p><p>Saving Throw none; Spell Resistance no</p><p>As an immediate action, the next living creature you kill is automatically raised as either a skeleton or a zombie (chosen when the spell is discharged) as the animate dead spell.</p><p></p><p>Bone Servitors (Su) A powerful bone terror commands the dead bones in his vicinity with enough precision to form skeletons, even if the bones are mismatched. As a standard action three times per day, the terror can animate (as the animate dead spell) up to half its total CR in skeletons. These skeletons have the size, space, and reach the terror desires, so long as there are enough bones nearby. When they appear, at least one square in each skeleton’s space must be within the range of the bone dragon’s frightful presence aura. The bone servitors are under the terror’s telekinetic control, and are not true animated undead. They are not harmed or healed by positive or negative energy. These skeletons last for one hour per HD they possess, but can be reanimated unless destroyed.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/162568/Holiday-Heroes--Horrors-2-Holiday-Horrorers?affiliate_id=17596" target="_blank">Holiday Heroes & Horrors 2 Holiday Horrorers</a>[spoiler]</p><p><strong>Zombie Frost:</strong> Any humanoid slain by a frost zombie will rise as a frost zombie once their body freezes solid—2d4 hours in left out in arctic conditions.</p><p>The frost zombies were raised from the frozen corpses that once dotted the landscape of White Hell.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/291868/Horrors-of-the-Multiverse?affiliate_id=17596" target="_blank">Horrors of the Multiverse</a>[spoiler]</p><p><strong>Antiuhl:</strong> Any chaotic evil character slain by an Antiuhl rises as a newborn Antiuhl within 1d6 rounds.</p><p>Antiuhl are an undead only found among warp-capable cultures. While stardrive explosions are a known hazard of star-travel, not every spacer incinerated by a bloom of uncaged anti-matter rises anew as an Antiuhl. A candidate must have hidden darkness in their soul, cruel and lustful desires they kept suppressed in life, fantasies of being an unstoppable serial killer they were too cowardly to act on in life. As the anti-matter claimed them, their last thoughts were of all the rapes, murder and vengeance they’d never get to taste. That’s the equation: repressed, pathetic rage plus death by anti-matter equals Antiuhl.</p><p><strong>Broken Model, Broken Model Android:</strong> Broken Model are advanced androids, seemingly functional and ultimately advanced, though conventional power does not flow through their circuits. They are powered by etheric energies that encircle Eidola Mata and spoof active sensor-scans on planet.</p><p><strong>Carrionate:</strong> Carrionates are undead corruptions of healthy Lifechained predation cycles.</p><p><strong>Cell Runner:</strong> Cell Runners are Gazelle-blooded Lifespawn, typically young, always swift, who are captured, surgically and genetically mutilated, ritually murdered and forcibly reborn as a kind of biological courier system for use by powerful Nemesis Lifespawn.</p><p><strong>Cyber-Phantom:</strong> Cyber-Phantoms are ancient, long-buried corpses of cybernetically augmented warriors and occult-tech engineers, entombed in ancient asteroids and long forgotten urban graveyards. Buried with ceremony and finery, a cruel new intelligence born from a combination of soul-deep corruption and last-chance backup systems buried deep in a decaying cyberbrain emerges.</p><p><strong>Dead Astronaut:</strong> ?</p><p><strong>Dead Crew:</strong> Sometimes when a starship dies with all hands aboard, the chaotic energies of Hyperspace warp the vessel, and the crew aboard, into a ghost ship prowling the outer darkness. The crew die horribly, exposed to radiation or vacuum, or are blasted apart by anti-ship torpedoes, but their corpses retain functional enough for rough reanimation.</p><p>Living spacers stupid enough to be drawn in by the prospect of salvage are quickly swarmed under the weight of a compliment of clutching, entropic undead and added to the crew, or die gasping as the Dead Crew intelligently cut life support or blow out atmosphere-retaining bulkheads.</p><p><strong>Dedder, Ordinary Dedder, Free-Willed Dedder:</strong> Dedder Spawn are under the command of the Dedder who created them until its death, at which point they lose their spawn penalties and become free-willed Dedders.</p><p>There’s a rumor among spacers, that if you die in hyperspace, your soul can’t rest. A soul can’t leave hyperspace – it’s trapped beneath that cold naughty word rainbow and a ghost forms, a walking corpse driven by envious hatred of the living and wrapped in a ruined spacesuit. Ask any spacer how a Dedder is created, and he’ll tell you.</p><p><strong>Dedder Spawn:</strong> A humanoid or monstrous humanoid slain by the Dedder becomes a Dedder in 1d4 rounds.</p><p>Dedder Spawn cannot themselves create spawn until they become free-willed.</p><p><strong>Dedd-I:</strong> Dedd-I are vi[ci]ous undead created through death by gunfire or laser blast. Spacers blasted by their comrades and gun-obsessed mercs slaughtered by heavy energy pistols often rise from the medical examiner’s table and pull on the ebony leathers and holster of a true Dedd-I. Some believe that Dedd-I are out for vengeance, but frankly that’s wrong. While a Dedd-I will gladly pull its phantasmal guns on the naughty word who blew its living lungs out, they’d do the same courtesy to anybody carrying pistols.</p><p><strong>Ecto-Carrie, Ectoplasmic Caricature:</strong> These pitiful and viscous ghosts are not created from an intelligent soul: instead, they are the remnants of electro-chemical impulses in a decaying neurology. Given a semblance of form by fluctuations in the roiling chaos of Hyperspace, Ecto-Carries are a distorted mirror of the consciousness that created them, usually reflecting the neurology’s repressed vices.</p><p>Ecto-Carries are most common to starfaring cultures, and often form during long, dangerous hyperspace voyages, but the undead might be found among prestarflight societies occasionally. Hyperspace storms and flares can unleash an epidemic of risen id-ghosts on a planet completely unprepared to deal with them.</p><p><strong>Eradica:</strong> The Gigastar Rogue is a hermaphadite monstrosity that can give birth to dozens of Eradica. As a full round action, the Gigastar Rogue can give birth to a swarm of 2d4+2 (4-10) Eradica.</p><p>Gigastar Rogues give birth to vast hordes of Eradica that assist them in their feeding frenzy.</p><p><strong>Gunnocker:</strong> Any creature that witnesses a Gunnokker using its disintegration pistol (or any other weapon the Gunnokker builds itself) in combat must succeed at a DC 18 WILL Save or contract Inventor’s Compulsion. A creature that successfully saves against this insanity cannot be affected again by this effect for 24 hours.</p><p>This effect functions much like geas/quest but has no maximum duration. If remains active until the effect is removed. The afflicted creature is compelled to assemble increasingly lethal weapons, culminating in the assembly of a disintegration pistol of their own. If the creature has a lower skill modifier, it is considered to have Craft (energy weapons) +5 for the effect’s duration. During this time, the affected creature becomes much more violent and temperamental, more willing to use lethal force at the slightest provocation. If the affliction remains active for 9 days or longer, the sufferer is physically transformed into a new Gunnokker, with no memory of their prior existence.</p><p><strong>Megadeath Ruin:</strong> A single moment’s carelessness, a disastrous tactical error, an act of sabotage or an uncontrolled xeno-infection can doom millions. Megadeath Ruins are the result of such a cosmic tragedy, created from the tortured souls and bleeding titanium of a fallen space station, capitol ship or other galactic mega-structure.</p><p><strong>Nazharak Predator:</strong> Nazarhak Predators are ritually disemboweled and mummified Anthros of a variety of phenotypes and morphology.</p><p><strong>Nazarhak Predator Shock Trooper:</strong> ?</p><p><strong>Nazarhak Primogen:</strong> ?</p><p><strong>Psyren Mind-Queen, Queen of All Minds:</strong> ?</p><p><strong>Serial Killer Immortal:</strong> One of the most dangerous factions in the 46th Century is the Legion of Serial Killers, a criminal cult that uses soul-collection technology similar to (but infinitely more advanced than) Otherverse America’s putative Project Heartland to gather the souls of serial killers, terrorists, and lust murders. These dark souls are installed in powerful cyber-chassis, trained in 46th Century combat styles, and unleashed upon the galaxy.</p><p><strong>Lord Amp, More Powerful Variant Serial Killer Immortal:</strong> Lord Amp was born a Pulsa mutant – one of the very few Pulsa born singly on a world where twins were the norm. He grew to become one of the most notorious murderers the planet had ever known. The young Pulsa was born with dominion over electromagnetism, while most Pulsa merely played with kinetic energy. By the time he was in his teens, Lord Amp’s arrogance and entitlement had made him a murderer many times over. With each kill, his electrokinetic abilities grew more impressive. After murdering his classmates, the para-physicians trying to treat his sociopathy, and the majority of his home city, the Pulsa military put the monster down.</p><p>Centuries later, the Legion of Serial Killers snagged Lord Amp’s soul with their collection antenna. Lord Amp’s soul was too strong for the Legion to refit him as just another Immortal.</p><p><strong>Solix Verion:</strong> ?</p><p><strong>Grey, True Grey:</strong> ?</p><p><strong>Ecto-Slime Familiar:</strong> Ecto-Slimes are pathetic wisps of undirected psychic energy, based on the most basic needs of the dead.</p><p><strong>Antiuhl, Shadow of Crackling Black Anti-Matter in the Rough Shape of a Man:</strong> ?</p><p><strong>Broken Model, Advanced Android:</strong> ?</p><p><strong>Carrionate, Undead Corruption of a Healthy Lifechained Predation Cycle, Tall Emaciated Horror:</strong> ?</p><p><strong>Cell Runner, Battlefield Messenger, Sentient Banner, Tar-Black Partially Vivisected Corpse:</strong> ?</p><p><strong>Cell Runner Slave:</strong> ?</p><p><strong>Cyber-Phantom, Ancient Long-Buried Corpse of a Cybernetically Enhanced Warrior and Occult-Tech Engineer, Cunning Cruel Undead, Rotting Humanoid Corpse:</strong> ?</p><p><strong>Dead Crew, Mostly Silent Breed of Undead, Clutching Entropic Undead:</strong> ?</p><p><strong>Dedder, Ghost, Walking Corpse:</strong> ?</p><p><strong>Dedd-I, Master of the Art and Science of Gunfighting, Vicious Undead, Rancid Aged Corpse Mummified by the High Desert or Partial Vacuum Exposure:</strong> ?</p><p><strong>Ecto-Carrie, Common Undead Pest, Pitiful Vicious Ghost, Remnants of Electro-Chemical Impulses in a Decaying Neurology, Distorted Mirror of the Consciousness That Created Them, Ghostly Dripping Specter, Grotesque Parody, Risen Id-Ghost:</strong> ?</p><p><strong>Eradica, Legendary Deeply Feared Lifespawn, Nearly Mindless Instinct-Driven Genocide Machine, Harbinger of Even Worse Things, Enormous Biomechanical Insect:</strong> ?</p><p><strong>Dangerous Eradica:</strong> ?</p><p><strong>Gunnocker, Undead Remnants, Emaciated Battle-Ravaged Pelted Hominids Mummified by Long Exposure to Vacuum:</strong> ?</p><p><strong>Megadeath Ruin, Whirlpool of Necrotic Energy, Apocalyptic Hell House:</strong> ?</p><p><strong>Megadeath Ruin, Massive Space Station:</strong> ?</p><p><strong>Megadeath Ruin, Ghostly Remnant of a Truly Massive Mega-Structure, Larger Megadeath Ruin, Dark Goliath, Ruined Decaying Mega-Structure, Dangerous Tomb, Lethal Maze-Like Ruin, Goliath Megadeath Ruin:</strong> ?</p><p><strong>Nazarhak Predator, Unliving Predator, Quasi-Freewilled Undead, Mummified Anthro Royalty:</strong> ?</p><p><strong>Nazarhak Predator, Undead Trooper:</strong> ?</p><p><strong>Nazarhak Primogen, Tactically Brilliant Undead Officer:</strong> ?</p><p><strong>Psyren Mind-Queen, Great Old One, Decadent Psychic Vampire:</strong> ?</p><p><strong>Solix Verion, Roughly Man-Sized Homanid Shrunken Ancient, Creature of Nearly Unimaginable Privilege:</strong> ?</p><p><strong>World-Conquering Solix Verion:</strong> ?</p><p><strong>Fascistic Solix Verion:</strong> ?</p><p><strong>Solix Verion, Regional Hegemon:</strong> ?</p><p><strong>Solix Verion, Singular's Agent:</strong> ?</p><p><strong>True Grey, Remnants, Withered Remnants:</strong> ?</p><p><strong>Ecto-Slime, Pathetic Wisp of Undirected Psychic Energy, Ghostly Pest, Little Blob of Colorful Translucent Ectoplasm:</strong> ?</p><p><strong>Undead, Undead Creature, Undead Being:</strong> Each soul slain by the Ruin joins the incoherent, riotous mass of undead aboard the once-mighty station, further enraging and maddening the Ruin.</p><p><strong>Space-Born Undead:</strong> The energies of hyperspace occasionally leak into material reality. Creatures like the Tantalos are born in and of the chaos of hyperspace. Space-born undead are also products of hypersp[a]tial leakage.</p><p><strong>Uncontrolled Undead:</strong> A creature slain by the Megadeath Ruin rises as an uncontrolled undead 1d4+1 rounds after its demise.</p><p><strong>Undead Capable of Creating Its Own Spawn:</strong> A creature slain by the Megadeath Ruin rises as an uncontrolled undead 1d4+1 rounds after its demise. The type of undead created is up to the game-master, but is typically a very high level undead capable of creating its own spawn, such as a Bodak, Devourer, Wraith or similar threat.</p><p><strong>Vicious Starving Undead:</strong> ?</p><p><strong>Ancient Undead Warlord:</strong> ?</p><p><strong>Undead Anthro:</strong> ?</p><p><strong>Undead Trooper:</strong> ?</p><p><strong>Undead Anthro With Unique Powers, Elite Bodyguard, Non-Living Brother:</strong> ?</p><p><strong>Undead, Unliving Creature:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Bodak:</strong> A creature slain by the Megadeath Ruin rises as an uncontrolled undead 1d4+1 rounds after its demise. The type of undead created is up to the game-master, but is typically a very high level undead capable of creating its own spawn, such as a Bodak, Devourer, Wraith or similar threat.</p><p><strong>Bodak, Undead Capable of Creating Its Own Spawn:</strong> ?</p><p><strong>Devourer:</strong> A creature slain by the Megadeath Ruin rises as an uncontrolled undead 1d4+1 rounds after its demise. The type of undead created is up to the game-master, but is typically a very high level undead capable of creating its own spawn, such as a Bodak, Devourer, Wraith or similar threat.</p><p><strong>Devourer, Undead Capable of Creating Its Own Spawn:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Unquiet Ghost:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ravenous Vampire:</strong> ?</p><p><strong>Wraith:</strong> A creature slain by the Megadeath Ruin rises as an uncontrolled undead 1d4+1 rounds after its demise. The type of undead created is up to the game-master, but is typically a very high level undead capable of creating its own spawn, such as a Bodak, Devourer, Wraith or similar threat.</p><p><strong>Free-Willed Wraith:</strong> Any creature slain by the Eradica rises in 1d6 rounds as a free-willed wraith (B1), or a dread wraith if the slain creature had 15+ HD.</p><p><strong>Dread Wraith:</strong> Any creature slain by the Eradica rises in 1d6 rounds as a free-willed wraith (B1), or a dread wraith if the slain creature had 15+ HD.</p><p><strong>Wraith, Undead Capable of Creating Its Own Spawn:</strong> ?</p><p><strong>Fast Zombie:</strong> All corpses fed upon by the Carrionate rise as fast zombies within one minute.</p><p>The Carrionate can feed on, and create zombies from, Lifespawn corpses up to one year old, provided the body has neither been completely destroyed nor embalmed.</p><p><strong>Zombie:</strong> ?</p><p><strong>Tzitzimitl:</strong> ?</p><p><strong>Hell's Conscript:</strong> ?</p><p><strong>Surgighoul:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/94343/Horrors-of-the-North?affiliate_id=17596" target="_blank">Horrors of the North</a> [spoiler]</p><p><strong>Glacial Gaunt:</strong> Any humanoid slain by a glacial gaunt rises as a glacial gaunt at the next midnight.</p><p>A glacial gaunt is commonly the result of captured travelers and common folk who are carried to the high places of the world and then sacrificed in the name of the old gods. </p><p><strong>Winter Wight:</strong> Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds.</p><p>These are the risen remains of explorers or adventures which have died from exposure while in arctic mountains and tundras.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/294219/Houserules-Handbooks-More-Spell-Points?affiliate_id=17596" target="_blank">Houserules Handbooks: More Spell Points</a>[spoiler]</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/80998/Imperial-Gazetteer--Ghouls-and-Vampires-of-the-Midgard-Campaign-Setting?affiliate_id=17596" target="_blank">Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean</a>[spoiler]</p><p><strong>Bone Collective:</strong> Bone collectives are a creation of the Necrophagi, the undead mages of the Imperium. Each collective itself is a creature built of small bones—often those of gnomes, bats, and lizards—combined into a swarm of small, quick, 10-inch-tall skeletons.</p><p><strong>Darakhul:</strong> Darakhul are born when a creature is infected with darakhul fever and survives the experience largely intact. Some necromancers have claimed that deliberately infecting oneself and then eating only living flesh improves the chances of survival.</p><p>“Darakhul” is an acquired template that can be added to any corporeal dragon, fey, giant, humanoid, magical beast, or monstrous humanoid creature.</p><p>Creatures that die while infected with darakhul fever must make a check on Table 2-7: Darakhul Fever to survive the transition. They retain their Constitution bonus for this check, as the template has not yet been applied. Those that fail are simply dead and do not gain the template.</p><p>Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls and ghasts into darakhul.</p><p>A creature that dies while infected with a darakhul patrician's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.</p><p>A creature that dies while infected with a ghoul hunter's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.</p><p>A creature that dies while infected with a necrophagus savant's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.</p><p>A creature that dies while infected with a priest of Vardesain's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.</p><p>A creature that dies while infected with the darakhul fever of Nicoforus the Pale's must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.</p><p>A creature that dies while infected with darakhul fever from a bonepowder ghoul or any other afflicted creature killed by a bonepowder ghoul rises as a darakhul immediately, gaining the darakhul template and the undead type.</p><p><strong>Darakhul Ogre:</strong> ?</p><p><strong>Ghoul Beggar:</strong> Dying while infected with Darakhul Fever.</p><p><strong>Ghoul Outcast:</strong> These beggar ghouls were once far more powerful members of the empire, but through misfortune and bad luck, they have found themselves destitute and unwelcome within the Imperium.</p><p><strong>Ghoul Imperial:</strong> Dying while infected with Darakhul Fever.</p><p><strong>Ghoul Ghast Imperial:</strong> ?</p><p><strong>Ghoul Legionnaire:</strong> ?</p><p><strong>Ghoul Ghast Legionnaire:</strong> ?</p><p><strong>Ghoul Iron:</strong> ?</p><p><strong>Ghoul Ghast Iron:</strong> ?</p><p><strong>Ghoul Iron Captain:</strong> ?</p><p><strong>Ghoul Ghast Iron Captain:</strong> ?</p><p><strong>Darakhul Patrician:</strong> ?</p><p><strong>Ghoul Hunter:</strong> ?</p><p><strong>Necrophagus Savant:</strong> ?</p><p><strong>Priest of Vardesain:</strong> ?</p><p><strong>Emperor Nicoforus the Pale:</strong> ?</p><p><strong>Ghost Knight of Morgau:</strong> ?</p><p><strong>Ghost Rider Templar:</strong> ?</p><p><strong>Ghostly Mount:</strong> ?</p><p><strong>Ghoul Bonepowder:</strong> Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist.</p><p>A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind most of its remnant flesh and becoming animated almost purely by hunger, hatred, and the wisdom of long centuries in which to plot the destruction of its enemies.</p><p><strong>Lich Hound:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Dying while infected with Darakhul Fever.</p><p>A humanoid who dies of an imperial ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight.</p><p>A humanoid who dies of a legionnaire ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight.</p><p>A humanoid who dies of an iron ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight.</p><p>A humanoid who dies of an iron ghoul captain's ghoul fever rises as a ghoul or darakhul at the next midnight.</p><p></p><p>A creature that dies while infected with darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.</p><p>Darakhul are created from ghoul fever, a disease that transforms a living creature into one of the undead.</p><p>Endurance Check Result</p><p>9 or lower Target dies</p><p>10-12 Target becomes a ghoul</p><p>13-17 Target becomes a beggar ghoul</p><p>18-20 Target becomes an imperial ghoul</p><p>21-24 Target becomes a darakhul warrior</p><p>25 or higher Target becomes a darakhul noble </p><p>Creatures that do not make at least a DC 10 Endurance check do not become ghouls. The disease kills them. This provides the ultimate penalty for trying and failing to enter the ghoul’s kingdom as one of them, and it makes it possible for evil characters to deliberately infect themselves, and join the ranks of the empire.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/151407/In-The-Company-of-Angels-PFRPG?affiliate_id=17596" target="_blank">In The Company of Angels (PFRPG)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/238192/In-The-Company-of-Fiends?affiliate_id=17596" target="_blank">In The Company of Fiends</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Ghoul:</strong> If a humanoid creature is killed due to negative levels gained from carrying the Lance [of the End Times], they become animated as a ghoul whose only purpose is to find a nephilim worthy of the Lance.</p><p><strong>Korvak Cynmark, The Dread Lich:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/174962/In-The-Company-of-Rakshasa-PFRPG?affiliate_id=17596" target="_blank">In The Company of Rakshasa (PFRPG)</a>[spoiler]</p><p><strong>Undead Creature:</strong> ?</p><p><strong>Corporeal Undead Creature, Corporeal Undead:</strong> ?</p><p><strong>Intelligent Undead Creature:</strong> ?</p><p><strong>Zombie:</strong> A corpse targeted by this [inhabit corpse] ability is temporarily animated as a zombie while the effect lasts.</p><p><strong>Zombie, Temporary Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/291742/In-The-Company-of-Spirits-PFRPG?affiliate_id=17596" target="_blank">In The Company of Spirits (PFRPG)</a>[spoiler]</p><p><strong>Geist:</strong> We are spirits that remain tied to the world of the living and unable to pass on due to strong emotional connections.</p><p>Geist exist because we feel bound to the world of the living by strong emotional connection and refuse to cease existing. This connection is often caused by trauma, but that is not always the case. In my explorations when I’ve managed to temporarily pull myself away from Maeshan’s memory, I have encountered geist who remain bound to this world through a deep bond of love, protecting one who still lives. One geist I met in my journeys was an architect who remained to continue the growth and development of an orphanage he had poured his life into supporting.</p><p>Geist spring from the most noble and altruistic of hearts, the foulest and cruelest monsters, and every type of personality between.</p><p>Geist remain in existence due to sheer force of personality, but the strain of losing their physical body gives each a touch of madness.</p><p>A humanoid PC should only become a geist at GM discretion. This may occur if the PC dies in the course of a potent unfulfilled desire or purpose, or if the PC is slain by energy-draining incorporeal undead.</p><p><strong>Geist, Spirit, Restless Dead, Exceptional Spirit, Spectral Entity, Eternal Restless Dead, Undead Horror, Ethereal Spirit Native to the Ethereal Plane:</strong> ?</p><p><strong>Beshamine the Laughing Joy, Geist, Spectral Entity:</strong> ?</p><p><strong>Geist With a Very Traumatic Death:</strong> ?</p><p><strong>Geist With a Darker Personality:</strong> ?</p><p><strong>Geist Who Was a Powerful Warrior During Their Living Years:</strong> ?</p><p><strong>Geist Who Lacks a Tether, The Untethered:</strong> ?</p><p><strong>Energy-Draining Incorporeal Undead:</strong> ?</p><p><strong>Traditional Undead Spirit:</strong> ?</p><p><strong>Geist With a Deeper Undead Connection to Negative Energy:</strong> ?</p><p><strong>Geist Spectral Terror:</strong> ?</p><p><strong>Geist Spectral Terror, Undead Nightmare, :</strong> ?</p><p><strong>Geist Poltergeist:</strong> ?</p><p><strong>Geist Beyonder:</strong> ?</p><p><strong>Geist Exemplar :</strong> The exemplars of our kind are those geist who focus on developing their passions into potent abilities.</p><p><strong>Undead Abomination:</strong> ?</p><p><strong>Spectral Entity:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Life-Draining Horror-Inducing Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/181210/In-The-Company-of-Unicorns-PFRPG?affiliate_id=17596" target="_blank">In The Company of Unicorns (PFRPG)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Creature With an Aversion to Daylight:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/124631/Into-the-Breach-The-Summoner-PFRPG?affiliate_id=17596" target="_blank">Into the Breach The Summoner</a>[spoiler]</p><p><strong>Skeleton:</strong> Necrosummoner Undead Eidolon power.</p><p><strong>Zombie:</strong> Necrosummoner Undead Eidolon power.</p><p><strong>Fast Zombie:</strong> Necrosummoner Undead Eidolon power 4th level.</p><p><strong>Burning Skeleton:</strong> Necrosummoner Undead Eidolon power 4th level.</p><p><strong>Ghost:</strong> Necrosummoner Undead Eidolon power 8th level.</p><p><strong>Skeleton:</strong> Necrosummoner Undead Eidolon power 8th level.</p><p></p><p>Undead Eidolon (Ex)</p><p>A necrosummoner can choose to apply either the skeleton or zombie template to his eidolon every time it is summoned (he retains the ability to not use a template as well).</p><p>At 4th level a necrosummoner may choose to add either the fast zombie or burning skeleton templates to his eidolon when summoning it.</p><p>At 8th level a necrosummoner may choose to add either the vampire or the ghost templates to his eidolon when summoning it.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/217705/Into-the-Wintery-Gale-Ancestral-Appellations?affiliate_id=17596" target="_blank">Into the Wintery Gale: Ancestral Appellations</a>[spoiler]</p><p><strong>Rand the Crooked, Dread Wight Elder Minotaur, Undead Corpse, Dark Jarl, Ghost:</strong> The magical ruby binds the spirit of Rand to the tomb.</p><p><strong>Ghost:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Hoar Spirit, Icy King's Minion:</strong> ?</p><p><strong>Vengeful Hoar Spirit:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/203792/Intrigue-Archetypes?affiliate_id=17596" target="_blank">Intrigue Archetypes</a>[spoiler]</p><p><strong>Ghoul:</strong> Pitiless Economies feat.</p><p><strong>Undead:</strong> Pitiless Economies feat.</p><p></p><p>Pitiless Economies</p><p>Your devotion to rapacious greed leaves poverty and suffering in your wake.</p><p>Prerequisite: Lawful evil or neutral evil alignment, character level 9th.</p><p>Benefit: You gain a +2 morale bonus on all attack and damage rolls against sentient humanoids with a lower cost-of-livingCRB level than your own. You likewise gain a +5 morale bonus on Bluff, Diplomacy and Intimidate checks against such creatures. You automatically confirm all critical hits against sentient humanoids with a cost-of-living level of Destitute.</p><p>If you confirm a critical hit in melee against a sentient humanoid, you may forgo the normal additional damage in order to force the target to succeed on a Will save or have its cost-of-living level reduced by one step (DC 10 + 1/2 your character level + your Charisma modifier). This does not reduce its actual living expenses, just the benefits it receives for expenses already paid, and this persists until the end of the current month. The target can resume its former status in the following month by paying its normal cost of living. If the target is already Destitute and fails its save, it immediately loses 1,000 gp worth of non-magical wealth, including coins, gems, art, livestock, buildings, or other possessions, including (but not limited) to those currently being carried or worn. The effect of multiple failed saving throws stacks. This is a supernatural curse effect.</p><p>If you are a living creature, you do not age as long as at least one creature is subject to this curse. In addition, each time you afflict a creature with this curse, you become one day younger for each creature affected. You cannot become younger than the base starting age for your race with this feat. If you are slain while not aging, you rise as a ghoul (or other undead creature, as if a caster whose level equaled your Hit Dice had cast create undead or create greater undead upon your body) within 24 hours.</p><p>If you are already undead and you are slain while at least one creature is afflicted by this curse, you rise again in 2d4 days (similar to the rejuvenation ability of a ghost), though when you rise again any creature currently afflicted by your curse gains a new saving throw to end the effect.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/148648/Journals-of-Dread-Book-1-Secrets-of-the-Oozes?affiliate_id=17596" target="_blank">Journals of Dread Book 1 Secrets of the Ooze</a>[spoiler]</p><p><strong>Slime Zombie:</strong> Anyone who dies while infected with slime rot rises as a slime zombie in 2d6 hours.</p><p></p><p>Slime Rot: slam; save Fort DC = 10 + 1/2 the zombie’s Hit Dice + the zombie’s Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a slime zombie in 2d6 hours.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/239518/Journals-of-Dread-Vol-II-Secrets-of-the-Skeleton?affiliate_id=17596" target="_blank">Journals of Dread Vol. II Secrets of the Skeleton</a>[spoiler]</p><p><strong>Skeleton:</strong> "Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p><strong>Exoskeleton:</strong> An exoskeleton is an empty husk, an animated carapace of vermin infused with the power of a necromancer, though a few are spontaneous creations.</p><p>Animating an exoskeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 exoskeletons.</p><p>"Exoskeleton" is an acquired template that can be added to any corporeal vermin that has an exoskeleton.</p><p><strong>Haunted Exoskeleton:</strong> Rarely, an exoskeleton is haunted by the lost spirit of a stubborn soul. This wreaks havoc on the spirit, wiping away most of its memories but giving the exoskeleton an Intelligence score of 10, along with all of the feats and skill ranks its Hit Dice would afford.</p><p><strong>Bloody Skeleton:</strong> Animating a bloody skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 bloody skeletons.</p><p><strong>Burning Skeleton:</strong> Animating a burning skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 burning skeletons.</p><p><strong>Cackling Skeleton:</strong> Animating a cackling skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 cackling skeletons.</p><p><strong>Crystalline Skeleton:</strong> Animating a crystalline skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 crystalline skeletons.</p><p>Further, this also replaces the material component of the animate dead spell, causing it to require glass or obsidian worth at least 25 gp per Hit Dice of the undead, instead of the normal onyx gems (though this can be mixed and matched, to create a variety of skeleton types with one casting).</p><p><strong>Dread Skeleton:</strong> "Dread Skeleton" is an acquired template that can be added to any living creature with a skeleton or exoskeleton.</p><p><strong>Elemental Skeleton:</strong> Animating an elemental skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 elemental skeletons.</p><p><strong>Mechanical Skeleton:</strong> Animating a mechanical skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 mechanical skeletons.</p><p><strong>Skeleton Champion:</strong> Some skeletons retain their intelligence and cunning, making them formidable warriors.</p><p>Unlike many other skeletons, a skeleton champion cannot be animated through the use of animate dead. Instead, these skeletons are free-willed, rising up from the dead only through extraordinary circumstances, similar to those that cause the rise of ghosts, via rare and vile rituals, or through the actions of an angry deity.</p><p>"Skeletal Champion" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.</p><p><strong>Twice-Transcended Skeleton:</strong> The twice-transcended skeletons are a particularly strange type of skeleton, who were once animated, killed, and then restored to a semblance of their old bodies, except these bodies are now only the spiritual memories of the existing body.</p><p>Animating a twice-transcended skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 twice-transcended skeletons.</p><p><strong>Vampiric Skeleton:</strong> Animating a vampiric skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 vampiric skeletons.</p><p>This also requires the caster of animate dead to know vampiric touch and lose the spell for that day (if the caster must prepare spells each day. Otherwise they expend a single use of vampiric touch, similar to casting it normally), though this does not otherwise affect the casting of animate dead.</p><p><strong>Black Skeleton:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.</p><p><strong>Skeletal Drake:</strong> The skeletal drake is the animated remains of a dragon or wyvern who was killed in an area strong in necromantic magic (such as that created by unhallow), and which is left undisturbed for that time. The skeletal drake rises a year later, a mindless automation seeking only the destruction of living things.</p><p><strong>Skeletal Master:</strong> Skeletal masters are the result of a spellcaster trying to ascend to lichdom and failing. They are exceedingly rare, as normally any spellcaster failing to become a lich simply dies or is destroyed. For the skeletal masters to happen, the spellcaster must almost succeed, only to fall at the final hurdle. Where a lich becomes more powerful if the experiment succeeds, the skeletal master is reduced to a mere shade of its former power, and it knows it.</p><p><strong>Skeletal Tutor:</strong> Skeletal tutors are not created in the manner that other skeletons are. Instead, they arise spontaneously at the whim of the gods of the undead when one of their servants create normal skeletons with the animate dead spell.</p><p><strong>Skeleton Noble:</strong> Skeleton nobles were once brave knights of the cold counties of the world, pledged to defend their lands. As time ravaged them, however, and they grew older, they saw younger, fitter, heroes taking their place on the front lines, and resentment grew. Eventually, they turned to dark powers to regain their vigor, pleading themselves to the lords of Hell, in exchange for eternal vigor.</p><p>Their wish was granted, and they became skeleton nobles, standing ever vigilant against younger heroes, fighting on battlefields where they no longer belong and destroying anything that they held dear while still alive.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/157241/Knowledge-Check-Last-Rites?affiliate_id=17596" target="_blank">Knowledge Check: Last Rites</a>[spoiler]</p><p><strong>Undead:</strong> Cremating corpses to keep them from rising as undead.</p><p>Some religions include the need to anoint the corpse as part of the funeral rites. The anointing is usually done by a priest or other religious leader, and involves placing oil, incense, perfume, or other holy liquids on various parts of the body, usually while saying a prayer. These anointing rites are usually to protect or cleanse the corpse after death, and in some areas serve as proof against reanimation as undead. (In an ironic twist, very similar rites are usually used to create undead).</p><p>Simply put, cremation is burning a body until there is nothing left to burn. There are several ways to accomplish this, but in a typical medieval setting the most common is to build a pyre of some sort, place the corpse on top, and set it alight. Cremation is the funeral rite of choice for religions heavy on fire symbolism, while a few instead use it to free the spirit by removing the body it was attached to. As a side benefit, it also tends to keep them from coming back as undead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/320022/Lands-of-Theia?affiliate_id=17596" target="_blank">Lands of Theia</a>[spoiler]</p><p><strong>Deathless:</strong> Deathless are returned to life to serve a greater purpose than in the one prior. Sometimes that purpose is to right a wrong, and sometimes it is servitude or repayment.</p><p>With each passing year, it is increasingly difficult to resurrect any creature on Xaotawn. Whatever spell the Blood Emperor used only grows stronger; and those few souls returned to life with the magic granted by Aria and the Philosophy of the Light find their unliving bodies infused with positive energy. They are alive, yet not. They are deathless.</p><p>The magic created by resurrection that returns them to life stays with a deathless until they settle on a physical presence in the mortal realm. Many never even realize this, returning simply as themselves sans pigment. Those with a little better understanding of the possibility of return, or whose outlook on deathless is wildly skewed in some way often turn out much different. Accounts of living skeletons, pristine forms, and gnarled, intelligent, ever-rotting corpses persist in all of the countries where resurrection can result in the creation of a deathless.</p><p>Deathless exist outside of the cycle of life.</p><p>They made some great sacrifice for a greater good and honored their gods in such as way that they were returned to the realm of the living. Their story continues, their physical bodies transformed seemingly into undead, but their souls are still healed by the magic that cured them in life.</p><p>The entity or god that was invoked during its resurrection has a perverse influence on both the alignment and religious beliefs of a deathless.</p><p>Any god called upon to resurrect a fallen ally might raise them as deathless for their own reasons, and deathless without direction end up worshiping those gods despite being given only a half life for their efforts.</p><p>Deathless are sometimes brought back only in spirit, and subsequently bound to the armor they wore in life.</p><p><strong>Floodslain:</strong> “Floodslain” is an acquired template that can be added to any non-aquatic living creature.</p><p><strong>Nedrin Wedtlesby, Deathless Swashbuckler 3:</strong> ?</p><p><strong>Rilla Lux, Deathless, Lady of Her Word, Kind-Hearted Person, Young Lady With Bold Hair and an Unnatural Feeling About Her:</strong> Donning the necklace, Rilla was shocked to discover it housed a being of great intellect and power. This unknown patron whispered directly to Rilla’s mind, promising greater knowledge and access to power if she would use it to find a way to free the entity. Without hesitation, Rilla agreed, and a pact was made.</p><p>Using her borrowed knowledge and the magic it afforded her, Rilla became an asset to her crew and remained with them while she sought her patron’s freedom. When a rival gang drew them into battle, Rilla was flung overboard, crashing painfully into the ocean below. In her final moments, the witch felt something change inside, then all went dark.</p><p>She awoke, choking and sputtering, on the shores of Idon Oh, her necklace aglow with power. Her patron explained that it had saved her from the cold grasp of Lady Shinzosui so that she could still serve it, but in doing so, the entity had transformed Rilla. She was now deathless.</p><p><strong>Undead, Undead Creature, Living Dead, Undead Monster, Undead Being:</strong> In Xaotawn, the barrier sentinels are trained to guard the royal families—all of whom are undead thanks to a curse resulting from their king’s misguided actions.</p><p>There are currently 7 royal families recognized by the people of Xaotawn. Each was transformed into undead befitting their natures and the areas at which they continue to exist.</p><p>The spies that infiltrate the cursed section of Xaotawn have been returning with disturbing news. The undead armies of Xoxanis have been collecting corpses in the old mines, graves, and shipwrecks in the oceans around Xaotawn to create an unliving force the likes of which Theia has never seen.</p><p>But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. What remained of the people surrounding the survivors was now a macabre collection of zombies, skeletons, and other myriad undead beings.</p><p>After the curse swept through Xaotawn there were those who fought back. The fact that the emperor had participated in an unholy ritual and transformed the royal families into undead monsters was too vile to live with, and many of the still-living fled to the western coastline of their country’s largest island.</p><p>When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead.</p><p><strong>More Powerful Undead:</strong> ?</p><p><strong>Undead Ally Skeleton:</strong> ?</p><p><strong>Undead Ally Zombie:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Enchanted Undead:</strong> Corpse Shaper feat.</p><p><strong>Undead Companion:</strong> ?</p><p><strong>Undead Badger Animal Companion:</strong> ?</p><p><strong>Undead Bird Animal Companion:</strong> ?</p><p><strong>Undead Camel Animal Companion:</strong> ?</p><p><strong>Undead Cat Small Animal Companion:</strong> ?</p><p><strong>Undead Dire Rat Animal Companion:</strong> ?</p><p><strong>Undead Dog Animal Companion:</strong> ?</p><p><strong>Undead Horse Animal Companion:</strong> ?</p><p><strong>Undead Pony Animal Companion:</strong> ?</p><p><strong>Undead Snake Viper Animal Companion:</strong> ?</p><p><strong>Undead Wolf Animal Companion:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Fossilized Undead:</strong> ?</p><p><strong>Undead Scaled Horror:</strong> ?</p><p><strong>Undead Crewmember:</strong> ?</p><p><strong>Uncontrollable Undead:</strong> ?</p><p><strong>Insane Undead:</strong> ?</p><p><strong>Traitorous Undead:</strong> ?</p><p><strong>Newly Transformed Undead:</strong> ?</p><p><strong>Undead Trooper:</strong> ?</p><p><strong>Undead Monstrosity:</strong> ?</p><p><strong>Undead Abomination:</strong> According to what Last Light knows about the Blood Emperor’s curse all of the royal families were turned into undead abominations.</p><p><strong>Creature Damaged By Positive Energy:</strong> ?</p><p><strong>Ghast, Horrible Ghast:</strong> The day after negotiations began, the delegates from New Onilaar and Percimum were openly accusing the Xaotawn native of stonewalling them when a wave of force from the south knocked over everything that wasn’t bolted down. For the second time in recorded history, an unknown power ripped across Theia, but to what end, nobody yet knew.</p><p>The pulse ended as quickly as it began, and at first everybody appeared to be fine. Then they noticed the Xaotawn representative was acting strange. When a guard walked over to help the man stand, the delegate grabbed him with clawed hands and ripped his throat out with a mouthful of fangs that had not been there before.</p><p>But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost.</p><p><strong>Ghost:</strong> But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death.</p><p>Within the Forest of Shippai, ghosts unable to find peace walk the damp grounds.</p><p>When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead.</p><p><strong>Tamala Chedjou, Ghostly Vision, Beloved, Love:</strong> Depressed, he was wandering the dark streets where he met Tamala Chedjou, a soothsayer from Fafutan. Their relationship was cut tragically short when Tamala was shot during a gang fight and passed away. In a blind fury, Vincent single-handedly killed every member of that gang one by one while wearing his beloved’s holy symbol of a being she called The Beast Below. After he killed the gang’s leader his beloved appeared before him as a ghostly vision and kissed him. He swore his soul to the dark entity that day, using his gunplay and fafutani dark magic to do his love’s bidding for her. All of East Star will belong to him, He belongs to Tamala, and Tamala belongs to the Beast Below.</p><p><strong>Ghoul, Horrible Ghoul:</strong> But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost.</p><p><strong>Ghoul, Monstrosity:</strong> ?</p><p><strong>Lich:</strong> At 20th level, the necromancer constructs a phylactery that he then uses to turn into a lich.</p><p>The bizarre family Yaag were practicing divination and necromantic rights long before their ruler unwittingly turned them all into liches.</p><p><strong>Gatekeeper, Dracolich, True Monstrosity, Undead Dragon:</strong> ?</p><p><strong>Mummy:</strong> Far to the north lies the family Giydirme, whose entire house was transformed into mummies.</p><p><strong>Lady Giydirme, Mummy:</strong> Far to the north lies the family Giydirme, whose entire house was transformed into mummies. In life, Lady Giydirme was a consort of the Blood Emperor who foolishly believed herself his favorite and most likely queen. But the emperor’s tastes did not lie with her, and after his ritual was complete, she fled back to her home, where her ire builds with each passing year.</p><p><strong>Skeleton:</strong> But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. What remained of the people surrounding the survivors was now a macabre collection of zombies, skeletons, and other myriad undead beings.</p><p><em>Animate Dead Lesser</em> spell.</p><p><strong>Fossilized Reptilian Skeleton:</strong> ?</p><p><strong>Skeletal Champion:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>The Blood Emperor, Vampire, Undead Ruler, Undying Monarch, Undead Monstrosity, Undead Emperor, Vampiric Ruler:</strong> In the final days of the Three-Sided War, the emperor of Xaotawn made a deal with a mysterious being in order to live forever and see his nation rule the world. This deal backfired and turned the emperor into a vampire.</p><p><strong>Emperor's Blood Priest, Vampiric Knight, Abomination:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Luzhilda Alvarez, Vampire Half-Dwarf Necromancer 4/Investigator 2, Blood Priest:</strong> A newer member of the blood priests, Luzhilda was turned vampire after she and her father helped solve a crime in Xoxanis involving a rogue poltergeist.</p><p><strong>Zombie:</strong> But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. What remained of the people surrounding the survivors was now a macabre collection of zombies, skeletons, and other myriad undead beings.</p><p><em>Animate Dead Lesser</em> spell.</p><p><em>Cursed Earth</em> spell.</p><p><strong>Berbalang:</strong> ?</p><p><strong>Crawling Hand:</strong> ?</p><p><strong>Giant Crawling Hand:</strong> ?</p><p><strong>Dullahan:</strong> Not actually an original royal family, in death the Dulluhan have proven their worth to the country that so hated them. All were traitors to the crown, thieves, and perverts bound for the guillotine when the curse took their heads prematurely.</p><p><strong>Festrog:</strong> ?</p><p><strong>Grave Knight:</strong> Like the emperor’s personal guard, the royal military was transformed by his failed attempt at immortality. Cursed as grave knights, the Mezar have now formed their own court, with the former commander general as their leader.</p><p><strong>Hayalaet:</strong> Formerly the merchants’ guild of Xaotawn, the leaders of the Hyalaet were separated from their bodies when the curse struck the land. Many fell to despair, losing their minds as well when they could neither craft their wares nor move on to any semblance of an afterlife.</p><p><strong>Huecuva:</strong> When they agreed to help their emperor live forever, the church of Xaotawn was accused of acting against their gods, but before they could prove their devotion, the curse struck them down and turned them into huecuvas.</p><p><strong>Rogue Poltergeist:</strong> ?</p><p><strong>Skinwraith:</strong> ?</p><p><strong>Yukki-Onna, Silent Murderous Yukki-Onnah:</strong> Off the south-western tip of Xaotawn, tribes fished in the waters between the country’s edge and the frozen expanse to the south. As the curse affected the rest of the continent, so too were these poor souls transformed; frozen by the magic they used to preserve their catches. The male tribesmen became wendigos, while the females transformed into yukki-onna.</p><p>The curse of the Blood Emperor had far-reaching effects even beyond Xaotawn. None have been more eerie than what happened to the fishing villages on the frozen reaches of Southern Theia. With the males becoming insanity-spreading wendigos and the females becoming silent, murderous yukki-onnah the frozen lands closest to the southern pole sees few visitors.</p><p><strong>Zombie Lord:</strong> ?</p><p><strong>Haunt:</strong> When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead.</p><p></p><p>Corpse Shaper [Necromancer] (Item Creation)</p><p>Prerequisite: 5th-level necromancer.</p><p>Benefit: You can enchant a single, mindless undead you create as if it was a masterwork weapon. The undead must be able to deal damage of the appropriate type to benefit from those enhancements (such as an attack that deals piercing or slashing damage to gain keen). You can read scrolls containing the necessary spells as if they were on your spell list, but only when using them to create undead.</p><p>An enchanted undead gains 1 additional hit point per Hit Die for every 1,000 gp of enchantments placed on it. If an enchanted undead is destroyed, you can collect some of its remains (or dust) and use them to put the same exact enchantments on the next undead you create.[/spoiler]</p><p></p><p>Lands of Theia World Primer[spoiler]</p><p><strong>Undead:</strong> In Xaotawn, the barrier sentinels are trained to guard the royal families—all of whom are undead thanks to a curse resulting from their king’s misguided actions.</p><p>When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead.</p><p><strong>Dullahan:</strong> Military-trained prisoners captured during times of conflict with other countries were often beheaded if not recovered by their homelands. This practice was so common in Xaotawn that the magic of the king’s curse seemed almost to understand it, ending the lives of all who remained within the kingdom’s prisons and raising them as dullahans.</p><p><strong>Ghost:</strong> Formerly the merchants’ guild of Xaotawn, the heads of this group were separated from their bodies when the curse struck the land.</p><p>When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead.</p><p><strong>Grave Knight:</strong> Like the king’s personal guard, the royal military was transformed by his failed attempt at immortality. Cursed as grave knights, the soldiers have now formed their own court, with the former commander general as their leader.</p><p><strong>Hecuva:</strong> When they agreed to help their king live forever, the church of Xaotawn was accused of acting against their gods, but before they could prove their devotion, the curse struck them down and turned them into hecuvas.</p><p><strong>Lich:</strong> When the king’s curse struck Xaotawn, the son of a Percimum mage lord was a guest at the royal court. As necromantic magic washed over the prince and his entourage, they were transformed into undead themselves.</p><p><strong>Mummy:</strong> For ages, the king of Xaotawn’s family has been challenged by their rivals for the country’s throne. After his curse changed them into mummy’s the family took the opportunity to push once more to usurp the king’s seat of power.</p><p><strong>Vampire:</strong> The original royal family, and current ruler of Xaotawn, brought a cursed existence to his country when he dabbled with immortality.</p><p><strong>Yukki-Onna:</strong> On the south-western tip of Xaotawn, tribes fished in the waters between the country’s edge and the frozen expanse to the south. As the curse affected the rest of the continent, so too were these poor souls transformed; frozen by the magic they used to preserve their catches. The male tribesmen became wendigos, while the females transformed into yukki-onna.</p><p><strong>Haunt:</strong> When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/149485/Larger-than-Life-Giants-for-Pathfinder-Roleplaying-Game?affiliate_id=17596" target="_blank">Larger Than Life</a>[spoiler]</p><p><strong>Hill Giant Ghoul:</strong> Even without a spiritual leader or a partial understanding of the dagaz rune, hill giants treat the recently deceased with some care. Owing to the belief that the spirits of fallen warriors without proper burial will return to haunt the tribe, hill giants bury their dead tribesmates, or at least say a word or two before covering them up with furs if they must hurry away from a battle site. Improperly buried hill giants may spontaneously return as larger versions of ordinary ghouls. These ghouls violently quench their hatred of the tribe responsible for their unholy births before turning their jaundiced eyes towards civilization.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/248019/Legendary-Barbarians?affiliate_id=17596" target="_blank">Legendary Barbarians</a>[spoiler]</p><p><strong>Undead Creature:</strong> ?</p><p><strong>Incorporeal Undead, Incorporeal Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/324037/Legendary-Bards?affiliate_id=17596" target="_blank">Legendary Bards</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> Dirge of the Dead Bardic Performance.</p><p></p><p>Dirge of the Dead</p><p>Components: Audible and visual</p><p>With this performance the legendary bard can animate the flesh and bones of the dead to perform under their command. When the bard begins this performance they produce an effect similar to the animate dead spell, save that after the bard stops performing the undead created by this performance collapse into lifeless corpses once again. The bard uses their class level as their effective caster level for this ability, and can control 4 HD worth of undead per class level using it.</p><p>If the legendary bard maintains their performance for 10 consecutive rounds, spending 10 total rounds of bardic performance, these undead persist for 1 hour per class level after the performance ends. After this duration the created undead collapse into lifeless corpses.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/247088/Legendary-Cavaliers?affiliate_id=17596" target="_blank">Legendary Cavaliers</a>[spoiler]</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Undead Companion:</strong> Some [animal] companions are created from the dead, rather than befriended from the ranks of the living.</p><p>Marrow Lancer Cavalier On a Pale Horse power.</p><p><strong>Undead Creature:</strong> ?</p><p></p><p>On a Pale Horse (Ex): At 1st level, a marrow lancer’s mount gains the undead companion archetype (shown below). Any mount a marrow lance gains to replace their previous one also gains this archetype.</p><p>This alters mount.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/342079/Legendary-Hunters?affiliate_id=17596" target="_blank">Legendary Hunters</a>[spoiler]</p><p><strong>Intelligent Undead That Were Animals in Life:</strong> ?</p><p><strong>Intelligent Undead That Were Magical Beasts in Life:</strong> ?</p><p><strong>Undead That Were Animated From Animals:</strong> ?</p><p><strong>Undead That Were Animated From Magical Beasts:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/328355/Legendary-Ninjas?affiliate_id=17596" target="_blank">Legendary Ninjas</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/141907/Legendary-Villains-Antipaladins?affiliate_id=17596" target="_blank">Legendary Villains: Antipaladins</a>[spoiler]</p><p><strong>Undead Antipaladin:</strong> This second volume in the Legendary Villains series takes a deep look at the most malevolent of all character classes, the one class whose entire essence is steeped in vileness: the antipaladin. These villains of the deepest dye have held a dark fascination since the early days of the RPG hobby as an inversion of all that is true, decent, heroic, and righteous. They are the ur-villains, not so much because their villainous plots are so inherently more dastardly than anyone else’s, but because they have given themselves so completely to their darker natures, becoming so evil in life that Hell itself might spit them out again as undead knights to revisit their perfidy upon the world.</p><p><strong>Undead Antipaladin, Undead Knight:</strong> ?</p><p><strong>Unintelligent Undead:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Non-Mindless Undead:</strong> Mask of the Blood-Drinker magic item.</p><p><strong>Ghost:</strong> ?</p><p><strong>Lesser Shadow:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeletal Creature:</strong> ?</p><p><strong>Bloody Skeleton:</strong> ?</p><p><strong>Bleeding Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Alchemical Zombie:</strong> ?</p><p><strong>Relentless Zombie:</strong> ?</p><p></p><p>Mask of the Blood-Drinker Price 8,000 gp</p><p>Slot face; CL 5th; Weight —</p><p>Aura faint necromancy and transmutation</p><p>An antipaladin can use this ability to stave off the ravages of time. The wearer does not age so long as he damages a sentient creature with his touch of corruption and consumes at least one gallon of blood every 24 hours. If the wearer harms multiple sentient victims with his touch of corruption during a 24-hour period, he becomes younger by a number of days equal to the number of sentient victims afflicted by his touch. The wearer cannot become younger than the base starting age for his race by use of this ability. A wearer killed while wearing a mask of the blood-drinker rises as a non-mindless undead whose CR is no greater than one-half the wearer’s Hit Dice (GM’s discretion as to type of undead) as long as he has harmed at least one sentient creature and consumed at least one gallon of blood in the preceding 24 hours. This destroys the mask.</p><p>An undead antipaladin can maintain the appearance of life and health by using its touch of corruption and consuming blood in the same fashion. An undead creature destroyed while wearing a mask of the blood-drinker rises again 2d4 days after being destroyed—much like the rejuvenation ability of a ghost—so long as at least one sentient creature has suffered the effects of your touch of corruption and you have consumed at least one gallon of blood in the preceding 24 hours. This also destroys the mask.</p><p>CONSTRUCTION REQUIREMENTS</p><p>Cost 4,000 gp</p><p>Craft Wondrous Item, false life, lesser age resistance[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/197617/Legendary-Villains-Vigilantes?affiliate_id=17596" target="_blank">Legendary Villains: Vigilantes</a>[spoiler]</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/206622/Legendary-Villains-Wicked-Witches?affiliate_id=17596" target="_blank">Legendary Villains: Wicked Witches</a>[spoiler]</p><p><strong>Isitoq Lesser:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/221881/Legendary-Worlds-Carsis?affiliate_id=17596" target="_blank">Legendary Worlds: Carsis</a>[spoiler]</p><p><strong>Undead:</strong> The restless spirits of the shattering.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/240001/Legendary-Worlds-Jowchit-Pathfinder?affiliate_id=17596" target="_blank">Legendary Worlds: Jowchit</a>[spoiler]</p><p><strong>Undead Dinosaur:</strong> ?</p><p></p><p><strong>Undead:</strong> Hidden deep within its depths is Ghostcaller, an absurdly powerful lute whose music has the power to create undead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/222518/Legendary-Worlds-Terminus-Pathfinder?affiliate_id=17596" target="_blank">Legendary Worlds: Terminus</a>[spoiler]</p><p><strong>Blackfire Wight:</strong> Any humanoid creature that is slain by a blackfire wight becomes a blackfire wight itself in 1d6 rounds. Spawn so created are less powerful than typical blackfire wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the control of the blackfire wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed blackfire wights.</p><p>Blackfire wights are humanoid residents of Terminus who rise as undead after being killed by blackfire.</p><p><strong>Blackfire Wight Spawn:</strong> Any humanoid creature that is slain by a blackfire wight becomes a blackfire wight itself in 1d6 rounds. Spawn so created are less powerful than typical blackfire wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD.</p><p></p><p><strong>Undead:</strong> Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly.</p><p><strong>Mohrg:</strong> Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs.</p><p><strong>Corporeal Undead:</strong> Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.</p><p><strong>Incorporeal Undead:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/119501/Liber-Vampyr?affiliate_id=17596"" target="_blank">Liber Vampyr</a>[spoiler]</p><p><strong>Nosferatu:</strong> Nosferatu are corpses possessed by malevolent fiends who desire nothing more than to spread disease and suffering through the mortal world.</p><p>“Nosferatu” is a template that can be applied to any living creature with 5 or more hit dice.</p><p>While nosferatu resemble the creature whose corpse they animate, and sometimes even possess that creature’s memories and, to a certain extent, personality, they are not truly that creature. Rather, a nosferatu is a fiendish entity that has possessed the corpse of the deceased creature and is using it as a means to interact with the mortal world.</p><p>The exact process for creating a nosferatu is dangerous and complex, but can be performed by suitably powerful wizards and clerics.</p><p><strong>Revenant:</strong> “Revenant” is a template which can be applied to any living humanoid or monstrous humanoid.</p><p>With GM permission, a character could also become a revenant by performing a special ritual, much in the same way that a character can become a lich by performing a ritual and creating a phylactery. It requires a DC 15 Knowledge (religion) check to successfully identify the nature of this ritual, or to learn about it through research in a library or other place of accumulated knowledge. The ritual itself requires an hour to perform, and requires 500 gp in rare incense, ointments, and ritual objects. At the end of the ritual, the would-be revenant must wound himself (typically be cutting his wrist with a ritually-anointed dagger) and bleed into a special ceremonial bowl for an extended period of time. During this time, the character suffers 1 point of damage per round, which can be stopped at any time by a successful Heal check (DC 15). If the character reaches 0 hit points, then at the beginning of his turn each round, when he takes damage from the bleeding, he may make a DC 15 Wisdom check. If the check succeeds, the bleeding stops, and the character immediately becomes a revenant. The character can attempt this check once per round until he either succeeds, the bleeding is stopped, or he dies.</p><p></p><p><strong>Vampire:</strong> Vampire myths are as old as time, and it seems that for every myth there is a different way in which one becomes a vampire. Many vampires spread their affliction through their bite, either indiscriminately, or only when they choose to “embrace” their target. Others spread vampirism as a literal disease, which can be inflicted in a number of ways. In other tales, there is no way to “spread” vampirism, and each person who rises as one of the undead does so because of some grave sin that he connected in life. Below are some popular legends about what can cause a person to rise as a vampire. Note that these are just guidelines, and GMs should feel free to pick and choose which of these will work in a given game, and which are simply myth. Some GMs might determine that anyone who is subject to a certain number of these conditions will rise as a vampire, but any one condition is not enough. Others might determine that some or all of these can cause a corpse to rise as a vampire, unless simple steps are taken to prevent that from happening, etc. A corpse might rise as a vampire if…</p><p>• …the corpse is jumped over by an animal.</p><p>• …the body bore a wound which had not been treated with boiling water.</p><p>• …the corpse was an enemy of the church in life.</p><p>• …the corpse was a mage in life.</p><p>• …the corpse was born a bastard.</p><p>• …the corpse converted away from a “true” faith (historically, the Eastern Orthodox Church).</p><p>On the other hand, these countermeasures are supposed to prevent a corpse from rising as a vampire:</p><p>• A good person need not fear rising as a vampire.</p><p>• Crossing oneself before initiating sex spares any resulting children from becoming a vampire.</p><p>• Certain blessings performed over the body can prevent the corpse from rising as a vampire.</p><p>• Burying the corpse face-down may not prevent the corpse from becoming a vampire, but supposedly prevents him from rising out of his grave.</p><p><strong>Zombie:</strong> Any creature slain by a nosferatu’s energy drain attack immediately rises as a zombie.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/148871/Lords-of-the-Night?affiliate_id=17596" target="_blank">Lords of the Night</a>[spoiler]</p><p><strong>Vampire Alternate:</strong> Vampire is an acquired template that can be added to any living, corporeal humanoid, fey, or monstrous humanoid.</p><p>To create a vampire, the base creature must first be slain by a vampire’s bite attack, then buried in earth or soil. At the next new moon, the vampire which slew the base creature may sacrifice XP sufficient to reduce his level by 1, placing him at the minimum XP needed for that level (vampires with only 1 level cannot create vampires).</p><p><strong>Undead:</strong> Undead Familiar feat.</p><p><strong>Human Vampire Warlord 15 Astrid the Flayed Queen:</strong> ?</p><p><strong>Ghoul Rogue 4 Gnaws-His-Arms:</strong> ?</p><p><strong>Elf Vampire Bard 11 Lady Windharpe:</strong> ?</p><p><strong>Human Vampire Psion 3 Isoldt:</strong> ?</p><p><strong>Merg Vampire Soul Hunter Stalker 7/Sussurratore 2 Izzie Redwaters:</strong> ?</p><p><strong>Gnome Vampire Daevic 7/Black Templar 5 Loras Blacknail:</strong> ?</p><p><strong>Human Vampire Ranger 9 Jannis:</strong> ?</p><p><strong>Animal Companion Undead Wolf Garm:</strong> ?</p><p><strong>Cairn Wight Blackblade:</strong> ?</p><p><strong>Young Human Vampire Cryptic 11 The Waif:</strong> </p><p></p><p>Undead Companion [General]</p><p>Your companion or familiar becomes undead.</p><p>Prerequisites: animal companion, dark messenger, or familiar</p><p>Benefit: Your animal companion, dark messenger, or familiar gains the undead type (if you have more than one of these features, choose one upon gaining this feat). Do not recalculate its base attack bonus, hit points, saving throws, or skill points. If the creature’s Charisma score was less than its Constitution score would permanently alter the affected creature’s type (such as the sorrow’s shadow class feature), instead improve its positive energy resistance by +5 and its before becoming undead, its Charisma score becomes equal to its former Constitution. Additionally, it gains channel resistance +4. If another ability you possess channel resistance by +2.</p><p>Special: You may take this feat multiple times. Each time you do, choose another animal companion, dark messenger, or familiar that you possess to be affected. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176538/Lost-Lore-The-Headhunter?affiliate_id=17596" target="_blank">Lost Lore: The Headhunter</a>[spoiler]</p><p><strong>Animated Severed Head:</strong> Animated severed heads are a product of shamanistic and magic-using headhunters experimenting with the creation of familiars. They are a gruesome parody of the dead arcane spell casters they are made from, possessing rudimentary intelligence and personalities. </p><p>“Severed Head” is an acquired template that can be added to any living Medium creature possessing arcane spell casting levels. </p><p>Oracle Mystery of the Head's Final Revelation.</p><p><strong>Jaquel's Head:</strong> Jaquel was a village midwife and herbalist — as well as a semi-professional witch, in a village raided by a gang of headhunters. The headhunter shaman slew her and took her head as a severed head familiar as part of a rite of passage.</p><p>Jaquel’s Head is derived from a 2nd-level witch, and she belonged to a headhunter with 6 sorcerer levels, 3 barbarian levels, and 3 headhunter levels. </p><p></p><p>Oracle Mystery of the Head Final Revelation: Upon reaching 20th level, you become acephalic, and able to remove your own head without dying, or even to have your own head removed by violence harmlessly. No ability that derives its power from possession of your head can be used by another creature. Your head becomes capable of hovering with a speed of 30 ft. (clumsy), and takes a quarter of your hp with it; the head can travel up to one mile from the your body, and retains command over both itself and the headless body, which is still conscious and motile, and aware of the surroundings around its body as if using the scrying spell (caster level equals the oracle’s class level). An acephalic oracle may cast spells from the location of her head, and if the body is slain or destroyed, the hovering head continues to exist. Destroying the head (and the head alone) slays the oracle. You must still satisfy your body’s physical need for sustenance, unless these needs are provided for otherwise, and hence you must reattach your head for to provide for these, according to the rules for starvation and thirst in the Core rulebook. If the body is destroyed, the oracle’s head needs an alternate means of feeding itself to remain alive. Acephalous oracles who cannot do so become free-willed animate severed heads after their deaths, as per the description under the headhunter class, with the oracle’s former hit dice and abilities being used to calculate the undead head’s statistics as if the oracle had been its own master. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/195715/Lunar-Knights?affiliate_id=17596" target="_blank">Lunar Knights</a>[spoiler]</p><p><strong>Serbian Lycanthrope:</strong> These monsters are men who would return from the grave to haunt their widows.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/93055/Malevolent--Benign-Pathfinder-Edition?affiliate_id=17596"" target="_blank">Malevolent and Benign</a>[spoiler]</p><p><strong>Autmnal Mourner:</strong> Autumn mourners are the lingering spirits of the neglected dead. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves.</p><p>Autumnal mourners arise from the bodies of the unburied and forgotten dead.</p><p>While the potential for autumnal mourners exists in every land, only the forest and woods’ seasonal changes, as experienced by their deciduous plant life, generate their creation.</p><p><strong>Avatar of Famine:</strong> Being a follower of the god of famine comes at a high toll, especially for those who strive to be its avatar. In order to become an avatar of famine, a tomb must be built and at least 500 sentient creatures sacrificed in the tomb. Their lives are not taken by violence however. They are closed into the tomb and die one by one of starvation. The last to die of starvation becomes the avatar of famine, bound to the tomb and that which they were created to guard.</p><p><strong>Bone Sovereign:</strong> Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity.</p><p><strong>Cadaver:</strong> Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).</p><p><strong>Dark Voyeur:</strong> A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror, the mirror that reflected its death and trapped a portion of its departing soul within its glass.</p><p><strong>Foul Spawner:</strong> ?</p><p><strong>Gray Lady:</strong> Many a seaman who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies.</p><p>A gray lady is the shade of a woman who died heartbroken and alone waiting for the return of a loved one from across the sea.</p><p><strong>Harbinger:</strong> If a paladin dies in a state of disgrace without having atoned, there is a chance the abyssal powers will claim his body as well as his soul. The reanimated body becomes a harbinger and serves at the direction of some powerful force for evil.</p><p><strong>Haze Horror:</strong> Heat and humidity often manifest as a visible haze, and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested.</p><p>Some sages claim that there are haze horrors in the terrible northern climes whose touch is deathly cold and who appear as mists upon glaciers and in ice caverns.</p><p><strong>Hearth Horror:</strong> A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory. Hearth horrors are typically houses, although they can be groves, caverns, or even enormous castles or complexes. Hearth horrors may come in many shapes and sizes, but they all have one thing in common: their physical form has collapsed, decayed, or been destroyed.</p><p>A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there and is typically evil.</p><p>The heart of the hearth horror is formed when blood from victims spills upon the soil and sinks deep into the ground. The clot slowly grows in size over the years until it gradually forms into a heart buried in the earth beneath the area of the original construction.</p><p><strong>Hellscorn:</strong> Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. Hellscorns predominantly appear as they did in life; however all hellscorns still bear the open wounds dealt by their capricious lover. Phantasmal blood incessantly pours from the gaping punctures and slashes staining the spirit’s burial garb. In a similar vein, hellscorns killed by poison continuously froth and foam at the mouth, indefinitely regurgitating the toxin responsible for their death.</p><p><strong>Inscriber:</strong> It has been said that the search for knowledge can be a soul-consuming pursuit. The unfortunate case of the inscribers proves the saying’s literal truth. Every inscriber was once a living scholar who obsessed over a certain field of study. Some inscribers devoted their lives to particulars of occult lore, while others strove to catalog every species of plant in existence or to learn the secrets of creating perfect wine. Regardless of their missions, they shared the same end: after death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information.</p><p><strong>Lostling:</strong> A creature reduced to 0 points of Wisdom from a lostling's wisdom drain falls into a deep, nightmare-plagued slumber. As a result of this catatonic state, the unfortunate victim eventually dies from starvation or thirst. Creatures dying in this manner transform into lostlings within 1d3 days.</p><p>Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness.</p><p><strong>Neverlasting:</strong> The great elves of old were longer-lived, but even they were still mortal. A proud few could not bear the end and chose the path of unlife; never truly living, yet never dying, these are the neverlasting. Through an evil ritual, the flesh is flayed from their heads, their clan banners animate and turn to shadow, their swords gain a powerful enchantment, and their skin becomes as tough as the strongest iron.</p><p><strong>Sabulous Husk:</strong> Sabulous husks are walking corpses filled with sand, the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence of their own and are animated through the will of the desert itself, being mere containers for the scourging sand within.</p><p><strong>Skelton Black:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.</p><p><strong>Slavering Mouther:</strong> Slavering mouthers are thought to be undead gibbering mouthers brought back from the dead by dark powers.</p><p></p><p><strong>Undead:</strong> A deadwood’s power over the undead is awe-inspiring. Its influence over a forest is so strong that the body of any animal or person who falls dead within miles of a deadwood rises as undead creatures, which will most likely spend the rest of their existences guarding the deadwood.</p><p>Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary. Some believe they would gain permanent command over the dead and others that they would be transformed into strange, powerful, and unique undead.</p><p><strong>Ghoul:</strong> The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.</p><p><strong>Ghoul Ghast:</strong> The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.</p><p><strong>Skeleton:</strong> As a standard action, a bone sovereign can create any number of skeletal monsters from its body.</p><p>The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.</p><p><strong>Zombie:</strong> The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/203785/Magitech-Archetypes?affiliate_id=17596" target="_blank">Magitech Archetypes</a>[spoiler]</p><p><strong>Undead, Lifeless and Deathless Undead, Undead Creature:</strong> Necrotech Transformation feat.</p><p><strong>Zombie:</strong> ?</p><p><strong>Fast Zombie:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Unliving Adversary:</strong> ?</p><p><strong>Unliving Ally:</strong> ?</p><p></p><p>Necrotech Transformation</p><p>Your knowledge of necrotech has lead to your final transformation</p><p>Prerequisites: Necrotech Adept, Necrotech Genius, necrotech master 9th.</p><p>Benefit: Your creature type changes to undead and you lose your Constitution score. If a creature attempts to return you from the dead, you can choose to come back as an undead. If you don’t, you lose this feat and any feats that are a prerequisite for this feat, and must select 3 new feats for which you meet the prerequisites.</p><p>Special: You must have a Constitution score of 4 or higher when you select this feat, and you cannot retrain this feat or any of its prerequisite feats. Once you gain this feat, you are treated as an undead for the purposes of the necrotech master archetype.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/223381/Malevolent-Medium-Monsters?affiliate_id=17596" target="_blank">Malevolent Medium Monsters</a>[spoiler]</p><p><strong>Faithslain:</strong> When the devout follower of a non-evil deity falls to the overwhelming power of servants to evil deities, they sometimes rise as faithslain. These powerful undead return as the result of exceptionally powerful evil or negative energy attacks suffusing their bodies. Many faithslain rise in the aftermath of an antipaladin’s smite attacks, or from the channeled negative energy of a powerful divine caster. Regardless of how the faithslain originally died, it rises from death, animated by powerful negative energy coursing through its body.</p><p><strong>Faithborn:</strong> These are the animated souls of evil worshippers slain by the followers of good-aligned deities. Much like faithslain, the faithborn are raised into undeath, but as redeemed creatures seeking to spend their unlife righting the wrongs they made while alive.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/251050/Manastorm-World-of-Shinar-PFRPG?affiliate_id=17596" target="_blank">Manastorm: World of Shin'ar (PFRPG)</a>[spoiler]</p><p><strong>Mana Zombie, Mindless Mana Zombie:</strong> Created from the remains of a creature suffering from mana psychosis, mana zombies are raised through the excess mana accumulated through the overuse of, or overexposure to, raw mana. Those caught in manastorms are at risk of overexposure to mana and the saturation of the body and mind from it. Only the sickest of the poisoned have enough mana accumulated to become mana zombies after death. It has been theorized by Calvoid researchers that the Manasphere itself raises these poor souls as conduits to vent excess radiation and thus avoid catastrophic and chaotic fits due to too much pressure in the Manasphere.</p><p>If they die from mana psychosis, the player will rise as a Mana Zombie within 1d3 hours unless their body is completely destroyed via a disintegrate spell or ability or is completely burned to ash.</p><p>[Upon accumulating 10 mana poisoning points] Death and Rising as a Mana Zombie in 1d3 hours.</p><p>Anytime a death from Mana Poisoning or Mana Psychosis occurs, either from Constitution loss, HP loss, or accumulating 10 points, eventual rising as a Mana Zombie is imminent unless proper steps are taken.</p><p>The use of ManaBoost before the 8 hour cool down period gives the character double the side effect damage and mana poisoning each time it is used this way, (2 mana poisoning points and -4 hp, 4 mana poisoning points and -8 hp, etc.) up to eventual death and rising as a Mana Zombie.</p><p>Manaborn are effectively immortal. They can die a number of times as they have HD when they were first reborn. Once that number is depleted, they rise one last time, but as a mana zombie.</p><p>Manaborn begin with 10 mana poisoning points. They lose 1 mana poisoning point a week. If they are brought to 0 mana poisoning points, they die and reform with 10 points 1d3 days later, if they have another resurrection. If they are out of resurrections, they reform as a mindless mana zombie.</p><p><strong>Manaborn, Terrifyingly Deadly Manaborn:</strong> When a creature dies from mana psychosis, there is a very small chance the Manasphere resurrects it as Manaborn, instead of it coming back as a Mana Zombie. Any time someone or something dies from the deadly accumulation of mana in their bodies, a roll of 1d100 is made. If the roll comes up 100, the creature is turned into Manaborn.</p><p><strong>Mana Zombie, Poor Soul:</strong> ?</p><p><strong>Dangerous Mana Zombie:</strong> ?</p><p><strong>Evil Manaborn:</strong> ?</p><p><strong>Undead, Undead Creature, Undead Being:</strong> 2,000 years ago, the humans of Eltra were transformed into undead creatures when King Alcor cast a forbidden spell at the behest of the Archdevil Garloch and transferred the life essence of his subjects into himself, elevating him to godly status. The majority of the nation were transformed into all manner of undead, but the aristocratic ruling class were transformed into powerful vampires.</p><p>The Archdevil Garloch, upon finding the growing kingdom, with their cruel and selfish solutions, began to speak to King Alcor, whispering of unlimited power from a single source: souls. Although Garloch intended to take this power for himself, when King Alcor began casting the spell and drew the souls of his citizens out, he instead took them into himself, becoming a god and, in turn, snubbing the Archdevil. While the common people were transformed into all manner of undead, the noble houses were gifted with immortality in the form of a magical vampirism.</p><p>The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead.</p><p>The rest were killed and raised as undead, set to wander in the ruins to deter any future use of the site.</p><p>The few survivors were shackled and shipped back to Atlantis, and a small group of Atlanteans sent by the Boule raised a large crystal monolith at the center of the island, ultimately sacrificing a dozen Meek'ah and Illumnarus to infuse the monolith with their blood, causing the entire island to radiate a unholy presence.</p><p>Nothing will ever grow here, and any who perish on its shores are doomed to rise as the undead.</p><p>The very ground is cursed, as anything that dies in the Umbral not only rises as an undead being, but is empowered by demonic energy, making it all the more difficult to destroy.</p><p>Each member of the cult must ingest small amounts of snake venom every day to build up tolerances to the poison, and one in ten cultists die from the venom. Those weak few are raised as undead to forever serve Vesh.</p><p>The Ezeru of Eltra are another unfortunate byproduct of the soul stealing spell cast by King Alcor. While the human population transformed into all manner of undead beings, the monstrous inhabitants of the kingdom were warped and twisted; fused together in a jumble of miss-matched limbs and body parts.</p><p><strong>Lesser Undead:</strong> ?</p><p><strong>Undead Monstrosity:</strong> The Crystal Skulls are as much feared for their ferocity as for their tactic of turning their defeated foes into undead monstrosities.</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Mindless Undead:</strong> Once they have reached rock-bottom, they are given over to Shizzar. The goddess consumes the soul of the Submitted, and turns the body into a mindless form of undead servant.</p><p><strong>Mindless Undead, Horror:</strong> ?</p><p><strong>Undead Horror:</strong> Last Bastion was the scene of an epic battle as thousands of demons and devils assaulted the town. The Army of Light was easily decimated, its survivors carried off to Libon. Groups of cultists soon moved into the ruins, raising thousands of undead horrors to stalk the streets.</p><p>The small group of white-necromancers left Eltra around the time Alcor's ascension to the throne, fleeing the kingdom before the killing spell that would plunge the area into darkness was cast, creating tens of thousands of undead horrors overnight.</p><p>The southern ruins are infested with undead horrors and deadly aberrations, results of experimentation by the former humans who dwelt there.</p><p><strong>Undead Guard:</strong> ?</p><p><strong>Dark Horror:</strong> ?</p><p><strong>Frightening Undead Horror:</strong> Their vampirism was caused not by an outside source, but rather, a soul-stealing spell the Archdevil Garloch intended to use in a bid for power. However, Eltra King Alcor instead used the spell to transfer power to himself in a display of trickery the Archdevil had not expected. The entire population of Eltra was transformed, tens of thousands of humans died instantly as their very life essence was drained from their bodies. Men, women, and children rose again as freighting undead horrors, while the nobility of Eltra awoke to new powers and a new thirst.</p><p><strong>Sentient Undead:</strong> ?</p><p><strong>Sentient Undead, Agent, Undead Citizen:</strong> ?</p><p><strong>Horror:</strong> ?</p><p><strong>Undead Fodder:</strong> ?</p><p><strong>Wandering Undead Spirit of a Vengeful Meek'ah:</strong> Thousands of Meek'ah prisoners were killed on the islands, unable to escape the mana-charged killing cloud that was dispersed from the Darkfrost Mountains. Since then, no Jute has set foot on the island in fear of the many wandering undead spirits of vengeful Meek'ah who remain.</p><p><strong>Mindless Form of Undead Servant:</strong> New cult members are tasked with bringing two more people into the cult, one known as the Proposed, one known as the Submitted. A secret party is held, where the new cult member and the Proposed encourage the Submitted to overindulge in wine, drugs, sex, anything they desire. The use of spells and magical items that control the mind are not allowed, though spells that amplify emotion are encouraged. The goal is to get the Submitted to willfully drag their life into the gutter by over excess and the loss of self-control. Once they have reached rock-bottom, they are given over to Shizzar. The goddess consumes the soul of the Submitted, and turns the body into a mindless form of undead servant.</p><p><strong>Undead Rabble:</strong> ?</p><p><strong>Horrific Undead:</strong> ?</p><p><strong>Undead Rusk:</strong> The shards embedded themselves in the two, the demon fled in pain, but the child, too weak from exhaustion, could not escape. Krum, sensing the death of his minion, tried his best to save the child. He succeeded in saving her life, but the price was high. He bent the Manasphere around her form and contained her spirit within, however, the force of the explosion melted away most of her flesh and left her a crystallized skeleton. She awoke with a painful scream, the shock from her transformation was too much for her young mind to bear.</p><p>The child rose up, her crystalline form pulsating with energy. The mana cocoon that kept her spirit within her</p><p>form also bestowed on her powers, and she leapt into the air intent on finding the demon. She cursed The Owl for his interfering and causing her to be trapped in this new form. Krum heard her clearly, and felt the sting of her words. He vowed to leave her be, but to always keep tabs on her, as he would a true daughter. The powerful child came across the demon, who was now being attacked by a Rusk war party. She landed amid the battle, and blasted the demon with supernatural frost and ice. The Rusk fell back, in fear and awe. She made short work of the demon, and it begged for mercy from the crystal Rusk child. She ended the demon with a simple touch, his form pulsated and crystallized before exploding into thousands of shards. The Rusk were far enough away that the shards did not endanger them, but those who fell in battle with the demon that were hit by a shard rose up again and surrounded the child. The undead Rusk bent a knee to her and she gave a great Rusk victory cry before swirling snow and ice carried them all away.</p><p>The tribes began to leave their dead on the battlefield if word of her presence was near. The dead would later be turned into undead soldiers in her army, a fitting tribute to a warrior's life in some eyes, to fight for eternity against one's enemies.</p><p>Over time, her worship grew among the tribes, and the dead were no longer left on the battlefield, instead they were cremated in an elaborate ritual that saw their spirit be reborn in her army, which now numbered in the tens of thousands and protected Krum's realm from incursion. Krum made it so his faithful's spirit is split, and the worshiper spends eternity in his frozen paradise as both animal spirit and undead soldier.</p><p><strong>Undead Rusk, Undead Soldier:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Huecuva:</strong> ?</p><p><strong>Lich, Icyarracick:</strong> However, before he flew away from the shore, a powerful Jute witch cursed him, sacrificing her life to fuel the dark spell. When he finally died, Icyarracick’s soul became trapped in his body as it slowly decomposed. The great dragon became some hideous form of lich, trapped inside his own mind, unable to move the now-skeletal body.</p><p><strong>Lich:</strong> ?</p><p><strong>Savok, Lich:</strong> Savok became very powerful and turned slowly into a lich during his time in exile.</p><p><strong>Powerful Mummy:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Revenant:</strong> ?</p><p><strong>Unique Undead Shadow:</strong> The Lluruth who remained after the birth of Brhuaal and the transformation of so many into Drazil were slaughtered en masse, and their spirits live on as undead shadows. These undead are unique, as they reform quickly after being destroyed, sometimes after hours, sometimes days.</p><p><strong>Shadow:</strong> ?</p><p><strong>Roaming Skeleton:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeletal Mage:</strong> ?</p><p><strong>Specter:</strong> The Ashmede Devil who ruled the Goblins constructed the room to be a prison, tormenting the angels within for centuries. The Goblins’ society declined over the same centuries, and the angels were eventually rescued by a group of adventurers, two of which perished in the cavern. The souls of those adventurers are being held by the walls and the magic they b[ear].</p><p><strong>Vampire Eltra, Eltrabi Vampire Noble, Eltrabi Vampire Lord, Eltra Vampire Noble:</strong> 2,000 years ago, the humans of Eltra were transformed into undead creatures when King Alcor cast a forbidden spell at the behest of the Archdevil Garloch and transferred the life essence of his subjects into himself, elevating him to godly status. The majority of the nation were transformed into all manner of undead, but the aristocratic ruling class were transformed into powerful vampires.</p><p>At the Archdevil Garloch's urging, Alcor, King of Eltra, cast a spell that siphoned the life force from all of his subjects. The power was meant to be transferred to the Archdevil, but the king instead absorbed it into himself, swelling his body and mind to the point where he gained god-like powers. The vampire ruling class was created as a result, as well as the Ezeru, from the backlash of mana expended by the spell and brief deific battle that followed.</p><p>Their vampirism was caused not by an outside source, but rather, a soul-stealing spell the Archdevil Garloch intended to use in a bid for power. However, Eltra King Alcor instead used the spell to transfer power to himself in a display of trickery the Archdevil had not expected. The entire population of Eltra was transformed, tens of thousands of humans died instantly as their very life essence was drained from their bodies. Men, women, and children rose again as freighting undead horrors, while the nobility of Eltra awoke to new powers and a new thirst.</p><p>The Archdevil Garloch, upon finding the growing kingdom, with their cruel and selfish solutions, began to speak to King Alcor, whispering of unlimited power from a single source: souls. Although Garloch intended to take this power for himself, when King Alcor began casting the spell and drew the souls of his citizens out, he instead took them into himself, becoming a god and, in turn, snubbing the Archdevil. While the common people were transformed into all manner of undead, the noble houses were gifted with immortality in the form of a magical vampirism.</p><p>Another two decades would pass before Garloch came to take his due from the king. He gave Alcor a scroll that contained a spell that would transfer the essence of his subjects into a carefully prepared vessel. Alcor promised to cast the spell for Garloch, but he needed time to prepare the vessel. Garloch returned exactly one year later and Alcor cast the spell. Instead of the souls entering the vessel Alcor presented to Garloch, they were sucked into Alcor himself. Tens of thousands of souls and the power they hold swelled Alcor's body. Garloch was unable to harm Alcor while he was going through his transformation, and fled before Alcor's body finally exploded in a terrific backlash of raw mana. Alcor's essence descended into the Nine Hells and he wasted no time carving a portion of Garloch's realm in Malbolge for himself. Other devils took the opportunity to assault Garloch as well, and he was hard pressed to defend his holding against the onslaught. A truce was made. Garloch ceded a portion of his vast realm to each surviving devil who assaulted him, and Alcor, in exchange for them halting their attack. The king’s family, and that of every noble in Eltra were turned into vampires, and began to worship Alcor at first out of fear.</p><p><strong>Vampire Eltra, Powerful Vampire, Vampire Master, Vampire Aristocrat, Vampire Overlord, Vampire Lord, Vampire Noble:</strong> ?</p><p><strong>Vampire-Queen Selene of Eltra, Vampire Eltra:</strong> ?</p><p><strong>Queen Calliope, Vampire Eltra, Undead Queen:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Winterwight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Roaming Zombie:</strong> ?</p><p><strong>Frode Zombie:</strong> The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. Hundreds of Frode and Meek'ah zombies wander the area, cursed to un-life as a reward for their bravery.</p><p><strong>Meek'ah Zombie:</strong> The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. Hundreds of Frode and Meek'ah zombies wander the area, cursed to un-life as a reward for their bravery.</p><p><strong>Animated Drazil Zombie:</strong> ?</p><p><strong>Animated Goblin Zombie:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/262690/Manastorm-World-of-Shinar-NPC-Codex?affiliate_id=17596" target="_blank">Manastorm: World of Shin'ar NPC Codex</a>[spoiler]</p><p><strong>Undead Black Dragon Wyrmlings:</strong>[/spoiler]</p><p></p><p><a href="https://froggodgames.com/frogs/product/marshes-of-malice-pathfinder-hardcoverpdf/" target="_blank">Marshes of Malice</a>[spoiler]</p><p><strong>Cheated Spirit:</strong> Some swamp cultures practice athletic competitions where individuals or teams compete against one another in an event with strong religious overtones. The stakes for the participants could not be higher. The victors bask in the glory and live to see another day. The losers, meanwhile, meet their permanent and ignominious end on the playing field. With life and death hanging in the balance, it comes as no surprise that some competitors may attempt to gain an unfair advantage over their rivals. They may bribe game officials to rule in their favor, use illegal equipment, or rely upon outside interference to get a leg up on their opponents. When their plans succeed, the adversary they cheated suffers the fatal consequences. Though the vanquished often fail to realize they were duped, seasoned foes who spot the telltale signs of a rigged outcome vow to avenge their loss. Unwilling to meekly accept undeserved defeat, these slighted souls rise from their graves as the sorest of losers. </p><p><strong>Unrequited:</strong> When a life is cut short under tragic circumstances long before Nature takes its toll on the mind, body, and spirit, the residual force left in its wake can take physical shape and coalesce into the embodiment of that person’s unrealized potential. An unrequited only forms from the enduring essence of an adolescent humanoid. Small children are too inexperienced and naïve to formulate the complex wants necessary to give rise to one of these creatures, while adults are too jaded and goal oriented to forsake their everyday responsibilities and instead dwell on what may come to pass. It takes at least a year for the creature’s consciousness to take on a life of its own; therefore the brain must remain well-preserved and intact during this strange metamorphosis. The introduction of foreign substances during the typical embalming process imbalances the brain’s unique chemistry and prevents the unrequited from springing into existence. However, corpses that undergo natural processes that impede decomposition, such as the cool, acidic environment found in a bog or fen, are ideal to giving rise to an unrequited. The means of death is another important ingredient for its genesis. Most of these vaporous undead coalesce from an adolescent who died suddenly and violently at another’s hands. Shortly after the being’s demise, the creature’s unfulfilled aspirations take physical form as wispy clouds of crimson vapor. In the coming weeks and months, the swirling scarlet gases gather together in close proximity to the decedent’s final resting place. When the disparate parts merge to create a singularity, the unrequited’s formation is complete and its desires become reality. </p><p>Needless to say, an unrequited is a creature borne of supernatural events rather than a natural occurrence. An unrequited appears as swirling, egg-shaped cloud of luminescent, crimson vapors vaguely resembling an angry child. Despite being created from the thoughts of a sentient being, the spiteful undead has no memory of its former existence. It acts upon pure impulse, directing its hatred towards its fellow humanoids, although it cannot distinguish any specific individual from another. An unrequited rarely strays far from its body, thus it is not uncommon to encounter more than one of these monsters in a particular area, especially a locale containing a mass grave associated with a bloody massacre or similar atrocity. Regardless of the number inhabiting that location, they all share the same, common goal — to slay other sentient creatures before they fulfill their hopes and aspirations by emptying their minds of any rational thought. In a few isolated cases, a humanoid adolescent slain by an unrequited later rises to join the ranks of its killer.</p><p>On this spot centuries ago the callous soldier systematically butchered 22 mothers and their children. After he finished the deed, he tossed their bodies into these waters. Their suffering was so great, 3 unrequiteds coalesced at the spot. </p><p><strong>Tyler Ebbensflow, Advanced Draugr Captain:</strong> Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. A draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids. </p><p><strong>William the Mad Crawdad, Duppy:</strong> The pool filled with pike also contains the earthly remains of the scuttled rowboat’s only occupant, William the Mad Crawdad — a notorious saboteur, sailor and murderer on the run from distant Endhome. Confident he shook his dogged pursuers, the fugitive blissfully set sail for the shores of the Dragonmarsh Lowlands only to come face to face with a greater horror than a hangman’s noose. The scoundrel ran afoul of the disgusting sea hags, but even their revolting appearance and dread curse could not overcome his evil. He swam toward the wharf and climbed onto dry land, where he outran his enemies straight into Quattu’s waiting tentacles. The aberration and its allies finally meted out justice to William, but even death could not suppress his despicable spirit. The lifelong mariner longed to be buried at sea, a fate the chuul foolishly denied him. Instead, the despicable William’s spirit rose from the grave as a duppy. </p><p><strong>Human Meat Puppet:</strong> During the struggle, Quattu ordered the crabmen to subject three of the facility’s fish processors to the horrific fate of being gutted and filleted alive. Unbeknownst to the chuul, the revelry of carnage infused the boneless corpses with the necromantic energy that suffuses the marshlands here and animated them as revolting undead creatures. </p><p><strong>Hamish MacDuncan, Human Nosferatu Fighter 8:</strong> Hamish MacDuncan, a grizzled veteran of distant wars and expatriate of the upper regions of far-off Eamonvale, told the Viroeni matriarch that he knew of a safe path through the accursed bogs that he could guide them on and allow them to escape the confines of the Kingdoms of Foere for the promised freedom of Cailin Lee to the west. A mercenary to the core, though, MacDuncan told them he would do this only if the tribe paid him with all of the gold they had left. </p><p>Realizing that a better offer was unlikely to materialize, the matriarch agreed to the deal but promised a curse upon MacDuncan’s eternal soul if he betrayed them and turned the Viroeni over to the hostile locals. MacDuncan swore an oath upon a holy book of Vanitthu he had never felt cause to read and promised he would see them delivered away from the folk they sought to flee. He did not tell them, however, that he had taken gold from those same people to remove the gypsy problem from their midst or that no such safe path through the bog, in fact, existed. </p><p>Once in the depths of the Wytch Bog, it was a simple matter for the woods-wise veteran to lead the Viroeni astray, cause them to become separated, and use his swampcraft and battle experience to eliminate them in small groups or one by one through treachery or outright murder. When all was said and done, and the blood-spattered MacDuncan watched the matriarch’s lifeless eye seemingly fix its baleful gaze upon him as her corpse sank beneath the waters of a bog, no more than a handful of the Viroeni had made it out of the swamp alive to tell the tale. But four of those handful did not scatter and flee like the rest. Instead they made their own preparations and returned only a few weeks later. </p><p>The four sons of the Viroeni matriarch had managed to elude MacDuncan’s murderous intent but were unable to stop his massacre of their people. When they emerged from the swamp they swore their bond to one another to see their mother’s curse completed. When they returned scant weeks later they were penniless with only the clothes they wore upon their backs to their names — and a new pine coffin carried between them. </p><p>The sons found MacDuncan drunk at his isolated home one night when the moon was dark. They set upon the surprised warrior and overpowered him before he could mount a resistance. With thick ropes they bound his coffin closed and carried him deep into the Wytch Bog where he had taken the lives of their kinsmen and women. As MacDuncan sobered up and found himself unable to break free from his confinement, the truth of the situation began to seep into his gin-soaked mind. The last any outside the bog ever heard from him were his muffled cries begging mercy, cursing his captors, and promising eternal revenge. Neither he nor the Viroeni youths was ever seen alive again. </p><p>But life — such as it was to become — was not entirely over for Hamish MacDuncan. The Viroeni matriarch’s curse, enacted by the vengeance of her sons, came to fruition when Hamish did not rest easy but awoke after only a short time as a vampiric monster. His immersion in the bog waters had not been kind to his physical body, so he emerged as a grotesque nosferatu, a foul caricature of the vitality he had known in life. </p><p><strong>Eladrian, Groaning Spirit:</strong> ?</p><p><strong>Swamp Mummy:</strong> The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities. </p><p></p><p><strong>Draugr:</strong> Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. A draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids. </p><p><strong>Undead:</strong> The PCs’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/237360/Midgard-Worldbook-for-5th-Edition-and-PFRPG?affiliate_id=17596" target="_blank">Midgard Worldbook for 5th Edition and Pathfinder</a>[spoiler]</p><p><strong>Sated Fang, Darakhul Monk:</strong> ?</p><p><strong>King Lucan, Vampire Fighter 9:</strong> ?</p><p><strong>Darakhul:</strong> ?</p><p><strong>Undead Centaur Ghost:</strong> ?</p><p><strong>Emperor Nicoforus The Pale, Darakhul:</strong> ?</p><p><strong>Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector fo the Fane of Blood, Heir to the Twin Thrones, Vampire Wizard 12:</strong> ?</p><p><strong>Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin, Vampire Sorcerer 9:</strong> ?</p><p><strong>Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights, Vampire Fighter 14:</strong> ?</p><p><strong>Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters, Vampire Rogue 8:</strong> ?<strong>Lord Mayor Rodyan, The Glutton of Hangksburg, Vampire Wizard 12:</strong> ?</p><p><strong>Countess Urzana Dolingen of Morgau, Vampire Wizard 13:</strong> ?</p><p><strong>Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean, Vampire Fighter 13:</strong> ?</p><p><strong>Commander Balenus of the Ghost Knights, Vampire Fighter 11:</strong> ?</p><p><strong>Shroudeater:</strong> ?</p><p><strong>Lady Chesmaya, Voivodina of the Verdant Tower, Lich:</strong> ?</p><p><strong>Liquid Zombie:</strong> ?</p><p><strong>Undead Purple Worm:</strong> ?</p><p><strong>Deathwisp:</strong> ?</p><p><strong>Count Warrin, Vampire Lord:</strong> ?</p><p><strong>Otmar the Sallow, Vampire Lord:</strong> ?</p><p><strong>Strigoi:</strong> ?</p><p><strong>Draugir:</strong> ?</p><p><strong>Ibbalan the Illustrious, Ancient Undead Gold Dragon:</strong> ?</p><p><strong>Gray Thirster:</strong> ?</p><p><strong>Undead Gnoll:</strong> ?</p><p><strong>Ghul King:</strong> ?</p><p><strong>God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal:</strong> ?</p><p><strong>Hungry Shade:</strong> Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them.</p><p><strong>Catfolk Mummy:</strong> ?</p><p><strong>Menet-Ka:</strong> Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place.</p><p><strong>Ghost Head Goblin Horror:</strong> This infamous tribe contains</p><p>as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.”</p><p><strong>Kamelk Twice-Killed:</strong> ?</p><p><strong>Undead Giant:</strong> Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst.</p><p>With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants.</p><p><strong>Vaettir:</strong> ?</p><p><strong>Will o' Wisp:</strong> ?</p><p><strong>Vilmos Marquering, The Black Fang:</strong> ?</p><p><strong>Beggar Ghoul:</strong> ?</p><p><strong>Duke Wierdunn Bonehand:</strong> ?</p><p><strong>Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard:</strong> ?</p><p><strong>Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain:</strong> ?</p><p><strong>Duke Borag the Executioner, Warlord of Gallwheor:</strong> ?</p><p><strong>Duchess Mikalea Soulreaper, Lorekeeper of Ossean, Darakhul Wizard:</strong> ?</p><p><strong>Valengurd the Confessor, Darakhul Wizard:</strong> ?</p><p><strong>Imperial Ghoul:</strong> ?</p><p><strong>Iron Ghoul:</strong> ?</p><p><strong>Vizorakh the Ravenous, Cave Dragon Dracolich:</strong> Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind.</p><p></p><p><strong>Undead:</strong> The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities.</p><p>The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead.</p><p>Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Haunt:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Ghost:</strong> When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave.</p><p><strong>Zombie:</strong> When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Burning Skeleton:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Ghast:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/259006/Modern?affiliate_id=17596" target="_blank">Modern</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p>Two energy planes exist: the Positive Energy Plane (from which the animating spark of life hails) and the Negative Energy Plane (from which the sinister taint of undeath hails).</p><p>Death spells are forbidden in most areas and deal directly with death and the dead. They can be used to contact ghosts, animate dead tissues and even create undead.</p><p><em>Animate Dead</em> spell.</p><p><strong>Once-Living Creature Animated by Spiritual Forces:</strong> ?</p><p><strong>Once-Living Creature Animated by Supernatural Forces:</strong> ?</p><p><strong>Abdel Fatah el-Sissi:</strong> ?</p><p><strong>Ghost:</strong> Not all who die move along into their pantheon’s afterlife. Some ghosts are forced to remain behind, closely attached to the prime material plane by emotions or unfinished business so powerful that it will not let their souls move on.</p><p><strong>Ghost Poltergeist:</strong> Some ghosts, called poltergeists, have had their thoughts eaten away by time. Their emotions have been ravaged by their own death, leaving only rage and pain behind.</p><p><strong>Mummy:</strong> A necromancer who has a position as the curator of a museum could easily use a Raise Dead spell within the ancient Egyptian exhibit, forcing the characters to contend with a fully equipped mummy.</p><p><strong>Revenant:</strong> ?</p><p><strong>Undead Shadow:</strong> ?</p><p><strong>Undead Shadow, Strange Monster:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire, Supernatural Creature, Predator:</strong> ?</p><p><strong>Crafty Vampire:</strong> ?</p><p><strong>Zombie, Walking Dead, Walker, Runner, Shambling Rotter:</strong> They are as numerous in type as they are in number as well. Some claim that they are ghosts embodying corpses to inflict their pitiful wrath on the living. Others blame necromancy, claiming that meddling with the living form creates beings that will never stay truly dead. Even more claim that they’re just vampires who have degraded to little more than rotting corpses. Some claim that there are zombies that you can’t even tell are dead. There is truth to it all.</p><p><em>Animate Dead</em> spell.</p><p></p><p>ANIMATE DEAD</p><p>Level: Mage (5), Shaman (3)</p><p>Type: Death</p><p>Casting Time: 1 Standard Action</p><p>Range: Touch</p><p>Cost: 2 per HD</p><p>Range touch Targets one or more corpses</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>This spell turns corpses into undead creatures that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in place and attack any creature (or a specific kind of creature) entering the area. They remain animated until they are destroyed. A destroyed undead can’t be animated again.</p><p>You can create one or more undead creatures with a total CR of no more than half your caster level. You can only create one type of undead with each casting of this spell. Creating undead requires special materials worth $1,000 × the total CR of the undead created; these materials are consumed as part of casting the spell.</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of undead whose total CR is no greater than your caster level. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Once released, such undead have no particular feelings of loyalty to you, and in time they may grow in power beyond the undead you can create.</p><p>The corpses you use must be as intact as the typical undead of the type you choose to create. For example, a skeleton can be created only from a mostly intact corpse (that has bones) or skeleton. A zombie can be created only from a creature with a physical anatomy.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/145294/Monster-Advancement-Enhanced-Undead?affiliate_id=17596" target="_blank">Monster Advancement Enhanced Undead</a>[spoiler]</p><p><strong>Enhanced Undead Creature Template:</strong> “Enhanced Undead Creature” is an inherited or acquired template that can be added to any corporeal undead creature with a minimum CR of 2 (before applying this template) and an Intelligence score of 4 or more. At the GM’s discretion, the template might be added to incorporeal undead creatures as well.</p><p><strong>Enhanced Dwarf Skeletal Champion Warrior 1:</strong> ?</p><p><strong>Enhanced Cairn Wight Rogue 2:</strong> ?</p><p><strong>Enhanced Elf Zombie Lord Wizard 8:</strong> ?</p><p><strong>Enhanced Lamia Juju Zombie Inquisitor 6:</strong> ?</p><p><strong>Enhanced Mummy Cleric 13:</strong> ?</p><p><strong>Enhanced Skeletal Champion Fighter 16:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/114100/Monster-Focus-Ghouls?affiliate_id=17596" target="_blank">Monster Focus: Ghouls</a>[spoiler]</p><p><strong>Ghast Lord:</strong> A ghast lord can be made by casting create undead by a 14th level caster.</p><p><strong>Gluttonous Ghoul:</strong> These variants can be created using create undead by a 12th level caster.</p><p><strong>Leaping Ghoul:</strong> These variants can be created using create undead by a 12th level caster.</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> A ghoul’s bite carries a terrible disease that can rot flesh and dull the reflexes. Those who die from it become a ghoul themselves.</p><p>A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast.</p><p><em>Animate Ghoul</em> spell.</p><p><strong>Ghast:</strong> A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast.</p><p>Ghast Tooth alchemical item.</p><p></p><p>Animate Ghoul</p><p>School necromancy [evil]; Level antipaladin 4, cleric 4, sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S, M (piece of rotting flesh and an onxy gemstone worth 100 gp)</p><p>Range touch</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>This spell causes one humanoid corpse to rise as a ghoul under your control. As long as the corpse is a Medium humanoid, it rises as a standard ghoul, regardless of any class levels, Hit Dice, or abilities it had in life. This spell can also be used on a Small humanoid to create a Small ghoul. If the caster is 11th level or higher, it can be used on the corpse of a Large humanoid to create a Large ghoul. If the caster is at least 13th level, this spell can be used to create a ghast instead, but the material component changes to an onyx gemstone worth at least 200 gp. Undead created by this spell are loyal to the caster, but are subject to the usual Hit Dice limit for the number of undead that can be controlled (as per animate dead).</p><p></p><p>Ghast Tooth: This alchemical component is made from the yellowed fang from a slain ghast. If imbedded into the tongue of a dead creature before casting animate ghoul or create undead, the ghast tooth causes the creature to rise up as a ghast, regardless of caster’s level and material component used. In addition, the ghast receives a +2 racial bonus to the DC of its stench ability.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/115000/Monster-Focus-Gravelings?affiliate_id=17596" target="_blank">Monster Focus: Graveling</a>[spoiler]</p><p><strong>Graveling:</strong> Made from dead flesh stretched over an odd assortment of bones, this small twisted thing moves with surprising speed.</p><p>Created by fledgling necromancers, these undead things can often be found skulking about their lair performing menial tasks.</p><p>Necromancy is a dangerous art to master. Such black magic tampers with the forces of life and death and the resulting creations are usually lethal. While many are reckless in their pursuit of power, those that start off cautiously often create gravelings. These tiny undead creatures are little more than a collection of dead flesh held together by simple stitches, and animated with the most rudimentary of skills.</p><p><em>Animate Graveling</em> spell.</p><p></p><p>Animate Graveling</p><p>School necromancy [evil]; Level antipaladin 1, cleric 1, sorcerer/wizard 1</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gemstone worth 25 gp per graveling created)</p><p>Range touch</p><p>Target one or more lumps of flesh touched</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>This spell functions like animate dead, but it causes one or more lumps of flesh and bone to animate as a graveling under your control. You can animate one graveling per casting of this spell, plus one additional graveling for every two caster levels you possess, maximum 5. These gravelings count against the total number of undead you can control, as per animate dead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/115994/Monster-Focus-Liches?affiliate_id=17596" target="_blank">Monster Focus: Liches</a>[spoiler]</p><p><strong>Apprentice Lich:</strong> Some liches do not gain the full powers of their kind, either as the result of a failed transformation or due to the soul vessel spell. In either case, the magic of these lesser liches slowly wanes over time and unless they can find a way to stabilize the necromantic power that grants them unlife, they eventually crumble to dust. Known as apprentice liches, they are no less deadly, even if they are slowly falling apart.</p><p>A powerful necromancer just recently attempted to become a lich, but his formulas were flawed and although he did not die, he is now an apprentice lich.</p><p><em>Soul Vessel</em> spell.</p><p><strong>Blackfrost Lich:</strong> ?</p><p><strong>Gloom Lich:</strong> As the centuries fade away, some liches begin to learn that their corporeal forms are deteriorating. As they crumble, the lich gains even greater control over what remains.</p><p></p><p><strong>Lich:</strong> ?</p><p></p><p>Soul Vessel</p><p>School necromancy; Level cleric 8, sorcerer/wizard 8</p><p>Casting Time 1 minute</p><p>Components V, S, F (gen encrusted phylactery worth 10,000 gp)</p><p>Range personal</p><p>Target you</p><p>Duration 1 hour/level</p><p>This spell hides a portion of your soul away in a specially prepared phylactery. If you are slain at any point during the duration of this spell, and the phylactery is undamaged, it immediately shatters, releasing a black vapor that solidifies over the next hour to form a new body for you. At the end of this time, you are brought back to life with 1 hit point. You do not take any negative levels as a result of this spell, but any gear or magic items that were on your body are not transferred to your new form, unless of course you retrieve them. If the congealing vapor is disturbed at all during the 1 hour required to form your new body, the spell fails and you remain dead. You can only have on instance of this spell in operation at one time. Any subsequent castings fail. If you are slain by a death effect and your body is animated using create greater undead, the black vapor quickly flows to the undead form, causing you to rise as an apprentice lich, free from the control of the creature that cast create greater undead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/114787/Monster-Focus-Mummies?affiliate_id=17596" target="_blank">Monster Focus: Mummies</a>[spoiler]</p><p><strong>Decrepit Mummy:</strong> After centuries spent locked away inside a tomb, the magic that binds some mummies begins to falter.</p><p><strong>Mummy Priest:</strong> When a high priest is mummified, they sometimes retain some of the powers they had in life, granting them the ability to cast spells and use other foul powers.</p><p>These variants can be created using create undead by a 17th level caster.</p><p><strong>Shifting Mummy:</strong> These variants can be created using create undead by a 17th level caster.</p><p></p><p><strong>Mummy:</strong> Made from a desiccated and preserved corpse, wrapped in sacred bandages, this undead creature is known as a mummy.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/112563/Monster-Focus-Skeletons?affiliate_id=17596" target="_blank">Monster Focus: Skeletons</a>[spoiler]</p><p><strong>Decrepit Skeleton:</strong> These skeletons are so ancient that the magic that binds them is beginning to fail. They are often missing parts of their bodies, such as an arm or a number of ribs. Some even lack legs and instead must crawl about. Decrepit skeletons cannot be intentionally created.</p><p><strong>Monstrous Skeleton:</strong> Skeletons made from the bodies of larger monsters have been known to have a wide variety of abilities and this simple addition allows them to retain some of the abilities they had in life. A monstrous skeleton can be created with animate dead, but it counts as twice the number of Hit Dice for that spell.</p><p><strong>Skeletal Lord:</strong> A skeletal lord cannot be created without powerful evil rituals.</p><p></p><p><strong>Skeleton:</strong> The creature is a skeleton, an undead abomination created from the bones of a dead creature.</p><p><em>Animate Dead Minor</em> spell.</p><p><em>Call the Dead</em> spell.</p><p>Bone Sword magic item.</p><p><strong>Zombie:</strong> <em>Animate Dead Minor</em> spell.</p><p><strong>Bleeding Skeleton:</strong> <em>Call the Dead</em> spell.</p><p><strong>Burning Skeleton:</strong> <em>Call the Dead</em> spell.</p><p><strong>Skeletal Champion:</strong> ?</p><p></p><p>Animate Dead, Minor</p><p>School necromancy [evil]; Level cleric 1, sorcerer/wizard 2</p><p>Target one corpse touched</p><p>Duration 1 day</p><p>This spell functions as animate dead except that it can create one standard humanoid skeleton or zombie with a maximum number of HD equal to your caster level, to a maximum 5 Hit Dice at 5th level. You cannot have more than one undead creature under your control through this spell. If you cast this spell a second time, the first creature immediately crumbles to dust. This creature counts against your maximum limit of undead creatures you can control.</p><p></p><p>Call the Dead</p><p>School necromancy [evil]; Level cleric 8, sorcerer/wizard 9</p><p>Casting Time 4 hours</p><p>Components V, S, M (skull of a powerful undead creature, onyx gemstone worth 5,000 gp)</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Targets all corpses in a 100-ft. spread</p><p>Duration 1 hour/level (D)</p><p>Saving Throw none; Spell Resistance no</p><p>Calling on the grim powers of death, you cause all the corpses in the area to rise up as skeletons under your control. This spell affects corpses buried underground as well, up to a depth of 10 feet, although such undead take 1d4 minutes to claw their way up to the surface. These skeletons can be made into burning or bleeding skeletons at the time of casting by reducing the duration to 10 minutes per level. These undead do not count against your Hit Die limit for the amount of undead you can control. These undead must be commanded as a single group and cannot be split up to perform multiple tasks. If you are slain, these undead immediately crumble to dust.</p><p></p><p>Bone Sword</p><p>Aura moderate necromancy; CL 10th</p><p>Slot none; Price 16,315 gp; Weight 4 lbs.</p><p>This ancient blade appears to be made from bone, but it is as hard as steel. Once per day, when this +2 longsword is used to deliver the killing blow to a humanoid creature, the bone sword can be used as a swift action to cause the creature’s flesh to melt away and its body to rise up as a skeleton under the wielder’s control, as if using lesser animate dead (Ultimate Magic). The skeleton can have no more than 5 Hit Dice when created in this way. The sword wielder cannot control more than one skeleton in this way at a time. If the sword is used again to create a skeleton, any previous skeleton created by the sword immediately crumbles to dust. This skeleton does not count against the Hit Die limit of undead that the wielder can control, but if the wielder ever loses the bone sword the undead becomes uncontrolled until a creature picks up the sword, gaining control of the skeleton.</p><p>Construction Craft Magic Arms and Armor, lesser animate dead; Cost 8,315 gp[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/113123/Monster-Focus-Zombies?affiliate_id=17596" target="_blank">Monster Focus: Zombies</a>[spoiler]</p><p><strong>Corpse Field:</strong> Even once destroyed, the severed limbs and heads of zombies are not completely dead. Such undead refuse is often left littering the field of battle, although it is sometimes known to erupt from the ground in a cemetery suffused with evil.</p><p><strong>Brood Zombie:</strong> A brood zombie can be made by casting create undead and summon swarm or insect plague by a 15th level caster.</p><p><strong>Swarm of Undead Beetles, Centipedes, and Ants:</strong> ?</p><p><strong>Relentless Zombie:</strong> A relentless can be created with animate dead, but it counts as twice the number of Hit Dice for that spell.</p><p><strong>Virulent Zombie:</strong> A virulent can be created with animate dead, but it counts as twice the number of Hit Dice for that spell.</p><p></p><p><strong>Zombie:</strong> <em>Flesh Rot</em> spell.</p><p>Ash Pendant magic item.</p><p><strong>Plague Zombie:</strong> Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours.</p><p></p><p>Flesh Rot</p><p>School necromancy [evil]; Level antipaladin 3, cleric 4,</p><p>sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S</p><p>Range touch</p><p>Target living creature touched</p><p>Duration instantaneous</p><p>Saving Throw Will partial; Spell Resistance yes</p><p>This spell causes a creature’s flesh to rot from its bones and if slain, to rise as a zombie under your control. When you cast this spell, your hand takes on sickly green aura. Using this spell requires a melee touch attack. If the attack hits, the target takes 1d6 points of damage per caster level you possess, to a maximum of 12d6 points of damage. If the target is slain by this attack, it rises as a zombie under your control on the following round (as if using animate dead, maximum 12 Hit Dice). The target is allowed a Will save to reduce the damage to 1 point per caster level. If the save is successful, the target does not rise as an undead, even if the attack kills it. Any bonuses on saving throws against disease apply to this effect. This spell has no effect on targets that are immune to disease.</p><p></p><p>Zombie Plague</p><p>School necromancy [evil]; Level cleric 3, sorcerer/wizard 4</p><p>Casting Time 1 standard action</p><p>Components V, S</p><p>Range touch</p><p>Target living creature touched</p><p>Duration instantaneous</p><p>Saving Throw Fortitude negates; Spell Resistance yes</p><p>This spell infects the target with zombie rot. The disease is contracted immediately upon a failed Fortitude save (no onset time). If the target dies while under the effects of this disease, this spell does not confer control of the zombie to the spellcaster.</p><p>Zombie Rot—spell; save Fort DC as per the spell; onset none; frequency 1 day; effect 1d2 Con damage; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours.</p><p></p><p>Ash Pendant</p><p>Aura faint necromancy; CL 5th</p><p>Slot neck; Price 750 gp; Weight 1 lbs.</p><p>This pale white pendant is carved from the heartwood of an ash tree grown in a cemetery. One end of the pendant contains a silver reservoir filled with ashes. These ashes can be spread upon the forehead of a corpse that died within the past day, causing it to animate as a zombie with up to 5 Hit Dice on the following round. This zombie is under the control of the pendant’s wearer and does not count against the total number of Hit Dice of undead that the wearer can control. The pendant can only be used once and it crumbles to dust if the zombie is destroyed.</p><p>Construction Craft Wondrous Item, animate dead; Cost 375 gp[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/138053/Monster-Hunters-RPG-Dark-Europe?affiliate_id=17596" target="_blank">Monster Hunters Dark Europe</a>[spoiler]</p><p><strong>Banshee:</strong> A banshee is the restless spirit of a powerful fae creature.</p><p><strong>Banshee Lesser:</strong> A banshee is the restless spirit of a powerful fae creature.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/90422/Monster-Menagerie-Oceans-of-Blood?affiliate_id=17596" target="_blank">Monster Menagerie Oceans of Blood</a>[spoiler]</p><p><strong>Toothwraith:</strong> Toothwraiths are apex predators that refused to release their grip on life. Originally massive sharks (or more rarely great crocodiles or dragon turtles), a toothwraith has willed itself back into existence.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/101624/Monster-Menagerie-Ravagers-of-Time?affiliate_id=17596" target="_blank">Monster Menagerie Ravagers of Time</a>[spoiler]</p><p><strong>Time Wraith:</strong> A humanoid or monstrous humanoid slain while it has any temporary damage on it from a temporal wraith’s dissonance power becomes a temporal wraith in 1d4 rounds (regardless of what actually slays it).</p><p>Temporal wraiths are the spirits of those killed while in contact with the timestream, or by powerful chronal magics.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/162170/Monster-Menagerie-Seasonal-Stars-Pumpkin-Stalker?affiliate_id=17596" target="_blank">Monster Menagerie Seasonal Stars Pumpkin Stalker</a>[spoiler]</p><p><strong>Death-o-Lantern Pumpkin Stalker Mohrg:</strong> The death-o-lantern is among the most dangerous of pumpkin stalkers, generally created by powerful evil forces bargaining to grant a servant to a druid grieving terrible loss and seeking vengeance, a coven of hags, or powerful diabolist-necromancer.</p><p></p><p><strong>Zombie Fast:</strong> Humanoid creatures killed by a pumpkin stalker mohrg rise immediately as fast zombies.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/83199/Monster-Menagerie-The-Kingdom-of-Graves?affiliate_id=17596" target="_blank">Monster Menagerie: The Kingdom of Graves</a>[spoiler]</p><p><strong>Bean Chaointe:</strong> Bean chaointe, or keening women, are the spirits of strong willed women that die tragically, often from betrayal.</p><p>Bean chaointe are often part of a noble line, or a family that served such a line loyally, and they are bound to haunt their families serving as both boon and curse.</p><p><strong>Bloodknight Human Vampire Fighter 11:</strong> A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire.</p><p><strong>Dark Messenger:</strong> ?</p><p><strong>Lich Tyrant Human Lich Aristocrat 10:</strong> Typically created from an aging nobleman or king who has a deep seated fear of death, and who refuses to yield their power, they make pacts with dark powers for immortality.</p><p>Unlike its more powerful kin, a lich tyrant does not have to create its own phylactery, instead having it crafted by others. The lich’s greatest weakness is that the phylactery must bear his or her likeness. It may be a masterful painting, a carefully carved gem, or an entire statue. This makes them far more obvious (and thus vulnerable) to bold heroes.</p><p><strong>Masque Ghul:</strong> A humanoid that dies of a masque ghul's ghoul fever rises as a masque ghul at the next midnight.</p><p><strong>Night Dragon:</strong> Night dragons form from the collective unconscious and spirit of a land ravaged by the horrors of the undead, or by fiendish incursion. It is a heraldic symbol of the land itself, rising in an attempt to repair the massive damage. They are most common where the dragon was once a common symbol of rank and nobility, but honor and duty have been abandoned in favor of undeath and/or debauchery.</p><p>Night dragons are formed from the scraps of many different dragons, brought together by unknowable magic belonging to nature itself. In lands where dragons are unknown, or not heraldic symbols, sometimes massive lions, or great eagles rise in their place.</p><p><strong>Rot Giant:</strong> Rot giants are typically created as living siege engines and bodyguards by the most powerful of undead rulers, although in rare cases they do arise spontaneously.</p><p><strong>Soul Harvester:</strong> They are born of local officials, usually tax collectors or judges, who used their position to leach off those they were meant to serve. Most are killed in an act of revenge for some sin committed on their neighbors, only to return and take up literally feeding on the mortals they abused while still alive.</p><p></p><p><strong>Skeleton:</strong> A rot giant can take a full round action to gape its jaws like a snake and consume the corpse of a Medium or smaller target. On the next round, as a standard action it can disgorge a skeleton with HD equal to the consumed victim.</p><p><strong>Vampire:</strong> A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/139332/Monster-Movie-Matinee?affiliate_id=17596" target="_blank">Monster Movie Matinee</a>[spoiler]</p><p><strong>Unstoppable Maniac:</strong> These human-looking abominations are created when a suitable victim dies does of neglect or another traumatic experience.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/89445/Monsters-of-NeoExodus-Scythians-PFRPG?affiliate_id=17596" target="_blank">Monsters of NeoExodus: Scythian</a>[spoiler]</p><p><strong>Scythian Cemetery:</strong> Scythian cemeteries sometimes form in areas where many Scythians have died (such as the site of a battle where extensive necromantic magic was used). </p><p><strong>Skeleton Scythian:</strong> Skeletons created with Scythian bones are all burning exploding skeletons, except they inflict piercing damage instead of fire. Their immunity to fire is replaced by immunity to piercing weapons.[/spoiler] </p><p></p><p><a href="http://www.drivethrurpg.com/product/125341/Monsters-of-Porphyra?affiliate_id=17596" target="_blank">Monsters of Porphyra</a>[spoiler]</p><p><strong>Barrow Wight:</strong> Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds.</p><p>The barrow wight is a product of material greed. When a being so corrupted by their own greed dies through a covetous action or simple neglect for their own well-being, they possess the potential to rise as a barrow wight. This potential becomes a certainty, if they are buried alongside their wealth.</p><p><strong>Fukuranbou:</strong> Its own vanity eventually led to the creature’s death and resurrection as an unholy abomination.</p><p><strong>Iron Lich:</strong> “Ironclad Lich” is an acquired template that can be applied to any psionic creature capable for creating the required mechanical body.</p><p>An integral part of becoming an ironclad lich is the creation of the body in which the character stores his soul and the soul cages it traps its memory and psionic energy within.</p><p>Each ironclad lich must create its own ironclad body using the Craft Construct feat and its own soul cages by using the Craft Cognizance Crystal feat. The character must be able to manifest powers and have a manifester level of 11th or higher. The iron body costs 24,500 gp to create and its soul cages for 30,000 gp a piece.</p><p>The most common form of soul cage is a metal lantern with an embedded crystal that radiates light in a 30 ft. radius. The lantern is sealed and has psionic sigils covering its surface. The soul cage is tiny has 40 hit points, hardeness 20, and break DC of 40.</p><p><strong>Pattern of Suffering Ironclad Lich Human Cryptic 11:</strong> ?</p><p><strong>Knollman:</strong> ?</p><p><strong>Octospine:</strong> The octospine is a hideous creature, believed to be the creation of a demon lord.</p><p><strong>Sage Whisperer:</strong> Some say, that the sage whisperers are the undying souls of the lost Savants of the Fifth Element, but these are merely speculations.</p><p><strong>Shebbah:</strong> Shebbah (translated to ‘pitied one’) is the restless spirit of a geniekind, its soul torn from its body by terrible divine magic.</p><p><strong>Undead Elementals:</strong> ‘Ordinary’ elementals may also be bound to the Material Plane through energy level drain from spell or creature.</p><p><strong>Vampiric Dragon:</strong> “Vampiric dragon” is an acquired template that can be applied to any dragon.</p><p>A dragon or magical beast slain by a vampiric dragon’s energy drain attack rises as a vampiric thrall 1d4 days after death.</p><p>The majority of vampiric dragons have been created by way of a vain, old dragon, or one with a task that needs a very long time to complete, trading a significant amount of treasure in exchange for a necromantic process that leaves the dragon a free-willed, though blood-desiring undead.</p><p><strong>Auroscruour Ancient Vampiric Gold Dragon:</strong> He allowed the necromancers of The Empire of the Dead to transform him into a vampire.</p><p><strong>Vampiric Thrall:</strong> A vampiric thrall is normally created when a living creature willingly takes a blood gift from a vampire or vampire scion. The master must give up at least 10 hp in blood (this heals normally), and gains 1 negative level for every 4 HD of thralls it creates (round down).</p><p>A vampiric dragon can also create a vampiric thrall simply by reducing a creature’s Constitution to 0 through blood drain. It does not incur negative levels for doing so.</p><p>“Vampiric thrall” is a acquired template that can be applied to any corporeal animal or magical beast.</p><p><strong>Vampiric Thrall Giant Frog:</strong> ?</p><p><strong>Vampiric Thrall Axe Beak:</strong> ?</p><p><strong>Zombie Rat:</strong> Whenever one zombie rat dies, another 1d6 zombie rats spawns from its womb.</p><p></p><p><strong>Ghoul:</strong> The sickness of vanity that consumed the soul of the fukuranbou now manifests itself as a powerful wasting curse that it can inflict with its claws. Several small villages have been lost to this curse. Victims who die this way sometimes come back from the dead as ghouls.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/184120/Monsters-of-Porphyra-2?affiliate_id=17596" target="_blank">Monsters of Porphyra 2</a>[spoiler]</p><p><strong>Arborgeist:</strong> When a treant meets a gruesome end at the hands of fire and great evil, the pain and horror of this fate sometimes proves too intense for the benign spirit to find rest even in death. The treant’s soul becomes twisted and corrupted, returning as a terrible spirit of vengeance known as an arborgeist. </p><p><strong>Assassin Spirit:</strong> When an assassin or contract killer dies and is barred from the afterlife their unclean soul continues to haunt the world as an assassin spirit. </p><p><strong>Besieged Undead:</strong> Besieged undead are unholy creatures created in times of great peril with limited resources. A single well-preserved corpse is used to make a three undead creatures (along with some nails, wire, bindings, and unholy luck). </p><p><strong>Bonesman:</strong> ?</p><p><strong>Muscleman:</strong> These gruesome foes are composed of stitched together muscle, grafted weapons, and a spirit of malice. </p><p><strong>Gritman:</strong> Gritmen are created from the skin of a humanoid creature that has been stitched together and filled with sand to replace its muscles and bones. </p><p><strong>Burning One:</strong> In the earliest days of the NewGod Wars, the forces of Gerana met with terrible defeat as a number of Lady Justice’s paladins and knights fell to Ashamar Shining’s forces. These unfortunate souls were corrupted and transformed into the first burning ones and made to turn against their former allies.</p><p><strong>Defidi:</strong> A grippli that dies of disease and is subsequently animated by necromantic magic becomes more than a mere zombie, bearing faint traces of its former tribal existence and a desire to serve evil powers. </p><p>Some few grippli achieve undeath to defidi through personal evil behavior and death by disease; these would be the solitary encounters of these undead frog-people. </p><p><strong>Ghost of the Hunt:</strong> When an animal is brutally killed and its bones are left to rot, the animal’s spirit may not escape the mortal remains and instead animate its remains as an undead spirit. </p><p><strong>Kuchisake-Onna:</strong> Kuchisake-onna are disturbed and vengeful spirits of mutilated women. </p><p><strong>Janhutu-Imra:</strong> ?</p><p><strong>Qutrub:</strong> Qutrub that incapacitate humans, usually through ghoulish paralysis, will restrain and take them to their lairs. During the next new moon, the qutrub will force their victims to eat humanoid flesh, completing a ritual that will turn them into a qutrub within 1d12 minutes. Only humans are affected, and can become qutrub.</p><p>The ancient curse of the qutrub is said to have been placed upon the followers of an arrogant ancient king, who defied the Elemental Lords and was turned to stone for his perfidy. His petrified body was cast into the sky, and remains today as the First Moon. His similarly defiant followers became the qutrub, bound by the light of the moon to exist in horrific ghoulish shape, or the moon-worshiping great wolves that howl their defiance, as that primeval king once did. </p><p><strong>Malison:</strong> A malison is a foul and spiteful undead formed by the union of a humanoid’s fury with the dying curse of a god. </p><p>This likely mirrors the death cry of minor godlings that perish throughout the Multiverse, their death-spark giving rise to the creation of a malison, with the dying rage of sentients in any given location. There is no known way to replicate the creation of a malison with necromantic magic, though circumstances could certainly be manipulated, should the evil being doing so know enough about this type of undead. </p><p><strong>Nang Tani:</strong> They come into existence when a young humanoid female dies before marrying or having children, and her spirit enters a banana tree which grows near her village. </p><p><strong>Walking Disease:</strong> Humanoid creatures killed by a walking disease’s massive infection rise as a new walking disease in 1d4 days.</p><p>Nearly all of these infectious agents remain simple, non-sentient organisms, but some inexplicably form a vast symbiotic community on a humanoid corpse that acquires a degree of intelligence, plaguing the subterranean world as the dreaded walking disease. Although seemingly created as a part of a natural evolution, sages unanimously agree that humanoid intervention undoubtedly plays a role in the birth of this horrific scourge. </p><p></p><p><strong>Undead:</strong> Those killed by death elementals often return as undead creatures.</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. </p><p><strong>Bhuta:</strong> A yaksha that dies on the Material Plane sometimes becomes a foul and dreaded bhuta, undead manipulator of animals; possibly a lingering curse from the betrayed Elemental Lords.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/114792/Monsters-of-Sin-Collection-Pathfinder-RPG?affiliate_id=17596" target="_blank">Monsters of Sin Collection</a>[spoiler]</p><p><strong>Bone Swarm:</strong> Life drives the world forward in a way that the undead, even mindless undead like skeletons, recall and yearn to relive. On rare occasions, this yearning brings the pugnacious spirits of fallen undead together, bonded together by a common craving: to feel alive again. They gather up what is left of their bones from life, as well as any other bones they come across, and form bone swarms.</p><p><strong>Lovelorn:</strong> Lovelorn are ghosts who died with broken hearts. Their lives were ruined when they were jilted in their every attempt at love or latched onto a selfish lover, the emotional damage they suffered remaining with them beyond death.</p><p><strong>Spiteful Spirit:</strong> An undead spirit duplicate that rises from the body of a warrior killed in battle, a spiteful spirit is raw fury made manifest. Enraged by the manner in which it died, or just too caught up in the intensity of combat to notice that it’s dead, the combative core of the warrior continues to fight without thought until it’s defeated or it finally fades away.</p><p>“Spiteful Spirit” is an acquired template that can be added to any living creature with 2 or more Hit Dice immediately after it dies.</p><p>A spiteful spirit rises instantly upon the death of its corporeal form.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/93140/PFRPG-Mor-Aldenn-Creature-Compendium?affiliate_id=17596" target="_blank">Mor Aldenn Creature Compendium</a>[spoiler]</p><p><strong>Black Glass Undead:</strong> They only come into existence through radically powerful spells and artifacts. They are never created by accident, but only through a dedicated effort to create a creature of very dark power and overwhelming evil.</p><p>“Black Glass Undead” is an acquired template that can be added to any corporeal undead creature.</p><p><strong>Black Glass Wight:</strong> ?</p><p></p><p><strong>Wight:</strong> Any humanoid creature that is slain by a black glass wight becomes a wight itself in only 1d4 rounds. </p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/97762/PFRPG-Mor-Aldenn-Setting-Guide?affiliate_id=17596" target="_blank">Mor Aldenn Setting Guide</a>[spoiler]</p><p><strong>Advanced Fiendish Mohrg:</strong> These four creatures are all that remains of an adventuring band who called themselves the Cadre. They did not survive their encounter with the Demon. All were despicable men and women life, and in death the quartet have become mohrgs partially infused with an evil power from the Demon’s plane of origin.</p><p><strong>Sir Arvik the Stalwart, Human Ghost Paladin 11:</strong> Common wisdom of Mor Aldenn provides that bad luck descends on any who would steal the bones here in this venerated hall of the city’s wealthy and worthy. This common wisdom is correct, as one of the heroes interred here was Sir Arvik the Stalwart. Sir Arvik was a member of the Aldenic Guard and a defender of Mor Aldenn’s people. This brave knight rests among his gilded bones, but rises when any of the bones in this hall are disturbed. If the thief, when confronted, returns the bones and goes on his way, Sir Arvik lets the thief depart in peace, his lesson learned. If the thief has exceedingly good reason for this desecration (such as to provide greater assistance to Mor Aldenn), Arvik might be swayed by a successful Diplomacy check. Otherwise, Arvik attacks the thief with all of his spectral might.</p><p><strong>Taraathalorm Wyrmmother, Mature Adult Green Dragon Ghost, Tortured Spirit, Ghost Dragon, Powerful Ghost Dragon:</strong> Decades after the first Marsh War, the island upon which Mor Aldenn now stands was again a lonely, forgotten place along the Spindleflow. In a way, Mor Aldenn’s existence can be traced to the decision of Taraathalorm, a green dragon heavy with eggs. Taraathalorm discovered the island in 16 BF while fleeing the elves of Ossindil. She chose the ruin-covered island to hatch her offspring. Taraathalorm’s litter was a dozen wyrmlings, unprecedented among dragon-kind. Taraathalorm flew further and further afield to find sufficient food for her growing brood. Suspicious that her hated enemies, the elves of Ossindil, might find her lair, she allied with several lizardfolk and kobold tribes in the area to watch the forests to the northeast.</p><p>Doom came to the island not from the northeast, but from the south. In 11 BF, while Taraathalorm was on one of her long forays away from the nest, a group of human adventurers from the southern kingdoms discovered the island. They slew the only wyrmling to put up a fight, captured the rest, and gathered as much of Taraathalorm’s treasure as they could carry. With these rich spoils, the adventurers headed to Ossindil, the largest nearby city, to sell the wyrmlings and live high on the dragon’s wealth.</p><p>When she returned, Taraathalorm found one of her children murdered and the rest kidnapped. She raised her humanoid allies into an army and struck at Ossindil itself over and over again. The elven city, initially set back by the ferocity of these attacks, nevertheless resisted the green dragon’s forces in a war that lasted several seasons. The elves dispatched a group of adventurers—including many of the human adventurers that had originally plundered the island—to find and slay Taraathalorm. In 8 BF, the adventurers surprised Taraathalorm in her lair on the island, killing the Wyrmmother and ending her furious crusade against the elves. The adventurers returned to Ossindil with the dragon’s heart and yet more plunder, spurring several other expeditions to the island. This wave of hopeful explorers found an island brimming with ancient ruins and magical power, and decided to stay. Thus was Mor Aldenn born.</p><p>Most will tell you that Taraathalorm Wyrmmother’s story ended there, over 300 years ago. Few know that the vindictive dragon still exists as a ghost, occasionally attacking elves and humans alike throughout the forests of Ossindrillon. More than one caravan from Mor Aldenn to Ossindil has gone missing, only to later be found blasted by acid and torn to pieces. This tortured spirit still seeks revenge for her stolen young and plundered lair. Even if defeated, this ghost cannot truly be laid to rest until her scattered bones (including several used to build the Barrowdelve, and her petrified heart in Ossindil) are brought together again.</p><p><strong>Taraathalorm Wyrmmother, Mature Adult Green Dragon Ravener, Powerful Skeletal Dragon:</strong> The only way to permanently destroy Wyrmmother’s ghost is to bring together substantially all of her bones - including her heartstone - onto the island of Mor Aldenn. At this point, the bones knit together recreating Wyrmmother as a powerful skeletal dragon known as a ravener.</p><p><strong>Undead, Undead Creature, The Dead:</strong> Some claim that an artifact in the Mage Vaults is to blame, animating the dead each night. Others say the Night Hag has levied a horrible curse upon the dead within the city. Still others claim the Shadow Tower, charged with maintaining the Barrowdelve, botched a magical ritual deep within the decaying crypts.</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Diseased Undead:</strong> ?</p><p><strong>Undead With Special Dietary Needs:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Restless Undead:</strong> ?</p><p><strong>Restless Dead:</strong> ?</p><p><strong>Stranger and More Powerful Undead:</strong> ?</p><p><strong>Undead Spirit:</strong> Finally, undead spirits may linger nearby, perhaps lost victims of an improperly performed druid ritual or wicked fey.</p><p><strong>Restless Undead Spirit:</strong> ?</p><p><strong>Undead Elf:</strong> ?</p><p><strong>Daylight-Shunning Undead:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Coulter, Ghost:</strong> ?</p><p><strong>Stealthy Ghoul:</strong> ?</p><p><strong>Ghoul:</strong> Decades ago, a group of Ehloran priests seeking greater power engaged in forbidden rites involving consuming the dead of the Barrowdelve. These priests were transformed into ghouls for their blasphemy.</p><p><strong>Ghoul, Fallen Priest:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Mallaghast Thale, Archmage of Necromancy, The Undying, Lich:</strong> ?</p><p><strong>Lich, Former Archmage of Necromancy:</strong> ?</p><p><strong>Lich-King:</strong> ?</p><p><strong>Mummy:</strong> Notably, the mages interred in the Mage Vaults are often ritually mummified, rising as mummies to guard the vaults and treasures hidden there.</p><p><strong>Shadow, Daylight-Shunning Undead:</strong> ?</p><p><strong>Lucky Skeleton:</strong> ?</p><p><strong>Skeleton:</strong> These halls connect several large crypts for the well-to-do of Mor Aldenn. Generally, each of these crypts is maintained by one family for several generations and contains over a dozen bodies. During the day, at least one or two devout family members are visiting one or two of the crypts at any time. In the event of a funeral, this number can swell to thirty people or more. Unfortunately, at night the curse of the Barrowdelve causes some of these revered ancestors to animate, and 1d3 zombies and 1d6 skeletons prowl these halls.</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Eln Kruthimko, Spectre:</strong> This large crypt is distinctive in that it bears no plaque. The long-dead Kurthimko family that was once interred within this crypt, including their patriarch Eln Kurthimko, was recently discovered to be traitors to the city. Although the Kurthimko family has no living members to punish, the mayor decreed that the Kurthimko family was no longer worthy to occupy the Barrowdelve. The bodies here were all removed and cremated. This desecration enraged the spirit of old Eln Kurthimko, and the hateful traitor has returned as a spectre.</p><p><strong>Vampire, Daylight-Shunning Undead:</strong> ?</p><p><strong>Wight:</strong> Would-be tomb robbers must also contend with the denizens of these tombs, raised as wights by the curse on the Barrowdelve.</p><p><strong>Black Glass Wight:</strong> ?</p><p><strong>Flesh Eating Zombie:</strong> ?</p><p><strong>Zombie, Walking Dead:</strong> These long halls contain several alcoves, some containing statues of revered figures in Mor Aldenn’s history that dedicated their lives to the poor and downtrodden. Lining all of the halls and most of the alcoves are narrow niches, each jammed with one or two bodies dressed in rags and wrapped in rough funeral linens soaked in cheap perfumes to mask the smell of death. These halls are given over to the poor of Mor Aldenn to bury their dead in the Necropolis alongside the worthy and wealthy of the city. At any time during the day, at least a half-dozen grieving mourners go about the business of finding a place for a recently departed friend or family member. Usually, a priest of Ehlora is on hand to help put the dead to rest properly; if not, mourners are likely to empty a niche by stuffing its current occupant into another occupied niche. This practice makes finding a specific corpse in the Pauper’s Catacombs a dubious prospect, despite the rough wooden plaques near many of the niches. At night, due to the curse on the Barrowdelve, these bodies do not rest quietly, and 1d4 zombies prowl these halls.</p><p>These halls connect several large crypts for the well-to-do of Mor Aldenn. Generally, each of these crypts is maintained by one family for several generations and contains over a dozen bodies. During the day, at least one or two devout family members are visiting one or two of the crypts at any time. In the event of a funeral, this number can swell to thirty people or more. Unfortunately, at night the curse of the Barrowdelve causes some of these revered ancestors to animate, and 1d3 zombies and 1d6 skeletons prowl these halls.</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Haunt:</strong> Ancestral spirits function like haunts in the Pathfinder Roleplaying Game. However, instead of being psychic manifestations of anguish or terror, ancestral spirits are munificent spirits eager to bestow their blessings upon living creatures.</p><p><strong>Haunt, Psychic Manifestation of Anguish:</strong> ?</p><p><strong>Haunt, Psychic Manifestation of Terror:</strong> ?</p><p><strong>Ancestor Spirit, Spirit of Departed Ancestor:</strong> ?</p><p><strong>Ancestor Spirit, Benevolent But Ephemeral Spirit of the Dead, Munificent Spirit:</strong> ?</p><p><strong>Ancestral Spirit Courageous Spirit:</strong> ?</p><p><strong>Vendal Scrim, Ancestral Spirit, Arson Victim:</strong> Five years ago, Vendal was a strong porter often hired to deliver heavy casks of ale to taverns around Mor Aldenn. While loading several casks into the cellar of the Pernicious Pixie, Vendal slipped and was pinned under a cask. He would have been rescued eventually, but for his terrible timing; that very afternoon, the Guild decided to teach the Pernicious Pixie’s owner a lesson about not paying protection money and burned the inn to the ground. Vendal Scrim burned to death in the cellar, his cries for help unheard. When his body was later found in the rubble, Vendal’s wife had his bones interred in her family’s crypt in the Barrowdelve.</p><p><strong>Ancestral Spirit Spirit of Plenty:</strong> ?</p><p><strong>Ancestral Spirit Stone Forest Spirits:</strong> ?[/spoiler]</p><p></p><p><a href="https://froggodgames.com/frogs/product/mountains-of-madness-pathfinder-hardcoverpdf/" target="_blank">Mountains of Madness</a>[spoiler]</p><p><strong>Summiteer:</strong> Some individuals that take up mountain climbing find that as they get closer to the summit and face the ever-increasing dangers of continuing become more consumed with reaching their desired goal than surviving the harrowing ordeal. Experienced mountaineers refer to the obsession as “summit fever.” Those suffering from this affliction let mania replace judgment. At these extreme altitudes, there is no room for error. Bone-chilling cold, howling winds, and the lack of oxygen cause mistakes fatal. The brave souls that succeed in this perilous mission tragically pass by the frozen corpses of those that failed on their way to and from the top of the mountain. There are times though, when the harsh elements and even death itself cannot sate the ambitions of determined mountaineers. These driven individuals rise from their icy, trailside graves at the highest elevations to deny others pursuing the prize that eluded them in life. </p><p>Though many humanoids races have died in their vain attempts to defeat the mountain, summiteers are exclusively human. </p><p><strong>Sphinx Zombie:</strong> During the library’s last chaotic days, the cowardly Thanopsis cajoled the library’s most frequent visitors and patrons into fighting against the orcs besieging the surrounding settlement. Most gladly took up arms at the powerful wizard’s behest, but the aloof sphinx, Travvok, refused. The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into a sphinx zombie that guards the library today. </p><p></p><p><strong>Skeleton:</strong> Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence. </p><p>Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. </p><p><strong>Zombie:</strong> Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence. </p><p>Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. </p><p><strong>Vampire:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow:</strong> The vengeful Ankehaton slew two of his killers, turning them into 2 shadows. </p><p><strong>Undead:</strong> She tells the PCs that she fears that the individuals plundering the burial mound may be disturbing the final resting place of Gurdkin Feycleaver, an ancient dwarf thane with a reputation for savagery and evil. Myths and legends claim that the covetous royal vowed to defend his earthly treasures even after he departed this world. Naturally, she is very worried that Gurdkin may fulfill his promise and return to the land of the living as an undead horror. </p><p>For Thanopsis, the act of dying irreparably corrupts the individual, regardless of whether the soul embarks on an eternal journey into the afterlife or not, or the body or spirit is reanimated by an arcane or divine force. </p><p>The building’s current resident transformed some of his former colleagues into his undead servants.</p><p>The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters. (This is a false rumor.) </p><p>The Khemitites, the library’s builders, were obsessed with the afterlife. Those unwilling to pass onto the next world were sometimes transformed into undead monstrosities. Mummification was also a common practice, and it was not uncommon for the dead to arise from their coffins and terrorize the living. </p><p><strong>Barrow Wight:</strong> At the time of her son’ s death, his mother beseeched her priests to prevent others from animating her son’s corpse as an undead abomination, but they could do nothing to quell the evil that burned within his malevolent soul. The wicked thane underwent the transformation into a barrow wight shortly after being sealed in his coffin. </p><p>Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. </p><p><strong>Lantern Goat:</strong> ?</p><p><strong>Spellgorged Zombie:</strong> If this occurs, the troubled wizard calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies. </p><p><strong>Hoar Spirit:</strong> ?</p><p><strong>Crypt Thing:</strong> Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement. </p><p><strong>Greater Shadow:</strong> At first glance, it appears that the skeleton resting atop the larger slab was an unfortunate soul who died at an inopportune time. However, further inspection reveals that the person was in fact alive for at least part of the procedure. A successful DC 20 Perception check reveals portions of his fingernails embedded into the stone surface and deep scratches on the bones corresponding with the fingertips. The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a greater shadow. </p><p><strong>Huecuva:</strong> The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas.[/spoiler] </p><p></p><p><a href="http://www.drivethrurpg.com/product/140287/MKoM-Haunted-Eve-Monsters-Only-Pack-Pathfinder?affiliate_id=17596" target="_blank">Mystical Kingdom of Monsters Haunted Eve Monster Pack</a>[spoiler]</p><p><strong>Festrog Pup:</strong> Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic. </p><p><strong>Festrog:</strong> Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic. </p><p><strong>Festrog Dire:</strong> Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic. The alphas who lead these packs also use this temporary boost in power to become dire festrogs.</p><p><strong>Pumpkin Lord:</strong> The oldest of jack-o’-lanterns and scarecrows become pumpkin lords.</p><p><strong>Crawling Claw:</strong> When the Scribe’s Brush started its twisted transformation into a swamp, investigators and slayers were hired by the king to find out why it was happening. On several occasions, the creatures that these adventurers found would lash out, maiming or outright killing them. Eventually, only slayers would venture into the marsh at night, and only under direct orders to do so. Still, many never returned whole.</p><p>As time passed and monster training became the prevalent occupation within the Kingdom, researchers and scouts would take the place of the slayers, capturing monsters and researching them. The magic used by the trainers seeped into the ground, filling the area in which so many had lost limb and life.</p><p>The side effect of these events is the crawling claw; a creature some fear for its eerie resemblance to a humanoid hand.</p><p><strong>Nightwalker:</strong> Like the humans who are transformed into foulspawn, fey beings that are touched by the Void sometimes become shadowy monstorin known as nightshades.</p><p><strong>Skeleton Monsters:</strong> Unlike traditional skeletons, skeleton monsters are not the reanimated remains of their dead ilk. They are, instead, a collection of monsters that take on the likeness of other creatures in order to gain access to their essence and magic. For this reason, a trainer’s normal monster cannot grow into a skeleton monster; he would have to capture one, but a breeder can augment hers using advanced monster growth. Some researchers have also been able to craft specialized monster scrolls that can change a monster into its skeleton monster counterpart, but such items are very difficult to find.</p><p>Skeleton monster is an inherent template (except when applied by breeders) that can be applied to any monster able to grant spells to a monster trainer.</p><p><strong>Crurotaur Skeleton:</strong> ?</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Scoundrite Skeleton:</strong> ?</p><p><strong>Zombie Monster:</strong> Zombie monsters are brutish, unthinking recreations of their former selves. While any trainer with a flare for necromancy, or a friend with such talents, could technically create a zombie monster from what is left of their companions, doing so is seen as a perversion of monster training and of the bond between trainer and monster. As such, most zombie monsters are naturally occurring or brought into being by breeders who can change their companions without first killing them.</p><p>Zombie monster is an inherent template (except when applied by breeders) that can be applied to any monster able to grant spells to a monster trainer.</p><p><strong>Gray Render Zombie:</strong> ? </p><p><strong>Hydra Zombie:</strong> ?</p><p><strong>Moncroak Zombie:</strong> During Haunted Eve, the moncroaks of the Scribe’s Marsh take on a disturbing visage as the magic of the holiday twists and tears their skin, changing them into zombies.</p><p><strong>Treant Zombie:</strong> Treant zombies reanimate from the remains of treants left</p><p>in the swamps of the Kingdom during Haunted Eve.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/118824/Mythic-Magic-Core-Spells?affiliate_id=17596" target="_blank">Mythic Magic Core Spells</a>[spoiler]</p><p><strong>Undead:</strong> Mythic <em>Create Undead</em> spell.</p><p>Mythic <em>Create Greater Undead</em> spell.</p><p></p><p>Create Undead</p><p>You can use this spell to create any corporeal, non-extraplanar undead creature whose CR does not exceed your caster level -10. If you expend two uses of mythic power, you can apply the advanced or giant simple template to the created undead. This doubles the material component cost of the spell.</p><p>Augmented (3rd): If you expend one use of mythic power times the undead creature’s adjusted CR (including the adjustment for any templates), you can apply the agile, invincible, or savage mythic simple creature template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures, to the newly created undead creature. This triples the material component cost of the spell.</p><p></p><p>Create Greater Undead</p><p>You can use this spell to create any incorporeal or extraplanar undead creature whose CR does not exceed your caster level -9. If you expend two uses of mythic power, you can apply the advanced or giant simple template to the created undead. This doubles the material component cost of the spell.</p><p>Augmented (3rd): If you expend one use of mythic power times the undead creature’s adjusted CR (including the adjustment for any templates), you can apply the agile, invincible, or savage mythic simple creature template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures, to the newly created undead creature. This triples the material component cost of the spell.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/141486/Mythic-Magic-Expanded-Spells-I?affiliate_id=17596" target="_blank">Mythic Magic Expanded Spells I</a>[spoiler]</p><p><strong>Undead:</strong> Mythic <em>Soulreaver</em> spell.</p><p></p><p>SOULREAVER Mo</p><p>You can expend one use of mythic power to raise creatures killed by this effect as undead thralls. You can animate a number of Hit Dice worth of undead up to double your tier as if you had animated them with animate dead. The undead created by this spell count toward the total number of Hit Dice worth of undead you can control.</p><p>Augmented (8th): If you expend two uses of mythic power, you can raise slain foes as undead creatures chosen from the list of undead for create undead. By expending three uses of mythic power, you can select from the list for create greater undead. The total number of Hit Dice worth of undead created in this way can’t exceed double your tier. Created undead are not automatically under your control. If you are capable of commanding undead, you may attempt to command the undead creatures as they form.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/192432/Mythic-Magic-Horror-Spells?affiliate_id=17596" target="_blank">Mythic Magic: Horror Spells</a>[spoiler]</p><p><strong>Zombie:</strong> <em>Mythic Flesh Puppet</em> spell.</p><p><em>Mythic Flesh Puppet Horde</em> spell.</p><p><em>Mythic Flesh Wall</em> spell.</p><p><em>Torpid Reanimation</em> spell.</p><p><strong>Skeleton:</strong> <em>Torpid Reanimation</em> spell.</p><p><strong>Agile Mythic Simple Skeleton:</strong> <em>Torpid Reanimation</em> spell.</p><p><strong>Agile Mythic Simple Zombie:</strong> <em>Torpid Reanimation</em> spell.</p><p><strong>Savage Mythic Simple Skeleton:</strong> <em>Torpid Reanimation</em> spell.</p><p><strong>Savage Mythic Simple Zombie:</strong> <em>Torpid Reanimation</em> spell.</p><p><strong>Mythic Skeleton:</strong> <em>Torpid Reanimation</em> spell.</p><p></p><p>FLESH PUPPET</p><p>You ignore the spell’s material component cost, and add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. You also add your mythic tier to your caster level for the purposes of determining the bonus on your Disguise check made to disguise the zombie, and the maximum length of the string created by the spell. As a standard action, you can direct the zombie to make a single melee attack.</p><p></p><p>FLESH PUPPET HORDE</p><p>You ignore the spell’s material component cost, and add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. You also add your mythic tier to your caster level for the purposes of determining the bonus on your Disguise check made to disguise the zombie, and the maximum length of the string created by the spell. You can issue directions to multiple zombies with a single swift action, provided that you issue the same instructions to each zombie. You can issue different directions to any number of zombies as a move action. Finally, you can direct zombies created by this spell to attack without them gaining the staggered quality or ruining their disguises.</p><p></p><p>FLESH WALL</p><p>Each 5-foot square of the flesh wall has a number of hit points equal to 10 + 5 per mythic tier you possess, rather than the normal amount. Additionally, each section of the wall (and each zombie created from the wall) gains a bonus on attack and damage rolls equal to 1/2 your mythic tier. If a section of the all successfully damages a creature with its slam attack, it can attempt a combat maneuver check as a free action to attempt to pull the creature inside the wall, where it becomes trapped in the same fashion as a creature that failed a Strength check to move through the wall.</p><p></p><p>TORPID REANIMATION</p><p>Add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore this spell’s material component cost. Additionally, add your mythic tier to your caster level when determining the spell’s duration. Finally, until the animation is triggered, the spell’s aura is hidden as though with a magic aura spell, making it difficult to detect the spell’s presence before the corpses are animated.</p><p>Augmented (6th): If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile or savage mythic simple template. This template last for a number of days equal to your tier. Alternatively, if you expend six uses of mythic power, any skeletons you create permanently gain the mythic skeleton template.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/175674/Mythic-Magic-Occult-Spells?affiliate_id=17596" target="_blank">Mythic Magic: Occult Spells</a>[spoiler]</p><p><strong>Incorporeal Undead Creature:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Spawn:</strong> ?</p><p><strong>Haunt:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/262159/Mythic-Marvels?affiliate_id=17596" target="_blank">Mythic Marvels</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> A bloody victory darkens the terrain or feeds a rush of new plants or the arising of undead in the days that follow.</p><p>Awakening a slain foe as an undead creature might be an unpleasant side effect of a mythic trial, or it might be a useful way to keep a dangerous creature from returning to life in a more dangerous form and a way to keep an important location defended from interlopers. Undead created by mythic trials generally receive a mythic template and reform 1d10 days after being destroyed unless slain by a mythic creature. In a similar fashion, haunts (Pathfinder Roleplaying Game: GameMastery Guide and Pathfinder Roleplaying Game: Horror Adventures) are often created by traumatic mythic trials or failed attempts at mythic trials. In general, the challenge rating of a haunt or undead left behind by a mythic trial is not much higher than the challenge rating of the climactic encounter of the mythic trial; usually, they are lower.</p><p><strong>Haunt:</strong> Awakening a slain foe as an undead creature might be an unpleasant side effect of a mythic trial, or it might be a useful way to keep a dangerous creature from returning to life in a more dangerous form and a way to keep an important location defended from interlopers. Undead created by mythic trials generally receive a mythic template and reform 1d10 days after being destroyed unless slain by a mythic creature. In a similar fashion, haunts (Pathfinder Roleplaying Game: GameMastery Guide and Pathfinder Roleplaying Game: Horror Adventures) are often created by traumatic mythic trials or failed attempts at mythic trials. In general, the challenge rating of a haunt or undead left behind by a mythic trial is not much higher than the challenge rating of the climactic encounter of the mythic trial; usually, they are lower.</p><p><strong>Lich, Ancient Monster:</strong> ?</p><p><strong>Mummy:</strong> Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier.</p><p>2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area.</p><p><strong>Mummy, Unfriendly Mummy:</strong> ?</p><p><strong>Shadow:</strong> Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier.</p><p>1st: awaken a dead creature as an unfriendly shadow or skeletal champion that guards the area.</p><p><strong>Shadow, Unfriendly Shadow:</strong> ?</p><p><strong>Skeletal Champion:</strong> Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier.</p><p>1st: awaken a dead creature as an unfriendly shadow or skeletal champion that guards the area.</p><p><strong>Skeletal Champion, Unfriendly Skeletal Champion:</strong> ?</p><p><strong>Spectre:</strong> Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier.</p><p>3rd: Awaken a dead creature as an unfriendly spectre that guards the area.</p><p><strong>Spectre, Unfriendly Spectre:</strong> ?</p><p><strong>Wight:</strong> Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier.</p><p>2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area.</p><p><strong>Wight, Unfriendly Wight:</strong> ?</p><p><strong>Wraith:</strong> Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier.</p><p>2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area.</p><p><strong>Wraith, Unfriendly Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/131713/Mythic-Mastery--Mythic-Mummies?affiliate_id=17596" target="_blank">Mythic Mastery Mythic Mummies</a>[spoiler]</p><p><strong>Dry Mummy:</strong> Unlike most types of mummies, dry mummies are generally created by accident, when a humanoid creature dies in a particularly dry and sandy area that is protected enough from the elements to preserve its corpse. Not all creatures that are accidentally mummified become dry mummies, and in fact the transformation is very rare. It is generally believed that dry mummies tend to arise when a particular confluence of factors surrounding the death occur: the most important seems to be the means of death, with dry mummies being far more likely to come from those who die of thirst or starvation, as opposed to those who die a violent death. The religious beliefs of the subject also seem to carry some weight, but not as much as that person’s overall force of will and personality.</p><p>Of course, dry mummies are occasionally created intentionally, usually by necromancers located in desert regions, who find their particular suite of abilities to be useful. While it is rumored that there are spells that can transform any corpse into a dry mummy, such claims have not been substantiated, and most necromancers in need of a dry mummy are forced to starve and dehydrate their victims. Suffusing the suffering victim with necrotic energies during this period increases the odds of creating a dry mummy substantially, but even then, success is not guaranteed.</p><p><strong>Mythic Dry Mummy:</strong> ?</p><p><strong>Pitch Mummy:</strong> It is common practice for a mummified creature to be filled with a black, tar-like substance in order to help preserve the body against the ravages of time. One heretical sect takes this practice further, however, and stuffs their mummified corpses with a magical black tar that not only preserves the corpse, but also serves as the source of its animation.</p><p><strong>Mythic Pitch Mummy:</strong> Mythic pitch mummies are believed to have been created in much the same way as a standard pitch mummy, though since the process of their creation was deliberately destroyed millennia ago, it is difficult to say for certain why some pitch mummies become mythic and others do not. Theories abound on the subject, ranging from it being dependent on the status of the individual being mummified, to being a matter of age (with pitch mummies becoming mythic pitch mummies if they survive long enough), to how much pitch was used in their creation, or the possibility that the nature of the pitch itself might be different. Each of these theories has its merits, and scholars that support it, but without further historical evidence, all that can be said is that mythic pitch mummies are very different from their lesser kin.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/132285/Mythic-Mastery--Mythic-Nabasu-and-Shadow-Demons?affiliate_id=17596" target="_blank">Mythic Mastery Mythic Nabasu and Shadow Demons</a>[spoiler]</p><p><strong>Mythic Ghoul:</strong> A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.</p><p>There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible. Many creatures are capable of creating mythic ghouls, either with powerful necromancy spells, or with innate abilities, such as those possessed by the mythic nabasu. In very rare cases, it is rumored that particularly obscene acts of cannibalism, such as eating the corpse of one’s brother, may be enough to cause an individual to become a mythic ghoul, but such claims are generally poorly documented.</p><p>Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control.</p><p></p><p><strong>Ghoul:</strong> As a free action once per day per growth point (minimum of 1/day), a mythic nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 19 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the mythic nabasu’s control. A mythic nabasu’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the mythic nabasu picks which human becomes a ghoul. The save DC is Charisma-based.</p><p>Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control.</p><p>A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.</p><p>There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible. </p><p><strong>Ghoul Ghast:</strong> A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/197215/Mythic-Module-Monsters-Red-Throne-2?affiliate_id=17596" target="_blank">Mythic Module Monsters Red Throne 2</a>[spoiler]</p><p><strong>Mythic Daughter of the Dead:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/197680/Mythic-Module-Monsters-Red-Throne-3?affiliate_id=17596" target="_blank">Mythic Module Monsters Red Throne 3</a>[spoiler]</p><p><strong>Mythic Rajput Anbari:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/171914/Mythic-Module-Monsters-Rune-Lords-1?affiliate_id=17596" target="_blank">Mythic Module Monsters Rune Lords 1</a>[spoiler]</p><p><strong>Mythic Attic Whisperer:</strong> An attic whisperer is a tortured soul that takes form by combining dust and trash into a corporeal form.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/172604/Mythic-Module-Monsters-Rune-Lords-2?affiliate_id=17596" target="_blank">Mythic Module Monsters Rune Lords 2</a>[spoiler]</p><p><strong>Mythic Carrionstorm:</strong> ?</p><p><strong>Mythic Revenant:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/174590/Mythic-Module-Monsters-Rune-Lords-3?affiliate_id=17596" target="_blank">Mythic Module Monsters Rune Lords 3</a>[spoiler]</p><p><strong>Mythic Smoke Haunt:</strong> ?</p><p><strong>Mythic Totenmaske:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/175256/Mythic-Module-Monsters-Rune-Lords-4?affiliate_id=17596" target="_blank">Mythic Module Monsters Rune Lords 4</a>[spoiler]</p><p><strong>Mythic Deathweb:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/176077/Mythic-Module-Monsters-Rune-Lords-5?affiliate_id=17596" target="_blank">Mythic Module Monsters Rune Lords 5</a>[spoiler]</p><p><strong>Mythic Witchfire:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/118342/Mythic-Monsters-1-Demons?affiliate_id=17596" target="_blank">Mythic Monsters 1: Demons</a>[spoiler]</p><p><strong>Mythic Bodak:</strong> ?</p><p></p><p><strong>Bodak:</strong> A humanoid slain by a mythic bodak’s death gaze rises as a bodak 24 hours later.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/124851/Mythic-Monsters-7-Inner-Planes?affiliate_id=17596" target="_blank">Mythic Monsters 7: Inner Planes</a>[spoiler]</p><p><strong>Mythic Ghul:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/126685/Mythic-Monsters-9-Undead?affiliate_id=17596" target="_blank">Mythic Monsters 9: Undead</a>[spoiler]</p><p><strong>Nosferatu:</strong> ?</p><p><strong>Count Dracula:</strong> ?</p><p><strong>Mythic Undead:</strong> Undead are deadly at any time, but mythic undead are doubly so. Their origins are varied, and a great many undead arise from awful curses, bearing their corruption in life into a tormented undeath, or have been dragged unwillingly into the ranks of the undead as slaves spawned by their deathless masters. Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich.</p><p><strong>Mythic Baykok:</strong> ?</p><p><strong>Mythic Demilich:</strong> ?</p><p><strong>Mythic Devourer:</strong> ?</p><p><strong>Mythic Dullahan:</strong> ?</p><p><strong>Mythic Ghoul:</strong> ?</p><p><strong>Mythic Ghast:</strong> ?</p><p><strong>Mythic Pickled Punk:</strong> ?</p><p><strong>Mythic Spectre:</strong> ?</p><p><strong>Mythic Totenmaske:</strong> ?</p><p><strong>Mythic Wight:</strong> ?</p><p><strong>Mythic Witchfire:</strong> ?</p><p><strong>Mythic Wraith:</strong> ?</p><p><strong>Advanced Fast Zombie:</strong> Humanoid creatures killed by a mythic mohrg rise immediately as advanced fast zombies under the mythic mohrg’s control.</p><p><strong>Jigsaw Man:</strong> When a talented, unrepentant serial killer is executed by quartering, the murderer can sometimes animate its own shredded remains through sheer force of will and rise as an undead monstrosity bent on continuing its homicidal existence.</p><p>As if a dozen mythic undead were not enough, we also bring you the severed slasher that is the jigsaw man; hanging was too good for him in life, so drawn and quartered he remains in undeath, his disparate parts driven by a malign will to sever the thread of life for any mortals unlucky enough to cross its path.</p><p></p><p><strong>Ghost:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Zombie:</strong> <em>Animate Dead Lesser</em> spell.</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate Dead Lesser</em> spell.</p><p><strong>Lich:</strong> ?</p><p><strong>Mythic Skeleton:</strong> Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich.</p><p><strong>Mythic Lich:</strong> Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich.</p><p><strong>Baykok:</strong> ?</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Mohrg:</strong> ?</p><p><strong>Fast Zombie:</strong> ?</p><p><strong>Pickled Punk:</strong> The body of a humanoid creature killed by a mythic pickled punk shrinks, contorts, and rises as a nonmythic pickled punk 1d6 rounds later.</p><p><strong>Spectre:</strong> Any humanoids slain by a mythic spectre become nonmythic spectres themselves in one round.</p><p><strong>Totenmaske:</strong> ?</p><p><strong>Wight:</strong> Any humanoids slain by a mythic wight become nonmythic wights themselves in one round.</p><p><strong>Witchfire:</strong> ?</p><p><strong>Wraith:</strong> A humanoid slain by a mythic wraith becomes a wraith in 1 round.</p><p></p><p>ANIMATE DEAD, LESSER</p><p>This spell functions as mythic animate dead, but creates only a single Small or Medium skeleton or zombie.</p><p></p><p>Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p></p><p>Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of a mythic ghast's ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/127262/Mythic-Monsters-10-Sea-Monsters?affiliate_id=17596" target="_blank">Mythic Monsters 10: Sea Monsters</a>[spoiler]</p><p><strong>Mythic Draugr Crew:</strong> ?</p><p></p><p><strong>Draugr:</strong> Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save.</p><p><strong>Draugr Captain:</strong> Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save.</p><p><strong>Lacedon:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/129226/Mythic-Monsters-12-Fairy-Tale-Creatures?affiliate_id=17596" target="_blank">Mythic Monsters 12: Fairy Tale Creatures</a>[spoiler]</p><p><strong>Mythic Banshee:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/131432/Mythic-Monsters-14-Giants?affiliate_id=17596" target="_blank">Mythic Monsters 14: Giants</a>[spoiler]</p><p><strong>Mythic Brute Wight:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/132388/Mythic-Monsters-16-Monstrous-Humanoids?affiliate_id=17596" target="_blank">Mythic Monsters 16: Monstrous Humanoids</a>[spoiler]</p><p><strong>Zombie:</strong> Any creature slain by a pukwudgie’s poisonous quills rises in 24 hours as a zombie.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/139328/Mythic-Monsters-22-Emissaries-of-Evil?affiliate_id=17596" target="_blank">Mythic Monsters 22: Emissaries of Evil</a>[spoiler]</p><p><strong>Advanced Juju Zombie:</strong> Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie.</p><p><strong>Agile Mythic Juju Zombie:</strong> Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie.</p><p><strong>Invicible Mythic Juju Zombie:</strong> Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie.</p><p></p><p><strong>Juju Zombie:</strong> Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/140203/Mythic-Monsters-23-Worms?affiliate_id=17596" target="_blank">Mythic Monsters 23: Worms</a>[spoiler]</p><p><strong>Mythic Ghast:</strong> Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly.</p><p></p><p><strong>Ghast:</strong> Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.</p><p>A humanoid of less than 3 Hit Dice rises as a ghast.</p><p>A humanoid of 3–9 Hit Dice rises as a wight.</p><p>A humanoid of 10 HD or more rises as a morhg.</p><p>There is no limit to the number of undead a conqueror worm can create with its slime.</p><p><strong>Wight:</strong> Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.</p><p>A humanoid of less than 3 Hit Dice rises as a ghast.</p><p>A humanoid of 3–9 Hit Dice rises as a wight.</p><p>A humanoid of 10 HD or more rises as a morhg.</p><p>There is no limit to the number of undead a conqueror worm can create with its slime.</p><p><strong>Mohrg:</strong> Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.</p><p>A humanoid of less than 3 Hit Dice rises as a ghast.</p><p>A humanoid of 3–9 Hit Dice rises as a wight.</p><p>A humanoid of 10 HD or more rises as a morhg.</p><p>There is no limit to the number of undead a conqueror worm can create with its slime.</p><p><strong>Ghoul:</strong> Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/146760/Mythic-Monsters-25-Lords-of-Law?affiliate_id=17596" target="_blank">Mythic Monsters 25: Lords of Law</a>[spoiler]</p><p><strong>Sakathan:</strong> Sakathans were once ancient kings of the lizardfolk race on a now-forgotten Material Plane who bargained with the infernal powers and found themselves bound by corrupted wishcraft into a dreadful blood pact and cursed with a twisted form of vampirism.</p><p>Sakathans were the high noble caste of an ancient lizardfolk empire, but so great was their ambition and their pride that lordship over their kind was not enough to slake their thirst for power. A cabal of sakathans came together to tap into secret spells that promised great power to those who spoke into existence what they wished to be their destiny. The sakathans wished to unleash the divine spark within themselves, to make their strength eternal and authority absolute, so they could drink deeply from the wells of power and revel in the suffering of their enemies. What they meant for a simple affirmation of purpose, however, became so much more when they their prayers answered and their wishes granted by the scaled masters of Stygia, in the heart of Hell. The sakathans were indeed crowned in power and glory, ascending to heights of power undreamed of, overthrowing rulers not part of their cabal and conquering on every hand. After 13 years enthroned as god-kings adored, however, their Stygian benefactors revealed that their gift was not without cost. Yes, they had become as gods, but their great power was bought with a price. now a hellish hunger awoke within them and the shining sun burned their accursed flesh.</p><p><strong>Sakathan Spawn:</strong> A sakathan can elect to create a sakathan spawn instead of a full-fledged sakathan when using its create spawn ability after slaying a reptilian humanoid with its blood drain or energy drain.</p><p>A sakathan can create spawn out of reptilian humanoids it slays with blood drain or energy drain. The victim rises from death as a sakathan spawn in 1d4 days, under the control of the sakathan that created it, and remains enslaved until its master’s destruction.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/148983/Mythic-Monsters-27-COLOSSAL?affiliate_id=17596" target="_blank">Mythic Monsters 27: COLOSSAL</a>[spoiler]</p><p><strong>Mythic Zombie Titan:</strong> ?</p><p></p><p><strong>Fast Zombie:</strong> Whenever a non-mythic creature with fewer than 10 Hit Dice dies within 30 feet of a mythic zombie titan, that creature rises again 1 round later as a fast zombie (DC 15 Fortitude negates). These zombies are uncontrolled but do not attack the zombie titan. If a mythic titan zombie expends one use of mythic power as an immediate action when a creature dies within 30 feet, the save DC increases to 20 and it can affect mythic creatures and creatures with 10 or more Hit Dice. Mythic creatures add their mythic rank or tier as a bonus on this saving throw.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/161708/Mythic-Monsters-31-Daemons?affiliate_id=17596" target="_blank">Mythic Monsters 31: Daemons</a>[spoiler]</p><p><strong>Mythic Ghast Advanced:</strong> Humanoid creatures slain by a mythic meladaemon must succeed on a DC 23 Will save or rise as mythic ghasts (see Mythic Undead) with the advanced template on their next turn. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/164450/Mythic-Monsters-32-Shadow?affiliate_id=17596" target="_blank">Mythic Monsters 32 Shadow</a>[spoiler]</p><p><strong>Mythic Nighwalker:</strong> ?</p><p><strong>Mythic Shadow:</strong> ?</p><p><strong>Shadow:</strong> A humanoid creature killed by a mythic shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds. [/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/166412/mythic-monsters-33-norse?affiliate_id=17596" target="_blank">Mythic Monsters #33: Norse</a>[spoiler]</p><p><strong>Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/168474/mythic-monsters-34-egypt?affiliate_id=17596" target="_blank">Mythic Monsters #34: Egypt</a>[spoiler]</p><p><strong>Mythic Cursed King:</strong> Many mythic cursed kings were false prophets or apostates in life, and because of their twisted origins, all mythic cursed kings are heretical simply by their very existence.</p><p><strong>Mythic Pharaonic Guardian:</strong> A mythic pharaonic guardian is bound to a particular location when it is created, which is the location that it guards for its entire undead existence.</p><p><strong>Mythic Cursed King, Desiccated Figure:</strong> ?</p><p><strong>Mythic Pharaonic Guardian, Translucent Humanoid Figure, Bound Guardian:</strong> ?</p><p><strong>Non-Mythic Cursed King, Mummified Cursed King:</strong> ?</p><p><strong>Non-Mythic Pharaonic Guardian, Eternally Vigilant Pharaonic Guardian:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Creature With a Body of Flesh:</strong> ?</p><p><strong>Skeletal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Mythic Mummy:</strong> If a creature dies while it retains any negative levels inflicted by this [mythic pharaonic guardian's soul-rending wings] ability, it rises as a mythic mummy under the mythic pharaonic guardian’s control after 1d4 rounds.[/spoiler]</p><p></p><p><a href="https://preview.drivethrurpg.com/en/product/172746/mythic-monsters-36-mesoamerica?affiliate_id=17596" target="_blank">Mythic Monsters #36: Mesoamerica</a>[spoiler]</p><p><strong>Mythic Guecubu:</strong> ?</p><p><strong>Mythic Tzitzimitl:</strong> ?</p><p><strong>Mythic Zuvembie:</strong> ?</p><p><strong>Mythic Guecubu, Skeletal Carcass:</strong> ?</p><p><strong>Mythic Tzitzimitl, Immense Skeletal Figure, Apocalyptic Harbinger:</strong> ?</p><p><strong>Mythic Zuvembie, Withered Old Corpse, Zombie Master:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/189196/mythic-monsters-38-china?affiliate_id=17596" target="_blank">Mythic Monsters #38: China</a>[spoiler]</p><p><strong>Mythic Jiang-Shi Vampire:</strong> “Mythic jiang-shi” is an aquired template that can be added to any creature with the jiang-shi template.</p><p><strong>Mythic Jiang-Shi Vampire, Risen Corpse:</strong> ?</p><p><strong>Jiang-Shi, Hopping Vampire:</strong> At 8th rank, creature with 5 or more Hit Dice killed by a mythic jiang-shi’s drain chi ability rises from death as a jiang-shi in 1d4 days.</p><p><strong>Jiang-Shi Enslaved Spawn:</strong> At 8th rank, creature with 5 or more Hit Dice killed by a mythic jiang-shi’s drain chi ability rises from death as a jiang-shi in 1d4 days. This jiang-shi is under the command of the mythic jiang-shi that created it, and remains enslaved until its master’s destruction.</p><p><strong>Jiang-Shi Free-Willed Undead:</strong> At 8th rank, creature with 5 or more Hit Dice killed by a mythic jiang-shi’s drain chi ability rises from death as a jiang-shi in 1d4 days. This jiang-shi is under the command of the mythic jiang-shi that created it, and remains enslaved until its master’s destruction. A mythic jiang-shi may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead.[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/191587/mythic-monsters-39-slavic?affiliate_id=17596" target="_blank">Mythic Monsters #39: Slavic</a>[spoiler]</p><p><strong>Mythic Vukodlak:</strong> ?</p><p><strong>Mythic Vukodlak, Feral Black-Furred Creature:</strong> ?</p><p><strong>Vukodlak, Hungry Vukodlak:</strong> ?</p><p><strong>Vukodlak, Beast From the East:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/193282/Mythic-Monsters-40-North-America?affiliate_id=17596" target="_blank">Mythic Monsters #40: North America</a>[spoiler]</p><p><strong>Giiwedin, Full-Fledged Free-Willed Giiwedin:</strong> Giiwedin (GHEE-weh-din) are the desolate spirits of those who died deserted and alone out in the trackless tundra or the high ice. Their bodies flayed by the polar winds and their minds torn apart by the skirling gale, the spirit of a giiwedin clung to its existence even as its life slipped away.</p><p>If the master giiwedin is destroyed, any of its surviving spawn lose their spawn penalties and become full-fledged and free-willed giiwedins.</p><p>The first giiwedin were outcasts from their tribes, some say because of their dealings with demonic spirits and others that corrupted clanmates turned on them and betrayed them, racking them across the high ice and pinned on death’s door in ritual torment that sought to either drive out the demons within, or to infuse the demon spirits into them after death, depending on which tale you believe. In either case the result was the same, and the tortured souls of the giiwedin became one with the far polar winds that carried their echoing screams far across the tundra and into the uttermost ends of the world.</p><p>Giiwedins have slowly spread their curse, so that few of the original giiwedins are left. Most are unfortunate travelers trapped in the trackless wastes until creeping, chilling death overcame them. Many roam the fringes of snowy battlefields, stealing the dying breath from those unfortunates left on the field of battle and calling new recruits into their bitter company.</p><p><strong>Giiwedin, Pale Translucent Shade, Hostile Spirit, Spirit of Desolation and Despair, Being of Frustration and Death, Tormented Spirit of the Northern Winds, Horrid Howling Gale of Doom:</strong> ?</p><p><strong>Giiwedin, Desolate Spirit of One Who Died Deserted and Alone Out in the Trackless Tundra:</strong> ?</p><p><strong>Giiwedin, Desolate Spirit of One Who Died Deserted and Alone Out in the High Ice:</strong> ?</p><p><strong>Giiwedin Spawn:</strong> If a host dies with a giiwedin inside his lungs, it rises 24 hours later as a frost wight. Such frost wights are free-willed and not under the giiwedin’s control unless it uses its ability to command undead. If the giiwedin expends one use of its mythic power as its victim dies, it can instead cause the creature’s spirit to rise as a giiwedin spawn under its control.</p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Frost Wight:</strong> If a host dies with a giiwedin inside his lungs, it rises 24 hours later as a frost wight.</p><p><strong>Frost Wight, Frozen Dead:</strong> ?</p><p><strong>Zombie:</strong> Bone Knife of Servitude magic weapon.</p><p></p><p>BONE KNIFE OF SERVITUDE PRICE 9,302 GP</p><p>Slot none; CL 7th; Weight 2 lbs.</p><p>Aura moderate necromancy [evil]</p><p>This +1 vicious dagger has a bone blade, which is engraved with detailed and intricate patterns, that glow with a pale red light when the weapon is held by someone with murderous intent. Whenever a humanoid creature is slain by a bone knife of servitude, there is a 20% chance that the weapon bursts into a thousand pieces, dealing 2d6 points of piercing damage to its bearer, and rendering it permanently destroyed, beyond even the ability of make whole to fix.</p><p>Otherwise, the slain creature must succeed on a Fortitude save (DC 16) or rise as a zombie after 1d4 rounds, as though animated with the spell animate dead. The zombie obeys the wielder of the bone knife of servitude, and counts against the number of Hit Dice worth of undead that the weapon’s wielder can control with animate dead and similar effects. If the bone knife of servitude is ever destroyed, or the bearer loses it, he also loses control over zombies created in this way.</p><p>Craft Magic Arms and Armor animate dead; or Craft Scrimshaw (DC 17)[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/195280/Mythic-Monsters-41-India?affiliate_id=17596" target="_blank">Mythic Monsters 41: India</a>[spoiler]</p><p><strong>Mythic Bhuta:</strong> ?</p><p><strong>Mythic Rajput Ambari:</strong> ?</p><p></p><p><strong>Ghoul:</strong> ?</p><p><strong>Bhuta:</strong> ?[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/142370/divine-power-4e?affiliate_id=17596?affiliate_id=17596" target="_blank">Mythic Monsters #42: Halloween</a>[spoiler]</p><p><strong>Mythic Attic Whisperer:</strong> ?</p><p><strong>Mythic Beheaded, Floating Beheaded:</strong> ?</p><p><strong>Mythic Crawling Hand, Creeping Crawling Hand:</strong> ?</p><p><strong>Mythic Giant Crawling Hand:</strong> ?</p><p><strong>Mythic Deathweb:</strong> ?</p><p><strong>Mythic Nightshade Nightwing, Soaring Nightwing:</strong> ?</p><p><strong>Mythic Attic Whisperer, Thing, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head:</strong> ?</p><p><strong>Mythic Beheaded, Humanoid Head, Disembodied Body Part:</strong> ?</p><p><strong>Mythic Crawling Hand, Severed Hand:</strong> ?</p><p><strong>Mythic Giant Crawling Hand, Giant Rotting Hand:</strong> ?</p><p><strong>Mythic Deathweb, Animated Husk From an Enormous Spider:</strong> ?</p><p><strong>Mythic Nightshade Nightwing, Enormous Bat-Like Creature:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Non-Mythic Nightwing:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Plague Zombie:</strong> Creatures that die while infected [with zombie rot disease] rise as plague zombiesB1 in 2d6 hours.</p><p>Zombie Rot disease.</p><p></p><p>Zombie Rot B1: claw—injury; save Fortitude DC 16; onset immediate; frequency 1/day; effect 1d2 Con damage (this cannot be healed until the disease is cured); cure 2 consecutive saves. Creatures that die while infected rise as plague zombiesB1 in 2d6 hours.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/202847/Mythic-Monsters-45-Middle-East?affiliate_id=17596" target="_blank">Mythic Monsters #45: Middle East</a>[spoiler]</p><p><strong>Mythic Dybbuk:</strong> ?</p><p><strong>Mythic Dybbuk, Spirit of the Dead, Grinning Spectre:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/206528/mythic-monsters-46-japan?affiliate_id=17596" target="_blank">Mythic Monsters #46: Japan</a>[spoiler]</p><p><strong>Mythic Bakekujira, Terrifying Bakekujira:</strong> ?</p><p><strong>Mythic Gashadokuro, Towering Skeletal Gashadokuro:</strong> ?</p><p><strong>Mythic Harionago, Long-Haired Harionago:</strong> ?</p><p><strong>Mythic Yuki-Onna, Pale Snow Maiden Yuki-Onna:</strong> ?</p><p><strong>Mythic Bakekujira, Hulking Rotted Mass of Pale Blubber and Bone:</strong> ?</p><p><strong>Mythic Gashadokuro, Massive Skeleton, Avatar of Purest Death:</strong> ?</p><p><strong>Mythic Harionago, Deathly Pale Beauty:</strong> ?</p><p><strong>Mythic Yuki-Onna, Beautiful But Sad-Looking Woman:</strong> ?</p><p><strong>Undead Creature:</strong> ?</p><p><strong>Undead Parasite:</strong> ?</p><p><strong>Undead Fish:</strong> ?</p><p><strong>Undead Sea Bird:</strong> ?[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/209699/mythic-monsters-47-greek?affiliate_id=17596" target="_blank">Mythic Monsters #47: Greek</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Skeletal Champion:</strong> Dread Fangs of the Hydra magic item.</p><p><strong>Invincible Skeletal Champion:</strong> Dread Fangs of the Hydra magic item.</p><p></p><p>DREAD FANGS OF THE HYDRA 4,500 GP</p><p>Slot none; CL 9th; Weight 2 lbs.</p><p>Aura strong necromancy</p><p>These enchanted teeth function as teeth of the hydra, but when sown create a squad of 1d4+1 skeletal championsB1 to serve the sower. If the user of the dread fangs of the hydra cannot channel negative energy, the skeletal champions attack him until slain and then attack the nearest living creatures until destroyed. A mythic creature can force the skeletal champions to obey by expending one use of mythic power when sowing the teeth. A mythic creature with the ability to channel negative energy can expend two uses of mythic power when sowing the teeth to grant the skeletal champions the invincible mythic simple templateMAdv.</p><p>CONSTRUCTION REQUIREMENTS COST 2,250 GP</p><p>Craft Wondrous Item, summon monster V[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/214545/Mythic-Monsters-49-South-Pacific?affiliate_id=17596" target="_blank">Mythic Monsters #49: South Pacific</a>[spoiler]</p><p><strong>Mythic Manananggal, Dismembered Manananggal:</strong> At 7th rank, a mythic penanggalen can expend one use of mythic power when using create spawn to cause the victim to rise as undead in 1 hour instead of at the next sunset. The mythic penanggalen can expend two uses of mythic power when using create spawn to create a mythic manananggal or a non-mythic penanggalen instead of a non-mythic manananggal.</p><p><strong>Muthic Penanggalen, Dismembered Penanggalen:</strong> “Mythic Penanggalen” is an acquired template that can be added to any creature with the penanggalen template.</p><p><strong>Mythic Penanggalen Human Oracle 5 MR2:</strong> ?</p><p><strong>Penanggalen:</strong> At 7th rank, a mythic penanggalen can expend one use of mythic power when using create spawn to cause the victim to rise as undead in 1 hour instead of at the next sunset. The mythic penanggalen can expend two uses of mythic power when using create spawn to create a mythic manananggal or a non-mythic penanggalen instead of a non-mythic manananggal.</p><p><strong>Mananggal:</strong> At 7th rank, a mythic penanggalen can expend one use of mythic power when using create spawn to cause the victim to rise as undead in 1 hour instead of at the next sunset. The mythic penanggalen can expend two uses of mythic power when using create spawn to create a mythic manananggal or a non-mythic penanggalen instead of a non-mythic manananggal.</p><p><strong>Mythic Polong, Bloodthirsty Polong:</strong> A mythic polong is bound to a bottle as part of the ritual to create it.</p><p><strong>Mythic Manananggal, Disembodied Female Torso, Deathless Horror:</strong> ?</p><p><strong>Muthic Penanggalen, Deathless Horror:</strong> ?</p><p><strong>Mythic Polong, Crimson Spectral Creature, Deathless Horror:</strong> ?[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/235357/mythic-monsters-50-celtic?affiliate_id=17596" target="_blank">Mythic Monsters #50: Celtic</a>[spoiler]</p><p><strong>Mythic Death Coach, Terrifying Death Coach:</strong> ?</p><p><strong>Mythic Nehmhain, Spirit-Swarming Nehmhain:</strong> ?</p><p><strong>Mythic Cyhyraeth, Elder Doom Spirit Cyhyraeth:</strong> ?</p><p><strong>Mythic Death Coach, Ornate Ghostly Carriage:</strong> ?</p><p><strong>Mythic Nehmhain, Ghostly Desiccated Corpse:</strong> ?</p><p><strong>Mythic Cyhyraeth, Ghostly Figure, Minister of Mortality:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/267494/Mythic-Treasures?affiliate_id=17596" target="_blank">Mythic Treasures</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Mindless Non-Mythic Undead:</strong> ?</p><p><strong>Mythic Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Sentient Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich, Full Lich:</strong> ?</p><p><strong>Atrophied Lich:</strong> ?</p><p><strong>Demilich:</strong> ?</p><p><strong>Skeletal Champion:</strong> Dread Fangs of the Hydra magic item.</p><p><strong>Invincible Skeletal Champion:</strong> Dread Fangs of the Hydra magic item.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p>Dread Fangs of the Hydra</p><p>PRICE 4,500 GP</p><p>SLOT — CL 9th WEIGHT 2 lbs.</p><p>AURA strong necromancy</p><p>These enchanted teeth function as teeth of the hydra, but when sown create a squad of 1d4+1 skeletal championsB1 to serve the sower. If the user of the dread fangs of the hydra cannot channel negative energy, the skeletal champions attack him until slain and then attack the nearest living creatures until destroyed. A mythic creature can force the one use of mythic power when sowing the teeth. A mythic creature with the ability to channel negative energy can expend two uses of mythic power when sowing the teeth to grant the skeletal champions the invincible mythic simple templateMAdv.</p><p>Construction Requirements Cost 2,250 gp</p><p>Craft Wondrous Item, Mythic Crafter, summon monster V[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/199835/Nemesis-Unleashed?affiliate_id=17596" target="_blank">Nemesis Unleashed</a>[spoiler]</p><p><strong>Corpsetearer:</strong> The vaguely canine Corpsetearer is a collective undead created from the mingled and fragmentary souls of those killed en masse. They might emerge upon distant battlefields, at the sites of horrid genocides or mining collapses, rising unsteadily from the earth.</p><p><strong>Emperor of the Burning Eye, Cruel Paranoid, Tyrant, Ghost of Flame and Shadow, Colossal Imposing Figure, Shadow Within Armor, Skillful Commander, Daring General:</strong> Using his vast mastery of magic and own fertile imagination, the Emperor transformed himself into something like a deathless God, and transformed his subjects into foul war-creatures.</p><p>The Emperor’s first defeat was a near thing, only accomplished by a potent coalition of every good hearted creature on the plane, and many of the nobler monsters as well. That defeat cost the Emperor his beauty and the last remnants of his fading Elven nature. However, the great spells the Emperor worked preserved his existence as a ghost of flame and shadow, skulking the halls of his black fortress.</p><p><strong>Gilded Necromancer:</strong> The path of the Gilded Necromancer is a dark rival to the better understood rites of lich-hood.</p><p><strong>Perch, Undead Remnants of a Thief Betrayed By Their Own:</strong> Perches are the undead remnants of thieves betrayed by their own- framed, ratted out to the law, or simply throat-slit by some bastard who wanted the thief’s cut. A season in Hell only pissed the Perch off more, and the soul made some foul bargain that allows it revenge and more.</p><p><strong>Riotblood:</strong> Though called Riotblood, these nasty little undead can congeal anywhere large amounts of blood are spilled in anger. A street riot might produce a few Riotblood, while the grand melee of a gladiatorial arena might spawn dozens, and a horde of hundreds might congeal in the wake of an especially horrific battle.</p><p>Riotblood are masses of blood, saliva, broken bones, spit teeth and other ichors animated by a dim and malicious instinct.</p><p><strong>Wax Ghoul:</strong> A Wax Ghoul formed from an articulated and mostly complete human-like skeleton, joined together by expensive golden wire, which is dipped in viscous, milky wax.</p><p>Wax Ghouls are only dimly intelligent, but it’s a common rumor among necromancers that a soul whose body was used to animate a Wax Golem burns forever. Thus, many necromancers sculpt defeated rivals into Wax Golems for the sheer malicious pleasure of the deed, even if they have far more powerful undead at their disposal.</p><p><strong>Corpsetearer, Collective Undead, Bloated Rancid Mastiff The Size of a Rhino:</strong> ?</p><p><strong>Gilded Necromancer, Withered Corpse, Undead Carcass, Dark General, Proud Richly Robed Overlord:</strong> ?</p><p><strong>Gilded Necromancer, Dark Necrophilic General:</strong> ?</p><p><strong>Perch, Vicious Utterly Remorseless Vigilante:</strong> ?</p><p><strong>Late-Stage Perch, Infamous Serial Killer, Boogey-Man:</strong> ?</p><p><strong>Perch, Gaunt Figure:</strong> ?</p><p><strong>Riotblood, Nasty Little Undead, Mass of Blood Saliva Broken Bones Spit Teeth and Other Ichors, Vile Slick of Bloody Tissue:</strong> ?</p><p><strong>Wax Ghoul, Horror:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Good-Aligned Undead:</strong> ?</p><p><strong>Good Undead:</strong> ?</p><p><strong>Heroic Undead:</strong> ?</p><p><strong>Dark Undead Knight:</strong> ?</p><p><strong>Undead Ally:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>More Powerful and Intelligent Servant:</strong> The majority of their rotting, shambling army is pitiful and weak, but Gilded Necromancers possess the necromantic mastery to animate more powerful and intelligent servants.</p><p><strong>Ghoulish Cohort:</strong> When stitching together their ghoulish cohorts, Gilded Necromancers choose exquisitely beautiful bodies, murdered in humane ways that do not deform the flesh.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Far More Powerful Undead:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Graveknight:</strong> ?</p><p><strong>Human Skeleton:</strong> The Gilded Necromancer is surrounded by a dark, necrotic aura that clings to her gilded body like black fog. Buried corpses within 100 ft of her dead less than two years rise from their graves or barrows as if animated by animate dead. Corpses less than two weeks old arise as human zombies (B1), and those between two weeks and two years dead animate as human skeletons (B1).</p><p><strong>Skeleton:</strong> ?</p><p><strong>Human Zombie:</strong> The Gilded Necromancer is surrounded by a dark, necrotic aura that clings to her gilded body like black fog. Buried corpses within 100 ft of her dead less than two years rise from their graves or barrows as if animated by animate dead. Corpses less than two weeks old arise as human zombies (B1), and those between two weeks and two years dead animate as human skeletons (B1).</p><p><strong>Zombie:</strong> ?</p><p><strong>Fast Zombie:</strong> A creature slain by the Rotwing’s negative energy rays rises as a fast zombie within one hour of its demise, unless the Rotwing consumes the corpse first.</p><p><strong>Akaname:</strong> ?</p><p><strong>Goryohime:</strong> ?</p><p><strong>Neverborn:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/269804/Nemesis-Unleashed-Volume-II?affiliate_id=17596" target="_blank">Nemesis Unleashed Volume II</a>[spoiler]</p><p><strong>Candle Corpse:</strong> Candle Corpses are created as patrolling guardians by</p><p>powerful necromancers.</p><p><strong>Damnation Book:</strong> Damnation Books are strange, studious undead with genius intellects, constructed by wealthy necromancers, liches and vampire royalty as librarians, tutors, castellans and major domos.</p><p><strong>Gutted:</strong> An especially viscous killer or heretic executed by disembowelment might claw their way back from Hell as a Gutted. These horrid souls, minds and souls broken beyond repair by the sheer messy horror of their end possess their own spilled guts. Over several stinking, flatulent hours, the intestines replicate themselves over and over, knotting themselves into the rough approximation of a man’s form.</p><p><strong>Hela, Queen of the Dead, Goddess of Death and the Undead, Fairly Poor Combatant, Skilled Crafter, Primordial Model, Cruel Capricious Goddess of Death Entropy and Undeath, Well-Built Physically Powerful Eeerily Perfect Woman With Corpse-White Skin:</strong> ?</p><p><strong>Infantis:</strong> The Infantis is all that remains of the dying consciousness of a small child.</p><p>Infantis are exceptionally horrid undead that arise from the dying, panicked thoughts of the stillborn and infants killed by neglect or exposure.</p><p><strong>Osteon:</strong> It takes months of costly toil to assemble an Osteon, as layer upon layer of powdered bone is lacquered to a skeletal frame until the scorpion-tailed killer takes shape. Each Osteon is expertly planed, sanded and carved, until they are as ornately elegant as a church chandelier. The creature’s unique shape is a mark of pride for its necromancer master.</p><p><strong>Riotblood:</strong> Though called Riotblood, these nasty little undead can congeal anywhere large amounts of blood are spilled in anger. A street riot might produce a few Riotblood, while the grand melee of a gladiatorial arena might spawn dozens, and a horde of hundreds might congeal in the wake of an especially horrific battle.</p><p><strong>Totem Ghul:</strong> The species has walked the planes so long their true origins are unknown.</p><p><strong>Work Wraith, Unquiet Ghost of a Child Laborer Who Died On the Factory Floor Ripped Apart by Unceasing and Uncaring Machines:</strong> Work Wraiths are the unquiet ghosts of child laborers who died on the factory floor, ripped apart by unceasing and uncaring machines.</p><p><strong>Candle Corpse, Shambling Corpse:</strong> ?</p><p><strong>Candle Corpse, Patrolling Guardian:</strong> ?</p><p><strong>Candle Corpse, Ideal Watchman:</strong> ?</p><p><strong>Damnation Book, Strange Studious Undead, Mediocre Combatant, Huge Leather-Bound Tome Whose Cover is Bound in the Tanned Hide of an Intelligent Being:</strong> ?</p><p><strong>Damnation Book, Librarian:</strong> ?</p><p><strong>Damnation Book, Tutor:</strong> ?</p><p><strong>Damnation Book, Castellan:</strong> ?</p><p><strong>Damnation Book, Major Domo:</strong> ?</p><p><strong>Gutted, Rough Approximation of a Man's Form:</strong> ?</p><p><strong>Infantis, Exceptionally Horrid Undead:</strong> ?</p><p><strong>Infantis, Dead and Decaying Carrion Bird With the Putrefying Head of a Newborn:</strong> ?</p><p><strong>Riotblood, Nasty Little Undead, Masses of Blood Saliva Broken Bones Spit Teeth and Other Ichors, Vile Slick of Bloody Tissue:</strong> ?</p><p><strong>Totem Ghul, Other-Dimensional Predator, Utterly Selfish Hedonistic Undead, Connoisseur of Anthro Flesh, Tall Proud Being With Bruised-Violet Skin and Sharp Features, Expert Dimensional Traveller, Solitary Horror:</strong> ?</p><p><strong>Work Wraith, Ghostly Spirit of a Poor Child, Monster, Childlike Sadist:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Any creature slain by [Hela's] breath weapon arises as an undead with Hit Die roughly equal to the slain creature and under Hela’s control within 1d6 rounds. Hela may choose which undead are created from each slain creature.</p><p>Hela is a goddess of death and the undead. She may call and create undead servants with an ease, and in numbers impossible for mortal necromancers.</p><p>It only requires one minute for Hela to use create undead, and only a single hour for her to use create greater undead. In addition to the normal options provided by the spell, she may create any undead desired up to CR 25 in this manner.</p><p><strong>Powerful Undead, Powerful Undead Creature:</strong> ?</p><p><strong>Low-Level Undead:</strong> ?</p><p><strong>Mid-Level Undead:</strong> ?</p><p><strong>Dead Warrior:</strong> ?</p><p><strong>Dead Murderer:</strong> ?</p><p><strong>Dead Monstrosity:</strong> ?</p><p><strong>Summoned Undead:</strong> ?</p><p><strong>Lesser Undead:</strong> ?</p><p><strong>Non-Intelligent Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Skeleton:</strong> <em>Call of the Dead</em> spell.</p><p><em>Call of the Dead Legions</em> spell.</p><p><strong>Burning Skeleton:</strong> As a full round action, Hela may use either animate dead or call of the dead. She may always choose to create burning or bleeding skeletons with call of the dead without increasing the casting time.</p><p><em>Call of the Dead</em> spell.</p><p><em>Call of the Dead Legions</em> spell.</p><p><strong>Bleeding Skeleton:</strong> As a full round action, Hela may use either animate dead or call of the dead. She may always choose to create burning or bleeding skeletons with call of the dead without increasing the casting time.</p><p><em>Call of the Dead</em> spell.</p><p><em>Call of the Dead Legions</em> spell.</p><p><strong>Skeleton, Lesser Undead:</strong> ?</p><p><strong>Skeleton, The Rusty Meat Cleaver of Undead Minions:</strong> ?</p><p><strong>Skeleton, Shambling Soldier:</strong> ?</p><p><strong>Burning Skeleton, Shambling Soldier:</strong> ?</p><p><strong>Bleeding Skeleton, Shambling Soldier:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie, Lesser Undead:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Emperor of the Burning Eye:</strong> ?</p><p></p><p>Call of the Dead</p><p>School necromancy (evil)</p><p>Level cleric 8, oracle 8, sorc/wiz 9</p><p>Casting Time four hours</p><p>Components V, S, M (skull of a powerful undead creature</p><p>and onyx gemstone worth at least 5,000 gp/DC 23)</p><p>Range medium (100 ft + 10 ft/level)</p><p>Duration 1 hour/ level (D)</p><p>Saving Throw none </p><p>Spell Resistance no</p><p>A dark, necromantic ritual calls forth the buried dead, emptying entire graveyards and turning the corpses into shambling soldiers in your undead army. You cause all corpses in the area to rise up as skeletons under your command; this spell affects corpses buried underground as well, up to a depth of 10 ft, though such undead take 1d4 minutes to claw their way to the surface. These skeletons may be made into burning or bleeding skeletons at the time of casting by reducing the spell’s duration to 10 minutes/level.</p><p>These undead do not count against your HD limit for the amount of undead you control. These undead must be commanded as a group and cannot be split up to perform multiple tasks.</p><p>If you are slain, these undead immediately crumble to dust.</p><p></p><p>Call of the Dead Legions</p><p>School necromancy (evil)</p><p>Level cleric 10, oracle 10, sorc/wiz 10</p><p>Casting Time eight hours</p><p>Components V, S, M (skull of a powerful undead creature and onyx gemstone worth at least 50,000 gp/DC 31)</p><p>Range ½ mile radius per level</p><p>This spell functions identically to Call of the Dead, save that it causes all corpses in an enormous area to rise as skeletons under your command.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/194977/NeoExodus-Campaign-Setting-PFRPG?affiliate_id=17596" target="_blank">NeoExodus Campaign Setting</a>[spoiler]</p><p><strong>Mercy of Nyssa:</strong> The necromancer Xon had fallen madly in love with the empress of the Caneus Empire. When he learned of her death, he snatched her body in the night and brought her back to Unthara, where he used his darkest, most powerful magic to turn her into a unique undead creature.</p><p><strong>Xon:</strong> Xon was a necromancer in service to the Confederacy during the Twilight War, who bolstered Confederate forces by raising entire legion of undead horrors. But his methods revolted even the brutal Confederates, and in 69 BU the generals turned on him, destroying his army and killing him. After the fight, though, Xon’s undead followers took his body away and raised him as a lich.</p><p><strong>Advanced Undead:</strong> Creating undead with all three chapters from the Black Notebook of Xon.</p><p><strong>Haru Anon:</strong> Haru Anon is a bizarre form of undead. It was forged of the souls of every person killed by Makesh’s death touch, as none of them could travel to the afterlife.</p><p></p><p>BLACK NOTEBOOK OF XON</p><p>Aura strong necromancy; CL 15th</p><p>Slot —; Price 5,000 gp (per chapter; a full book costs 15,000 gp)</p><p>DESCRIPTION</p><p>These black notebooks are considered holy to the Xonists. A notebook has three chapters, which give magical and alchemical formulas for creating more powerful undead. Having multiple chapters increases the potency of the created undead. The book benefits any method of creation, be it alchemical, arcane, or divine magic.</p><p>When creating an undead with one chapter, the user doubles the number of undead he can control.</p><p>When creating an undead with two chapters, the user may also add a +2 bonus to one ability score. The undead’s channel resistance increases by the user’s spellcasting ability—or by his Intelligence modifier, if the undead are not created by magic. </p><p>When creating an undead with all three chapters, the resulting creature becomes advanced. The book also provide many tricks and substitutes, reducing the cost of any undead creation spell requiring material components to 20% of its original cost.</p><p>CONSTRUCTION</p><p>Requirements Craft Wondrous Item, Scribe Scroll, creator must be Xon or a Xonist priest[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/212686/Noble-Cause-Bloodied-Hands-PF-5E?affiliate_id=17596" target="_blank">Noble Cause Bloodied Hands</a>[spoiler]</p><p><strong>Orron Fisket, Ghost Half-Elf Bard 7, Undead Bard, Ghost Bard, Ghostly Form Cerulean Translucent Shade, Braying Spirit, Half-Elven Jongleur of Some Renown, Renowned Jongleur:</strong> The Fisket family returned early this morning after being dropped off by a local carriage service. Orron went upstairs, sending his children to their room while he went to his own bedchamber to unpack. Echrie was downstairs in the kitchen, preparing to make a hot meal after days of being on the cold road. The ticks attacked her as soon as she walked into the pantry. At the same time Oren and Ulyrie were ambushed by the spiders. Hearing the screams of his family, Orron rushed to his children’s room. To his horror, the bard saw his children lying on the floor, giant arachnids covering them. Rooted to the spot by the terror and savagery before him, Orron was blindsided by two other spiders. He was bitten repeatedly before he was able to pull himself away from the creatures’ fangs. Frantic to get away, Orron slammed his children’s bedroom door on the pursuing spiders. Disoriented by the venom in his veins and shamed by his cowardice in not aiding his loved ones, Orron crawled back to his own bedchamber and slowly died, the waning screams of his doomed family riving his soul as he exhaled his last breath.</p><p>Orron Fisket’s fall, both physical and spiritual, caused him to spontaneously reemerge as a ghost. Tied to his bedchamber by his shame, the undead bard periodically belts out ballads of bleakness, for he senses the arachnids are still in the household feeding off the corpses of his family.</p><p>“Died? A poor jest, you fobbing scut. That rump-fed attitude will not get you far on stage, coxcomb. My trip with the family did leave me exhausted. I could barely keep up with my children as they bounded up the staircase, ready to play with their new toys I bought while we were on the road. I went to put some clothes away, then… Oren! Ulyrie! Eyes! FANGS! Biting my children! I tried to reach them, but more of the fiends attacked me! Couldn’t fight them! Couldn’t face THEM! I slammed the door on them and crawled away. I slammed the door on my children because of my cowardice! My shame! My heart was seizing up, but my ears, the ears of my mother, heard my little ones’ cries! Why won’t they END?”</p><p><strong>Skeletal Champion Human Warrior 1:</strong> ?</p><p><strong>Advanced Skeletal Champion:</strong> ?</p><p><strong>Spellgorged Zombie:</strong> ?</p><p><strong>Attic Whisper:</strong> ?</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/89634/Northlands-PFRPG?affiliate_id=17596" target="_blank">Northlands</a>[spoiler]</p><p><strong>Hjalmar the Patient Human Vaettir Fighter 8:</strong> ?</p><p><strong>Vaettir:</strong> “Vættir” is an acquired template that can be added to any humanoid or monstrous humanoid creature with 6 or more Hit Dice.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/95099/Oathbound-Bestiary?affiliate_id=17596" target="_blank">Oathbound Bestiary</a>[spoiler]</p><p><strong>Lector:</strong> It is not entirely known how a lector forms, though it is believed that a lector is created when an ordinary skeletal undead creature comes into contact with a powerful evil object. </p><p><strong>Lector Old:</strong> ?</p><p><strong>Lector Venerable:</strong> ?</p><p><strong>Mirajii Newborn:</strong> Victims whose Constitution scores are reduced to zero by means of a mirajii’s ability drain become full powered mirajiis the following dusk. Such a change is permanent and can only be reversed by a wish or miracle followed by a true resurrection.</p><p><strong>Mirajii:</strong> Newly spawned mirajiis retain their living resemblance for about one week, after which they quickly take on their true form.</p><p><strong>Mirajii Blademaster:</strong> ?</p><p><strong>Nightsong Apparition Despondent:</strong> ?</p><p><strong>Nightsong Apparition:</strong> Nightsong apparitions are the tortured spirits of hosshin driven to madness and suicide by the loss of connection with their god on being drawn into the Forge. Their anguish is so profound that their spirits know no rest and continue on in misery, unable to pass on to the next world.</p><p><strong>Nightsong Apparition Wrathful:</strong> ?</p><p><strong>Ruin Zombie:</strong> A ruin zombie is the animated corpse of someone who has died a horrible death in the undercity of Penance—and not a quick or painless death in any case, but one where the victim suffered a ghastly end. This category includes, but is by no means limited to, suffocation, starvation, drowning, torture, immolation, and mutilation. The intense anguish felt by the victim in the final moments of life acts as a catalyst for the extraordinary magic of the maze, transforming the newly-deceased creature to an undead being that rises again to wreak havoc on the living, who they now despise with every fiber of their being.</p><p><strong>Greater Ruin Zombie Wizard:</strong> ?</p><p><strong>Greater Ruin Zombie Bard:</strong> ?</p><p><strong>Skeletal Ravager:</strong> Skeletal ravagers are a powerful form of undead, first created by the Spectral Hand, a necromantic organization originating in The Vault.</p><p>These monstrosities can be built from the skeletal remains of any sentient being (almost all are humanoid due to availability of parts), and are imbued with large quantities of negative energy.</p><p><strong>Skeletal Ravager Maddened:</strong> ?</p><p><strong>Skeletal Ravager Greater:</strong> ?</p><p><strong>Wisp:</strong> Wisps are the souls of lost, abused, or neglected children who seek companionship. Such spirits sometimes remain behind because they want to be loved so badly that they cannot rest until they find affection, and because at their young age, they may not yet believe strongly in a religion so as to encourage their passing on. Such spirits become wisps, merging with the material of their surrounding environment in order to fulfill their last desire.</p><p><strong>Mist Wisp:</strong> ?</p><p><strong>Sand Wisp:</strong> ?</p><p><strong>Water Wisp:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/123802/Obsidian-Apocalypse-PFRPG?affiliate_id=17596" target="_blank">Obsidian Apocalypse</a>[spoiler]</p><p><strong>Shambling Zombie:</strong> A new kind of undead rose soon after the meteor strike, when the Nightwall fell.</p><p>Shambling zombie is a template that can be applied to any corporeal fey, humanoid, or monstrous humanoid.</p><p>Any corporeal fey, humanoid, or monstrous humanoid that dies while infected with shambling rot rises as a shambling zombie in 2d6 hours.</p><p><strong>Shambling Zombie Goblin:</strong> ?</p><p><strong>Shambling Zombie Human:</strong> ?</p><p><strong>Shambling Zombie Ogre:</strong> ?</p><p><strong>Shambling Zombie Selkie:</strong> ?</p><p><strong>Shambling Zombie Hill Giant:</strong> ?</p><p><strong>Shambling Zombie Fire Giant:</strong> ?</p><p><strong>Asi Magnor, Human Mummy Cleric 10/Fighter 15:</strong> When the Cataclysm struck and the great meteor fell from the sky, Asi Magnor—who had once rejected the idea of his own undeath—rose from the grave. With him came also the warrior kings interred elsewhere, along with their servants, their soldiers, their wives and concubines, their horses, and everything once living contained in their tombs. The sacred geometry of the necropoli amplified the energy of the meteor, driving the legions of the dead to pour from their tombs under the command of Asi Magnor.</p><p><strong>Calix Sabinus, Human Vampiric Lich Aristocrat 2/Necromancer 20/Eldritch Knight 10:</strong> In time, Sabine revealed the reason for her enthusiastic interest in the dark arts. She was a vampire—and she needed him to find a cure for her condition. He was torn: his studies had twisted his mind and he had become obsessed by undeath and immortality, but here was the woman he loved rejecting the very things he sought. Their argument raged and Sabine nearly killed Calix, but the scholar finally relented. Parting company with the woman, he promised to search for a cure.</p><p>When his love returned to him two years later, Calix swore that he had found how to restore her mortality, and so they renewed their relationship. However, he soon revealed the steely core of treachery and self-interest that would serve him so well in later years. Once he lured her into his laboratory, he rendered her helpless with magics. Taking her blood, Calix turned himself undead—becoming all that he had ever wished to be—before he destroyed her.</p><p>While a cunning and deadly fighter, Calix couldn’t take on Magnor’s armies in a full frontal assault. Realizing this, he turned toward defense to give himself time enough to complete his magical studies. With his forces beaten back almost to his stronghold, Calix reemerged—transformed once again by magic, this time into the first and only vampiric lich.</p><p><strong>Dark Cherub:</strong> Though they look like infant skeletons with bat-like wings, dark cherubs are made from the bones of many creatures and are akin to homunculi.</p><p><strong>Shadow Ripper:</strong> When necromantic energy combines with shadow magic, the results can be horrific—the deadly shadow rippers are a leading example. What started as an experiment in creating an undead assassin turned tragic as the first shadow rippers turned on their creators and escaped into the wild, spreading their affliction far and wide.</p><p>A shadow ripper can be created with create greater undead by a caster of at least 18th level.</p><p></p><p><strong>Undead:</strong> Undead raise due to the necromantic energy in the meteor.</p><p>The new Obsidian Veil bars all divine traffic of souls and prayer, preventing any deity from seeing or hearing a thing, and cutting them off from gaining power from their followers. The souls of the departed do not pass the Obsidian Veil into other worlds; they either dissipate into the ravaged world-aura of the planet or become infused with negative energy and return as the motivating forces for yet more undead.</p><p>Abaddon is a world of final destinations, from which even the souls of the dead cannot escape. Those who fall are doomed to rise and join the ever-swelling ranks of the undead.</p><p><strong>Skeleton:</strong> Animation by Touch feat.</p><p><strong>Zombie:</strong> Animation by Touch feat.</p><p><strong>Vampire:</strong> Calix can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days.</p><p></p><p>Animation by Touch [Necromantic]</p><p>You may now animate corpses into skeletons or zombies merely by touching them—such is the power you hold in manipulating negative energy.</p><p>Prerequisites: Ability to cast the animate dead spell, Death Touch.</p><p>Benefit: This necromantic feat works in all respects as the animate dead spell, except that you need only touch a corpse and no material component is needed. Only one undead creature may be animated every time this feat is used, though you may still control multiple creatures. The maximum number of undead created in this way that you may control is equal to 2 HD per caster level, and count toward your limit for animate dead, regardless of other sources.</p><p></p><p>Shambling Rot (Ex): slam; save Fort DC 10 + shambling zombie’s Charisma modifier + 3 per shambling zombie within 5 feet; onset 1d4 hours; frequency 1/day; effect 1d4 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Any corporeal fey, humanoid, or monstrous humanoid that dies while infected rises as a shambling zombie in 2d6 hours.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/164053/Obsidian-Apocalypse-Sinful--Vile-Feats-PFRGP?affiliate_id=17596" target="_blank">Obsidian Apocalypse: Sinful & Vile Feats</a>[spoiler]</p><p><strong>Mob of Gold-Clad Skeletal Champions:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/178647/Occult-Archetypes?affiliate_id=17596" target="_blank">Occult Archetypes</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Caller in Darkness:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/173265/Occult-Character-Codex-Mediums?affiliate_id=17596" target="_blank">Occult Character Codex Mediums</a>[spoiler]</p><p><strong>Berbalang Medium 8, Diegga:</strong> ?</p><p><strong>Berbalang Medium 12, Mazza:</strong> ?</p><p><strong>Berbalang Medium 16, Vakka:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/167797/Occult-Character-Codex-Occultists?affiliate_id=17596" target="_blank">Occult Character Codex Occultists</a>[spoiler]</p><p><strong>Advanced Baykok, Soltegu:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/170767/Occult-Rituals-of-the-Necronomicon-Vol-1-Undead?affiliate_id=17596" target="_blank">Occult Rituals of the Necromicon: Vol. 1 Undead</a>[spoiler]</p><p><strong>Mummy Lord:</strong> Many cultures practice the sacred art of mummification, though the sinister magical techniques used to imbue corpses with undead vitality are far less widespread. In certain ancient lands, such blasphemous techniques have been refined through centuries of ceremony and countless deaths, giving rise to mummies of terrible power. On rare occasions, if the deceased was of great rank and exceeding malevolence, he might undergo such elaborate rituals, rising from his tomb as a fearful mummy lord. Similarly, a ruler known for his malice or who died in a moment of great rage might spontaneously arise as such a vengeful despot.</p><p>“Mummy lord” is an acquired template that can be added to any living corporeal creature that has at least 8 Hit Dice. The process of creating a mummy lord requires 50,000 gp worth of rare herbs, oils, and other mummification materials.</p><p><em>Sand of Flesh</em> ritual.</p><p></p><p><strong>Zombie:</strong> <em>Land of the Damned</em> ritual.</p><p></p><p>Flesh of Sand</p><p>School Necromancy; Level 8</p><p>CASTING</p><p>Casting Time 8 Hours</p><p>Components V, S, M (bandages and spices), F (rare herbs, oils, and other mummification materials worth at least 50,000 GP [as described in template])</p><p>Skill Checks Heal DC 30, 3 successes; Knowledge (planes) DC 30, 2 successes, Knowledge (religion) DC 30, 3 successes</p><p>EFFECT</p><p>Range Self</p><p>Duration Permanent</p><p>Saving Throw None; Spell Resistance no</p><p>Backlash Caster gains 2 permanent negative levels</p><p>Failure The caster is exhausted and suffers from Mummy Rot</p><p>DESCRIPTION</p><p>With several hours of preparation, the caster seals themselves into an occult symbol covered coffin filled with sand. The ritual slowly drains the life force from the caster, and replaces it with the powers of the undead. Hours later, the caster rises from the coffin, with the powers and abilities of a Mummy Lord.</p><p></p><p>Land of the Damned</p><p>School necromancy; Level 9</p><p>CASTING</p><p>Casting Time 9 hour</p><p>Components V, S, M (Sea Salt), F (Onyx statue of death worth 10,000GP)</p><p>Skill Checks Knowledge (arcana) DC 33, 3 successes; Knowledge (nature) DC 33, 3 success; Knowledge (religion) DC 33, 3 success</p><p>EFFECT</p><p>Range touch</p><p>Duration permanent</p><p>Saving Throw none; Spell Resistance no</p><p>Backlash Caster is exhausted</p><p>Failure the caster is afflicted with a more potent version of the Zombie Rot disease (DC 17; 2 saves; 1d2 Con; 1/day).</p><p>DESCRIPTION</p><p>Under the light of a waning moon, the caster makes a large circle of occult symbols with the sea salt. Inside this circle, the caster buries the onyx statue beneath the soil, while performing an ancient curse.</p><p>Any creatures of Small size or larger killed within a one mile radius of the buried statue rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/133032/Path-of-Dragons?affiliate_id=17596" target="_blank">Path of Dragons</a>[spoiler]</p><p><strong>Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/254971/Path-of-the-Mystic?affiliate_id=17596" target="_blank">Path of the Mystic</a>[spoiler]</p><p><strong>Undead Creature:</strong> ?</p><p><strong>Incorporeal Undead, Incorporeal Undead Creature:</strong> ?</p><p><strong>Intelligent Undead, Intelligent Undead Creature:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Haunt:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.jessesdnd.com/sites/default/files/EpicPathfinder1.6.pdf" target="_blank">Pathfinder Epic-Level Handbook, v1.6 </a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> Macabre Spell feat.</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Controlled Undead:</strong> ?</p><p><strong>Ghoul:</strong> <em>Demise Unseen</em> spell.</p><p><strong>Lich:</strong> ?</p><p><strong>Skeleton:</strong> Restless Death magic item.</p><p><strong>Zombie:</strong> Restless Death magic item.</p><p></p><p>Demise Unseen </p><p>School: Necromancy [Death]; Level: cleric/oracle 12, sorcerer/wizard 12 </p><p>Casting </p><p>Casting Time: 1 standard action </p><p>Components: V, S </p><p>Effect </p><p>Range: medium (100' + 10'/level) </p><p>Target: One creature </p><p>Duration: Instantaneous </p><p>Saving Throw: Fort negates; Spell Resistance: Yes </p><p>The caster instantly slays a single target with no more than 10hp per caster level and at the same moment animates the body so that it appears that nothing has happened to the creature. The target’s companions (if any) do not realize what has transpired. The target receives a Fortitude save to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under the caster's control. The target’s companions notice nothing unusual about the state of the target until they interact with it, at which point each receives a Will save to notice discrepancies. The ghoul serves the caster indefinitely. The caster cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the caster to exceed the normal limit for controlled undead work just as well with undead created with demise unseen. </p><p></p><p>Restless Death [strong necromancy, CL 21st] </p><p>The holder of this rod can channel negative energy as if he or she were four levels higher. The rod doesn’t grant the ability to channel negative energy if the holder doesn’t already have it. In addition, the wielder may speak a command word to cast animate dead. Any skeletons or zombies animated by the rod’s power are automatically controlled by the rod, up to the rod’s maximum limit of 42 HD, and they follow the orders of the rod’s wielder. These undead don’t count toward the wielder’s limit of controlled undead. Finally, the wielder can speak a second command word to cast slay living (heightened to 10th level; DC 25). </p><p>Prerequisites: Craft Epic Rod, animate dead, command undead, slay living </p><p>Market Price: 625,000 gp </p><p></p><p>Macabre Spell [Metamagic] </p><p>Prerequisites: Spell Focus (Necromancy). </p><p>Benefit: A macabre spell raises any victims slain by the spell as undead. It raises any number of undead up to an HD total equal to twice the user's caster level. It can raise them as any type of undead, though no one individual can have more HD than the spell's original level. A macabre spell uses up a spell slot six levels higher than the spell's actual level.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/230439/Pathways-BestiaryPFRPG?affiliate_id=17596" target="_blank">Pathways Bestiary</a>[spoiler]</p><p><strong>Dread Banshee Creature:</strong> Like a normal banshee, a dread banshee is the enraged spirit of a female creature who either betrayed those she loved or was herself betrayed.</p><p>“Dread banshee” is an acquired template that can be added to any living, intelligent creature.</p><p><strong>Rhysssla the Releaser, Dread Banshee Serpentfolk:</strong> ?</p><p><strong>Dread Crucifixion Spirit:</strong> Dread crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their souls or spirits having not entirely departed the Material Plane, have risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.</p><p>“Dread crucifixion spirit” is an acquired template that can be added to any living creature whose body could be subject to crucifixion (for example one could not crucify a gibbering mouther).</p><p>Any creature with a Charisma score of 15 or higher that is killed by a dread crucifixion spirit’s crucify soul rises as a crucifixion spirit in 1d4 rounds.</p><p><strong>Malaki the Martyr, Dread Crucifixion Spirit Four-Armed Gargoyle:</strong> ?</p><p><strong>Dread Phantom Armor:</strong> Dread Phantom Armor arises only from the corpses of a trusted ally who murders his comrades in a sudden betrayal, the armor also must have been a gift from his former allies.</p><p>“Dread Phantom Armor” is an acquired template that can be added to any creature that can wear armor (including barding). This usually means it is corporeal and has a humanoid or equine figure of some kind, though this is not always the case.</p><p><strong>Hollow of the Hallow, Dread Phantom Armor Cold Giant:</strong> ?</p><p><strong>Dread Revenant:</strong> A dread revenant is the animate remains of a sentient creature whose desire to fulfill a special goal is so powerful it allows it to return from beyond the grave. This can also happen when a powerful deity or ethos returns a dead champion from ages past, disturbing the champion’s well-earned rest, forcing the dread revenant to go on a quest that no living mortal would dare to undertake.</p><p>“Dread revenant” is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature).</p><p><strong>Revered Father Kal'fa, Pillar of Faith, Dread Revenant Roper:</strong> ?</p><p><strong>Dread Sayona:</strong> Stories of their origins claim that the first was a vain human who grew old and whose lover left for a younger paramour; the spurned human gained revenge by bathing in the blood of the faithless lover’s children, then committed suicide. Cursed by the gods for such a vile act, dread sayona now wander the world crying tears of blood and preying on beautiful young creatures—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share the dread sayona’s fate.</p><p>“Dread Sayona” is an acquired template that can be added to any creature with an Intelligence score of 3 or greater (referred to hereafter as the base creature).</p><p>When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this.</p><p><strong>Llorona, Dread Sayona Scorpionfolk:</strong> ?</p><p><strong>Iron Lich:</strong> Some creatures, in order to gain power and immortality, exchange their mortal flesh for a complex mechanical apparatus that sustains their existence. Its soul-powered furnace powers its intricate system of pumps and pistons granting it mobility and massive strength.</p><p>“Iron Lich” is an acquired template that can be added to any living creature capable of creating the required mechanical body, or to any standard lich.</p><p><strong>Soultill, Iron Lich Human Sorcerer 7/Harrower 7:</strong> ?</p><p><strong>Lostling:</strong> Lostlings are the pitiful corpses of disoriented individuals who died in the wilderlands from starvation, accident, or madness.</p><p>“Lostling” is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature).</p><p>Any creature killed by a lostling, including those that die as an indirect result of its aura of disorientation, rises as a lostling in 1d4 days If a lostling creature is CR 11 or higher this changes to 1d4 rounds.</p><p><strong>Unvoliant the Vanishing Venom, Lostling Phase Spider:</strong> ?</p><p><strong>Red Jester:</strong> Red jester creatures are the undying remnants of court jesters who were executed by their ruler, though it is worth noting that humans are not the only race to employ fools. Some legends tell that the Demon Prince of the Undead creates them to serve as his court fools, though he often turns them out once he grows bored with them.</p><p>“Red Jester” is an acquired template that can be added to any creature with and Intelligence of 13 or higher and the ability to draw cards from a deck of many things. This usually means it is corporeal and has a humanoid figure of some kind along with the wit to amuse folk, though this is not always the case.</p><p><strong>The Court Fool of the Pit of Bones, Red Jester Balor:</strong> ?</p><p><strong>Witchfire:</strong> The fell powers of undeath rejoice when an exceptionally vile hags, harpy, or witch dies, transforming these wicked crones into incorporeal undead known as witchfires.</p><p>Though most witchfire creatures are female, male witches and the rare male hag or harpy can also become a witchfire creature.</p><p>Witchfire creature is an acquired template that can be added to any living, intelligent, creature that has hexes or hex-like abilities, or innate spell-like abilities of 2nd level or higher, or innate abilities to curse or charm foes.</p><p><strong>Mabyn The Burning Silence, Witchfire Mute Hag:</strong> ?</p><p></p><p><strong>Undead:</strong> Agent of Chaos Creature's Chaos field power mishap number 50.</p><p>Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Nightshade:</strong> Nightshades are monstrous undead composed of shadow and evil.</p><p></p><p>Agent of Chaos Creature's Chaos field power mishap number 50.</p><p>50 If the target is slain within 1 day per level of the spell, the target rises as an undead immediately (undead type is subject to GM adjudication).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/235597/Players-Guide-to-Kaidan?affiliate_id=17596" target="_blank">Player's Guide to Kaidan</a>[spoiler]</p><p><strong>Undead, Undead Creature, Yurei, Restless Dead:</strong> Necrotic Warrior Undead Champion power.</p><p><strong>Jikininki, Flesh-Eating Undead, Ghoul:</strong> ?</p><p><strong>Hungry Ghost:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Dracula:</strong> ?</p><p></p><p>Undead Champion (Su): At 20th level, the negative energies coursing through the body of the necrotic warrior have changed him so completely, he can no longer be considered alive. He gains the undead type and all undead immunities. His Hit Dice, saving throws and abilities remain unchanged, though he no longer has a Constitution score; his Charisma modifier now serves to replace his Constitution modifier in all cases, including hit points. In the case of his Fortitude save, his Charisma modifier counts twice, due to the effects of the Unnatural Fortitude ability. The necrotic warrior is now immune to aging and all aging related effects, except those he has already experienced; but if brought to below 0 hit-points he is slain immediately.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/294279/Players-Guide-to-the-World-of-Xoth-Pathfinder-Edition?affiliate_id=17596" target="_blank">Player's Guide to the World of Xoth (Pathfinder Edition)</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/125583/Ponyfinder--Campaign-Setting?affiliate_id=17596" target="_blank">Ponyfinder Campaign Setting</a>[spoiler]</p><p><strong>Undead:</strong> Vampiric Sorcerer Bloodline Ruler of the Night power.</p><p>Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living.</p><p><strong>Unfulfilled:</strong> Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/182116/Ponyfinder--Everglow-Bestiary?affiliate_id=17596" target="_blank">Ponyfinder Everglow Bestiary</a>[spoiler]</p><p><strong>Skeletal Pony Slinger, Pony Skeletal Champion Warrior 1:</strong> ?</p><p><strong>Zombie Pony, Pony Zombie Warrior 2:</strong> Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/384271/Ponyfinder--Races-of-Everglow--Second-Edition?affiliate_id=17596" target="_blank">Ponyfinder - Races of Everglow - Second Edition</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Gregory von Grimoire, God of Knowledge and Power, Powerful Lich:</strong> Obsessed with revenge against the multi-hued pony goddess, he found his own way to immortality. Shedding his mortal flesh, Grimoire became a powerful lich, calling himself ‘Grimoire, god of knowledge and power’ in clear defiance of Luminace.</p><p><strong>Dead Griffon:</strong> Shedding his mortal flesh, Grimoire became a powerful lich, calling himself ‘Grimoire, god of knowledge and power’ in clear defiance of Luminace.</p><p>He built a sprawling army of griffons, living and dead, as well as a horde of constructs.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/133780/Primeval-Thule-Campaign-Setting-for-the-Pathfinder-Roleplaying-Game?affiliate_id=17596" target="_blank">Primeval Thule Campaign Setting</a>[spoiler]</p><p><strong>Frost Corpse:</strong> Those killed by a polar eidolon rise the next day as frost corpses unless their bodies are kept warm for 24 hours. </p><p><strong>Minotaur Skeleton:</strong> ?</p><p><strong>Ogre Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/131282/Psionic-Bestiary?affiliate_id=17596" target="_blank">Psionic Bestiary</a>[spoiler]</p><p><strong>Caller in Darkness:</strong> Usually formed upon the death of an innocent who was slowly and painfully tortured until its demise.</p><p><strong>Cerebremorte:</strong> A cerebremorte is often the result of a psion that has been killed by a powerful death effect, such as psychic crush or slay living or other similar powers or spells.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/148587/Psionics-Augmented-Mythic-Psionics?affiliate_id=17596" target="_blank">Psionics Augmented: Mythic Psionics</a>[spoiler]</p><p><strong>Mythic Caller in Darkness:</strong> A caller in darkness that has absorbed the essence of a divine entity or demi-god becomes a true nightmare.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/151567/Psionics-Augmented-Seventh-Path?affiliate_id=17596" target="_blank">Psionics Augmented: Seventh Path</a>[spoiler]</p><p><strong>Slamming Portal:</strong> ?</p><p><strong>Orbs:</strong> ?</p><p><strong>Cold Spot:</strong> ?</p><p><strong>Choking Hands:</strong> ?</p><p><strong>Mad Monk:</strong> ?</p><p><strong>Baleful Apparition:</strong> ?</p><p><strong>Deathless Defenders:</strong> ?</p><p><strong>Ghastly Whispers:</strong> ?</p><p><strong>Ectoplasmic Miasma:</strong> ?</p><p><strong>Headless Horseman:</strong> ?</p><p><strong>Spectral Carriage:</strong> ?</p><p><strong>Hungry Earth:</strong> ?</p><p><strong>Gjenganger:</strong> ?</p><p><strong>Keening Suicides:</strong> ?</p><p></p><p><strong>Ghost:</strong> Bond of Death power.</p><p></p><p>Bond of Death</p><p>Discipline: Athanatism; Level: Conduit 2</p><p>Display: Mental</p><p>Manifesting Time: 5 minutes</p><p>Range: Touch</p><p>Target: One willing animal companion or familiar touched with 3 HD or less</p><p>Duration: 1 day/level</p><p>Saving Throw: None; Power Resistance: Yes (harmless)</p><p>Power Points: 3</p><p>You reinforce the bond between a master and servant, allowing them to join in undeath. If the target’s master dies and is animated as any kind of intelligent undead, the target immediately dies. They reanimate as a ghost, retaining all of the same benefits they had in life as a familiar or animal companion, including the bond to their master.</p><p>Augment: For every additional power point spent, the maximum HD of creature that this power can target is increased by 1.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/124276/Pure-Steam-Campaign-Setting?affiliate_id=17596" target="_blank">Pure Steam Campaign Setting</a>[spoiler]</p><p><strong>Reanimated Corpse:</strong> Reanimated Corpses are forced into the vile state by mad scientists who use illegal reagents.</p><p>“Reanimated” is an acquired template that can be added to any corporeal creature (other than an undead).</p><p><strong>Reanimated Human:</strong> ?</p><p><strong>Fast Reanimated Corpse:</strong> ?</p><p><strong>Plagued Reanimated Corpse:</strong> These reanimated corpses carry a terrible disease that perpetuates their undead lineage—those infected by a plagued reanimated corpse’s contagion rise as reanimated corpses themselves when they perish.</p><p>Anyone who dies while infected with unliving rot rises as a plagued reanimated corpse in 2d6 hours.</p><p></p><p>Unliving rot: slam; save Fort DC = 10 + 1/2 the reanimated’s Hit Dice + the reanimated’s Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plagued reanimated corpse in 2d6 hours.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/122023/The-Quid-Novi-Collection?affiliate_id=17596" target="_blank">Quid Novi Collection</a>[spoiler]</p><p><strong>Maskek:</strong> ?</p><p> </p><p><strong>Bog Mummy:</strong> Any humanoid that dies from a Maskek's bog rot disease becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/78038/Races-of-Obsidian-Twilight-PFRPG?affiliate_id=17596" target="_blank">Races of Obsidian Twilight</a>[spoiler]</p><p><strong>Calix Sabinus:</strong> ?</p><p></p><p><strong>Vampire:</strong> ?</p><p><strong>Ghost:</strong> The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time.</p><p>Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghast:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/68948/Races-of-Obsidian-Twilight-Harrowed-PFRPG-Preview?affiliate_id=17596" target="_blank">Races of Obsidian Twilight: Harrowed</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/69074/Races-of-Obsidian-Twilight-Osirian-PFRPG-Preview?affiliate_id=17596" target="_blank">Races of Obsidian Twilight: Osirian</a>[spoiler]</p><p><strong>Zombie:</strong> The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact.</p><p>The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs.</p><p><strong>Skeleton:</strong> The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact.</p><p>The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs.</p><p><strong>Ghost:</strong> The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact.</p><p>The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/77991/Races-of-Obsidian-Twilight-Raijin-PFRPG-Preview?affiliate_id=17596" target="_blank">Races of Obsidian Twilight: Raijin</a>[spoiler]</p><p><strong>Ghost:</strong> The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time. In the beginning many of these were mindless spectres, the traumatised dead from what seemed like the end of the world but over time these have been winnowed down and replaced with the new dead.</p><p>Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living.</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ghast:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/232980/Racial-Profiles-Expanded-Hungry-Souls?affiliate_id=17596" target="_blank">Racial Profiles Expanded Hungry Souls</a>[spoiler]</p><p><strong>Undead:</strong> Failed save on critical from Vex.</p><p>Failed save on critical from weapon with undeath quality.</p><p></p><p>Vex: This +3 keen miasma undeath dagger was once the vile tool used by Vex, an undead necromancer, who claimed he was alive during the fall of some ancient civilization, some millenia ago, back before he became a sentient dagger of death. It's not as though anyone can prove otherwise.</p><p>This deadly looking obsidian dagger not only deals an extra 1d6 points of negative energy damage with every blow, but upon a successfully confirmed critical attack, Vex deals an additional 1d10 points of negative energy damage, forcing the target of the attack to make a Fortitude save, (DC 10 + the damage dealt by the negative energy) or become undead, the effect of which is permanent. Once turned undead they then make a Will save, (DC 10 + the damage dealt by the negative energy) or be subject to the will of the wielder. On a successful Fortitude save, the target resists the transformation and takes the negative energy damage normally.</p><p>The target of the attack gains the undead template, and gains a negative energy affinity; however this effect may be reversed by the spell remove curse.</p><p>Undead Vexaction (Su): This ability functions as the spell create greater undead, and may be used once per day while Vex is active.</p><p></p><p>Undeath (+5 Bonus): Upon a successfully confirmed critical attack, this enchantment deals an additional 1d10 points of negative energy damage, forcing the target to make a Fortitude save, (DC 10 + the damage dealt by the negative energy) or become undead, and must make a Will save, (DC 10 + the damage dealt by the negative energy) or be subject to the will of the wielder, the effect of which is permanent. On a successful Fortitude save, the target resists the transformation and takes the negative energy damage normally. </p><p>The target of the attack gains the undead template, and gains a negative energy affinity; however this effect may be reversed by the spell remove curse.</p><p>This enchantment may only be used on piercing or slashing weapons.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/112607/2012-Rappan-Athuk-Bestiary--Pathfinder?affiliate_id=17596" target="_blank">Rappan Athuk Bestiary - Pathfinder</a>[spoiler]</p><p><strong>Devouring Mist:</strong> Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy.</p><p><strong>Zombie Horde:</strong> When gathered together in a horde, these mindless creatures are a terror to behold.</p><p><strong>Mordnaissant:</strong> Occasionally when a gravid woman dies violently in a place infused with unholy or negative energies, the unborn child within her does not perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother.</p><p>The earth mother idol is a massive emerald-and-bamboo construction standing 15-ft.-tall in the center of a jungle clearing. A low altar of black igneous rock stands before the statue of the earth goddess. Piled emerald stones form her head, shoulders and arms. Sharpened bamboo branches curve to form her fertile belly. Her legs are stone arches rising from the ground. The superstitious villagers sacrifice the virgins each full moon by tying the women to the fast-growing bamboo. The sharp shoots slowly impale and kill the struggling women. Skeletons are still entwined in the thick bamboo, with more bones littering the jungle floor around the statue.</p><p>Unfortunately for the villagers, the last woman sacrificed was not a virgin. She was a few months pregnant, but hid her condition from the villagers. When the woman died on the sharpened stakes, her unborn child became a mordnaissant that inhabits the idol’s barren bamboo womb.</p><p><strong>Sword Wight:</strong> These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul.</p><p><strong>Meat Puppet:</strong> Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies.</p><p>“Meat puppet” is an acquired template that can be added to any corporeal creature (other than an undead) that had a skeletal system at one point, but had its bones extracted or completely crushed.</p><p><strong>Human Meat Puppet:</strong> ?</p><p><strong>Otyugh Meat Puppet:</strong> The unfortunate otyugh, which the laboratory’s alchemist used as waste disposal, suffered from a necromantic explosion in the lab. The catastrophe transformed the creature into its current undead state.</p><p></p><p><strong>Vampire Spawn:</strong> Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type.</p><p><strong>Vampire:</strong> Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type.</p><p><strong>Zombie:</strong> If the zombie horde takes enough individual damage to break it up, up to a dozen of the creatures continue on their rampage of destruction, until finally they too must be slain.</p><p>When the zombie horde swarm is reduced to 0 hit points or lower and breaks up, unless the damage was dealt by area-affecting attacks, then 2d6 surviving members of the horde continue their attack, though now only as individual creatures.<strong>Undead Ooze:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/200752/Reliquarium-Eldoria?affiliate_id=17596" target="_blank">Reliquarium Eldoria</a>[spoiler]</p><p><strong>Undead:</strong> There are those Telarci who are unlucky enough to find themselves picked up by ships, sent forth by the Goddess Sirrith, to collect those who stray from Tarrisada. Shadowland is one of the realms located in the Unending Sea and the Goddess directs her minions to collect the souls of the unfaithful and bring them to her thralldom. Here, their form is corrupted by the power of the Vorg. They are bound with negative energy and can then be sent back into Enshar to do the bidding of the Goddess. In this way, many of the Undead who have physical shape are created.</p><p>There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature.</p><p>By 1800R, the Sirrith clergy in Odressi became bolder in its practices and encouraged the ritual of ‘purification’ amongst its acolytes. In this ceremony, zealots offered themselves up to be bled dry and to have their dead body reanimated with the power of the Shadow.</p><p><strong>Ghost:</strong> There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature.</p><p><strong>Wraith:</strong> There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature.</p><p><strong>Vampire:</strong> Lord Varren was made a vampire at Sirrith’s command.</p><p><strong>Zombie Lord:</strong> Priests who seek to embrace the power of the Vorg and become Undead undergo a ceremony whereby they are hung upside-down over the temple Purification Pit and bled dry. The High Priest officiates and imbues the dead body with the energy of the Shadow, using the Skull of Vargranda (an ancient artefact said to have been given to the cult at the Dawn of Time, by Sirrith herself. Cultists resurrected this way become a Zombie Lord.</p><p><strong>Zombie:</strong> Slain by Dreadsteel.</p><p></p><p>DREADSTEEL</p><p>Strong necromancy; CL 18th; weight 8lb</p><p>The leader of the group was attired in crimson-stained armor and, as I fought my attackers, I saw him strike his black sword against Hallen’s gorget; the evil blade giving off a hideous metallic scream as it bit into the metal. He had pierced Hallen’s armor and my comrade fell, blood gushing from the wound.</p><p>I dealt quickly with my two opponents, driving my blade through the midriff of one and hamstringing the other. I turned, in time to defend myself from an attack launched by the crimson knight and managed to catch his terrible weapon on my own sword. As we tested our strength against each other, I saw Hallen, slowly recovering and standing up behind my foe. He was alive and planning to strike our enemy a mortal blow from behind!</p><p>Suddenly the crimson knight mouthed the words, “Kill him!” and I saw the awful, vacant look upon Hallen’s face. He had risen as some creature of the Undead, controlled by my enemy and now intent on helping him dispatch me.</p><p>This is a legendary blade, forged of Vurgonmir iron, once wielded by the Wraithlord Ikaradis during the Wars of the Serpent Kings. It is a +2 shortsword with the ability to animate the dead (as per the Level 3 CL spell). Any intelligent humanoid that dies as a result of a killing blow caused by Dreadsteel rises as a zombie, under the control of the wielder of the sword. The sword’s power allows the wielder to control a maximum number of zombies equal to their charisma score.</p><p>Dreadsteel suffers the penalties common to all weapons made from Vurgonmir. Humanoids killed by Dreadsteel rise as zombies within 1d4 rounds. Apply the zombie template when creating them (Refer Pathfinder Bestiary Book One).[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/64312/Remarkable-Races-Compendium-of-Unusual-PC-Races?affiliate_id=17596" target="_blank">Remarkable Races Compendium of Unusual PC Races</a>[spoiler]</p><p><strong>Timber Wight:</strong> Among the oaklings, death is often considered an inconvenience. In their emotionless pursuit of personal gain, quite a few oaklings experiment with necromancy to prolong their lives. The timber wight is the horrible end result. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/180610/The-Rhune-Dawn-of-Twilight-Campaign-Guide?affiliate_id=17596" target="_blank">Rhune Dawn of Twilight Campaign Guide</a>[spoiler]</p><p><strong>Whisper Ghoul:</strong> ?</p><p><strong>Undead Dwarf:</strong> ?</p><p><strong>Undead Lord:</strong> ?</p><p><strong>AElven Ghost:</strong> Many ælves also believe that the runes other races carve into jötunstones to create storm-tech engines harm their racial connection to their spiritual afterlife in the same way as the Bilröst Gate—they believe every stormtech engine created binds the ælven hosts more strongly to cursed unlife on Midgard.</p><p></p><p><strong>Undead:</strong> The largest concentration of the undead is among the Ruined Cities in the South, all of which have been animated by the Ghoul Stone (and the necromantic energy it channels from Neinferth directly into Midgard).</p><p>The Ghoul Stone was raised above the former cities in 166 YUR by invading cultists, draining the life force from the cities below it and leaving South Pointe, Way Pointe, and Way Station undead wastelands. Today, many Vitkarr believe the Ghoul Stone acts as a giant magical gate, one that links Neinferth to Midgard, channeling negative energy directly into the former cities and damning all who enter to a fate worse than death.</p><p>While all of the Thrall Lords were transformed into their current states in the awful crucible of the Great Void, Felashurann is the one among their number who chose to remain behind, and so became the closest thing Neinferth has to a master. He is perhaps the most active of the Thrall Lords within his chosen domain, endlessly on the hunt for new flesh to warp and transform into the undead horrors with which he bolsters his army for the coming final battle of gods and men.</p><p>Many Vitkarr believe that the Ghoul Stone that hovers above the Ruined Cities on Midgard draws its power directly from Neinferth, acting as a conduit for this twisted realm. While none know for sure, this realm clearly displays ties to the entropic energies that animate the dead.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wraith:</strong> Lady Y'Draah's fateful vision led her, alongside her followers, to build the Bilröst Gate so that they could travel the Great Tree in search of the gods. Later, when they opened the gate, the ælves realized the irony of their actions. For the Thrall Lords, most evil of the ancient giants, had twisted her visions, and everything she designed carried a fell purpose. An unprecedented blend of rune lore and nascent clockwork technology, when the Gate was opened it consumed the life force of nearby ælves in an uncontrolled wave of runic magic. Some survived, hideously changed and separated from their true nature. These became the ash elves. Others perished utterly and in the ensuing years it became clear that their fate was darker than any natural death. Rather than progress to the Halls of the All-Father, as had all previous ælves killed by misadventure or war, the spirits of those killed by Lady Y'Draah's gate were trapped in Midgard. The spirits of the fallen did not progress to their promised afterlife, instead became beings of loss and darkness, ill-fated wraiths haunting the once fair city of Summer Night.</p><p>The Raven and the Wolf—This constellation contains thirteen stars, which appear to depict a raven resting atop the face of a wolf. While many starwatchers say this is a bit of an exaggeration, a great number of ælven druids look to this constellation with both awe and wonder, some going so far as to say that it the true resting place of their dead, calling the spirits and wraiths of Summer Night City little more than cursed shells.</p><p>Some whisper they have learned to summon wraiths, strange ælven-like spirits cursed to wander Midgard until Ragnarök.</p><p><strong>Lich:</strong> Some of her southerner worshipers, however, look to her as a goddess who can give them life beyond death, forestalling the great bane of mortality. While this state of affairs does not necessarily sit well with the Mistress of the Grave, the benefits she reaps in converts is well worth the ideological sacrifice of allowing some few of her faithful the selfish indulgence of undead existence for a few centuries. For every one who learns the secrets of lichdom or vampirism, for instance, scores or even hundreds look to the example of the few and believe, in vain, that they, too, might know such power.</p><p><strong>Vampire:</strong> Some of her southerner worshipers, however, look to her as a goddess who can give them life beyond death, forestalling the great bane of mortality. While this state of affairs does not necessarily sit well with the Mistress of the Grave, the benefits she reaps in converts is well worth the ideological sacrifice of allowing some few of her faithful the selfish indulgence of undead existence for a few centuries. For every one who learns the secrets of lichdom or vampirism, for instance, scores or even hundreds look to the example of the few and believe, in vain, that they, too, might know such power.</p><p><strong>Ghast:</strong> ?</p><p><strong>Zombie:</strong> Draugir Cap magic item.</p><p>Meatwalker Serum Alchemical Item.</p><p></p><p>Draugir Caps</p><p>Weight 1lb per cap; Price 400 gp per cap</p><p>These hook-lined skullcaps come attuned to a command cap. By affixing the cap to a Small- or Medium-sized corpse as a full round action that provokes attacks of opportunity, the wearer of the command cap may spend a minute concentrating and make a DC 20 Concentration check (caster level is equal to character level in this case) to alchemically animate the corpse. This corpse functions as a zombie (see the Pathfinder® Roleplaying Game Bestiary™) except is it unharmed (although not healed) by channeling positive energy. Channeling negative energy still damages the corpse. Once the zombie reaches 0 hit points, it is destroyed and cannot be reanimated. Removing the draugir cap is also a full-round action, which provokes attacks of opportunity. Controlling the corpse is a move-equivalent action that does not provoke attacks of opportunity. A corpse can be given instructions as per animal tricks, and performs the command until destroyed or until the wearer of the command cap issues a new command. The wearer of a command cap is limited to a number of zombies equal to their character level.</p><p></p><p>Meatwalker Serum</p><p>Weight —; Price 250 gp</p><p>This substance creates an alchemically driven zombie. One dose animates a single Medium-sized creature, or two Small-sized creatures over the course of a round. These zombies are statistically identical to zombies in the Pathfinder® Roleplaying Game Bestiary™, but remain unharmed (and not healed) by channeling positive energy. Channeling negative energy damages still damages the corpse. Once the zombie reaches 0 hit points, it is destroyed and cannot be reanimated. When used in combination with corpse fitted with a draugir cap, the character wearing the command cap does not need to spend a minute of concentration to control the corpse. Otherwise, these zombies shuffle around aimlessly for three days, until the serum becomes inert and the corpses become inanimate. The serum also provides a side benefit of acting as a gentle repose spell while active.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/321110/Rise-of-the-Drow-Campaign-Primer?affiliate_id=17596" target="_blank">Rise of the Drow: Campaign Primer</a>[spoiler]</p><p><strong>Undead Virus:</strong> ?</p><p><strong>Udodelig, Lich, Undead Progenitor:</strong> ?</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/98982/Riyals-Research-Haunts-PFRPG?affiliate_id=17596" target="_blank">Riyal's Research: Haunts</a>[spoiler]</p><p><strong>Haunt:</strong> My master, who instructed me in the arcane arts, explained that a location which was plagued by a ghost or similar incorporal spirit over the course of decades and centuries may transform into a haunt.</p><p>A haunt is the negative energy of a ghost that has lost its sense of self. A newly-formed ghost possesses its life memories. But as time moves on, these memories fade away and only the strongest remains - that of its death or one holding overwhelming emotion which helped to create the ghost in the first place. During this process, the ghostly form loses much of the shape that reflected its life memory and becomes more and more distorted. The negative energy of this now unrecognizable unlife force slowly becomes fused with the object or location that is associated with the single defining memory of the fading ghost. Eventually, the ghost is gone and only the haunt remains. So to sum up what a haunt is, I would say a tethered undead spirit that has lost its creatureliness.</p><p>The ghost-to-haunt process may take as little as a year or two or may encompass several centuries. My research revealed the existence of a 1021 year old ghost – Homley Trakasta – whose essence is now known as the Idarian Firestar. While I concede the possibility that a ghost may never complete the haunt process or be too weak in spirit [a pun - hee, hee] to leave behind a haunt, I believe that not to be the common case. Further research is required in Shadowsfall on this matter.</p><p><strong>Color Steal:</strong> ?</p><p><strong>The Howling:</strong> ?</p><p><strong>Misty River:</strong> ?</p><p><strong>Flooding Falls:</strong> ?</p><p><strong>Flame Shadows:</strong> ?</p><p><strong>Pain and Hate:</strong> ?</p><p><strong>Blind Man's Alley:</strong> ?</p><p><strong>Rising Coffins:</strong> ?</p><p><strong>Breathless Gasps:</strong> ?</p><p><strong>Silent Pig Pen:</strong> ?</p><p><strong>Cursing Skulls:</strong> ?</p><p><strong>Death Chills:</strong> ?</p><p><strong>Cries of Despair:</strong> ?</p><p><strong>Rust Dust:</strong> ?</p><p><strong>Eternal Henge:</strong> ?</p><p><strong>Words of Asmodeus:</strong> ?</p><p><strong>Corrosive Fog:</strong> ?</p><p><strong>Deadly Knowledge:</strong> ?</p><p><strong>Cliffs of Insanity:</strong> ?</p><p><strong>Death's Flowers:</strong> ?</p><p><strong>Ice Queen's Gaze:</strong> ?</p><p><strong>Home Fires Burning:</strong> ?</p><p><strong>Vengeful Clouds:</strong> ?</p><p><strong>Bone Garden:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/183156/Royal-Class?affiliate_id=17596" target="_blank">Royal Class</a>[spoiler]</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/118475/Rule-Zero-Underlings?affiliate_id=17596" target="_blank">Rule Zero: Underlings</a>[spoiler]</p><p><strong>Ghost Underling:</strong> ?</p><p><strong>Ghoul Underling:</strong> ?</p><p><strong>Mummy Underling:</strong> ?</p><p><strong>Skeleton Underling:</strong> ?</p><p><strong>Vampire Underling:</strong> ?</p><p><strong>Zombie Underling:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/119315/Rule-Zero-Underlings-Bonus?affiliate_id=17596" target="_blank">Rule Zero: Underlings Bonus</a>[spoiler]</p><p><strong>Undead Underling:</strong> Undead Lord feat.</p><p></p><p><strong>Skeleton Underling</strong> ?</p><p></p><p>Undead Lord</p><p>You can easily create and control undead underlings.</p><p>Prerequisite: Spell Focus (necromancy).</p><p>Benefit: Whenever you calculate the total number of undead creatures you control, every four undead underlings of the same type count as one creature (using their group CR as the creature’s Hit Dice). Any remaining undead underlings of the same type also count as a single creature. For example, 7 skeleton underlings would count as two creatures.</p><p>In addition, whenever you create undead using animate dead, you can create underlings, counting four underlings as one creature in terms of the total number of Hit Dice you can create and the cost of casting the spell. You must possess a number of bodies equal to the number of underlings created.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/241231/Sandy-Petersens-Cthulhu-Mythos--Pathfinder?affiliate_id=17596" target="_blank">Sandy Petersen's Cthulhu Mythos - Pathfinder</a>[spoiler]</p><p><strong>Mythos Undead:</strong> “Mythos undead” is an acquired template that can be added to any living, corporeal creature.</p><p>Evil creature drinking gorgondy.</p><p>Dying from constitution drain from Hastur's possession.</p><p>In rare cases, when certain alchemical techniques are applied to an exceptionally fresh corpse (or even to whole parts of fresh corpses) who, in life, possessed a singularly powerful and focused mind, the result is in an undead creature that retains its intellect; in such a case, create the creature as a Mythos undead.</p><p><em>Zyngaya</em> spell.</p><p><strong>Ghost of Ib Cleric 10:</strong> ?</p><p><strong>Undead:</strong> Where the King in Yellow walks,</p><p>the dead rise and follow. Whenever the King in Yellow</p><p>comes within 20 feet of a dead body, that body rises as an undead creature of the King’s choosing. The undead created can be of any type, so long as its CR is equal to or less than the King in Yellow’s CR-6 (minimum of 1). Living creatures who die within 20 feet of the King in Yellow arise as undead one round later.</p><p>The King in Yellow’s footstep brings the dead to life. They can return as a wide variety of undead—from simple zombies or ghosts to more powerful vampires. His horde always accompanies him.</p><p><strong>Deathless Sorcerer, Old Human Mythos Undead Sorcerer 12:</strong> ?</p><p><strong>Insane Dead:</strong> Certain alchemical techniques can reanimate recently slain bodies, but while these methods restore the semblance of life to the victim, the passage of death to life always results in insanity.</p><p><strong>Risen Witch, Mythos Undead Human Witch 20:</strong> ?</p><p><strong>Leng Ghoul:</strong> Leng Ghoul Fever and 12+ Hit Dice.</p><p><strong>Ghoul:</strong> Leng Ghoul Fever and less than 12 Hit Dice.</p><p></p><p>ZYNGAYA</p><p>School necromancy [evil]; Level cleric 7, shaman 7, sorcerer/wizard 7</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth 50 gp per HD of the undead to be created)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>You turn the corpse into a Mythos undead if the creature had fewer Hit Dice than your caster level. It is loyal to the King in Yellow. Although it recognizes you as its creator, it works with you only insofar as you serve the purposes of the King in Yellow. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p></p><p>GORGONDY</p><p>Weight 2 lbs. Price 7,500 gp; Craft (alchemy) DC 35</p><p>This dark, evil liquor must be kept in strong, heavily armored iron bottles to retain its potency. When drunk, it changes the drinker's alignment one step closer to evil. Class abilities based on alignment change to match (unless the new alignment results in losing the ability altogether due to incompatible alignment). If the drinker is evil before drinking it, the drinker's soul will be destroyed upon death and the drinker's corpse will arise as a Mythos undead. The drinker can negate all these effects with a successful DC 15 Will save upon drinking.</p><p></p><p>Disease (Ex) Leng Ghoul Fever: Bite—injury; save Fort DC 22; onset immediate; effect 1d3 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/193014/Scarred-Lands-Players-Guide-Pathfinder?affiliate_id=17596" target="_blank">Scarred Lands Player's Guide (Pathfinder)</a>[spoiler]</p><p><strong>Undead, Undead Creature, Undead Entity:</strong> When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. However, their mastery is so great that they can force spirits back into the material realm to create undead seemingly at will. </p><p>Surrounding the city of Lokil, this wasteland was once the westernmost boundary of the great nation of Zathiske. Today, the broken plains teem with undead and angry wandering spirits, some of whom were once travelers themselves seeking the city of necromancers, Hollowfaust, which rests at the northern end of the fields. Like the Devil’s March to the west, this region played host to several great battles during the Titanswar, and countless fallen warriors have been risen up by the necromantic energies of the nearby March, as well as Hollowfaust and Glivid-Autel to the north and east. </p><p>Unfailing Deathless power.</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Undead Eidolon:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Powerful Undead Spirit:</strong> ?</p><p><strong>Undead Follower:</strong> ?</p><p><strong>Undead Trooper:</strong> ?</p><p><strong>Sinplest Undead Creature:</strong> ?</p><p><strong>Disposable Servant:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Rogue Undead:</strong> ?</p><p><strong>Grotesque Undead Experiment:</strong> ?</p><p><strong>Undead Guardian:</strong> ?</p><p><strong>Ghoulish Undead:</strong> ?</p><p><strong>Mythic Undead:</strong> ?</p><p><strong>Undead Spirit:</strong> ?</p><p><strong>Undead Servitor:</strong> ?</p><p><strong>Ghost, Spirit of a Fallen Legionnaire Officer, Ghostly Legionnaire:</strong> ?</p><p><strong>Kaav, Ghost:</strong> Atop the Pillar of Non, one fragment of Aurimar remains, the bell tower of the imperial palace. The ghost of Kaav, the last bell ringer of Aurimar, inhabits the decrepit, crumbling tower. He is the last member of the titan cult, left to curse the gods who showed no mercy to his people or his empire. The smiting of the city destroyed all but a handful of the tower’s bronze bells, yet, infused with the power of Kaav’s hatred and amplified by that of the titans he worshiped, those remaining bells toll at his bidding. </p><p><strong>Inhuman Ghoul:</strong> ?</p><p><strong>Ghoul King of Termana:</strong> ?</p><p><strong>Ice Ghoul:</strong> ?</p><p><strong>Ilkusthra the Autmn King, Autumn King of Khet, Lich Druid 20/Hierophant 10:</strong> ?</p><p><strong>Shadow, Undead Shadow, Actual Shadow:</strong> <em>Shadow Traitor</em> spell.</p><p><strong>Shadow, Hostile Undead Shadow:</strong> ?</p><p><strong>Shadow, Shadow Creature:</strong> ?</p><p><strong>Shadow, Spirit of a Fallen Legionnaire Officer:</strong> ?</p><p><strong>Skeletal Template:</strong> ?</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Animate Dead Minor</em> spell.</p><p><em>Leech Field</em> spell.</p><p>Eternal Army true ritual.</p><p><strong>Skeleton, Lesser Undead:</strong> ?</p><p><strong>Tremendously Tough Skeleton:</strong> <em>Adamantine Bones</em> spell.</p><p><strong>Skeletal Champion:</strong> Eternal Army true ritual.</p><p><strong>Skeletal Champion, Lieutenant:</strong> ?</p><p><strong>Specter, Spirit of a Fallen Legionnaire Officer:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith, Spirit of a Fallen Legionnaire Officer:</strong> ?</p><p><strong>Zombie:</strong> <em>Animate Dead Minor</em> spell.</p><p><em>Leech Field</em> spell.</p><p>Eternal Army true ritual.</p><p><strong>Zombie, Lesser Undead:</strong> ?</p><p><strong>Zombie Lord:</strong> Eternal Army true ritual.</p><p><strong>Zombie Lord, Lieutenant:</strong> ?</p><p></p><p>ANIMATE DEAD, MINOR </p><p>A common spell known by many aspiring necromancers before they advance to more powerful effects, minor animate dead allows the magician to briefly imbue a single corpse with unlife. Much more necromantic power is needed to animate even the simplest undead creature permanently, but even powerful necromancers sometimes find use in quickly creating a disposable servant. </p><p>School necromancy [evil]; </p><p>Level cleric/oracle 1, sorcerer/ wizard 1; </p><p>Domain Death 1* </p><p>Casting Time 1 standard action </p><p>Components V, S, M </p><p>Range touch </p><p>Target one corpse </p><p>Duration 1 hour/level </p><p>Saving Throw none; </p><p>Spell Resistance no </p><p>This spell functions as animate dead, except that it creates one skeleton or zombie, which remains animate for only 1 hour per level. * Worshipers of Chardun who have the Death domain may take this spell as their 1st-level domain spell in place of cause fear. </p><p></p><p>LEECH FIELD </p><p>Necromancers of the Society of Immortals created this spell when they broke from Hollowfaust; in fact, leech field was instrumental in that conflict. Years later, it was shared with the Phylacteric Vault in Darakeene by persons unknown (although many suspect it was a faction antagonistic to Hollowfaust). </p><p>School necromancy [death]; </p><p>Level sorcerer/wizard 8, witch 8 </p><p>Casting Time 1 standard action </p><p>Components V, S </p><p>Range medium (100 ft. + 10 ft./level) </p><p>Area 10-foot-radius spread </p><p>Duration 1 round/level (D) </p><p>Saving Throw Fortitude half; </p><p>Spell Resistance yes </p><p>A field of negative energy coalesces at the desired location, manifesting as what looks like a wispy purple fog. Any living creature within the area of effect as the spell is cast or that ends its turn in the fog suffers 10d6 points of negative energy damage. A successful Fortitude saving throw reduces this damage by half. All damage dealt this way, for each creature affected, is absorbed by the spell and maintained in a single leech pool. For example, the spell damages three creatures for 35 points of damage each, but one makes its saving throw, taking only 17 points; the leech pool gains 35 + 35 + 17 = 87 points. For this purpose, do not count damage that reduced a creature below 0 hit points. If a creature has 12 hit points and this spell deals 35 points of damage to it, then that creature dies, but you count only 12 points toward the leech pool for that creature. </p><p>At the start of your turn, you may choose to distribute any number of points currently in the leech pool, divided evenly among any number of target undead creatures you control, as long as those undead are within 30 feet of either yourself or the leech field. </p><p>For example, if leech field deals a total of 87 points of damage to several creatures when you cast it, then at the start of your next turn, you may disburse up to 87 points of healing among your undead minions, divided evenly among any number of undead you choose. If you use only 40 points (to cure four of your undead minions for 10 points each), then the remaining 47 points remain in the leech pool, rolling over until your next turn. Over the course of the next round, if the spell dealt another 58 points of damage, then the leech pool would have a total of 47 + 58 = 105 points. </p><p>The leech pool cannot hold more points than 10 x your caster level at any given time. Any excess points absorbed from living creatures are lost. </p><p>The leech field is unaffected by wind, but it can be dispelled normally. </p><p>Mythic: Your leech pool may hold up to 20 points per caster level. </p><p>Augmented (2nd): If you expend one use of mythic power, any creature killed by this spell immediately rises as a skeleton or zombie under your control. You can control a maximum of 4 HD worth of undead creatures per caster level at any one time, just as if you had created them using animate dead. </p><p></p><p>SHADOW TRAITOR </p><p>There is no need to spend energy to attack an opponent with a sword or staff when you can simply have the victim harm herself. Using shadow traitor, the caster animates his target’s shadow to attack her. </p><p>School illusion (shadow) [shadow]; </p><p>Level sorcerer/wizard 5, witch 5 </p><p>Casting Time 1 standard action </p><p>Components S </p><p>Range close (25 ft. + 5 ft./2 levels) </p><p>Target one corporeal, living creature </p><p>Duration instantaneous </p><p>Saving Throw none; </p><p>Spell Resistance yes </p><p>The caster causes the target’s own shadow to animate as an undead shadow. Until it is destroyed, the shadow attacks the target each round until it or the target creature is destroyed. If the shadow slays the target, that creature rises as an actual shadow under the control of the caster. Any shadows controlled by the caster as a result of this spell contribute to the usual 4 HD per level maximum, as noted in the animate dead spell. </p><p></p><p>ETERNAL ARMY </p><p>During a crucial battle in the Titanswar, Chardun’s armies took heavy losses against a rampaging titanspawn horde; the Great General had barely a moment to savor his hard-won victory when he determined that the titan Thulkas was approaching his position with another titanspawn force. The Slaver knew that his remaining troops would not be enough to withstand another attack, so he decided to bring back his original troops. </p><p>Chardun taught his most gifted clerics how to bring the dead back to the fight as “Chardun-slain.” The ritual lasted all night and into the day, as Chardun’s remaining troops gave their lives to protect the clerics from their foes. When the sun finally set, hundreds of the slaughtered soldiers rose back up, fell upon the titanspawn, and destroyed them. </p><p>Many races have condemned raise the eternal army as unholy black magic, but that has not stopped a number of generals and rulers from seeking out knowledge of the ritual for their own campaigns. </p><p>School necromancy [evil, mythic, true ritual]; </p><p>Level cleric/ oracle 5 </p><p>Ritual Type divine </p><p>Casting Time 12 hours </p><p>Components V, S, DF, M (a jeweled scepter worth at least 2,500 gp) </p><p>Secondary Casters four (5th) </p><p>Proxies no </p><p>Range medium (100 ft. + 10 ft./level) </p><p>Target one battlefield, graveyard, or burial place </p><p>Duration one day/level (or special; see text) </p><p>Saving Throw none; </p><p>Spell Resistance no </p><p>Assuming there are enough corpses or remains present, this ritual animates a horde of skeletons or zombies, bypassing the normal restrictions on the maximum number of controllable undead set by the animate dead spell. These skeletons are highly organized, each armed and armored, as determined by the equipment present. They are instantly aware of any commands issued by the primary caster, regardless of range. </p><p>The ritual creates 10 HD of undead per caster level, plus one skeletal champion or zombie lord (use stats for a 5th-level warrior with the appropriate template) as a lieutenant for every 20 HD of lesser undead. The lesser undead receive a +1 profane bonus on attack rolls when within 30 feet of a lieutenant. </p><p>When using mass combat rules, this ritual instead creates a skeleton or zombie horde, as noted below. </p><p>Caster Level Horde Created </p><p>9th Large skeleton horde or Medium zombie horde </p><p>13th Huge skeleton horde or Large zombie horde </p><p>17th Gargantuan skeleton horde or Huge zombie horde</p><p>When the ritual ends, all undead created by it are destroyed immediately. The ritual normally lasts for one day per caster level. However, if the undead are created for one specific achievable purpose, such as attacking or defending for one particular battle or siege, they may last indefinitely, until the task is complete. In some cases, should completing the event become impossible after the ritual is cast, the duration effectively becomes permanent. </p><p></p><p>Deathless (Su): The unfailing gains Diehard as a bonus feat at 1st level.</p><p>At 8th level, whenever the unfailing would normally die after being reduced to a negative amount of hit points equal to her Constitution modifier, she instead fights on until she reaches a negative amount of hit points equal to twice her Constitution score. During this time, her type changes to undead and she gains the staggered condition. If the unfailing is reduced beyond a negative amount of hit points equal to twice her Constitution score, she dies instantly. This ability replaces the bonus feats gained at 1st and 8th levels.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/102463/Scions-of-Evil?affiliate_id=17596" target="_blank">Scions of Evil</a>[spoiler]</p><p><strong>Ghast Hordelings Advanced Ghoul Fighter 2/Rogue 3:</strong> ?</p><p><strong>Hordeling Leader Advanced Ghoul Fighter 4/Rogue 3:</strong> ?</p><p><strong>A Memory of Allwinter, Awakened Demilich Druid 15:</strong> In a time before the ken of fire, the prehistoric peoples of this land dug a long barrow into the frozen earth to hold the remains of their dead. The ancients abandoned their dead at the tomb’s mouth for wild animals to strip the flesh from their bones before the shamans reverently placed the skulls of the ancestors along the wall of the long tunnel into the earth; a tunnel they dug deeper into the earth with crude stone tools as each millennia passed.</p><p>The barrow, holding twenty thousand years of ancestors’ skulls, was forgotten when foreigners brought agriculture from across the sea, driving the hunting folk before them with the sprawl of proto‐civilisation.</p><p>The old gods of the dark forest and biting frost of ice ages died with the last of the hunting folk. The afterlife of the hunters collapsed with their deities’ waning, casting their souls adrift. Some of the abandoned souls returned to the deep barrow over the passing eons, coalescing into a single awakened demilich, A Memory of Allwinter.</p><p><strong>Gahlgax Atarrith Balor Lord, Vampire Balor Fighter 1:</strong> One of the most powerful Abyssal balor lords, Orcus himself blessed him with undeath a score of centuries ago.</p><p>Orcus personally gifted him with vampirism after Gahlgax slew a rival balor that sought (foolishly) to supplant the Prince of the Undead. In truth, the now long‐forgotten balor did nothing of the sort, Gahlgax manipulated and miss‐reported his rival’s actions so that it appeared he sought to steal Orcus’ famed wand. Slaying the balor, he then (humbly) presented his evidence to Orcus. Orcus, in rare good mood after torturing and dismembering a particularly obnoxious and strident paladin-hero, drank deeply of Gahlgax’s blood to create the unholy abomination that now serves him.</p><p>Gahlgax has been blessed by his patron with the powers of undeath and has all the standard undead immunities in addition to those enjoyed by normal demons.</p><p><strong>Sword of Orcus, Graveknight Marilith Antipaladin 2:</strong> ?</p><p><strong>Vilran Azanae Elf Vampire Wizard 14:</strong> After two years of searching, during which his estate fell into disrepair, Vilran found what he had been searching for – a way to extend his life beyond a mortal’s span – when he discovered a vampire laired in a nearby town. Vilran tracked down the creature and struck a deal – allowing himself to be turned into a vampire.</p><p><strong>Paradar Levien Human Lich Sorcerer 15:</strong> Desperate to prolong his existence in order to master his draconic heritage, he undertook the lengthy, complicated and costly ritual to transform himself into a lich. With the ritual complete, Parardar found that it had granted him unusual boons – the ability to breathe fire as his forebear and to sprout wings.</p><p><strong>Lillian Orxal Human Spectre sorcerer 10:</strong> Slain by a secretive cult, Lillian searches for her killers so that she might enact a terrible revenge upon them.</p><p><strong>Caulenfel Wyrxin Human Mummy Fighter 2/Sorcerer 2/Dragon Disciple 8:</strong> Calaunfel Wyrxin exists because his spirit raged against those who murdered and entombed him amid ritual and superstition. Created by the murderous, but ultimately misdirected vengeance, of terrified peasants Calaunfel Wyrxin is obsessed with vengeance against all those who doomed him to unimaginable torments.</p><p>Calaunfel was beaten, tied up and then – under the instruction of a village elder schooled as a shaman – mummified. While he yet lived, the butchers cut Calaunfel open and removed his major organs. His body was swathed in linen and buried in a shallow grave in his cave. The townsfolk toiled through the next night to seal his cave with boulders and heavy stones.</p><p><strong>Decapitated Plague Zombie, Spriggan Plague Zombie:</strong> ?</p><p><strong>Tregreth Faull, Human Vampire Wizard 5/Loremaster 8:</strong> Cold‐hearted and pragmatic she only ever attached herself to those of value to her. Her last target was the hermit mage Kevern Tangye who dwelled in the Tower of Night, a fabled site dominating the skyline of a mighty city. Swiftly divining his vampiric nature, Tregereth continued her pursuit of the mage, who finally granted her request to bestow his dark gift upon her.</p><p><strong>Daveth Goninan, Half-Orc Vampire Fighter 10:</strong> Traoth Lathil, an ancient elven vampire, dwelt within. Easily dispatching the attacking orcs, he transformed Daveth into a vampire and forced him to destroy his former tribe.</p><p><strong>Margh Vosper, Human Vampire Aristocrat 4/Bard 9:</strong> Sadly, fate then intervened in the guise of a wandering vampire that slaughtered much of the troupe including Margh’s beloved. Incensed by this Margh attacked the vampire; his insane desire to kill the abomination amused the vampire and so it chose to create him as a spawn.</p><p><strong>Terl Yarg, Doppelganger Vampire Rogue 5/Shadowdancer 2:</strong> Created by Merat, a vampiric gargoyle, who laired in an abandoned manor house.</p><p><strong>Kulan Wyr Guardian, Human Skeletal Champion Monk 11:</strong> ?</p><p><strong>Kulan Wyr Champion, Human Skeletal Champion Warrior 12:</strong> ?</p><p><strong>Greater Vampire Spawn:</strong> ?</p><p><strong>Cadan Negus, Human Vampire Sorcerer 7:</strong> ?</p><p></p><p><strong>Spectre:</strong> Humanoids Lillian slays become spectres (with a –2 penalty on all d20 rolls, –2 hp per HD and only drain one level on a touch) in 1d4 rounds.</p><p><strong>Vampire Spawn:</strong> Gahlgax can create a spawn when he slays a creature with blood drain or energy drain.</p><p>Vilran can create a spawn when he slays a creature with blood drain or energy drain.</p><p>Tregereth can create a spawn when she slays a creature with blood drain or energy drain.</p><p>Daveth can create a spawn when he slays a creature with blood drain or energy drain.</p><p>Margh can create a spawn when he slays a creature with blood drain or energy drain.</p><p>Terl can create a spawn when he slays a creature with blood drain or energy drain.</p><p>Vampires can create spawn of the same type (humanoid, monstrous humanoid and so on), from those it slays with its blood drain or energy drain attacks. The victim rises in 1d4 days.</p><p>Cadan can create a spawn when he slays a creature with blood drain or energy drain.</p><p><strong>Plague Zombie:</strong> A target slain by a plague zombie's death burst rises as a plague zombie in 2d6 hours.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/216822/Secret-Soldiers" target="_blank">Secret Soldiers</a>[spoiler]</p><p><strong>Bellamorte, Graverobber, Cyborg, Next-Gen Prototype Graverobber, Frankenstein's Monster of Upgraded Genetics and Agility Enhancing Cyber Systems, Blood-Drenched Ballerina of Death, Fastest Bipedal Creature on the Planet, Private Military Contractor, Metamorphosis North’s Most Trusted Highly Favored Agent, Liason to Puzzle Ops, Outsider, Undead Shock Trooper, Mean-Spirited Sadistic Adrenaline Junkie, Hyperspeed Cannibal Boss, Corpse-White Female:</strong> Bellamorte is a next-gen, prototype Graverobber, a Frankenstein’s monster of upgraded genetics and agility enhancing cyber systems.</p><p><strong>Bleeding Wraith:</strong> Bleeding Wraiths are the souls of those Bleeding Ghosts who died during the hated Cultureborn’s first strike against their race and homeworld. Transformed into howling, psionic apparitions of shadow and freezing scarlet blood, undeath has made the Bleeding Wraiths both incredibly cruel and incredibly canny.</p><p>A Blood Possessed Creature with at least 8 HD undergoes a horrific and terrifying transformation 1d4 rounds after its death or destruction. The creature’s body explodes into superheated chunks of blood, gore and bone shards, and a Bleeding Ghost with full HP appears in the creature’s square. The Bleeding Ghost acts as if hasted for one round after appearing in this manner. The Bleeding Ghost possesses all the knowledge possessed by the Blood Possessed creature.</p><p>Hosts with fewer than 8 HD are too weak to host a full grown Bleeding Ghost, and do not gain this quality. Hosts with signifigantly higher HD than the norm might spawn a Bleeding Wraith, or a more powerful creature, at the game master’s discresion.</p><p><strong>Domina:</strong> ?</p><p><strong>Elizabeth Vose, Dread Devourer, Iconic Setting Villain, Attractive Serious Woman, Something Alien and Inhuman, Ravenous Cannibalistic Soul Eater, Desiccated Undead Queen:</strong> Vose approached the Bleeding Ghosts and allowed their leaders to transform her into something alien and inhuman,</p><p><strong>Graverobber:</strong> Project: Graverobber began in the late sixties, using the remains of American soldiers killed in Vietnam and Cambodia as ‘test-beds’ for cybernetics experimentation and surgical re-animation trials. Within a few months, Puzzle Ops medics were able to successfully ‘resurrect’ a human corpse as an unfeeling and efficient undead supersoldier. Graverobbers are created by a highly-classified procedure that blends science and ancient necromancy, which returns a fallen American soldier to life as something both more and less than human.</p><p>Remorseless, relentless and neuro-conditioned for obedience, Graverobbers emerge from their birth-coffins as ideal soldiers.</p><p>Graverobbers are military Undead created by technooccultists for use as disposable shock-troops.</p><p><strong>Graverobber Bulletstopper, Graverobber Fighter 2:</strong> Graverobber Bulletstoppers are the lowest rung of Graverobber supersoldier, created from the bodies of young enlisted men slaughtered in America’s most recent wars. These soldiers are considered disposable in the extreme, and can be assembled from fresh corpses quickly and cheaply.</p><p><strong>Graverobber Infantry, Psychic Warrior 4/Rogue 4:</strong> Graverobber Infantry are sociopathic but well trained and dangerously professional combat zombies created from the corpses of America’s most decorated special forces troops. These elite, undead soldiers had a full military career with all the attendant decorations, up to and including the Medal of Honor, awarded posthumously, before Puzzle Ops cyber-surgeons repaired their bodies and wiped most the memories of their first lives.</p><p>They are fully masked, concealing their scars and the crude cyberorgans that brought them back from the dead.</p><p><strong>Graverobber Silencer, Cryptic 5, Gravedigger Silencer:</strong> Gravedigger Silencers are returned to (un)life through a more advanced, less visibly damaging process than ordinary Gravedigger soldiers. Rather than frontline toops, Silencers are trained and programmed to serve as assassins and spies. The corpses of female soldiers are used exclusively, and the process that resurrects a Silencer incorporates vampire DNA.</p><p><strong>Hellrider:</strong> Hell Riders are insufferably arrogant street racers who died behind the wheel and crawled out of hell, still burning and screaming, because they hadn’t won enough midnight races in life.</p><p><strong>Irish Magdalene, Paladin 15:</strong> Irish Magdalenes are the unquiet ghosts of a dark period in Irish history. Each is a composite of dozens of souls, mingled memories and destiny of long dead women and unwanted children. Each Irish Magdalene was once an inhabitant of a Magdalene Asylum – a Catholic-run home for unwed mothers and their children, a kind of Catholic prison beyond the reach of Irish law.</p><p>The old asylums were shuttered during the 1960s, and the first Irish Magdalenes appeared roughly three decades later.</p><p><strong>Lady Entropia, Fabulously Beautiful Stunningly Cold Undead Queen, Nihilistic Undead, Stunningly Beautiful Woman More Than Nine Feet in Height:</strong> Her true nature and origin is unknown, but occasionally she speaks of a Dark Mother that she serves.</p><p><strong>Deddy Teddy, Teddy Dourif, Diminutive Stuffed Teddy Bear, Minion, Eerie Haunted Teddy Bear:</strong> Spree killer Teddy Dourif was gunned down by police while fleeing the scene of a multiple lust-murder at a sundrenched Florida apartment complex. However, thanks to Lady Entropia’s tampering, the loathsome murder’s soul transmigrated into a classic ‘Talkin’ Teddy’ stuffed bear on the nightstand of one of his victims.</p><p><strong>Killwatt, Fred Craven, Prison-Buff Man Dressed in Bright Orange Convict Garb, Talkative Killer, Minion:</strong> ?</p><p><strong>Mr. Sandman, Eddie Eugland, Horrific Gaunt Undead Man, Satanic Version of Fred Astaire, Undead Childkiller, Minion:</strong> ?</p><p><strong>Necrofficer:</strong> In life, Necrofficers were dedicated patriots… professional military men and women who weren’t afraid of committing war-crimes in the name of the national good. The temptation and corruption of a Necrofficer candidate can take decades, and is usually accomplished by a single Hellgrin, who shadowed the candidate, in various guises, through their entire career. The same Hellgrin might assume the shape of the rat bastard recruiter whose lies first enlisted the candidate, then a succession of drill sergeants, commanding officers and handlers. When the candidate finally falls (in a suicide mission the Hellgrin CO never bothered to tell its subordinate was a suicide mission), that same Hellgrin personally escorts their soul to torture in the Abyss.</p><p>After an eternity of torture and mystical surgeries that imbue the soul with dark power, the newly minted Necrofficer is released back into the mortal realm with its former identity wiped away.</p><p>The tortures they endured in the Abyss toughened their hides until their dead flesh was tougher than Kevlar.</p><p><strong>Sekhmet Ammt, The Great Manipulator of the Time Stream, Cybernetic Pharaoh-Queen, The First Cyborg, Cosmic Template For All Full and Partial Reconstruction Borgs, Cosmic Matriarch, Dark Devourer of Time, Goddess of Entropy Time Travel and Paradox, Mockery:</strong> Her origins are paradoxical in the extreme; once the most brilliant temporal physicist among the Culture species, she mastered tactical time travel. Then she expanded her knowledge of space-time manipulation beyond the immediate and became a galactic conquorer. After carving out a stellar empire for herself, Sekhmet Ammt mastered strategic time travel, and in that moment, she realized the conquest of 17 systems was as nothing; she had conquered one grain of sand in the endless desert of time. With grim determination, Sekhmet Ammt set out to conquer all the rest.</p><p>To aid her grand dreams of conquest, Sekhmet Ammt wove an intricate web of parallel realities and temporal paradoxes. She created the parallel reality that her race was born in, in the distant, unremembered past, and spawned other parallel presents and false futures. In a grand scheme that manipulated the Great Watchmakers themselves, Sekhmet Ammt transformed a long-ago Ethiopian warlord into an incarnate God and turned him loose on Earth.</p><p>At the dawn of galactic history, Sekhmet Ammt performed the first cyborg conversion. Eventually, she gave birth to herself, and granted herself the cybernetic and temporal might that was her destiny. She became paradoxical and immortal.</p><p>Her personal history is fluid, but there is one constant; a currently serving Psi-Watch agent will one day travel cross-time to help the Culture’s parallel universe ancestors to develop spaceflight.</p><p><strong>Cool Ghoul, Bard 3/Rogue 3, Urban Protector, Vigilante:</strong> Less than a year ago, the Cool Ghoul was living the ideal early 1990s life. He had a garage grunge-band that was getting pretty popular and playing decent gigs every weekend and half ownership of a hip record shop/coffee bar. He even had somebody to love, a boyfriend or girlfriend twice as hip, smart and stylish as he was. Then something went wrong and death hit the stage.</p><p>Somehow, whether through divine intervention, a deal with some minor devil, or just sheer love-of-life and willpower, the Cool Ghoul returned the grave.</p><p><strong>Leather Zombie, Fighter 5/Rogue 2:</strong> Sometimes when a soldier who’s done black-bag killing for decades finally dies, his soul is strong enough to survive the inevitable condemnation to Hell. The soldier claws and bites his way back to the world of the living, reanimating the dead flesh of his armor-clad corpse as a Leather Zombie.</p><p><strong>Vivisect:</strong> The long experimental process to create a psionic god began with animal testing. Tens of thousands of test animals were atomized in breeder reactors and particle accelerators, in hopes their deaths would unlock the secret of post-nuclear immortality.</p><p>Vivisects are created when an animal consciousness, often canine or lupine, survives its physical atomization, albeit in broken and fragmentary form.</p><p>Only a single Vivisect might emerge out of ten thousand test killings.</p><p><strong>Cyber-Zombie:</strong> Cyber-Zombies are disposable shock troops that can be assembled by any half-way competent surgeon with ready access to mostly intact corpses, factory-reject cybersystems, some off-the-shelf electronics and a few miles of rubber tubing to replace the circulatory system.</p><p><strong>Reborn Graverobber, Extreme Hero Graverobber Psychic Warrior 4/Rogue 4:</strong> ?</p><p><strong>Rot Soul:</strong> A Rot Soul is the result of a powerful Mutant warrior’s refusal to accept the death of their body. Their soul shriveled by hunger and greed, the Rot Soul returns to life as a visibly rotting mockery of their former self.</p><p>A creature slain by the Rot Soul’s energy drain while lifelinked, rises as a Rot Soul undead within 1d4 minutes.</p><p>A creature slain by the Dead Claw’s energy drain while lifelinked, rises as a Rot Soul undead within 1d4 minutes.</p><p>A creature slain by the Rotting Eugenicist’s energy drain while lifelinked, rises as a Rot Soul undead within 1d4 minutes.</p><p><strong>Dead Claw, Deadclaw, Rot Soul Catscratcher:</strong> Dead Claws are what happens with a feral-blooded Mutant dies horribly. The most savage part of the creature’s nature reanimates the corpse, overwhelming every good and merciful impulse the Catscratcher had in life.</p><p><strong>Rotting Eugenicist, Rot Soul Eugenicist Demon:</strong> A Rotting Eugenicist is a failed, self aware occult-tech clone of a truly and permanently slain Eugenicist Demon, a last desperate chance at survival that almost succeeded. Awakening in a cloning tube with all the memories, education and ambition of her genetic forebear, the Rotting Eugenicist quickly realized that she was an inferior creation. She could not contain the etheral energy of life: her cloned body began rotting within hours of her removal from the stasis tube.</p><p><strong>Bleeding Wraith, Howling Psionic Apparition of Shadow and Freezing Scarlet Blood, Combination of Warlord and Incarnate God-Thing, Leader:</strong> ?</p><p><strong>Domina, Psionic Vampire, Connoisseur and Sybarite Without Compare, Tall Impossibly Beautiful Human:</strong> ?</p><p><strong>Pale-Skinned Domina:</strong> ?</p><p><strong>Darker-Skinned Domina:</strong> ?</p><p><strong>Graverobber, Unfeeling Efficient Undead Supersoldier, Ideal Soldier, Artificial Species, Military Undead, Disposable Shock-Trooper:</strong> ?</p><p><strong>Graverobber Soldier, Ordinary Graverobber Soldier:</strong> ?</p><p><strong>Graverobber Soldier, Expendable Combat Trooper:</strong> ?</p><p><strong>Graverobber Soldier, Emergency Reinforcement:</strong> ?</p><p><strong>Graverobber Soldier, Slumbering Zombie-Warrior:</strong> ?</p><p><strong>Graverobber Bulletstopper, Lowest Rung of Graverobber Supersoldier, Soldier, Bulletstopper Trooper:</strong> ?</p><p><strong>Graverobber Infantry, Sociopathic But Well Trained and Dangerously Professional Combat Zombie, Undead Warrior, Deniable Operative:</strong> ?</p><p><strong>Graverobber Silencer, Assassin and Spy, Adept Seductress:</strong> ?</p><p><strong>Hellrider, Master Car Thief, Masterful Undead Street Racer, Plague, Undead Man:</strong> ?</p><p><strong>Irish Magdalene, Unquiet Ghost, Composite of Dozens of Souls Mingled Memories and Destiny of Long Dead Women and Unwanted Children, Highly Capable Demon Hunter and Vampire-Killer, Courageous Strong-Minded Holy Warrior, Stunningly Beautiful Red-Haired Woman in Her Late 20s:</strong> ?</p><p><strong>Necrofficer, Undead Soldier, Powerful American Undead Soldier:</strong> ?</p><p><strong>Leather Zombie, Fierce Combat-Ready Undead, Powerful Tactical Asset:</strong> ?</p><p><strong>Vivisect, Damaged Hound:</strong> ?</p><p><strong>Rot Soul, Visibly Rotting Mockery, Uncontrolled Free-Willed Undead:</strong> ?</p><p><strong>Dead Claw, Solitary Hunter:</strong> ?</p><p><strong>Rotting Eugenicist, Inferior Creation, Sadist:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> The Sentencer Devil can use its baleful polymorph ability to transform a victim into virtually any form it wishes, often transforming the victim into 1 HD animated objects, elementals, constructs or undead rather than animals.</p><p><strong>Military-Trained Undead:</strong> ?</p><p><strong>Dangerous Undead:</strong> ?</p><p><strong>Impressive Undead Specimen:</strong> ?</p><p><strong>Nihilistic Undead:</strong> ?</p><p><strong>Horror Movie Undead:</strong> When her latest ‘pet’ is inevitably killed by police or executed for their crimes, Lady Entropia imbues their corrupt soul with a miniscule fragment of her power, and they rise again as horror movie undead.</p><p><strong>Undead Snake Cultist:</strong> ?</p><p><strong>Devourer, Normal Devourer:</strong> ?</p><p><strong>Ghast, Normal Ghast:</strong> Any creature killed by the Leather Zombie that lies undisturbed until the next midnight rises as a ghast at that time. The new ghast is not under the control of its creator. A protection from evil or gentle repose spell cast on the corpse prevents its conversion.</p><p><strong>Ghoul, Normal Ghoul:</strong> ?</p><p><strong>Graveknight:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith, Normal Wraith:</strong> Any creature slain by a Bleeding Wraith’s CON drain or incorporeal touch attack rises as a wraith in 1d4 rounds.</p><p>A Bleeding Ghost that shows even a second’s mercy or hesitation [d]ies at the Wraith’s smoky talons, its soul trapped forever as another wraith haunting the halls of an ancient warship.</p><p><strong>Fast Zombie:</strong> ?</p><p><strong>Zombie Soldier:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/105641/Shadows-over-Vathak?affiliate_id=17596" target="_blank">Shadows Over Vathak</a>[spoiler]</p><p><strong>Blood Shadow:</strong> A humanoid creature with 10 HD or more, which is killed by a blood shadow becomes a lesser blood shadow under the control of its killer 1d4 rounds after its death.</p><p><strong>Kindrian Gaunt:</strong> Any humanoid slain by a kindrian gaunt rises as a kindrian gaunt at the next midnight.</p><p>In the icy wastes of northern Vathak, there lurks the undead spirits of those who tragically have frozen to death during the harsh winters. When animated these corpses become intelligent undead tied to the lands that claimed their lives.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/224293/Shadows-over-Vathak-Hauntlings--Enhanced-Racial-Guide?affiliate_id=17596" target="_blank">Shadows Over Vathak: Hauntlings – Enhanced Racial Guide</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Release From Flesh</em> spell.</p><p></p><p>Release From Flesh</p><p>School necromancy [evil]; Level cleric 5, shaman 5, witch 5</p><p>Casting Time 1 round</p><p>Components V, S, M/DF (the heart of a humanoid creature)</p><p>Range touch</p><p>Target one living creature</p><p>Duration 1 round/level (D)</p><p>Saving Throw Fortitude negates, see below;</p><p>Spell Resistance yes</p><p>You cause a living target’s flesh to rot off its body. Each round at the start of the creature’s turn, until it makes a successful Fortitude save, it takes 1d4+1 points of Constitution damage. A creature dies under the effects of the spell is transformed into a skeleton under your control. This skeleton counts towards the total amount of Hit Dice of undead you can control with spells like animate undead. If the skeleton exceeds the total amount of Hit Dice of undead you can control, it crumbles to dust.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/220147/Shadows-over-Vathak-Inaoth--Gamemasters-Guide?affiliate_id=17596" target="_blank">Shadows Over Vathak Ina'oth Gamemaster's Guide</a>[spoiler]</p><p><strong>Ghost Aging special attack:</strong> The ghost died either young or very old.</p><p><strong>Ghost Drowning special attack:</strong> The ghost died drowning, either accidently or as a result of murder.</p><p><strong>Ghost Elemental Body special attack:</strong> The ghost died through painful exposure to one of the following elements—acid, cold, electricity, or fire.</p><p><strong>Ghost Firestarter special attack:</strong> The ghost died tragically in a fire.</p><p><strong>Ghoul Variant:</strong> Most Vathakian ghouls are of the standard variety, however, the presence of the Old Ones invariably causes mutations.</p><p><strong>Ghoul Corpse Loved:</strong> One of the strangest variant ghouls is the corpse bride or corpse groom. While most ghouls arise from cannibalistic impulses, these ghouls result from their loved ones excessively pining over them, feeding the corpse as though their lover still lived.</p><p><strong>Ghoul Dark Rider:</strong> ?</p><p><strong>Shroud Mummy:</strong> Ancient rituals, alternately attributed to the Nosferatu Kings and bhriota shamans, seek to preserve the body and the mind after death. Rare oils anoint the subject and an enchanted funerary shroud protects them from the degradations of time. Although, properly executed, the rites should result in a mummy that retains or even increases its mortal intelligence, most subjects become lesser shroud mummies.</p><p></p><p><strong>Incorporeal Undead:</strong> The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead.</p><p><strong>Ghost:</strong> The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead.</p><p>Ghosts represent one of the most tragic forms of undead. Tied to the material plane with unfinished business, they find themselves bound to a specific area, usually associated with their death.</p><p>Ghosts are powerfully psychological creatures to face bound by strong emotions of anger, fear, love, and resentment.</p><p><strong>Ghoul:</strong> Ghouls roam the countryside in vast numbers, increasing their kind with ghoul fever.</p><p>As citizens turn to cannibalism, new ghouls are born even within the safest walls.</p><p>Cannibalistic undead who can turn the living into one of their kind, ghouls increasingly menace the lands of Ina’oth.</p><p>The sweeping plagues that leave behind ravaged towns force desperate survivors to consume one another to stay alive. When these survivors, in turn, succumb to disease or murder, they arise again with an insatiable hunger. The increasing foulness of the Old Ones aids in this transformation and finds fertile ground in plague infested Ina’oth where the ghoul problem is the worst in Vathak.</p><p>Although official church doctrine suggests ghouls are the product of the Old Ones’ interference, few ghouls bend knee to those powers.</p><p>Experts in the occult and undeath, particularly reanimators, believe ghoul fever can arise spontaneously in cases of cannibalism. However, they’ve yet to find a natural explanation for the increasing number, variety, and intelligence of Inaothian ghouls.</p><p>Cursed disease.</p><p><strong>Zombie:</strong> Cursed disease.</p><p><strong>Ghast:</strong> Cursed disease.</p><p><strong>Shadow:</strong> Cursed disease.</p><p><strong>Wight:</strong> Cursed disease.</p><p><strong>Wraith:</strong> Cursed disease.</p><p></p><p>Cursed: Dark powers are at work in Vathak and the dead do not rest easy. Cursed diseases cannot be removed through magical means unless the victim is first treated with remove curse (with a DC equal to the disease’s Fortitude save DC). Creatures that succumb to a cursed disease arise within 24 hours as the following type of undead (unless the disease already spawns an undead such as ghoul fever).</p><p>d6 Undead Type</p><p>1 Zombie</p><p>2 Ghoul</p><p>3 Ghast</p><p>4 Shadow</p><p>5 Wight</p><p>6 Wraith[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/179876/Sherwood-The-Legend-of-Robin-Hood-Pathfinder--Edition?affiliate_id=17596" target="_blank">Sherwood: The Legend of Robin Hood (Pathfinder Edition)</a></p><p><strong>Ghost:</strong> They rarely act toward an end, rather being manifestations of some evil act or long forgotten treachery.</p><p><strong>Human Ghost Aristocrat 7:</strong> ?</p><p><strong>Banshee, Fairy Woman:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell.</p><p><strong>Banshee, Beautiful Young Woman:</strong> ?</p><p><strong>Banshee, Bent Crone:</strong> ?</p><p><strong>Banshee, Fat Matronly Mother:</strong> ?</p><p><strong>Banshee, Washerwoman:</strong> ?</p><p><strong>Ghost, Portent of Great Evil:</strong> ?</p><p><strong>Ghost, Manifestation of Some Evil Act:</strong> ?</p><p><strong>Ghost, Manifestation of Some Long Forgotten Treachery:</strong> ?</p><p><strong>Ghost, Portent of Great Evil:</strong> ?</p><p><strong>Ghost, Harbinger of Death:</strong> ?</p><p><strong>Ghost, Sad Tribute to the Wrongly Murdered:</strong> ?</p><p><strong>Ghost, Frightening Specter:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/357951/Shotguns--Sorcery-The-Pathfinder-Conversion?affiliate_id=17596" target="_blank">Shotguns & Sorcery: The Pathfinder Conversion</a>[spoiler]</p><p><strong>Boneless:</strong> ?</p><p><strong>Alcina, Human Vampire Sorceress 8, Dark-Haired Woman With Reddish Eyes and Pale Skin Plus Retractable Fangs:</strong> ?</p><p><strong>Last Breath:</strong> The last breath is an amalgamation of angry spirits and magical essences, a byproduct of the secretive body disposal process which takes place in the back rooms of the Dragon Emperor’s highest tower. In a sense, that makes the last breath a kind of undead, but it has been classified here as a magical construct of the Dragon Emperor’s making instead—even if he may not be entirely aware of the process himself.</p><p><strong>Last Breath, Mindless Beast Made of Smoke:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Predator:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Revenant:</strong> ?</p><p><strong>Skeletal Champion, Skeletal Warrior:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Vampire Spawn, Vampire Thrall:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Zombie, Standard Zombie:</strong> ?</p><p><strong>Simple Humanoid Zombie:</strong> ?</p><p><strong>Zombified Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/154199/Sidebar-6--5-Haunted-Items?affiliate_id=17596" target="_blank">Sidebar 6 - 5 Haunted Items</a>[spoiler]</p><p><strong>Royal Blood Diamond:</strong> Greedy, spoiled, and covetous, the Princess Gelledona was not a person to be denied what she demanded. Already extremely rich, she owned an impressive collection of jewels, gems, and precious things when she spotted the Royal Blue diamond worn by a visiting princess from a far off realm. The diamond was the largest she had ever seen, set into a magnificent necklace of silver and surrounded by dark sapphires. The blue glow that came from the diamond was enchanting, and Princess Gelledona did all she could to convince the foreign princess to give it to her. After all the offers of money, land, and other fine jewels were rejected, Gelledona paid the visiting princess’s own guards kill her for it. Savage in their work, the princess died clutching the diamond after being stabbed repeatably. Princess Gelledona was able to have her own staff clean up the mess after she secretly claimed the diamond for herself, her diplomats putting the blame on another nation already at war with the dead princess’s realm.</p><p><strong>The Busty Maid Stool:</strong> Ballis Yellowtusk was a deadly highwayman and local outlaw. He was caught at his favorite tavern, the Busty Maid, eating a fine meal at his regular spot at the bar. He went quietly when the soldiers came, not putting up a fight as they carried him away, nor while he was sentenced to hang for his crimes. His last request was to have the stool from his favorite spot in the Busty Maid be the thing he stood on for his hanging. Before the stool was pulled from his feet he smiled and promised to haunt anyone who would sit in his spot at the tavern. He grinned as the stool was yanked out from under him, and kept grinning even after he was long dead.</p><p><strong>Hardnook Plantation Mirror:</strong> The Hardnook family was one of the wealthiest plantation owners in their area. Unfortunately Vande, the head of the family, was a cruel man and abused all of the slaves and workers who worked for him. Angry at his actions and riled by an accident that killed a young child, the slaves eventually revolted and the family was forced to barricade themselves in the plantation manor. After three nights waiting for help Vande was fatally wounded and his wife, Seadora, grew insane from the constantly shouted threats and attacks. In her crazed delirium, she tied nooses around her husband’s neck, her neck, and the neck of each of her children. Then she threw each one over the banister in the entryway of the manor before jumping herself. The last thing each of them saw was the reflection of their struggling and gasping bodies in the large silver mirror that hung in that entryway.</p><p><strong>The Willow's Doll:</strong> The exact origins of the doll are uncertain but the last owners, the Willow family, discovered it along the side of the road near their home. The doll is expertly made, with a smiling face and a body stuffed with soft feathers.</p><p><strong>Sir Vincent's Portrait:</strong> Sir Vincent was a rich, arrogant, aristocrat who had great pride in his appearance and was known to be hot-headed about a disfiguring burn scar on his neck. Anyone who pointed it out would be shouted at, or even attacked if he was in a foul mood. When it came time to do his portrait he hired only the best in the land, but demanded that the scar be left out. Fabelli, the painter, refused the demand because he painted his subjects as he saw them. Sir Vincent was so furious at the sight of his scar in the portrait that he attacked Fabelli on the spot, grabbing a small stone bust in his anger and repeatedly beating Fabelli over the head with it. As he died, Fabelli left a single bloody handprint in the bottom corner of the portrait, his last words too gargled with blood for anyone to hear them. Sir Vincent simply ordered that the scar and handprint be painted over before anyone could hang it in the ballroom, paying off all witnesses to his crime.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/199449/Slaughter-at-Splinterfang-Gorge-PF-5E?affiliate_id=17596" target="_blank">Slaughter at Splinterfang Gorge (PF/5E)</a>[spoiler]</p><p><strong>Undead:</strong> The bodies of fallen elven warriors were harnessed by necromantic magic and thrown into the fray against their living kin.</p><p><strong>Spragnokk, The Scourge of Rewlunrain, Bugbear Mummy, Hulking Clearly Undead Bugbear, Imposing Figure:</strong> As they descended the Gorge, the</p><p>goblinoids discovered an odd tomb. After ransacking the sepulcher, the acolytes placed Spragnokk’s body inside. The clerics did not perform the final rites for their leader’s passing though; they poured runes of malice and revenge over his corpse, preparing for his necromantic return instead.</p><p>A century ago the goblinoid followers of Spragnokk uncovered Haspsnapper’s tomb, unceremoniously chucked the dwarf’s corpse out of his sarcophagus, and sealed their leader inside. Now, with the skies in the full throes of the Garnet Gales Aurora, Rhekular has invoked the ritual to revive Spragnokk with the life essence of innocents…</p><p>Once PCs arrive at the area, Rhekular will have reached the end of his portion of the ritual, the uttering of eldritch runes invoking Spragnokk’s necromantic revival. If the PCs reached the gorge during daylight hours, the northern winds will have picked up to 20 mph (no effect on ranged attacks) over the chasm while the inside remains eerily still. If the party arrives at night, the Garnet Gales Aurora will be in full bloom and the color of blood. As the party gets within a hundred or so feet of the gorge, read or paraphrase the following:</p><p>The bugbear trail leads through a wide plane of uneven grassland. Up ahead you see an immense, jagged wound in the earth. The gap, preceded by an odd array of stones to the east, widens out at perhaps one hundred feet as it continues to run west. You can hear the cries of infants coming from within the fissure.</p><p>If the party looks down into the gorge before or after confronting the bugbear guards at Area 1, read or paraphrase the following:</p><p>The gorge, lined with steep, slick walls, descends gradually into the earth, the end of the downward slope not easily identifiable. The angled floor of the gorge is strewn with boulders large and small. At a point where you deem the ravine’s slope is 50’-to-60’ below the earth’s surface, a cloud of fog can be seen hugging an area not far from the north wall of the fissure. The wails of the infants are much stronger now, the acoustics of the gorge amplifying their outcries.</p><p>Rhekular (Area 2) had a premonition about the enemy forces arriving to disrupt Spragnokk’s return. Rhekular read off a scroll of obscuring mist (4th level, 2 minutes remaining) to hide both himself and the tomb’s entrance (Area 2a) so he could finish the ritual’s last remaining verses in relative peace. He tied up the elven infants one at a time to his shield and then lowered them into the tomb via 2a. Once the infant reached the bottom of the shaft, Rhekular upended the shield via ropes so the young would roll off onto the floor into Area 3 (no damage). The PCs arrive just as Rhekular drops in the last offering.</p><p>The ritual revived not only Spragnokk, but five bugbear guards as well.</p><p>The elven hide scroll Rhekular carries once held the divine runes responsible for Spragnokk’s revival, but the writing on the foul parchment faded away once the ritual was fully cast.</p><p><strong>Spragnokk, The Scourge of Rewlunrain, Fully Restored Bugbear Mummy:</strong> The foul rite has empowered Spragnokk with the ability to absorb the souls of his enemies for the remaining duration of the Garnet Gales Aurora. Rhekular brought only half of the ten kidnapped infants to the gorge so he would have a bargaining chip of sorts to keep Spragnokk in check; the bugbear warlord of old was renowned for killing his own kind whenever it suited him. Rhekular knows that undeath will likely amplify his ancestor’s base nature. Rhekular doesn’t want to deal with a fully restored Spragnokk (a 10th level cleric) until he sees how the bugbear mummy reacts to being brought back.</p><p>Spragnokk’s temporary soul absorption ability is not limited to elven young; he can just as easily suck the energy out of PCs as well. Spragnokk is a perspicacious adversary though, thus will not disrupt combat to harvest soul energy as long as one opponent is still on his or her feet within the tomb. Woe to downed PCs left behind by their party! A single elven PC can restore one level of cleric back to Spragnokk; alternately two nonelven PCs must be harvested to grant Spragnokk one level in cleric. Characters actually slain in combat will be useless to Spragnokk’s reaping. A Fortitude DC 25 is required for the dying PC to resist the absorption. PCs who resist the absorption will be ripped apart by Spragnokk and his minions. Spragnokk can max out as a 10th level cleric while the Garnet Gales Aurora is taking place, but only if he has enough victims to harvest.</p><p><strong>Bugbear Ghoul, Undead Bodyguard, Newly Risen Undead, Lesser Undead:</strong> The ritual revived not only Spragnokk, but five bugbear guards as well. The five were murdered by Spragnokk’s acolytes and stowed in 3 to watch over their lord. Rhekular’s ritual infused negative energy into the guards’ corpses, turning them into ghouls.</p><p>The ghouls were once bugbear guards of Spragnokk, sacrificed by his acolytes to protect their lord during his “brief departure.” The acolytes were not powerful enough to grant the corpses of the guards with unlife at the time, but these lesser priests foresaw the sentinels rising up during the second coming of Spragnokk, so the servants’ blades were left just in case.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/154327/Southlands-Bestiary?affiliate_id=17596" target="_blank">Southlands Bestiary</a>[spoiler]</p><p><strong>Accursed Defiler:</strong> Accursed defilers are the lingering remnants of an ancient tribe that desecrated a sacred oasis inhabited by spirits of the desert. For their crime, the wrathful spirits wrought upon the tribe a terrible curse, so that they would forever wander the wastes attempting to quench an insatiable thirst. </p><p><strong>Angatra:</strong> In certain jungle tribes, the breaking of tribal taboos, especially by tribal leaders or elders, invites terrible retribution from the tribe’s ancestral spirits. The </p><p>transgressor is cursed, cast out, and executed, and then wrapped head to toe in lamba cloth to soothe the spirit and bind it within its mortal husk. Placed in a sealed tomb far from traditional burial grounds so none may disturb the deceased and so that their unclean spirits will not taint the blessed dead, the taboo-breakers’ bodies are visited every 10 years. At that time, the tribe performs a famadihana ritual, replacing the lamba bindings and soothing the deceased’s suffering. Over generations, the repeated performance of this ritual by the descendants of the damned expiates their guilt, until at long last the once-accursed person is admitted into the gates of the afterlife. However, if its descendants forget the lessons of the taboo and abandon their task, or if the sealed tomb is violated and desecrated in some other way, the penance of the ancestor turn in upon itself and the accursed soul becomes an angatra. </p><p>Animated by the malice of wrong ancestors, the creature’s form undergoes a horrible metamorphosis within the cocoon of its decaying bonds. Its fingernails grow into vicious claws, while its skin becomes hard and leathery and its withered form is imbued with unnatural speed and agility. </p><p><strong>Edimmu:</strong> Desert tribes often exile their criminals to wander the desert alone. A banished criminal who dies of thirst sometimes rises as an edimmu (eh-DIH-moo), a hateful undead who blames all sentient living beings for their fate and craving the life-giving water contained in their bodies </p><p><strong>Gray Thirster:</strong> The greatest danger to people traversing the deep deserts of the Southlands is thirst, and even the best-prepared travelers can find themselves without water in the middle of the desert. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days before their tortured bodies give up. These souls often rise from the sands as gray thirsters, driven to inflict the torment they suffered upon other travelers. </p><p><strong>Mummy Venomous:</strong> These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs, and to serve as the agents of the goddess’s retribution. </p><p><strong>Rotting Wind:</strong> A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within the countless lost tombs and grand necropolises of the Southlands deserts. </p><p><strong>Sand Silhouette:</strong> Sand silhouettes are spirits of those who died in desperation that have seeped into the sand. </p><p><strong>Sarcophagus Slime:</strong> Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy-creation ritual gone horribly wrong; giving life to the congealed contents of the canopic jars rather than the mummified body. Others maintain it was purposefully created by a powerful necromancer pharaoh bent on formulating the perfect alchemical sentry to guard his accursed crypt. </p><p><strong>Skin Bat:</strong> Skin bats are undead creatures created from the skin flayed from the victims of sacrificial rites, often in the name of Camazotz, Bat Lord of the Underworld. They are given a measure of unlife by a vile rituals involving immersion in flesh-filled vats. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/153189/Southlands-Campaign-Setting?affiliate_id=17596" target="_blank">Southlands Campaign Setting</a>[spoiler]</p><p><strong>Mummy Animated Shroud:</strong> Animated shroud mummies are not merely cadavers that have become undead through the mummification process. Rather, their whole being—corpse, wrappings, and all—become part of the creatures’ conscious. </p><p><strong>Mummy Hollow Men:</strong> Hollow men mummies are created using a particularly brutal ceremony where the human within the wrappings is boiled alive within the shrouds using a specially prepared elixir of natron. The subsequently created undead is nothing more than the animated wrappings of the ceremony, infused with the spirit of the murdered person. </p><p><strong>Mummy Indestructible:</strong> These creatures keep their souls within a canopic jar, which acts in a similar way to a lich’s phylactery. So long as the jar remains intact, the mummy cannot be permanently destroyed and rises again, fully healed at dusk of the day upon which it was destroyed. </p><p>The most common type of canopic jar is made of tough metal sealed with lead and containing both the viscera and strips of parchment upon which the magical phrases used to create the mummy are inscribed. </p><p><strong>Mummy Revenant-Cursed:</strong> Murdered during its creation, the revenant-cursed mummy exists to exact revenge; whether against an individual, a dynasty or even a god. The enemy is chosen at the time of its creation and can never be altered. </p><p><strong>Mummy Scarab-Infested:</strong> The foul scarab-infested mummy is created by a ceremony involving placing a fertilized scarab beetle into the stomach of a mummified victim. As the eggs hatch, they feast upon the enwrapped host, slowly riddling the cadaver with a particularly monstrous blight: a swarm of scarab beetles. </p><p><strong>Monkey Swarm Mummified Creature:</strong> ?</p><p><strong>Mummy Bog and Peat Beast:</strong> These creatures are created when the host falls into, drowns, or is otherwise engulfed in a deep bog or expanse of peat. </p><p><strong>Mummy Frozen Kin:</strong> These mummies are created by exposure to ice; whether that be through falling into a freezing lake, into a glacier or through simple death through cold damage. </p><p><strong>Mummy Salt:</strong> Salt mining is a very dangerous operation often carried out by the underclasses, slaves, or prisoners. In such treacherous work the mortality rate is high and many miners are buried alive. Salt mummies are spontaneous mummies created after such accidents.</p><p></p><p><strong>Mummy:</strong> Although the majority of mummies are created through special ritual, some arise spontaneously, usually based on the location of their death. If such a location—be it bog or arid desert—has sufficient latent necromantic auras, the person who died there may rise as a mummy. </p><p>Some cult members request burial in a particular way and involving a special ceremony that echoes that used to create mummies. The cults regard this method of burial (always while still living) as a way to immortality. </p><p>Some orders and religions believe that the mummy is created to watch over her reincarnated kin and that they animate when they are called by those kin, often subliminally and sometimes centuries later. These mummies seek out their kin to protect them from harm—often something the kinsman is totally unaware of and may be horrified by. In darker cases, the mummy sees in that person the image of a dead lover and wishes to rekindle that love once more. </p><p>Rarely, some mummies are created either through a voluntary death pact between lovers because the pair wish to continue even into undeath, or through two lovers who are forced as a punishment to endure rebirth as undead. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/130782/Sovereign-Stone-Campaign-Setting-Core-Rulebook?affiliate_id=17596" target="_blank">Sovereign Stone Campaign Setting Core Rulebook</a>[spoiler]</p><p><strong>Vrykyl, Evil Vrykyl:</strong> Vrykyl are vampiric, undead creatures of immense power, created by Dagnarus, Lord of the Void. To become a Vrykyl, the subject agrees to willingly serve the Void. Once Dagnarus hears this vow, he murders the unsuspecting person with the Dagger of the Vrykyl, a powerful Void artifact. The dagger draws out the victim’s life essence and transfers it to Dagnarus. In return, the victim is given a terrible “unlife” by the Void.</p><p>In a Sovereign Stone campaign, light and darkness are epitomized respectively by the Dominion Lords and Vrykyl. The former approved by the gods themselves, the latter selected to embrace the Void as its elite warriors by Dagnarus; both wielding powers rivaling those of the mightiest creatures prowling Loerem.</p><p>Rumors of their whereabouts abound, but only another Vrykyl and his creator, Dagnarus, know exactly where a Vrykyl is stationed, his objective and orders.</p><p>These fearsome creatures are men and women murdered by Dagnarus, who uses the Dagger of the Vrykyl to steal their lives to lengthen his own. Through the Dagger, an artifact of the Void, Dagnarus brings his victims back as undead warriors who must in turn steal living souls to sustain their own unholy existence.</p><p><strong>Jedash, Vrykyl Dunkargan Rogue 7/Mythic Trickster 1:</strong> ?</p><p><strong>Svetlana, Vrykyl Vinnengaelean Elemental Sorcerer Earth 2/ Elemental Sorcerer Void 10/ Mythic Archmage 2, Undead Minion:</strong> She sought to seduce Dagnarus, but the Lord of the Void had no need for lovers; he did have a need for Vrykyl. He murdered Svetlana with the Dagger of the Vrykyl, stealing her life essence and turning her into one of his undead minions.</p><p><strong>Shakur, Vrykyl, The First Vrykil, Senior General, Creature of the Void, Dark Counterpart of the Dominion Lords:</strong> Long ago, Shakur was a criminal murdered by Dagnarus with the Dagger of the Vrykyl. He became the first Vrykyl and Dagnarus’ senior general. Shakur is loyal to Dagnarus, the person who, through the Void, gave him the magical powers of the Vrykyl.</p><p>I am Shakur. Two hundred years ago, I was given the chance for immortality. All I had to do was let myself be killed. It seemed like a good deal at the time. I knelt before Dagnarus, Lord of the Void, and pledged my allegiance to the Void. In his treachery, he took my life with the Dagger of the Vrykyl and gave me in return the unholy life of a Vrykyl.</p><p><strong>Skig:</strong> Creations of a failed Void experiment, these hideous undead creatures hate all living things. The Temple mages have done a great research into the skigs’ creation, hoping to find a way to destroy them for good. The Temple of New Vinnengael is known to store the log of the Void wizard responsible for their creation but, for fear of another Void mage revisiting the same experiment, it is accessible only to a select few.</p><p><strong>Vrykyl, Terrible Minion, Undead Knight, Fearsome Accursed Creature of the Void, Elite Warrior, Mythic Character, Vampiric Undead Creature of Immense Power, Master of Void Magic, Evil Undead Knight, Fearsome Creature, Undead warrior, Void Creature:</strong> ?</p><p><strong>Vrykyl, Commander:</strong> ?</p><p><strong>Skig, Creation of a Failed Void Experiment, Hideous Undead Creature, Formidable Warrior:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Necromancy: These spells deal with death, dying, decay, despair, disease, communication with spirits beyond the grave, the unnatural manipulation of bodies (living or dead), the transference of life essence, and the creation of undead.</p><p><strong>Powerful Undead Witch:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghost of a Dead Vinnengaelean, Spirit:</strong> ?</p><p><strong>Ghost of a Little Girl:</strong> ?</p><p><strong>Ghoulish Form of a Powerful Mage Who Has Embraced the Void:</strong> ?</p><p><strong>Skeleton, Animated Skeleton of an Ancient Dunkargan Warrior, Skeletal Body of a Long-Dead Warrior, Skeleton of a Warrior, Skeleton-Warrior, Skeletal Figure:</strong> ?</p><p><strong>Zombie:</strong> The zombie ogre made short work of the two burly villagers. Then these two were also drafted into the ranks of the void Wizards’ undead servants.</p><p>He does this to distract the people of Ordent from his activities in the graveyard, where he is creating more zombies to serve him.</p><p>After the battle is over, the party might be able to hear the faint sound of chanting in the distance with a Perception check (DC 20). It is Kellis, animating more zombie corpses in the cemetery. If they hurry toward the noise, they will catch him in the act.</p><p><em>Gaze of the Void</em> spell.</p><p><strong>Zombie, Graveyard Zombie:</strong> ?</p><p><strong>Zombie Ogre:</strong> He [the elderly Void Wizard Kellis] trapped the huge beast under a rock fall, drained its life, and created an undead ogre guardian.</p><p><strong>Zombie Ogre, Undead Ogre Guardian:</strong> ?</p><p><strong>Zombie, Undead Guardsman, Undead Servant, Zombie Guardsman:</strong> ?</p><p><strong>Giant Zombie:</strong> ?</p><p><strong>Bahk Zombie:</strong> ?</p><p></p><p>GAZE OF THE VOID</p><p>School: necromancy</p><p>Level: sorcerer/wizard 6</p><p>Element: Void</p><p>Casting Time: 1 standard action</p><p>Components: V, S</p><p>Range: personal</p><p>Target: you</p><p>Duration: 1 round/level (D)</p><p>Saving Throw: Fort partial</p><p>Spell Resistance: yes</p><p>Upon completing this spell your eyes become black wells of darkness that channel the power of the Void through your gaze. Upon meeting your gaze, any living creature of 3 HD or less must make a saving throw or is instantly slain and become a zombie under your control. Otherwise it deals 1d6 points of damage per 2 caster level (maximum 10d6) to those successfully saved or creatures of 4 HD or greater. The creatures can still die due to damage from this spell, but they do not become zombies.</p><p>Because death is instantaneous and there is no decay, the victim’s companions may not realize he is dead; the only signs are the slow, clumsy movement of a zombie and its vacant stare. Survivors of this spell claim they feel the chill of the grave as they look into the Void mage’s ebon eyes.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/322425/Spheres-Bestiary-Fey-and-Feyfolk?affiliate_id=17596" target="_blank">Spheres Bestiary: Fey and Feyfolk</a>[spoiler]</p><p><strong>Undead:</strong> Mass Reanimate Death Sphere talent.</p><p>Reanimate Death Sphere talent.</p><p><strong>Raised Undead:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p></p><p>• reanimate, touch; raise one corpse as undead for 8 minutes, up to 16 HD, 1 sp</p><p>◊ Mass Reanimate; raise up to 5 corpses, 1 sp[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/223758/Spheres-of-Might?affiliate_id=17596" target="_blank">Spheres of Might</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Slave:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Sentient Undead:</strong> ?</p><p><strong>Humanoid Zombie:</strong> Technician Mad Scientist Archetype Reanimation power.</p><p>Necrotic Poison Legendary Alchemy Talent.</p><p><strong>Vampire, Monster Who Combines Physical Strength With Magical Support and Unique Abilities:</strong> ?</p><p></p><p>Reanimation: Rather than create a device, the mad scientist may create a humanoid zombie with a number of Hit Dice equal to his technician level. The zombie possesses no proficiencies except its natural weapons, but has an Intelligence of 3 + 1 per 2 technician level the mad scientist possesses, 2 skill points per level (reduced to 1 for lack of Intelligence), and feats and attribute increases as if it were a PC. The zombie does not gain additional Hit Dice for its size, and may spend a feat to lose the staggered condition.</p><p>The zombie begins speaking one language the mad scientist speaks and is loyal to him and obeys all commands, but is more akin to an animal companion than an undead slave; if not treated well (especially as it gains more intelligence), it very well may abandon the mad scientist in pursuit of its own goals.</p><p>The zombie can be made from any humanoid creature, but only if the appropriate corpse can be found, and only if the creature’s racial Hit Dice does not exceed 1 per technician level.</p><p>Prerequisite: A body’s worth of humanoid corpse pieces, with a brain that has been dead for no more than a day.</p><p></p><p>Necrotic Poison (toxin)</p><p>Prerequisites: Alchemy sphere, Craft (alchemy) 10 ranks.</p><p>Whenever a creature fails their Fortitude saving throw against this poison, they gain 1 temporary negative level that lasts for 24 hours, making another save at that time or the negative level becomes permanent. Additionally, if they fail their saving throw against this poison, they must pass another Fortitude save at the beginning of their next turn or gain another temporary negative level and need to save the following round or gain another. If a creature dies due to the effect of this poison, they rise 1 minute later as a zombie. This talent is a death effect.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/129448/Spheres-of-Power?affiliate_id=17596" target="_blank">Spheres of Power</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>True Horror:</strong> It was beautiful. Death and its possibilities had always fascinated Soren, but Deema’s creations were something else entirely; undead creatures transformed into true horrors, easily the match of whatever beasts Warsong kept in his employ. Soren may have been the more powerful magician of the duo (indeed, few creatures this side of mortality could match his raw eldritch potency), but Deema’s finesse with the magical arts was truly worthy of legends.</p><p><strong>Unintelligent Undead Creature:</strong> ?</p><p><strong>Intelligent Undead, Intelligent Undead Creature:</strong> ?</p><p><strong>Aligned Undead:</strong> ?</p><p><strong>Greater Form of Undead:</strong> Greater Undead power.</p><p><strong>Undead Familiar:</strong> The Bloodworks 15 TPA, 1 CPA: Transform the character’s familiar into an undead version of its living self. This change requires an 8-hour ritual. The familiar’s type changes to undead but it retains all of its other familiar abilities. This does not work on familiars of the construct or outsider type (such as imps and quasits from the Improved Familiar feat). </p><p><strong>Undead Homuculus:</strong> The Bloodworks 20 TPA, 2 CPA: Gain the service of an undead homunculus. This creature has all the abilities of a standard (construct) homunculus except its type is undead. The character must pay for all the normal costs associated with creating a homunculus.</p><p><strong>Extraplanar Undead:</strong> ?</p><p><strong>Corporeal Intelligent Undead:</strong> The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual.</p><p><strong>Particularly Powerful Undead Creature:</strong> ?</p><p><strong>Allip:</strong> Allips are the spirits of insane suicides.</p><p>Greater Undead power.</p><p><strong>Allip, Greater Form of Undead, Spirit of an Insane Suicide:</strong> ?</p><p><strong>Banshee:</strong> Greater Undead power.</p><p><strong>Banshee, Greater Form of Undead:</strong> ?</p><p><strong>Banshee, Spirit of Female Elf Who Betrayed a Lover:</strong> ?</p><p><strong>Banshee, Spirit of Female Elf Who Was Betrayed by a Lover:</strong> ?</p><p><strong>Bodak:</strong> Bodaks are extraplanar undead created in the Abyss.</p><p>Greater Undead power.</p><p><strong>Bodak, Greater Form of Undead, Extraplanar Undead Created in the Abyss:</strong> ?</p><p><strong>Ghost:</strong> Soul Weaver Gravewalker power.</p><p><strong>Ghost, Controlling Life Force:</strong> ?</p><p><strong>Ghost, Incorporeal Creature:</strong> ?</p><p><strong>Geshin Win, Ghost Human Soul Weaver 20:</strong> ?</p><p><strong>Ghoul:</strong> The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual.</p><p><strong>Ghoul, Corporeal Intelligent Undead:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Lich, Particularly Powerful Undead Creature:</strong> ?</p><p><strong>Lich, Adopted Father:</strong> ?</p><p><strong>Mummy:</strong> The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual.</p><p><strong>Mummy, Corporeal Intelligent Undead:</strong> ?</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Shadow, Incorporeal Creature:</strong> ?</p><p><strong>Skeletal Champion:</strong> The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual.</p><p><strong>Skeletal Champion, Corporeal Intelligent Undead:</strong> ?</p><p><strong>Skeleton:</strong> The Bloodworks 5 TPA, variable CPA: Purchase magical service from the following list of rituals: animate dead (4 CPA, up to 10 HD of uncontrolled skeletons or zombies), clone (24 CPA), desecrate (1 CPA), false life (1 CPA), inflict critical wounds (2 CPA), inflict serious wounds (1 CPA).</p><p>Animate Dead ritual.</p><p>Reanimate power.</p><p><strong>Bloody Skeleton:</strong> Expanded Necromancy power.</p><p><strong>Burning Skeleton:</strong> Expanded Necromancy power.</p><p><strong>Vampire:</strong> Greater Undead power.</p><p><strong>Vampire Greater Form of Undead, Particularly Powerful Undead Creature:</strong> ?</p><p><strong>Anatak, Vampire:</strong> ?</p><p><strong>Vampire Father:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Zombie:</strong> The Bloodworks 5 TPA, variable CPA: Purchase magical service from the following list of rituals: animate dead (4 CPA, up to 10 HD of uncontrolled skeletons or zombies), clone (24 CPA), desecrate (1 CPA), false life (1 CPA), inflict critical wounds (2 CPA), inflict serious wounds (1 CPA).</p><p>Animate Dead ritual.</p><p>Consume power.</p><p>Reanimate power.</p><p><strong>Fast Zombie:</strong> Expanded Necromancy power.</p><p><strong>Plague Zombie:</strong> Expanded Necromancy power.</p><p><strong>Zombie Lord:</strong> The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual.</p><p><strong>Zombie Lord, Corporeal Intelligent Undead:</strong> ?</p><p></p><p>Animate Dead</p><p>Sphere Death; Ritual Level 3</p><p>Casting Time 30 minutes</p><p>Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)</p><p>Description This functions as the animate dead spell, except undead created with this ritual count towards the caster’s Death sphere limit.</p><p></p><p>Gravewalker (Su): At 20th level, a soul weaver has become so adept at walking the paths of life and death, that both become evident in her body and soul. The soul weaver gains immunity to nonlethal damage, ability drain, and energy drain. Unintelligent undead ignore the soul weaver, treating her as another undead creature unless provoked. If the soul weaver should die, she may choose to rise 2d4 days later as a ghost.</p><p></p><p>Consume: At 14th level, the soul weaver may use lesion to kill a target rather than damage it or take control of it. The target dies instantly (Fortitude negates) and raises the next round as a zombie under the soul weaver’s control for 1 hour per level. After the time is up, the body collapses and becomes simply another dead body. On a successful save, the target still suffers 1d6 damage per soul weaver level.</p><p></p><p>Expanded Necromancy</p><p>When you reanimate a creature, you may reanimate it as a bloody skeleton, burning skeleton, fast zombie, or plague zombie. When reanimating a creature in this way, they count as twice their Hit Dice against the total amount you may have reanimated at once.</p><p></p><p>Greater Undead</p><p>Prerequisites: Death Sphere, Lingering Necromancy, Permanent Undead, 15th caster level or higher.</p><p>You may spend 3 spell points and 1 hour to reanimate a body as a greater form of undead, including banshees, vampires, wrights, and others. This is always an instantaneous effect, creating permanent undead that cannot be dispelled. These undead are not automatically under your control; alternate means of control must be established beyond your usual HD limits.</p><p>Many undead have specific requirements for their creation listed in their descriptions (banshees are the spirits of female elves who either betrayed a lover or were betrayed by one, Bodak’s are extraplanar undead created in the Abyss, Allip’s are the spirits of insane suicides, etc.). These prerequisites must be met in order to create a specific kind of undead.</p><p></p><p>Reanimate: As a standard action, you may touch an intact dead body and spend a spell point to reanimate it as a zombie or skeleton (depending on the composition of the body in question) for 1 minute per caster level. This creature gains the zombie or skeleton template and obeys your commands, although only simple commands such as “go”, “stay”, “attack”, or “guard” are understandable. A reanimated body cannot speak and has no knowledge or ability to think and so cannot answer questions or reveal anything it knew in life. When the duration expires, the body collapses until reanimated again. It does not regain hit pints between reanimations. If reduced to 0 hp, the body collapses and is destroyed; it cannot be reanimated again.</p><p>You may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed twice your caster level. If you attempt to reanimate a creature that would push your total beyond this limit, your reanimated creatures cease to be reanimated sequentially from oldest to newest until the Hit Dice total is low enough to permit the new reanimated creature. You cannot reanimate a creature with more Hit Dice than twice your caster level, and creatures with more than 20 racial Hit Dice can never become skeletons or zombies.</p><p></p><p>Reanimate</p><p>Range: Touch</p><p>Duration: 1 round/caster level.</p><p>Effect: Reanimate a corpse into a skeleton or zombie of no more than 1 HD per caster level.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/166020/Spooky-Gardens-Halloween-Special?affiliate_id=17596" target="_blank">Spooky Gardens Halloween Special</a>[spoiler]</p><p><strong>Gloom Bough, Skeleton Tree, Evil Gloom Bough:</strong> Watered with blood and rooted in death, gloom boughs are nearly as much undead as they are plants. They grow from seedlings lodged in the corpse of a violently slain humanoid and feed on the emotions of living creatures.</p><p>Typically originating at the scene of horrific wilderness battles, skeleton trees often seek out a small cemetery and lurk at its fringes.</p><p><strong>Vengeful Creature:</strong> “Vengeful” is an acquired template that can be applied to any undead creature.</p><p>Gloom bough heartwood can be used as a power component for several spells relating to haunts or the undead.</p><p>Create Undead (M): Undead created with the spell have the Vengeful Creature template.</p><p><strong>Vengeful Ghast:</strong> ?</p><p><strong>Vengeful Bones, Human Vengeful Skeleton Champion Warrior 5:</strong> ?</p><p><strong>Vengeful Wraith:</strong> ?</p><p><strong>Vengeful Skeleton:</strong> Gloom bough heartwood can be used as a power component for several spells relating to haunts or the undead.</p><p>Animate Dead or Lesser Animate Dead (F): Skeletons or Zombies created with the spell have the Vengeful Creature template.</p><p><strong>Vengeful Zombie:</strong> Gloom bough heartwood can be used as a power component for several spells relating to haunts or the undead.</p><p>Animate Dead or Lesser Animate Dead (F): Skeletons or Zombies created with the spell have the Vengeful Creature template.</p><p><strong>Persistent Haunt A Murder of Spirits:</strong> While most haunts are created by the death of intelligent humanoids, a bird killed in the proximity of an emotion-boosting gloom bough may be enough to spawn this dangerous phenomenon.</p><p><strong>Item-Bound Haunt Despair of Victory:</strong> Sometimes a weapon, wielded by a warrior who gives in to despair as she realizes she’s doomed to die, becomes tainted with the vestiges of her hopelessness.</p><p><strong>Increased Area Persistent Haunt Grasping Dead:</strong> When the graves in a cemetery are exposed to the corrupting influence of a powerful evil creature such as an undead or aberration sometimes a grasping dead haunt can be created.</p><p><strong>Belligerent Spiteful Haunt Suffer No Apologies, Cruel Haunt:</strong> The cold-blooded slaying of a penitent after his confession of a crime often results in this cruel haunt. Such is not uncommon at the feet of a gloom bough, thanks to its aura’s inflaming the passions of a vengeful inquisitor.</p><p><strong>Cruel Haunt:</strong> ?</p><p><strong>Increased Area Persistent Haunt Thundering Death:</strong> This haunt was formed when a group of bandits was discovered by the authorities and simply ridden down in an ambush, with no chance to surrender to face trial. Their abandoned corpses likely nurtured a gloom bough, which grew to maturity in the confines of the haunt.</p><p><strong>Possessing Haunt Together in Death:</strong> The unexpected death of a loved one may sometimes lead to this tragic haunt, which can wipe out entire families before it is discovered. It is often created at a funeral in close proximity to a gloom bough.</p><p><strong>Gloom Bough, Tree With Ties to Haunts and Undead, Bone-White Tree:</strong> ?</p><p><strong>Vengeful Ghast, Humanoid Creature:</strong> ?</p><p><strong>Human Vengeful Skeleton Champion Warrior 5, Skeletal Warrior:</strong> ?</p><p><strong>Vengeful Wraith, Ghostly Creature:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Skeletal Creature:</strong> ?</p><p><strong>Animated Skeleton:</strong> ?</p><p><strong>Wraith, Typical Wraith:</strong> ?</p><p><strong>Wraith Spawn:</strong> A humanoid slain by a vengeful wraith becomes a wraith in 1d4 rounds.</p><p><strong>Free-Willed Wraith:</strong> Spawn are under the command of the vengeful wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths.</p><p><strong>Haunt:</strong> A gloom bough’s emotional swell aura increases the anguish suffered by dying creatures, increasing the likelihood that their demise spawns a haunt.</p><p>Typically originating at the scene of horrific wilderness battles, skeleton trees often seek out a small cemetery and lurk at its fringes. They feed parasitically off visitors to the graves, savoring their sorrow. Inevitably, though, their aura overwhelms grief-stricken mourners and provokes a haunt-creating suicide, leading to the gloom bough’s discovery.</p><p>The presence of a Gloom Bough can often spur the creation of a haunt when a creature dies in close proximity to it.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/213591/Stargates?affiliate_id=17596" target="_blank">Stargates</a>[spoiler]</p><p><strong>Haunt:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/204420/Starjammer-Core-Rules?affiliate_id=17596" target="_blank">Starjammer Core Rules</a>[spoiler]</p><p><strong>Tardigrade Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/248131/strange-magic-2-pfrpg?affiliate_id=17596" target="_blank">Strange Magic 2 (PFRPG)</a>[spoiler]</p><p><strong>Puppetter Zombie:</strong> When one unit of puppeteer is blown into the face of a living Medium creature within 60 feet, that creature is permanently raised as a zombie under the mycologist’s control should it die before this plant’s duration expires.</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Creature Without a Functioning Anatomy:</strong> ?</p><p><strong>Creature Without a Functioning Central Nervous System:</strong> ?</p><p><strong>Unliving Creature:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Zombie:</strong> If the creature onto which the grave moss is latched dies over the course of the plant’s duration, that creature is temporarily raised as a zombie under the control of the herbalist, provided the resulting zombie would fulfill the following requirements.</p><p>1: The resulting zombie’s Hit Dice must either be less than or equal to three-quarters the herbalist’s class level, or less than or equal to 1.</p><p>2: The creature must be of a type that can be raised as a zombie. (not a construct, not already undead, and so on)</p><p>Zombies raised in this fashion remain raised for 1 minute per herbalist level, at which point the magic in the grave moss simply runs out and the dead corpse collapses to the ground once more. If not destroyed while temporarily raised by grave moss, a corpse may be raised once more using more pedestrian animation techniques, such as animate dead or raise dead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/126473/studies-of-decay-ghouls-pfrpg?affiliate_id=17596" target="_blank">Studies of Decay: Ghouls (PFRPG)</a>[spoiler]</p><p><strong>Bugbear Ghoul:</strong> ?</p><p><strong>Centaur Ghoul:</strong> ?</p><p><strong>Choker Ghoul:</strong> ?</p><p><strong>Crag Linnorm Ghoul:</strong> ?</p><p><strong>Cyclops Ghoul:</strong> ?</p><p><strong>Dire Wolf Ghoul:</strong> When he fell in battle, I insisted that his corpse be given to me. I raised him from death, hoping ghoulification would maintain some semblance of his intelligence.</p><p><strong>Doppelganger Ghoul, Ghoulish Doppelganger:</strong> Ghoulish doppelgangers are easily one of the most insidious of my creations.</p><p><strong>Frost Giant Ghoul, Ghoulish Frost Giant:</strong> ?</p><p><strong>Gnoll Ghoul, Ghoulish Gnoll:</strong> ?</p><p><strong>Gnome Ghoul, Gnomish Ghoul:</strong> ?</p><p><strong>Harpy Ghoul:</strong> ?</p><p><strong>Hill Giant Ghoul:</strong> ?</p><p><strong>Lizardfolk Ghoul:</strong> My memory of the next few hours is ragged and imperfect. I awoke exhausted, unable to eke out the most basic of spells. The scaled ones were raised from death and scorched by flame.</p><p><strong>Medusa Ghoul. Ghoulish Medusa:</strong> ?</p><p><strong>Minotaur Ghoul:</strong> After Raising the Creature from death, there was a fantastic opportunity to acquire data on this creature's performance in combat.</p><p><strong>Ogre Ghoul:</strong> ?</p><p><strong>Owlbear Ghoul:</strong> ?</p><p><strong>Black Phoenix:</strong> ?</p><p><strong>Satyr Ghoul:</strong> ?</p><p><strong>Tengu Ghoul:</strong> ?</p><p><strong>Greater Ghoul:</strong> “Greater Ghoul” is an acquired template that can be added to any corporeal creature (other than an undead).</p><p>Often these undead arise after torturous deaths from starvation, but some say that they can be created with the correct spell.</p><p>In truth, the additional jolt required for a ghoul to retain their memories is a simple application of blood biography while performing the rituals necessary for the create undead spell. It goes without saying that the mage must be more experienced than to just create a basic ghoul, as the juxtaposition of these spells can be difficult to perform concurrently.</p><p><em>Create Undead</em> spell, caster level 15th or higher.</p><p><strong>Jahbur, Bugbear Ghoul, Boon Companion:</strong> ?</p><p><strong>Crag Linnorm Ghoul, Ghoulish Pet:</strong> ?</p><p><strong>Centaur Ghoul, Hooved Creation:</strong> ?</p><p><strong>Doppelganger Ghoul, Instrument:</strong> ?</p><p><strong>Frost Giant Ghoul, Massive Ghoul:</strong> ?</p><p><strong>Hill Giant Ghoul, Ghoulish Giant:</strong> ?</p><p><strong>Minotaur Ghoul, Pet:</strong> ?</p><p><strong>Satyr Ghoul, Pawn, Former Satyr:</strong> ?</p><p><strong>Greater Ghoul, Hungering Dead, Tortured Being:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Undead Ogre:</strong> ?</p><p><strong>Ghoul, Normal Ghoul, Standard Ghoul, Basic Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. </p><p>A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><em>Create Undead</em> spell, caster level 11th or lower.</p><p>[Ghoul, Horrific Creature, Horror, Unholy Abomination, Beast:[/b] ?</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. </p><p>A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><em>Create Undead</em> spell, caster level 12th to 14th.</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell, caster level 18th or higher.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell, caster level 15th to 17th.</p><p><strong>Zombie:</strong> My magics have wrought unlife that shall pass far beyond the extent of the plains of the Wyldelands or the fields of Elsidor.</p><p><strong>Rabid Dog Zombie:</strong> One of my favorite creatures was a rabid dog I converted to a zombie.</p><p><strong>Rabid Dog Zombie, Mindless Undead:</strong> ?</p><p><strong>Zombified Ogre:</strong> ?</p><p></p><p>Create Undead</p><p>School necromancy [evil]</p><p>Level cleric 6, sorcerer/wizard 6</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none</p><p>Spell Resistance no</p><p>A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>11th or lower Ghoul</p><p>12th–14th Ghast</p><p>15th or higher Greater Ghoul</p><p>15th–17th Mummy</p><p>18th or higher Mohrg</p><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p>This spell must be cast at night.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/120339/studies-of-decay-zombies-pfrpg?affiliate_id=17596" target="_blank">Studies of Decay: Zombies (PFRPG)</a>[spoiler]</p><p><strong>Ankheg Zombie:</strong> The feared Ankheg leaves much to be desired when transformed through the ritual of reanimation.</p><p><strong>Dire Bat Plague Zombie:</strong> ?</p><p><strong>Giant Crab Zombie:</strong> Luring them to the coast, I created the first zombie giant crab to grapple the lead soldier while I handled the Conjurer and priest myself.</p><p><strong>Dire Crocodile Zombie:</strong> ?</p><p><strong>Rabid Dog Zombie:</strong> The poor mongrel was wandering around drooling and barking at nothing. I quickly dispatched it and performed the standard ritual to reanimate the bitch.</p><p><strong>Dragon Turtle Zombie:</strong> ?</p><p><strong>Ettin Fast Zombie:</strong> ?</p><p><strong>Gargoyle Bile Zombie:</strong> ?</p><p><strong>Bile Zombie:</strong> So I created the bile zombie through the addition of the elemental body ritual to the animate dead ritual, and a large jug filled with acid as the catalyst for both spells. The onyx gem does not dissolve in the acid, and the jug is difficult to install in the body without a skilled hand at surgery (or perhaps taxidermy).</p><p><strong>Girallon Zombie:</strong> ?</p><p><strong>Goblin Zombie, Zombified Goblin:</strong> ?</p><p><strong>Griffon Zombie:</strong> ?</p><p><strong>Horror of Weaverstorm, Kraken Zombie:</strong> I reanimated the kraken, and walked briskly alongside while it climbed onto the beach and began pulling itself along the ground by its tentacles.</p><p><strong>Manticore Zombie:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Purple Worm Zombie:</strong> ?</p><p><strong>Rat Plague Zombie:</strong> So with glee I made a single rat plague zombie.</p><p><strong>Shambling Mound Zombie:</strong> My first agent was a nearly bipedal mass of moss and intertwined ivy the locals call a Shambler. I thought, erroneously, that the mysterious creature was some sort of animal underneath all of the sludge and flora. Regardless of the creature's nature, it reanimated perfectly through the standard ritual.</p><p><strong>Colossal Spider Zombie:</strong> ?</p><p><strong>Treant Plague Zombie:</strong> ?</p><p><strong>Troll Fast Zombie:</strong> ?</p><p><strong>Wyvern Zombie:</strong> ?</p><p><strong>Ankheg Zombie, Giant Skittering Creature, Marvelous Follower, Bug, Beast:</strong> ?</p><p><strong>Dire Bat Plague Zombie, Flying Mount, Mount:</strong> ?</p><p><strong>Giant Crab Zombie, Aquatic Undead, Highly-Armored Juggernaut:</strong> ?</p><p><strong>Dire Crocodile Zombie, Beast:</strong> ?</p><p><strong>Rabid Dog Zombie, Useful Companion, Strange Dog:</strong> ?</p><p><strong>Dragon Turtle Zombie, Massive Reptile, Beast:</strong> ?</p><p><strong>Ettin Fast Zombie, Massive Brute:</strong> ?</p><p><strong>Girallon Zombie, Incredible Bodyguard:</strong> ?</p><p><strong>Girallon Zombie, Four-Armed Friend:</strong> ?</p><p><strong>Girallon Zombie, Beast, Undead Primate:</strong> ?</p><p><strong>Goblin Zombie, Damned Greenskin Corpse:</strong> ?</p><p><strong>Treant Plague Zombie, Undead Tree, Undead Oak:</strong> ?</p><p><strong>Nightsky, Wyvern Zombie, Legend:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Quite Powerful Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Plague Zombie:</strong> Necromancers had made so-called Plague Zombie before; by adding the invocations and materials of the contagion spell to the ritual of making zombie, one may create a zombie capable of spreading the state of zombification to its victims.</p><p>Anyone who dies while infected [with zombie rot] rises as a plague zombie in 2d6 hours.</p><p><strong>Zombie, Typical Zombie:</strong> ?</p><p><strong>Troll Zombie:</strong> ?</p><p><strong>Zombie Servant:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/85832/Tales-of-the-Old-Margreve-Web-Compilation?affiliate_id=17596" target="_blank">Tales of the Old Margreve Web Compilation</a>[spoiler]</p><p><strong>Cocooned Corpses:</strong> Cocooned Corpses are the desiccated remains of creatures wrapped in the cocoons of giant spiders. Horror and death throes animate the corpses.</p><p><strong>Whispering Demons:</strong> Whispering Demons are alien mutterings that take form and flight in the deep Margreve.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/181916/Technology-Unleashed?affiliate_id=17596" target="_blank">Technology Unleashed</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Light-Vulnerable Undead:</strong> ?</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/403929/terralundis-monstrous-collection?affiliate_id=17596" target="_blank">Terralundis Monstrous Collection</a>[spoiler]</p><p><strong>Daemonwraith:</strong> ?</p><p><strong>Eeseye:</strong> Eeseyes are diminutive sprites that have been turned undead by dark rituals.</p><p><strong>Leshy Witherthorn:</strong> ?</p><p><strong>Zhendrayarg Ghost, Scion of Vengeance:</strong> When a zhendrayarg is slain, its lifeforce and hate are so strong that they often remain in the mortal realm, haunting their killer relentlessly.</p><p>The mountains of Cyl are haunted by numerous zhendrayargs that were slain in the war against Rhyzen Thal.</p><p>When reduced to 0 hp, [a zhendrayarg] explodes dealing 15d4 force damage to all creatures within a 20-foot radius (reflex DC 22 for half). It has a 25% chance of remaining as a zhendrayarg ghost.</p><p>Zhendrayargs are large, vicious, hateful, birdlike humanoid creatures with an insatiable desire to kill. So strong is their desire for vengeance that they often rise from the dead as ghosts to avenge their own deaths.</p><p><strong>Daemonwraith, Incorporeal Spirit, Gargantuan Inky Black Mist Roughly in the Shape of a Balor, Incorporeal Undead Demon, Ghostly Demon, Tactical-Minded Creature, Undead Extraplanar Daemon:</strong> ?</p><p><strong>Daemonwraith, General:</strong> ?</p><p><strong>Daemonwraith, Tactician:</strong> ?</p><p><strong>Daemonwraith, Heavy Artillery:</strong> ?</p><p><strong>Eeseye, Sprite, Diminutive Sprite, Diminutive Undead Sprite:</strong> ?</p><p><strong>Leshy Witherthorn, Undead Variety of Vine Leshy:</strong> ?</p><p><strong>Zhendrayarg Ghost, Ghost of a Ten-Foot Tall Vaguely Humanoid Bird-Man With a Partial Blood-Red Carapace Over Coarse Mottled Red Feathers With Feathered Wings On Its back:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Mibakinmeui:</strong> ?[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/383983/terralundis-player-s-guide?affiliate_id=17596" target="_blank">Terralundis Player's Guide</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/146468/Terrors-of-Obsidian-Apocalypse-Haunts-PFRPG?affiliate_id=17596" target="_blank">Terrors of Obsidian Apocalypse: Haunts</a>[spoiler]</p><p><strong>Bell Tower:</strong> A bell-ringer fell down in this tower. Before he died he wished that the fall hadn’t happened...</p><p><strong>Creeping Ectoplasm:</strong> ?</p><p><strong>Dead Tree:</strong> The dead tree is a haunted leftover of a garden, an orchard, or a last patch of a forest—a single dead tree standing amid a barren landscape.</p><p><strong>Doors to Damnation:</strong> A soldier guarded this door against overwhelming forces and cursed the invaders with his dying breath when he finally fell.</p><p><strong>Devouring Mists:</strong> A pack of ghouls ambushed and devoured a group of people when they were passing this bridge on a foggy night. Memory of this event still lingers and hungers for flesh of the living.</p><p><strong>Forbidden Library:</strong> Some books are not meant to be read, and some people dedicate their lives to prevent others from reading such forbidden books. Sometimes such dedication extends beyond life.</p><p><strong>Hangman's Jig:</strong> A desperate prisoner was incompetently hanged in this small cell. An echo of his painful death lingers and haunts anyone visiting the room.</p><p><strong>Heart of Embers:</strong> Cinders of a dead fire elemental slowly smolder until roused into a short burst of mindless rage against living beings.</p><p><strong>Hungry Grave:</strong> A petty villain was punished by being buried alive in this grave. Now his soul desires to share his misery with others.</p><p><strong>Last Dance:</strong> A mad aristocrat was isolated in this lavish chamber. The inhabitant’s spirit still haunts the room, yearning to dance, an obsession which was denied to him during his many years of isolation.</p><p><strong>Lessons of the Past:</strong> This was a place of teaching, where a respected sage told didactic stories to children and youngsters.</p><p><strong>Master's Admonition:</strong> A cruel and petty teacher of wizardry left a painful imprint on his long-abandoned study, still lashing out against anyone who messes with his things.</p><p><strong>Memory of the Late Mistress:</strong> A woman died, choked to death by her jealous lover on this bed, forever tainting it with ghostly malice toward the living.</p><p><strong>Might Over Magic:</strong> A magician was killed here by brute force, leaving a spiteful vestige driven by hatred of the magic that failed him.</p><p><strong>Quarry of the Endless Toil:</strong> This old quarry was a place of misery and death for numerous prisoners and slaves. Even now their spirits are bound to suffer, sharing their weariness with the living who disturb their endless toil.</p><p><strong>Screams of a Forlorn Mother:</strong> Screams of a forlorn mother formed because of a woman that died a sudden death while mourning her child.</p><p><strong>Swordsman Betrayed:</strong> Here a master swordsman fought and won many duels until he was betrayed and stabbed in the back by an ally. A trace of his spirit still lingers here, mistaking anyone entering the courtyard for a challenger.</p><p><strong>Touch of Hunger:</strong> The denizens of this dwelling starved to death. Their last thoughts were focused on the door to the empty pantry, which to their deluded minds appeared filled with supplies.</p><p><strong>Warlock's Doom:</strong> This haunt is the lingering residue of a powerful magician’s final stand—slivers of his spirit and the last spell he ever cast bound together in a volley of destruction unleashed against the world.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/89637/The-Baykok-PFRPG?affiliate_id=17596" target="_blank">The Baykok</a>[spoiler]</p><p><strong>Baykok:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/223869/The-Bleak-Harvest-PF-5E?affiliate_id=17596" target="_blank">The Bleak Harvest (PF/5E)</a>[spoiler]</p><p><strong>Grave Risen:</strong> A humanoid killed by a grave-risen rises 24 hours later as another grave-risen under the control of its murderer.</p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Spectre:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/218399/The-Blight--Pathfinder?src=hottest_filtered?affiliate_id=17596" target="_blank">The Blight - Pathfinder</a>[spoiler]</p><p><strong>Alchemic-Unliving Creature:</strong> Those who wish to live forever sometimes take this dark path through use of the proprietary means available with the elixir of life. Those who take this draught by choice hope to join the alchymic-undying*; those who fail in this endeavour are cursed to become the alchymic-unliving*. Those who are forced to take the elixir by cruel masters or terms of indenture almost invariably end up among the alchymic-unliving. </p><p>The alchymic-unliving are creatures tainted by the curse of undeath through exposure to elixir of life. Those who partake in the forbidden fruits of such alchymic experimentation face a dismal future. It is true that death, or at least mortal death by aging, is no longer a concern, but the life left is bleak and bereft of any of the joys of the living. </p><p>“Alchymic-Unliving Creature” is an acquired template that can be added to any living creature that fails its Fortitude saving throw when exposed to elixir of life.</p><p>There are also those who take the elixir of life but whose bodies do not react well to the unnatural infusion. Instead of shedding the shackles of ordinary mortality as alchymic-undying, these unlucky souls instead find themselves cursed with a progressive form of undeath that not only steals away their vitality and ability to experience sensation, but also their very reason and personality as well. These cursed folk are the alchymic-unliving, and when their curse becomes advanced enough, they lose every last shred of who they were and become simply one more zombie shuffling mindlessly to its master’s commands. </p><p>Lucien died of consumption despite Lady Grey’s fanatical attempts to keep him alive, and her mind finally and fully snapped. Convinced that she must educate her child to spread the word of the Panacea, Lady Grey set about taking the natural path for her — to make the perfect child in Lucien’s image. From that time on, Lady Grey has been experimenting, becoming a homunculi wife set upon creating a perfect child. She has dabbled with cadavers, creating alchymic undead from some of the corpses of children Sprat and Marrow supplied her with. </p><p>The chimney wing is Lady Grey’s latest addition to the manse. It contains her crucible where she creates alchymic undead, tries to raise children, and makes abominations. </p><p>The sphere is the Cuckoo Womb Lady Grey uses to carry out her work. She binds her victims in the sphere, to make Staff of Life worms (see below) or to release them on some creature she intends to make into an alchymic undead or an abomination. To make an abomination, she bloats the worms on the blood of the creature she wishes to conjoin with the trapped creature and waits to see what happens. If she uses the works to try to create an alchymic undead, she uses worms fed on pigs or, if she can get them, fresh, healthy human, ideally without blemish or sickness. In her twisted mind, the purer the flesh, the better. </p><p>The dose of Staff of Life worms is worth 150 gp or could be used to make an alchymic undead.</p><p>The PCs hear more shouting at street corners, particularly the words “Staff of Life” and “the Elixir.” The foul substance is being used to make alchymic undead, many of whom are now being forced to work in manufacturies and mines after being killed in horrible accidents. </p><p>Elixir of Life magic item.</p><p><strong>Stoic Guardian, Alchymic-Unliving Ogre Warrior 1:</strong> Created by Illuminati mages to guard entrances to their chapterhouses, stoic guardians simply stand and stare as their minds slowly slip away. </p><p><strong>Between Incarnate Nosferatu Sorcerer 8:</strong> ?</p><p><strong>Bileborn:</strong> The bileborn is an undead creature born of alchemical and necromantic experimentation. Its purpose and the identity of its creator are unknown, but the mistakes of this master have long since been paid, as the original bileborn ultimately escaped and slew its creator, incorporating his body among the rest. </p><p>bileborn seeks to increase its mass by absorbing creatures into its body. This does not increase the creature’s size or change it in any fundamental way, but the crowd of body parts grows denser at its center. Then at some indeterminate point, the creature reproduces by fission. The fused conglomeration of rotten body parts splits down the middle, forming two bileborns of equal size and power. </p><p><strong>Ragefire:</strong> Ragefire spawn are under the control of the ragefire elemental that created them and remain enslaved until its death, or until they feed and become ragefire elementals themselves. </p><p><strong>Ragefire Spawn:</strong> As a full-round action, a Huge, greater, or elder ragefire elemental can create ragefire spawn by incinerating the corpse of a non-evil humanoid of at least 5 HD that it has killed within the last 10 rounds. </p><p><strong>Small Ragefire Elemental:</strong> As a full-round action, a Tiny, Small, Medium, or Large ragefire elemental can incinerate the corpse of a non-evil humanoid of at least half the elemental’s HD that it has killed within the last 10 rounds to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, Fortitude and Reflex saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, the DC for its burn special ability and its CR increase by +1. When a Tiny ragefire elemental gains 1 growth point, or a Small, Medium or Large ragefire elemental reaches 4 growth points, it increases in size, losing all of its growth points (and bonuses) but gaining the stats for a ragefire elemental of the next larger size. </p><p><strong>Medium Ragefire Elemental:</strong> As a full-round action, a Tiny, Small, Medium, or Large ragefire elemental can incinerate the corpse of a non-evil humanoid of at least half the elemental’s HD that it has killed within the last 10 rounds to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, Fortitude and Reflex saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, the DC for its burn special ability and its CR increase by +1. When a Tiny ragefire elemental gains 1 growth point, or a Small, Medium or Large ragefire elemental reaches 4 growth points, it increases in size, losing all of its growth points (and bonuses) but gaining the stats for a ragefire elemental of the next larger size.</p><p><strong>Large Ragefire Elemental:</strong> As a full-round action, a Tiny, Small, Medium, or Large ragefire elemental can incinerate the corpse of a non-evil humanoid of at least half the elemental’s HD that it has killed within the last 10 rounds to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, Fortitude and Reflex saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, the DC for its burn special ability and its CR increase by +1. When a Tiny ragefire elemental gains 1 growth point, or a Small, Medium or Large ragefire elemental reaches 4 growth points, it increases in size, losing all of its growth points (and bonuses) but gaining the stats for a ragefire elemental of the next larger size.</p><p><strong>Huge Ragefire Elemental:</strong> As a full-round action, a Tiny, Small, Medium, or Large ragefire elemental can incinerate the corpse of a non-evil humanoid of at least half the elemental’s HD that it has killed within the last 10 rounds to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, Fortitude and Reflex saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, the DC for its burn special ability and its CR increase by +1. When a Tiny ragefire elemental gains 1 growth point, or a Small, Medium or Large ragefire elemental reaches 4 growth points, it increases in size, losing all of its growth points (and bonuses) but gaining the stats for a ragefire elemental of the next larger size.</p><p><strong>Greater Ragefire Elemental:</strong> It is not known how a greater or elder ragefire elemental is created, but it is speculated that a Huge ragefire elemental that causes a large enough loss of sentient life may advance to these states. </p><p><strong>Elder Ragefire Elemental:</strong> It is not known how a greater or elder ragefire elemental is created, but it is speculated that a Huge ragefire elemental that causes a large enough loss of sentient life may advance to these states. </p><p><strong>Undead Horse:</strong> ?</p><p><strong>Animated Insect:</strong> ?</p><p><strong>Unliving Stole:</strong> ?</p><p><strong>Undead Moth:</strong> ?</p><p><strong>Undead Fox:</strong> ?</p><p><strong>Land of Long Night:</strong> ?</p><p><strong>Undead Sea Gull:</strong> ?</p><p><strong>Uriah:</strong> The Heaths rely upon the fierce reputation of their brutal former leader Uriah to do their work for them; Uriah had a dreadful reputation for violence and his name still causes fear among locals, who are convinced he is either not dead or will return as undead or alchymic-undying soon. </p><p><strong>Undead Bat Swarm:</strong> ?</p><p><strong>Undead Beetle:</strong> ?</p><p><strong>Undead Insect:</strong> ?</p><p><strong>Undead Minor Mammal:</strong> ?</p><p><strong>Undead Mouse:</strong> ?</p><p><strong>Undead Crow:</strong> ?</p><p><strong>Undead Roper:</strong> ?</p><p><strong>Undead Young Rat:</strong> ?</p><p><strong>Undead Rat:</strong> ?</p><p><strong>Undead Cat:</strong> ?</p><p><strong>Undead Bird:</strong> ?</p><p><strong>Undead Spider:</strong> ?</p><p><strong>Undead Cricket:</strong> ?</p><p><strong>Undead Dwarf Monkey:</strong> ?</p><p><strong>Undead Kitten:</strong> ?</p><p><strong>Her Gracious Occularis Paladin Lady Rachel Birch, Human Ghost Inquisitor of Mother Grace 9:</strong> She returned from the dead as a ghost.</p><p>With that in mind, you might want to consider her death. It is too soon for her — she is tortured by the Beautiful and what it is offering but is an inquisitor and remains so until the ultimate end. Such a furious internal conflict is a good way to become a ghost. </p><p><strong>Mister Smyle, Gnome Ghost Expert 11:</strong> One of the most famous features of the city, the Clockwork House Inn is a strange invention created and continually expanded by its owner a Mister Smyle (LN gnome ghost expert 11). Smyle made his fortunes with his unique clockwork puppets, and when he retired he began work on his famous tavern. Entering the House is a curious experience. A clockwork hare doffs a walking cane, clockwork foxes stare from above the bar, and clockwork mice run across the ceiling. A trio of great clocks beat out the time, and from each a single clockwork (stuffed) dodo appears on the hour, pulls out a large pocket watch and squawks once for each hour. </p><p>Some people find this garish mixture of stuffed animal, beast, and clockwork to be rather ghoulish, and as each room has its own curious feature (a room with a clockwork raven that wears a suit, a room with a clockwork rat chasing a clockwork cat with a carving knife, a room with a clock trio of magpies fighting over a clockwork rabbit and various others) there is no escape from the inventor’s madness. Unfortunately, the work took its toll on Smyle as well, he hanged himself from the bar in 1567. He haunts the place now as a reclusive ghost. </p><p><strong>Sister Oblivion, Ghoul Bard 4:</strong> ?</p><p><strong>Marriana Ragg, Ghoul Rogue 4:</strong> ?</p><p><strong>Grace Spindleshanked, Ghoul Rogue 1:</strong> ?</p><p><strong>Liza, Ghoul:</strong> ?</p><p><strong>Maude, Ghoul:</strong> ?</p><p><strong>Ghoul Pig:</strong> The straw is for 3 ghoul pigs the ghouls have infected with ghoul fever; one is little more than a piglet, and all show signs of being tormented. </p><p><strong>Slaken, Ghoul:</strong> ?</p><p><strong>Molly, Ghoul:</strong> ?</p><p><strong>Letty, Ghoul:</strong> ?</p><p><strong>Grace, Ghoul:</strong> ?</p><p><strong>Jacob, Ghoul:</strong> ?</p><p><strong>Logg, Ghoul:</strong> ?</p><p><strong>Sprat, Natural Wererat Ghoul Rogue 2:</strong> ?</p><p><strong>Urias Kemp, Ghast Expert 4:</strong> Following a disastrous appearance at the Crippled Lamb Gin House that resulted in a month-long protest boycott of the venue by all the local talent agents, Queenie had him thrown down a manhole. Having lain unconscious in the dark tunnel below for some time, Kemp was awoken by a weak old ghoul that, believing him already dead, had begun to feast upon one of his legs. Kemp smashed its head in with a chunk of masonry but the damage was done: at first, he was in too much pain to escape his plight, and then the ghoul fever took hold, sealing his fate. </p><p><strong>Guelder Winter, Ghast Bard 4/Rogue 3:</strong> ?</p><p><strong>The Only, Mother Mantis, Ghast Witch 4/Cleric of Lucifer 5:</strong> ?</p><p><strong>Master Trough, Swyne Ghast, Advanced Swyne Ghoul:</strong> A trio of insanely terrified swyne ghasts, the remains of visitors who once attended a filth feast, lurk herein but may be encountered anywhere in the palace. </p><p><strong>Young Grog, Swyne Ghast, Advanced Swyne Ghoul:</strong> A trio of insanely terrified swyne ghasts, the remains of visitors who once attended a filth feast, lurk herein but may be encountered anywhere in the palace. </p><p><strong>Mistress Binge, Swyne Ghast, Advanced Swyne Ghoul:</strong> A trio of insanely terrified swyne ghasts, the remains of visitors who once attended a filth feast, lurk herein but may be encountered anywhere in the palace. </p><p><strong>Lacedon Ghast:</strong> ?</p><p><strong>Count Strord, Lich Cleric of Flense 11:</strong> ?</p><p><strong>Musgrove I the Dead-Hearted, Lich-Like Monstrosity:</strong> Musgrove the Cold-Hearted, the very same uncle, reluctantly assumed the throne. Musgrove did not rule for long: his research into the properties of alchymic undeath — some say based upon research previously pursued by Quintus Cognate — led to his accidental self-poisoning and death after only eight years of power. It became a Castorhagi legend that his funeral was the only time the sealer of the Royal Crypt smiled while performing his duties. His son Musgrove II succeeded the father and immediately set about undoing many of the draconian measures that Musgrove I had put into place. </p><p>Musgrove II’s reign was doomed to be short as well, however, for his father’s research had borne deadly fruit. Musgrove I emerged from his tomb as a lich-like monstrosity after resting for only four years, slew his own son — whom he named as the Usurper — and resumed his reign. Now, he styled himself as Musgrove the “Dead-Hearted,” rather than his former “Cold-Hearted.” </p><p><strong>Jonas Long-Tongue, Mohrg:</strong> ?</p><p><strong>The Watcher in the Shadows, Mohrg:</strong> ?</p><p><strong>Number Six, Human Skeleton:</strong> ?</p><p><strong>Beltane, King of Thorns, Master of Impaling, God Emperor of the Fetch, Karlingen Borxia, Vampire:</strong> Karlingen Borxia encounters Underguild, transformed into vampire.</p><p><strong>Princess Lilly, Vampire Aristocrat 4:</strong> ?</p><p><strong>The Gable-Man, Vampire, The Great Cleric Anthony Mackus:</strong> Rumour has it that Mackus is now none other than the Gable-Man, a vampire of legend that eats the happiness of old people, and that he was struck down by vampirism by none other than Beltane himself. </p><p><strong>Perdition, Dread Queen of Unbirth, Old Human Vampire Medium 9:</strong> ?</p><p><strong>The Brackish King, Between Vampire Rogue 7/Assassin 3:</strong> ?</p><p><strong>Young Human Vampire Commoner 1:</strong> ?</p><p><strong>Selene, Vampire Bride:</strong>Beltane visited Queen Selene in the night, twice, while the family made its preparations for departure, each time leaving her one step closer to immortal undeath. On the third night, Beltane stepped upon the ship’s deck to see the island suddenly sinking beneath the waves. He dove in and swam to the Queen’s chamber where he found her upon the verge of drowning — and bestowed upon her his final life-draining kiss. He then buried her deep in the sea mud to await the next night. When she arose as a vampire at the next nightfall, she found that Beltane had fashioned a coffin from her furnishings in the palace. </p><p><strong>The Singed Man, Infernal Tyrant, Vampire Lord:</strong> ?</p><p><strong>Father of Castorhage Qeudecce III, Vampire:</strong> ?</p><p><strong>Elisabeth Marnier, Human Vampire Bard 8:</strong> In fact, Elisabeth Marnier (N female human vampire bard 8) was infected with vampirism while festering in the lower jails within the Capitol, but escaped and fled here. </p><p><strong>Master of Ceremonies Rudyard Hasp, Human Vampire Bard 4:</strong> ?</p><p><strong>Qui, Human Vampire Sorcerer 6:</strong> ?</p><p><strong>Albie Otiose, Halfling Vampire Rogue 3:</strong> ?</p><p><strong>Xianbi, Grace of the Smiling Slumbering Dragon, Human Vampire Aristocrat 2/Illusionist 11:</strong> ?</p><p><strong>Callwell Carver, Human Vampire Ranger 4:</strong> ?</p><p><strong>Madame Rosetta Violet, Human Vampire Aristocrat 7:</strong> ?</p><p><strong>Blessed One, Young Human Vampire Rogue 4:</strong> The dates and causes of the fires have varied over the centuries, with the earliest recorded instance occurring as far back as –1322 R.C., and several of the later instances having inexact dates due to loss of early city records. The most recent instance, the Sixth Great Fire of Town Bridge, occurred in 1509 and charred stumps and the smell of ash are still reported in some parts of the current bridge. Scholars of the arcane and esoteric have speculated that the calamity, and rumours of the discovery of ragefire* — a malevolent living flame — are curiously similar in date, and, thus, appoint the Great Fire as the first encounter between men and ragefire itself. However, the truth is stranger. For in 1509, paladins of the Trinity of Life (see AQ17 in Chapter 2) hoping to discover and destroy Beltane, captured the boy who would become the Blessed One, then only a human but a thrall of one of the Fetch’s Deceivers. The vampire-hunting paladins carried a flask of the newly discovered ragefire with them for use against the vampire god-emperor when they found him. Underestimating the homeless waif they had captured, the hunters let down their guard only for a moment, but it was long enough for the child to turn their weapon against them and smash the flask upon the leader of the paladins (already their 187th mushaff*). </p><p>The ragefire consumed the screaming paladins and grew larger before feasting upon the rest of the structure and thousands of Town Bridge’s residents. The resulting conflagration raged for a week and a day, and near consumed the entire bridge before a section collapsed beneath the ragefire and sent it to its doom in the waters of the Lyme below, and the rest of the blaze finally spent its fuel. Tales among the Fetch, tell that the boy only survived by falling, blazing, into the river below, where he was found by Beltane himself and blessed with the gift of unlife in reward for his loyalty. </p><p>The Blessed One himself has stalked the streets of Town Bridge for centuries and it was he that was responsible for the last Great Fire to sweep Town Bridge 2 1/2 centuries ago (see sidebox). That fire caused terrible burns on the Blessed One when he was still living that healed into a terrible disfigurement with his resurrection as a vampire. </p><p><strong>Lady Mulminil Skarn, Hill Dwarf Vampire Aristocrat 5:</strong> ?</p><p><strong>Chamomile Bramble, Human Vampire Aristocrat 4:</strong> ?</p><p><strong>His Holiness the Droge of the Great Mother, Vampire Ex-Cleric of Mother Grace 9:</strong> ?</p><p><strong>Lady Fidelia Flax Shortstone, Gnome Vampire Aristocrat 6:</strong> ?</p><p><strong>Lord Hemlock, Human Vampire Aristocrat 7:</strong> ?</p><p><strong>Between Vampire:</strong> Between vampires do not have the ability to create spawn, but Threnody is one of the rare examples of her kind that can create a new generation of Between vampires. Every century or so, she becomes obsessed with reproduction. No act of procreation is required for such an event to occur and conclude. When it occurs, she grows to Large size as she bloats with a host of young, and her hunger to feed becomes almost a madness. She requires living hosts into which her young are birthed and prefers them to be sentient creatures of the mundane world. When birthed, the young occupy a large cyst in their host’s body where they feed for 1d3 days until they grow rudimentary wings 1d3 days later. At that point, they finish feeding upon the host and burrow out to make their escape, maturing to become full-grown Between vampires in a matter of weeks. When they first emerge from the host they are virtually helpless (AC 10, hp 1, fly 10 ft. [poor]), but after that they begin to gain HD at the rate of 1 per week and develop the natural abilities of their kind during this time.</p><p><strong>Wither, Human Vampire Aristocrat 1/Sorcerer 6:</strong> ?</p><p><strong>The Empty One, Human Weakened, Vampire Aristocrat 2/Fighter 4:</strong> The Empty One was once a knight who tried to destroy Wither. The vampire broke him on a wheel, ensuring that the calamity that remained was at the edge of death when it returned as a full-fledged vampire. The thing that was left, which Wither named the Empty One, is a broken, mangled creature.</p><p><strong>Threnody, Hungry Mother, Old Tenome Between Vampire:</strong> ?</p><p><strong>Ambergris, Human Vampire Fighter (Archer) 6:</strong> ?</p><p><strong>Elthanor Thorn, Human Vampire Aristocrat 4/Rogue 5:</strong> ?</p><p><strong>Battle-Duke Ormand, Vampire Spawn:</strong> ?</p><p><strong>Archibald Hegg, The Shadowy Tumbler, Vampire Spawn Bard 2:</strong> ?</p><p><strong>Nectra, Human Vampire Spawn Cleric of Lucifer 4:</strong> ?</p><p><strong>Algernon Alfonse Leptonia, Human Vampire Spawn Aristocrat 4:</strong> ?</p><p><strong>Gideon Murkwid, Human Vampire Spawn Expert 3:</strong> Ambergris is the “mother” (at least that is the term she uses) of Gideon Murkwid.</p><p><strong>Madame Kale, Human Vampire Spawn Illusionist 4:</strong> A member of the Panacea and vampire spawn child of Lord Hemlock, Madam Kale has a chamber here, which she uses to meet with Sallow and Algernon, discuss gossip at the Weary Palace, and to store secrets she does not wish Hemlock to discover. </p><p><strong>The Burnt One, Human Vampire Spawn Fighter 3:</strong> ?</p><p><strong>Spawn of Wither, Human Vampire Spawn Rogue 3:</strong> Consider that Wither can raise one spawn per night.</p><p><strong>Between Vampire Spawn:</strong> Meanwhile in the slums of the city, the other prepares her nest, ready for the birthing of a new brood. </p><p>She calls herself Threnody, and Threnody is hungry. A Between vampire does not just take the lifeblood from a victim: They take everything, devouring the mind, the memories and the talents of their victims until they become bloated and monstrous. Most, thankfully, go mad and crawl into the dark to suffer. Threnody does not; she is ready to birth and slithers into the night to gather hosts for her brood. In Toiltown, she grows and lays her eggs into the warm flesh of those who will serve as the first meal of her thousand children. Threnody slips into the slums and begins, gathering hosts and stealing memories and loves and anger and lusts as she does so. Seeking a strong cover for her brood, after testing and tasting two accomplices of a petty street gang, she settles upon the mind of the most powerful local crime lord Uriah Strange, leader of the Renders. Devouring his soul and mind, she embarks upon an orgy of flesh, gathering hundreds to form the hosts of her children. And as she gathers, so she reaps, sending messages to confuse the followers and allies of Strange, weaving a web of deceit to hide her new brood behind. Strange’s closest allies are devoured or dominated, and the rest left leaderless, their suspicions growing stronger by the day. Even as Threnody stirs and steals and feasts, her touch festers into a sickness from Between, a misery that creates, not destroys, a pestilence that hungers and changes, rather than slays. They call the sickness the mocking plague as it distorts its victim’s humanity. It rips their faces into mocking grins and sick, distended smiles, when it leaves them with flesh at all. In three days, her brood will birth, and if they do, a plague of undeath that wears sickness as its skin will infect the city.</p><p>There are scores of stacked bodies here and dangling in HS8 below, and each contains a germinating Between vampire spawn. The young Between vampires birth at a set time. </p><p>The mother of the Darkest Day is being called the Hungry Mother in the slums of Toiltown where she has already birthed her brood, and this clutch of terror now suckles somewhere in the dark waiting for their eyes to open. They must not do so. The Hungry Mother has birthed hundreds of her vampire spawn from Between who are but a legend amongst the older stories of the Fetch. </p><p><strong>Advanced Wight:</strong> One of the statues has birthed an undead that slowly mumbles to itself, much to Algernon’s amusement. If quizzed, Algernon claims that his genius breathes life into his creations from time to time, as does Sallow’s. The creature, an advanced wight, is held rigid by the substance it is embalmed in, but if the object’s skin is breached, the shell shatters and the creature within emerges and attacks, raving as it does. If Algernon or Sallow are present, the creature ignores all other opponents in preference to them. In truth, Algernon purchased 4 inmates of a sanatorium who suffered from elephantiasis from Stompton, Hogg and Gryme — Corpse Purveyors at great expense, and these are what he regards as his finest creations — so far. </p><p><strong>Juju Zombie House Cat:</strong> ?</p><p><strong>Zombie Horse, Undead Dray, Advanced Zombie Horse:</strong> ?</p><p><strong>Zombie Mule:</strong> ?</p><p><strong>Dead Cat, Zombie Cat:</strong> ?</p><p><strong>Young Human Fast Zombie:</strong> ?</p><p><strong>Rullan Bread, Human Zombie:</strong> ?</p><p><strong>Dark Creeper Fast Zombie:</strong> ?</p><p><strong>Created, Zombie:</strong> The other figures are a mixture of statues made by Algernon Alfonce Leptonia (see L4: Decay), except that these figures move, albeit very slowly. The others figures are disgusting creations that have had life breathed into them. They are part carcass, part art, and each has animal and monster and human parts but, unless attacked, they merely follow the PCs, perhaps touching their hair or fingers. If attacked, use Medium zombie statistics. </p><p><strong>Black Swan Zombie, Fast Zombie Swan:</strong> ?</p><p><strong>Forgotten Princess, Greater Banshee:</strong> The Forgotten Palace fell in a single night, and her occupants did not notice until it was too late. In truth, some still deny the truth, particularly the Forgotten Princess, who still resides here preparing to meet her betrothed for the very first time. </p><p><strong>Magnus Melancholy, Human Nosferatu Necromancer 10:</strong> ?</p><p><strong>Meadow, The Bride, Coffer Corpse:</strong> ?</p><p><strong>Mocking Gull, Between-Touched Goul-Stirge:</strong> ?</p><p><strong>The Child of Folly, Unique Advanced Undead Ooze:</strong> ?</p><p><strong>Penitent One, Blight Ghoul Rogue 7:</strong> ?</p><p><strong>Egger Kask, Human Blight Ghoul Brawler 9:</strong> ?</p><p><strong>Fecule, Blight Ghoul Rogue (Spy) 8:</strong> ?</p><p><strong>His Tattered Majesty, Grim-Cakor I, Dwarf Blight Ghoul Fighter 7/Rogue 3:</strong> Grim-Cacor (literally the “Deep Demon”) was once the chief steward of Grim-Mathen’s thane but personally devoured his liege after the first few months of enforced isolation as the ghoul fever began to take hold among the entrapped populace and assumed control of those who remained as undead. </p><p><strong>Isaac Maggot, Human Blight Ghoul Rogue (Thug) 7/Assassin 2:</strong> ?</p><p><strong>Abomination Essay Swarm:</strong> ?</p><p></p><p><strong>Undead:</strong> Butcher’s Bride </p><p>This madwoman vanished into the night about ten years ago and has remained unseen since. Her speciality was disembowelling her victims and creating undead statuary from them. </p><p>The creatures that dwell here are feral, unlikely to be humanoid, and are joined by myriad types of undead that occupy the swamp due to the long practice of bog burials conducted by the Great Cemetery in the Hollow and Broken Hills.</p><p>His small cult, the Cult of Revenants, actively seeks to bring the unwary to their destined vengeance much sooner than their natural lifespan would otherwise warrant. If they catch a lone victim, they force this doctrine upon him by sacrificing him to “unleash their thwarted justice.” That these victims rarely volunteer and that the undead creature created from the sacrifice simply serves as a slave to a member of the cult is disregarded by its members. </p><p>All those who worship the god are bound by a terrible dark pact they commit to in blood and soul when they become an acolyte of Flense. The pact grants the worshipper a terrible retribution. Upon dying, the devotee of Flense is reborn anew as a “revenant” creature, torn from the mortal body of his unworthy subject to become a thing of vengeance. The creature the devotee rises as is always free-willed and equal to the CR of the cleric in life +1. Such new forms are not bound by a requirement to be undead (though frequently they are undead) and can come in any form the god chooses on a whim. Usually the form given is most commonly associated in some way with the life or personality of the deceased follower. For example, a follower who lives far away from civilisation may return as a dire animal bent upon vengeance. </p><p>In addition to all of the above, since the passage of The Corpse [Laying to Rest] Act of 1770, the Carcass has also served as a repository of stinking, rotting bodies claimed by the City for failure to pay the Death Duty, but for which it currently has no immediate use. Instead, tens of thousands of mouldering corpses lie heaped in niches, half-made catacombs, abandoned wells and oubliettes and virtually every other sort of space imaginable, while the infestation of rats, ghouls, and Blight ghoulsTOBH, and many spontaneously forming undead, is almost unthinkable. </p><p>He believes Mother Grace brought undead into the world to cleanse it of its mortal sins, but keeps this belief secret. </p><p>Inside, the place is crammed with Leptonia and Sallow’s artwork. The vampire spawn has a peculiar artistic trick involving abducting waifs and strays, drugging them with a concoction or chloroform* and oil of taggit, and embalming them in a substance made from equal parts lime concrete, clay, and an alchemic discovery known as Blight grasp. This substance hardens very quickly (in a matter of minutes), and Algernon has been using it to create living statues — slowly engulfing his victims in the stone substance over a period of weeks, and eventually covering them completely, thoughtfully providing an air hole for them to breathe through to enjoy his work to the last and infuse the statues with the occasional angry spirits. That this process occasionally creates an undead merely adds to Algernon’s belief that he is a living (or more accurately, unliving) genius. </p><p>Mists cloak the isle above, and the dour spirits of the fallen, the regretful, the wicked, and the innocent sing through the air. These only occasionally manifest as undead, but feel free to have shapes and faces loom out of the mist. </p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Ghost:</strong> The Old Dockyard is barely used these days, the piers are dangerously rotten, and the pools below are infamous for quicksand. A small group of local dandies and artists have made their home here, these struggling dilettantes revel in their self-enforced poverty. The occasional pie shop or opium den opens up here to serve the aristocrats but generally doesn’t last long. Some say the old docks are haunted by the ghosts of shipbuilders from the past, and most infamously the Lady Rose, a gigantic ship that burnt during construction, killing 118 and eight workers, for which the first ironclad dreadnought Lady Ruin was later named (itself sunk in the Battle of the Kraken’s Teeth in 1751). Parts of the Lady Rose’s hulk can still be seen when the waters of the Lyme (rarely) clear, its skeletal black timbers lurking at the furthest pier in the docks, a perilous place to reach even in the best weather. </p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Lacedon:</strong> The Great Whale is indeed big enough to accommodate people living inside it, and these unwelcome squatters live within the rear parts of the vast whale’s mouth, dwelling in safe havens they have fashioned into crude fleshy dwellings that form air pockets whilst the whale is beneath the sea. They are not alone. So vast is the thing that lacedons — the undead remains of sailors who have lived and died here — also dwell within it. </p><p><strong>Lich:</strong> ?</p><p><strong>Mohrg:</strong> Ornamie Elias Hogg (1722–?), city’s longest-serving Watch Inspector. Disappeared Chill 17th, 1772, while chasing Jonas Long-Tongue, the feared mohrg assassin capable of infecting his victims with his own form.</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> The spirits of two nest hunters who fell while hunting for eggs long ago haunt the cliffs here. </p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Wight Spawn:</strong> Any humanoid creature that is slain by an advanced wight becomes a wight spawn itself in only 1d4 rounds.</p><p><strong>Wight:</strong> Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. </p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> For in Castorhage, the great experimenters discovered the great possibility and cheap availability of necromancy, not simply in the obvious sense of animating legions of zombie labourers, but rather in its application through necrocraft and golem innovation. While the many technological innovations that power Castorhage incorporate steam power or clockworks, at the core is their reliance preservation and animation of once-living flesh to supply their labour and energy needs. These cursed folk are the alchymic-unliving, and when their curse becomes advanced enough, they lose every last shred of who they were and become simply one more zombie shuffling mindlessly to its master’s commands. </p><p>These cursed folk are the alchymic-unliving, and when their curse becomes advanced enough, they lose every last shred of who they were and become simply one more zombie shuffling mindlessly to its master’s commands. </p><p>An alchymic-unliving creature that reaches 0 Intelligence loses the alchymic-unliving template and gains the zombie template. </p><p><strong>Human Zombie:</strong> ?</p><p><strong>Fast Zombie:</strong> Slain zombies are engulfed by the undead ooze and can be reanimated and expelled again in 1d2 hours. </p><p><strong>Demi-Lich:</strong> ?</p><p><strong>Draugr:</strong> ?</p><p><strong>Pickled Punk:</strong> ?</p><p><strong>Apparition:</strong> A humanoid slain by an apparition becomes an apparition itself in 1d4 rounds. Spawn so created are less powerful than typical apparitions, and suffer a –2 penalty on all d20 rolls and checks. They also receive –2 hp per HD, and a –2 penalty to the Will save DC of their spectral strangulation ability. Spawn are under the command of the apparition that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed apparitions.</p><p>Shortly before arriving at O12, the PCs become aware of a woman’s voice calling out, asking if one of the PCs is “Pherran, my love.” The woman’s voice ignores any answers that are given, but continues to ask, becoming more urgent and claiming that she has come for her true love. Eventually she cries out, “Don’t make me do it again! I flung myself from the Wall once to be with you in death! Don’t ask it of me again!” She then breaks down into sobs and begins to complain of the cold and the feel of her skin. She begs a male character not to be angry with how she looks now, that her rose has withered but her soul remains his. Eventually, this bittersweet apparition emerges through the gloom, her undead body drawn into unlife to look for her true love. </p><p><strong>Bog Mummy:</strong> ?</p><p><strong>Bogeyman:</strong> ?</p><p><strong>Brykolakas:</strong> ?</p><p><strong>Cadaver:</strong> ?</p><p><strong>Corpse Candle:</strong> ?</p><p><strong>Draug:</strong> ?</p><p><strong>Ghoul-Stirge:</strong> ?</p><p><strong>Shadow Rat:</strong> ?</p><p><strong>Brine Zombie:</strong> ?</p><p><strong>Ghoul Wolf:</strong> ?</p><p><strong>Blight Ghoul:</strong> A creature that dies of Blight ghoul fever rises as a Blight ghoul at the next midnight. </p><p>Blight Ghoul Fever disease.</p><p></p><p>ELIXIR OF LIFE </p><p>Aura faint necromancy; CL varies </p><p>Slot none; Price varies; Weight — </p><p>DESCRIPTION </p><p>A living creature that does not have the outsider or ooze type that is injected with elixir of life (an infusion process that takes an hour and requires either a helpless or willing recipient) must make an immediate Fortitude save based on the quality of the elixir. Creatures that are immune to poison or death magic are not affected by the elixir. If the save is successful, the creature dies and rises again in 1d4 hours as a “Reborn” with the alchymic undying template. If the save is failed, the individual immediately dies and rises in 1d10 minutes as an undead creature with the alchymic unliving template. </p><p>If the elixir is applied to a creature of the appropriate types (as described above) that has died within the last 24 hours but whose corpse is still relatively intact, the creature still gets a Fortitude save as if it were still alive with outcome of becoming either an alchymic undying or an alchemic unliving creature, but the saving throw is made at a cumulative –1 penalty for every 2 hours since it died (not including the hour required for infusion). </p><p>If used in conjunction with a Cuckoo Womb and pieces of only partial cadavers in order to create a new-made form of life (as adjudicated by the GM), the elixir likewise has a quality-based saving throw to determine the stability of this outcome. If this saving throw is successful, the resulting creature is stable as a new type of living creature. If the save is unsuccessful, the new-made creature is unsuccessful, is in extensive pain, and dies in 1d4 days as its body literally falls apart. </p><p>Anything of medium-grade elixir or lower is unpredictable, short lived, and prone to sudden violent unravelling. For each year of life or unlife for low-grade elixir, each month for pig-grade elixir, and each week for street-grade elixir, the initial Fortitude save must be made again or the creature rapidly (and often revoltingly) unmakes itself just as if a new-made creature had failed its initial saving throw. There are some exceptional cases (again at the GM’s discretion), where such an unmaking does not fully destroy the creature but instead forces it to live in a pain-filled, half-life of indeterminate length and horror. </p><p>CONSTRUCTION </p><p>Requirements Craft Wondrous Item, poison, raise dead, Between worms; Cost 10,000 gp (true elixir), 5,000 gp (medium-grade elixir), 500 gp (low-grade elixir), 250 gp (pig-grade elixir), 50 gp (street-grade elixir) </p><p></p><p>Disease (Su) Blight Ghoul Fever: Bite—injury; save Fort DC 17; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A creature that dies of Blight ghoul fever rises as a Blight ghoul at the next midnight. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/219024/The-Book-of-Many-Things?affiliate_id=17596" target="_blank">The Book of Many Things</a>[spoiler]</p><p><strong>Lich:</strong> Necromancer Necromantic Epiphany power.</p><p><strong>Humanoid Skeleton:</strong> ?</p><p><strong>Humanoid Zombie:</strong> ?</p><p></p><p>Necromantic Epiphany (Su): The necromancer knows well what happens to the godless when they die, and he intends to avoid such a terrible fate. At 20th level, the necromancer constructs a phylactery that he then uses to turn herself into a lich.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/239962/The-Book-of-Many-Things-Volume-2-Shattered-Worlds?affiliate_id=17596" target="_blank">The Book of Many Things Volume 2: Shattered Worlds</a>[spoiler]</p><p><strong>Soulrent Reborn:</strong> Soulrent reborn are raised into unlife by the champions of death from Volwryn.</p><p></p><p><strong>Undead:</strong> Sun-Dead feat.</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p></p><p>Sun-Dead (Elf)</p><p>Your destroyed lifeforce continues on, driven by an undead craving.</p><p>Prerequisite: Sun-Drained, Con 11, Cha 13, character level</p><p>11th, elf.</p><p>Benefit: You become an undead creature. You have no Constitution score and use your Charisma to calculate your hit points, Fortitude saves, and any special ability that relies on Constitution. You gain Darkvision out to 60 feet, all undead traits, immunities, and weaknesses.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/243805/The-Book-of-Metal?affiliate_id=17596" target="_blank">The Book of Metal</a>[spoiler]</p><p><strong>Undead Animal Companion:</strong> ?</p><p><strong>Kobold Skeleton:</strong> Goblet of Gore magic item.</p><p><strong>Half-Elf Zombie:</strong> Goblet of Gore magic item.</p><p><strong>Half-Orc Zombie:</strong> Goblet of Gore magic item.</p><p><strong>Elf Zombie:</strong> Goblet of Gore magic item.</p><p><strong>Orc Zombie:</strong> Goblet of Gore magic item.</p><p><strong>Dwarf Zombie:</strong> Goblet of Gore magic item.</p><p><strong>Gnome Zombie:</strong> Goblet of Gore magic item.</p><p><strong>Halfling Zombie:</strong> Goblet of Gore magic item.</p><p><strong>Hobgoblin Zombie:</strong> Goblet of Gore magic item.</p><p><strong>Gnoll Zombie:</strong> Goblet of Gore magic item.</p><p><strong>Ogre Zombie:</strong> Goblet of Gore magic item.</p><p><strong>Minotaur Zombie:</strong> Goblet of Gore magic item.</p><p><strong>Fire Giant Zombie:</strong> Goblet of Gore magic item.</p><p><strong>Hill Giant Zombie:</strong> Goblet of Gore magic item.</p><p><strong>Spirit:</strong> Emperor of Murder's Ghostspawn Curse power.</p><p><strong>Grandma:</strong> “Grandma” was a matron of the house. Many times did she comfort the family with her signature tea. She was slain when one of her grandsons turned against her, but thanks to the power of Amon, she never truly died.</p><p><strong>Them:</strong> Whenever a humanoid dies within the House of Amon, its ghost rises within 1d4 weeks to join the manor’s spectral host known only as Them.</p><p><strong>Nameless Ghoul:</strong> All that remains of Papa Emeritus’ flock are a group of Nameless Ghouls he’s raised up to replace his long lost worshippers.</p><p><strong>Undying Crusader:</strong> The undying crusader was once a mortal hero whose order of righteous warriors suffered devastating losses in their pursuit of a resourceful and conniving foe. The order’s mission to bring their quarry to justice ended in dismal failure – as well as the crusader’s death. Yet such was the crusader’s resolve that he clung to this world after death, having vowed to continue his fight for justice for as long as the flame of life burns within the realms.</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Skeleton:</strong> Once per day, whenever the Noc-Lar remains stationary and channels its power for one minute, it can create any of the following effects in a mile radius:</p><p>- Animate all humanoid corpses as skeletons or zombies.</p><p><em>Reign of Madness</em> spell.</p><p>Staff of Carnage magic item.</p><p><strong>Zombie:</strong> Once per day, whenever the Noc-Lar remains stationary and channels its power for one minute, it can create any of the following effects in a mile radius:</p><p>- Animate all humanoid corpses as skeletons or zombies.</p><p>As a last resort when all other methods fail, They can enter and possess their own former bodies to go and fight. Their cadavers burst out from coffins in the manor basement (or graves in the backyard, etc) and begin shambling toward the party’s location (use the statistics for zombies except they have an Intelligence of 10).</p><p><em>Reign of Madness</em> spell.</p><p>Goblet of Gore magic item.</p><p>Staff of Carnage magic item.</p><p><strong>Human Zombie:</strong> Goblet of Gore magic item.</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; those who become a ghoul in this way retain none of their abilities possessed in life. They are not under the control of other ghouls, but they hunger for the flesh of the living and behave like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; those who become a ghoul in this way retain none of their abilities possessed in life. They are not under the control of other ghouls, but they hunger for the flesh of the living and behave like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Lich:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p></p><p>Reign of Madness</p><p>School conjuration (summoning); Level cleric/oracle 9, shaman 9, sorcerer/wizard 8, witch 8</p><p>Casting Time 1 round</p><p>Components V, S, M (crushed gemstones worth 6,666 gp)</p><p>Range long (400 ft. + 40 ft./level)</p><p>Effect 100-ft. radius storm of brutality</p><p>Duration concentration (maximum 5 rounds) (D)</p><p>Saving Throw see text; Spell Resistance yes</p><p>You call forth energy from the Planes of Mayhem to unleash waves of madness and destruction. Discordant screams echo across the battlefield forcing all creatures in the area to make a Will save or become confused for 1d4+3 rounds.</p><p>Each round you continue to concentrate, you suffer 3d6 damage (no save) and the spell generates additional effects as noted below. Each effect occurs on your turn.</p><p>2nd Round: Treads of iron and mechanical appendages reach out through the planes and smash up to one creature of your choice per three caster levels, dealing 10d8 bludgeoning damage. A creature targeted can attempt a Reflex save to avoid this damage. Creatures who fail their Reflex saving throw must also roll a Fortitude save; if they fail, they become stunned for 1 round.</p><p>3rd Round: Scorching fire rains from above, dealing 1d6 points of fire damage per caster level to all creatures in the area; a successful Reflex save halves this damage.</p><p>4th Round: A festering sickness takes hold over the area, affecting all living creatures with a disease of your choice unless they succeed on a Fortitude save, as per the Contagion spell.</p><p>5th Round: A wave of negative energy smothers all creatures in the area, dealing 1d6 points of negative energy damage per two caster levels. A successful Will save halves this damage. Furthermore, all applicable corpses in the area rise to become undead skeletons or zombies (randomly determined). Unlike with an Animate Dead spell, these undead are not under your control, and are instead hostile to all living creatures.</p><p>When the spell ends (regardless of how it ends), wracking pain surges through your form and you must immediately succeed on a Fortitude save against the spell DC or suffer a -4 penalty on attack rolls, skill checks, and ability checks for 1 hour.</p><p></p><p>Goblet of Gore</p><p>This jeweled chalice teems with profound and inexplicable carnage. Organs ooze from a pool of bubbling blood that cascades down the goblet's smooth surface.</p><p>Aura strong necromancy and transmutation</p><p>Artificers and magisters of the realms have accomplished many prodigious tasks, but nothing quite like the Goblet of Gore which could not have been made by mortal hand. Nay: such a twisted and profane artifact could have only been birthed in the horror-filled halls of Crystal Mountain, where evil takes its form....</p><p>Chambers of Blood: The Goblet of Gore can be permanently imprinted with corpses for use as everlasting components for Animate Dead and similar spells. A living creature slain within the last hour, who is a legal target for Animate Dead or Create Undead, can be stuffed into the goblet. Once stuffed, the Goblet slurps the remains into its bowels and thereafter the wielder of the Goblet can treat any imprinted corpse type as a corpse component for Animate Dead and Create Undead, with an unlimited number of corpses available. For example, if the Goblet was stuffed with a kobold, a 5th level Cleric casting Animate Dead could create 10 kobold skeletons using the Goblet. Note that, while there is no limit to how many corpses can be imprinted into the Goblet of Gore, the wielder of the Goblet can only use it for corpses they have personally stuffed into it; the corpse of a long-dead race interred by some ancient user will not be available to a different wielder in another time.</p><p>Zombie Ritual: Even a character with no necromantic powers of their own can create zombies by merely drinking from the Goblet of Gore. Drinking from the goblet is a standard action and, unless the character is immune to disease, they must succeed on a Fortitude save (DC 15) or become nauseated for 1 round and sickened for 2d6 hours as their intestines reel with horror at their newfound ingestion. Regardless of success or failure, the character immediately vomits forth a writhing stream of blood and guts that coalesces into fully formed zombies within mere seconds. This instantly creates a number of 4 HD humanoid zombies equal to 1/2 the imbiber's Hit Dice under the imbiber's control. As the zombies animate, this temporarily suspends the flow of the goblet so that it stops spewing succulent sinews and loses the ability to perform Zombie Rituals. After 8 hours, any remaining zombies melt into goo and the goblet can create zombies this way again.</p><p>When creating zombies, the DM either chooses the species of zombie that manifests or decides by rolling on the table below.</p><p>1-45: Human 76-80: Halfling</p><p>46-50: Half-elf 81-85: Hobgoblin</p><p>51-55: Half-orc 86-90: Gnoll</p><p>56-60: Elf 91-93: Ogre</p><p>61-65: Orc 94-96: Minotaur*</p><p>66-70: Dwarf 97-99: Fire giant*</p><p>71-75: Gnome 100: Other*</p><p>*Since these zombies would have more than 4 HD, the DM may wish to adjust the number of zombies created accordingly. For example, a 6th level character who would normally create three 4 HD zombies should only be able to create two 6 HD minotaur zombies, or one 12 HD hill giant zombie. The Goblet of Gore always creates at least one zombie this way, even if it would be too powerful for a necromancer of that level to control. Zombies created in excess of twice the character's hit dice might spurn his naive attempts at control and go on an indiscriminate brain-eating rampage. Undead created by Zombie Rituals do not count against the character's control limit of undead from other spells and class abilities.</p><p></p><p>Staff of Carnage</p><p>Images of severed limbs and viscera decorate this obsidian staff, which is perpetually warm, slick and slimy to the touch.</p><p>Aura strong necromancy and transmutation; CL 15th; Price 235,000 gp</p><p>The first Staff of Carnage was created by a cabal of Brutalmancers who, once again borrowing essence from the Planes of Mayhem, sought to make a relic that would invoke the most savage and violent dweomers known to wizardry. Given how staves of this nature circulated through the realms causing scenes of maddening horror, it’s no surprise that various cults and dark powers would catch on to the secrets of their construction. Those who spread the knowledge of the staff’s craftsmanship, however, do so with a stern warning - for it is understood that somewhere in the creation process, something else, far beyond the accounting or purview of the original artificer, slips in… and waits to claim a short-sighted wielder.</p><p>As a magic staff, this item allows the use of the following spells:</p><p>• Hunger for Flesh (1 charge)</p><p>• Symbol of Exsanguination (1 charge)</p><p>• Undead Anatomy I (1 charge)</p><p>• FleshWall (2 charges)</p><p>• Raining Blood (2 charges)</p><p>• Undead Anatomy III (2 charges)</p><p>• Death Clutch (3 charges)</p><p>• Undead Anatomy IV (3 charges)</p><p>• Massacre (5 charges)</p><p>As a weapon, a Staff of Carnage functions as a +2 vicious wounding quarterstaff. A Staff of Carnage also emits a 30’ radius aura of gratuitous violence, increasing the damage multiplier for all critical hits by one (this affects both allies and enemies). Furthermore, any creature slain within the aura dies in the most bloody and grotesque way imaginable for their cause of death.</p><p>As a standard action, the wielder may break the Staff of Carnage to release a nova of profound violence. The nova spreads out in all directions for a number of feet equal to 5 times the staff’s remaining charges (so a staff with 40 charges would create a nova out to 200 feet). All creatures in the area become slathered in necrotic energy, suffering 666 points of damage; half of this damage is negative energy, and the other half is sheer, destructive power. A successful Will save (DC 27) reduces the damage by half. If the Staff of Carnage has 20 or more charges left at the time of its destruction, creatures reduced to 0 hit points or fewer are killed and instantly reanimated as zombies or skeletons (if they would normally leave behind remains suitable for raising such creatures). If the Staff of Carnage has less than 20 charges, creatures reduced to 0 hit points or fewer are merely killed with their bodies being reduced to questionable piles of bone and goo.</p><p>Any wielder foolish and desperate enough to break a Staff of Carnage has a 50% chance of merely being eradicated in a legendarily gruesome and spectacular fashion, but if they do not, they instead become transformed into a monstrous, omnicidal abomination that exists between life and death; alternatively, they might be whisked away into the darkness between planes where they are awaited by an unspeakable fate, far worse than destruction.</p><p>Construction Requirements</p><p>Craft Magic Arms and Armor, Craft Staff, death clutch, flesh wall, hunger for flesh, massacre, raining blood, symbol of exsanguination, undead anatomy IV; Cost 117,500 gp</p><p></p><p>Ghostspawn Curse (Su): Once per day, the Emperor of Murder can place a terrible curse upon a living creature which may cause a ghost of them to rise against their former allies. As a swift action, the Emperor of Murder chooses a single living creature within 100 feet; that creature must succeed on a Will save (DC 26) or be affected by the curse for 3 rounds. At the start of each of their rounds, the creature suffers 1 point of negative energy damage per hit die they possess. If the creature is reduced to 0 hit points during the curse’s duration, they are instantly killed and their lifeforce is used to animate a spirit which rises over the spot of their death. The save DC is Charisma-based.</p><p>This spirit fights like a lesser version of the slain creature. It functions almost identically to a duplicate created by the Simulacrum spell, with the following differences:</p><p>Unlike an illusory duplicate, this spirit is very real. It gains the undead type and incorporeal subtype. It resembles the original’s likeness, including the armor and clothing worn when the original creature was killed, but has a pale, ghostly hue that clearly sets it apart. The spirit is completely under the Emperor of Murder’s control; while it may be intelligent, it is devoid of free will and personality and serves only to inflict pain and destruction for the Emperor.</p><p>The spirit rises with a spectral copy of any weapon or implement that the original creature was holding when it died (if applicable). If this results in the spirit possessing a manufactured weapon, that weapon functions as a +1 Ghost Touch weapon of its type. The spirit’s natural attacks are likewise treated as magic for the purpose of overcoming damage reduction, and as though they had the Ghost Touch special quality. Magical items the creature may have held (such as staves or wands) do not otherwise retain their properties or serve any function in the spirit’s hands.</p><p>After 1 minute, or if reduced to 0 hit points, the spirit dissipates with a hoarse wail along with any equipment that had been created with it. While the spirit is animate, the slain creature cannot be brought back to life, and the Emperor of Murder gains a +4 profane bonus to Strength and Charisma.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/222909/The-Celestial-Host?affiliate_id=17596" target="_blank">The Celestial Host</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Ruadan, Human Ghost Aristocrat 5:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Cursed Dead:</strong> King Lygari was a pirate warlord, and his massive fleet was the terror of the North Sea. He had heard tales of Skidbladnir, the vessel the gnomes had created for the gods. Although he longed to capture it and use it as his flagship, he knew he could never get it away from the Æsir. Instead, he abducted the children of the gnomes and threatened to kill them unless they built him a ship even finer than Skidbladnir.</p><p>Unknown to Lygari, the gnomes used the flames of Smiðja af Fordæmda to create his ship, the Skelfing. A massive longship, cunningly shaped like a sea-dragon, it could easily hold 200 men. Its sails looked like wings; carved to look like clawed limbs, its oars rowed by themselves; and the prow sported a fierce dragon’s head capable of breathing fire.</p><p>Pleased with the ship, the warlord returned the captive children. In the very first battle Lygari fought as captain of the Skelfing, the twisted magic from the forge activated, exactly as the gnomes intended. The ship acted with a mind of its own, attacking enemy ships and Lygari’s own fleet with equal ferocity, ramming ships on both sides and setting dozens of them on fire. In desperation, Lygari struck the neck of the dragon’s head with an axe, hoping to sever it and regain control of the ship. Instead, the final trap was sprung: the ship dove beneath the waves, taking King Lygari and all his warriors with him.</p><p>This has led to a Norse version of the “Flying Dutchman” myth. Some believe the Skelfing resurfaced and continues to sail with a crew of the cursed dead and the shade of King Lygari condemned to command it forever.</p><p><strong>King Lygari, Shade:</strong> King Lygari was a pirate warlord, and his massive fleet was the terror of the North Sea. He had heard tales of Skidbladnir, the vessel the gnomes had created for the gods. Although he longed to capture it and use it as his flagship, he knew he could never get it away from the Æsir. Instead, he abducted the children of the gnomes and threatened to kill them unless they built him a ship even finer than Skidbladnir.</p><p>Unknown to Lygari, the gnomes used the flames of Smiðja af Fordæmda to create his ship, the Skelfing. A massive longship, cunningly shaped like a sea-dragon, it could easily hold 200 men. Its sails looked like wings; carved to look like clawed limbs, its oars rowed by themselves; and the prow sported a fierce dragon’s head capable of breathing fire.</p><p>Pleased with the ship, the warlord returned the captive children. In the very first battle Lygari fought as captain of the Skelfing, the twisted magic from the forge activated, exactly as the gnomes intended. The ship acted with a mind of its own, attacking enemy ships and Lygari’s own fleet with equal ferocity, ramming ships on both sides and setting dozens of them on fire. In desperation, Lygari struck the neck of the dragon’s head with an axe, hoping to sever it and regain control of the ship. Instead, the final trap was sprung: the ship dove beneath the waves, taking King Lygari and all his warriors with him.</p><p>This has led to a Norse version of the “Flying Dutchman” myth. Some believe the Skelfing resurfaced and continues to sail with a crew of the cursed dead and the shade of King Lygari condemned to command it forever.</p><p><strong>Wight, Vaettir:</strong> ?</p><p><strong>Draugr:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/163773/The-Complete-Nemesis-Bestiary?affiliate_id=17596" target="_blank">The Complete Nemesis Bestiary</a>[spoiler]</p><p><strong>Bone Griffin:</strong> “A griffon that feeds upon undead carrion, or upon a creature slain by the unholy rapidly sickens and dies. Upon the next new moon, the griffon’s rotting carcass animates. Such immature Bone Griffon are slow and clumsy, until they make their first kill, at which point the transition to undead is complete, and a new Bone Griffon- fast, agile and darkly beautiful is truly born.”-Ecosystems of the Unliving, Chapter 4: Patterns of Predation</p><p><strong>Charnellux:</strong> “A mass grave was discovered beneath the Pale Temple of Ulsitor, where the priests once buried plague victims. Death was so common in those years that atrophic rituals were haphazard, and most of the dead were interred with no real ceremony. The consequences were felt eighteen months after the plague officially ended, when a composite horror known as a Charnellux rose from the quicklime and rot, to devour the village’s pitifully few survivors.”-Adventurer’s Almanac, Volume XIX “Forgotten Stories of the Great Plague Years”</p><p><strong>Dramatis Personae</strong> A creature with either a Charisma score of 18+ or at least one Bard level, who is slain by the Dramatis Personae’s energy drain rises as a Dramatis Personae in 1d6 rounds.</p><p>“What do you think happens to a failed actor who chooses a silk noose rather than poverty and obscurity? Or an understudy who dies before ever winning a staring role of her own? Or any other brand of theatrical failure? If they can’t win fame in life, they’ll do so as beautiful ghosts.”-Sarmaera Fishwife Grestergrin, Gnomish theater critic</p><p><strong>Tortured Hound:</strong> “Tie a dog down and than break every bone in its body. Keep it alive just long enough it feels every single hammer hit, and than you snap its spine. Do it right, bury the carcass long enough, and the thing will rise as a Tortured Hound. It’s magic of the nastiest sort, but its simple enough even the stupidest gobley tribe can work it. That’s the worst of it.”- Tom Yorkshire, ranger</p><p><strong>Lantern Lich:</strong> “Lantern Liches are what remains of wizards who felt the call to lichdom when they were still too young, too ignorant of magic, and of life to survive the transition into undeath. The corpses they hoped to ride into eternity disintegrated. The only options became two: the lantern, or the coffin. None of them realize the lantern is just another kind of coffin.”-Jonah the Starcloaked, chronicler of matters arcane</p><p>“Iron has always impeded magic; rare indeed is the wizard who goes about his business in field plate. But a handful of wizards, determined to cheat death and having less stomach for the corpse work of necromancy, build new iron bodies for themselves. To be sure, these iron shells are strong and durable, but every time a spell dies because the iron fingers were too clumsy to cast it properly, the soul inside the iron dies a little more. Soon, all that is left is rage and self loathing, expressed as flame.”-Wyl the Lich Queen</p><p><strong>Pyre Legion:</strong> “No one soul forms a Pyre Legion. Instead, the Legion is the collective agony, dread and rage of multitudes condemned to death by immolation. I tell any executioner I meet that they must not burn more than one condemned with the same wood. They do that, the world will see fewer Pyre Legions. Few listen; you see the result.”-Rutger Goldspear, Dwarven inquisitor and monster hunter</p><p>“Leave any settlement plagued by a Pyre Legion to its fate, for they are guilty of a great sin. Such unquiet spirits only form when an innocent dies by judicial fire. Allow the Pyre Legion to have its vengeance.”-Raethelli legal codes concerning Pyre Legions</p><p><strong>Skull Soldier:</strong> The Skull Soldier can hack the head from the (mostly intact) corpse of any recently slain humanoid or monstrous humanoid creature of Size Medium and affix a defleshed animal skull. The process takes an hour of effort. At the end of this time, the slain creature rises as a Skull Soldier, with none of the knowledge or abilities he had in life.</p><p>A 12th level caster can create a Skull Soldier with the spell Create Undead. </p><p>Skull Soldiers are created from the remains of muscular warriors ritually decapitated. Their powerful bodies are wrapped in the hides of black wolves. Each Skull Soldier has had its mortal head replaced with the defleshed skull of some fearsome beast-often a great raptor, panther, dire wolf, or nightmare.</p><p>“I had a comrade fall to a platoon of these laughing horrors. As he was dying, the things violated him, laughing the whole time. Then they cut his head from his corpse, and dragged it away to their lair. Made him one of them.”-Galanis, mercenary warrior</p><p><strong>Taxidermy Revenant:</strong> Taxidermy Revenants are horrid composite undead created from a chimerical assortment of hunting trophies animated by malign intelligence.</p><p>“I knew a Druid once, claimed Taxidermy Revenants are nature’s punishment of trophy hunters, and those damn fool nobles who go traipsin’ into the wilderness with half an army behind ‘em to get a hart’s head for their wall. I don’t know if I agree or not, but unless it’s common folk hurt by one, I never pick up my blades against a Taxidermy Revenant. Let the damn nobles prove how great of hunters they are by taking one on.”-Tom Yorkshire, ranger</p><p><strong>Unremembered:</strong> “They say that a hunting dog who is slain and not buried properly, because, after all, ‘tis only a brute animal, will sometimes rise again as melancholy spirit. Loyalty and courage, even the bestial courage of a scent hound or terrier, must be honored, and a sacrifice no matter how humble, must e’er be remembered.”-Soloquial Quorseres, Elven breeder of fine scent hounds and retrievers</p><p>“Cowards and scavengers-the souls of those who fled battle in life and seek only raw flesh, taken in ambush, in death. Worthless offal…”-Sir Tarson Guiles, planar trophy hunter without equal</p><p><strong>Vertebral Migrant:</strong> “My old master told me that the Migrants were the bones of fools who died of dehydration, but I also heard tale that they were souls of caravaneers who were murdered by their mates after stealing more than their share of water and bread.”-Father Kieller Wayne, wandering cleric</p><p><strong>Whore Eater:</strong> “In the trading city of Rasfar, when a prostitute dies, she may not be buried on hallowed ground. Instead, her body is chained, and she is buried at a cross roads far from the city walls, in hopes that she will not rise again. Roses and oranges placed above the grave are said to prevent her from rising again.”-From the Travelogues of Wilhelm Villers.</p><p><strong>Bone Griffin, Impressive Hybrid of Raptor and Lion,Thing:</strong> ?</p><p><strong>Charnellux, Fog of Congealed Blood Vaporized Gore and Twisted Dead Limbs, Dead Thing, Monster, Composite Horror:</strong> ?</p><p><strong>Dramatis Personae, Mannequin-Like Assemblage of Scraps Found in a Theater or Opera House, Unquiet Spirit, Beautiful Ghost:</strong> ?</p><p><strong>Tortured Hound, Bruised Mass of Shattered Bones and Torn Ligaments:</strong> ?</p><p><strong>Lantern Lich, Behemoth Creations of Iron Steam and Fire Housing the Skeletal Remains of a Once-Mortal Spellcaster, Great Machine, Iron Machine, Mechanical Monster, Unholy Machine:</strong> ?</p><p><strong>Pyre Legion, Fiery Undead, Hulking Skeletal Figure Made From Charred Bone and Blackened Wood Ash Arranged in a Mockery of Human Form, Unquiet Spirit:</strong> ?</p><p><strong>Skull Soldier, Unliving Creature, Rotter, Laughing Horror:</strong> ?</p><p><strong>Taxidermy Revenant, Harmless Stuffed Hunting Trophy, Composite Undead:</strong> ?</p><p><strong>Unremembered, Melancholy Spirit, Dog-Like Man, Coward, Scavenger, Worthless Offal:</strong> ?</p><p><strong>Vertebral Migrant, Defleshed Skull, Pile of Old Bones:</strong> ?</p><p><strong>Particularly Dangerous Vertebral Migrant:</strong> ?</p><p><strong>Whore Eater, Hideous Undead Woman:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Created Undead:</strong> ?</p><p><strong>Newly Created Undead:</strong> ?</p><p><strong>Ghoul:</strong> Any humanoid or monstrous humanoid slain by the Bone Griffon rises in 1d6 minutes as a ghoul. Humanoid or monstrous humanoids with 4 or more Hit Dice rise as a specter instead.</p><p><strong>Lich:</strong> ?</p><p><strong>Specter:</strong> Any humanoid or monstrous humanoid slain by the Bone Griffon rises in 1d6 minutes as a ghoul. Humanoid or monstrous humanoids with 4 or more Hit Dice rise as a specter instead.</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Greater Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/115649/The-Deluxe-Guide-to-Fiend-Summoning-and-Faustian-Bargains?affiliate_id=17596" target="_blank">The Deluxe Guide to Fiend Summoning and Faustian Bargains</a>[spoiler]</p><p><strong>Shaldifos, Vine's Mount:</strong> ?</p><p><strong>Murmur:</strong> ?</p><p></p><p><strong>Ghost:</strong> Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.</p><p><strong>Lich:</strong> Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.</p><p><strong>Vampire:</strong> Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.</p><p></p><p>Hammer of the Unworthy: Belial wields a powerful specific weapon called the hammer of the unworthy. The hammer of the unworthy is a +5 warhammer that, upon a successful critical hit, causes the target to gain 1d6 negative levels. After 24 hours, the affected creature must succeed on a Fortitude save (DC 24) or the negative levels become permanent. Any creature suffering from one of these negative levels when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. The undead creature obeys the wielder’s commands as though it were affected by the spell control undead, except that the effect is permanent. This weapon can only be wielded by the fiend Belial, and in the hands of any other creature it merely functions as a +5 warhammer.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/242859/The-Devils-Sand-Box?affiliate_id=17596" target="_blank">The Devil’s Sand Box</a>[spoiler]</p><p><strong>Danzibus, Lich, Mad Lich, Evil Lich, Madman:</strong> ?</p><p><strong>Skeleton, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian:</strong> ?</p><p><strong>Skeletal Champion, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian:</strong> ?</p><p><strong>Gaki, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian:</strong> ?</p><p><strong>Skeleton Warrior, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian:</strong> ?</p><p><strong>Huecuva, Mummified Being:</strong> ?</p><p><strong>Mummy, Mummified Being:</strong> ?</p><p><strong>Mummy Lord, Mummified Being:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/296936/The-Drowned-CR-5-an-Unsettling-Encounter-for-Pathfinder-and-5E?affiliate_id=17596" target="_blank">The Drowned (CR 5): an Unsettling Encounter for Pathfinder and 5E</a>[spoiler]</p><p><strong>Drowned:</strong> Formed by the tormented souls of those who became trapped underwater and drowned, the Drowned are forever imprisoned in their most desperate moment of agony and seek only the momentary release the stolen breath of the living might offer them, however fleeting… [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/139143/The-Genius-Guide-to-Gruesome-Dragons?affiliate_id=17596" target="_blank">The Genius Guide to Gruesome Dragons</a>[spoiler]</p><p><strong>Bone Adults:</strong> Bone dragons arise when a dead dragon retains a powerful emotional connection to the world of the living. The deceased dragon might still jealously guard an ancient treasure trove, or thirst for revenge against its mortal slayers who believe it forever vanquished. There are many reasons for a dragon’s soul to survive the grave, but the only outcome of such a manifestation is misery and death for the world around it.</p><p>“Bone” is an acquired template that can be added to any corporeal dragon of at least Large size.</p><p><strong>Bone Adult Blue Dragon:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/115546/The-Genius-Guide-to-Gruesome-Undead-Templates?affiliate_id=17596" target="_blank">The Genius Guide to Gruesome Undead Templates</a>[spoiler]</p><p><strong>Carrier:</strong> Carrier undead are normally a result of someone dying of disease under the same conditions that might normally create an undead – lack of proper burial, evil magic, negative material energy, or strong negative emotions. Less commonly, carrier undead may be the result of an undead disease – either from necromantic magics or from infection from a ghoul bite or similar undead injury.</p><p>A manifestation of undead disease.</p><p><strong>Flayed:</strong> Most often flayed undead are those who were tortured to death and lost their skin as part of that torture, or those who carry heavy self-hate and guilt and as a result manifest as bodies lacking the natural protection of their outer hide. Flayed undead can also be created intentionally by necromancers who like to use the skin of undead to create books of necromantic knowledge.</p><p><strong>Fungal:</strong> Fungal undead often come into existence when undead dwell in damp, underground places. Leaky tombs and crypts, sunken ships, swampland battlefields, and towns destroyed by flooding are all likely locations for these gruesome creatures. The fungi attached to such animate corpses are themselves undead, making them immune to effects that target or protect from plants. Occasionally an undead fungus spreads from its point of origin, infecting undead and spreading through colonies of necromantic creatures to create a horde of fungal undead.</p><p><strong>Gaping:</strong> Gaping undead may be the remains of creatures that died screaming in agony, or of those with strong ties to singing, speaking, or sound, or may just be a gruesome mutation of the normal undead creation process. They could easily be found in places where innocents died in large numbers while terrified and hurt (such as an abandoned bardic academy that is also the site of a slaughter), or places where negative energy is strong and effects the development of undead created there (such as the demiplane of a necromancer who foolishly drew on the negative plane).</p><p><strong>Racked:</strong> Racked undead were subject to merciless stretching prior to death. Most often they are the result of being put on the rack as torture and pulled at wrists and ankles, but a racked undead might have died by being drawn by horses, caught in a clockwork device that tore it slowly apart, or been ripped limb from limb by a carnivorous ape.</p><p><strong>Whispering:</strong> Whispering undead are normally either undead spellcasters who have never given up seeking knowledge, or the remains of someone killed after betraying a secret it swore to keep to itself.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/107298/The-Genius-Guide-to-Horrific-Haunts?affiliate_id=17596" target="_blank">The Genius Guide to Horrific Haunts</a>[spoiler]</p><p><strong>Bruja Cauldron:</strong> A bruja cauldron is a haunt tied to an object, generally a large cauldron used by a coven of hags or witches for brewing poisons and evil potions. When a hag in the coven dies he or she is boiled within the cauldron and fed to the other members of the coven. The spirits of the consumed witches remain bound to the cauldron, and can be called upon to grant their power to others.</p><p><strong>Drowned Doxie:</strong> This haunt most commonly occurs when someone is drowned by a trusted friend or loved one, and their body is weighted down and left in the water. The classic version of this is when a man drowns a low-class lover when she becomes an impediment to an arranged marriage with a wealthy woman of high station. Similar haunts are often created when mothers drown children to hide their existence, innocents are drowned by friends for witnessing some crime, or citizens are drowned by the guards or elders they trusted either for uncovering corruption or as part of a deal to surrender the town to an enemy force.</p><p><strong>Unending Laboratory:</strong> When an alchemist or spellcaster dedicates a laboratory to creating golems, sometimes shreds of the elemental spirits of animation used to power golems built there infuse the laboratory itself. The tools, forges, and walls themselves take on a life of their own.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/177625/The-Genius-Guide-to-More-Witch-Talents?affiliate_id=17596" target="_blank">The Genius Guide to More Witch Talents</a>[spoiler]</p><p><strong>Undead Creature:</strong> Blessing of Unlife major witch talent.</p><p><strong>Corporeal Undead Creature:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Ghost:</strong> Monkey's Paw grand witch talent.</p><p><strong>Shadow:</strong> Animate Shadow major witch talent.</p><p><strong>Shadow, Incorporeal Undead:</strong> ?</p><p></p><p>Animate Shadow (Su)*: The witch endows the shadow of a creature within 60 feet with fell power. A Will save negates this effect. On a failed save, the creature’s shadow animates into the incorporeal undead of the same name (see Pathfinder Roleplaying Game: Bestiary for details). The shadow automatically moves with the cursed creature to always remain adjacent, cannot create spawn, and attacks the creature each round on the witch’s turn until it is destroyed. The shadow is automatically destroyed if the creature enters an area of bright light, complete darkness, or its victim dies (from Strength damage or other means). At 16th level, this talent instead creates a greater shadow and it is not destroyed in bright light or complete darkness. Whether or not the save is successful, a creature cannot be the target of this talent again for 1 day.</p><p></p><p>Blessing of Unlife (Su)*: The witch grants a creature within 60 feet many of the benefits of undeath. This talent lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. An unwilling creature receives a Will save to negate this effect. The target gains the undead creature type with all associated immunities. The creature can only be healed by negative energy, and does not lose its Constitution score if it possesses one. Whether the creature is willing or unwilling, a creature cannot be the target of this talent again for 1 day.</p><p></p><p>Monkey’s Paw (Su)*: As an immediate action, the witch can twist the spoken desires of a creature within 60 feet into the worst possible outcome. The victim must verbally express some heartfelt desire in the form of a wish, prayer, or earnest request in a language the witch can understand (although it does not need to be directed at the witch). The witch then grants the creature’s wish, but the results are always the worst imaginable. The specific outcome of this talent’s use is subject to GM discretion, but it can accomplish any effect allowable by a miracle or wish spell, or any other witch talent. For example, a creature wishing his dead love resurrected might become haunted by her ghost or someone praying to be young again might begin suffering as the youth’s curse talent. A witch can only use this talent once per day.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/87722/The-Genius-Guide-to-Simple-Monster-Templates?affiliate_id=17596" target="_blank">The Genius Guide to Simple Monster Templates</a>[spoiler]</p><p><strong>Ghul:</strong> Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing.</p><p>A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead.</p><p><strong>Draghul Adult White Dragon Ghul Creature:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing.</p><p><strong>Ghoul Ghast:</strong> Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing.</p><p>A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead.</p><p><strong>Zombie:</strong> A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/210492/The-Genius-Guide-to-the-Talented-Bestiary?affiliate_id=17596" target="_blank">The Genius Guide to the Talented Bestiary</a>[spoiler]</p><p><strong>Vampire Bat Swarm:</strong> Curious or bored vampires might experimently create spawn from blood-consuming animals. Most attempts fail, but bats can sometimes become true vampiric abominations.</p><p><strong>Carnivorous Cat Swarm:</strong> Any Tiny size or smaller feline animal killed by the carnivorous cat swarm arises as an undead that joins the swarm, healing it for 1d6 points of damage. When at least 300 felines have been killed, and raised, they become a separate carnivorous cat swarm.</p><p>Cats are a constant companion to humanoids, and an inescapable presence within most cities. Sometimes an individual’s obsession with felines can lead to a home filled to bursting with far too many mouths. When the owner dies, their soul can refuse to abandon their beloved pets, while hunger drives the trapped cats to consume the corpse. The lingering spirit of the dead master saturates the felines, cursing them with unlife, and an urge to add to their number.</p><p><strong>Devourer Agitator:</strong> A creature with as many negative levels as Hit Dice because of an agitator rises as an agitator in 1d4 days.</p><p><strong>Ghoul Dreadmaw:</strong> A dreadmaw ghoul arises when a humanoid dies of starvation in an area infused with negative energy and space-distorting magic. Its gullet becomes twisted out of the normal fabric of space. An insatiable hunger drives the creature, but no matter how much it eats it can never fill the void.</p><p><strong>Mohrg Genocidal:</strong> When a morhg kills hundreds of humanoids in a single bloody day, the rush of power swells the undead to giant proportions.</p><p><strong>Night Hag Heartless:</strong> A night hag can enact a dark ritual where she cuts out her own heart to replace it with her heartstone. While the hag still dies, the gem captures her soul like a lich phylactery. Only the mad or desperate would go to such lengths, as she curses herself with eternal hunger for the souls she once brokered.</p><p><strong>Ame, Nightmare Death, Horse-Like Apparition, Ghost:</strong> She claims to be the ghost of the first creature with an awareness of death, but has been known to tell other tales.</p><p><strong>Abrinahl, Nightmare Famine, Tall Skeletal Steed, Cerebral Tactician:</strong> When a daemon ascends to the throne of Famine, a unique nightmare crawls free of its stomach. Formed of the daemon’s own flesh, the famine nightmare is a foul dead thing that spreads hunger and torment in the Harbinger’s name.</p><p><strong>Nightmare Famine, Abrinahl, Tall Skeletal Steed:</strong> ?</p><p><strong>Shadow Blast:</strong> Terrible alchemical or technological explosions can spawn blast shadows from the charred black remnants of innocent victims.</p><p><strong>Spectre Dethroned:</strong> The bloodiest warlords achieve the heights of dominance over the corpses of thousands. They maintain power in the same manner, ruthlessly executing any sign of opposition. Some might survive dozens of assassination attempts, before old age claims them. Even in death, these brutal kings and queens refuse to loosen their iron grip, and arise as dethroned spectres.</p><p><strong>Wight Brokenbone:</strong> In a gory process involving a significant investment of negative energy, a wight can survive the breaking of most of its bones. Necromantic infusions allow the undead to persist past the destruction of its skeleton, but only through continual repair. Rarely, an ordinary wight can evolve in this manner, but it requires a crushing accident in a negative energy dominant plane.</p><p><strong>Wraith Dread:</strong> A wraith that persists for centuries feeding on the life force of hundreds undergoes a terrible transformation into a dread wraith.</p><p><strong>Yeth Hound Moonburned:</strong> A moonburned yeth hound emerges from the corpse of a yeth hound slain in the light while barred from returning to its home plane. The maliciousness of the hound’s spirit melds with its damaged body, creating a creature made to haunt moonbeams in the twilight hours.</p><p><strong>Soldier Wight:</strong> While it is rare, it is not unheard of for a free-willed wight to regain memories and abilities lost during death and animation. This is most likely to occur when mortal armies face massive undead hordes. Not only are the wights created likely to become free-willed, but the significant numbers make it possible that at least one might be an outlier.</p><p><strong>Vampire Bat Swarm, Hundreds of Black-Winged Bats With Glowing Red Eyes, True Vampiric Abominations:</strong> ?</p><p><strong>Carnivorous Cat Swarm, Decaying Cats:</strong> ?</p><p><strong>Devourer Agitator, Skeletal Humanoid, Particularly Spiteful Devourer:</strong> ?</p><p><strong>Ghoul Dreadmaw, Sallow-Skinned Emaciated Corpse, Relentless Hunter:</strong> ?</p><p><strong>Mohrg Genocidal, Lurching Skeletal Giant:</strong> ?</p><p><strong>Night Hag Heartless, Sharp-Fanged Crone:</strong> ?</p><p><strong>Nightmare Famine, Tall Skeletal Steed, Foul Dead Thing:</strong> ?</p><p><strong>Shadow Blast, Oily Black-Green Shadow:</strong> ?</p><p><strong>Spectre Dethroned, Lordly Spectral Figure, Great Spectre:</strong> ?</p><p><strong>Wight Brokenbone, Skittering Crawling Corpse:</strong> ?</p><p><strong>Wraith Dread, Enormous Ghostly Creature, Massive Powerful Force for Death, Sadistic Creature, Merciful Angel of Death:</strong> ?</p><p><strong>Yeth Hound Moonburned, Warped Four-Foot Tall Canine, Creature Made to Haunt Moonbeams in the Twilight Hours:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p>Create Spawn monster ability.</p><p>Perhaps a player character gets killed by an undead, and arises as an intelligent freewilled spawn.</p><p><em>Create Greater Undead</em> spell.</p><p><em>Create Undead</em> spell.</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Ghoul, Normal Ghoul:</strong> A humanoid slain [by an outsider's Death-Stealing Gaze] immediately transforms into a ghoul under the outsider’s control.</p><p>A humanoid slain [by a corps purrodaemon's death-stealing gaze] immediately transforms into a ghoul under the daemon’s control.</p><p>A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Ghoul, Deadly Adversary:</strong> ?</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Lich, Intelligent Undead:</strong> ?</p><p><strong>Mohrg, Normal Mohrg:</strong> Humanoid creatures killed by a genocidal mohrg rise immediately as normal mohrgs under the genocidal mohrg’s control.</p><p><strong>Shadow, Normal Shadow:</strong> A humanoid creature killed by a blast shadow’s Strength damage or radiation poisoning becomes a normal shadow under the control of its killer in 1d4 rounds.</p><p>A humanoid creature killed by a woojie weg become a shadow under the control of the woojie weg after 1d4 days.</p><p><strong>Skeletal Undead:</strong> ?</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Spectre, Normal Spectre:</strong> Creatures killed by the death nightmare immediately arise as spectres. The creature must be within one size category of the death nightmare, and are under her absolute command.</p><p>Any humanoids slain by a dethroned spectre become a normal spectre themselves immediately.</p><p><strong>Curious Vampire, Master:</strong> ?</p><p><strong>Bored Vampire, Master:</strong> ?</p><p><strong>Wight, Ordinary Wight:</strong> Any humanoid within one size category of the brokenbone wight slain by a wight arises as an ordinary wight after 1-minute.</p><p>At 3rd level, any humanoid creature slain by the [soldier] wight’s energy drain ability becomes a wight itself after 1 minute.</p><p><strong>Free-Willed Wight:</strong> ?</p><p><strong>Wraith:</strong> A humanoid slain by a dread wraith becomes a wraith immediately.</p><p><strong>Free-Willed Wraith:</strong> A humanoid slain by a dread wraith becomes a wraith immediately. Spawn are under the command of the wraith that created them until its death, at which point they become free-willed wraiths.</p><p><strong>Zombie, Undead Zombie:</strong> Every mohrg it spawns creates zombies in return.</p><p><em>Animate Dead</em> spell.</p><p><strong>Nightshade:</strong> Nightshades are monstrous undead composed of shadow and evil.</p><p></p><p>Animate Dead</p><p>School necromancy [evil]; Level cleric 3, sorcerer/wizard 4</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gem worth at least 25 gp per HD of the undead)</p><p>Range touch</p><p>Targets one or more corpses touched</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>This spell turns corpses into undead skeletons or zombies that obey your spoken commands. Skeletons are created as skilled focus creatures and zombies are created as combat (barbaric) focus creatures with a CR equal to ½ the HD of the corpse used (minimum ½, maximum ½ your caster level).</p><p>Undead created with this spell gain the following abilities and weaknesses only, and do not gain any additional ability points or abilities. The size of the corpse affects the size of the undead for the purposes of CR and base statistics.</p><p>Skeletons: undead creature type, mindless, DR 5/bludgeoning, Immune (cold), natural attack (claw), and bonus feat (Improved Initiative).</p><p>Zombies: undead creature type, mindless, staggered, DR 5/slashing, natural attack (slam as creature of +1 size), bonus feat (Toughness).</p><p>The undead can be ordered to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again.</p><p>Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.</p><p>Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.</p><p>Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.</p><p></p><p>Create Undead</p><p>School necromancy [evil]; Level cleric 6, sorcerer/wizard 6</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more customized and intelligent sorts of undead. Undead created must be of the combat focus (either barbaric or soldier) and receive ability points for you to distribute as appropriate. The creature must possess the undead creature type and cannot possess the incorporeal subtype. You may create undead of varying sizes, and it impacts the undead’s final CR, base statistics, and available ability points as normal for monster creation. You may create an undead with a final CR no greater than ½ your caster level.</p><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p>This spell must be cast at night.</p><p></p><p>Create Greater Undead</p><p>School necromancy [evil]; Level cleric 8, sorcerer/wizard 8</p><p>This spell functions like create undead, except that you can create more powerful and versatile sorts of undead. Undead created may have either the skilled or spellcaster (arcane or divine) focus so long as they possess an Intelligence score. Additionally, the undead may have the incorporeal subtype. The undead’s maximum CR is still equal to ½ your caster level.</p><p></p><p>Disease (Su) Ghoul Plague: Bite or Breath Weapon—injury or inhalation; save Fort DC 22; onset immediate; frequency 1/day; effect 1d6 Con and 1d6 Dex damage; cure 1 save. The save DC is Constitution-based. A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p></p><p>CREATE SPAWN (SU, 2 AP): Prerequisites: undead or evil subtype; Benefit: Creatures killed by the undead arise as creatures of the same type and CR as the undead, provided that the creature is within one size category of the undead. Spawn created in this manner are under the absolute command of the undead that created them. The spawn created arise in 1d4 days.</p><p>Enhancements</p><p>• The creation of spawn heals the undead of 1d6 hit points per HD possessed by the slain creature and hastes (as the haste spell) the undead for the round following the spawn’s creation for an additional +2 AP.</p><p>• The duration of the time required for the spawn to arise is decreased to 1 day or 1d6 hours for an additional +1 AP, 1 hour or 1d6 minutes for +2 AP, 1 minute or 1d4 rounds for +3 AP, or immediately for +4 AP.</p><p>Flaws</p><p>• The undead can only creature spawn from creatures of a certain type (1 AP).</p><p>• The create spawn ability is tied to a disease that the creature inflicts and creatures killed by the disease are subject to the create spawn ability (2 AP). The disease must be purchased separately.</p><p>• Spawn created by the undead are less powerful than itself and are built as undead with a CR of ½ the CR of the undead that created them or less (2 AP).</p><p>• The undead may have Hit Dice of enslaved spawn totaling no more than twice its own HD; any spawn it creates that exceed this limit become free-willed. The undead may free an enslaved spawn in order to enslave a new spawn, but once freed the spawn cannot be enslaved again (1 AP).</p><p>• The undead has no control over spawn it creates (2 AP).</p><p>Format: create spawn; Location: Special Attacks</p><p></p><p>DEATH-STEALING GAZE (SU, 5 AP):</p><p>Prerequisites: outsider (evil); Benefit: As a free action once per day, the outsider can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a Fortitude save (DC 10 + ½ the outsider’s HD + outsider’s Cha modifier) or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the outsider’s control. The outsider’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the outsider picks which human becomes a ghoul.</p><p>Enhancements</p><p>• The outsider gains an additional use of death-stealing gaze for every additional +1 AP spent.</p><p>• The outsider can create any number of ghouls per round for an additional +2 AP.</p><p>• When an outsider creates a ghoul with death-stealing gaze, it gains a growth point for an additional +7 AP. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, its caster level for spell-like abilities increases by 1, and it gains an additional use of death-stealing gaze. For every 2 growth points, its natural armor bonus, SR (if any), and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check—success indicates it matures. It loses all growth points and its statistics improve by +1 CR within its focus. The outsider can have a maximum of 20 growth points—it automatically matures if it has not done so already when it reaches 20 growth points. It may repeat this process to continually grow in power.</p><p>Format: death-stealing gaze; Location: Special Attacks</p><p></p><p>Death-Stealing Gaze (Su) Up to six times per days as a free action, a corps purrodaemon can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 24 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the daemon’s control. The save DC is Charisma-based.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176162/The-Genius-Guide-to-the-Talented-Witch?affiliate_id=17596" target="_blank">The Genius Guide to the Talented Witch</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Intelligent Undead, Intelligent Undead Creature:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghost of a Humanoid Creature:</strong> ?</p><p><strong>Isitoq:</strong> ?</p><p><strong>Ectoplasmic Compsognathus Dinosaur:</strong> ?</p><p><strong>Mummified Cat:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/80724/The-Great-City-Urban-Creatures--Lairs?affiliate_id=17596" target="_blank">The Great City: Urban Creatures & Lairs</a>[spoiler]</p><p><strong>Zaelemental:</strong> A zaelemental forms when the sleeping goddess Kindrogga Zael allows one of her cultists to mix moordsap—the blood infused dirt formed by sacrificing in her unholy name—with sewage.</p><p><strong>Zaelemental Greater:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/57932/The-Great-City-Campaign-Setting?affiliate_id=17596" target="_blank">The Great City Campaign Setting</a>[spoiler]</p><p><strong>Bay Zombie:</strong> The Bay Zombie is a by-product of the failed experiments of the Imperial Guild of Arcanists and Engineers. The Emperor and the Blood Triperium is very interested in finding a way to extend its dominion to all corners of the world and long suffered through various trials to introduce magically modified creatures capable of taking the battle to the depths of the sea. Periodically, the guild dumps these horrifically maimed and reconstructed creatures off the coast, sinking them to the bottom of the ocean where they rarely survive for very long.</p><p>The source of bay zombies remains unknown, but those with long memories cannot help notice that many bear uncanny resemblance to Azindralean political prisoners (albeit modified with tentacles and claws) taken for speaking out against Lord Othorion Atregan and his re-conquest.</p><p><strong>Sklaverredisanos Lich Wizard 12 Assassin 5:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/112210/The-Mad-Doctors-Formulary-Portrait?affiliate_id=17596" target="_blank">The Mad Doctor's Formulary</a>[spoiler]</p><p><strong>Undead:</strong> Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres.</p><p><strong>Allip:</strong> Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres.</p><p><strong>Ghost:</strong> Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres.</p><p><strong>Spectre:</strong> Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/112179/The-Nemesis-Bestiary-Volume-One?affiliate_id=17596" target="_blank">The Nemesis Bestiary Volume One</a>[spoiler]</p><p><strong>Whore Eater:</strong> In the trading city of Rasfar, when a prostitute dies, she may not be buried on hallowed ground. Instead, her body is chained, and she is buried at a cross roads far from the city walls, in hopes that she will not rise again. Roses and oranges placed above the grave are said to prevent her from rising again. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/125306/The-Nemesis-Bestiary-Volume-Two?affiliate_id=17596" target="_blank">The Nemesis Bestiary Volume Two</a>[spoiler]</p><p><strong>Pyre Legion:</strong> “No one soul forms a Pyre Legion. Instead, the Legion is the collective agony, dread and rage of multitudes condemned to death by immolation. I tell any executioner I meet that they must not burn more than one condemned with the same wood. They do that, the world will see fewer Pyre Legions. Few listen; you see the result.”-Rutger Goldspear, Dwarven inquisitor and monster hunter</p><p>“Leave any settlement plagued by a Pyre Legion to its fate, for they are guilty of a great sin. Such unquiet spirits only form when an innocent dies by judicial fire. Allow the Pyre Legion to have its vengeance.”-Raethelli legal codes concerning Pyre Legions</p><p>“Archeological excavation of the Hurnga Lakebed, now dried after the dam’s construction, found more than a dozen brass chests, each containing wood fragments and ash mixed with burnt human bones. The locals revealed the casks were the remains of burnt witches and their pyres, sunk into the lake to prevent fiery demons from rising from the remains.”-Adventurer’s Almanac, volume XXVII “The Dry Hurnga Lakebed and its Horrors”</p><p><strong>Skull Soldier:</strong> A 12th level caster can create a Skull Soldier with the spell Create Undead. Additional Skull Soldiers created by Mutilation and Recruitment are considered undead under the caster’s control for the caster’s HD limit on control.</p><p>Skull Soldiers are created from the remains of muscular warriors ritually decapitated. Their powerful bodies are wrapped in the hides of black wolves. Each Skull Soldier has had its mortal head replaced with the defleshed skull of some fearsome beast- often a great raptor, panther, dire wolf, or nightmare.</p><p>“I had a comrade fall to a platoon of these laughing horrors. As he was dying, the things violated him, laughing the whole time. Then they cut his head from his corpse, and dragged it away to their lair. Made him one of them.”-Galanis, mercenary warrior</p><p>Mutilation and Recruitment power.</p><p></p><p>Mutilation and Recruitment (SU)</p><p>The Skull Soldier can hack the head from the (mostly intact) corpse of any recently slain humanoid or monstrous humanoid creature of Size Medium and affix a defleshed animal skull. The process takes an hour of effort. At the end of this time, the slain creature rises as a Skull Soldier, with none of the knowledge or abilities he had in life.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/125631/The-Nemesis-Bestiary-Volume-Three?affiliate_id=17596" target="_blank">The Nemesis Bestiary Volume Three</a>[spoiler]</p><p><strong>Lantern Lich:</strong> “Lantern Liches are what remains of wizards who felt the call to lichdom when they were still too young, too ignorant of magic, and of life to survive the transition into undeath. The corpses they hoped to ride into eternity disintegrated. The only options became two: the lantern, or the coffin. None of them realize the lantern is just another kind of coffin.”-Jonah the Starcloaked, chronicler of matters arcane</p><p>“Iron has always impeded magic; rare indeed is the wizard who goes about his business in field plate. But a handful of wizards, determined to cheat death and having less stomach for the corpse work of necromancy, build new iron bodies for themselves. To be sure, these iron shells are strong and durable, but every time a spell dies because the iron fingers were too clumsy to cast it properly, the soul inside the iron dies a little more. Soon, all that is left is rage and self loathing, expressed as flame.”-Wyl the Lich Queen</p><p><strong>Taxidermy Revenant:</strong> Taxidermy Revenants are horrid composite undead created from a chimerical assortment of hunting trophies animated by malign intelligence.</p><p>“I knew a Druid once, claimed Taxidermy Revenants are nature’s punishment of trophy hunters, and those damn fool nobles who go traipsin’ into the wilderness with half an army behind ‘em to get a hart’s head for their wall. I don’t know if I agree or not, but unless it’s common folk hurt by one, I never pick up my blades against a Taxidermy Revenant. Let the damn nobles prove how great of hunters they are by taking one on.”-Tom Yorkshire, ranger[/spoiler]</p><p></p><p>The Perfect Storm[spoiler]</p><p><strong>Storm Wraith:</strong> Slain by a stroke of lighting, these bitter spirits have been fed on the energy of stormy weather and perpetuate the storm that slew them so that it never abates. Driven mad by their sudden death, the lighting that thunders in their ears, and the winds that unceasingly buffet their soul, storm wraiths seek to slay any they encounter and entrap their souls within the swirling clouds that surround them.[/spoiler] </p><p></p><p><a href="http://www.drivethrurpg.com/product/103168/The-Rogues-Gallery-The-Cloven-Hoof-Syndicate?affiliate_id=17596" target="_blank">The Rogues Gallery: Cloven Hoof Syndicate</a>[spoiler]</p><p><strong>Aymielle Human Skeletal Champion Rogue 5/Sorcerer 5:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/109406/The-Secrets-of-Adventuring-PFRPG?affiliate_id=17596" target="_blank">The Secrets of Adventuring (PFRPG)</a>[spoiler]</p><p><strong>Gunslinger Wraith, Gunwraith:</strong> The pure grit of some gunslingers will not let them pass beyond the veil of death; part of their essence remains behind, infused into their favorite firearm.</p><p>“Gunslinger Wraith” is an acquired template that can be added to any living creature that has the grit class feature or the Amateur Gunslinger Feat and a Charisma score of at least 6.</p><p>A creature with the grit class feature or the Amateur Gunslinger feat slain by a gunslinger wraith becomes a gunslinger wraith in 1d4 rounds.</p><p><strong>Spirit, Spirit of the Dead:</strong> ?</p><p><strong>Defensive Spirit:</strong> When the aetherurgist summons a spirit, they must choose to make the spirit a defensive spirit or an offensive spirit.</p><p><strong>Offensive Spirit:</strong> When the aetherurgist summons a spirit, they must choose to make the spirit a defensive spirit or an offensive spirit.</p><p><strong>Arcanovore Spirit:</strong> Arcanovore Spirit aetherurgist revelation.</p><p><strong>Grasping Spirit:</strong> Grasping Spirit aetherurgist revelation.</p><p><strong>Spirit of Communal Pain:</strong> Spirit of Communal Pain aetherurgist revelation.</p><p><strong>Undead, Undead Creature:</strong> Priests of undeath serve as conduits of unholy power for their masters, bestowing undeath, through spells, to those followers who have pleased them and their lord.</p><p><strong>Intelligent Undead, Intelligent Undead Creature:</strong> ?</p><p><strong>Spawning Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul, Spawning Undead:</strong> ?</p><p><strong>Dread Lich:</strong> ?</p><p><strong>Dark Emperor Korvak Cynmark, The Immortal Emperor, Dread Lich:</strong> ?</p><p><strong>Shadow, Spawning Undead:</strong> ?</p><p><strong>Vampire, Spawning Undead:</strong> ?</p><p></p><p>Arcanavore Spirit (Su): When summoning an offensive spirit, you may instead choose to summon an arcanavore spirit. These spirits act just like offensive spirits, except as follows. Instead of the ranged touch attack, the arcanavore spirit casts dispel magic as a spell-like ability using the aetherurgist’s caster level to determine all effects. Each time it successfully dispels an effect, it loses half of its current hit points. This is a spirit modifying revelation. You must be at least 11th level to select this revelation.</p><p></p><p>Grasping Spirit (Su): When summoning a defensive spirit, you may instead choose to summon a grasping spirit. These spirits act just like defensive spirits, except as follows. A grasping spirit does not possess the warding spirit ability. Instead, all terrain within a radius of 5 feet per two spirit mastery points is treated as difficult terrain as dozens of ethereal hands rise up from the ground and writhe about, eager to grasp on to almost anything living. The aetherurgist who summoned this spirit is not affected by the difficult terrain caused by this spirit. This is a spirit modifying revelation.</p><p></p><p>Spirit of Communal Pain (Su): When summoning a defensive spirit, you may instead choose to summon a spirit of communal pain. These spirits act just like defensive spirits, except as follows. The deflection bonus to AC from the warding spirit ability is equal to half of the spirit mastery score. In addition, whenever a non-spirit ally within 10 feet times your spirit mastery score takes 5 or more damage, the ally takes 5 less damage and the spirit takes 5 points of damage. This is a spirit modifying revelation. You must be at least 7th level to take this revelation.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/99008/The-Spellweaver-PFRPG-Edition?affiliate_id=17596" target="_blank">The Spellweaver PFRPG Edition</a>[spoiler]</p><p><strong>Weavehaunt:</strong> Any humanoid creature drained to 0 Intelligence by a Weave haunt has its spirit bound to the Weave as a Weave haunt.</p><p>A Weave haunt is an incorporeal creature typically created when a spellweaver is slain due to his extreme failure to successfully wield the Weave’s magic. At the time of death, the connection to the Weave drew the spellweaver’s spirit into itself and infused it with its own energies, capturing the spirit at the moment of painful death and forever entangling the lost soul in the Weave’s threads. Being slain by strand grubs can also lead to the victim becoming a Weave haunt.</p><p>A victim that is reduced to zero remaining spell slots or no remaining daily spellweaves from strand grub infestation must attempt an additional DC 17 Will save per minute this situation remains. Failure means the creature dies, causing the grubs to once again pour out of its body. Furthermore, unless the corpse is destroyed (or raised or the like) before the passing of 24 hours, the victim will become a weave haunt at the end of that time.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/219983/The-Blight-Tome-of-Blighted-Horrors-5e?affiliate_id=17596" target="_blank">The Tome of Blighted Horrors</a>[spoiler]</p><p><strong>Bileborn:</strong> The bileborn is an undead creature born of alchemical and necromantic experimentation. Its purpose and the identity of its creator are unknown, but the mistakes of this master have long since been paid, as the original bileborn ultimately escaped and slew its creator, incorporating his body among the rest. </p><p><strong>Bog Lantern:</strong> Whether the bog lantern is simply an undead will-o’-wisp raised by some odd negative energy current within the Great Lyme River or a separate creature that is superficially similar is unknown. The only traits the bog lantern seems to share with its potential cousin, however, are its appearance and a desire to lure passers-by off the relative safety of the roads and paths meandering through the bog lands that surround the Lyme. </p><p><strong>Gravid Ghoul:</strong> The gravid ghoul is an undead creature of the foulest nature. In the darkest alleys of inner cities, there are humanoids who will pay for the touch and bed of an undead creature. Whether out of fascination, fetish, or illness of the mind, these couplings on occasion have been known to develop into a gravid ghoul. The ghoul harlot typically is unaware of its pregnancy, until it is far too late. The fetal ghoul that grows inside the undead mother awakens with blood lust and the hunger of a newborn. The only warning the ghoul mother receives is an increase in its own feeding instinct and a slight swelling of the midsection before the small ghoul-thing bursts from the mother’s abdomen. The newborn creature sits within the gaping cavity of the mother’s broken body, which is folded in half in a backbend to serve as a perch and means of mobility for the offspring. Despite its appearance as vehicle and driver of a sort, the offspring and mother are a single creature and cannot be separated without destroying both. </p><p><strong>Alchymic-Unliving Creature:</strong> The alchymic-unliving are creatures tainted by the curse of undeath through exposure to elixir of life. Those who partake in the forbidden fruits of such alchymic experimentation face a dismal future. </p><p>“Alchymic-Unliving Creature” is an acquired template that can be added to any living creature that fails its Fortitude saving throw when exposed to elixir of life.</p><p><strong>Stoic Guardian, Alchymic-Unliving Ogre Warrior 1:</strong> Created by Illuminati mages to guard entrances to their chapterhouses, stoic guardians simply stand and stare as their minds slowly slip away. </p><p><strong>Between-Incarnate Nosferatu Sorcerer 8:</strong> ?</p><p><strong>Between Vampire:</strong> Some say the first of these creatures was a vampire’s reflection stolen by the Devil aeons ago and left to fester in the mad realm of Between. Things composed of stolen memories and talents, Between vampires are rarely seen outside of Between; they prefer the warmth and safety of their shadowy homes. </p><p>Between vampire is an acquired template that can be added to any living creature with 5 or more HD, an Intelligence of 3 or more, and a Charisma of 10 or more that originated in Between. </p><p><strong>Between Vampire Nymph:</strong> ?</p><p><strong>Blight Ghoul:</strong> In the Blight, a variant of ghoul fever does not fully strip away the identity of the victim but rather twists it toward evil and an obsession with eating of the rotting flesh of sentient creatures. </p><p>“Blight Ghoul” is an acquired template that can be added to any living creature.</p><p>A creature that dies of Blight ghoul fever rises as a Blight ghoul at the next midnight.</p><p>A creature that dies of Blight ghoul fever rises as a Blight ghoul at the next midnight. (The Blight - Pathfinder)</p><p>Blight Ghoul Fever disease.</p><p>Blight Ghoul Fever disease. (The Blight - Pathfinder)</p><p><strong>Fetch Abductor, Human Blight Ghoul Commoner 7:</strong> ?</p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. </p><p>Ghoul Fever disease</p><p><strong>Ghast:</strong> A humanoid of 4 Hit Dice or more who dies from ghoul fever rises as a ghast.</p><p>Ghoul Fever disease</p><p><strong>Zombie:</strong> An alchymic-unliving creature that reaches 0 Intelligence loses the alchymic-unliving template and gains the zombie template. </p><p></p><p>Ghoul Fever: Bite, Tongue, and Contact—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. </p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. </p><p></p><p>Blight Ghoul Fever: Bite—injury; save Fort; onset 1 day; frequency 1/ day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A creature that dies of Blight ghoul fever rises as a Blight ghoul at the next midnight.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/202523/The-Wise--the-Wicked-2nd-Edition-Pathfinder?affiliate_id=17596" target="_blank">The Wise & the Wicked 2nd Edition (Pathfinder)</a>[spoiler]</p><p><strong>Expulsed:</strong> The Expulsed, undead mortals cursed and excommunicated by the gods for their crimes.</p><p>Sometimes, the gods can be just as foolish as any mortal. Deities can become so smitten with a person that they grant him or her special attention and favors. These beloved of the gods are often faster, smarter, swifter, or more beautiful than any other child, and most go on to become mighty warriors, gifted poets, holy men, and others whom the gods expect to live up to these great gifts.</p><p>In some rare cases, though, a gifted mortal betrays a god’s trust. With a single act, these blessed individuals turn their backs on their sacred pacts and are utterly forsaken. These tormented spirits, however, linger on in the world of the living. They cling to hate, to hubris, to the supernal knowledge of the self, and they are so arrogant that they believe it was the god(s) who failed them. They become the Expulsed, and their influence can topple kingdoms, destroy nations, and lead whole flocks astray from the divines’ light.</p><p>“Expulsed” is an acquired template that can be added to any humanoid of 10 HD or higher.</p><p><strong>Expulsed Faithless Knight:</strong> The faithless knight was once [a] bold and mighty warrior who, in an act of rashness or cowardice, committed such a violation of his faith’s tenets that he is forever accursed.</p><p><strong>Expulsed False Lover:</strong> A person of great charm and beauty in life, a false lover is (or was once) counted among the most exquisite people in the world. Her name and her face inspired multitudes. She may have started wars with her beauty or ended them with her grace. Ultimately, though, shattered lives and heartbroken lovers have followed in her wake.</p><p><strong>Expulsed Forsaken Priest:</strong> For most gods, there is no greater crime than to forsake one’s holy vows and lead others away from faith. A forsaken priest has used the divine powers entrusted to him to mislead the world. The forsaken priest has betrayed the highest offices and the most sacred oaths, now wandering the world toppling churches from within or creating heretical sects that subvert the will of the gods.</p><p><strong>Expulsed Treacherous Thief:</strong> Some people are blessed with incredible luck and skill. Occasionally such a one betrays the gods who granted those gifts, defrauding those who trusted her and taking everything from those who cannot afford to give. The treacherous thief lies, cheats, and steals everything she can, even going so far as to steal from the gods. Now, in death, the thief suffers in the knowledge that no treasure she misappropriates can ever buy her way out of damnation.</p><p><strong>Rizzenspawn, Belsameth Spider:</strong> The process of becoming a Belsameth spider is gruesome. A victim bitten by the Belsameth Spider, Loren Rizzen, or by one of that accursed creature’s spawn has a chance of becoming one himself. If this happens, the poor victim’s head is dissevered at the neck and sprouts a spider’s body.</p><p>“Rizzenspawn” is an acquired template that can be applied to any humanoid.</p><p>In Chern’s final hours, he inflicted a final ignominy upon Scarn: He cursed one of his attackers, a human priest of Madriel whom the titan decapitated even as he fled into the ocean toward Termana. This mighty curse caused the dead priest’s severed head to regain the semblance of life and grow spider legs. The resulting creature attacked everything it faced, and those it bit shared its curse. It roamed the continent, spreading its terrible, gruesome form of undeath to all races, until eventually it drew the goddess Belsameth’s attention; she found a purity of distortion in the creature and became its patroness. The sad creature and its many spawn are thus now known as “Belsameth spiders.”</p><p>Curse of Rizzen curse.</p><p><strong>Shadow Arm, Shadow Familiar, Shadowy Replacement:</strong> Thanks to Barconius, he lost one arm, but he has long since created a shadowy replacement for it by grafting his shadow familiar to his body.</p><p><strong>Galdor the Deathless, Ravager of Lede, Undead Lord Warpriest 16/Marshall 3, Terrifying Undead Warrior, Vangal's Twisted Evil Tool, The Ravager's Most Powerful Herald, Undead Warlord, Unliving Thing:</strong> In time, adversaries appeared to contend Galdor’s supremacy, including clerics of Madriel and warriors and paladins of Corean, but ultimately, it was jealous traitors from the warlord’s own ranks that would prove his undoing. For years, all challengers had failed; their severed heads decorated the banner poles and saddles of Galdor’s horde. Ultimately, though, one of Galdor’s most trusted lieutenants made secret pacts with agents of Vesh and led a faction of the warlord’s own forces in rebellion. Taken by surprise, Galdor was cornered and defeated at the Battle of Horsehead Canyon. Before he was finally brought down, the furious warpriest slew nearly 100 foes, including his treacherous lieutenant. Their lord slain, the horde disintegrated, its members fleeing headlong into the plains.</p><p>And that would have been the end of the matter, had Vangal himself not intervened. No one knows precisely why Vangal brought Galdor back. The Ravager usually forgets his slain champions, nurturing new followers rather than resurrecting old ones, but not so with Galdor. Within a few years of the warlord’s fall, travelers began reporting the appearance of a terrifying, undead warrior riding the plains, gathering recruits and once more uniting the clans into a single horde. Investigating these reports, Mithril’s paladins discovered the awful truth: the new warlord was none other than Galdor himself, animate and unliving, Vangal’s twisted and evil tool.</p><p>His vanity and pride are limitless, even though he is an unliving thing, presumably created and kept afoot on Ghelspad by the will of Vangal alone.</p><p><strong>Bruticus, Juju Zombie Warhorse, Mount, Mighty Steed, Undead Warhorse:</strong> ?</p><p><strong>Jerhard Landereaux, Expulsed Bard 10, False Lover, Thing, Shallow Empty Shell, Former Bard, Undead Bard, Lover:</strong> Fifty years after the Divine War, in a world still reeling from that catastrophic conflict, the name “Jerhard Landereaux” was known far and wide. Jerhard was a peerless singer and performer who brought joy and hope to the lives of all who saw him. He sang of great heroes, told inspiring tales, and gave people the strength they needed to prevail in what felt like a dying world.</p><p>Beloved of Tanil the Bard, Jerhard began to let the fame and fortune get to his head. He grew proud, ever more arrogant, demanding increasingly large sums of money for his performances, even at charitable events put on at the temples of his own patron. He grew more inclined to use his transcendent gifts only for disaffected nobility and others who could pay his exorbitant fees. Then, in Shelzar, his greatest crime involved a priestess of Madriel.</p><p>There, in the fabled City of Sin, Jerhard agreed to entertain the temple’s visitors — the poor, the sick, and the underprivileged — saying that his performances would heal them and inspire them to great deeds. Yet his true motivation was his lust for High Priestess Iona. Jerhard first tried to extort her for the money taken in on his performances, and then he committed the ultimate sin against Tanil and Tanil’s daughter, Idra: He forced himself upon the virgin priestess. For that crime and for his incredible hubris, the two goddesses inflicted a terrible curse.</p><p><strong>Loren Rizzen, The Belsameth Spider, Serious Threat, Tool of Retribution, Faithful Pet, Spidery Thing, Former Priest:</strong> In Chern’s final hours, he inflicted a final ignominy upon Scarn: He cursed one of his attackers, a human priest of Madriel whom the titan decapitated even as he fled into the ocean toward Termana. This mighty curse caused the dead priest’s severed head to regain the semblance of life and grow spider legs. The resulting creature attacked everything it faced, and those it bit shared its curse. It roamed the continent, spreading its terrible, gruesome form of undeath to all races, until eventually it drew the goddess Belsameth’s attention; she found a purity of distortion in the creature and became its patroness. The sad creature and its many spawn are thus now known as “Belsameth spiders.”</p><p>The curse that created Rizzen is an old thing borne of the titans, and Chern may still exert some influence over the spidery thing.</p><p><strong>Necazzar, Skeletal Raven Familiar, Undead Raven Familiar, Bird:</strong> ?</p><p><strong>Regias Juvnal, The Hunter of Vesh, Rakash Jekkar, Masked Killer:</strong> Few know the true identity of the masked killer called the Hunter of Vesh. Many rumors circulate about him and his origin, though, and authorities throughout the nation struggle to uncover the reasons behind his fanatical hatred of the vigilants. Some say that he is the son of a bandit lord whom the vigilants slew or captured. Others suggest that he is a titanspawn or titan worshiper who fights in the name of one of the fallen, such as Mormo or Hrinruuk. Rumor also has it that he has been collecting vigil medallions on behalf of the evil Archduke Traviak. Still others suggest that he is actually the Dark Motak Vigil’s master, who supposedly perished after betraying his fellows but who now lives on (or is one of the undead), seeking vengeance.</p><p><strong>Eboe, Skeletal Viper Familiar, Skeletal Snake:</strong> ?</p><p><strong>Expulsed, Undead Mortal Cursed and Excommunicated by the Gods For Their Crimes, Tormented Spirit, Terrifying Example of What Happens When One Is Cursed to Live Outside of Natural Laws:</strong> ?</p><p><strong>Expulsed Faithless Knight, Craven Being:</strong> ?</p><p><strong>Expulsed Faithless Knight, Uncaring Being:</strong> ?</p><p><strong>Rizzenspawn, Severed Humanoid Head Attached to the Body of a Spider, Foul Creature, Abomination:</strong> ?</p><p><strong>Rizzenspawn, Servant of the Goddess Belsameth:</strong> ?</p><p><strong>Rizzenspawn, Spy of the Goddess Belsameth:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Bolstered Undead Minion:</strong> ?</p><p><strong>Undead Minion, Shock Trooper:</strong> ?</p><p><strong>Undead Minion, Undead Titanspawn:</strong> ?</p><p><strong>Undead Slave:</strong> ?</p><p><strong>Undead Servitor:</strong> Now, with many calling him the “Black Messiah,” Lucian Daine feels he has at last garnered the power and influence that he always craved, and his experiments grow more and more elaborate. He is currently working on a true ritual intended to slay the entire population of a town or village and transform them into undead servitors.</p><p><strong>Insubstantial Undead Creature:</strong> ?</p><p><strong>Powerful Undead Servitor:</strong> ?</p><p><strong>Uncontrolled Mindless Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Undead Familiar:</strong> Crypt Lord Undead Familiar power.</p><p><strong>Skeletal Familiar:</strong> Crypt Lord Undead Familiar power.</p><p><strong>Zombie Familiar:</strong> Crypt Lord Undead Familiar power.</p><p><strong>Shadow Familiar:</strong> Penumbral Lord Living Shadow power.</p><p><strong>Mindless Uncontrolled Undead:</strong> ?</p><p><strong>Free-Willed Undead:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Alliastra Denier, Maiden of the Grove, Ghost:</strong> ?</p><p><strong>Spirit of Departed Bird, Spirit of a Bird, Ghost:</strong> ?</p><p><strong>Spirit of Departed Animal, Spirit of an Animal, Ghost:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> Canopic Urn of the Undead magic item.</p><p><strong>Mummy, Elite Undead Bodyguard:</strong> ?</p><p><strong>Powerful Mummy:</strong> ?</p><p><strong>Mummy, Portable Undead Servant, Conjured Mummy:</strong> ?</p><p><strong>Shadow, Undead Shadow:</strong> ?</p><p><strong>Shadow Creature:</strong> ?</p><p><strong>Skeleton, Elite Undead Bodyguard:</strong> ?</p><p><strong>Advanced Skeleton:</strong> ?</p><p><strong>Specter, Elite Undead Bodyguard:</strong> ?</p><p><strong>Vampire, Elite Undead Bodyguard:</strong> ?</p><p><strong>Arrach, Wight-Lord:</strong> ?</p><p><strong>Wraith, Insubstantial Undead Creature:</strong> ?</p><p><strong>Zombie, Elite Undead Bodyguard:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p>Canopic Urn of the Undead (Wondrous Item)</p><p>Necromancers across the Scarred Lands create these crude clay urns to fashion a portable undead servant. The necromancer places the specially prepared heart and ashes of a murdered humanoid within the urn, which has been treated [with] dark alchemical mixtures and powerful necromantic magic.</p><p>Aura strong necromancy; CL 15th</p><p>Slot none; Price 32,400 gp; Weight 6 lbs.</p><p>DESCRIPTION</p><p>Once per day, when the urn is opened and the command word is spoken, a mummy rises up out of the urn to serve the owner of the vessel. The urn’s owner is immune to the conjured mummy’s despair aura. The mummy serves for up to 1 hour. If the mummy is destroyed, a necromancer may craft a new mummy for the empty urn at one-quarter the normal cost and time to craft a new canopic urn. If the urn is destroyed while the mummy is active (AC 12, hardness 2, 10 hp), the mummy becomes uncontrolled.</p><p>CONSTRUCTION</p><p>Requirements Craft Wondrous Item, command undead, create undead; Cost 16,200 gp</p><p></p><p>Curse of Rizzen (Su) Bite—injury; save Fort DC 23; frequency 1/round for 5 rounds; effect 1d6 Con; cure 2 consecutive saves.</p><p>A humanoid killed by this effect becomes a Rizzenspawn 1d4 hours after dying.</p><p></p><p>Curse of Rizzen (Su): Bite—injury; save Fort DC 10 + 1/2 the Rizzenspawn’s HD + Charisma modifier; frequency 1/round for 5 rounds; effect 1d4 Con; cure 1 consecutive save.</p><p>A humanoid killed by this effect becomes a Rizzenspawn 1d4 hours after dying.</p><p></p><p>Living Shadow (Ex): Your own shadow becomes your familiar, which follows the normal rules for advancement and has the following base statistics. Instead of gaining bonuses to its natural armor, the shadow familiar gains bonuses to its deflection bonus. You no longer cast a shadow whenever your familiar is active or beyond your reach.</p><p></p><p>Undead Familiar: At 1st level, the crypt lord either attracts an undead familiar or performs a ritual that augments his existing familiar. Either way, the crypt lord gains a familiar of his choice, as a wizard of the same level. The familiar gains either the skeleton or zombie template. A skeletal familiar does not lose its fly speed, but its maneuverability drops to clumsy. A zombie familiar does not gain the staggered quality. For the purpose of determining the familiar’s statistics, powers, and abilities, the crypt lord’s class levels stack with any existing levels in classes that also grant a familiar.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/123976/Thunderscape-the-World-of-Aden-Campaign-Setting?affiliate_id=17596" target="_blank">Thunderscape: the World of Aden: Campaign Setting</a>[spoiler]</p><p><strong>Wasted:</strong> There are few fates more horrible than death by the Wasting, but becoming one of the Wasted is one of them. Perhaps one in a hundred victims of the Wasting rises as these walking dead, its manite implants somehow seizing control of the corpse it is installed in and lashing out with blind fury. No one yet has been able to determine if wasted are a side-effect of golemization itself, or if they are caused by the Darkfall manipulating fears of golemoids.</p><p>“Wasted” is an acquired template that can be added to any corporeal creature with one or more manite implants.</p><p><strong>Human Wasted:</strong> ? [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/147944/Tomb-Raiders?affiliate_id=17596" target="_blank">Tomb Raiders</a>[spoiler]</p><p><strong>Human Vampire Cleric 11, Kanefrah:</strong> Desperate for a way to punish the heathen invaders, Kanefrah turned to rites long forbidden by her church. Kanefrah resurrected the Court of Slaughter, a heretical cult dedicated to Sekhmet’s most brutal and violent aspect. Just as Sekhmet feasts upon the blood of men who disrespect Ra, so too the Court of Slaughter fed upon the living. They transformed themselves into monsters—unholy abominations that preyed upon the faithless. These profane rituals brought about the end of Kanefrah’s first life, transforming her into a child of the night.</p><p><strong>Mummified Human Slayer 11, Djenmett of the Many Eyes:</strong> As a mortal man, Djenmet of the Many-Eyes served the then-living Kanefrah as a member of her elite guard. When Kanefrah joined the Court of Slaughter and became the monster she is today, Djenmet was one of the few servants who remained faithful to his mistress. It was Djenmet who kept vigil over her sarcophagus as she slept through the day, and Djenmet who lost his life to the blades of the traitorous acolytes. To conceal Djenmet’s murder, the acolytes interred him alongside his mistress, beginning the process of mummification so that he might serve his lady in the afterlife. The acolytes were slain before they could complete the process, leaving Djenmet’s body disfigured and his soul trapped in his body, unable to pass on to the next world. Moved by his loyalty, Kanefrah completed the process of his mummification upon awaking from her torpor so that he might serve her in death as faithfully as he did in life.</p><p><strong>Human Skeletal Champion Bloodrager 8, Mighty Bozhrak:</strong> Bozhrak’s death came when Kanefrah, in her guise as a courtier, invited his troupe to entertain her entourage. Bozhrak was immediately smitten with the vampire, and abandoned his carnival to join Kanefrah’s court and pledge his eternal love for the “noble lady.” Though initially repulsed by the advances of a foreigner, Kanefrah realized that the brute possessed a strength and “moral flexibility” that she could put to use. Kanefrah revealed her true nature to Bozhrak, and offered him a place by her side at the cost of his mortality. Bozhrak accepted, and was stripped of his flesh, becoming the skeletal champion he is today.</p><p><strong>Human Ghost Bard 8, Reginell Carthworth III:</strong> Having died a violent death, with his great work still unfinished, Reginell’s soul persisted in this world after his death.[/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>Pathfinder/Swords and Wizardry</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.drivethrurpg.com/product/93671/Tome-of-Horrors-Complete--Pathfinder-Edition?affiliate_id=17596" target="_blank">Tome of Horrors Complete</a>[spoiler]</p><p><strong>Apparition:</strong> A humanoid slain by an apparition becomes an apparition itself in 1d4 rounds.</p><p>Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil.</p><p>A humanoid slain by an apparition becomes an apparition itself in 1d4 rounds. Spawn so created are less powerful than typical apparitions, and suffer a –2 penalty on all d20 rolls and checks. They also receive –2 hp per HD, and a –2 penalty to the Will save DC of their spectral strangulation ability. Spawn are under the command of the apparition that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed apparitions. (The Blight - Pathfinder)</p><p>Shortly before arriving at O12, the PCs become aware of a woman’s voice calling out, asking if one of the PCs is “Pherran, my love.” The woman’s voice ignores any answers that are given, but continues to ask, becoming more urgent and claiming that she has come for her true love. Eventually she cries out, “Don’t make me do it again! I flung myself from the Wall once to be with you in death! Don’t ask it of me again!” She then breaks down into sobs and begins to complain of the cold and the feel of her skin. She begs a male character not to be angry with how she looks now, that her rose has withered but her soul remains his. Eventually, this bittersweet apparition emerges through the gloom, her undead body drawn into unlife to look for her true love. (The Blight - Pathfinder)</p><p><strong>Bhuta:</strong> When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death.</p><p>Since the transformation into unlife is almost instant (occurring within 1-2 hours after death), the bhuta appears as it did in life.</p><p><strong>Bloody Bones:</strong> Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings.</p><p><strong>Bog Mummy:</strong> Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works).</p><p>When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy.</p><p><strong>Bogeyman:</strong> Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The apparitional bogeyman’s ties to the land of the living are a result of these stories.</p><p><strong>Brykolakas:</strong> Their true origin remains a mystery to even the most learned of sages though stories among the learned speak of dark necromantic arts involving ancient magicks and packs of ghouls.</p><p><strong>Cadaver:</strong> Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).</p><p><strong>Coffer Corpse:</strong> The coffer corpse is an undead creature formed as the result of an incomplete death ritual.</p><p><strong>Corpse Candle:</strong> Corpse candles are formed when creatures are sacrificed by ritualistic drowning to a sea or water deity. The fear of dying coupled with the hatred of the ones performing the ritual infuses the victims’ spirit with energy that often lingers in the area and empowers the corpse with unlife, raising it as a corpse candle.</p><p><strong>Crucifixion Spirit:</strong> Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.</p><p><strong>Crypt Thing:</strong> Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.</p><p>Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement. (Mountains of Madness)</p><p><em>Create Crypt Thing</em> spell.</p><p><strong>Crypt Guardian:</strong> ?</p><p><strong>Darnoc:</strong> Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds.</p><p>The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life.</p><p><strong>Demi-Lich:</strong> A demi-lich is an advanced lich of great power. When the life force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.</p><p><strong>Demiurge:</strong> The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain.</p><p><strong>Draug:</strong> The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Draug Ship:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Fear Guard:</strong> Any living creature reduced to Wisdom 0 by a fear guard is slain and becomes a fear guard under the control of its killer in 1d6 rounds.</p><p>Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location.</p><p><strong>Fetch:</strong> When a murdered person is buried on frozen ground, it often returns from the grave as a fetch, an evil undead monster with a hatred of fire and the living.</p><p><strong>Fire Phantom:</strong> When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burned flesh and elemental fire.</p><p><strong>Fye:</strong> When a traumatic event occurs within the vicinity of a temple or other holy place, energy often lingers in the area polluting and contaminating an object or the ground itself. This sometimes leads to the formation of a mindless entity—the fye.</p><p><strong>Ghoul Cinder:</strong> A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after the deed.</p><p><strong>Ghoul Dust:</strong> When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies (see City of Brass by Necromancer Games), there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth.</p><p><strong>Ghoul-Stirge:</strong> The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and (thought to be) insane necromancers.</p><p><strong>Grave Risen:</strong> They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen.</p><p><strong>Groaning Spirit:</strong> The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.</p><p><strong>Hanged Man:</strong> A hanged man is the restless corpse of an evil humanoid that was hanged or the spirit of one wrongfully accused of a crime and hanged.</p><p><strong>Haunt:</strong> The haunt is the spirit of a person who died before completing some vital task.</p><p><strong>Hoar Spirit:</strong> Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture.</p><p><strong>Huecuva:</strong> Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead.</p><p>The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas. (Mountains of Madness)</p><p><strong>Lantern Goat:</strong> Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck.</p><p><strong>Gruff Lantern Goat:</strong> The gruff lantern goat is an advanced-HD lantern goat.</p><p><strong>Lich Shade:</strong> The road a spellcaster travels in his or her quest for lichdom is not without danger. During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual—a lich shade.</p><p>Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between—something in between mortal life and eternal unlife.</p><p><strong>Mortuary Cyclone:</strong> A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).</p><p><strong>Mummy of the Deep:</strong> It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep.</p><p><strong>Murder Crow:</strong> These creatures are formed in desolate areas where the formless souls of birds condense into a solitary creature—a murder crow.</p><p><strong>Murder-Born:</strong> Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit.</p><p><strong>Ooze Undead:</strong> When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze.</p><p><strong>Ooze Vampiric:</strong> The vampiric ooze is thought to have been created by a great undead spellcaster using ancient and forbidden magic. Some believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it.</p><p><strong>Phantasm:</strong> While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil.</p><p><strong>Phasma:</strong> A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result.</p><p><strong>Poltergeist:</strong> Poltergeists are undead spirits that haunt the area where they died.</p><p><strong>Shadow Rat:</strong> ?</p><p><strong>Shadow Rat Dire:</strong> ?</p><p><strong>Rawbones:</strong> A rawbones is an undead creature that comes into being when a tortured person rises from the grave.</p><p><strong>Red Jester:</strong> Red jesters are thought to be the undead form of court jesters having been put to death for telling bad jokes, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another legend speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince has chosen to pay special attention to. The actual truth to their origin remains a mystery.</p><p><strong>Shadow Lesser:</strong> According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows.</p><p>Unlike normal shadows, lesser shadows do not create spawn (though it is rumored that a variant of the lesser shadow can in fact create spawn).</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 death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.</p><p><strong>Skulleton:</strong> Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless). The skulleton is thought to have been created to frighten off would-be tomb plunderers, or convince them they have defeated the skulleton’s creator rather than a minor servitor and tomb guardian.</p><p>Construction</p><p>A skulleton’s body consists of a humanoid skull and the bones and dusty remains of its body. The false jewels are worthless, but do require a jeweler of some skill to properly cut and mount them to lend them an air of authenticity. Additional rare powders and incense worth 3,500 gp are also needed to complete the process.</p><p>SKULLETON</p><p>CL 9th; Price 8,000 gp</p><p>Requirements animate dead, contagion, fly, stinking cloud, creator must be caster level 9th; Skill Craft (jeweler) DC 15;</p><p>Cost 4,000 gp</p><p><strong>Soul Reaper:</strong> Soul reapers have no ties to the land of the living, in that they have always existed and have always been. Their origins are unknown, but speculation says they stepped from the great void at the beginning of creation. It is thought that only six or seven of these creatures exist (and most living beings are thankful of that).</p><p><strong>Swarm Raven Undead:</strong> ?</p><p><strong>Swarm Shadow Rat:</strong> A shadow rat swarm is simply a massive number of shadow rats that have cluttered or banded together for survival or food.</p><p><strong>Wight Barrow:</strong> Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds.</p><p>At the time of her son’ s death, his mother beseeched her priests to prevent others from animating her son’s corpse as an undead abomination, but they could do nothing to quell the evil that burned within his malevolent soul. The wicked thane underwent the transformation into a barrow wight shortly after being sealed in his coffin. (Mountains of Madness)</p><p>Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. (Mountains of Madness)</p><p><strong>Wight Blood:</strong> When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight. Blood wights generally detest living creatures, but if created by a clerical or necromantic ritual, the created blood wight will not harm its creator (unless attacked first).</p><p><strong>Wolf Ghoul:</strong> ?</p><p><strong>Dire Wolf Ghoul:</strong> ?</p><p><strong>Wolf Shadow:</strong> ?</p><p><strong>Zombie Brine:</strong> Brine zombies are the remnants of a ship’s crew that has perished at sea.</p><p>If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p>Brine zombies are the remnants of a ship’s crew that has perished at sea.If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.</p><p><strong>Bleeding Horror:</strong> Created by the axe of blood.</p><p>“Bleeding Horror” is an acquired template that can be added to humanoid, monstrous humanoid, magical beast, or outsider that dies as a result of feeding the axe of blood.</p><p>Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror in 1d4 minutes under the command of its creator.</p><p><strong>Bleeding Horror Minotaur:</strong> ?</p><p><strong>Corpsespun Creature:</strong> Corpsespun are undead creatures formed when a living creature is slain by a corpsespinner.</p><p>“Corpsespun” is an acquired template that can be added to any corporeal creature slain by a corpsespinner.</p><p>Creatures slain by a corpsespinner but not devoured rise in 1 hour as a corpsespun creature.</p><p><strong>Corpsespun Human Fighter 10:</strong> ?</p><p><strong>Corpsespun Minotaur:</strong> ?</p><p><strong>Paleoskeleton Creature:</strong> Paleoskeletons are the fossil remains of long-dead creatures animated by necromantic rituals.</p><p>“Paleoskeleton” is an acquired template that can be added to dinosaur or prehistoric animal.</p><p><strong>Paleoskeleton Triceratops:</strong> ?</p><p><strong>Skeleton Warrior:</strong> The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.</p><p>“Skeleton Warrior” is an acquired template that can be added to any humanoid creature.</p><p><strong>Human Skeleton Warrior Fighter 13:</strong> ?</p><p><strong>Spectral Troll:</strong> “Spectral Troll” is an acquired template that can be added to any troll.</p><p><strong>Spectral Rock Troll:</strong> ?</p><p><strong>Undead Lord:</strong> “Undead Lord” is an inherited template that can be added to any undead creature.</p><p><strong>Cadaver Lord:</strong> ?</p><p><strong>Zombie Juju:</strong> Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain, enervation, or similar spell or spell-like ability, it may rise as a juju zombie.</p><p>“Juju zombie” is an acquired template that can be added to any humanoid or monstrous humanoid.</p><p><strong>Human Juju Zombie Fighter 3:</strong> ?</p><p><strong>Zombie Spellgorged:</strong> It is the ultimate humiliation for a spellcaster to be reduced to a</p><p>mindless, rotting husk used only to store the spells of a rival. Created with the use of a create greater undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster.</p><p>“Spellgorged Zombie” is an acquired template that can be added to character capable of casting arcane or divine spells.</p><p>If this occurs, the troubled wizard calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies. (Mountains of Madness)</p><p><strong>Spellgorged Zombie Sample:</strong> ?</p><p><strong>Phantom:</strong> Phantoms are translucent spirits of creatures that died a particularly violent death.</p><p></p><p><strong>Undead:</strong> Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.</p><p>A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord.</p><p><strong>Ghoul Lacedon:</strong> A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Shadow:</strong> According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. </p><p><strong>Skeleton:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p>Any living creature with less than 10 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a zombie or skeleton in 1d4 rounds.</p><p><strong>Spectre:</strong> Any living creature with 16-20 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a spectre in 1d4 rounds.</p><p>Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless or consecrate on the corpse before such time.</p><p><strong>Wraith:</strong> Any living creature with 11-15 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a wraith in 1d4 rounds.</p><p><strong>Wraith Dread:</strong> Any living creature with more than 20 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a dread wraith in 1d4 rounds.</p><p><strong>Zombie:</strong> A creature whose brain is devoured by a cerebral stalker is ejected from the ground and animates as a zombie in 1d4 rounds.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p>Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell).</p><p>When a living creature is placed into the iron maiden and the lid is closed the blades impale the unfortunate victim, causing an agonizing death.</p><p>Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie.</p><p>Any living creature with less than 10 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a zombie or skeleton in 1d4 rounds.</p><p>Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.</p><p></p><p>Create Crypt Thing</p><p>School necromancy [evil]; Level cleric 7, sorcerer/wizard 7</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 300 gp)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>This spell allows you to animate a single Medium or Large corpse of a creature 18 HD or less into a crypt thing. This spell must be cast in the area the creature is to guard or it fails. The corpse must be mostly intact and must be humanoid-shaped and have a skeletal system or structure. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed.</p><p>The black gem is placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed.</p><p></p><p>Minor Artifact: The Axe of Blood</p><p>Aura necromancy; CL 20th</p><p>Slot none; Weight 6 lb.</p><p>DESCRIPTION</p><p>Legend holds that the axe of blood was lost on a quest to another plane of existence. The axe itself is rather nondescript, being made of dull iron. Only the large, strange rune carved into the side of its double–bladed head gives any immediate indication that the axe may be more than it seems. The rune is one of lesser life stealing, carved on it long ago by a sect of evil sorcerers. This is, in fact, the only remaining copy of that particular rune, thus making the axe a valuable item. Further inspection reveals another strange characteristic: the entire length of the axe’s long haft of darkwood is wrapped in a thick leather thong stained black from years of being soaked in blood and sticky to the touch. When held, the axe feels strangely heavy but well balanced, and it possesses a keenly sharp blade.</p><p>POWERS</p><p>At first blush, the axe appears to be no more than a +1 keen battleaxe and until activated, the axe is just that. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not evil but is instead neutral. Bound inside it is a rather savage earth spirit.</p><p>The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn.</p><p>Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. In this ritual, the wielder sacrifices Constitution to the axe. For each point of Constitution sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls (maximum of +5 on each) with the axe. Constitution points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed Constitution is regained. Note that the axe retains its keen quality when powered.</p><p>If the axe is powered to an amount less than the full +5 during the morning ritual and the wielder subsequently wishes that day to power the axe further, he may again wound himself (a full-round action dealing 1d6 points of damage) to sacrifice additional Constitution. In this instance where such a “second feeding” is done, the wielder must sacrifice 2 points of Constitution per additional +1 on attack rolls and weapon damage rolls (up to the same maximum of +5).</p><p>There is a chance that the Constitution sacrificed to the axe is lost permanently. If the wielder always skips a day in between powering the axe and always powers the axe with the morning ritual, there is no chance of permanent loss. If, however, the axe is fed on consecutive days or powered in a second feeding, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that Constitution sacrificed to the axe on that day is actually permanent ability drain. This check must be made for each point of Constitution sacrificed to the axe that day.</p><p>If reduced to Constitution 0 as a result of feeding the axe, the wielder becomes a bleeding horror.</p><p>Note: An undead creature can use its Charisma ability score (since it doesn’t have a Con score) to power the axe. Charisma damage heals at the rate of 1 point per day. An undead that reduces its Cha to 0 is destroyed.</p><p>DESTRUCTION</p><p>If a wielder of the axe with the lawful or chaotic subtype and 20 or more Hit Dice willingly uses it to reduce himself to Constitution 0, the axe is destroyed and the slain wielder does not rise as a bleeding horror.[/spoiler]</p><p></p><p><a href="http://froggodgames.com/tome-horrors-4" target="_blank"> Tome of Horrors 4</a>[spoiler]</p><p><strong>Aswang: ?</strong></p><p><strong>Banshee Lesser:</strong> Lesser banshees are the spirits of departed women (especially of elven heritage) that were cruel and evil in life. </p><p><strong>Shadow Dire Bear:</strong> Its origin lies in the strange result of a shadow’s create spawn ability affecting an animal. How such an outcome occurred is anyone’s guess, but sages in the lore of undeath have been unable to recreate it since. </p><p><strong>Bone Delver:</strong> Bone delvers were in life graverobbers that died whilst performing their nefarious tasks. Some may have inadvertently awoken undead creatures in their graves, others were outwitted by cunning traps placed in well protected mausoleums. </p><p><strong>Burning Ghat:</strong> The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. </p><p><strong>Cimota:</strong> Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. </p><p>Cimota are created by evil energy. </p><p><strong>Guardian Cimota:</strong> Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. </p><p>Cimota are created by evil energy. </p><p><strong>High Cimota:</strong> Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. </p><p>Cimota are created by evil energy. </p><p><strong>Dark Custodian:</strong> Dark custodians are the undead remains of evil clerics tasked to remain behind after death and guard the sacred places of their vile worship. </p><p><strong>Devouring Mist:</strong> Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. </p><p><strong>Ekimmu:</strong> An ekimmu is the evil ghost of one who has been denied entrance to the underworld and is doomed to wander the earth. </p><p><strong>Flayed Angel:</strong> On some rare occasions when an extremely powerful angel is captured, tortured to death and subjected to particularly vile rituals, dark gods of evil will intervene and prevent that being’s essence from returning to its celestial home, instead trapping it within the mutilated corpse as a horrifyingly profane undead abomination. </p><p>A flayed angel is horribly mutilated, its skin flayed away, its wings crippled, and its head removed. The preparation ritual also involves the introduction of an acidic embalming fluid that mingles with the blood left in its body as a continually-leaking, caustic brew. </p><p><strong>Galley Beggar:</strong> Galley beggars are the ghostly remains of travelers who met their demise before their journey was complete. </p><p><strong>Ghirru:</strong> Ghirru are undead efreet, returned to the land of the living by efreeti necromancers through foul and dark magic. </p><p><strong>Glacial Haunt:</strong> The icy wastes sometimes grant unlife to those who freeze to death at her unforgiving hands. The result is a glacial haunt.</p><p><strong>Gloom Haunt:</strong> Gloom haunts are vile evil creatures, who seem to have no ties to the living (i.e., scholars cannot find any reasonable explanation as to why they exist), though a few learned sages believe gloom haunts to be the spiritual remains of paladins who were sacrificed by evil clerics to their vile and dark gods. </p><p><strong>Grave Mount:</strong> The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world. These undead creatures are rare and usually created when a death knight rises from the grave to ride the steed he owned in his former life, though a few necromancers are also able to raise a grave mount given time and study. </p><p><strong>Grey Spirit:</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. A grey spirit, usually female, is the shade of someone who died heartbroken and alone, pining away on shore and ultimately dying of a broken heart while waiting for the return of a loved one from across the sea. </p><p><strong>Grimshrike:</strong> Grimshrikes are native to a dark demiplane about which little is known other than its terrible history. The place was once vibrant and full of life every bit as diverse and beautiful as the Material Plane. Centuries ago, however, all that changed. Something rent the boundaries between that placid demiplane and the Negative Energy Plane. Dark energies spilled forth unchecked, fouling the very essence of which the demiplane was created. In a matter of hours, all life in that plane ceased to exist. The primary inhabitants of the demiplane, a race of twin-tailed gargoyles, were reanimated as the tortured servants of the nightshades. </p><p><strong>Hooded Horror:</strong> A hooded horror is an undead creature believed to have been created by Orcus in order to subjugate and corrupt paladins and good-aligned priests. Though often found wandering the Undead Lord’s great abyssal palace, the hooded horror itself is not native to that plane, as Orcus created and unleashed them on the Material Plane (if the legends are to be believed). </p><p><strong>Zombie Horde:</strong> Zombies are one of the most used and abused of the mindless undead. Singly, a zombie may be dealt with by experienced adventurers. When gathered together in a horde, these mindless creatures are a terror to behold. </p><p><strong>Kamarupa:</strong> Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity. </p><p><strong>Knight Gaunt:</strong> A knight gaunt is an undead creature created when a paladin falls in battle. </p><p><strong>Lurker Wraith:</strong> ?</p><p><strong>Mimic Undead:</strong> Undead mimics are believed to be the result of experimentation on mimics by insane necromancers. What possessed them to create an undead version of a truly horrid creature is beyond most scholars’ comprehension. </p><p><strong>Ghoul Monkey:</strong> These monkeys often appear in jungle areas where there is great residue of evil and chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath. </p><p><strong>Mordnaissant:</strong> Occasionally when a gravid woman dies violently in a place infused with unholy or negative energies, the unborn child within her does not perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. </p><p><strong>Mummy Asp:</strong> Similar in many respects to standard mummies, asp mummies are created to guard tombs of regal kings and nobles. Some believe these creatures even have a spark of the divine mixed in with their creation and are appointed by the gods themselves to watch over their favored followers. Asp mummies are known to be favored as guardians among the followers of Set. </p><p>The creation of an asp mummy follows the same procedure as a standard mummy, save that many small asps are placed into the hollowed corpse along with the herbs and flowers. </p><p><strong>Naga Death:</strong> Death nagas are what remains of dark or spirit nagas slain by powerful negative energy. It is unknown why or how these nagas return as undead versions of their former selves. </p><p><strong>Necro-Phantom:</strong> A creature that dies (either of its own accord or one that is killed) in an area poisoned by necromantic magic sometimes returns to the land of the living as a necro-phantom.</p><p><strong>Oozeanderthals:</strong> Undead creatures created from a lost form of magic.</p><p><strong>Rat-Ghoul:</strong> The foulest form of common vermin, rat-ghouls are abnormally large rats that have been infused with necrotic energy, either from proximity to a source of foulness, or feasting upon necrotic flesh. </p><p>The rat-ghoul is created when normal or dire rats feast on undead flesh, or being inundated with black magic or necrotic forces. </p><p><strong>Screamer:</strong> These terrible undead are the remnant of soldiers who have fallen to the horrors of mass conflict and warfare. Whether each of these creatures is the remains of a single fallen soldier or a conglomerate of the scarred psyches of several such casualties remains up for debate </p><p><strong>Shattered Soul Impaled Spirit:</strong> Shattered souls are the ghostly spirits of living beings executed through brutal torture: impalement, disembowelment, or worse. Their souls having not entirely departed the Material Plane, they have risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for having forsaken them and allowed them to die in such a ghastly manner. </p><p>Impaled spirits are the ghostly remains of living beings executed through impalement; a brutally slow and extremely painful form of execution. </p><p><strong>Skin Feaster:</strong> When a humanoid dies as a result of being skinned alive, it often returns to the land of the living as a skin feaster.</p><p><strong>Skull Child:</strong> A juvenile humanoid slain by a skull child rises the following night as a free-willed skull child. A bless spell cast on the body before that time ceases the transformation. Adults and non-humanoids killed by a skull child do not rise as undead. </p><p><strong>Soul Knight:</strong> A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. </p><p><strong>Spider Lich:</strong> The true origin of the spider lich is shrouded in mystery. Scholars argue constantly about its origins and how it came into existence. Some stand by the theory that intelligent giant spiders, perhaps phase spiders or some offshoot race of that dreaded creature, discovered the path to lichdom. Others contend a spider lich is the byproduct of a failed sorcerer’s attempt at lichdom. Still others argue that the spider lich is simply a spellcaster’s chosen form once it achieved lichhood. </p><p>An integral part of becoming a spider lich is the creation of the phylactery in which the creature stores its spirit. The only way to get rid of a spider lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a spider lich can rejuvenate after it is killed. </p><p>The typical spider lich phylactery is a gemstone of not less than 1,000 gp value. The spider lich hides the gemstone in a safe place and wraps it securely in a complex mesh of super strong webbing (DR 10/—, 24 hp). </p><p><strong>Swarm Bone:</strong> A bone swarm is created when multiple animated skeletons are destroyed more or less simultaneously, either through a single powerful area attack or by simply being smashed to pieces in melee. The bones of the skeletons are scattered and smashed, but the necromantic magic that animated them lingers on, pulling the bones back together in a mass of clattering fragments. </p><p><strong>Swarm Skeletal:</strong> Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass. </p><p><strong>Troll Undead:</strong> Sometimes when a troll dies, the evilness within the creature raises it as an undead troll; a mockery of life and even more evil than it was before (if such is possible). </p><p><strong>Undead Elemental Fire:</strong> Occasionally a horrible tragedy befalls a summoned fire elemental such that it is destroyed but is not permitted to return to its plane of origin. When this happens, what can eventually form is a horrendous creature composed of its original element infused with raw negative energy. </p><p><strong>Vampire Spawn Feral:</strong> Sometimes when vampires create minions something horrible happens to the creature causing a fate worse than even that of a typical vampire spawn. On these occasions whether by accident or design, upon waking to its new undead existence the newly created spawn finds itself trapped within its coffin or tomb and unable to free itself even in gaseous form. In these instances the spawn rages and struggles to escape as it slowly goes insane, a victim of its all-consuming hunger. When the master vampire finally deigns to release its new spawn or it finally manages to break free — sometimes years after its creation — the spawn is feral and nearly mindless, though with a much greater strength due to its incessant rage. </p><p><strong>Wight Sword:</strong> These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul. </p><p><strong>Zombie Pyre:</strong> Pyre zombies are the sad, tortured remains of those who were killed just before being burned alive. When the soul departed, their body was taken over by some malignant spirit. The spirit fortified the body from destruction by the fire, and the undead form escape the pyre to wreak its vengeance on the living. </p><p><strong>Zombyre:</strong> A zombyre is a living creature that drowned in the River Styx, reanimated by the magic of the Stygian waters for some unknown purpose. </p><p><strong>Death Knight:</strong> “Death knight” is an acquired template that can be applied to any lawful humanoid or monstrous humanoid with 5 or more Hit Dice.</p><p>Doomed to devastate the world they once cherished and sought to protect, death knights are the result of damning curses visited upon once noble knights who fell from grace at the moment of death. </p><p><strong>Human Death Knight Cavalier 9:</strong> ?</p><p><strong>Undead Horse Mount:</strong> ?</p><p><strong>Meat Puppet:</strong> Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. </p><p>“Meat puppet” is an acquired template that can be added to any corporeal creature (other than an undead) that had a skeletal system at one point, but had its bones extracted or completely crushed.</p><p><strong>Human Meat Puppet:</strong> ?</p><p><strong>Otyugh Meat Puppet:</strong> ?</p><p><strong>Zombie Hungry:</strong> Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. </p><p><strong>Human Zombie Hungry:</strong> ?</p><p></p><p><strong>Undead:</strong> Cemeteries and graveyards are well known for their concentration of negative energy and it is this, rather than the mere presence of the buried dead, that can cause all manner of creatures to rise from their graves to haunt the living. </p><p><strong>Ghoul:</strong> A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. </p><p><strong>Ghoul Ghast:</strong> A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. </p><p><strong>Vampire:</strong> Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. </p><p><strong>Vampire Spawn:</strong> Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. </p><p><strong>Dread Wraith:</strong> Any male humanoid slain by a banshee’s death wail or energy drain rises to become a dread wraith in 1d4 rounds. </p><p><strong>Banshee:</strong> The spirit of any female humanoid that is slain by a lesser banshee’s death wail or energy drain rises to become a banshee in 1d4 rounds. </p><p><strong>Shadow Animal:</strong> Any animal reduced to Strength 0 by a shadow dire bear becomes a shadow animal within 1d4 rounds. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/91432/PFRPG-Tome-of-Monsters?affiliate_id=17596" target="_blank">Tome of Monsters</a>[spoiler]</p><p><strong>Apparition:</strong> An apparition is a ghostly visage of someone who died while in the midst of crippling fear.</p><p>Apparitions often arise from those who were tortured and executed, from those who were chased before being slain, from women who were raped before being murdered or from soldiers who turned cowardly on the battlefield.</p><p>Apparitions commonly come into existence in areas inhabited by much more powerful undead, such as vampires and liches.</p><p><strong>Bhoot:</strong> A bhoot was a person who, in life, was wrongfully executed, or driven to commit suicide when they would not have otherwise done so. Because of this wrong, the individual has become a self-aware undead creature, rising from the grave a year after their death.</p><p>On the Indian subcontinent, bhoot is generally used in modern literature to refer to a type of ghost that arises when someone dies a very violent death or leaves behind unfinished business.</p><p><strong>Chindi:</strong> A humanoid of 4 HD or more that is slain by a chindi becomes a chindi in 1d3 days.</p><p>A powerful humanoid that is slain by a chindi will rise as one in 1d3 days unless the slain individual is resurrected, reincarnated, or the remains are buried in a blessed grave sprinkled with holy water.</p><p><strong>Drekavac:</strong> The drekavac (often called simply “the screamer”) is an undead creatures risen from a child that died of violence or neglect before its fifth birthday.</p><p><strong>Nightmarcher:</strong> A humanoid slain by a nightmarcher becomes a nightmarcher the following night.</p><p>The cursed spirits of fallen soldiers.</p><p><strong>Rusalka:</strong> A humanoid child of either sex or an adult female humanoid slain by a rusalka becomes a rusalka the following night. Adult male humanoids and all other creatures slain by a rusalka do not rise as rusalka.</p><p>Rusalka are the spirits of women and children who died by drowning. No one knows why men who die in the same manner do not become rusalka, but there are no documented males other than children.</p><p>Not every woman who drowns will become rusalka, nor every child.</p><p><strong>Scarecrow:</strong> Whenever starvation takes a person, he can rise as a scarecrow if not blessed and buried quickly. Luckily, they do not create spawn when they kill others. They can also be raised by necromancers or evil priests from the bodies of those who died of starvation.</p><p><strong>Scarecrow Wastrel:</strong> These undead can create spawn from those they bite but do not consume. Wastrels are much rarer than common scarecrows and said to come into existence only when a powerful necromancer’s magic is combined with the purposeful starvation of victims.</p><p>Wasting Disease: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of wasting disease rises as a wastrel the next night.</p><p><strong>Ziburnis:</strong> Every time a ziburinis is hit in combat, the phosphorescent moss covering its skeleton releases a cloud of bright green spores, which coat anyone within five feet of the ziburinis. Those coated with the spores must make a DC 12 Fortitude save or the spores attach, sending tendrils into the victim’s flesh. Once this happens, the victim takes 1d3 Strength and 1d3 Constitution damage each round the spores remain until the victim dies. Once the spores are set they can only be removed with a remove disease spell or by burning them off (and the infected victim suffers 2d4 fire damage in the process). The victim then rises the next night as a ziburinis.</p><p>Ziburinis are a hideous form of skeletal undead covered in phosphorescent moss-like plant life. The moss releases deadly spores that attach to a victim and eat the flesh away, and the victim then rises as a ziburinis the next night.</p><p>“Ziburinis” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/297635/Totems-of-the-Horde-God?affiliate_id=17596" target="_blank">Totems of the Horde God</a>[spoiler]</p><p><strong>Undead Servant:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/114145/Treasures-of-NeoExodus-Claw-of-Xon-PFRPG?affiliate_id=17596" target="_blank">Treasure of NeoExodus: Claw of Xon</a>[spoiler]</p><p><strong>Shadow:</strong> This weapon’s dark origins were steeped in blood; foul necromantic rituals gave it the power to tear forth the souls of men, turning them into ghostly specters that hungered for the living.</p><p>Then, testing a new process using his disturbing necromantic magic, he extracted the iron from the blood of hundreds of slaves and prisoners to forge a new weapon for his new general, befitting his power. Weaving even darker and fouler magic into this weapon he imparted it the power to not just tear flesh and pulp bone, but also rend the very soul from a body to serve the weapon’s wielder before passing on.</p><p></p><p>Claw of Zon</p><p>DESCRIPTION AND CONSTRUCTION</p><p>A Claw of Xon is a terrifying weapon to behold. The weapon’s grip is a plain iron chain flecked with blood and ending in a large metal loop. The head is a smooth and heavy iron ball with four-inch spikes jutting out at regular intervals. A trio of wailing ghostly figures swirl and dance about the head, casting a pale green light over the entire weapon.</p><p>Aura strong necromancy and transmutation; CL 15th</p><p>Slot none; Price 96,015 gp; Weight 10 lbs.</p><p>DESCRIPTION</p><p>This +1 wounding blood iron heavy flail is constantly swarming with spectral images of screaming faces. The tortured screams that emanate from the weapon make stealth impossible for the wielder and cause any creature within 30 ft. of the weapon except the wielder to become shaken. A creature slain by a Claw of Xon has its soul torn from its body and imprisoned within the weapon, up to 3 souls may be imprisoned in this manner. As a standard action, up to three times per day, the wielder of a Claw of Xon can force a soul out of the weapon and control it. The soul has the same stats as a shadow and appears in a square adjacent to the wielder. A creature whose soul is contained within the weapon is not able to be restored to life, even by clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or wish. Only by destroying the weapon can a trapped soul be set free.</p><p>CONSTRUCTION</p><p>Requirements Craft Magic Arms and Armor, bleed, cause fear, create greater undead, trap the soul; Cost 48,708 gp[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/181277/Treasury-of-Winter?affiliate_id=17596" target="_blank">Treasury of Winter</a>[spoiler]</p><p><strong>Zombie:</strong> Invader's Bugle magic item.</p><p><strong>Haunt:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p></p><p>INVADER’S BUGLE PRICE 59,000 GP</p><p>Slot none; CL 10th; Weight 2 lbs.</p><p>Aura moderate necromancy</p><p>This antique military horn is tarnished from age and exposure to the harsh elements, like a relic left behind by once-glorious army defeated by the cruel winter of the endless steppe. An invader’s bugle appears to be of very fine quality beneath the wear and grime, but all attempts to polish or restore it only tarnish it further.</p><p>Twice per day as a standard action, the wielder may blast one note on the bugle as a standard action, causing the ground in a 30-foot cone-shaped spread to become muddy and soft, as soften earth and stone. This chilling mud is bitter cold, and creatures beginning their turn within the area must succeed on a DC 13 Fortitude save (DC 15 if they are prone) or take 1d6 points of nonlethal cold damage and become fatigued for 1 minute. Additional failed saves cause damage but do not increase fatigue to exhaustion. After 1 minute, the mud is still cold to the touch but no longer causes damage or fatigue.</p><p>In addition, once per day the trumpet can sound a mournful note, animating corpses within 60 feet of the horn and no more than two feet underground are animated under the control of the wielder, as animate dead, to a maximum of 20 HD worth of creatures. These undead fall into rank behind the sounder of the invader’s bugle and only obey commands to attack, halt, or march; other commands are ignored. These zombies remain animate for 24 hours, though the user can sound the horn again each day to keep them animated. These zombies are covered in frozen mud, gaining fire resistance 10, and when destroyed they collapse into a pile of chilling mud filling their space, as if soften earth and stone had been cast upon that square, and the mud is bitter cold, as described above.</p><p>When used as part of a bardic performance or raging song, an invader’s bugle increases the range of a dirge of doom or frightening tune performances to 60 feet.</p><p>CONSTRUCTION REQUIREMENTS COST 29,500 GP</p><p>Craft Wondrous Item, creator must have 3 ranks in Perform (wind instruments), animate dead, ice storm, soften earth and stone[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/83953/Two-Dozen-Dangers-Curses-PFRPG?affiliate_id=17596" target="_blank">Two Dozen Dangers: Curses</a>[spoiler]</p><p><strong>Ghoul:</strong> A target reduced to 0 Dexterity by the Necromancer's Lethargy curse suffocates, and returns to unlife as a ghoul.</p><p></p><p>NECROMANCER’S LETHARGY</p><p>Necromancy is the study of the dead, and of the black negative light that animates them. Prolonged exposure to necromantic radiations can have debilitating effects on the body, and all veteran necromancers watch themselves carefully for the first signs of this curse, which always begin with muscular weakness and palsy in the hands.</p><p>Type curse; Save Will DC 22 negates</p><p>Frequency 1/day</p><p>Effect The target suffers 1d4 Dexterity damage per day. A target reduced to 0 Dexterity by this curse suffocates, and returns to unlife as a ghoul.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/84165/Two-Dozen-Dangers-Drugs-PFRPG?affiliate_id=17596" target="_blank">Two Dozen Dangers: Drugs</a>[spoiler]</p><p><strong>Undead:</strong> Ghostwater Drug creation.</p><p></p><p>Ghost Water (spirit water, life water)</p><p>Description: This drug appears as clean, clear water which reflects light in a dazzling manner. It is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature. A user can extend their lifespan many years in a very short period with this drug, but it is easy to become addicted and withdrawal from the drug is a terrible thing.</p><p>Drug DC: 30</p><p>Primary Effect: A single dose of this drug extends the limit of each age category of the user by 1 year, as well as the user’s maximum age. Also, the user will not physically age for 1 year after taking a dose.</p><p>Secondary Effect: None.</p><p>Addiction: 2 doses are required to duplicate the effects of a single dose for an addicted creature.</p><p>Withdrawal: A creature suffering from withdrawal from ghost water feels constantly haunted by the souls which were sacrificed in order to extend its life. Strange but minor (and usually disturbing) events constantly happen around such a creature- blood appears on things it touches, screams are heard as it smiles, and so on. The creature must pass a Will save against the drug’s DC in order to gain a restful night’s sleep. Finally, if a creature finally breaks its addiction to ghost water, the work of the drug is undone: overnight, the creature ages a number of years equal to those granted by all of the doses of the drug they have taken in their life, from this addiction and past addictions. The creature’s lifespan remains extended, but this aging process brings it much closer to its death and can even kill a creature that has lived longer than its allotted time.</p><p>Cure: 1 year (365 days) of withdrawal</p><p>Price: 1,000 gp[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/82992/Two-Dozen-Dangers-Haunts-PFRPG?affiliate_id=17596" target="_blank">Two Dozen Dangers: Haunts</a>[spoiler]</p><p><strong>Arcane Rift:</strong> An arcane rift is not a true Haunt, in that no death caused its existence. Rather, an arcane rift is a flaw in the underlying structure of the universe, a place where the laws of magic and causality twist and die. Arcane rifts occur in places where great battles occurred, where dozens of warrior-mages unleashed their spells, where artifacts were forged, and where gods incarnated.</p><p><strong>Baron Culver's Balcony:</strong> Baron Archimedes Culver was a pathetic and lonely man towards the end of his long life. His vast fortune long since squandered, his political capital equally reduced, Baron Culver found himself banished from the royal court and the intrigue he so loved. The old Baron died, halfway senile, in a tattered silk bathrobe after falling from the balcony of his equally ragged country home.</p><p><strong>Bigot's Spire:</strong> In life, the half-elven wizard Comas Delesas was defined by his bigotry. The arrogant mage despised regular humanity as barely civilized idiots, and openly called for the extinction of what he called the underfolk: Dwarves, Gnomes, Goblins and Kobolds among many other burrowing species. His adventuring days long past, and his fortune assured, Comas eventually murdered those who helped him gain his wealth and retired to a library-tower he built for himself on the edge of a major human freehold. The local folk saw his servants occasionally, when they went into town for provisions, but Comas himself refused to associate with the common herd.</p><p>When a blast of lightning as brilliant as the sun struck the tower one rainy night, most of the townsfolk said good riddance. The matter would of rested there, if not for the fact something of Comas Delesas’ hatred remains, and occasionally, the broken tower belches lethal black smoke.</p><p><strong>Black Taskmaster:</strong> The Black Taskmaster is an old ironshod whip taken from an infamous slaver and displayed in the library of the Sandoval College of Necromancy.</p><p><strong>Boartooth's Righteous Rampage:</strong> When Brom Boartooth’s sons died of a disease that 10 gp worth of medicine would of cured, he finally became the monster that his fully human neighbors feared all his life. Previously a simple rancher, the half-orc found depths of hatred and violence in himself he never knew existed. He slaughtered his home town’s hedge wizard and the alchemist who refused to treat his sons, the town’s sheriff and three of the settlement’s wealthiest merchants before an angry mob finally ended his rampage.</p><p><strong>Butcher's Hill:</strong> The Butcher’s Hill had another name before the war between two neighboring fiefdoms ended there. By the time the day long battle was over, more than 3,000 men and women lie dead atop the hill, and the ground was literally stained red with their blood. Even though priests from a dozen temples sanctified the ground, that much anger and pain never truly goes away.</p><p><strong>Camel's Graveyard:</strong> There is a point of no return in the Gronnel Desert, a place almost exactly between two oasis cities, where supplies are far more than half exhausted, and the only way to survive is to press forward. Over the years, hundreds of caravans have ended some where near this mythical point of no return, and the bleached and sandblasted bones of hundreds of camels are half buried by the dunes. Animals fear and hate this place, and often turn on their masters, leading to their death and the deaths of the men who depended on them for survival.</p><p><strong>Cast Upon the Rocks:</strong> The merchant galleon Escarda Din went down in a sudden squall and its sunken frame now rests on an undersea plateau.</p><p><strong>Devil's Anvil:</strong> This black iron anvil sits in a back corner of the ruined remnants of a smithy, half buried in rubble. According to local legend, the blacksmith, a fat and ignorant man named Hodge hammered swords for pit-fiends on his anvil. Eventually, doing hell’s work caught up with him, and Hodge and his three idiot sons died in an unexplainable blaze.</p><p><strong>Donovan's Kiln:</strong> Ten years ago, this ruin was a busy potter’s shop. In better days, Bria Donovan was a fat and cheerful woman who, with her two nephews, ran a profitable business out of a small, neat cottage at the edge of town. The center of Bria’s business was the enormous wood burning kiln that took up most of the cottage, and which she kept stoked day and night. She died along with her youngest nephew Micah when the kiln exploded.</p><p><strong>Fatfinger's Last Dance:</strong> Terkin Fatfinger, brigand, rapist, counterfeiter and cattle rustler, was the last thief to hang justly on the old oak gallows outside Fort Nails. When asked for last words, the bastard laid down curses so vile, so profane and so tarrying the garrison’s master at arms didn’t wait for him to finish, just kicked the stool out from under him.</p><p><strong>Gremlin's Hovel:</strong> ?</p><p><strong>Grigori Chair:</strong> The Grigori Chair is a massive oak throne once used by the nation’s royalty. The entirety of the chair was originally carved with scenes from a great battle- heroic knights battling back barbaric foreign armies. When the last rightful scion of the bloodline was murdered- on the chair itself- the crimson oak cracked and blackened. The heroic carvings became something horrible. The chair was locked away in a forgotten storeroom, and even after the dynasty was restored, the original throne was forgotten and left to darkness.</p><p><strong>Gut's Revenge:</strong> When the ancient slime the tavern-folk called simply “Guts” was finally ended a fragment of the ooze’s simple hunger-based consciousness survived extermination. Guts’ ghostly presence still lingers along the treacherous and rocky shoreline where its vast amoeboid bulk eventually washed up.</p><p><strong>Judge Wargrave's Bench:</strong> Judge Agar Wargrave was a peevish old man, but had an uncanny knack for ferreting out the truth about defendants brought before him. He died of a stroke before passing sentence in the case of a man who murdered his family, and by virtue of a legal oversight the murderer went free.</p><p><strong>Laughter Freezes:</strong> Nestled against the side of a forested mountain, the noble estate “Laughter and Gold” has been a hunting lodge of excellent reputation for generations. Owned by one of the kingdom’s most prominent families, the 23 room mansion is best known for its massive grand ball room, where the trophies of a hundred hunts or more are proudly displayed. The heads of great beasts, taxidermies recreation of impossible monsters and the captured arms of noble-born humanoid foes line the walls, and are lit by a chandelier made from the bones of a juvenile green dragon.</p><p>The newest trophy to be displayed though, is one the owners of the house wish would simply go away. On an expedition to the far north, one of the lodges’ greatest hunters brought back the dorsal ganglia of a polar worm. Since the dramatic trophy was hung on one wall, the temperature within Laughter and Gold has dropped by a few degrees each night. Already bitterly cold, occasionally the ballroom is sheathed in a carapace of killing ice, and the roaring of the great northern worms can be heard.</p><p><strong>Mugglesant's Endless Anger:</strong> The goblin Mugglesant was a good thief but eventually her luck caught up with her. While burgling a mansion in the city of Ulstar, a spiderbite ended the tiny thief’s life. She choked to death in the space between the house’s walls, and all the inhabitants knew was that some vermin died in the walls. They hired a local hedge wizard to purify the air with a few cantrips, and forgot about the whole matter. That indignity, more than her accidental death enraged Mugglesant’s spirit.</p><p><strong>Old Jonas' Critique:</strong> Old Jonas the woodcarver had a reputation as one of the finest craftsmen in his small village. He made tools, toys for the settlement’s wealthiest children, shelves, fence posts and a dozen other useful things and earned a tidy living. After his death, Jonas’ nephew took over the business, but his lack of skill angered the ghostly carpenter.</p><p><strong>Purple Pig Tavern:</strong> The Purple Pig used to be a decent tavern, until a payment dispute between the barkeep and a wandering gnome troubadour ended in the little minstrel’s murder. The barkeep stuffed the gnome and his rat of a familiar feet first into a keg of rot gut and rolled it down into the cellar.</p><p><strong>Rapist's Mile:</strong> This stretch of forest marks the place where a gang of brigands brought down a peasant girl, violated and eventually killed her. The girl’s bones still lie half buried under the leaf mould beneath one of the towering pine. Her angry spirit, coupled with the psychic echoes of her murderers’ lust have cursed this place: those venturing through this stretch of forest become as slow and exhausted as she was when the thugs finally ran her to ground.</p><p><strong>Scribe Du Rayneil's Odd Bequest:</strong> The scribe Claudette Du Rayneil died in the library she had tended her entire adult life. Her death wasn’t murder or tragedy; she was simply found one early morning fallen amid the stacks, her 90 year old heart having finally given out. She was buried with minor honors, her private collection of more than 30 texts donated to the library she so loved and life went on. And a few months after her death, strange things began happening in the library.</p><p><strong>Stores of Goodwatch Keep:</strong> Three summers ago, earthquake transformed a limestone quarry into tomb for a dozen human and Dwarven miners. Since then the mine has been reopened, the dead recovered and buried, and life in the mining town nearby slowly and painfully returned to normal. Limestone harvested from the quarry has been shipped across the realms to make mortar, but structures built mortar from the Winter Fall Mine have been plagued by bad luck. The mine’s current generation of workers hear the tales from travelers, and among themselves, whisper that the unquiet ghosts of their former colleagues are having their revenge.</p><p><strong>Surbicah the Apostate's Stone Pyre:</strong> Long ago, the druidess Surbicah renowned her faith and</p><p>accepted the teachings of a passing cleric, even allowing some of her circle’s most sacred mysteries to be transcribed into the common tongue. The druid grove she betrayed took its vengeance on Surbicah, lashing her between the stones of their great stone menwhir, where she was cruelly tortured for a day and a night before a bolt of lightning ended her misery.</p><p><strong>Thirsting Gorge:</strong> Years and years ago, a prospector and his mule fell into a desert gorge. Miles from any assistance, they died alone and unremembered from thirst and starvation.</p><p></p><p><strong>Ghost:</strong> When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..</p><p><strong>Wraith:</strong> When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..</p><p><strong>Undead:</strong> When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..</p><p><strong>Haunt:</strong> When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..</p><p>Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/150095/Ultimate-Commander?affiliate_id=17596" target="_blank">Ultimate Commander</a>[spoiler]</p><p><strong>Undead:</strong> Hordelord Descent to Undeath ability.</p><p><strong>Lich:</strong> Hordelord Descent to Undeath ability.</p><p><strong>Zombie Horde, Relentless Zombie Horde:</strong> ?</p><p><strong>Humanoid Zombie:</strong> ?</p><p></p><p>Descent to Undeath (Ex): The hordelord’s transformation is complete. At 20th level, the hordelord’s type turns to be undead, and she applies a single undead template to herself. If the template requires additional preparation, like becoming a lich, she must have completed said preparation before selecting the template. Once the template is selected, it cannot be changed.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/138511/Ultimate-Evil-PFRPG?affiliate_id=17596" target="_blank">Ultimate Evil</a>[spoiler]</p><p><strong>Undead:</strong> Ultimate Cruelty feat.</p><p><strong>Sir Gregar Berengar, Knight of Flames, Hman Graveknight Antipaldin 17:</strong> Sir Gregor Berengar is a tragic figure. He once stood as the greatest single follower of Diadem, the greatest god of duty, honor, and loyalty. He served Diadem as an absolutely faithful follower for most of his life, standing as a symbol of what it truly means to respect order and structure. Sadly, in his final years in the order he began to display signs of impending madness. He began to take the teachings of Diadem to further and further extremes, ultimately getting lost within his own twisted maze of what is order and what is duty and what the world has become when left to its own devices. He decided that order must be imposed before man destroys the greatest gift given to him, the very world man inhabits. </p><p>To this end he assumed control over the land he once served, declaring that all must follow his commands, to the letter, or be slain. The church of Diadem quickly determined that Gregor had lost his mind. They prayed extensively to Diadem for guidance and wisdom but all they gleaned was that either Gregor must be destroyed, or his will is good- that is, if he is allowed to succeed then it is the will of Diadem that he does so. The church could not allow this to happen and so formed a plot to see to his demise. Even his own children saw the monster he had become and decided to work with the church and so the plot was hatched to entrap Gregor within the temple, along with his foul steed Morgari, at which point the church would be destroyed by fire, removing all remnants of Gregor from the world. </p><p>With his dying breath, Gregor swore a new oath, that to serve Thuel until his ultimate destruction. Thuel is the god of battle, rage, anger, lust, and revenge and this more than adequately served Gregor’s needs. Thuel happily accepted Gregor’s oath and thus was born a new Sir Gregor, </p><p><strong>Morgari:</strong> Sir Gregor Berengar is a tragic figure. He once stood as the greatest single follower of Diadem, the greatest god of duty, honor, and loyalty. He served Diadem as an absolutely faithful follower for most of his life, standing as a symbol of what it truly means to respect order and structure. Sadly, in his final years in the order he began to display signs of impending madness. He began to take the teachings of Diadem to further and further extremes, ultimately getting lost within his own twisted maze of what is order and what is duty and what the world has become when left to its own devices. He decided that order must be imposed before man destroys the greatest gift given to him, the very world man inhabits. </p><p>To this end he assumed control over the land he once served, declaring that all must follow his commands, to the letter, or be slain. The church of Diadem quickly determined that Gregor had lost his mind. They prayed extensively to Diadem for guidance and wisdom but all they gleaned was that either Gregor must be destroyed, or his will is good- that is, if he is allowed to succeed then it is the will of Diadem that he does so. The church could not allow this to happen and so formed a plot to see to his demise. Even his own children saw the monster he had become and decided to work with the church and so the plot was hatched to entrap Gregor within the temple, along with his foul steed Morgari, at which point the church would be destroyed by fire, removing all remnants of Gregor from the world. </p><p>With his dying breath, Gregor swore a new oath, that to serve Thuel until his ultimate destruction. Thuel is the god of battle, rage, anger, lust, and revenge and this more than adequately served Gregor’s needs. Thuel happily accepted Gregor’s oath and thus was born a new Sir Gregor, </p><p><strong>Moira de Ananke, Banshee Bard 9:</strong> Moira is the ghost of a famous entertainer killed by her husband after he slit her throat so he could be exclusively with his mistress. Before she died she led a very successful career as a bard, playing for famous nobles and wealthy merchants. Since her death she has been solely focused on destroying all men whom she now sees as a curse upon the world. </p><p><strong>Bloodknight:</strong> A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the bloodknight’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more than twice its own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full-fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire. </p><p><strong>Vampire:</strong> A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the bloodknight’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more than twice its own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full-fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire. </p><p></p><p>ULTIMATE CRUELTY </p><p>By using your touch of corruption, you can bring back the dead as an undead servitor. </p><p>Prerequisite(s): Cha 19, touch of corruption, cruelty class feature. </p><p>Benefit(s): You can expend 10 uses of touch of corruption to turn a dead creature into an undead creature, as per create undead with caster level equal to your antipaladin level. You must provide the material components or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the 24 hour duration to expire. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/82161/Ultimate-Spell-Decks-Obsidian-Twilight-Spell-Cards-PFRPG?affiliate_id=17596" target="_blank">Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG)</a>[spoiler]</p><p><strong>Skeleton Animal:</strong> <em>Animate Vermin</em> spell.</p><p><em>Necromancer's Touch</em> spell.</p><p><strong>Zombie Animal:</strong> <em>Animate Vermin</em> spell.</p><p><em>Necromancer's Touch</em> spell.</p><p></p><p><strong>Ghoul:</strong> <em>Transform Dead</em> spell.</p><p><strong>Skeleton:</strong> <em>Undead Crew</em> spell.</p><p></p><p>Animate Vermin</p><p>Necromancy; Level: Clr 0,Sor/Wiz1; Components: V, S, M; Casting Time: 1 action; Range: Short (25 ft. + 5 ft/2 levels); Target: 1 animal corpse; Duration: 1 day/level; Saving Throw: None; Spell Resistance: No</p><p>This spell allows the caster to animate one animal, of no more than one hit die, as per the spell Animate Dead. The corpse will follow simple commands, but is typically useful only for menial tasks and utterly useless in combat. After 1 day per level of the caster, the corpse disintegrates, consumed by the necromantic energies flowing through it.</p><p>Material components: The corpse to be animated and an onyx gem worth at least 5 gp.</p><p></p><p>Necromancer’s Touch</p><p>Necromancy; Level: Clr 7, Sor/Wiz 8; Components: V, S, M; Casting Time: 1 standard action; Range: Touch; Target: Creature touched; Duration: 1 minute/2 levels; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)</p><p>You bestow upon the creature touched the ability to animate dead, as per the spell of that name, for a number of times equal to your caster level, for the spell’s duration. When the spell expires, any skeletons or zombies created by spell recipient immediately fall under your control. The limit of undead that you may control increases by 4 HD per level of the spell recipient. Undead created by the spell recipient crumble to dust 24-hours after their creation, at which point the total number of HD of undead that you may control reverts to normal.</p><p>Material Components: The hand of a slain necromancer.</p><p></p><p>Transform Dead</p><p>Necromancy [Evil]; Level: Sor/Wiz 6; Components: V, S, M; Casting Time: Whole round; Range: Touch; Target: One zombie; Duration: Instantaneous; Saving Throw: Fortitude negates; Spell Resistance: Yes</p><p>The caster touches a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul.</p><p>Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls.</p><p>Material Components: A bone from a ghoul and a black onyx gem worth at least 100 gp.</p><p></p><p>Undead Crew</p><p>Necromancy; Level: Brd 5, Sor/Wiz 6; Components: V, S, M; Casting Time: 10 minutes; Range: Close (25 ft. + 5 ft./2 levels); Target: One ship; Duration: 1 hour/level. Concentration discharge (D); Saving Throw: None; Spell Resistance: No</p><p>This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead will automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew though encouraging singing of sea songs. Up to 5 undead crew men may be summoned per caster level. These crewmen are treated as Medium-sized skeletons with the additional ability of Profession (sailor) +5. These crewmen will not fight or otherwise engage an enemy in combat, though they can and will operate ballistae or catapults, firing such machinery as Ist-level warriors.</p><p>Material Components: The bones or remains of at least 5 drowned men.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/258668/Ultimate-Strongholds?affiliate_id=17596" target="_blank">Ultimate Strongholds</a>[spoiler]</p><p><strong>Incorporeal Undead, Incorporeal Undead Creature:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Animated Undead:</strong> ?</p><p><strong>Skeleton:</strong> <em>Deathless Defenders</em> spell.</p><p><strong>Skeleton, Skeletal Defender:</strong> ?</p><p><strong>Zombie:</strong> <em>Deathless Defenders</em> spell.</p><p><strong>Zombie, Zombie Defender:</strong> ?</p><p></p><p>DEATHLESS DEFENDERS</p><p>School necromancy [stronghold]; Level antipaladin 4, cleric 4, paladin 4, shaman 4, sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S, DF</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Targets one or more corpses</p><p>Duration 1 round/level</p><p>Saving Throw none; Spell Resistance no</p><p>This spell functions as animate dead except as noted above, but the skeletons and zombies you raise can take no actions other than attacking creatures you designate. Your deathless defenders have the same alignment you do, and when you cast this spell the spell gains alignment subtypes to match your alignment. Deathless defenders do not count against the Hit Die limit for animated undead you create.</p><p>Deathless defenders gain a +4 bonus to their CMD against combat maneuvers to bull rush, drag, overrun, reposition, or trip them. Any skeletons or zombies that leave the area of your stronghold begin crumbling to dust, taking 2d6 points of damage per round until they return to the stronghold or are destroyed. A corpse that has been animated with deathless defenders and then destroyed cannot be reanimated by this spell or by animate dead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/134425/Ultimate-War?affiliate_id=17596" target="_blank">Ultimate War</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Plague Zombie:</strong> Siege Shot Zombie magic item.</p><p><strong>Apocalypse Zombie:</strong> Siege Shot Zombie Apocalypse magic item.</p><p></p><p>SIEGE SHOT, ZOMBIE PRICE 4,000 GP</p><p>Slot — CL 10th Weight variable</p><p>Aura moderate conjuration</p><p>Description</p><p>This mass of corpses is lashed together and imbued with dreadful necromantic power. When used to perform a plague bombardment during the Ranged Phase, during the Melee Phase the corpses animate as 20 plague zombies. These zombies are treated as a temporary squad (see Table 3: Army SizeUB) with ACR 1 that attacks for one Battle Phase and then is automatically destroyed. In addition, if the zombies damage an army with their melee attack, the kingdom’s Stability check to resist that army contracting disease takes a -2 penalty and the chance of a Plague event in the city is increased to 15%.</p><p>In an adventuring situation on the battlefield, the plague zombies have normal statistics for creatures of their kind as described in the Pathfinder Roleplaying Game Bestiary and attack all nearby living creatures until destroyed.</p><p>Construction Requirements Cost 2,000 gp</p><p>Craft Magic Arms and Armor, animate dead, contagion</p><p></p><p>SIEGE SHOT, ZOMBIE APOCALYPSE PRICE 8,000 GP</p><p>Slot — CL 10th Weight variable</p><p>Aura moderate conjuration</p><p>Description</p><p>This mass of corpses is lashed together and imbued with dreadful necromantic power. When used to perform a plague bombardment during the Ranged Phase, during the Melee Phase the corpses animate as 20 apocalypse zombies. These zombies are treated as a temporary platoon (see Table 3: Army SizeUB) with ACR 4 that attacks for one Battle Phase and then is automatically destroyed. In addition, if the apocalypse zombies damage an army with their melee attack, the kingdom’s Stability check to resist that army contracting disease takes a -4 penalty and the chance of a Plague event in the city is increased to 25%.</p><p>In an adventuring situation on the battlefield, the apocalypse zombies have normal statistics for creatures of their kind as described on d20pfsrd.com (and the bestiary section of Adventure Path #45) and attack all nearby living creatures until destroyed.</p><p>Construction Requirements Cost 4,000 gp</p><p>Craft Magic Arms and Armor, animate dead, contagion[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/64339/Undefeatable-3-Bards-PFRPG?affiliate_id=17596" target="_blank">Undefeatable 3: Bards</a>[spoiler]</p><p><strong>Undead:</strong> Dance of the Dead feat.</p><p></p><p>DANCE OF THE DEAD</p><p>Your movements and rhythm has the power to enervate all that watch you, including the dead!</p><p>Prerequisite: Bard Level 12th</p><p>Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance.</p><p>Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Peroformance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your Bard level (rounded down).[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/79155/Undefeatable-12-Arcane-Archer-PFRPG?affiliate_id=17596" target="_blank">Undefeatable 12: Arcane Archer</a>[spoiler]</p><p><strong>Skeleton:</strong> Necrotic Arrow feat, Arcane Archer level 3</p><p><strong>Zombie:</strong> Necrotic Arrow feat, Arcane Archer level 5</p><p><strong>Ghoul:</strong> Necrotic Arrow feat, Arcane Archer level 7</p><p><strong>Ghast:</strong> Necrotic Arrow feat, Arcane Archer level 9</p><p></p><p>Necrotic Arrow</p><p>Your arrows not only have the ability to destroy your foes, but they can also reanimate them as your allies. Your foes can only look on in terror as the man that was formerly their comrade-in-arms is now an undead creature attacking them!</p><p>Prerequisite: Arcane Archer Level 3rd</p><p>Benefit: Whenever you strike a killing blow against an enemy, once per week, you can automatically resurrect the newly dead enemy as an undead creature on that combat round. The undead creature is completely loyal to you and will follow any commands that you give it. The creature is ready to take orders the round after it is raised. The type of creature that you can raise depends on your level of arcane archer. At Arcane Archer levels 3 and 4 you can raise a Medium Skeleton, at 5 and 6 you can raise a Medium Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 you can raise a Ghast.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/79582/Undefeatable-13-Assassin-PRPG?affiliate_id=17596" target="_blank">Undefeatable 13: Assassin</a>[spoiler]</p><p><strong>Skeleton:</strong> Murderous Necromancy feat.</p><p><strong>Zombie:</strong> Murderous Necromancy feat.</p><p></p><p>Murderous Necromancy</p><p>Your death attacks cause your victims to become your undead servants.</p><p>Prerequisites: 7+ ranks in Spellcraft, death attack and true death class features, ability to cast animate dead</p><p>Benefit: When you slay a creature with a death attack, you can cause that creature to immediately reanimate (as if you cast animate dead on it) by making a successful Spellcraft check with a DC equal to 10 plus the creature’s HD. You do not need to have the spell prepared for this effect to occur, but you do need to either know the spell or have it scribed into your spellbook (for arcane casters) or have it on your spell list (for divine casters) and be high enough level to cast it. Undead created with this ability do count against the total HD of undead you are able to control, but you may control an additional 2 HD of undead with animate dead per level of assassin you possess.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/81401/Undefeatable-20-Shadowdancer-PFRPG?affiliate_id=17596" target="_blank">Undefeatable 20: Shadowdancer</a>[spoiler]</p><p><strong>Shadow:</strong> Spawn of the Shadows feat.</p><p></p><p>Spawn of the Shadows</p><p>You may create ephemeral shadows which do your bidding from those you slay while in the shadows.</p><p>Prerequisites: Shadowdancer level 6th</p><p>Benefit: Whenever you slay an opponent while you and the opponent are within a dimly lit (or darker) area, you may create an undead shadow to serve you. This creature is created as if through a create undead spell, except it is a shadow instead of one of the normal undead that may be created with this spell, and the shadow is destroyed automatically after 1 minute per shadowdancer level has elapsed, if it has not already been destroyed. Your caster level for this effect is equal to your shadowdancer level, and you may use this ability once per day per 3 levels of shadowdancer you possess.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/89769/Undefeatable-The-Collected-Feats-Sourcebook-PFRPG?affiliate_id=17596" target="_blank">Undefeatable: The Collected Feats Sourcebook</a>[spoiler]</p><p><strong>Undead:</strong> Dance of the Dead feat.</p><p><strong>Skeleton:</strong> Murderous Necromancy feat.</p><p>Necrotic Arrow feat, Arcane Archer level 3</p><p><strong>Zombie:</strong> Murderous Necromancy feat.</p><p>Necrotic Arrow feat, Arcane Archer level 5</p><p><strong>Ghoul:</strong> Necrotic Arrow feat, Arcane Archer level 7</p><p><strong>Ghast:</strong> Necrotic Arrow feat, Arcane Archer level 9</p><p><strong>Shadow:</strong> Spawn of the Shadows feat.</p><p></p><p>DANCE OF THE DEAD</p><p>Your movements and rhythm has the power to enervate all that watch you, including the dead!</p><p>Prerequisite: Bard Level 12th</p><p>Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance.</p><p>Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Performance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your Bard level (rounded down).</p><p></p><p>Murderous Necromancy</p><p>Your death attacks cause your victims to become your undead servants.</p><p>Prerequisites: 7+ ranks in Spellcraft, death attack and true death class features, ability to cast animate dead</p><p>Benefit: When you slay a creature with a death attack, you can cause that creature to immediately reanimate (as if you cast animate dead on it) by making a successful Spellcraft check with a DC equal to 10 plus the creature’s HD. You do not need to have the spell prepared for this effect to occur, but you do need to either know the spell or have it scribed into your spellbook (for arcane casters) or have it on your spell list (for divine casters) and be high enough level to cast it. Undead created with this ability do count against the total HD of undead you are able to control, but you may control an additional 2 HD of undead with animate dead per level of assassin you possess.</p><p></p><p>Necrotic Arrow</p><p>Your arrows not only have the ability to destroy your foes, but they can also reanimate them as your allies. Your foes can only look on in terror as the man that was formerly their comrade-in-arms is now an undead creature attacking them!</p><p>Prerequisite: Arcane Archer Level 3rd</p><p>Benefit: Whenever you strike a killing blow against an enemy, once per week, you can automatically resurrect the newly dead enemy as an undead creature on that combat round. The undead creature is completely loyal to you and will follow any commands that you give it. The creature is ready to take orders the round after it is raised. The type of creature that you can raise depends on your level of arcane archer. At Arcane Archer levels 3 and 4 you can raise a Medium Skeleton, at 5 and 6 you can raise a Medium Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 you can raise a Ghast.</p><p></p><p>Spawn of the Shadows</p><p>You may create ephemeral shadows which do your bidding from those you slay while in the shadows.</p><p>Prerequisites: Shadowdancer level 6th</p><p>Benefit: Whenever you slay an opponent while you and the opponent are within a dimly lit (or darker) area, you may create an undead shadow to serve you. This creature is created as if through a create undead spell, except it is a shadow instead of one of the normal undead that may be created with this spell, and the shadow is destroyed automatically after 1 minute per shadowdancer level has elapsed, if it has not already been destroyed. Your caster level for this effect is equal to your shadowdancer level, and you may use this ability once per day per 3 levels of shadowdancer you possess.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/236679/Vathak-Terrors-Cured-of-Ursatur?affiliate_id=17596" target="_blank">Vathak Terrors: Cured of Ursataur</a>[spoiler]</p><p><strong>Anna's Forgotten:</strong> In the hills above Ursatur, a vindari doctor named Anna Schafer worked frantically to find a cure for the Plague of Shadows. From the city’s poorest corphans to members of ancient noble houses, everyone approached Doctor Schafer for treatment. Some blame her for the deaths of many poor bhriota and romni children as she tried experimental treatments, while others choose to focus on the children she saved and believe each time she failed was a personal tragedy.</p><p>In either case, hundreds of children under Schafer’s care eventually died either from the Plague of Shadows or from side effects of her treatments. Although the death toll has long haunted the memories of Ina’oth, darker rumors began stirring following Doctor Schafer’s canonization as St. Anna.</p><p><strong>Extergeist:</strong> During the Plague of Shadows, Inaothians tried many rituals to ward off the disease, but among the most effective was simply staying clean and washing regularly. However, even cleanliness can be dangerous in large amounts and the horrible pressure of the Plague of Shadows was not conducive to measured responses.</p><p>Many who died as a result of their own attempts to avoid the plague linger as extergeists, bound to Vathak by their desire to avoid diseases that can no longer take hold in their bodiless forms. Although many extergeists applied questionable tonics or applied harsh alchemical agents to clean themselves, others simply couldn’t bring themselves to eat possibly contaminated food or suffered an accident trying to avoid the infected.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/148088/Vathak-Terrors-Horrors-of-Halsburg?affiliate_id=17596" target="_blank">Vathak Terrors Horrors of Halsburg</a>[spoiler]</p><p><strong>Vaquire:</strong> In an effort to further advance the vampire race, Ivar von Houlsmann recently conducted several experiments designed to prevent vampires that were submerged in running water from being destroyed. Some of von Houlsmann’s more successful trials involved exposing his spawn to a cocktail of alchemical reagents and spells before casting them into a river: they still dissolved, but the chemical reaction preserved their undead spirits, merging them with the water that had disintegrated their bodies and devastated their minds. This result was not von Houlsmann’s ultimate objective, however, so he abandoned each of the watery undead once they were created. Thus, the first vaquires were born.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/172275/Veranthea-Codex-Radical-Pantheon?affiliate_id=17596" target="_blank">Veranthea Codex Radical Pantheon</a>[spoiler]</p><p><strong>Veradardzy Unique Advanced Totenmaske:</strong> ?</p><p><strong>Death's Child:</strong> The Grim Reaper has countless offspring across Veranthea, both above and below the surface of the world, but few are as large and dangerous as Death’s Child.</p><p><strong>Bhrasta Unique Advanced Sayona:</strong> ?</p><p><strong>Darisodhaka Unique Chosen Pale Stranger:</strong> This favored scion of the Grim Reaper was once a legendary Dragonminded that quelled the forces of the dark deities but finally lost his life in a disastrous suicidal mission during a raid on the Impossibules Clan underneath Trectoyri. Renouncing Sciemaat the Shattered with his dying breath, Darisodhaka reached out to Death and was found to be a kindred soul. Raised as a powerful gunslinger, the undead has since been the Divine Terminator’s explorer, sent to The Veil to discover what lay behind the obscured walls of the Tesseract.</p><p><strong>Pattedari Unique Geist:</strong> While traveling through an abandoned Trekth enclave an entire adventuring party of leugho fell prey to ancient, powerful traps left by the progenitors. Their fractured minds and the combined potency of thousands of fragmentary souls drew Death’s attention when it coalesced as a geist and seeing the potential for such a resolute will, the Grim Reaper took it into its deific confidence.</p><p><strong>Yodha Unique Giant Dread Gholdako:</strong> Once the leader of a cyclopean kingdom that reigned beneath the surface of Veranthea thousands of years in the distant past, Yodha saw the end of her peoples’ civilization with the coming of the Trekth. Sacrificing all of the souls of their slaves to Death, the giants became servants to the Grim Reaper and its primary footsoldiers in what would become the Dead Empire.</p><p><strong>Cora Zlodej Unique Chosen Gaki:</strong> The goblin thief Cora Zlodej was quickly outed by her human accomplices when the Dynasty Purges came to Urethiel and among the first to be slain. Her spirit—consumed with the greed that plagued so much of her mortal life—changed into a gaki.</p><p><strong>Boris the Green Avenger Lich Giant Half-Orc Sorcerer 6/Barbarian 1/Dragon Disciple 10:</strong> </p><p><strong>H'Gal, Grand Lich of Proxima 3 Licj Necromancer 13:</strong> H’gal managed to finally blend artifice and magic when he created his phylactery—an arcane womb of sorts, the alterran transformed one of his species’ repurposing vats into his means of unending rebirth. From the outside this grey metal cylinder looks like a column or barrel, but the inside is scribed heavily with the runes and immaterial anchors required to draw H’gal back from the Abyss, that he may fulfill his dark purposes.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/103386/Villainous-Pirates?affiliate_id=17596" target="_blank">Villainous Pirates</a>[spoiler]</p><p><strong>Poltergeist Bard 2 Old Benaz:</strong> In life, Old Benaz served as a pirate and met his demise at the end of the cat after stealing rations. Pining after his long‐suffering wife his soul rested uneasily, returning as a gruesome poltergeist.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/92095/Villains-II?affiliate_id=17596" target="_blank">Villains II</a>[spoiler]</p><p><strong>Ghast Hordelings Advanced Ghoul Fighter 2/Rogue 3:</strong> ?</p><p><strong>Hordeling Leader Advanced Ghoul Fighter 4/Rogue 3:</strong> ?</p><p><strong>Vilran Azanae Elf Vampire Wizard 14:</strong> After two years of searching, during which his estate fell into disrepair, Vilran found what he had been searching for – a way to extend his life beyond a mortal’s span – when he discovered a vampire laired in a nearby town. Vilran tracked down the creature and struck a deal – allowing himself to be turned into a vampire.</p><p><strong>Paradar Levien Human Lich Sorcerer 15:</strong> Desperate to prolong his existence in order to master his draconic heritage, he undertook the lengthy, complicated and costly ritual to transform himself into a lich. With the ritual complete, Parardar found that it had granted him unusual boons – the ability to breathe fire as his forebear and to sprout wings.</p><p><strong>Caulenfel Wyrxin Human Mummy Fighter 2/Sorcerer 2/Dragon Disciple 8:</strong> Calaunfel Wyrxin exists because his spirit raged against those who murdered and entombed him amid ritual and superstition. Created by the murderous, but ultimately misdirected vengeance, of terrified peasants Calaunfel Wyrxin is obsessed with vengeance against all those who doomed him to unimaginable torments.</p><p>Calaunfel was beaten, tied up and then – under the instruction of a village elder schooled as a shaman – mummified. While he yet lived, the butchers cut Calaunfel open and removed his major organs. His body was swathed in linen and buried in a shallow grave in his cave. The townsfolk toiled through the next night to seal his cave with boulders and heavy stones.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/103831/PFRPG-Viridian-Legacy-GMs-Guide?affiliate_id=17596" target="_blank">Viridian Legacy GM's Guide</a>[spoiler]</p><p>Pathfinder 1e</p><p><strong>Taraathalorm Wormmother, Green Dragon Ghost:</strong> A green dragon long dead but clinging to the world as a vengeful ghost.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/182990/Wardens-of-the-Wild-PF-5e?affiliate_id=17596" target="_blank">Wardens of the Wild (PF/5e)</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Wandering Undead, Denizen of the Shadows:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9tdt?Wayfinder-Bestiary" target="_blank">Wayfinder Bestiary</a>[spoiler]</p><p><strong>Alchemical Dreadnought:</strong> An alchemical dreadnought is a towering composition of many fused corpses.</p><p>The first alchemical dreadnoughts were accidentally created from mass graves on battlefields where horrific alchemical weapons were used.</p><p><strong>Aridnyk:</strong> When a healer of considerable power and selflessness dies from exposure to negative energy, there is a minute chance that the healer’s soul will cling to this world as an aridnyk. Born from the spirit’s regrets and unfinished duties, aridnyks crave above all else to heal the injured, cure the sick, and bolster the weak.</p><p>Aridnyks cannot be created by conventional necromancy. Attempts to engineer one (by deliberately killing a cleric of a good deity with massive amounts of negative energy, for example) always fail.</p><p><strong>Charnel Pit:</strong> Charnel pits rise from the spirits of the dead at sites of terrible slaughter or mass graves, in particular at battlefields where the still living were interred with the newly dead.</p><p>At Castle Scarwall (see Pathfinder Adventure Path #11: Skeletons of Scarwall), a charnel pit formed within the courtyard where a legion of orcs was destroyed by the undead raised by Mandraivus’s curse. The skeletal defenders of the castle erupted from the courtyard beneath the legion and dragged them under the ground to die in agony. Encountered at area 9 in Castle Scarwall, its spirits are a mixture of orc and human.</p><p><strong>Contra-Legem:</strong> A Contra-Legem creature is an intelligent undead who in life made a deal with the powers of hell for its soul but, by accident or design, became an undead and escaped. Hell doesn’t let go of its prizes easily, instead infusing the new undead with power and a sense of loyalty. It serves Hell on the material plane, gaining more infernal powers but losing some of its free will.</p><p>“Contra-Legem Creature” is an acquired template that can be added to any intelligent undead.</p><p><strong>Contra-Legem Devourer:</strong> ?</p><p><strong>Desert Fury:</strong> The deserts of northern Garund, Casmaron, and other hot, dry places on Golarion are littered with the remains of those who were unprepared to travel into such harsh climates or who fell victim to sudden vicious storms against which no preparation could defend them. Too often, these tragedies do not end in the swift death of one or two people, but in the slow, anguished decline of an entire party. As their numbers dwindle, survivors of such groups must watch friends and loved ones perish, one by one, all the while knowing that their time is coming and there is nothing they can do to stop it. In the end, one last survivor remains from an entire caravan of doomed souls. The animated corpse of that final victim lurks at the heart of a desert fury.</p><p><strong>Disemboweled Prophet:</strong> Troll soothsayers practice a grisly form of divination; reading their own constantly regenerating entrails. Trollish regeneration is powerful, but it is no guarantee against death. Still, the trolls who conduct such auguries sometimes possess a strength of will that animates them even after they have fallen prey to accident, illness, old age, starvation, magical backlash, or a competitor’s curse. The augur’s unquenchable thirst for information drawn from the hidden forces of the world transforms them into undead abominations.</p><p><strong>Doomed Derelict:</strong> Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths.</p><p><strong>Einherjar, Lone Warrior, The Honored Dead:</strong> Einherjar (“lone warriors”) are the honored dead of the Ulfen, many of them former Linnorm Kings who were restored to a semblance of life following their arrival at Valenhall.</p><p>“Einherjar” is an acquired template that can be added to any living, corporeal humanoid.</p><p>Most einherjar die on a field of battle and rise from the ashes of their pyres during their funeral celebrations, bereft of the visitation of a valkyrie to guide their soul to the outer planes.</p><p>Although there have been einherjar for far longer than Cayden Cailean has been a god, some outsiders (including some followers of the Drunken Hero) believe that he is responsible for the creation of the einherjar. In truth, while many einherjar are more than willing to raise a mug to Cayden, the beliefs of the lone warriors run the whole gamut of Ulfen faiths.</p><p>Besides Ragadahn, it is likely that the einherjar have ties to another of the Eldest, but which is up to speculation. The energy which animates their forms seeps through the thin barrier separating the First World from Valenhall, but there is a directing force which selects which of the honored dead that arrive at those halls will rise as einherjar.</p><p><strong>Einherjar Human Barbarian 5:</strong> ?</p><p><strong>Ferrywight:</strong> When a humanoid drowns in desperation to cross a body of water, it may rise again as a ferrywight.</p><p>The presence of ferrywights is a tragic feature of many waterways in the River Kingdoms as the turmoil in those lands lead to many desperate river crossings and many drownings.</p><p><strong>Ghoul Bloated Devourer:</strong> In rare circumstances, a newly risen ghoul gorges itself on tainted flesh, especially the corpses of other ghouls, resulting in a terrible transformation. The alchemist-necromancers of the ghoul kingdom of Nemret Noktoria studied this phenomenon and, with experimentation and practice, learned how to feed ghouls necrotic flesh and alchemical concoctions, forcing them to mutate into a stronger but dumber breed of ghoul to serve as workers, soldiers and walking reservoirs of negative energy.</p><p><strong>Ghoul Gaunt Ascetic:</strong> Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. However, among those rare few, some choose to delve into the depths of deathless hunger. There they find darkmork enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings. They learn that appeasing hunger only blinds one to the truth, stopping a ghoul from achieving more.</p><p><strong>Grave Guard, Typical Grave Guard:</strong> Grave guards are undead often created by clerics worshipping deities with death in their portfolio as guardians of libraries, temples and tombs.</p><p>A cleric of at least 12th level can use create undead to construct a grave guard.</p><p><strong>Variant Grave Guard:</strong> ?</p><p><strong>Osirian Tomb Guard, Advanced Variant Grave Guard:</strong> Grave guards were originally created in Osirion, and many of these skeletal creations have the heads of large dogs, birds, or other animals. They serve as guardians of sacred vaults and tombs, often replacing their bastard swords with khopeshes.</p><p><strong>Grave Knight of Geb, Large Advanced Grave Guard:</strong> In his wars with the Nex, Geb created his own potent version of the grave guards, using them to defend his libraries and other secret caches across the land.</p><p>Never content to let an undead remain something less than great, Geb infused the bones of ogres with the same ritual that produced the original grave guards</p><p><strong>Grim Harvester:</strong> Grim harvesters are the degenerate successors of a long forgotten order dedicated to the preservation of knowledge in ancient Azlant. Turning to foul necromantic rituals, these abominable creatures not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead.</p><p><strong>Hearth Wraith:</strong> Hearth wraiths are born from the souls of dying travelers longing for home who have felt the touch of unholy fire.</p><p>Many Mendevian crusaders returning from or deserting the war find dark fates on their journeys home and rise again to haunt the living.</p><p><strong>Mummy Pesh:</strong> Learning the arts of mummification and reanimation from an Osirian necromancer compatriot, the leader of the cult of Hastur in Katapesh created these odd variants to guard the cult’s properties and sow chaos and woe among the populace at the appointed time to herald the arrival of the King in Yellow.</p><p>Pesh mummies are made through a long, complicated procedure during which all the body’s internal organs are removed and its internal cavities lined with pesh. The body is then wrapped with linens soaked in pesh whey, and smoked with burning pesh to preserve the body. The creator then finishes the ritual with a create undead spell.</p><p><strong>Nachzehrer, Typical Nachzehrer:</strong> Legend states that they arise from the bodies of those who die from an accident or sickness with great regrets in their hearts.</p><p><strong>No-Life King:</strong> No-life kings are the remains of ancient and powerful warriors who became fixated on reaching martial perfection in their lives. They left civilization to train and fight monsters, for their mortal peers no longer posed a challenge to them. When such a warrior is denied their death in battle and dies due to starvation, hypothermia, dehydration, or disease, their soul is anchored to their body, and they are reborn into a being who lives only to train and defeat more powerful opponents.</p><p><strong>Obour:</strong> They are the remnants of evil humanoids who in life sought to emulate the feeding habits of vampires, and this all-consuming thirst for blood remains when an obour spirit returns from death.</p><p><strong>Ravening Jackal:</strong> Occasionally, the jackal-headed god Set notes when jackals die of starvation and uses the bodies of his rival Anubis’s sacred animals for his own ends. Set infuses them with the souls of cultists who disappointed him in life and gives them another chance to serve him in the form of ravening jackals.</p><p><strong>River Wraith:</strong> “River-wraith” is an acquired template that can be added to any living, corporeal creature</p><p><strong>Rusalka:</strong> The Witch Queen of Irrisen demands a lifetime of service from every subject—even those who die unnaturally are forced to remain in Irrisen for the length of a natural lifetime. Rusalka are perhaps the most tragic of these undead: spirits of young women who die heartbroken or murdered by their lovers. Such bodies inevitably find their ways into nearby waterways and birth a rusalka.</p><p><strong>Scarwall Guard:</strong> The skeletal remains of Kazavon’s elite minotaur guards, the Scarwall guards arose after the hero Mandraivus defeated the blue dragon and cursed its remains.</p><p><strong>Segruchen, The Fallen King, The Iron Gargoyle, Crumbling Statue, Undead Recreation:</strong> Segruchen the Iron Gargoyle was once called the King of the Barrowood, and his reign of cruelty inspired fear in the hearts of those who dared live near the wood’s dreaded boughs. As her Third Act, Iomedae dismembered Segruchen’s wings during an amazing aerial battle, leaving a crater where he fell, then finished him off.</p><p>Centuries later, evil stirred within that crater. His hatred and the last of his lifeblood infused his undying vengeance into the earth, and the stone twisted into a crumbling statue of his former self, with gouts of blood oozing from the stumps of his wings.</p><p><strong>Skinshroud:</strong> A skinshroud with a sharp instrument can spend 4 hours flaying a dead body and use its own black blood as a necromantic catalyst to create another skinshroud.</p><p>One of the grisly drow experiments in Orv’s Bloodforge was the first skinshroud, which became self-replicating.</p><p><strong>Sphinx Riddleborn:</strong> They derive from particularly cruel gynosphinxes that spent a lifetime asking fiendishly difficult riddles and devouring all whom they deemed too witless. As a gynosphinx’s lair becomes littered with bones and treasures, it also fills with the misery of unanswered riddles. This misery manifests itself in negative energy that reanimates the gynosphinx’s corpse after its death, leaving little but a savage hunger for riddles.</p><p><strong>Taotaomona:</strong> “Taotaomona” is an acquired template that is added to any living creature that died defending their communities or family and has a Charisma score of at least 6.</p><p><strong>Anufat, Human Taotaomona Savage Barbarian 9, Translucent Warrior:</strong> Anufat was a mighty warrior in his tribe, surviving countless battles, even a spear blow through his head. Eventually he did fall in combat, the last warrior standing against an attack by a rival tribe. Though his body had failed him, his spirit lifted itself from his corpse and continued to fight on.</p><p><strong>Thespis:</strong> When dedicated performing artists are unable to complete their masterpieces due to an untimely demise, their souls sometimes become so frustrated by the unfulfilled ambition that they manifest as malevolent spirits known as thespi.</p><p><strong>Ustrel:</strong> If a stillborn child sired by a vampire is not burned or buried in consecrated ground, they sometimes return from the grave as an ustrel—an undead infant with a vampire’s craving for blood.</p><p><strong>Varkolak:</strong> A creature of Shoanti legend, a varkolak sometimes forms when a Shoanti warrior dies alone in the wilderness after betraying his quah through murder or treachery.</p><p><strong>Wraith Coin:</strong> Coin wraiths are the unquiet spirits of individuals whose hearts were consumed by avarice. Those who covet personal wealth or attempted to steal it—bandits, bankers, grasping nobles, misers, profiteers, thieves, and despots—all have the potential to become coin wraiths following their deaths. Followers of Abadar, Besmara, Gyronna, Shax, and Mammon are often cursed with this existence for failure to show proper devotion.</p><p><strong>Alchemical Dreadnought, Titanic Humanoid Form, Towering Composition of Many Fused Corpses:</strong> ?</p><p><strong>Aridnyk, Floating Crystalline Mass, Especially Malicious Undead, Spirit, Mass of White Shining Crystal, Rare Unusual Undead, Naturally Occurring Wellspring of Unholy Power:</strong> ?</p><p><strong>Contra-Legem, Intelligent Undead:</strong> ?</p><p><strong>Contra-Legem Devourer, Corpse:</strong> ?</p><p><strong>Desert Fury, Furious Cyclone of Sand, Animated Corpse, Desiccated Husk, Animated Husk, Desert Fury Husk:</strong> ?</p><p><strong>Disemboweled Prophet, Dried Troll Husk, Undead Abomination:</strong> ?</p><p><strong>Doomed Derelict, Ship:</strong> ?</p><p><strong>Einherjar, The Honored Dead, Undead Warrior:</strong> ?</p><p><strong>Einherjar, Guardian:</strong> ?</p><p><strong>Ferrywight, Bipedal Figure, Wretched Being:</strong> ?</p><p><strong>Ghoul Bloated Devourer, Worker:</strong> ?</p><p><strong>Ghoul Bloated Devourer, Soldier:</strong> ?</p><p><strong>Ghoul Bloated Devourer, Walking Reservoir of Negative Energy:</strong> ?</p><p><strong>Ghoul Gaunt Ascetic, Skeletally Thin Humanoid With Pale Skin Inscribed With Arcane Symbols:</strong> ?</p><p><strong>Grave Guard, Skeletal Creature, Skeletal Creation:</strong> ?</p><p><strong>Grave Guard, Guardian of a Library:</strong> ?</p><p><strong>Grave Guard, Guardian of a Temple:</strong> ?</p><p><strong>Grave Guard, Guardian of a Tomb:</strong> ?</p><p><strong>Grave Guard, Guardian of a Sacred Vault:</strong> ?</p><p><strong>Advanced Variant Grave Guard, Sickle-Bladed Bronze Armored Skeletal Creature:</strong> ?</p><p><strong>Large Advanced Grave Guard, Hulking Monstrosity, Construct:</strong> ?</p><p><strong>Grim Harvester, Cowled Humanoid Figure, Degenerate Successors of a Long Forgotten Order Dedicated to the Preservation of Knowledge in Ancient Azlant, Abominable Creature:</strong> ?</p><p><strong>Hearth Wraith, Ghostly Figure:</strong> ?</p><p><strong>Mummy Pesh, Humanoid Form Wrapped Tightly in Strips of Linen, Odd Variant:</strong> ?</p><p><strong>Greater Variety of Mummy Pesh:</strong> No greater varieties of pesh mummy have yet been created, though nothing is beyond the mad dreams of the cult or its leader.</p><p><strong>Nachzehrer, Peculiar Undead:</strong> ?</p><p><strong>No-Life King, Ancient Skeleton:</strong> ?</p><p><strong>Obour, Invisible Vampire Spirit, Vampire-Spirit:</strong> ?</p><p><strong>Ravening Jackal, Man-Sized Jackal, Abomination:</strong> ?</p><p><strong>Rusalka, Stunning Young Woman:</strong> ?</p><p><strong>Rusalka, Spirit of a Young Woman Who Died Heartbroken:</strong> ?</p><p><strong>Rusalka, Spirit of a Young Woman Who Died Murdered by Her Lover:</strong> ?</p><p><strong>Scarwall Guard, Skeletal Minotaur, Skeletal Remains of an Elite Minotaur Guard:</strong> ?</p><p><strong>Skinshroud, Humanoid-Shaped Sack of Flesh, Grisly Drow Experiment, Undead Dermis of a Humanoid Turned Inside-Out and Covered in Black Blood:</strong> ?</p><p><strong>Sphinx Riddleborn, Skeletal Sphinx, Undead Abomination:</strong> ?</p><p><strong>Taotaomona, Free-Willed Undead:</strong> ?</p><p><strong>Thespis, Translucent Apparition, Malevolent Spirit:</strong> ?</p><p><strong>Ustrel, Cooing Human Infant, Abomination of Rotting Filth-Caked Flesh Sharp Claws and a Maw of Jagged Shark-Like Teeth, Undead Infant With a Vampire’s Craving for Blood:</strong> ?</p><p><strong>Varkolak, Feral Red-Eyed Creature, Creature of Shoanti Legend, Rotting Vaguely Wolf-Like Beast With a Craving for Human Blood:</strong> ?</p><p><strong>Wraith Coin, Whirling Maelstrom of Coins and Treasure, Undead Who Manifest in a Physical Body Composed of Floating Coins and Treasure, Unquiet Spirit of an Individual Whose Heart Was Consumed by Avarice:</strong> ?</p><p><strong>Undead, Undead Creature, Undead Being:</strong> Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. Crew members who have proven themselves especially terrible in life remain on board the ship as undead mockeries of their former selves.</p><p>Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. However, among those rare few, some choose to delve into the depths of deathless hunger. There they find dark enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings.</p><p><strong>Sentient Undead:</strong> ?</p><p><strong>Undead Mockery, Undead Crew Member:</strong> ?</p><p><strong>Undying Denizen:</strong> ?</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Ghost, Regular Ghost:</strong> ?</p><p><strong>Ghoul, Normal Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow, Undead Shadow:</strong> ?</p><p><strong>Skeleton:</strong> As a standard action, a gaunt ascetic can expend a single channel energy use to animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum number of hit dice equal to the ascetic’s HD.</p><p><strong>Skeletal Defender:</strong> ?</p><p><strong>Dinosaur Skeleton, Undead Dinosaur, Walking Skeleton:</strong> ?</p><p><strong>Vampire, True Free-Willed Vampire:</strong> An obour is rather short-lived in its invisible, incorporeal form. After it rises from the grave, the vampire-spirit haunts a community for 40 nights, after which it returns to the soil just before dawn on the 40th night to regenerate its original physical form. During this transformation period, an obour is quite vulnerable. If its resting place is discovered and its transitioning form is doused with just a vial of holy water, the obour is utterly destroyed. If the obour’s transformation isn’t interrupted by the following midnight, the creature rises from the grave as a true, free-willed vampire.</p><p><strong>Wight, Typical Wight, Full-Fledged Free-Willed Wight:</strong> Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the ferrywight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights.</p><p><strong>Wight Spawn:</strong> Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD.</p><p><strong>Wraith, True Wraith:</strong> ?</p><p><strong>Zombie:</strong> A fulgur beetle can animate a mostly-intact corpse, as per the spell animate dead (CL 1st), except that the zombie remains animated for only a number of rounds equal to the beetle’s HD + Constitution modifier (usually 5 rounds). A newly animated zombie acts on the fulgur beetle’s next turn.</p><p>As a standard action, a gaunt ascetic can expend a single channel energy use to animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum number of hit dice equal to the ascetic’s HD.</p><p>Victims drowned by a rusalka rise under the next full moon as zombies under the rusalka’s control.</p><p><strong>Draugr:</strong> Any humanoid slain by a doomed derelict becomes a draugr under the control of the doomed derelict.</p><p><strong>Soulbound Beheaded:</strong> When a grim harvester confirms a critical hit with a slashing weapon against an opponent, the weapon severs the creature’s head (if it has one) from its body, instantly killing it (Fort DC 22 negates). On the following round, the severed head reanimates as a soulbound beheaded (Bestiary 4 17, see below) under the grim harvester’s control.</p><p>Turning to foul necromantic rituals, these abominable creatures [grim harvesters] not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead.</p><p>When the time is ripe, they [grim harvesters] seek out these unfortunate souls and take their heads, lest their knowledge be lost forever.</p><p><strong>Geb:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/193326/Westbound?affiliate_id=17596" target="_blank">Westbound</a>[spoiler]</p><p><strong>Undead:</strong> The unburied dead are not only a vector for mundane disease, but may become hosts to undead maladies.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/221354/Winter-EternalPathfinder--The-Cities?affiliate_id=17596" target="_blank">Winter Eternal: Pathfinder - The Cities</a>[spoiler]</p><p><strong>Ghost:</strong> ?</p><p><strong>Zombie:</strong> Dead bodies of criminals are raised and used as guards.</p><p><strong>Zombie, Guard:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/180481/Winters-Roar-Vikmordere-Bestiary?affiliate_id=17596" target="_blank">Winter's Roar Vikmordere Bestiary</a>[spoiler]</p><p><strong>Aptrgangr Lake:</strong> Any humanoid creature that is slain by a lake aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a humanoid creature with 10 or more Hit Dice is drowned by the lake aptrgangr, they instead become a lake aptrgangr after 1d4 days.</p><p>The frigid waters of Serpent Lake hold many dangers. Vikmordere legend claims a portal to the underworld lies deep beneath its surface. True warriors fear drowning here above all other deaths, for a warrior touched by the dark abyss is forever beyond the reach of the Ancestor Spirit. These cursed wretches become lake aptrgangr, driven only by a desire to draw others into the deep.</p><p><strong>Aptrgangr Land:</strong> Any humanoid creature that is slain by a land aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a lawful humanoid creature with 10 or more Hit Dice is killed by the land aptrgangr, they instead become a land aptrgangr after 1d4 days if the body is left for scavengers to feast upon.</p><p>Vikmordere warriors loathe the dishonorable. Cruel leaders sentence cowards and traitors to torturous ritual deaths, before leaving the body for scavengers. If the restless spirit is sufficiently strong, it can permanently possess one of the creatures devouring its corpse. The foul beast becomes the receptacle for the soul, gaining the ability to reanimate the half-eaten body, crush the wills of lesser beasts, and even usurp control over the bodies of others. However, the true spirit and will of the undead lies forever within the familiar.</p><p><strong>Vaettir:</strong> The bone-chilling cold of the region breeds desperation. When supplies run low, hard choices are made. These decisions can be as simple as theft or as terrible as murderous cannibalism. Those that survive carry the guilt and pain of their actions for the rest of their lives, often remaining forever silent regarding their crimes. Those that die regardless sometimes arise as vættir, forever mindlessly guarding the place where they sinned and died.</p><p><strong>Vereri Stalker:</strong> Vereri stalkers are the assassins and bounty hunters created to serve powerful liches and evil witches.</p><p><strong>White Wailer:</strong> When a witch is burned alive on ground that has not been properly sanctified, a white wailer can arise from her tortured screaming soul. This most often happens when an ignorant superstitious populace takes matters in their own hands, and so the unlucky witch can just as easily be good or evil.</p><p></p><p><strong>Wight:</strong> Any humanoid creature that is slain by a lake aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a humanoid creature with 10 or more Hit Dice is drowned by the lake aptrgangr, they instead become a lake aptrgangr after 1d4 days.</p><p>Any humanoid creature that is slain by a land aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a lawful humanoid creature with 10 or more Hit Dice is killed by the land aptrgangr, they instead become a land aptrgangr after 1d4 days if the body is left for scavengers to feast upon.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/199524/Wizards-Academy?affiliate_id=17596" target="_blank">Wizard's Academy</a>[spoiler]</p><p><strong>Death Knight:</strong> Most (but not all) death knights were paladins in life, who broke their vows in such a complete and horrific way that they became the exact inverse of their formor holiness. This goes far beyond simply losing honor; only someone who has completely and utterly fallen in word, deed, and disposition could become something as horrific as a death knight.</p><p><strong>Deathknight Mageknight 11:</strong> ?</p><p><strong>Death Knight Lord, Great Death Knigh Lord:</strong> ?</p><p><strong>Death Knight Lord Mageknight 17:</strong> ?</p><p><strong>Draugr:</strong> Greater by far than anything simple magic can reproduce, draugr are naturally-occuring undead of great power, possessing intelligence, cunning, and a great hunger and hatred for the living.</p><p>This crypt was built by a particularly ambitious necromancy student, who was looking for a place to hide bodies he’d stolen from the school mortuary. However, underestimating the magic that leaks from the academy above, these bodies animated on their own as draugr before he was able to make use of them, and ate him the next time he visited.</p><p><strong>Storm Draugr:</strong> This crypt was built by a particularly ambitious necromancy student, who was looking for a place to hide bodies he’d stolen from the school mortuary. However, underestimating the magic that leaks from the academy above, these bodies animated on their own as draugr before he was able to make use of them, and ate him the next time he visited.</p><p><strong>Devouring Draugr:</strong> This crypt was built by a particularly ambitious necromancy student, who was looking for a place to hide bodies he’d stolen from the school mortuary. However, underestimating the magic that leaks from the academy above, these bodies animated on their own as draugr before he was able to make use of them, and ate him the next time he visited.</p><p><strong>Janus, Being, God of Gateways and Dualities, Great Archetype of the Undead Servant, Avatar:</strong> Janus is the god of gateways and dualities, usually associated with the gateways of death and time, but his territory extends beyond this limitation. He is also the great archetype of the undead servant; while it is virtually impossible to summon an actual god, Janus is surprisingly accomidating of mortal casters, sending an avat[a]r to the service of any caster of sufficient power to summon it.</p><p><strong>Skeletal Student:</strong> ?</p><p><strong>Skeletal Student Initiate:</strong> The skeleton in this room has long-since been animated by the lingering magic of the academy, and is an initiate skeletal student. He doesn’t remember anything, not even his name, except that he was thrown into this cell while alive, then everyone left and he died.</p><p><strong>Skeletal Student Basic:</strong> ?</p><p><strong>Skeletal Student Journeyman:</strong> ?</p><p><strong>Skeletal Student Advanced:</strong> ?</p><p><strong>Skeletal Student Master:</strong> ?</p><p><strong>Lord Baroden de Fleur, The Lovelorn Lich, Human Lich Soulweaver 19, Professor of Both Healing and Necromancy, Most Infamous Teacher at Windfell Academy, Strictest Teacher, One of the Best Teachers, Undead Abomination Turned Teacher, Overseer of Healing Services and the Crypt, Being of Unadulterated Evil, Very Effective Teacher, More Gifted Teacher, Undead Spellcaster:</strong> ?</p><p><strong>Death Knight, Truest Champion of All That is Evil in the World, Being of Undeath and Cruelty, Undead With a Mastery of Necromancy:</strong> ?</p><p><strong>Draugr, Golden Standard of the Undead, Naturally-Occurring Undead of Great Power:</strong> ?</p><p><strong>Storm Draugr, More Powerful Draugr:</strong> ?</p><p><strong>Devouring Draugr, More Powerful Draugr:</strong> ?</p><p><strong>Skeletal Student Initiate, Skeleton, Erich Child:</strong> ?</p><p><strong>Skeletal Student Initiate, Skeleton, Experimental Construct:</strong> ?</p><p><strong>Skeletal Servant:</strong> ?</p><p><strong>Skeletal Student, Skeletal Mage:</strong> ?</p><p><strong>Skeletal Student Initiate, Servant:</strong> ?</p><p><strong>Skeletal Student Initiate, Skeletal Form, Undead Remains of the Maelotef:</strong> ?</p><p><strong>Skeletal Student Basic Skeletal Form, Undead Remains of the Maelotef:</strong> ?</p><p><strong>Skeletal Student Journeyman Skeletal Form, Undead Remains of the Maelotef:</strong> ?</p><p><strong>Skeletal Student Advanced Skeletal Form, Undead Remains of the Maelotef:</strong> ?</p><p><strong>Skeletal Student Master Skeletal Form, Undead Remains of the Maelotef:</strong> ?</p><p><strong>Skeletal Student, Undead Monstrosity:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Creating undead requires the theft of another’s body and soul, and results in the creation of a creature who inherently seeks the torture and death of all living things.</p><p><strong>Intelligent Undead, Intelligent Undead Creature:</strong> ?</p><p><strong>Intelligent Undead Servant:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Naturally Occurring Undead:</strong> ?</p><p><strong>Undead Experiment:</strong> ?</p><p><strong>Undead Experiment Unintelligent Servant:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Most Common Creature Found in the Employ of Wizards:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampiric Headmaster:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p>World of Aruneus 001 Contagion Infected Human Zombies[spoiler]</p><p><strong>Zombies Contagion Infected Human:</strong> These creatures are a special type of undead Humans who have been infected by the Contagion. Once a Human has been bitten by a Contagion Infected Zombie, they themselves will turn in a matter of hours or at best, days.</p><p>A single bite from a Contagion Infected Zombie will infect any Human bitten.</p><p>If a Human is bitten by a Contagion Infected Zombie they will die within 1d20+4 hours. Chance of transmission of the Contagion is always 100%.</p><p>A successful Will save (DC 20) will add an additional 1d10 hours of life. Once dead, the victim will reanimate as a Contagion Infected Zombie in 1d4 hours.</p><p>Once a Human has contracted the Contagion they cannot be healed by any normal or magical means except the Vial of Life or a Miracle or Wish (not a Limited Wish).</p><p>Once a Contagion infected Human has died, they cannot be resurrected. They will always reanimate as a Standard Contagion Infected Zombie. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/139295/World-of-Obsidian-Apocalypse-Life-After-Undeath-PFRPG?affiliate_id=17596" target="_blank">World of Obsidian Apocalypse: Life After Undeath</a>[spoiler]</p><p><strong>Calix Sabinus, Vampire Lord Lich:</strong> ?</p><p><strong>Asi Magnor:</strong> ?</p><p><strong>Riven:</strong> For a PC to become riven, he must die and his player must succeed on a level check at the moment of death. This check represents the force of will required to preserve the connection between soul and body in death. Riven call this moment “rejecting the Threshold.”</p><p>Roll 1d20 and add the dying character’s level and Charisma modifier. If the result is 25 or greater, then the character becomes riven.</p><p>After the Battle of the Black Crescent, Calix Sabinus realized something curious. A few of his mortal slave soldiers should have died battling the forces of Asi Magnor, but they did not. The vampire lord quickly ascertained that they were intelligent undead—these ones called riven.</p><p>The Undead Wars generated many riven.</p><p><strong>Sundered:</strong> Sometimes an individual cannot reject the Threshold, but possesses too strong a will to simply dissipate into the ravaged world-aura of Abaddon. These disembodied souls are the sundered.</p><p>For a PC to become sundered, she must die and her player must succeed on a level check at the moment the soul separates from body. This check represents the force of will required to preserve individuality and sanity. Sundered call this moment “the Collection.”</p><p>Roll 1d20 and add the dying character’s level and Charisma modifier. If the result is less than 25, then the character dies normally. If the result is 25 or greater, then the character becomes sundered.</p><p><strong>Boss Petward Mazebane, Risen Fighter 8:</strong> ?</p><p><strong>Shackles Brash Shieldhart, Risen Rogue 9:</strong> ?</p><p><strong>Whip Udoorin Wyvernjack, Risen Rogue 7:</strong> ?</p><p><strong>Cage Cruneiros Swordhand, Risen Barbarian 8:</strong> ?</p><p><strong>Eiltranna Gemviper, Sundered:</strong> ?</p><p><strong>Ianven Firepeak, Risen:</strong> ?</p><p><strong>Rician Swordheart, Risen:</strong> ?</p><p><strong>Crulannan Tombstone, Risen:</strong> ?</p><p><strong>Panrry Dragonsbane:</strong> ?</p><p><strong>Zanian Tigerhelm:</strong> ?</p><p><strong>Riclannan Youngsoul:</strong> ?</p><p><strong>Crurry Darkbane:</strong> ?</p><p><strong>Leogeon Taletreader:</strong> ?</p><p><strong>Mayor Sharil Legendblood, Riven Fighter 15:</strong> ?</p><p><strong>First Councilor Wielorin Fiedlorsdottir, Sundered Aristocrat 7:</strong> ?</p><p><strong>Host Councilor Walry Shipsail, Sundered Fighter 6:</strong> ?</p><p><strong>Guard Captain Vicgold Loyolar, Sundered Paladin 4:</strong> ?</p><p><strong>Master Kevturnal Emeraldeye, Riven Wizard 7:</strong> ?</p><p><strong>Mystic Marrath Outrunner, Sundered Sorcerer 5/Sundered 8:</strong> ?</p><p><strong>Occluded Neristranna Shortcloak, Riven Alchemist 8:</strong> ?</p><p><strong>Visionary Xanorin Dragonskin, Sundered Oracle 6:</strong> ?</p><p><strong>Commander Graaver Catacomb, Riven Magus 7:</strong> ?</p><p></p><p><strong>Ghost:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/78144/World-of-Obsidian-Twilight-PFRPG-Preview?affiliate_id=17596" target="_blank">World of Obsidian Twilight (PFRPG) Preview</a>[spoiler]</p><p><strong>Asi Magnor, Mummy:</strong> ?</p><p><strong>Calix Sabinus, Vampire Lich:</strong> He studied, frenziedly, lost, forgotten and forbidden arts before finally empowering himself, going beyond the vampiric to also become a lich.</p><p><strong>Kalbna, Ghast:</strong> ?</p><p></p><p><strong>Undead:</strong> From out of the dark and forbidding heavens a great meteor, black as night itself, carved through Abaddon’s atmosphere, calved into massive sections and rained down upon the world in great shards. It obliterated cities, shattered the living rock, sent tidal waves swamping over islands and drowning the coasts, ignited volcanoes and set the ground quaking for more than a year.</p><p>Over 85% of the sentient population of Abaddon was killed in moments and no sorcery, no prayer, no force of arms nor cunning with the builder’s craft could stand against the destruction. Those who survived found themselves in the ruins of civilization, surrounded by the corpses of their nations, overwhelmed by death and living beneath a soot-black sky.</p><p>Their suffering did not end there. The meteor was a black, hellish thing, infused with vast amounts of necrotic energy. The survivors watched in horror as the power of the meteors fragments and its dust began to raise the dead and few of the remaining cities survived the onslaught of their own deceased.</p><p><strong>Ghost:</strong> The spirits released during the cataclysm were scared, confused, barely sentient, an outpouring of pain and suffering that would lash out at anything that came close to them, little more than necromantic energy themselves, free and wild to animate the dead. In the years since the cataclysm however, the character of the dead has changed. Those who die today die with hatred for the lords on their minds, with revenge and cries of freedom on their lips. The ghosts of today are the spirits of vengeance, no allies to the lords or to Calix Sabinus. Even the dead themselves are turning against the powers that be.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Magazines[spoiler]</p><p></p><p>Claw Claw Bite[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/92329/Claw---Claw---Bite--Issue-18?affiliate_id=17596" target="_blank">Claw Claw Bite 18</a>[spoiler]</p><p><strong>Undead:</strong> Of course, if they do happen to die in the night on Pellatarrum, there is an increased chance the victim will return as an undead.</p><p>Battles at night on Pellatarrum will carry greater casualties for both sides, with the increased possibility of the dead coming back as undead.</p><p>Only an idiot fights the undead at night on Pellatarrum. They are stronger, do more damage, and have increased chances of turning you and your friends into abominations.</p><p><strong>Ghost:</strong> On a related note, if you're caught outdoors at night, don't bang on the door asking to be let in. You won't be, because you're clearly an undead who wants to feast on the souls of those indoors. If you're still alive in the morning, they'll take you to the local church for healing, because if they take you in, and you die later that night, you might return as a ghost and blame them for your death.</p><p><strong>Drelnza, Vampire Warrior Maiden:</strong> ?</p><p><strong>Suffering Soul:</strong> ?</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>Fat Goblin Gazette[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/154277/Fat-Goblin-Gazette-1?affiliate_id=17596" target="_blank">Fat Goblin Gazette #1</a>[spoiler]</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/166140/Fat-Goblin-Gazette-3?affiliate_id=17596" target="_blank">Fat Goblin Gazette #3</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Haunt:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Vampire King:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Kobold Quarterly[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/98313/Kobold-Quarterly-Magazine-20?affiliate_id=17596" target="_blank">Kobold Quarterly 20</a>[spoiler]</p><p><strong>Endrian's Shade, Human Ghost Paladin 5:</strong> Fifty years ago, the paladin Endrian died so far from his home plane that his gods could not find him. His soul has since wandered the planes unable to find his way to a more palatable eternity.</p><p><strong>Pishtaco:</strong> The unquiet souls of conquerors who commit atrocities against native people sometimes give rise to pishtacos, undead who spirit away locals and butcher them for their organs and fat.</p><p><strong>Undead:</strong> A circle of once-sacred stones has been corrupted and spawns undead from those who die nearby and corrupts benign plants into evil, aggressive flora.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Pathways [spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/88913/Pathways-1?affiliate_id=17596" target="_blank">Pathways 1</a>[spoiler]</p><p><strong>Ziburinis:</strong> The Ziburinis is a type of skeletal undead that rises from those who die in dark forests.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/91112/Pathways-3-PFRPG?affiliate_id=17596" target="_blank">Pathways 3</a>[spoiler]</p><p><strong>Kalil Tamar Human Ghost Antipaladin 16:</strong> Kalil Tamar shared the rule of the Satrapy of Ata’Tamar with his brother, Tayib the Good until insidious lies shattered the trust they shared, filling Kalil’s soul with hate and desire for vengeance. The brothers’ armies met in battle on the blood red plains of Ferr.</p><p>Thousands of young men were buried under the cairns in the field. Kalil and his brother were among them. Kalil’s ghost, still burning with misplaced rage, haunts the Cairn Fields of Ferr taking out its wrath on those who seek treasures on this ancient battleground.</p><p><strong>Abandoned Soldier Haunt:</strong> The dead outnumbered the living on the bloody battlefield and many corpses began to rot before they could be buried. After a week, the living abandoned the grisly task of burying their kin. Although there are hundreds of these unburied corpses, haunts manifest around only a dozen.</p><p><strong>Solid Phantoms:</strong> ?</p><p><strong>Cairns Without End:</strong> Over the years, many grave robbers have gotten lost in the cairn fields. The sheer horror they experienced before they felt the fingers of the undead at their throats provided sufficient negative energy to manifest as a new haunt.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/92845/Pathways-5-PFRPG?affiliate_id=17596" target="_blank">Pathways 5</a>[spoiler]</p><p><strong>Dread Revenant Creature:</strong> A dread revenant is the animate remains of a sentient creature whose desire to fulfill a special goal is so powerful it allows it to return from beyond the grave. This can also happen when a powerful deity or ethos returns a dead champion from ages past, disturbing the champion’s well-earned rest, forcing the dread revenant to go on a quest that no living mortal would dare to undertake.</p><p>“Dread revenant” is an acquired template that can be added to any living corporeal creature</p><p><strong>Dread Revenant Roper:</strong> ?</p><p><strong>Mukurokoori:</strong> Similar to zombies, mukurokoori are animated corpses brought to life in order to serve evil powers of cold and ice.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/93623/Pathways-6-PFRPG?affiliate_id=17596" target="_blank">Pathways 6</a>[spoiler]</p><p><strong>Osirion Mummy:</strong> “Osirion mummy” is an acquired template that can be added to any living, corporeal creature.</p><p><em>Canopic Conversion</em> spell.</p><p>Canopic Conversion Trap</p><p></p><p>Canopic Conversion</p><p>School necromancy [death, evil];</p><p>Level cleric/oracle9, sorcerer/wizard 9</p><p>Casting Time 1 round</p><p>Components V, S, F (four alabaster canopic jars worth 100 gp each), M (black onyx worth 100 gp per hit die of the target)</p><p>Range close (25 f. + 5 f./2 levels)</p><p>Target one creature</p><p>Duration instantaneous</p><p>Saving Throw Fortitude half;</p><p>Spell Resistance yes</p><p>This spell eviscerates the target, drawing forth his life essence as well as his internal organs. The target takes 1d6 hit points of damage per caster level (maximum 20d6). If this damage kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; 1d4 rounds later, the corpse revives as an undead with the Osirion mummy template.</p><p>The mummy is not under your control, but the canopic jars give the bearer certain powers over it. Anyone holding one of the jars can communicate with the mummy as if they share a common language. The bearer gains the benefits of protection from evil and sanctuary, but only against that mummy.</p><p>Unsealing or breaking a jar is a standard action, which dissipates its power (and protection) but lets the bearer issue a short command to the mummy, similar to a suggestion spell (Will DC 23 negates). You (and only you) may unseal all 4 jars in a 10-minute ritual to control the mummy with an effect similar to geas (Will DC 23 negates); most casters typically include a restriction that the mummy will not harm them, as unsealing the jars leaves them vulnerable.</p><p></p><p>Canopic Conversion Trap CR 10</p><p>Perception DC 34; Disable Device DC 34</p><p>Effects</p><p>Trigger touch Reset automatic</p><p>Effect spell effect (canopic conversion, caster level 18; 18d6 damage, on death creates mummy; DC 28 Fortitude half;[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/95504/Pathways-8-PFRPG?affiliate_id=17596" target="_blank">Pathways 8</a>[spoiler]</p><p><strong>Dread Revenant:</strong> Dread revenants are driven by the deities of wrath and vengeance. A dread revenant rises from the grave to hunt and kill its murderer, or who in life it perceived to be its murder, for a revenant is driven by a roaring rampage of revenge, not a quest for justice.</p><p>“Dread Revenant” is an acquired template that can be added to any living corporeal creature.</p><p><strong>Dread Revenant Fire Giant:</strong> “The shapeshifting bastard, who had taken the form of my husband, slew me in my wedding bed. He then disguised as my chieftain and led my tribe through a trap that left them trapped between the seconds in the depths of the Obsidian Sea which lies in the lightless lands beneath Questhaven. They remain trapped there till this day. But for me there was no simple deathless sleep, trapped in time. No, my hate and grief touched Our Vicious Brother of Destruction and he sent me back for my revenge upon this nameless trickster.”</p><p>Excerpt from The Tragic Tale of Sinmara Surtdottier by Qwilion of Questhaven.</p><p><em>Animate Dead Revenant</em> spell.</p><p></p><p>Animate Dread Revenant</p><p>School: Necromancy [Evil]; Level: Clr 9, Sor/Wiz 9</p><p>Casting Time: 1 standard action</p><p>Components: V, S, M (an onyx gem worth at least 25 gp per Hit Die of the dread revenant)</p><p>Range: Touch</p><p>Target: One corpse</p><p>Duration: Instantaneous</p><p>Saving Throw: None(see text); Spell Resistance: no </p><p>You can only cast this spell on the corpse of one creature that has been slain by another living creature; it animates gaining the dread revenant creature template. If the subject's soul is not willing to return (it has no desire for vengeance), the spell does not work; therefore, a subject that wants to return receives no saving throw. The living creature that killed the dread revenant is the subject of its reason to hate special ability. Until that creature has been slain you cannot cast this spell again.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/102794/Pathways-16-PFRPG?affiliate_id=17596" target="_blank">Pathways 16</a>[spoiler]</p><p><strong> Balor Lord Gahlgax Atarrith:</strong> Orcus personally gifted him with vampirism after Gahlgax slew a rival balor that sought (foolishly) to supplant the Prince of the Undead. In truth, the now long-forgotten balor did nothing of the sort, Gahlgax manipulated and miss-reported his rival’s actions so that it appeared he sought to steal Orcus’ famed wand. Slaying the balor, he then (humbly) presented his evidence to Orcus. Orcus, in rare good mood after torturing and dismembering a particularly obnoxious and strident paladin-hero, drank deeply of Gahlgax’s blood to create the unholy abomination that now serves him.</p><p>Gahlgax has been blessed by his patron with the powers of undeath and has all the standard undead immunities in addition to those enjoyed by normal demons.</p><p><strong>Gravenknight Marilith Antipaladin 2 Sword of Orcus:</strong> ?</p><p><strong>Spectral Tarantella:</strong> The souls of the two prostitutes Madam Matilda murdered during the dance haunt this room.</p><p><strong>Mek'Madius, Human Lich Wizard 15:</strong> The Obelisk Order arrived at the projected impact location of the Shard of the Sun, faced one another and began the most powerful spell ever cast by mortals. Just as the Shard of the Sun appeared overhead, Mek’Madius sacrificed his nine apprentices and began a powerful spell of his own. The Obelisk Order was unable to stop him as their ritualistic arcane protection spell required they stay focused only on the Shard of the Sun. Mek’Madius focused the soul energy into a powerful absorption spell, attempting to siphon off a portion of the magical and radiant energy from the Shard. But Mek’Madius’s evil and selfish acts came with a price; as a fragment of the Shard of the Sun broke off and tumbled toward the earth, Mek’Madius’s very soul was drawn into the fragment. Mek’Madius’s selfishness and reckless abuse of power had transformed him into an undead creature, permanently bound to the fragment, destined to experience his living death in utter isolation.</p><p>Mek’Madius’s phylactery is not one he made by choice. Mek’Madius was reckless and utilized souls to engage his absorption spell, which in turn channeled energy through his own soul. At the same time as he completed his energy absorption, the Obelisk Order repelled the Sun Shard from impacting the planet, causing fragments to break off.</p><p>One of the largest fragments reflected the energy absorption back into Mek’Madius, pulling his soul out of his body. His soul was sucked into the sky and slammed into the fragment as it plummeted toward the earth. Mek’Madius had been transformed into a lich, and the fragment of the Shard of the Sun his phylactery. The entire event was a complete mistake, but he soon would come to see this curse as a blessing in disguise.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/105523/Pathways-18-PFRPG?affiliate_id=17596" target="_blank">Pathways 18</a>[spoiler]</p><p><strong>Ghoul:</strong> A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast).</p><p>To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result.</p><p>Necrotic Fever disease.</p><p><strong>Ghast:</strong> A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast).</p><p>To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result.</p><p>Necrotic Fever disease.</p><p></p><p>Necrotic Fever (Ex) Bite—injury; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d4 Con damage; cure 2 consecutive saves. A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast).[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/106485/Pathways-19-PFRPG?affiliate_id=17596" target="_blank">Pathways 19</a>[spoiler]</p><p><strong>Witchfire Creature:</strong> The fell powers of undeath rejoice when an exceptionally vile female monstrosity dies (especially hags and witches), transforming these wicked crones into incorporeal undead known as witchfires. </p><p>“Witchfire” is an acquired template that can be added to any living, intelligent, female creature.</p><p><strong>Mabyn The Burning Silence:</strong> ?</p><p><strong>Black Shuck:</strong> It was many centuries ago that Black Shuck came to our world, brought on the tides of the Ancestor People of the Vikmordere. The tales of his origins are as lost as the beast itself, which wanders the land of the living, bringing only fear and death to the countryside. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/107784/Pathways-20-PFRPG?affiliate_id=17596" target="_blank">Pathways 20</a>[spoiler]</p><p><strong>Iron Lich:</strong> Some creatures, in order to gain power and immortality, exchange their mortal flesh for a complex mechanical apparatus that sustains their existence. Its soul-powered furnace powers its intricate system of pumps and pistons granting it mobility and massive strength. Only the iron lich’s skull, floating inside its metallic hood, betrays its mortal origins, and announces its fell nature.</p><p>“Iron Lich” is an acquired template that can be added to any living creature capable of creating the required mechanical body, or to any standard lich.</p><p><strong>Soultill, Iron Lich Human Sorcerer 7/Harrower 7:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/109795/Pathways-22-PFRPG?affiliate_id=17596" target="_blank">Pathways 22</a>[spoiler]</p><p><strong>Screaming C:</strong> Sometimes, when a gifted bard or other performer dies a sudden, unjust death, she creates a note of pure anguish that outlives her and seeks to inflict the pain of her demise on others. </p><p></p><p><strong>Poltergeist:</strong> The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life, and death could not wholly claim them. </p><p>A few days after their death, these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/110806/Pathways-23-PFRPG?affiliate_id=17596" target="_blank">Pathways 23</a>[spoiler]</p><p><strong>Scorched Skeleton:</strong> Mek’Madius created this spell in an attempt to make a type of minor lich that was powered by the Fragment of the Sun Shard. They would be powerful, but not so powerful that he couldn’t control them. He wanted to create a new race of underlings, as the Aquamia was reticent to join him, and his shard-blessed creatures are not on his par intellectually. He wanted them to be able to think and reason like he did. Try as he might, he failed, leaving a trail of dead bodies in his wake. These bodies were taken and thrown into the cave system below the hideout and left to rot. </p><p>He began trying the spell with non-mages, hoping that a warrior would spawn as a lich and could be taught. This failed as well. While Mek’Madius didn’t achieve his goal, he did create something new. What he accomplished was the creation of quasi-intelligent undead that could remember some of their previous life, but not everything. These new creatures remember some of their training and some of the skills that they learned while they were alive, but their deeper memories, such as their name, the place they were born, or who their families are, are completely wiped away. </p><p><em>Curse of the Scorched Mind</em> spell.</p><p></p><p><strong>Undead:</strong> A character suffering from the curse Death’s Disrespect has made the terrible mistake of speaking too soon the name of one who has recently died--a terrible sign of disrespect. The curse manifests via the body or spirit of the dead returning as an undead and attacking the victim of the curse. </p><p></p><p>Curse of the Scorched Mind </p><p>School Necromancy (evil); Level Sorcerer/Wizard 7 </p><p>Casting Time 10 minutes </p><p>Components V, S, M (Fragment of the Sun Shard) </p><p>Range Touch </p><p>Target One living creature touched </p><p>Duration Instantaneous </p><p>Saving Throw Fortitude partial; Will negates (see text); Spell Resistance No </p><p>This spell takes a small piece of the Sun Shard Fragment’s power and transfers it through Mek’Madius and into his target, killing the target unless it succeeds on a DC 23 Fortitude save. A successful save means the target still takes 7d6 of fire damage. A failed Fortitude save means that the target must then make a DC 23 Will save, or else its soul is trapped in its body as a pseudo-intelligent undead. </p><p>This spell functions like animate dead, except that it creates an advanced type of burning skeleton called a scorched skeleton. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/115288/Pathways-27-PFRPG?affiliate_id=17596" target="_blank">Pathways 27</a>[spoiler]</p><p><strong>Unrotten Grott:</strong> The ogre Grott belonged to one of the Sisters of Black Ice until the crag linnorm Ponddraxithoss slew it, and the negative energies infusing the northlands brought the ogre’s body back to unlife as a frozen corpse creature.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/116307/Pathways-28-PFRPG?affiliate_id=17596" target="_blank">Pathways 28</a>[spoiler]</p><p><strong>Lostling:</strong> Lostlings are the pitiful corpses of disoriented individuals who died in the wilderlands from starvation, accident, or madness. </p><p>“Lostling” is an acquired template that can be added to any corporeal creature.</p><p>Any creature killed by a lostling, including those that die as an indirect result of its aura of disorientation, rises as a lostling in 1d4 days. If a lostling creature is CR 11 or higher this changes to 1d4 rounds. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/119886/Pathways-31-PFRPG?affiliate_id=17596" target="_blank">Pathways 31</a>[spoiler]</p><p><strong>Red Jester Creature:</strong> Red jester creatures are the undying remnants of court jesters who were executed by their ruler, but beware: humans are not the only race to employ fools. Some legends tell that Orcus, Demon Prince of the Undead creates them to serve as his court fools, though he often takes them out once he grows bored with them.</p><p>“Red Jester” is an acquired template that can be added to any creature with an Intelligence of 13 or higher and the ability to draw cards from a deck of many things.</p><p><strong>The Court Fool of Orcus:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/123375/Pathways-33-PFRPG?affiliate_id=17596" target="_blank">Pathways 33</a>[spoiler]</p><p><strong>Gnoll Bloody Skeleton Corpse Companion:</strong> ?</p><p><strong>Zombie Gnoll:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/125248/Pathways-34-PFRPG?affiliate_id=17596" target="_blank">Pathways 34</a>[spoiler]</p><p><strong>Myvainir Sehiatier Skeletal Champion Elf Wizard 3/Cleric 3/Mystic Theurge 4:</strong> A depraved lover of death, Myvainir Sehiatier was executed by his elven brethren for certain abominable practises. Returned to unlife by his faithful, undying servants he now stalks the world wreaking his revenge on all those with elven blood he encounters.</p><p>Not all Myvainir's work was destroyed when he was executed, though. A few of his trusted, sentient servants survived. Following his exacting instructions they set about returning their master to unlife.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/129268/Pathways-38-PFRPG?affiliate_id=17596" target="_blank">Pathways 38</a>[spoiler]</p><p><strong>Dread Banshee Creature:</strong> Like a normal banshee, a dread banshee is the enraged spirit of a female creature who either betrayed those she loved or was herself betrayed.</p><p>“Dread banshee” is an acquired template that can be added to any living, intelligent female creature.</p><p><strong>Rhysslra the Releaser Dread Banshee Serpentfolk:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/130677/Pathways-39-PFRPG?affiliate_id=17596" target="_blank">Pathways 39</a>[spoiler]</p><p><strong>Arlon Ghast Wizard 5:</strong> He fell foul to the depraved minions of a necromancer.</p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of Arlon's ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Ghoul Ghast:</strong> A humanoid who dies of Arlon's ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/138319/Pathways-43-PFRPG?affiliate_id=17596" target="_blank">Pathways 43</a>[spoiler]</p><p><strong>Dread Crucifixion Spirit Creature:</strong> Like normal crucifixion spirits, dread crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their souls or spirits having not entirely departed the Material Plane, have risen to seek vengeance on the living, particularly on clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such ghastly manners.</p><p>“Dread crucifixion spirit” is an acquired template that can be added to any living creature whose body could be subject to crucifixion (for example one could not crucify a gibbering mouther).</p><p><strong>Malaki the Martyr Dread Crucifixion Spirit Advanced Gargoyle:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/155649/Pathways-51-PFRPG?affiliate_id=17596" target="_blank">Pathways 51</a>[spoiler]</p><p><strong>Skeleton:</strong> Bonewarped Eternity disease.</p><p></p><p>Bonewarped Eternity</p><p>Type disease, contact; Save Fortitude DC 14</p><p>Track physical; Frequency 1/day</p><p>Latency noncontagious</p><p>Resistance none</p><p>Virulence range 10 ft., exposure 1 minute, interval 1 hour, duration 1 day</p><p>Effect No latent/carrier state. Even if the disease is removed with remove disease, the condition does not improve without greater restoration or heal. Animals, humanoids and monstrous humanoids that die from the disease are animated as skeletons contaminated with the disease.</p><p>Effect (core) 1d6 Con damage that cannot be healed until the disease is cured; upon death, animals, humanoids and monstrous humanoids become skeletons contaminated with the disease</p><p>Cure magic only</p><p>If there were a prize given for most visually disturbing plague, then bonewarped eternity would be in the running to win. This supernatural nastiness is spread only through contact with bodily fluids, but is so virulent that it quickly contaminates the environment of its victims. The physical effects of the disease begin immediately upon infection, wracking the victim with pain as their bones slowly ripple and deform. Tiny spurs begin to jut randomly from the victim’s entire skeletal system, eventually covering the body in a series of weeping wounds. By the time of death, the victim is little more than a deformed wreck covered in blood and bony spikes. Minutes later, the flesh of the victim begins to rapidly putrefy and the malformed, now-undead skeleton tears its way out of the body to spread contagion and malevolence.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/168127/Pathways-54-PFRPG?affiliate_id=17596" target="_blank">Pathways 54</a>[spoiler]</p><p><strong>Dread Phantom Armor Creature:</strong> Dread Phantom Armor arises only from the corpse of a trusted ally who murders his comrades in a sudden betrayal; the armor also must have been a gift from his former allies.</p><p>“Dread Phantom Armor” is an acquired template that can be added to any creature that can wear armor (including barding). This usually means it is corporeal and has a humanoid or equine figure of some kind, though this is not always the case.</p><p><strong>Hollow the Hallow:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/172354/Pathways-55-PFRPG?affiliate_id=17596" target="_blank">Pathways 55</a>[spoiler]</p><p><strong>Menacing Gloom:</strong> ?</p><p><strong>Persistent Shadow:</strong> ?</p><p><strong>Clinging Shadow:</strong> ?</p><p><strong>Unnatural Darkness:</strong> ?</p><p><strong>Shadow Swarm:</strong> ?</p><p><strong>Flickering Dark:</strong> ?</p><p><strong>Something Else Is Here:</strong> ?</p><p><strong>I Told You Something Else Was Here:</strong> ?</p><p><strong>Clawing Shadows:</strong> ?</p><p><strong>Stairwell Haunt:</strong> ?</p><p><strong>Mallir Halswain Ghast Investigator 4:</strong> Finally, he allowed himself to contract the disease, locked himself in his room forbidding his servants to enter, tied himself to his bed, died, and arose as a ghast.</p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Ghoul Ghast:</strong> A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/177423/Pathways-56-PFRPG?affiliate_id=17596" target="_blank">Pathways 56</a>[spoiler]</p><p><strong>Dread Sayona Creature:</strong> Stories of their origins claim that the first was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover’s children, then killed herself. Cursed by the gods for such a vile act, dread sayona now wander the world crying tears of blood and preying on beautiful young creatures—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share the dread sayona’s fate.</p><p>“Dread Sayona” is an acquired template that can be added to any creature with an Intelligence score of 3 or greater.</p><p><strong>Llorona Dread Sayona Scorpionfolk:</strong> ?</p><p></p><p><strong>Dread Ghoul:</strong> When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/208550/Pathways-64Music-PFRPG?affiliate_id=17596" target="_blank">Pathways 64</a>[spoiler]</p><p><strong>Maestrolich:</strong> While some creatures seek the state of lichdom to extend their own existence, some move to reach a state of powerful undeath purely for their art. These crazed seekers of some dread truth wish to understand death and undeath, not to extend their own power, or to gain years of time to research, or to seek wealth, but as the only way to truly understand those horrors well enough to create art that expresses the true nature of these fell powers. While this is most often the case with evil bards and skalds, anyone willing to sacrifice everything for their art has the dedication, or more accurately, the obsession, to continue to make more and more dreadful art, until they woo undeath itself, and accept that unholy condition’s embrace … in the name of music and art.</p><p>The quest to become a maestrolich is a lengthy one. While construction of a masterwork piece of music that perfectly exemplifies the idea of undeath is a critical component, a prospective maestrolich must also learn the secrets of the arts that most appeal to the dead. What music and form can be drawn forth from the agony and death rattles of the tortured and dying? What noises can move even the undead, and the gods and the demons that rule over them? The exact methods for each master artist’s transformation are left to the GM’s discretion, but should involve expenditures of tens of thousands of gold pieces, numerous deadly artist explorations, and a large number of difficult skill checks over the course of months, years, or decades.</p><p>Maestrolich is an acquired template that can be added to any living creature, provided it can create the required masterwork of undeath-defining art.</p><p><strong>Asmevath Deathdrum:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Vathak Times[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/105671/Vathak-Times-for-Shadows-over-Vathak?affiliate_id=17596" target="_blank">Vathak Times #1</a>[spoiler]</p><p><strong>Death Hound:</strong> ?</p><p><strong>Death Hound, Skeletal Creature, Beast:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/105875/Vathak-Times-Issue-2-Shadows-over-Vathak?affiliate_id=17596" target="_blank">Vathak Times #2</a>[spoiler]</p><p><strong>Masked Ghoul:</strong> A humanoid that dies of [a masked ghoul's] ghoul fever rises as a masked ghoul at the next midnight.</p><p><strong>Masked Ghoul, Beautiful Romni Girl:</strong> ?</p><p><strong>Masked Ghoul, Lazy Creature:</strong> ?</p><p><strong>Masked Ghoul, Pawn:</strong> ?</p><p><strong>Typical Ghoul:</strong> ?</p><p><strong>Lich, Powerful Undead, Master:</strong> ?</p><p><strong>Vampire, Powerful Undead, Master:</strong> ?</p><p><strong>Powerful Undead, Master:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/106243/Vathak-Times-Issue-3-Shadows-over-Vathak?affiliate_id=17596" target="_blank">Vathak Times #3</a>[spoiler]</p><p><strong>Bone Gorger, Ghoul Worm:</strong> ?</p><p><strong>Bone Gorger, Worm, Giant Creature, Subterranean Creature:</strong> ?</p><p><strong>Bone Gorger, Dangerous Guardian:</strong> ?</p><p><strong>Bone Gorger Variant:</strong> ?</p><p><strong>Bone Gorger, Horror:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Ghoul, Standard Ghoul, Normal Ghoul:</strong> A humanoid who dies of wasting rot and is not given a proper burial rises as a standard ghoul 24 hours after the disease consumes them.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/105672/Vathak-Times-Subscription-12-Issues?affiliate_id=17596" target="_blank">Vathak Times #5</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Ethereal Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Spirit:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p></p><p>Wayfinder[spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy8ypc?Wayfinder-2" target="_blank">Wayfinder 2</a>[spoiler]</p><p><strong>Rusalka:</strong> The Witch Queen of Irrisen demands a lifetime of service from every subject. Even those who die unnaturally remain in Irrisen for the length of a natural lifetime, thanks to her profane laws. The rusalka embody the most tragic elements of these undead: spirits of young women who die heartbroken or murdered by their lovers, now compelled into horrific service. Through magic, nature, or fate, the bodies of Irrisen’s murdered lovers inevitably find their ways into nearby waterways, and birth a rusalka.</p><p><strong>Grave Guard:</strong> Created by clerics worshiping deities with the Death domain.</p><p>A cleric of at least 12th level can use create undead to construct a grave guard, choosing the weapons that the guard wields for the rest of its existence.[/spoiler] </p><p></p><p><a href="http://paizo.com/products/btpy8ype?Wayfinder-4" target="_blank">Wayfinder 4</a>[spoiler]</p><p><strong>Taotaomona:</strong> “Taotaomona” is an acquired template that is added to any living creature that died defending their communities or family and has a Charisma score of at least 6.</p><p><strong>Anufat Human Taotaomona Savage Barbarian 9:</strong> Eventually, he did fall in combat, the last warrior standing against an attack by a rival tribe. Though his body had failed him, his spirit lifted itself from his corpse and continued to fight on. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy8ypf?Wayfinder-5" target="_blank">Wayfinder 5</a>[spoiler]</p><p><strong>Obour:</strong> Most obours are the remnants of evil humanoids who in life sought to emulate the feeding habits of vampires.</p><p><strong>Ustrel:</strong> The ustrel was an undead infant who had died before receiving baptism.</p><p>If a stillborn child sired by a vampire is not burned or buried in consecrated ground, they sometimes return from the grave as an ustrel—an undead infant with a vampire’s craving for blood.</p><p><strong>Varkolak:</strong> The varkolak (or vorkolak) formed from the soul of an outlaw who died in the wilderness, and whose corpse was eaten by crows or wolves.</p><p>A creature of Shoanti legend, a varkolak sometimes forms when a Shoanti warrior dies alone in the wilderness after betraying his quah through murder or treachery.</p><p></p><p><strong>Vampire:</strong> After they rise from the grave, a vampire spirit will haunt a community for 40 nights. After 40 nights, the obour returns to the soil where it regenerates its original physical form. The next night, its transformation complete, the creature rises from the grave as a true, free-willed vampire. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy8ypg?Wayfinder-6" target="_blank">Wayfinder 6</a>[spoiler]</p><p><strong>Frost Giant Skeleton:</strong> ?</p><p><strong>Einherjar:</strong> Einherjar (“lone warriors”) are the honored dead of the Ulfen, many former Linnorm Kings, who were restored to a semblance of life following their arrival at Valenhall. </p><p>“Einherjar” is an acquired template that can be added to any living, corporeal humanoid. </p><p><strong>No Life King:</strong> No Life Kings are the remains of ancient and powerful warriors who were no longer challenged by their typical opponents. These warriors became so fixated upon reaching martial perfection in their lives, they left civilization to train and fight monsters of legend. When such warriors are denied their death in battle, and die due to starvation, hypothermia, dehydration or disease, their souls are anchored to their bodies. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy8yph?Wayfinder-7" target="_blank">Wayfinder 7</a>[spoiler]</p><p><strong>Charnel Pit:</strong> Charnel pits rise from the spirits of the dead at sites of terrible slaughter or mass graves, in particular at battlefields where the still living were interred with the newly dead. </p><p>At Castle Scarwall, a charnel pit formed within the courtyard where a legion of orcs was destroyed by the undead raised by Mandraivus’s curse. The skeletal defenders of the castle erupted from the courtyard beneath the legion and dragged them under the ground to die in agony. </p><p><strong>Scarwall Guard:</strong> The skeletal remains of Kazavon’s elite minotaur guards, the Scarwall guards arose in the aftermath of Mandraivus’s curse. </p><p></p><p><strong>Undead:</strong> At 20th level, the bone witch completes her transformation into a creature of unlife. She turns into an animate skeleton and gains the undead type.[/spoiler] </p><p></p><p><a href="http://paizo.com/products/btpy90n1?Wayfinder-8" target="_blank">Wayfinder 8</a>[spoiler]</p><p><strong>Paul Malaise Lacedon Urban Ranger 3:</strong> ?</p><p><strong>Doomed Derelict:</strong> Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. Crew members who have proven themselves especially terrible in life remain on board the ship as undead mockeries of their former selves. </p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. </p><p><strong>Ghoul Ghast:</strong> A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Draugr:</strong> Any humanoid slain by a doomed derelict becomes a draugr. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy91vf?Wayfinder-9" target="_blank">Wayfinder 9 </a>[spoiler]</p><p><strong>Kryskith Vilbyss Zombie Lord Noble Drow Magus 2/Cleric 2:</strong> Haagenti, demon lord of alchemy and transformation, chose to raise Kryskith as a zombie lord. </p><p><strong>Fellclaw Fleshwarped Elven Zombie Lord:</strong> ?</p><p><strong>Ghoul Bloated Devourer:</strong> In rare circumstances, a newly arisen ghoul gorges itself on tainted flesh, especially the corpses of other ghouls, resulting in a terrible transformation. The alchemist-necromancers of the ghoul kingdom of Nemret Noktoria studied this phenomenon and, with experimentation and practice, learned how to feed ghouls necrotic flesh and alchemical concoctions, forcing them to mutate into a stronger but dumber breed of ghoul to serve as workers, soldiers, and walking reservoirs of negative energy. </p><p><strong>Ghoul Gaunt Ascetic:</strong> Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. But among those rare few, some choose to delve into the depths of deathless hunger. There they find dark enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings. </p><p><strong>Skinshroud:</strong> A skinshroud with a sharp instrument can spend four hours flaying a dead body and use its own black blood as a necromantic catalyst to create another skinshroud. </p><p>The drow experiment with black blood at a location, deep in Orv, called Bloodforge. One of their grisly experiments became the first skinshroud, but they are now self-replicating. </p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. </p><p><strong>Ghoul Ghast:</strong> A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy97u8?Wayfinder-10" target="_blank">Wayfinder 10</a>[spoiler]</p><p><strong>Desert Fury:</strong> At the heart of a desert fury is the animated remains of the last poor soul of a doomed caravan. </p><p><strong>Mummy Pesh:</strong> Learning the arts of mummification and reanimation from an Osirioni necromancer compatriot, the leader of the cult of Hastur in Katapesh created these odd variants to guard the cult’s properties and sow chaos and woe among the populace at the appointed time to herald the arrival of the King in Yellow. </p><p>Pesh mummies are created through a long, complicated procedure during which all the body’s internal organs are removed and the internal cavities lined with pesh. The body is then wrapped with linens soaked in pesh whey, and smoked with burning pesh to preserve the body. The creator then finishes the ritual with a create undead spell. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy97u6?Wayfinder-11" target="_blank">Wayfinder 11</a>[spoiler]</p><p><strong>Coin Wraith:</strong> Coin wraiths are the unquiet spirits of individuals whose hearts were consumed by avarice. Those who covet personal wealth or attempt to steal it—bandits, bankers, grasping nobles, misers, profiteers, thieves and despots—all have the potential to become coin wraiths following their deaths. Followers of Abadar, Besmara, Gyronna, Shax, and Mammon are often cursed with this existence for failure to show proper devotion. </p><p><strong>Contra-Legem Devourer:</strong> ?</p><p><strong>Contra-Legem Creature:</strong> A Contra-Legem creature is an intelligent undead who in life made a deal with the powers of hell for its soul but, by accident or design, became an undead and escaped. Hell doesn’t let go of its prizes easily, instead infusing the new undead with power and a sense of loyalty. It serves Hell on the material plane, gaining more infernal powers but losing some of its free will. </p><p>“Contra-Legem Creature” is an acquired template that can be added to any intelligent undead. </p><p><strong>Segruchen, the Fallen King:</strong> Segruchen the Iron Gargoyle was called the King of the Barrowood. His reign of cruelty inspired fear in the hearts of those who dared live near the wood’s dreaded boughs. But one day, an upstart paladin named Iomedae dismembered Segruchen’s wings, during an amazing aerial battle, leaving a crater where he fell. Iomedae finished off the maimed Segruchen, and his lifeblood spilled into the earth. </p><p>Centuries later, evil stirred within that crater. His hatred and the last of his lifeblood infused his undying vengeance into the earth, and the stone twisted itself into a crumbling statue of his former self, oozing gouts of blood from the stumps of his wings.</p><p><strong>Thespis:</strong> When a dedicated performing artist is unable to complete his masterpiece due to an untimely demise, his soul sometimes becomes so frustrated by the unfulfilled ambition that it manifests as a malevolent spirit known as a thespis. </p><p><strong>Thespis Haunt:</strong> Thespi that dwell in the same theater for over 5 years can bond with the stage, becoming a thespis haunt. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy9e71?Wayfinder-12" target="_blank">Wayfinder 12</a>[spoiler]</p><p><strong>Hapuseneb Ghoul Cleric 6:</strong> Hapuseneb perished near an outcropping of magical lazurite and rose as a wretched ghoul. </p><p><strong>Ravening Jackal:</strong> Life is harsh in the desert, even for scavengers and opportunistic hunters like jackals. Though they feast on the remains of creatures killed by other predators or the environment, sometimes these pickings are scarce and starvation ensues. </p><p>Occasionally, the jackal-headed god Set takes note of these deaths and takes pleasure in using the bodies of his rival Anubis’ sacred animals for his own ends. The god infuses them with the souls of lowly cultists who disappointed him in life, giving them another chance to serve him in the forms of ravening jackals. </p><p><strong>Sphinx Reborn:</strong> They derive from particularly cruel gynosphinxes that spend a lifetime asking fiendishly difficult riddles and devouring all those that they deem too witless. As a gynosphinx’s lair becomes littered with the bones of travelers, so too does it fill with the misery of 1,000 riddles that had no answer. When the sphinx at last meets its end, this misery manifests itself in a wave of negative energy that reanimates its corpse. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy9e73?Wayfinder-13" target="_blank">Wayfinder 13</a>[spoiler]</p><p><strong>Infested Ghoul:</strong> A creature killed by Constitution damage from an infested ghoul’s spore cloud rises as an infested ghoul over a period of 24 hours. </p><p><strong>Zeldana Locnave Changeling Ghost Witch 8:</strong> Zeldana returned to find only corpses and a terrible curse devouring Henric’s soul. Being a powerful witch, she called on her patron to slow the artifact’s evil influence. She then created a locket to preserve his spirit, a life echo amulet, but she was too late. His soul retreated into the inn’s stone walls. In a fit of despair, Zeldana donned the amulet herself then took her own life to be with her husband in death. </p><p><strong>Alchemical Dreadnought:</strong> The first alchemical dreadnoughts were accidentally created from mass graves on battlefields where horrific alchemical weapons were used. </p><p><strong>Aridnyk:</strong> When a healer of considerable power and selflessness dies from exposure to negative energy, there is a minute chance the healer’s soul will cling to this world as an aridnyk. Born from the spirit’s regrets and unfinished duties, aridnyks crave above all else to heal the injured, cure the sick, and bolster the weak. </p><p><strong>Nachzehrer:</strong> Legend states they arise from the bodies of those who die from an accident or sickness with great regrets in their hearts. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy9mrb?Wayfinder-14" target="_blank">Wayfinder 14</a>[spoiler]</p><p><strong>Disemboweled Prophet:</strong> Troll soothsayers practice a grisly form of divination: reading their own constantly regenerating entrails. Trollish regeneration is powerful, but it is no guarantee against death. Still, the trolls who conduct such auguries sometimes possess a strength of will that animates them even after they have fallen prey to accident, illness, old age, starvation, magical backlash, or a competitor’s curse. </p><p>The augur’s thirst for information that’s drawn from the hidden forces of the world transforms them into undead abominations. </p><p><strong>Grim Harvester:</strong> Grim harvesters are the degenerate successors of a long-forgotten order dedicated to the preservation of knowledge in ancient Azlant. Turning to foul necromantic rituals, these abominable creatures not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy9mr8?Wayfinder-15" target="_blank">Wayfinder 15</a>[spoiler]</p><p><strong>Ferrywight:</strong> When a humanoid drowns while desperately trying to cross a body of water, it might rise again as a ferrywight. </p><p><strong>Hearth Wraith:</strong> Hearth wraiths are born from the souls of dying travelers longing for home who have felt the touch of unholy fire. </p><p><strong>River Wraith:</strong> Regardless of the reason, some sacrifices to Hanspur are not consumed in the ritual. They are instead transformed into river wraiths. Through a mysterious process known only to Hanspur, they are bound to become the Sellen River’s protectors and sworn avengers against those who seek to block its flow. </p><p>“River wraith” is an acquired template that can be added to any living, corporeal creature.</p><p><strong>Foambristles River Wraith Boar:</strong> ? </p><p></p><p><strong>Wight:</strong> Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. [/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9tda?Wayfinder-16" target="_blank">Wayfinder #16</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>AI Ghost:</strong> “If I’m right, this artifact, which the ancients called a ‘computer,’ was used to create AI ghosts.”</p><p><strong>AI Ghost, Ghost Capable of Possessing Objects, Undying Spirit:</strong> ?</p><p><strong>Ghost, Actual Ghost:</strong> ?</p><p><strong>Shadow:</strong> Dirge of Weeping Color masterpiece.</p><p><strong>Chelaxian Vampire:</strong> ?</p><p></p><p>Dirge of Weeping Color (Keyboard, Produce Tones)</p><p>This mournful tune leaches all color from the area and allows you to attack as a shadow.</p><p>Prerequisite: Perform (keyboard) 10 ranks or Perform (produce tones) 10 ranks.</p><p>Cost: Feat or 3rd-level bard spell known.</p><p>Effect: As this somber piece begins, color begins to bleed from all objects within 20 feet of you. The various hues stream from all directions into your hands, saturating your skin until it is blackened, while rendering all objects around you in stark black and white. For the duration of the performance, you can make a touch attack that deals 1d6 points of Strength damage to any living creature. The creature can attempt a Fortitude save to resist this damage. Any humanoid creature killed by your Strength damage becomes a shadow under your control in 1 round. These shadows exist until you end your performance. Abilities that extend the duration of a bardic performance (such as Lingering Performance) affect this masterpiece.</p><p>Use: 1 bardic performance round per round.</p><p>Action: 1 full round.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy9tdi?Wayfinder-17" target="_blank">Wayfinder #17</a>[spoiler]</p><p><strong>Iron Wight:</strong> When a raging barbarian dies destroying a robot, sometimes the anger of the barbarian’s spirit is so great that it lives on in undeath as an iron wight, forming a new body from the remains of its foe. An iron wight is typically 10 feet in height and weighs 2,000 pounds. Their individual forms vary greatly, but all are generally humanoid in shape, and often incorporate pieces of the dead barbarian’s remains, most often the skull, in the new mechanical body.</p><p><strong>Voltleech:</strong> On rare occasions, when a powerful android succumbs to an undead energy-draining attack, rather than rising as a spawn under the control of its sire, the deceased android turns into a voltleech—a powerful independent undead that feeds on technological power sources and the bioelectrical energy of living creatures.</p><p><strong>Iron Wight, Giant Humanoid Form:</strong> ?</p><p><strong>Voltleech, Horrifying Fusion of Necrotic Flesh and Technological Devices, Powerful Independent Undead that Feeds on Technological Power Sources and the Bioelectrical Energy of Living Creatures:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Hellknight Prodigy:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Spawn:</strong> On rare occasions, when a powerful android succumbs to an undead energy-draining attack, rather than rising as a spawn under the control of its sire, the deceased android turns into a voltleech—a powerful independent undead that feeds on technological power sources and the bioelectrical energy of living creatures.</p><p><strong>Ghoul:</strong> “You don’t know what that will do to you!” Almelos shouts back at me. My deep blue shirt and leggings and his many-colored robe are both soaked in the blood of our friends. Our squad had been ambushed in the night. The thing hunting us, born into this world from the nightmarish Abyss, used its foul magic to paralyze us as it sucked the life from us with its terrible gaze.</p><p>I watched, helpless, as my friends — my brother and sister demon-slayers — died one by one and decayed into ghoulish mockeries of their former selves. Almelos and I fled and barricaded ourselves in a nearby ruin.</p><p><strong>Ghoul, Ghoulish Mockery:</strong> ?</p><p><strong>Lich Lord Vordakai, Mere Puppet:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Fast Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpya1j7?Wayfinder-18" target="_blank">Wayfinder #18</a>[spoiler]</p><p><strong>Gravestone Dryad:</strong> Gravestone dryads are twisted versions of their former selves, created when a dryad's tree is felled near a cemetery. The combination of the dryad's death, loss of her tree, and collective sorrow of the cemetery’s mourners calls to the dryad's soul and reunites it with its former body, which immediately sets out for the graveyard. The first gravestone dryads surfaced in Ustalav and in large battlefields near Geb, but they have since spread to all corners of Golarion.</p><p><strong>Gravestone Dryad, Woman:</strong> ?</p><p><strong>Undead Predator:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Zombie:</strong> A creature killed in this manner [by a gravestone dryad's entomb ability] automatically rises as a zombie, breaking free of the coffin 1 round later.</p><p>In return, fey seek out gravestone dryads to destroy them permanently—though often fey fall prey to their own self-assurance and wind up as zombies under a gravestone dryad’s control.</p><p><strong>Zombie, Zombie Minion:</strong> ?</p><p><strong>Unliving Shadow:</strong> ?</p><p><strong>Umbra, First World Greater Shadow Slayer 5:</strong> ?</p><p><strong>Wight With Fey Trait, Haunted Fey Minion, Henchman:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7945129, member: 2209"] [B]Pathfinder 1e[/B] Pathfinder 1e Compilation[spoiler] [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. (PRD Bestiary 1) Undead are once-living creatures animated by spiritual or supernatural forces. (Bestiary 6) Those tragic souls transformed by evil from beyond the mortal world or cursed by their actions in life to rise again after death. (Undead Revisited) The spells animate dead, create undead, and create greater undead account for methods by which spellcasters can create a wide range of undead creatures—but the options granted by these spells are limited. With the GM’s permission, these can be adjusted to allow for the creation of additional types of undead. Doing so requires additional material components and spells (additional spells are cast as part of the casting time of the undead creation spell, but do not extend that spell’s casting time). (Undead Revisited) Driven by all-encompassing hunger and murderous intent, spectral dead are corrupted souls that refuse to release their hold on the mortal world. (Undead Revisited) No one knows what plants the seeds of darkness and decay that utterly corrupt the souls of mortals. Some speculate that the prenatal soul, like fruit left too long to ripen on the vine, can sour to malignancy long before its binding to a mortal shell, dooming the creature from birth to a troubled life of anger and deceit and, eventually, to undeath. Others theorize that mortal action alone allows this malignancy to take root, and lives spent unwisely in the service of dark powers corrupt the intangible sparks of divinity that rest in mortal hearts. Still others note that despair and madness—afflictions capable of bringing even the most pious and good-natured people to their knees, through no fault of their own—can lead to the unnatural shackling of a spirit to the mortal world. (Undead Revisited) Once this metaphorical disease has festered within a soul, it becomes contagious, and some undead are able to pass their despicable gift on to the living, regardless of their victim’s former valor. While the positive energy of mortal humanoids can fight off the curse of undeath while they are still living, those slain by these powerful spirits sometimes have their souls instantaneously consumed by darkness, their corrupted spirits sloughing off their mortal shells to rise as the ghostly spawn of their slayers. (Undead Revisited) Most undead began as living beings that were animated after death, arose again spontaneously after death because of some great emotion or unfinished business, or, while still living, willingly embraced undeath to stave off the looming hand of oblivion. (Undead Revisited) For most people, death is a release, a passage into the just rewards of the afterlife. Yet not everyone who dies rests easy. Legends and campfire tales tell of those individuals too evil to die, or too twisted by pride or occult knowledge to cross over to the other side. These lost souls become the undead, plaguing the dark crypts or silent streets of cities and farm towns alike, feasting on the innocent or spreading their immortal contagion like a plague. (Undead Revisited) Many wizards study necromancy to create undead, but some study the same arts to purge the stain of undeath. (Horror Adventures) The domain morphs into a dark and twisted reflection of its lord, with dangerous landmarks and supernatural hazards mirroring the master’s temperament and personality infesting the landscape. Forests might become darker and more foreboding, full of misleading paths or gnarled oaks that grasp and tear at trespassers. Seemingly sentient fogs drift across the crags and crevices of the land, animating undead in their wakes, while bat colonies infest the domain’s caves and ruins. These hazards can shift and change over time as the land reacts to the moods and whims of the dread lord. (Horror Adventures) But the most horrific fate of all can be found on Golarion itself in the form of an unpredictable and malignant curse—a blight for which a horrifying death is just the beginning. Souls that succumb to the foul influence of this curse risk spending eternity as the most repulsive of unnatural creatures: the undead. (Undead Slayer’s Handbook) Unbeknown to most, undead are not just the evil spirits of the dead come back to haunt the living. Undead creatures are composed of an unusual blend of native and extraplanar forces. The shell of an undead creature is usually that of a mortal corpse on the Material Plane, but the malign energies that reanimate this frame stem from an entirely separate realm: the Negative Energy Plane, also known as the Void. If the Positive Energy Plane is the birthplace of all mortal souls, the Negative Energy Plane is a dark and terrible mirror of that shining plane. Just as the Positive Energy Plane (also called the Furnace and Creation’s Forge) creates life and cradles the Material Plane like a swaddled babe, the Void creates undeath in twisted mockery and harbors the Shadow Plane like a malign fraternal twin. (Undead Slayer’s Handbook) Despite the origin of their power, few undead come directly from the Negative Energy Plane or the Shadow Plane. In fact, creatures native to those planes are rarely found on Golarion. While the occasional nightshade or devourer may find its way to Golarion, the majority of undead arise on the Material Plane from corpses reanimated by a mere touch of the Void’s terrible powers. (Undead Slayer’s Handbook) The tendency of undeath to spread, whether through necromantic machinations, unholy spawning, or even bad luck, makes it necessary for the inhabitants of Golarion to stay ever wary of the undead. (Undead Slayer’s Handbook) Most undead were once living. (Undead Slayer’s Handbook) Undead are invariably evil, as are the means to create such beings. (Undead Slayer’s Handbook) While many undead are reanimated unwillingly by body-thieving arcanists, gruesome diseases, or even other undead, the consummate undead arrive at this condition willingly. (Undead Slayer’s Handbook) In one final act that sealed her [Illcayna Alonnor] status, she raised the cult members as undead and with them, pursued their former leader, Cileidia Iomandi. (Undead Unleashed) In the years since her rebirth, the Wight Mother has expanded her cult and devised unique diseases and new forms of undead. (Undead Unleashed) A dead body or spirit animated by an evil power. (Beginner's Box) Nurgal's torso is deeply tanned and masculine, and he is rarely seen without a heavy mace, the head of which appears to be a miniature sun held in one four-fingered, taloned hand. This mace can deal horrific damage, scorching flesh and drawing moisture from the body so that those slain by the weapon instantly rise as sun-blackened undead slaves of the Shining Scourge. (Book of the Damned) To the priesthood of Orcus, the lich is generally held as the height of power and the most glorious method of transcending life, not only due to the power a lich wields but also due to the simple fact that one must actually work to become a lich. Transforming into a lich requires patience, power, skill, and talent, and worshipers of Orcus often regard those undead spawned merely from being transformed by another undead creature via disease or otherwise as lesser incarnations of the undead state of being. To the worshipers of Orcus, there is no difference between a vampire and a leper. Vampirism is a disease, and like all diseases, it spreads most quickly among the weak—as a result, Orcus cultists maintain that vampires represent the weakest form of undeath. Accidental undeath ranks only slightly higher, but even then the lich who spent the majority of his living existence working toward a singular transformation feels jealousy and frustration over those who become ghosts simply by chance after death. To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic. They are not creations of mere chance or misfortune but calculated additions to the world, and as such their place in the church is much more valued. (Book of the Damned) Fiendish lore holds that Ruzel’s tongue is so sharp he can turn living creatures into undead with a single well-aimed jest. (Book of the Damned) Circiatto is an exceptionally gluttonous and ruthless fiend who consumes all enemies who stand in his way. Worse, the Glutton Slaver then vomits them back up as undead servants. (Book of the Damned) Menxyr can pull forth bones from living creatures, animate the dead to serve his foul lusts, and even climb inside the bodies of the freshly dead to animate them and seduce those who mourn the loss of a loved one. (Book of the Damned) The White Mountain, the highest point in Abaddon, reaches even higher than the peak housing the Cinder Furnace. This massive volcano belches forth neither ash nor lava but a miasma of corrosive, white-hot soul-stuff, spontaneously generated undead, and negative energy. The source of the White Mountain’s fury is unknown, and swirling rumors raise only more questions: they credit a lost artifact, the chamber of a dead or imprisoned harbinger, or another long-abandoned experiment by one of the Four. (Book of the Damned) In reality, the carefully disguised proprietors—Carlissa, Melina, and Veria—are lioness-headed rakshasas who siphon a bit of life force from each customer who spends time at the Pillow. The sisters keep this life force in the form of stolen and bottled memories, which they store in magnificent amulets around their necks. Soon, after spending lifetimes collecting their unsettling bounty, the sisters plan to shatter their amulets, which will transform all of their living victims into undead scourges and turn those who’ve died into incorporeal undead poised to tear the city apart from within. (Book of the Damned) Nabasu demons (also known as death demons or glutton demons) are dangerous for a spellcaster to conjure, though they are desirable as mighty combatants with strong battle and infiltration skills. They can become more powerful during their service, as well as recruit and create their own armies of undead slaves, so a spellcaster can quickly get in over his head should the nabasu manage to use its newfound power or minions to circumvent the strictures of its servitude. (Book of the Damned) Conquered dungeons also often feature haunts or unquiet dead, especially if the former inhabitants were slaughtered during the invasion. (Dungeoneer's Handbook) Whether from an ancient curse or fell necromancy, one of the most terrifying of all supernatural disasters is the undead uprising—the dead emerging from their graves to claim the living. This disaster can strike any area where the dead have been laid to rest, not just towns and cities. More than one blood-soaked battlefield has given rise to a legion of desiccated undead warriors. (Game Mastery Guide) Heroes who perished in the battle against the uprising return as fearsome undead generals. (Game Mastery Guide) Lastwall is a land of rolling grasslands, primeval forests, and ancient battle scars. Once a landscape of orc holds and Kellid city-states dotted with Taldan supply forts, the Whispering Tyrant began to steadily consume the territory after 3200 ar. Orc and Kellid populations were pressed or enslaved into service, with those who fell—either in battle of ill-fated rebellions— animated to serve mindlessly until their bones crumbled to dust. (Pathfinder Adventure Path: Tyrant's Grasp Player's Guide) Members of a growing contingent of evil duskwalkers have been rejecting their inborn nature entirely, throwing in their lot with the sahkils, who delight in such perversion. These duskwalkers can lose the abilities that help them combat undead and gain powers better suited to inflicting fear, but such choices also have a chance of altering their ward against corruption in a particularly unsettling way. Such duskwalkers inevitably find that not only can they become undead, but that their deaths all but guarantee some form of unnatural unlife after death, often coming back as a ghost without such an entity’s classic inability to travel far from the place of its death. (Planar Adventures) The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. (Planar Adventures) Maybe there is no such thing as a soul, and all who die become ghosts unless some other event transforms them into specific undead creatures. (Planar Adventures) Negative energy transforms a soul into a ghost, haunt, or other undead, while a plane’s raw quintessence turns a soul into a petitioner. (Planar Adventures) Within the city of Questhaven there is a political enclave, called the Mar, which has a bizarre religious doctrine, involving a few special people who die of natural causes transforming into undead after one of their priests performs a special ritual. (101 Legendary Curses) The rarest of the corrupted elementals are those formerly associated with the mysterious element of aether. These once bright, ethereal and mysterious creatures are now reduced to things of darkness, like clouds of nothingness with fangs and claws of black glass. The wraith-like abominations sow ruin in their wake and, most dangerously to every sentient race in the Aethera system, they corrupt aetherite into bizarre, toxic forms such as the undead-spawning netherite. (Aethera Campaign Setting) Hundreds of species of dinosaur and megafauna prowl the wastes, along with drakes, elementals, and scores of undead born from famine, war, or worse. (Aethera Campaign Setting) Netherite Radiation: Exposure to raw netherite is just as hazardous as exposure to aetherite. Creatures killed by the radiation can automatically rise as the undead (at the GM’s discretion), with more severe radiation potentially creating more fearsome foes. (Aethera Campaign Setting) Occasionally, a funnel of netherite dust will be carried down from the Nethersphere without warning or obvious cause. Low-level storms will saturate an area with radiation similar to standard aetherite poisoning. Higher category storms produce random blasts of telekinesis which can flatten small structures or creatures. The worst produce bolts of negative energy which raise their victims as undead. (Aethera Campaign Setting) Undead are a serious side effect of netherstorms and general netherite exposure. (Aethera Campaign Setting) Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. (Alternate Dungeons: Haunted House) When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (Alternate Dungeons: Haunted House) In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self‐loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder. (Alternate Dungeons: Haunted House) Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic. (Alternate Dungeons: Haunted House) For all of Marit’s wonders and achievements, her lore regarding the creation of undead has become the most integral to Mariton’s success. Skeletons, Zombies, Echohusks, and more sophisticated variants of these creatures have long filled Mariton’s armies, soldiers gathered from the corpses of fallen enemies and unworthy citizens. (Arcforge Campaign Setting: Far Flung Frontiers) In a world so charged by magic and so tainted with a long history of conflict, undead are a potent and common threat on Vandara. Be they the products of rogue necromancers or freak surges of magic accompanying great violence or trauma, undead are recognized universally as a threat. (Arcforge Campaign Setting: Gods and Peoples) This individual was named Wesmir, and he was a Maritish scholar who had studied the intricacies of divine magic since his youth. He was capable of creating and commanding vast undead legions, and also understood the many vulnerabilities they carried to healing and light magic. (Arcforge Campaign Setting: Gods and Peoples) As a mortal woman, Cevnia was fascinated with arcane magic and studied amongst the elves to broaden her knowledge. Unfortunately, she chose to use this knowledge to control others by playing on their weaknesses. The elves eventually discovered her network of spies and blackmailers, but not before she was able to steal many secrets from the ancient elven libraries. She was exiled from the elven homelands, but set up her own college of magic, carefully building up her influence and extending her control. At the height of her powers, she began to study the nature of death. She perfected the art of necromancy, created the first undead and ultimately transformed herself into a vampire. (Atarashia – A Gazeteer) Then came calamity… In the fertile jungles of the north, a sun goddess called Tlaneci arose, whilst in the ice flows of the south, where life was harsh, and night lasted for weeks, the god of darkness, Taggarik, came into being. Not content with ruling his portion of the Inner and Outer Worlds, he sought to gain complete control of the Inner World, which he considered to be his rightful domain. When the other deities refused to grant him sole dominion of the Inner World, he conspired with the powerful vampire wizard, Cevnia, who had stolen secret magics from the elves. Together they wrought a spell that shattered the Inner World, scattering the beings who lived there. The cycle of the Double Realm was broken, the Inner World replaced with the half-planes of the Ethereal Realm and the Shadow Realm. Taggarik made the Shadow Realm his own, and infected it with his evil power, although he was not able to realise his plan of creating a physical realm, powered by negative energy. (Atarashia – A Gazeteer) The spirits of those who had dwelt in the Inner World could no longer be reborn into the Outer World. Some accepted Taggarik’s offer of a place in the Shadow Realm, and ended up trapped in a tormented half-life, partly physical and partly spirit. Some fled to the Ethereal Realm, eschewing any hope of a physical existence, although most were eventually given refuge in the planar abodes belonging to the deities. The least fortunate were transformed into undead creatures by Taggarik and Cevnia and forced into their service. The clerics of Taggarik specialise in creating undead, and many wizards seek the path of the necromancer, guided by the teachings of Cevnia, who achieved deity-hood herself as a result of the Shattering, as it became known. (Atarashia – A Gazeteer) Cevnia continued her research, refining her methods and learning to create other types of undead. She made progress but was always hampered by the lack of suitable negative energy spirits. (Atarashia – A Gazeteer) Once the Inner World was shattered, the barriers that prevented negative spirits from crossing back over into the Inner World before their time were severely weakened. This meant that undead could be more easily created, without the need for ghosts. Taggarik and Cevnia created armies of undead between them. When they began to lose the war, they hatched a desperate plan to increase the number of undead. They infected many of their minions with a curse which meant that when they slew a living being, the victim’s spirit was automatically drawn back, and its body would rise up as another undead. As the living fell, so they became part of the army of evil undead. (Atarashia – A Gazeteer) Since the War of Life ended, the creation of undead is tightly controlled. This is part of the armistice agreement between the warring deities. Only a certain number of undead can be created, or brought into the Outer World, and their creation is more difficult and costlier. (Atarashia – A Gazeteer) When the War of Life began, that great battle between life and undeath, the dwarves sided with Tlaneci, the goddess of the sun, and marched into battle on the central plains of the Jing Empire. This area was devasted by necromantic magic and became the Narwahr Expanse. Even now, the tortured bodies of dwarven warriors can be encountered as undead, shambling through the shattered terrain of the Expanse. (Atarashia Gazeteer – A Dwarven Guide) A new tower being constructed in Galanatia Towers is actually a magical weapon of mass destruction that will kill everything in the city and animate them as undead. (Benetolia Gazetteer) The witch goddess Talakasha is rumored to be the source of all true evil and undeath in the realm. (Cerulean Seas Indigo Ice) Of course, if they do happen to die in the night on Pellatarrum, there is an increased chance the victim will return as an undead. (Claw Claw Bite 18) Battles at night on Pellatarrum will carry greater casualties for both sides, with the increased possibility of the dead coming back as undead. (Claw Claw Bite 18) Only an idiot fights the undead at night on Pellatarrum. They are stronger, do more damage, and have increased chances of turning you and your friends into abominations. (Claw Claw Bite 18) Ghost Water is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature. (Dangers & Discoveries) When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. (Dangers & Discoveries) At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. (Echelon Reference Series: Inquisitor (3pp+PRD)) His kinship with death goes deeper than appearance as well, with the [gnoll] prophet able to compel the unliving to follow his commands or even create undead from the corpses of the fallen. (Echelon Reference Series: Oracle (3pp+PRD)) Creating undead requires the theft of another’s body and soul, and results in the creation of a creature who inherently seeks the torture and death of all living things. (Fantastical Creatures & How to Survive Them: A Student's Guide for Adventure and Study) A fetish familiar uses all the base creature’s statistics and special abilities except as noted here. If a spellcaster with a fetish familiar dies, there is a 1% chance per caster level the spellcaster becomes an undead with a CR equal to its caster level -2. (Freeport Bestiary for the Pathfinder RPG) Undead beings are once-living creatures animated by spiritual or supernatural forces. (Freeport Bestiary for the Pathfinder RPG) Because of tenmei, dead nobles could only reincarnate into noble families. Yet the many deaths of the nobles, coupled with the undead nature of the rest, meant that there were not enough noble bodies into which the spirits of the nobles could be reborn so that, subsequently, even those that were slain often returned as undead spirits, ghosts and ghouls. (Game Master's Guide to Kaidan) Kaidan is a land where men are beset on all sides by horror. Demons and monsters fill the dark forests and lurk in the shadows of the mountains. The dead do not rest easy and the undead control the seats of power. (Game Master's Guide to Kaidan) When a character dies and has the option of being reincarnated [in Kaidan], use Table 7.4 to determine the method of reincarnation. About 1 in 10 times the character will be unable to be immediately brought back. Characters that think to abuse the ability to be reincarnated will eventually find themselves truly gone, or worse, they will become a yurei and haunt their former companions. Player characters who should be reborn as nobles [in Kaidan] instead become yurei, unable to be appeased in any way. (Game Master's Guide to Kaidan) PC Reincarnation Following a Violent Death [in Kaidan] 05-10. (Game Master's Guide to Kaidan) Kaidan is a land where men are beset on all sides by horror. Demons and monsters fill the dark forests and lurk in the shadows of the mountains. The dead do not rest easy and the undead control the seats of power. (Game Master's Guide to Kaidan) Once per day, a feast materializes on a table in a communal room. Depending on the temple’s alignment, the food provides the benefits of the heroes’ feast spell or acts as create undead should a PC eating the food die within 24 hours of consuming it. (GM's Miscellany: Alternate Dungeons) Inside the corpse’s stomach is a half‐digested monster. The essence of this undead creature still lingers within the cadaver. The undead creature can be reanimated or restored with a DC 25 Knowledge (religion) check and onyx gems worth 25 gp per HD of the creature. (GM's Miscellany: Dungeon Dressing) Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool. (GM's Miscellany: Dungeon Dressing) An old lizardfolk tells younger lizardfolk scary stories about how dead lizardfolk who aren't properly eaten become vengeful undead. (GM's Miscellany: Village Backdrops V) Needlebriar’s citizens toss anything they don’t consume into a field they loosely refer to as the Bone Pit. Occasionally these remains arise as horrid undead creatures. The creatures never attack the halflings, instead roaming the nearby countryside. (GM's Miscellany: Village Backdrops V) Other forgotten tunnels host the undead remnants of prisoners trapped when the castle fell. (GM's Miscellany: Places of Power) Undead are once-living creatures animated by spiritual or supernatural forces. (Gruesome Foes) Most creatures can’t support a total-body fungus without dying. The exception is creatures of the construct, plant, or undead type as well as creatures of the fey type with ties to plants and nature. Corporeal creatures without these types (or fey without ties to nature) change their creature type to undead. (Gruesome Foes) Undead obey the commands of the necromancer who raised them or the monster who spreads its curse to them. (Gruesome Foes) Each soul slain by the Ruin joins the incoherent, riotous mass of undead aboard the once-mighty station, further enraging and maddening the Ruin. (Horrors of the Multiverse) Cremating corpses to keep them from rising as undead. (Knowledge Check: Last Rites) Some religions include the need to anoint the corpse as part of the funeral rites. The anointing is usually done by a priest or other religious leader, and involves placing oil, incense, perfume, or other holy liquids on various parts of the body, usually while saying a prayer. These anointing rites are usually to protect or cleanse the corpse after death, and in some areas serve as proof against reanimation as undead. (In an ironic twist, very similar rites are usually used to create undead). (Knowledge Check: Last Rites) Simply put, cremation is burning a body until there is nothing left to burn. There are several ways to accomplish this, but in a typical medieval setting the most common is to build a pyre of some sort, place the corpse on top, and set it alight. Cremation is the funeral rite of choice for religions heavy on fire symbolism, while a few instead use it to free the spirit by removing the body it was attached to. As a side benefit, it also tends to keep them from coming back as undead. (Knowledge Check: Last Rites) In Xaotawn, the barrier sentinels are trained to guard the royal families—all of whom are undead thanks to a curse resulting from their king’s misguided actions. (Lands of Theia) There are currently 7 royal families recognized by the people of Xaotawn. Each was transformed into undead befitting their natures and the areas at which they continue to exist. (Lands of Theia) The spies that infiltrate the cursed section of Xaotawn have been returning with disturbing news. The undead armies of Xoxanis have been collecting corpses in the old mines, graves, and shipwrecks in the oceans around Xaotawn to create an unliving force the likes of which Theia has never seen. (Lands of Theia) But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. What remained of the people surrounding the survivors was now a macabre collection of zombies, skeletons, and other myriad undead beings. (Lands of Theia) After the curse swept through Xaotawn there were those who fought back. The fact that the emperor had participated in an unholy ritual and transformed the royal families into undead monsters was too vile to live with, and many of the still-living fled to the western coastline of their country’s largest island. (Lands of Theia) When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead. (Lands of Theia) In Xaotawn, the barrier sentinels are trained to guard the royal families—all of whom are undead thanks to a curse resulting from their king’s misguided actions. (Lands of Theia World Primer) When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead. (Lands of Theia World Primer) The restless spirits of the shattering. (Legendary Worlds: Carsis) Hidden deep within its depths is Ghostcaller, an absurdly powerful lute whose music has the power to create undead. (Legendary Worlds: Jowchit) Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet. (Legendary Worlds: Terminus) A deadwood’s power over the undead is awe-inspiring. Its influence over a forest is so strong that the body of any animal or person who falls dead within miles of a deadwood rises as undead creatures, which will most likely spend the rest of their existences guarding the deadwood. (Malevolent and Benign) 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. (Malevolent and Benign) 2,000 years ago, the humans of Eltra were transformed into undead creatures when King Alcor cast a forbidden spell at the behest of the Archdevil Garloch and transferred the life essence of his subjects into himself, elevating him to godly status. The majority of the nation were transformed into all manner of undead, but the aristocratic ruling class were transformed into powerful vampires. (Manastorm: World of Shin'ar (PFRPG)) The Archdevil Garloch, upon finding the growing kingdom, with their cruel and selfish solutions, began to speak to King Alcor, whispering of unlimited power from a single source: souls. Although Garloch intended to take this power for himself, when King Alcor began casting the spell and drew the souls of his citizens out, he instead took them into himself, becoming a god and, in turn, snubbing the Archdevil. While the common people were transformed into all manner of undead, the noble houses were gifted with immortality in the form of a magical vampirism. (Manastorm: World of Shin'ar (PFRPG)) The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. (Manastorm: World of Shin'ar (PFRPG)) The rest were killed and raised as undead, set to wander in the ruins to deter any future use of the site. The few survivors were shackled and shipped back to Atlantis, and a small group of Atlanteans sent by the Boule raised a large crystal monolith at the center of the island, ultimately sacrificing a dozen Meek'ah and Illumnarus to infuse the monolith with their blood, causing the entire island to radiate a unholy presence. (Manastorm: World of Shin'ar (PFRPG)) Nothing will ever grow here, and any who perish on its shores are doomed to rise as the undead. (Manastorm: World of Shin'ar (PFRPG)) The very ground is cursed, as anything that dies in the Umbral not only rises as an undead being, but is empowered by demonic energy, making it all the more difficult to destroy. (Manastorm: World of Shin'ar (PFRPG)) Each member of the cult must ingest small amounts of snake venom every day to build up tolerances to the poison, and one in ten cultists die from the venom. Those weak few are raised as undead to forever serve Vesh. (Manastorm: World of Shin'ar (PFRPG)) The Ezeru of Eltra are another unfortunate byproduct of the soul stealing spell cast by King Alcor. While the human population transformed into all manner of undead beings, the monstrous inhabitants of the kingdom were warped and twisted; fused together in a jumble of miss-matched limbs and body parts. (Manastorm: World of Shin'ar (PFRPG)) The PCs’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. (Marshes of Malice) The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities. (Midgard Worldbook for 5th Edition and Pathfinder) The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead. (Midgard Worldbook for 5th Edition and Pathfinder) Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok. (Midgard Worldbook for 5th Edition and Pathfinder) Undead are once-living creatures animated by spiritual or supernatural forces. (Modern) Two energy planes exist: the Positive Energy Plane (from which the animating spark of life hails) and the Negative Energy Plane (from which the sinister taint of undeath hails). (Modern) Death spells are forbidden in most areas and deal directly with death and the dead. They can be used to contact ghosts, animate dead tissues and even create undead. (Modern) Some claim that an artifact in the Mage Vaults is to blame, animating the dead each night. Others say the Night Hag has levied a horrible curse upon the dead within the city. Still others claim the Shadow Tower, charged with maintaining the Barrowdelve, botched a magical ritual deep within the decaying crypts. (Mor Aldenn Setting Guide) She tells the PCs that she fears that the individuals plundering the burial mound may be disturbing the final resting place of Gurdkin Feycleaver, an ancient dwarf thane with a reputation for savagery and evil. Myths and legends claim that the covetous royal vowed to defend his earthly treasures even after he departed this world. Naturally, she is very worried that Gurdkin may fulfill his promise and return to the land of the living as an undead horror. (Mountains of Madness) For Thanopsis, the act of dying irreparably corrupts the individual, regardless of whether the soul embarks on an eternal journey into the afterlife or not, or the body or spirit is reanimated by an arcane or divine force. (Mountains of Madness) The building’s current resident transformed some of his former colleagues into his undead servants.(Mountains of Madness) The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters. (This is a false rumor.) (Mountains of Madness) The Khemitites, the library’s builders, were obsessed with the afterlife. Those unwilling to pass onto the next world were sometimes transformed into undead monstrosities. Mummification was also a common practice, and it was not uncommon for the dead to arise from their coffins and terrorize the living. (Mountains of Madness) A bloody victory darkens the terrain or feeds a rush of new plants or the arising of undead in the days that follow. (Mythic Marvels) Awakening a slain foe as an undead creature might be an unpleasant side effect of a mythic trial, or it might be a useful way to keep a dangerous creature from returning to life in a more dangerous form and a way to keep an important location defended from interlopers. Undead created by mythic trials generally receive a mythic template and reform 1d10 days after being destroyed unless slain by a mythic creature. In a similar fashion, haunts (Pathfinder Roleplaying Game: GameMastery Guide and Pathfinder Roleplaying Game: Horror Adventures) are often created by traumatic mythic trials or failed attempts at mythic trials. In general, the challenge rating of a haunt or undead left behind by a mythic trial is not much higher than the challenge rating of the climactic encounter of the mythic trial; usually, they are lower. (Mythic Marvels) Any creature slain by [Hela's] breath weapon arises as an undead with Hit Die roughly equal to the slain creature and under Hela’s control within 1d6 rounds. Hela may choose which undead are created from each slain creature. (Nemesis Unleashed Volume II) Hela is a goddess of death and the undead. She may call and create undead servants with an ease, and in numbers impossible for mortal necromancers. (Nemesis Unleashed Volume II) It only requires one minute for Hela to use create undead, and only a single hour for her to use create greater undead. In addition to the normal options provided by the spell, she may create any undead desired up to CR 25 in this manner. (Nemesis Unleashed Volume II) Undead raise due to the necromantic energy in the meteor. (Obsidian Apocalypse) The new Obsidian Veil bars all divine traffic of souls and prayer, preventing any deity from seeing or hearing a thing, and cutting them off from gaining power from their followers. The souls of the departed do not pass the Obsidian Veil into other worlds; they either dissipate into the ravaged world-aura of the planet or become infused with negative energy and return as the motivating forces for yet more undead. (Obsidian Apocalypse) Abaddon is a world of final destinations, from which even the souls of the dead cannot escape. Those who fall are doomed to rise and join the ever-swelling ranks of the undead. (Obsidian Apocalypse) Agent of Chaos Creature's Chaos field power mishap number 50. (Pathways Bestiary) Undead are once-living creatures animated by spiritual or supernatural forces. (Pathways Bestiary) Vampiric Sorcerer Bloodline Ruler of the Night power. (Ponyfinder Campaign Setting) Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living. (Ponyfinder Campaign Setting) The largest concentration of the undead is among the Ruined Cities in the South, all of which have been animated by the Ghoul Stone (and the necromantic energy it channels from Neinferth directly into Midgard). (Rhune Dawn of Twilight Campaign Guide) The Ghoul Stone was raised above the former cities in 166 YUR by invading cultists, draining the life force from the cities below it and leaving South Pointe, Way Pointe, and Way Station undead wastelands. Today, many Vitkarr believe the Ghoul Stone acts as a giant magical gate, one that links Neinferth to Midgard, channeling negative energy directly into the former cities and damning all who enter to a fate worse than death. (Rhune Dawn of Twilight Campaign Guide) While all of the Thrall Lords were transformed into their current states in the awful crucible of the Great Void, Felashurann is the one among their number who chose to remain behind, and so became the closest thing Neinferth has to a master. He is perhaps the most active of the Thrall Lords within his chosen domain, endlessly on the hunt for new flesh to warp and transform into the undead horrors with which he bolsters his army for the coming final battle of gods and men. (Rhune Dawn of Twilight Campaign Guide) Many Vitkarr believe that the Ghoul Stone that hovers above the Ruined Cities on Midgard draws its power directly from Neinferth, acting as a conduit for this twisted realm. While none know for sure, this realm clearly displays ties to the entropic energies that animate the dead. (Rhune Dawn of Twilight Campaign Guide) When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. However, their mastery is so great that they can force spirits back into the material realm to create undead seemingly at will. (Scarred Lands Player's Guide (Pathfinder)) Surrounding the city of Lokil, this wasteland was once the westernmost boundary of the great nation of Zathiske. Today, the broken plains teem with undead and angry wandering spirits, some of whom were once travelers themselves seeking the city of necromancers, Hollowfaust, which rests at the northern end of the fields. Like the Devil’s March to the west, this region played host to several great battles during the Titanswar, and countless fallen warriors have been risen up by the necromantic energies of the nearby March, as well as Hollowfaust and Glivid-Autel to the north and east. (Scarred Lands Player's Guide (Pathfinder)) The Sentencer Devil can use its baleful polymorph ability to transform a victim into virtually any form it wishes, often transforming the victim into 1 HD animated objects, elementals, constructs or undead rather than animals. (Secret Soldiers) The bodies of fallen elven warriors were harnessed by necromantic magic and thrown into the fray against their living kin. (Slaughter at Splinterfang Gorge (PF/5E)) Necromancy: These spells deal with death, dying, decay, despair, disease, communication with spirits beyond the grave, the unnatural manipulation of bodies (living or dead), the transference of life essence, and the creation of undead. (Sovereign Stone Campaign Setting Core Rulebook) Butcher’s Bride (The Blight - Pathfinder) This madwoman vanished into the night about ten years ago and has remained unseen since. Her speciality was disembowelling her victims and creating undead statuary from them. (The Blight - Pathfinder) The creatures that dwell here are feral, unlikely to be humanoid, and are joined by myriad types of undead that occupy the swamp due to the long practice of bog burials conducted by the Great Cemetery in the Hollow and Broken Hills. (The Blight - Pathfinder) His small cult, the Cult of Revenants, actively seeks to bring the unwary to their destined vengeance much sooner than their natural lifespan would otherwise warrant. If they catch a lone victim, they force this doctrine upon him by sacrificing him to “unleash their thwarted justice.” That these victims rarely volunteer and that the undead creature created from the sacrifice simply serves as a slave to a member of the cult is disregarded by its members. (The Blight - Pathfinder) All those who worship the god are bound by a terrible dark pact they commit to in blood and soul when they become an acolyte of Flense. The pact grants the worshipper a terrible retribution. Upon dying, the devotee of Flense is reborn anew as a “revenant” creature, torn from the mortal body of his unworthy subject to become a thing of vengeance. The creature the devotee rises as is always free-willed and equal to the CR of the cleric in life +1. Such new forms are not bound by a requirement to be undead (though frequently they are undead) and can come in any form the god chooses on a whim. Usually the form given is most commonly associated in some way with the life or personality of the deceased follower. For example, a follower who lives far away from civilisation may return as a dire animal bent upon vengeance. (The Blight - Pathfinder) In addition to all of the above, since the passage of The Corpse [Laying to Rest] Act of 1770, the Carcass has also served as a repository of stinking, rotting bodies claimed by the City for failure to pay the Death Duty, but for which it currently has no immediate use. Instead, tens of thousands of mouldering corpses lie heaped in niches, half-made catacombs, abandoned wells and oubliettes and virtually every other sort of space imaginable, while the infestation of rats, ghouls, and Blight ghoulsTOBH, and many spontaneously forming undead, is almost unthinkable. (The Blight - Pathfinder) He believes Mother Grace brought undead into the world to cleanse it of its mortal sins, but keeps this belief secret. (The Blight - Pathfinder) Inside, the place is crammed with Leptonia and Sallow’s artwork. The vampire spawn has a peculiar artistic trick involving abducting waifs and strays, drugging them with a concoction or chloroform* and oil of taggit, and embalming them in a substance made from equal parts lime concrete, clay, and an alchemic discovery known as Blight grasp. This substance hardens very quickly (in a matter of minutes), and Algernon has been using it to create living statues — slowly engulfing his victims in the stone substance over a period of weeks, and eventually covering them completely, thoughtfully providing an air hole for them to breathe through to enjoy his work to the last and infuse the statues with the occasional angry spirits. That this process occasionally creates an undead merely adds to Algernon’s belief that he is a living (or more accurately, unliving) genius. (The Blight - Pathfinder) Mists cloak the isle above, and the dour spirits of the fallen, the regretful, the wicked, and the innocent sing through the air. These only occasionally manifest as undead, but feel free to have shapes and faces loom out of the mist. (The Blight - Pathfinder) Undead are once-living creatures animated by spiritual or supernatural forces. (The Genius Guide to the Talented Bestiary) Create Spawn monster ability. (The Genius Guide to the Talented Bestiary) Perhaps a player character gets killed by an undead, and arises as an intelligent freewilled spawn. Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. (The Mad Doctor's Formulary) Priests of undeath serve as conduits of unholy power for their masters, bestowing undeath, through spells, to those followers who have pleased them and their lord. (The Secrets of Adventuring (PFRPG)) 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. (Tome of Adventure Design) 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 (Tome of Adventure Design) 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 (Tome of Adventure Design) 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 (Tome of Adventure Design) 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 (Tome of Adventure Design) 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 (Tome of Adventure Design) 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. (Tome of Adventure Design) Cemeteries and graveyards are well known for their concentration of negative energy and it is this, rather than the mere presence of the buried dead, that can cause all manner of creatures to rise from their graves to haunt the living. (Tome of Horrors 4) When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. (Two Dozen Dangers: Haunts) Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. Crew members who have proven themselves especially terrible in life remain on board the ship as undead mockeries of their former selves. (Wayfinder Bestiary) Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. However, among those rare few, some choose to delve into the depths of deathless hunger. There they find dark enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings. (Wayfinder Bestiary) The unburied dead are not only a vector for mundane disease, but may become hosts to undead maladies. (Westbound) Creating undead requires the theft of another’s body and soul, and results in the creation of a creature who inherently seeks the torture and death of all living things. (Wizard's Academy) From out of the dark and forbidding heavens a great meteor, black as night itself, carved through Abaddon’s atmosphere, calved into massive sections and rained down upon the world in great shards. It obliterated cities, shattered the living rock, sent tidal waves swamping over islands and drowning the coasts, ignited volcanoes and set the ground quaking for more than a year. (World of Obsidian Twilight (PFRPG) Preview) Over 85% of the sentient population of Abaddon was killed in moments and no sorcery, no prayer, no force of arms nor cunning with the builder’s craft could stand against the destruction. Those who survived found themselves in the ruins of civilization, surrounded by the corpses of their nations, overwhelmed by death and living beneath a soot-black sky. (World of Obsidian Twilight (PFRPG) Preview) Their suffering did not end there. The meteor was a black, hellish thing, infused with vast amounts of necrotic energy. The survivors watched in horror as the power of the meteors fragments and its dust began to raise the dead and few of the remaining cities survived the onslaught of their own deceased. (World of Obsidian Twilight (PFRPG) Preview) A character suffering from the curse Death’s Disrespect has made the terrible mistake of speaking too soon the name of one who has recently died—a terrible sign of disrespect. The curse manifests via the body or spirit of the dead returning as an undead and attacking the victim of the curse. (Pathways 23) At 20th level, the bone witch completes her transformation into a creature of unlife. She turns into an animate skeleton and gains the undead type. (Wayfinder 7) Unfailing Deathless power. (Scarred Lands Player's Guide (Pathfinder)) [i]Animate Dead[/i] spell. (Modern) [I]Create Greater Undead[/I] spell. (The Genius Guide to the Talented Bestiary) [I]Create Undead[/I] spell. (The Genius Guide to the Talented Bestiary) [i]Curse of Undeath[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Curse of Undeath[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Curse of Undeath[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Curse of Undeath[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [i]Curse of Undeath[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Curse of Undeath[/I] spell. (Echelon Reference Series: Witch Spells Compiled (3pp+PRD)) [i]Defile[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Defile[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Defile[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [i]Life to Undeath[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Life to Undeath[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Life to Undeath[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Life to Undeath[/I] spell. (Echelon Reference Series: Witch Spells Compiled (3pp+PRD)) Mythic [i]Create Undead[/i] spell. (Mythic Magic Core Spells) Mythic [i]Create Greater Undead[/i] spell. (Mythic Magic Core Spells) Mythic [i]Soulreaver[/i] spell. (Mythic Magic Expanded Spells I) [i]Obliterate Soul[/i] spell. (Book of Lost Spells) [i]Obliterate Soul[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Shadow of Duty[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Shadow of Duty[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Shadow of Duty[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Shadow of Duty[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Shadow of Duty[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [i]Vault of Flesh[/i] spell. (Game Master's Guide to Kaidan) [i]Witchblade[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Witchblade[/I] spell. (Echelon Reference Series: Witch Spells Compiled (3pp+PRD)) Dance of the Dead feat. (Undefeatable 3: Bards) Dance of the Dead feat. (Undefeatable: The Collected Feats Sourcebook) Necrotech Transformation feat. (Magitech Archetypes) Pitiless Economies feat. (Intrigue Archetypes) Sun-Dead feat. (The Book of Many Things Volume 2: Shattered Worlds) Undead Familiar feat. (Lords of the Night) Death's Disrespect legendary curse. (101 Legendary Curses) Ghostwater Drug creation. (Two Dozen Dangers: Drugs) Dirge of the Dead Bardic Performance. (Legendary Bards) Blessing of Unlife major witch talent. (The Genius Guide to More Witch Talents) Empath Medium Supreme Zeitgeist Ramtik the Eternal Cycle spirit power. (Arcforge Campaign Setting: Far Flung Frontiers) Hordelord Descent to Undeath ability. (Ultimate Commander) Necrotic Warrior Undead Champion power. (Player's Guide to Kaidan) Mass Reanimate Death Sphere talent. (Spheres Bestiary: Fey and Feyfolk) Reanimate Death Sphere talent. (Spheres Bestiary: Fey and Feyfolk) [b]Devourer:[/b] Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation. (PRD Bestiary 1) Only the bravest and most powerful adventurers dare step beyond the boundaries of the known planes, into whatever darkness lies beyond. Most who do so never return—yet some, especially the evil ones, come back changed and twisted. (Undead Revisited) Information about this otherness is almost completely unavailable, with even the gods seemingly deaf to most questions, yet there are always a few who to decide to see for themselves. When powerful fiends and evil spellcasters undertake this quest, some come back and report nothing but vast expanses of ... well, nothing. Others don’t return at all. Yet some—the foulest ones, or those who become lost beyond the multiverse’s reaches—find something out there that changes them. (Undead Revisited) Though devourers never discuss just who or what they’re talking to, many suspect their madness rises from a lingering connection to whatever sinister, alien entity or force made them what they are, and the devourers themselves sometimes let apparent titles slip, with appellations like the Dire Shepherd or the Wanderer Upon the Stair. (Undead Revisited) Devourers’ origins are shrouded in mystery. While spellcasters may create them through the usage of create greater undead spells, exactly what occurs during these rituals is unclear, and it’s possible that devourers are more called into being than physically created—certainly it’s more than just a simple matter of animating a corpse. (Undead Revisited) Unlike many other forms of undead, devourers do not form spontaneously, nor do they breed or spawn. Rather, they begin as either one of two creatures: a terribly evil mortal spellcaster or an actual fiend. Those of either category who find themselves lost in the hinterlands of the cosmos sometimes return as devourers. (Undead Revisited) They do not find their rebirth, their unholy transfiguration, in a specific place or plane. Rather, far beyond the knowledge and sight of mortals or outsiders, they experience some sort of transformative gnosis, realizing some infectious idea that simultaneously destroys and recreates them with a new form and a new hunger. Whether or not there might be something out there that actively calls to them, compulsively drawing them to its presence and making them into what they are, is anyone’s guess, yet it would explain why only evil outsiders and spellcasters seem to be susceptible, and also potentially why the strange mannerisms of the devourers who return to the planes seem more than simple madness. (Undead Revisited) Those devourers created (or potentially called from elsewhere) by magic share all the traits and madness of their transformed kin, a fact that has confused spellcasters for generations. Some scholars have pointed out that specific details of these magical rituals have certain traits in common across all schools of magic and faith, leading some to believe that the ability to create devourers may have been introduced long ago as a single spell, perhaps provided by whatever malign forces lurk beyond the planes. (Undead Revisited) Devourers, who form from the spirits of powerful spellcasters and fiends that venture into the darkness beyond the planes and come back forever tainted. (Undead Revisited) Fiend transformed by dark corners of the multiverse. (Undead Slayer’s Handbook) Other hungry undead are created through the fell influence of dark, otherworldly energies. Just as the deity Dou-Bral returned from the Dark Tapestry as the corrupt Zon-Kuthon, dark alien energies at the edges of the cosmos may warp evil mortals or fiends, transforming them into devourers or worse. (Undead Slayer’s Handbook) Those fiends and evil spellcasters who find a break in the Astral Plane and escape beyond the Outer Sphere sometimes return, twisted and transformed into devourers. (Planar Adventures) Devourers are the husks creatures that have been shattered and remade by forces beyond the ends of the multiverse. (Advanced Bestiary) Undeterred, Thozzaggard used his magic to transport himself into the cavern behind the door. This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature. (Dunes of Desolation) Countless millennia ago, Thozzaggard also found the watery star; however he succumbed to its power and became an undead abomination. (Dunes of Desolation) In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door. (Dunes of Desolation) This onyx‐encrusted sarcophagus casts create greater undead on the body within to create a devourer when a certain prophesy is completed. This effect works once before the sarcophagus’ magic is consumed. The onyx crumbles to dust if removed from the sarcophagus. (GM's Miscellany: Dungeon Dressing) A creature slain by the Megadeath Ruin rises as an uncontrolled undead 1d4+1 rounds after its demise. The type of undead created is up to the game-master, but is typically a very high level undead capable of creating its own spawn, such as a Bodak, Devourer, Wraith or similar threat. (Horrors of the Multiverse) [i]Create Greater Undead[/i] spell, caster level 20th or higher. (PRD Bestiary 1) [i]Animate Dead IX[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i][Create Greater Undead[/i] spell, caster level 20th or higher. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Clerics (PRD Only)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Inquisitor (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Create Greater Undead[/i] spell, caster level 20th or higher. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [I]Create Greater Undead[/I] spell. (Echelon Reference Series: Summoner (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Create Greater Undead[/I] spell. (Echelon Reference Series: Wizards (3pp+PRD)) [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words) [b]Ghost:[/b] When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. (PRD Bestiary 1) "Ghost" is an acquired template that can be added to any living creature that has a Charisma score of at least 6. (PRD Bestiary 1) Interestingly, a great number of ghosts and revenants owe their undead existence to the depredations of mortal killers who later became mohrgs, and it’s not unheard of for a revenant to hunt a mohrg, or for a ghost to assist adventurers in tracking down the unholy reanimation of its killer. (Undead Revisited) More than merely wayward souls cast from the cycle of eternity by random chance, the vast majority of ghosts manifest for a purpose—whether one of their own desires or born from the method of their deaths. So-called “ghost stories” often tell of souls lingering upon the mortal world in an attempt to put right some injustice—typically whatever evil led to their deaths—or to prevent some terrible fate. Yet the circumstances leading to the appearance of a ghost need not be so iconic. Although the mysteries of death may never be fully understood by mortals, the most significant requisite in a ghost’s appearance seems to be extraordinary circumstances of trauma surrounding its death. Such a condition need not be a torturous murder or a violent betrayal—the knowledge of a great responsibility or the jeopardized life of a loved one can potentially prove sufficient cause to compel a soul to linger on past its physical capacity. (Classic Horrors Revisited) Aside from personal determination, extreme circumstances might also lead to the formation of ghosts. Tales of unquiet battlefields, ghostly ships, and whole haunted cities typically arise from some manner of terrible collective ordeal. Such conditions must be exceptionally painful or damaging to the mortal mind, as not every fallen fortress or disaster-scoured community results in some mass haunting. While individual ghosts typically require some measure of personal connection, suffering, or desire to bind them to the land of the living, such is lessened for ghosts created en masse. The shared experience of multitudinous lesser horrors are seemingly significant enough to match the singular distress of a lone spirit, allowing large groups of spirits to manifest due to an incident of extreme shared emotion or disturbance that might not provoke the ghostly manifestation of an individual. (Classic Horrors Revisited) Restless soul longing to resolve a great injustice. (Undead Slayer’s Handbook) The incorporeal undead are those souls whose very cores have been warped by the Negative Energy Plane, and who now rove the Material Plane as cruel, disembodied spirit beings—ghosts, w[raith]s, and spectres being those more often encountered. (Undead Slayer’s Handbook) To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew. (Undead Slayer’s Handbook) These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths. (Undead Slayer’s Handbook) When Sarkoris fell and the Worldwound subsumed it, the new wasteland became home to more than demons. Among the creatures perverted by the taint of the Abyss was one of the former Kellid nation’s most elite socialites, the Forlorn elf Imaloka Ghalmont-Neverhome, patroness of the floating pleasure palace known as the House of Reflections. A century after her death and the sinking of her illustrious home, Imaloka and her final guests still haunt the ruined barge in undeath—but the former hostess is now a banshee and her guests are ghosts or worse. (Undead Unleashed) Born to retired elven adventurers Merania and Telderal Ghalmont, Imaloka spent her earliest days listening to fantastical tales of derring-do from both her parents. When Imaloka was still mere decades old, her father convinced her mother to come out of retirement and hunt down a green dragon that had been terrorizing the countryside near Storasta, their home. They left Imaloka in the care of human neighbors, promising to return in a month’s time. That was the last Imaloka saw of her parents. (Undead Unleashed) Within only a few years, she had been fully adopted into the Neverhome hold, and lived the rest of her life Forlorn, ever wondering what a fully elven life would have been like. After several generations of her adopted family members died of old age, Imaloka left Storasta for the Sarkorian Steppe in northwestern Sarkoris, with the aim of living a libertine life of opulence, decadence, and only shallow relationships with fellow revelers rather than risk watching more loved ones pass into the Boneyard. (Undead Unleashed) When she came across the twin lakes known as First Rains, Imaloka found a location both beautiful enough to inspire her future guests with its magnificence and remote enough that the pleasure palace she envisioned would become a destination for Sarkorians and foreigners alike. With the wealth inherited from her parents upon their presumed deaths, Imaloka commissioned the construction of a floating manor house the likes of which Sarkoris had never seen. The need for buoyancy mandated smaller rooms than Imaloka desired, so she had many of the walls covered floor to ceiling in shimmering mirrors. She had the mirrors enchanted such that they would accentuate the beauty in those who gazed upon their reflection within, hiding their flaws. Thus did her pleasure barge earn its name—the House of Reflections. (Undead Unleashed) For nearly 200 years, Imaloka hosted some of the most elite galas north of Oppara, and aristocrats from nations as far from Sarkoris as Jalmeray, Osirion, Cheliax, and Qadira traveled for months in order to attend them. Some parties lasted for weeks, and some had so many guests they couldn’t all fit in the House of Reflection’s limited second-floor quarters and bound their vessels together alongside the buoyant manor, creating a flotilla of debauchery. Once per year, Imaloka hosted the “Lock-In Ball,” a gathering so elite that invitations were magically encrypted to prevent them from changing hands or being forged, and only those select nobles she invited were granted entry. At the start of the Lock-In Ball, the doors to the House of Reflection were sealed for 2 weeks during which she feted the revelers lucky enough to be invited, and under no circumstances was anyone allowed in or out until the gala ended. (Undead Unleashed) It was during one such Lock-In Ball that the world changed forever. The Worldwound opened in Sarkoris, and in mere days, the land fell to the demonic hordes. Fearing for her own safety and that of her guests, Imaloka tightened the House of Reflection’s defenses. She increased the efficacy of the doors’ locks, and had her servants set aside their trays of food, musical instruments, and bottles of wine to construct barricades over the windows and the iron latticework of the east wing’s solarium. When the time came for the Lock-In Ball to end, Imaloka maintained the lockdown, and just as none were allowed to come or go during the gala itself, none of her guests were permitted to leave from that point on. (Undead Unleashed) The elite from across Avistan and Garund, now prisoners in the very pleasure palace they’d paid such a price to be locked in only weeks prior, grew angry quickly, demanding that Imaloka release them. She did not waver in her dedication, and took increasingly dire actions to quell the growing rebellion. Perhaps influenced by the miasma of Abyssal chaos that enveloped the land, the once-gracious hostess quickly became a tyrannical warden, who eventually struck a Taldan duchess dead with a broken wine bottle rather than allow her to escape out an upper-story window. (Undead Unleashed) Imaloka’s cruelty and lack of remorse for her actions pushed the remainder of her guests into open revolt. Armed with broken furniture, candelabra, and the cutlery they once used at dinner, the guests stormed the House of Reflections’s lowest level, home to the palace’s servants and the engineers who kept the barge afloat. In an effort to find egress from their jail, they inadvertently ruptured one of the key floatation devices supporting the western wing of the structure. The west wing collapsed upon the servants guarding the kitchen and the upper floor’s guest quarters were thoroughly destroyed. Shortly thereafter the eastern tower stairwell leading to the second floor toppled into the lake. In less than an hour, the entire House of Reflection sank to the lake’s bottom and all souls within drowned. (Undead Unleashed) Now, more than a century later, the water in the First Rains has dried up and the House of Reflections is one again exposed to the sky, albeit a dark and dire sky unlike any it saw prior to Sarkoris’s fall. The aristocrats who died within its mirrored walls are now ghosts or other forms of undead, tied to the magically enchanted mirrors that made them appear so beautiful in life. (Undead Unleashed) Ghosts are the undead souls of dead people so filled with rage and hate that they refuse to stay dead. (Beginner's Box) As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. (Game Mastery Guide) Iobaria has been ravaged by plague for centuries, and many of its dead do not rest. (Heroes of Golarion) The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. (Planar Adventures) Maybe there is no such thing as a soul, and all who die become ghosts unless some other event transforms them into specific undead creatures. (Planar Adventures) While it is most often used by mortals as a means to move incorporeally and unseen, the Ethereal Plane also serves as the launching point for souls, for it is here that they drift to upon death, joining the River of Souls to begin their journey to the Boneyard. Not all souls succeed at this journey, however; the Ethereal Plane is receptive to potent emotion, and souls that died without finding peace may linger in the mists for a time. Souls that become lost or are unable to move on due to extreme emotional trauma at the time of death may return to the Material Plane as ghosts, spectres, wraiths, or other bodiless undead, while others are called back to existence by spiritualists to become phantoms. (Planar Adventures) For unknown reasons, the House of the Itinerant Soul serves as a bulwark against the pull of both the River of Souls and the Negative Energy Plane. As such, the most populous denizens are unfettered phantomsB4. Freed from the desperation of prolonging their fall into undeath, these phantoms mix and mingle in a parody of their mortal lives. The spirits go through the motions of half-remembered lifestyles, keep homes among the baroque architecture, and trade with visitors, especially prizing relics and trinkets that remind them of their mortal lives. In time, all of the phantoms tire of this existence and depart for judgment, only to be replaced by fresh ones. In this way, the House serves as a halfway home between death and judgment, which may be why Pharasma and her psychopomps have little concern with the site, for they understand that certain souls simply need longer to accept death than others, and the House of the Itinerant Soul offers a waiting area of sorts that prevents confused souls from forming into incorporeal undead, such as ghosts. (Planar Adventures) Negative energy transforms a soul into a ghost, haunt, or other undead, while a plane’s raw quintessence turns a soul into a petitioner. (Planar Adventures) Opening the [canopic] jars [of Khasekenej] creates powerful minions to serve you—whether you’re fighting a battle, doing reconnaissance work, or you simply need someone to pour you a drink, these jars are your friends. ([PFRPG] Pug's Bazaar: Tent #1) Long ago, the Fleece Sisters stole a mysterious box from one of the Fell Repositories, which its previous owner believed was worth the entire kingdom, to the right buyer. In retaliation, the Immortal Emperor sent his Undying Knights to pursue them. The Undying Knights eventually caught the two sisters but the box had been opened, releasing Kauriel the Enabler. The Infernal Duke incinerated the Undying Knights but spared the two sisters. With these two, he forged a pact; he would spare one and curse the other. The younger sister betrayed the older and told Kauriel to curse her elder sister, and so the Enabler did. The younger sister’s joy died when her elder strangled her to death and made the younger one of her ghosts. (101 Legendary Curses) Imprisoned by the unique nature of the Aethera System’s cosmology, an imprisoned outsider’s metaphysical essence lingers on, effectively imprinted onto the structure of the Material, functioning like a bizarre form of phylactery or the conditions that imprison ghosts past their physical death. (Aethera Campaign Setting) Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. (Alternate Dungeons: Haunted House) When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (Alternate Dungeons: Haunted House) Ghosts are created from the residual psychic energy of creatures unable or unwilling to depart to the outer planes to receive judgment. Ghosts often haunt the places where they died or the homes they once lived in. (Alternate Dungeons: Haunted House) Any evil or chaotic living creatures within 300 feet of Askyjoth is bound to the land of the living by profane means, compelling their body and soul to remain active in spite of their destruction. Immediately after they die and Consume Spirit is activated, such creatures return to life with the Forsaken Lich template and are completely under the control of Askyjoth. If the creature’s body was destroyed or rendered unusable by the attack that killed it, the creature returns as a ghost under Askyjoth’s control, save that the ghost lacks the rejuvenation ability and is destroyed automatically after 24 hours. (Arcforge Campaign Setting: Ravages of the Qlippoth) Before the events that led up to the Shattering, ghosts were the only type of undead. A ghost is a spirit that does not pass on to the Inner World, as it was known then, or the Ethereal Realm, as it is now. When a being in the Outer World dies, its positive energy spirit is naturally transformed into negative energy as it passes on to the next plane of existence. However, in rare circumstances, this process can be disrupted. This occurs either due to a powerful act of will on the part of the recently deceased, or when the spirit has undergone a great psychic trauma, such as being murdered. Although ghosts are not intrinsically evil, they are beings of negative energy and suffer greatly in the Outer World, which is confusing and alien to their nature. This often causes the ghost to become malevolent, if it wasn’t already. A negative spirit in the Inner World would have spent its lifetime resolving psychological issues, before being reborn into the material Outer World as a positive energy spirit in a new body. Scholars speculate that ghosts are created when some of these psychological issues can only be resolved in the Outer World. For example, the spirit might need to protect loved ones, or to exact revenge upon its killer. (Atarashia – A Gazeteer) She attempted to create ghosts by killing living beings in horrendous ways, so as to precipitate the necessary psychological trauma. However, the success rate of this was low as, more often than not, the spirit would simply cross over into the Inner World and remain beyond her reach. (Atarashia – A Gazeteer) On a related note, if you're caught outdoors at night, don't bang on the door asking to be let in. You won't be, because you're clearly an undead who wants to feast on the souls of those indoors. If you're still alive in the morning, they'll take you to the local church for healing, because if they take you in, and you die later that night, you might return as a ghost and blame them for your death. (Claw Claw Bite 18) When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. (Dangers & Discoveries) The zither player is named Ceruth, a beggar that solicited donations by playing his zither during Iljanna’s decline. After death, the bitter musician refused to depart and became a ghost cursed to forever haunt the dollhouse. (Dunes of Desolation) The Sea Lord’s Guard chose this night to begin their war and swept through the Eastern District, rounding up anyone they suspected of being affiliated with the Guild. As the sounds of screams and fighting broke out all around, Melanie fled to her home on the edge of Scurvytown, only to find her house in flames and her friends fighting for their lives against a band of Guardsmen. Melanie grabbed the knife from the pouch and threw herself into the combat, terrified and desperate to get to her boys. She lashed out with the blade, unaware that it slew everyone it touched, her eyes fixed only on the small, smoking shapes on her porch. She nearly reached the bodies of her children when a steel-tipped quarrel punched through her middle, piercing her heart. She fell within an arm’s reach of her children’s bodies, and as she lay dying, she whispered that she’d get her vengeance, make the bastards pay. (Freeport Companion Pathfinder RPG Edition) A strange thing happened. The knife flared with sickly green light, growing brighter even as the light in her eyes faded. Melanie Crump’s body died, but somehow her spirit lived on, trapped within the accursed knife, bound by her vow until she gets her revenge. (Freeport Companion Pathfinder RPG Edition) Because of tenmei, dead nobles could only reincarnate into noble families. Yet the many deaths of the nobles, coupled with the undead nature of the rest, meant that there were not enough noble bodies into which the spirits of the nobles could be reborn so that, subsequently even those that were slain often returned as undead spirits, ghosts and ghouls. (Game Master's Guide to Kaidan) These are those yurei trapped between lives, either by the vagaries of tenmei or else by their own personal tragedies. Strengthened by the same negative energies which give birth to the jikininki, these yurei exist as ghosts, wraiths and haunts. (Game Master's Guide to Kaidan) Clergy who feel they had unfinished business or wish to see their temples restored remain to haunt these locations. Fully restoring the temple or destroying it puts these undead to rest. (GM's Miscellany: Alternate Dungeons) Lonesome spirits, mere shades of what they once were. What better place for a ghost to haunt than a place so keenly reminiscent of its own tragic existence? Almost any undead creature might identify with the ruination of a once-warm and lively place, but ghosts—with their tendency to linger over unfinished business—are more likely than any other kind to haunt the places they knew best in life. (GM's Miscellany: Alternate Dungeons) Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. (GM's Miscellany: Alternate Dungeons) When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (GM's Miscellany: Alternate Dungeons) But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. (Lands of Theia) Within the Forest of Shippai, ghosts unable to find peace walk the damp grounds. (Lands of Theia) When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead. (Lands of Theia) Formerly the merchants’ guild of Xaotawn, the heads of this group were separated from their bodies when the curse struck the land. (Lands of Theia World Primer) When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead. (Lands of Theia World Primer) When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave. (Midgard Worldbook for 5th Edition and Pathfinder) Not all who die move along into their pantheon’s afterlife. Some ghosts are forced to remain behind, closely attached to the prime material plane by emotions or unfinished business so powerful that it will not let their souls move on. (Modern) The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time. (Races of Obsidian Twilight) Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living. (Races of Obsidian Twilight) The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. (Races of Obsidian Twilight: Osirian) The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs. (Races of Obsidian Twilight: Osirian) The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time. In the beginning many of these were mindless spectres, the traumatised dead from what seemed like the end of the world but over time these have been winnowed down and replaced with the new dead. (Races of Obsidian Twilight: Raijin) Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living. (Races of Obsidian Twilight: Raijin) The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead. Ghosts represent one of the most tragic forms of undead. Tied to the material plane with unfinished business, they find themselves bound to a specific area, usually associated with their death. (Shadows Over Vathak Ina'oth Gamemaster's Guide) Ghosts are powerfully psychological creatures to face bound by strong emotions of anger, fear, love, and resentment. (Shadows Over Vathak Ina'oth Gamemaster's Guide) They rarely act toward an end, rather being manifestations of some evil act or long forgotten treachery. (Sherwood: The Legend of Robin Hood (Pathfinder Edition)) The Old Dockyard is barely used these days, the piers are dangerously rotten, and the pools below are infamous for quicksand. A small group of local dandies and artists have made their home here, these struggling dilettantes revel in their self-enforced poverty. The occasional pie shop or opium den opens up here to serve the aristocrats but generally doesn’t last long. Some say the old docks are haunted by the ghosts of shipbuilders from the past, and most infamously the Lady Rose, a gigantic ship that burnt during construction, killing 118 and eight workers, for which the first ironclad dreadnought Lady Ruin was later named (itself sunk in the Battle of the Kraken’s Teeth in 1751). Parts of the Lady Rose’s hulk can still be seen when the waters of the Lyme (rarely) clear, its skeletal black timbers lurking at the furthest pier in the docks, a perilous place to reach even in the best weather. (The Blight - Pathfinder) Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. (The Deluxe Guide to Fiend Summoning and Faustian Bargains) Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. (The Mad Doctor's Formulary) When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. (Two Dozen Dangers: Haunts) The spirits released during the cataclysm were scared, confused, barely sentient, an outpouring of pain and suffering that would lash out at anything that came close to them, little more than necromantic energy themselves, free and wild to animate the dead. In the years since the cataclysm however, the character of the dead has changed. Those who die today die with hatred for the lords on their minds, with revenge and cries of freedom on their lips. The ghosts of today are the spirits of vengeance, no allies to the lords or to Calix Sabinus. Even the dead themselves are turning against the powers that be. (World of Obsidian Twilight (PFRPG) Preview) [i]Phantasmal Detainment[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Phantasmal Detainment[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Phantasmal Detainment[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Phantasmal Detainment[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [i]Phantasmal Detainment[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Phantasmal Detainment[/I] spell. (Echelon Reference Series: Witch Spells Compiled (3pp+PRD)) [i]Phantasmal Revenge[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [i]Transcendental Geas[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [I]Transcendental Geas[/I] spell. (Echelon Reference Series: Witch Spells Compiled (3pp+PRD)) Monkey's Paw grand witch talent. (The Genius Guide to More Witch Talents) Soul Weaver Gravewalker power. (Spheres of Power) Fulmination of All-Consuming Avarice legendary curse. (101 Legendary Curses) Elder's Grace exalted boon. (Book of the Damned) [b]Ghost Human Aristocrat 7:[/b] ? [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast. (PRD Bestiary 1) As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 18 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu's control. A nabasu's gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul. The save DC is Charisma-based. (PRD Bestiary 1) When a sayona kills a humanoid or fey of Medium or Small size with its absorb blood or blood drain ability, the victim rises 24 hours later as a ghoul with the advanced creature simple template and the blood drain ability. (Bestiary 4) A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul. (Bestiary 5) Myth holds that the first man to feed upon the flesh of his brother was seized by a most uncommon malady of the intestinal tract, and after lingering for days in the throes of this painful inflammation of the belly, he died, only to rise on the Abyss as Kabriri, the first ghoul. Whether the demon lord of graves and ghouls was indeed the first remains the subject of debate among scholars of necromancy, but certainly the methods by which bodies can rise as the hungry dead are myriad. (Classic Horrors Revisited) Necromancers have long known the secrets of infusing a dead body with this vile animating force. With the spell create undead, a spellcaster can waken a body’s hunger and transform it into a ravenous ghoul. Stories abound as well of spontaneous transformations when a man or woman, driven by bleakest desperation or blackest madness, resorts to cannibalism as a means of survival. Whether the expiration that follows rises from further starvation or the death of the will to carry on in light of such atrocity matters not, for when death occurs after such a choice, a hideous rebirth as a ghoul may occur. (Classic Horrors Revisited) Yet the most common route to transformation is through violent contact with other ghouls. Called by a wide variety of regional names (such as gnaw pangs, belly blight, or Kabriri’s curse), this contagion is known in most circles simply as “ghoul fever.” Transmitted by a ghoul’s bite (or, more rarely, through the consumption of ghoulish flesh), ghoul fever causes the victim to grow increasingly hungry and manic, yet makes it impossible to keep down any food or water. The horrific hunger pangs caused by the sickness rob the victim of coordination and cause increasingly painful spasms, and eventually the victim starves to death, only to rise soon thereafter as a ghoul. That those who perish from ghoul fever invariably animate as undead at midnight has long intrigued scholars of necromancy—the general thought is that only at the dead of night can such a hideous transformation complete its course. (Classic Horrors Revisited) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Horror Adventures) A creature that dies while at th[e terminal] stage of the [ghoul distemper] disease rises as a ghoul (or ghast, if it had 5 or more Hit Dice) after 24 hours. (Horror Adventures) The corpse of everyone who dies returns as a ghoul within 1 day, forcing the PCs to investigate why souls are not passing on to the afterlife. (Horror Adventures) Unsated cannibal given to undeath. (Undead Slayer’s Handbook) Mohrgs and ghouls rank among the hungry undead—mortals whose evil existences or twisted means of death shunted them back onto the Material Plane instead of affording them passage to their proper place in the afterlife. (Undead Slayer’s Handbook) Hungry undead display a wide variety of necrologies. In most instances, they are created from malevolent living creatures. Mohrgs, wights, and ghouls all fit this description. In many cases, the living incarnations of these creatures were serial killers, war criminals, cannibals, or other antisocial beings. (Undead Slayer’s Handbook) Malevolent ex-humanoids like mohrgs, wights, and ghouls can often be found lurking around the same hunting grounds they stalked in life. (Undead Slayer’s Handbook) Many Osirians have a reasonable fear of ghouls, particularly in the city of Wati, where such undead still sometimes rise among the dead interred in that settlement’s vast necropolis. (Undead Slayer’s Handbook) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; a humanoid of 4 Hit Dice or more rises as a ghast. (Undead Unleashed) It is said that when the first humanoid (an elf, it so happened) to feed upon the flesh of his brother died, he was reborn in the Abyss in the reeking bowels of a vast necropolis that the plane created in his honor. This first ghoul abandoned his previous life and embraced his new undeath, becoming the demon lord Kabriri. For his first few centuries of existence, he traveled among the worlds of the Material Plane, sampling like a gourmand the contents of graveyards and spreading the infectious “word” of his condition to any who would listen—in effect, infecting the inhabitants of innumerable worlds with the first and strongest strain of ghoul fever. Yet wherever Kabriri traveled, he took pains to avoid the burial grounds of elves, and did not spread his word among their kind. Whether his restraint was due to a fragment of shame over his first act of cannibalism or fear of confronting even a tiny fragment of the life he’d left behind, Kabriri left the elven people alone. Repercussions of his avoidance continue to this very day, as the touch of ghouls cannot paralyze elves. In contrast, other humanoids who succumb to the disease find their ears growing long and pointed, as if in some cosmic mockery of the elven form. (Book of the Damned) His favored weapon is a two-headed flail of iron and bone, its twin heads made from skulls wrapped in strips of spiked iron. This weapon is capable of transforming those it strikes into ghouls, and causes the flesh of the living to rot away. Kabriri’s breath can also transform the living into ghouls, and his gaze can instill an unholy cannibalistic hunger that can drive sane folk to go on murderous, gluttonous rampages. (Book of the Damned) Lazurite, a material found exclusively in marrowstone deposits of Sekamina, is also harmless to the living. However, it has strange necromantic properties, and any fresh, mostly intact corpse left in its light has a chance to rise as a ghoul. (Heroes of the Darklands) A living creature slain while wearing lazurite-bonded armor has a 10% chance of spontaneously rising as a ghoul after 24 hours. (Heroes of the Darklands) A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast. (Mythic Realms) Opening the [canopic] jars [of Khasekenej] creates powerful minions to serve you—whether you’re fighting a battle, doing reconnaissance work, or you simply need someone to pour you a drink, these jars are your friends. ([PFRPG] Pug's Bazaar: Tent #1) Anyone killed by the Hangman's Rope returns to life in 1d4 days as a ghoul unless properly blessed. (101 Malevolent Magic Items) Victims killed by the [hangman's] rope must be targeted with both bless and remove curse (DC 22) to prevent their animation as ghouls. (101 Malevolent Magic Items) The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. (Advanced Bestiary) Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia. (Advanced Bestiary) A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones. Especially large deadlight fungus caverns can also contain ghasts, ghouls, and undigested. (Aethera Field Guide I) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Aquilae: Bestiary of the Realm: Volume 1 (Pathfinder)) Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. (Atarashia – A Gazeteer) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Atarashia – A Gazeteer) The ghoul lord is a more powerful version of the ghoul, able to drain the life from its victims and create ghoul slaves from the corpses left behind. (Bestiary of Loerem (Sovereign Stone)) A humanoid victim slain by a ghoul lord or its minion but not completely consumed or destroyed will rise as a ghoul in 1d6 days. The gentle repose spell delays this effect by its duration. (Bestiary of Loerem (Sovereign Stone)) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. (Bestiary of Loerem (Sovereign Stone)) As victims of Void magic or other ghouls, ghouls are creatures to be pitied. (Bestiary of Loerem (Sovereign Stone)) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Borderland Provinces - Pathfinder) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (Campaign Backdrops: Caves and Caverns) A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight. (Campaign Backdrops: Forests & Woodlands) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (Campaign Backdrops: Hills & Mountains) A small adventuring party once got trapped within and starved to death. Risen as ghouls, the undead lurk in the crypt creeping forth when released by the hermit to dine up on his guests. (Campaign Backdrops: Hills & Mountains) Creatures below 5 HD within the cone of a plague dragon's deathless breath instantly die, and reanimate as ghouls under the dragon's control. (Creepy Creatures Bestiary of the Bizarre) Any humanoid that is two weeks or less dead within the sovereign ghoul's aura rise as a ghoul under its complete command in one round. (Creepy Creatures Bestiary of the Bizarre) Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. (Creepy Creatures Bestiary of the Bizarre) The grimwood is a powerful and dangerous dogwood imbued with unholy oracular power. It believes itself the ultimate expression of superior life. It demonstrates its power over nature by creating ghasts and ghouls. (Echelon Reference Series: Oracle (3pp+PRD)) A humanoid who dies of a bone gorger’s wasting rot and is not given a proper burial rises as a standard ghoul 24 hours after the disease consumes them. (Fat Goblin Travel Guide to Horrible Horrors and Macabre Monsters) Nabassu Demon's gaze attack that creates ghouls. (File Off the Serial Numbers) Undead-Focused Cleric 9's gaze attack that creates ghouls. (File Off the Serial Numbers) Necromancer 9's gaze attack that creates ghouls. (File Off the Serial Numbers) A fetish familiar uses all the base creature’s statistics and special abilities except as noted here. If a spellcaster with a fetish familiar dies, there is a 1% chance per caster level the spellcaster becomes an undead with a CR equal to its caster level -2. (Freeport Bestiary for the Pathfinder RPG) Because of tenmei, dead nobles could only reincarnate into noble families. Yet the many deaths of the nobles, coupled with the undead nature of the rest, meant that there were not enough noble bodies into which the spirits of the nobles could be reborn so that, subsequently even those that were slain often returned as undead spirits, ghosts and ghouls. (Game Master's Guide to Kaidan) A samurai wight-lord, Hakato Munimasanoke, once sworn to serve the daimyo’s husband, has been stealing bodies for years, burying them in the cursed soil of the forest so that they rise as zombies and ghouls under his control. (Game Master's Guide to Kaidan) The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (GM's Miscellany: Dungeon Dressing) Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast. (GM's Miscellany: Village Backdrops III) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (GM's Miscellany: Village Backdrops III) Dying while infected with Darakhul Fever. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean) A humanoid who dies of an imperial ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean) A humanoid who dies of a legionnaire ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean) A humanoid who dies of an iron ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean) A humanoid who dies of an iron ghoul captain's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean) If a humanoid creature is killed due to negative levels gained from carrying the Lance [of the End Times], they become animated as a ghoul whose only purpose is to find a nephilim worthy of the Lance. (In The Company of Fiends) But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. (Lands of Theia) Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. (Legendary Worlds: Terminus) The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. (Malevolent and Benign) A ghoul’s bite carries a terrible disease that can rot flesh and dull the reflexes. Those who die from it become a ghoul themselves. (Monster Focus: Ghouls) A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast. (Monster Focus: Ghouls) The sickness of vanity that consumed the soul of the fukuranbou now manifests itself as a powerful wasting curse that it can inflict with its claws. Several small villages have been lost to this curse. Victims who die this way sometimes come back from the dead as ghouls. (Monsters of Porphyra) Decades ago, a group of Ehloran priests seeking greater power engaged in forbidden rites involving consuming the dead of the Barrowdelve. These priests were transformed into ghouls for their blasphemy. (Mor Aldenn Setting Guide) As a free action once per day per growth point (minimum of 1/day), a mythic nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 19 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the mythic nabasu’s control. A mythic nabasu’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the mythic nabasu picks which human becomes a ghoul. The save DC is Charisma-based. (Mythic Mastery Mythic Nabasu and Shadow Demons) Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control. (Mythic Mastery Mythic Nabasu and Shadow Demons) A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul. (Mythic Mastery Mythic Nabasu and Shadow Demons) There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible. (Mythic Mastery Mythic Nabasu and Shadow Demons) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Mythic Monsters 9: Undead) Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly. (Mythic Monsters 23: Worms) Ghouls roam the countryside in vast numbers, increasing their kind with ghoul fever. (Shadows Over Vathak Ina'oth Gamemaster's Guide) As citizens turn to cannibalism, new ghouls are born even within the safest walls. (Shadows Over Vathak Ina'oth Gamemaster's Guide) Cannibalistic undead who can turn the living into one of their kind, ghouls increasingly menace the lands of Ina’oth. (Shadows Over Vathak Ina'oth Gamemaster's Guide) The sweeping plagues that leave behind ravaged towns force desperate survivors to consume one another to stay alive. When these survivors, in turn, succumb to disease or murder, they arise again with an insatiable hunger. The increasing foulness of the Old Ones aids in this transformation and finds fertile ground in plague infested Ina’oth where the ghoul problem is the worst in Vathak. (Shadows Over Vathak Ina'oth Gamemaster's Guide) Although official church doctrine suggests ghouls are the product of the Old Ones’ interference, few ghouls bend knee to those powers. (Shadows Over Vathak Ina'oth Gamemaster's Guide) Experts in the occult and undeath, particularly reanimators, believe ghoul fever can arise spontaneously in cases of cannibalism. However, they’ve yet to find a natural explanation for the increasing number, variety, and intelligence of Inaothian ghouls. (Shadows Over Vathak Ina'oth Gamemaster's Guide) The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual. (Spheres of Power) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Spooky Gardens Halloween Special) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Studies of Decay: Ghouls (PFRPG)) A humanoid of 4 Hit Dice or more rises as a ghast. (Studies of Decay: Ghouls (PFRPG)) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; those who become a ghoul in this way retain none of their abilities possessed in life. They are not under the control of other ghouls, but they hunger for the flesh of the living and behave like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. (The Book of Metal) Any humanoid or monstrous humanoid slain by the Bone Griffon rises in 1d6 minutes as a ghoul. Humanoid or monstrous humanoids with 4 or more Hit Dice rise as a specter instead. (The Complete Nemesis Bestiary) Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing. (The Genius Guide to Simple Monster Templates) A humanoid slain [by an outsider's Death-Stealing Gaze] immediately transforms into a ghoul under the outsider’s control. (The Genius Guide to the Talented Bestiary) A humanoid slain [by a corps purrodaemon's death-stealing gaze] immediately transforms into a ghoul under the daemon’s control. (The Genius Guide to the Talented Bestiary) A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid of 4 Hit Dice or more rises as a ghast. (The Genius Guide to the Talented Bestiary) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (The Tome of Blighted Horrors) A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. (Tome of Horrors 4) A target reduced to 0 Dexterity by the Necromancer's Lethargy curse suffocates, and returns to unlife as a ghoul. (Two Dozen Dangers: Curses) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder Bestiary) A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast). (Pathways 18) To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result. (Pathways 18) A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Pathways 55) A humanoid who dies of wasting rot and is not given a proper burial rises as a standard ghoul 24 hours after the disease consumes them. (Vathak Times #3) A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder 8) A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfiner 9) “You don’t know what that will do to you!” Almelos shouts back at me. My deep blue shirt and leggings and his many-colored robe are both soaked in the blood of our friends. Our squad had been ambushed in the night. The thing hunting us, born into this world from the nightmarish Abyss, used its foul magic to paralyze us as it sucked the life from us with its terrible gaze. (Wayfinder #17) I watched, helpless, as my friends — my brother and sister demon-slayers — died one by one and decayed into ghoulish mockeries of their former selves. Almelos and I fled and barricaded ourselves in a nearby ruin. (Wayfinder #17) [i]Create Undead[/i] spell, caster level 11th or lower. (PRD Bestiary 1) [i]Animate Dead I[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead I[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead II[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead III[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Ghoul[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Ghoul[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Animate Ghoul[/i] spell. (Monster Focus: Ghouls) [i]Animate Ghoul[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Create Undead[/i] spell, caster level 11th or lower. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Create Undead[/i] spell. (Echelon Reference Series: Clerics (PRD Only)) [i]Create Undead[/i] spell. (Echelon Reference Series: Inquisitor (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Create Undead[/i] spell, caster level 11th or lower. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [I]Create Undead[/I] spell. (Echelon Reference Series: Summoner (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Create Undead[/I] spell. (Echelon Reference Series: Wizards (3pp+PRD)) [i]Create Undead[/i] spell. (Sherwood: The Legend of Robin Hood (Pathfinder Edition)) [i]Create Undead[/i] spell, caster level 11th or lower. (Studies of Decay: Ghouls (PFRPG)) [i]Ghoul Army[/i] spell. (Shadows Over Vathak Player's Guide to Vathak) [i]Raise Undeath[/i] spell word. (Book of Magic 10 Undead Spell Words) [i]Transform Dead[/i] spell. (Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG)) [i]Transform Zombie[/i] spell. (Book of Lost Spells) [i]Transform Zombie[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) Amulet of Radiation Absorption magic item. (Heroes of the Darklands) Necrotic Arrow feat, Arcane Archer level 7 (Undefeatable 12: Arcane Archer) Necrotic Arrow feat, Arcane Archer level 7 (Undefeatable: The Collected Feats Sourcebook) Pitiless Economies feat. (Intrigue Archetypes) Ghoul Fever disease. (PRD Bestiary 1) Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide) Necrotic fever disease. (Pathways 18) Sorcerer Ghoul Bloodline Eater of the Dead power. (Echelon Reference Series: Sorcerers (3pp+PRD)) Ghoul corruption stage 3. (Horror Adventures) Ghoulish Apotheosis exalted boon. (Book of the Damned) Death-stealing Gaze exalted boon. (Book of the Damned) [b]Ghoul Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast. (PRD Bestiary 1) In the Darklands, yet another route to ghoulishness exists—lazurite. This strange, magical ore, thought to be the remnant of a dead god who staggered through the Darklands and left behind black bloodstains upon the caverns of the Cold Hell, appears as a thin black crust where it is exposed. The white veins of rock in which it often forms are known as marrowstone. Lazurite itself exudes a magical radiation that gives off a strong aura of necromancy. Any intact corpse left within a few paces of a significant lazurite deposit for a day is likely to rise as a ghoul or ghast, often retaining any abilities it had in life. (Classic Horrors Revisited) It should be noted that not all who begin the transformation into ghoul become actual ghouls. Particularly hearty humanoids (often those with racial Hit Dice, or who in life were already gluttons or cannibals by choice) often become ghasts. (Classic Horrors Revisited) Bugbear, Lizardfolk, Troglodyte: These races always spawn into ghasts. (Classic Horrors Revisited) A creature that dies while at th[e terminal] stage of the [ghoul distemper] disease rises as a ghoul (or ghast, if it had 5 or more Hit Dice) after 24 hours. (Horror Adventures) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; a humanoid of 4 Hit Dice or more rises as a ghast. (Undead Unleashed) A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast. (Mythic Realms) The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. (Advanced Bestiary) A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones. Especially large deadlight fungus caverns can also contain ghasts, ghouls, and undigested. (Aethera Field Guide I) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Atarashia – A Gazeteer) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. (Bestiary of Loerem (Sovereign Stone)) A humanoid of 4 Hit Dice or more who dies from ghoul fever rises as a ghast. (Borderland Provinces - Pathfinder) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (Campaign Backdrops: Caves and Caverns) A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight. (Campaign Backdrops: Forests & Woodlands) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (Campaign Backdrops: Hills & Mountains) The grimwood is a powerful and dangerous dogwood imbued with unholy oracular power. It believes itself the ultimate expression of superior life. It demonstrates its power over nature by creating ghasts and ghouls. (Echelon Reference Series: Oracle (3pp+PRD)) After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. (GM's Miscellany: Dungeon Dressing) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (GM's Miscellany: Dungeon Dressing) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. (GM's Miscellany: Village Backdrops III) The day after negotiations began, the delegates from New Onilaar and Percimum were openly accusing the Xaotawn native of stonewalling them when a wave of force from the south knocked over everything that wasn’t bolted down. For the second time in recorded history, an unknown power ripped across Theia, but to what end, nobody yet knew. (Lands of Theia) The pulse ended as quickly as it began, and at first everybody appeared to be fine. Then they noticed the Xaotawn representative was acting strange. When a guard walked over to help the man stand, the delegate grabbed him with clawed hands and ripped his throat out with a mouthful of fangs that had not been there before. (Lands of Theia) But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. (Lands of Theia) The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. (Malevolent and Benign) A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast. (Monster Focus: Ghouls) A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul. (Mythic Mastery Mythic Nabasu and Shadow Demons) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Mythic Monsters 9: Undead) Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life. A humanoid of less than 3 Hit Dice rises as a ghast. A humanoid of 3–9 Hit Dice rises as a wight. A humanoid of 10 HD or more rises as a morhg. There is no limit to the number of undead a conqueror worm can create with its slime. (Mythic Monsters 23: Worms) Any creature killed by the Leather Zombie that lies undisturbed until the next midnight rises as a ghast at that time. The new ghast is not under the control of its creator. A protection from evil or gentle repose spell cast on the corpse prevents its conversion. (Secret Soldiers) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Spooky Gardens Halloween Special) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Studies of Decay: Ghouls (PFRPG)) A humanoid of 4 Hit Dice or more rises as a ghast. (Studies of Decay: Ghouls (PFRPG)) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; those who become a ghoul in this way retain none of their abilities possessed in life. They are not under the control of other ghouls, but they hunger for the flesh of the living and behave like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. (The Book of Metal) Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing. (The Genius Guide to Simple Monster Templates) A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead. (The Genius Guide to Simple Monster Templates) A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid of 4 Hit Dice or more rises as a ghast. (The Genius Guide to the Talented Bestiary) A humanoid of 4 Hit Dice or more who dies from ghoul fever rises as a ghast. (The Tome of Blighted Horrors) A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. (Tome of Horrors 4) A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder Bestiary) A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast). (Pathways 18) To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result. (Pathways 18) Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia. (Advanced Bestiary) A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Pathways 55) A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder 8) A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder 9) [i]Create Undead[/i] spell, caster level 12th to 14th. (PRD Bestiary 1) [i]Animate Dead III[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead III[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead IV[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead IV[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead V[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead V[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Ghoul[/i] spell, 13th or higher caster. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Ghoul[/i] spell, 13th level or higher caster. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Create Undead[/i] spell, caster level 12th to 14th. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Create Undead[/i] spell. (Echelon Reference Series: Clerics (PRD Only)) [i]Create Undead[/i] spell. (Echelon Reference Series: Inquisitor (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [I]Create Undead[/I] spell. (Echelon Reference Series: Summoner (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Create Undead[/I] spell. (Echelon Reference Series: Wizards (3pp+PRD)) [i]Create Undead[/i] spell. (Sherwood: The Legend of Robin Hood (Pathfinder Edition)) [i]Create Undead[/i] spell, caster level 12th to 14th. (Studies of Decay: Ghouls (PFRPG)) [i]Ghoul Army[/i] spell. (Shadows Over Vathak Player's Guide to Vathak) [i]Raise Undeath[/i] spell word, caster level 12th or higher. (Book of Magic 10 Undead Spell Words) Necrotic Arrow feat, Arcane Archer level 9 (Undefeatable 12: Arcane Archer) Necrotic Arrow feat, Arcane Archer level 9 (Undefeatable: The Collected Feats Sourcebook) Ghast Tooth alchemical item. (Monster Focus: Ghouls) Ghoul Fever disease. (PRD Bestiary 1) Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide) Necrotic Fever disease (Pathways 18) Undertaker sentinel boon. (Book of the Damned) [b]Ghoul Lacedon:[/b] Lacedons are another variant, ghouls who rise from the bodies of starving humanoids who died from drowning, often as a result of a shipwreck. (Classic Horrors Revisited) Boggard, Merfolk: These races always spawn into lacedons. (Classic Horrors Revisited) Early in her new life as a ghast, Mirik happened to catch two sailors in a knife fight. She easily overpowered the wounded pair and dragged their corpses back to her lair, devouring one and saving the other for later. Much to her surprise, the latter arose mid-feast and joined her in her gruesome meal. It had never occurred to Mirik that her affliction might be catching, but she welcomed him as the first of her lacedon companions. (Undead Unleashed) Any humanoid killed by a cihuateotl's energy drain ability rises as a lacedon under her control in 1d3 rounds. (Cerulean Seas beasts of the Boundless Blue) Creatures reduced to 0 levels by a toothwraith emerge as lacedons (aquatic ghouls) at the next high tide. (Monster Menagerie Oceans of Blood) The Great Whale is indeed big enough to accommodate people living inside it, and these unwelcome squatters live within the rear parts of the vast whale’s mouth, dwelling in safe havens they have fashioned into crude fleshy dwellings that form air pockets whilst the whale is beneath the sea. They are not alone. So vast is the thing that lacedons — the undead remains of sailors who have lived and died here — also dwell within it. (The Blight - Pathfinder) [b]Lich:[/b] The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster's life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time. (PRD Bestiary 1) The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster's soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster's transformation are left to the GM's discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades. (PRD Bestiary 1) An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. (PRD Bestiary 1) Each lich must create its own phylactery by using the Craft Woundrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. (PRD Bestiary 1) The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. (PRD Bestiary 1) Other forms of phylacteries can exist, such as rings, amulets, or similar items. (PRD Bestiary 1) "Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery. (PRD Bestiary 1) Scholars of such lore can only speculate as to what causes a neothelid to begin the transformation into an overlord. The change could be a natural process of age and development, though nothing about neothelids can truly be called natural. It may be that by delving into forbidden lore, they discover potent secrets, just as other rituals grant mortals the hideous power of lichdom. (Occult Bestiary) Powerful spellcasters who bind their souls into valuable artifacts called phylacteries. (Undead Revisited) Liches are spellcasters who bind their souls into special receptacles called phylacteries. (Undead Revisited) Drawing on the powers of their faith or dark knowledge, the greatest spellcasters of the world transcend the boundaries of life through mysterious techniques unknown to the living. (Undead Revisited) One does not become a lich by accident or stumble into this form of undeath through misadventure. A lich is not a puppet, a blood-mad monster, or an accident of rage or despair. The lich is instead a creature of design and ultimate will, carefully and rationally planning its transition from life into undead immortality. (Undead Revisited) It is not merely force of will that propels one to lichdom, nor is it the simple desire to avoid death, though these are certainly factors in the mindset of the would-be lich. Instead, those who would follow the path of the undying mind must seek out tomes of forbidden magic and lost lore. Though the initiates might not be evil when they begin, the process under which they become liches drives them slowly into the arms of corruption—the focus they must develop drives out all other concerns, including the civilized needs of friendship and love. (Undead Revisited) The final and most important aspect of a lich’s transformation involves creating a new home for its soul called a phylactery—this is often something strong and impressive, such as a gem or box of unparalleled quality, though almost any object can serve. (Undead Revisited) Liches, the twisted spellcasters who lock away their souls so death may never claim them. (Undead Revisited) The domain of a lich cursed for sacrificing her entire family to fuel her transformation into undeath may contain the spirits of those she betrayed, who wander the halls of a ruined manse at the core of the land. (Horror Adventures) While it might not have followed the traditional path to lichdom, which requires a strong aptitude for magic, a lich creature’s connection to an object allows it to survive as an undead indefinitely, returning each time its foes destroy it unless they can destroy the lich creature’s phylactery. (Horror Adventures) Mortal soul encapsulated in a phylactery. (Undead Slayer’s Handbook) Thankfully among the rarest of undead-kind, consummate undead are those beings that willingly seek undeath as a means of prolonging their time on the Material Plane or avoiding true death. Liches, vampires, and mummies are some of the more common examples of consummate undead. (Undead Slayer’s Handbook) “Your assessment is only partially correct. It’s true that both zombies and liches are reanimated using extraplanar energy. However, the all-important difference is that liches choose reanimation. Unlike zombies, they are the culmination of a conscious process that arises thanks to the machinations of necromancers or external forces. (Undead Slayer’s Handbook) “Remember, students, there is more to incarnation than simple corporeality. One must also consider the question of consciousness. For a lich, reanimation is the consummation of a life’s work. Comparing a zombie to a lich because they’re both posthumously animated is like comparing a gecko to an ancient dragon because they’re both reptiles.” (Undead Slayer’s Handbook) To the priesthood of Orcus, the lich is generally held as the height of power and the most glorious method of transcending life, not only due to the power a lich wields but also due to the simple fact that one must actually work to become a lich. Transforming into a lich requires patience, power, skill, and talent, and worshipers of Orcus often regard those undead spawned merely from being transformed by another undead creature via disease or otherwise as lesser incarnations of the undead state of being. (Book of the Damned) Among humanity, Yhidothrus’s cultists are typically loners obsessed with the encroaching threat of old age; desperate to avoid their fate, these few turn to blasphemy and demon worship as a means of escape. Many become liches as a result of their obsession—a Yhidothrin lich typically appears worm-eaten and moist compared to the typical specimen of that kind of undead. (Book of the Damned) The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster’s life‐force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death. (100% Crunch Liches) The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster’s soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster’s transformation are left to the GM’s discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades. (100% Crunch Liches) An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. (100% Crunch Liches) Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. (100% Crunch Liches) “Lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery. (100% Crunch Liches) Lichdom is among the oldest and most well-known methods of achieving undeath, well-known enough that it has escaped Mariton despite the best efforts of the Circle. As this form of undead is not wracked with the same eternal feelings of hunger or hatred that most others are, it remains a desirable option for mages seeking to extend their lives. The rituals and techniques that enable one to become a lich are available to any who can access the libraries of Maytar, but the risks of failure are great and can dissuade all but the most dedicated students of magic. Mariton continues its ancient traditions of lich transformation to this day, and as many Circle members are liches themselves young necromancers often attempt to become such to curry their favour. (Arcforge Campaign Setting: Gods and Peoples) Second, for those with a true lack of any moral compass, study of the undead can lead to immortality, via lichdom. (Fantastical Creatures & How to Survive Them: A Student's Guide for Adventure and Study) The procedure for attaining lichdom is perilous indeed, and those incautious fools who dabble in the black arts are at risk of major mishap when they attempt to circumvent the natural order. Flayed men are created whenever a mortal seeks to transcend death and become a lich, but fails to attain the proper ingredients or is otherwise interrupted while in the midst of the ritual. (Freeport Companion Pathfinder RPG Edition) In the end, though, she fights to the death, hoping perhaps her necromantic pursuits and experimentations will see her resurrected into the lich form she’s long sought. (GM's Miscellany: Places of Power II) If Erlgamm is killed during the PCs’ stay, she could transform into a lich thanks to her many years of necromantic experiments. (GM's Miscellany: Places of Power II) At 20th level, the necromancer constructs a phylactery that he then uses to turn into a lich. The bizarre family Yaag were practicing divination and necromantic rights long before their ruler unwittingly turned them all into liches. (Lands of Theia) When the king’s curse struck Xaotawn, the son of a Percimum mage lord was a guest at the royal court. As necromantic magic washed over the prince and his entourage, they were transformed into undead themselves. (Lands of Theia World Primer) Some of her southerner worshipers, however, look to her as a goddess who can give them life beyond death, forestalling the great bane of mortality. While this state of affairs does not necessarily sit well with the Mistress of the Grave, the benefits she reaps in converts is well worth the ideological sacrifice of allowing some few of her faithful the selfish indulgence of undead existence for a few centuries. For every one who learns the secrets of lichdom or vampirism, for instance, scores or even hundreds look to the example of the few and believe, in vain, that they, too, might know such power. (Rhune Dawn of Twilight Campaign Guide) Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. (The Deluxe Guide to Fiend Summoning and Faustian Bargains) Hordelord Descent to Undeath ability. (Ultimate Commander) [b]Lich Human Necromancer 11:[/b] ? [b]Mohrg:[/b] Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg. (PRD Bestiary 1) The spirits of serial killers and those who exult in the taking of life. (Undead Revisited) Those who exult in the needless taking of life sometimes return to the world after death as mohrgs. (Undead Revisited) Some mohrgs were bloodthirsty warriors who slew as many as they could on the battlefield, others cold and calculating murders who selected their victims with delicate care, but nearly all mohrgs lived and died as mortal humanoids who delighted in the deaths of their fellow beings. A few mohrgs, however, are created from the remains of innocents by spellcasters (using the create undead spell), who are driven mad by being deprived of a peaceful death and then watching the transformation and slow decay of their own bodies. (Undead Revisited) There are two means of becoming a mohrg: by spell or by deed. A dead creature subject to a create undead spell might find herself transformed into a mohrg. Likewise, a humanoid who has killed many over the course of his life—or even just a few, if he is particularly unrepentant about the lives he’s taken—could awaken to discover that he has not yet passed to the afterlife, but arisen to undeath. (Undead Revisited) A mohrg is as much a product of the method of its execution as it is an undead manifestation of one who, in life, was a murderous criminal or warmonger. At times, unusual methods of execution can trigger equally unusual mohrgs. The extreme nature of these executions are such that these variant mohrgs are only rarely created by accident—more often, they are deliberate creations by officials who themselves dabble in necromancy and may in fact be as vile as those they put to death. (Undead Revisited) Once per day, a mohrg-mother can choose to animate a recently slain victim as another mohrg instead of as a fast zombie. (Undead Revisited) Sages’ opinions differ on the origins of mohrgs, and on the specific conditions that result in the existence of individual specimens of their undead type. One prevailing theory among those who study the unliving maintains that Urgathoa selects a number of the darkest souls awaiting sorting and judgment by Pharasma and takes them as her due, corrupting them with a touch and returning them to the world to spread the seed of undeath in an inexorable plague over the Material Plane. While some claim that the souls that become mohrgs are so abhorrent that the Lady of Graves actually rejects them, wiser heads understand that such is not the nature of Pharasma’s judgment, and suspect that it’s either the work of the Pallid Princess or some terrible process that occurs before the souls ever leave their corpses (as is the case with many other forms of undead). (Undead Revisited) All mohrgs have been cursed into their condition—either by the gods or by a spellcaster. (Undead Revisited) Mohrgs, the undead murders who rise after death to stalk the streets. (Undead Revisited) Risen corpse of a publicly executed sociopath. (Undead Slayer’s Handbook) Mohrgs and ghouls rank among the hungry undead—mortals whose evil existences or twisted means of death shunted them back onto the Material Plane instead of affording them passage to their proper place in the afterlife. (Undead Slayer’s Handbook) Hungry undead display a wide variety of necrologies. In most instances, they are created from malevolent living creatures. Mohrgs, wights, and ghouls all fit this description. In many cases, the living incarnations of these creatures were serial killers, war criminals, cannibals, or other antisocial beings. (Undead Slayer’s Handbook) Malevolent ex-humanoids like mohrgs, wights, and ghouls can often be found lurking around the same hunting grounds they stalked in life. (Undead Slayer’s Handbook) Humanoid creatures killed by Erum-Hel rise as mohrgs in 1d4 rounds. (Undead Unleashed) On the Eylusia Building’s heavily secured third floor, alchemists and necromancers conduct distasteful research into various mummification and corpse-preservation techniques. In the central laboratory, these experiments have turned particularly heinous, and they have recently led to the creation of two mohrgs. (Hell Unleashed) Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. (Legendary Worlds: Terminus) Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life. (Mythic Monsters 23: Worms) A humanoid of less than 3 Hit Dice rises as a ghast. A humanoid of 3–9 Hit Dice rises as a wight. A humanoid of 10 HD or more rises as a morhg. (Mythic Monsters 23: Worms) There is no limit to the number of undead a conqueror worm can create with its slime. (Mythic Monsters 23: Worms) Ornamie Elias Hogg (1722–?), city’s longest-serving Watch Inspector. Disappeared Chill 17th, 1772, while chasing Jonas Long-Tongue, the feared mohrg assassin capable of infecting his victims with his own form. (The Blight - Pathfinder) Humanoid creatures killed by a genocidal mohrg rise immediately as normal mohrgs under the genocidal mohrg’s control. (The Genius Guide to the Talented Bestiary) [i]Create Undead[/i] spell, caster level 18th or higher. (PRD Bestiary 1) [i]Create Undead[/i] spell, caster level 18th or higher. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Create Undead[/i] spell. (Echelon Reference Series: Clerics (PRD Only)) [i]Create Undead[/i] spell. (Echelon Reference Series: Inquisitor (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Create Undead[/i] spell, caster level 18th or higher. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [I]Create Undead[/I] spell. (Echelon Reference Series: Summoner (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Create Undead[/I] spell. (Echelon Reference Series: Wizards (3pp+PRD)) [i]Create Undead[/i] spell. (Sherwood: The Legend of Robin Hood (Pathfinder Edition)) [i]Create Undead[/i] spell, caster level 18th or higher. (Studies of Decay: Ghouls (PFRPG)) [i]Raise Undeath[/i] spell word, caster level 18th or higher. (Book of Magic 10 Undead Spell Words) [b]Mummy:[/b] Mummies are created through a rather lengthy and gruesome embalming process, during which all of the body's major organs are removed and replaced with dried herbs and flowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens. The creator then finishes the ritual with a create undead spell. (PRD Bestiary 1) Although most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are at least 10th-level clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death—usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife. (Classic Horrors Revisited) Like all sentient undead, mummies possess a chthonic vice, one that proves so powerful that it might stretch beyond the veil of natural death. In this case: covetousness. This might seem like a strange distinction, for what undead creature is not possessed by powers or obsessions that act beyond death? Yet in numerous cases involving mummies, the uncovered corpses were not animate upon discovery. No mere trickery, in such situations not only were the remains not animate, but they were not undead before being disturbed. Although research into dark lore reveals that mummies might be created through necromantic magics, those that spontaneously manifest do so as a result of some outside influence—typically the desecration of a burial place, violation of physical remains, or conveyance of some terrible revelation. As such, the attachment between a departed soul and its immortally coveted remains, possessions, or—most intriguingly—philosophies proves so strong that the undermining of these fundaments draws the spirit back across the gulf of mortality to defend that from which its life and death took meaning. (Classic Horrors Revisited) What might provoke a mummy’s resurrection varies widely, though cultural generalities exist. The most important requisite appears to be a lifelong preoccupation with death, typically held by an individual and compounded by his society. Populations who believe in the finality of death or the dissolution of the mortal spirit rarely produce mummies. Even believers in more traditional myths of the afterlife and the one-way progression of souls to a final reward or punishment infrequently breed such horrors. Those societies who tie their eternal rewards to the state of their physical remains or other monuments to their lives and believe that departed spirits might return to interact with the living unwittingly inflict a self-fulfilling curse upon themselves. Should one spend an entire life convinced that death does not sever his connection to the mortal realm, a belief compounded by his survivors who seek to elaborately placate his spirit, events that compromise the individual’s interests in the living world make it possible for the soul to return to seek retribution. (Classic Horrors Revisited) Aside from mummies obsessed with their past lives, a second classification exists: the cursed. Not drawn back to the world by their own vices, these beings have their undead state forced upon them. In the most basic form, necromantic magics empower a corpse with the traits of a mummy, granting such a creature the abilities of such ancient dead but without the fanaticism that make the most legendary examples so deadly. These creatures prove hate-filled but bestial, knowing only the will to destroy and the whims of their masters. Other cursed mummies typically spawn from excruciating deaths, curses of immortal suffering, and the wrath of ancient deities. (Classic Horrors Revisited) While mummies notoriously haunt the hidden pyramids and buried necropolises of ancient cultures, such locations are not requisite to their resurrection. Most mummies created by powers other than foul magic possess connections to their resting places, perceiving such places as sanctuaries or prisons granted to them by their descendants. The form of such places means little; it is the spiritual connection and the importance the deceased places on such locations that hold significance. Thus, mummies are just as likely to rise from hidden barrow mounds, ancient catacombs, or acres of holy mud as from more majestic tombs. That being said, cultures that place such importance on the dead as to monumentalize the resting places of the deceased predispose themselves to the curse of mummies. (Classic Horrors Revisited) Not just any corpse can spontaneously manifest as a mummy GMs interested in creating mummies resurrected “naturally” (rather than by spells like create undead) should consider the passion and force of will of the would-be mummy. By and large, a corpse should be of a creature with a Charisma of 15 or higher and possessing at least 8 Hit Dice. In addition, it should have a reason for caring about the eternal sanctity of its remains in excess of normal mortal concern. As such, priests of deities with the Death or Repose domains, heroes expecting a champion’s burial, lords of cultures preoccupied with the afterlife, or individuals otherwise obsessed with death or their worldly possessions all make suitable candidates for resurrection as mummies—though countless other potential reasons for resurrection exist. (Classic Horrors Revisited) Thankfully among the rarest of undead-kind, consummate undead are those beings that willingly seek undeath as a means of prolonging their time on the Material Plane or avoiding true death. Liches, vampires, and mummies are some of the more common examples of consummate undead. (Undead Slayer’s Handbook) The sarcophagi’s occupants are undead mummies raised by Prince Kasiya. (Undead Unleashed) Created to guard the tombs of the honored dead. (Beginner's Box) For ages, the king of Xaotawn’s family has been challenged by their rivals for the country’s throne. After his curse changed them into mummy’s the family took the opportunity to push once more to usurp the king’s seat of power. (Lands of Theia World Primer) A necromancer who has a position as the curator of a museum could easily use a Raise Dead spell within the ancient Egyptian exhibit, forcing the characters to contend with a fully equipped mummy. (Modern) Made from a desiccated and preserved corpse, wrapped in sacred bandages, this undead creature is known as a mummy. (Monster Focus: Mummies) Notably, the mages interred in the Mage Vaults are often ritually mummified, rising as mummies to guard the vaults and treasures hidden there. (Mor Aldenn Setting Guide) Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. (Mythic Marvels) 2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area. (Mythic Marvels) The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual. (Spheres of Power) Although the majority of mummies are created through special ritual, some arise spontaneously, usually based on the location of their death. If such a location—be it bog or arid desert—has sufficient latent necromantic auras, the person who died there may rise as a mummy. (Southlands Campaign Setting) Some cult members request burial in a particular way and involving a special ceremony that echoes that used to create mummies. The cults regard this method of burial (always while still living) as a way to immortality. (Southlands Campaign Setting) Some orders and religions believe that the mummy is created to watch over her reincarnated kin and that they animate when they are called by those kin, often subliminally and sometimes centuries later. These mummies seek out their kin to protect them from harm—often something the kinsman is totally unaware of and may be horrified by. In darker cases, the mummy sees in that person the image of a dead lover and wishes to rekindle that love once more. Rarely, some mummies are created either through a voluntary death pact between lovers because the pair wish to continue even into undeath, or through two lovers who are forced as a punishment to endure rebirth as undead. (Southlands Campaign Setting) [i]Create Undead[/i] spell, caster level 15th to 17th. (PRD Bestiary 1) [i]Create Undead[/i] spell, caster level 15th to 17th. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Create Undead[/i] spell. (Echelon Reference Series: Clerics (PRD Only)) [i]Create Undead[/i] spell. (Echelon Reference Series: Inquisitor (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Create Undead[/i] spell, caster level 15th to 17th. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [I]Create Undead[/I] spell. (Echelon Reference Series: Summoner (3pp+PRD)) [i]Create Undead[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Create Undead[/I] spell. (Echelon Reference Series: Wizards (3pp+PRD)) [i]Create Undead[/i] spell. (Sherwood: The Legend of Robin Hood (Pathfinder Edition)) [i]Create Undead[/i] spell, caster level 15th to 17th. (Studies of Decay: Ghouls (PFRPG)) [i]Raise Undeath[/i] spell word, caster level 15th or higher. (Book of Magic 10 Undead Spell Words) Canopic Urn of the Undead magic item. (The Wise & the Wicked 2nd Edition (Pathfinder)) [b]Shadow:[/b] A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds. (PRD Bestiary 1) Greedy spirits whose own mean-spirited miserliness shrinks their souls, bringing them back after death as some of the most despicable undead monstrosities. (Undead Revisited) Not even the grave can stop the greed of some people. Driven by envy and covetousness, those misers and thieves led to evil by their avaricious natures sometimes fade away or return after death as shadows, dark reflections of their former selves. (Undead Revisited) Rampant covetousness and grasping greed lead some people down the dark path of evil and betrayal, eventually ending in a reprehensible death scene or a lonely expiration. While most such petty and despicable souls travel on to their final rewards the same way everyone else does, in some cases gluttons, misers, and thieves waste away into nothing but shadows—undead things that reach and grab, but cannot hold. (Undead Revisited) As the victim of a shadow’s touch expires, its own shadow detaches from the corpse, taking on the same half-life as its killer. (Undead Revisited) On their own, shadows arise from the souls of greedy but lackluster evildoers—those whose crimes are heinous, but who lack the rage of a spectre or the exultation in evil often found in wraiths. The bandit who unemotionally slits her victims’ throats because it’s convenient, the petty diplomat who orders a witch burning to cover up his adulterous affair, and the miserly headmaster who lets orphans starve to save a few coppers all make good candidates for becoming shadows. Yet while such spontaneous transformations do occur, the vast majority of shadows are instead created by magic. Necromancers have long seen the value of relatively weak, pliable, and unambitious undead servants—especially incorporeal ones—and most shadows currently in existence were originally called to undeath by the spell create undead (or else by the life-draining attacks of other shadows created in this manner). (Undead Revisited) Death at the hands of a shadow means becoming one. (Undead Revisited) Also fortunate for the living is that although shadows can and sometimes do drain energy from animals or even vermin found in their lairs, only humanoid creatures that fall victim to their touch become shadows themselves. This is because of the nature of the humanoid spirit or soul and the magical similarity between the shadow and its prey. (Undead Revisited) Years ago, a young noblewoman lost in the woodlands beheld a holy vision on a hilltop and founded a small abbey there, whose sisterhood cared for all lost souls who came to its doors. Their kindness proved their undoing when a lost mercenary unit took advantage of their hospitality, only to rob and set fire to the abbey’s great hall with the sisters trapped inside. But the shadows that danced in the hellish light of the flames visited upon the soldiers all of the pain they had inflicted, and left none alive. (Undead Revisited) Historically, it’s known that the runelords of ancient Thassilon sometimes employed shadows, taking those traitors or servants who displeased the runelords and ripping their shadows away, killing these mortal subjects and turning their shadows into phantasmal servitors and spies capable of serving for eternity. These shadows subsisted on the life force of their victims, in turn stealing the victims’ shadows to create new servitors for their vile masters. While the records are unclear about which runelord was the first to harness the undead in this manor, various reports cite Zutha (Runelord of Gluttony, and a powerful necromancer), Belimarius (Runelord of Envy), and Karzoug (Runelord of Greed), and many of the lesser necromancers in the empire embraced the practice as well. (Undead Revisited) Shadows were well known in ancient Osirion as well—drawings and hieroglyphs concerning them decorate ancient tombs buried in the desert. Many of those same tombs are haunted by hungry shadows, awaiting tomb-robbers and explorers. Some of these shadows are guardians and protectors against those who would defile the dead, who owe their horrible existences to decadent nobles who commanded that their retinues be entombed alive with them. In other tombs, however, the resident shadows are the soul-shells of greedy and grasping pharaohs and viziers, unable to let go of what they held in life and determined to guard it forever after death. Either way, the result is the same for unfortunate tomb-raiders and archaeologists. (Undead Revisited) While undead in general are the work of Urgathoa, shadows are often also associated with Norgorber, the god of greed, secrecy, and murder. Indeed, some worshipers of Norgorber refer to shadows as “emissaries of the Gray Master” or “Blackfinger’s claws,” and believe the god takes the shadows of the faithful after death and makes them his proxies in the mortal world, infused with a measure of his killing power. (Undead Revisited) Any creature that is drained to 0 Strength by the Risen Lord dies. One round later, the creature’s body spawns a shadow (if the creature had 8 or fewer Hit Dice) or a greater shadow (if the creature had 9 Hit Dice or more). (Undead Revisited) Shadows, those souls too covetous and miserly to relinquish their grasp on life. (Undead Revisited) Little more than impressions of wickedness, shadows are the souls of petty villains too fearful of their eternal punishments to pass on to the outer planes, yet too weak-willed to manifest as greater undead. (Classic Horrors Revisited) These creatures, creations of Syremal, lie in wait to sap the strength from any intruders who wander into the caverns. (Dragons Unleashed) As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. (Game Mastery Guide) The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows. (Advanced Bestiary) Decaying Gate Hub mishap 26-40 A surge of necromantic energy infuses the ship. All passengers must make a DC 25 Fortitude Save or take 5d6 points of negative energy damage. Any passengers killed by this energy immediately reanimate as shadows, intent on killing all other life on the ship. (Aethera Campaign Setting) A creature killed by a shadow’s incorporeal touch becomes a shadow under the control of its killer in 1d4 rounds. (Book of Beasts Monsters of the Shadow Plane) Anyone killed by an imbued shadow becomes a shadow or shadow mastiff permanently under [the] control [of the creator of the imbued shadow]. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. (Echelon Reference Series: Inquisitor (3pp+PRD)) Lord Nagakage is a mighty shadow lord, with the ability to control multitudes of lesser shadows. Once a month, he secretly leaves his castle to choose a random victim upon which to feed. The victim, once drained of life, rises as a shadow under the control of Nagakage and further swells the ranks of his minions within and under his island fortress. (Game Master's Guide to Kaidan) The vengeful Ankehaton slew two of his killers, turning them into 2 shadows. (Mountains of Madness) Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. (Mythic Marvels) 1st: awaken a dead creature as an unfriendly shadow or skeletal champion that guards the area. (Mythic Marvels) A humanoid creature killed by a blast shadow’s Strength damage or radiation poisoning becomes a normal shadow under the control of its killer in 1d4 rounds. (The Genius Guide to the Talented Bestiary) A humanoid creature killed by a woojie weg become a shadow under the control of the woojie weg after 1d4 days. (The Genius Guide to the Talented Bestiary) This weapon’s dark origins were steeped in blood; foul necromantic rituals gave it the power to tear forth the souls of men, turning them into ghostly specters that hungered for the living. (Treasure of NeoExodus: Claw of Xon) Then, testing a new process using his disturbing necromantic magic, he extracted the iron from the blood of hundreds of slaves and prisoners to forge a new weapon for his new general, befitting his power. Weaving even darker and fouler magic into this weapon he imparted it the power to not just tear flesh and pulp bone, but also rend the very soul from a body to serve the weapon’s wielder before passing on. (Treasure of NeoExodus: Claw of Xon) [i]Create Greater Undead[/i] spell, caster level 15th or lower. [i]Animate Dead III[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead III[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead IV[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead IV[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead V[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead V[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Shadow[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Create Greater Undead[/i] spell, caster level 15th or lower. [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Clerics (PRD Only)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Inquisitor (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Create Greater Undead[/i] spell, caster level 15th or lower. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [I]Create Greater Undead[/I] spell. (Echelon Reference Series: Summoner (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Create Greater Undead[/I] spell. (Echelon Reference Series: Wizards (3pp+PRD)) [i]Raise Undeath[/i] spell word, boosted. (Book of Magic 10 Undead Spell Words) [i]Shadow Traitor[/i] spell. (Scarred Lands Player's Guide (Pathfinder)) [I]Shadow Slaves[/I] spell. (Echelon Reference Series: Witch Spells Compiled (3pp+PRD)) [i]Umbral Touch[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Umbral Touch[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Umbral Touch[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Umbral Weapon[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) Spawn of the Shadows feat. (Undefeatable 20: Shadowdancer) Spawn of the Shadows feat. (Undefeatable: The Collected Feats Sourcebook) Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide) Animate Shadow major witch talent. (The Genius Guide to More Witch Talents) Dirge of Weeping Color masterpiece. (Wayfinder #16) [b]Shadow Greater:[/b] Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. (PRD Bestiary 1) A shadow that has fed on the lives of many victims, or that dwells long enough in a place suffused with sufficient negative energies, may grow in power, becoming a greater shadow. (Undead Revisited) Any creature that is drained to 0 Strength by the Risen Lord dies. One round later, the creature’s body spawns a shadow (if the creature had 8 or fewer Hit Dice) or a greater shadow (if the creature had 9 Hit Dice or more). (Undead Revisited) These creatures, creations of Syremal, lie in wait to sap the strength from any intruders who wander into the caverns. (Dragons Unleashed) Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. (Advanced Bestiary) The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows. (Advanced Bestiary) If a creature is slain by a shadow of the void’s blightfire, icy fragments of the creature remain and it rises as a greater shadow. (Book of Beasts Legendary Foes) A living creature slain by a shadow of the void becomes a greater shadow in 1d4 rounds. (Book of Beasts Legendary Foes) At first glance, it appears that the skeleton resting atop the larger slab was an unfortunate soul who died at an inopportune time. However, further inspection reveals that the person was in fact alive for at least part of the procedure. A successful DC 20 Perception check reveals portions of his fingernails embedded into the stone surface and deep scratches on the bones corresponding with the fingertips. The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a greater shadow. (Mountains of Madness) [i]Create Greater Undead[/i] spell, caster level 19 with [i]Shadow Walk[/i] spell. (Undead Revisited) [i]Animate Dead VIII[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead VIII[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead IX[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words) [b]Skeletal Champion:[/b] "Skeletal Champion" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3. (PRD Bestiary 1) A skeletal champion cannot be created with animate dead—these potent undead only arise under rare conditions similar to those that cause the manifestation of ghosts or via rare and highly evil rituals. (PRD Bestiary 1) Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. (Bestiary 5) Up to three times per day, a nekomata can turn a dead body into an undead creature by licking it as a standard action. A skeleton rises as a skeletal champion, while a body with flesh animates as a juju zombieB2. (Bestiary 6) Long ago, she [Meyi] lured a Koboto tribe to the site, offering to hire them to serve as guardians, but she eventually slaughtered them all and raised them as skeletal champions. (Undead Unleashed) As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk. The undead remain mindless, but the magical power behind the incursion gives them the efficiency and tactical acumen of a living army. The skeletons seek out weapons and armor to gird themselves for battle. Elite skeletal champions lead the troops, wielding magic items scavenged from abandoned graves. (Game Mastery Guide) Opening the [canopic] jars [of Khasekenej] creates powerful minions to serve you—whether you’re fighting a battle, doing reconnaissance work, or you simply need someone to pour you a drink, these jars are your friends. ([PFRPG] Pug's Bazaar: Tent #1) While most skeletons are mindless automatons, some skeletons retain their intelligence and cunning, making them formidable warriors. (100% Crunch Skeletal Champions) “Skeletal Champion” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3. (100% Crunch Skeletal Champions) Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. (Mythic Marvels) 1st: awaken a dead creature as an unfriendly shadow or skeletal champion that guards the area. (Mythic Marvels) The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual. (Spheres of Power) [i]Create Undead[/i] spell, caster level 11 with [i]Enervation[/i] or [i]Energy Drain[/i] spell. (Undead Revisited) [i]Revenancer's Rage[/i] spell. (Gothic Grimoires To Serve a Prince Undying) Eternal Army true ritual. (Scarred Lands Player's Guide (Pathfinder)) [i]Raise Undeath[/i] spell word. (Book of Magic 10 Undead Spell Words) Dread Fangs of the Hydra magic item. (Mythic Monsters #47: Greek) Dread Fangs of the Hydra magic item. (Mythic Treasures) [b]Skeletal Champion Human Warrior 1:[/b] ? [b]Skeleton:[/b] Skeletons are the animated bones of the dead, brought to unlife through foul magic. (PRD Bestiary 1) "Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. (PRD Bestiary 1) Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. (Bestiary 5) Dead bodies animated through foul necromantic rituals. (Classic Horrors Revisited) The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living. (Classic Horrors Revisited) However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well. (Classic Horrors Revisited) Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage. (Classic Horrors Revisited) Domains of evil are dark pockets of supernatural activity embedded in a plane (often the Material Plane) like boils on pockmarked flesh. Most domains are hostile and uninviting at best, full of twisted forests, rough and intractable terrain, and putrid rivers that reek of rot and pollution. Wildlife could be similarly tainted, in which case even the occasional hare or ground squirrel is bony, cancerous, and infested with vermin. Packs of mangy coyotes, pustule-plagued wolves, and murders of molting crows might constantly harass travelers, nipping at their heels, ripping the flanks of their mounts, or snatching at the fingers of careless campers. (Horror Adventures) Supernatural creatures might also plague the unwary, as moaning zombies wander wind-blown mountain passes and spectral dead seek to drain the life from the living at every turn. Packs of ghouls roam the lowlands, devouring entire villages, and the gnawed skeletons they leave in their wake animate and attack travelers. (Horror Adventures) Unlike other types of undead creatures, mindless undead consist of skeletons, zombies, and other drones whose souls have long passed on but whose broken remains have been reanimated via corruptive negative energy. (Undead Slayer’s Handbook) If a creature is killed by a boneshard bomb or the resulting bleed effect, its corpse immediately reanimates as an undead creature with the skeleton template. (Undead Slayer’s Handbook) Skeletons are the animated bones of the dead, brought to unlife through foul magic. While they are mindless automatons, the magic that created them gave them evil cunning and an instinctive hatred of the living. (Beginner's Box) To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic. (Book of the Damned) As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk. (Game Mastery Guide) Skeletons are the animated bones of the dead, brought to unlife through foul magic. (100% Crunch Skeletal Champions) Skeletons are the animated bones of the dead, brought to unlife through foul magic. (100% Crunch Skeletons) “Skeleton” is an acquired template that can be added to any corporeal creature that has a skeletal system. (100% Crunch Skeletons) Skeletons are normally created with animate dead. Of course, wizards and priests both have access to the animate dead spell, and depending on their power may animate any kind of creature (assuming they have its skeleton). Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3) and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability. Such creatures could easily scour the sites of battles on the fiendish planes, and animate the dead bodies of celestials and fiends. Material Plane creatures with the animate dead spell‐like ability include hag covens (PRD Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3) and zuvembies (Bestiary 3). (100% Crunch Skeletons) Any corpse of Medium size or smaller within 30 ft. of a nethercrab has a cumulative 10% chance per hour of reanimating as a skeleton or zombie, depending on its condition. (Aethera Field Guide I) A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones. (Aethera Field Guide I) For all of Marit’s wonders and achievements, her lore regarding the creation of undead has become the most integral to Mariton’s success. Skeletons, Zombies, Echohusks, and more sophisticated variants of these creatures have long filled Mariton’s armies, soldiers gathered from the corpses of fallen enemies and unworthy citizens. (Arcforge Campaign Setting: Far Flung Frontiers) This skeleton is an undead creature animated by magic to perform single-minded tasks. (Behind the Monsters Omnibus) A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. (Creepy Creatures Bestiary of the Bizarre) The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons) But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. What remained of the people surrounding the survivors was now a macabre collection of zombies, skeletons, and other myriad undead beings. (Lands of Theia) As a standard action, a bone sovereign can create any number of skeletal monsters from its body. The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. (Malevolent and Benign) The creature is a skeleton, an undead abomination created from the bones of a dead creature. (Monster Focus: Skeletons) A rot giant can take a full round action to gape its jaws like a snake and consume the corpse of a Medium or smaller target. On the next round, as a standard action it can disgorge a skeleton with HD equal to the consumed victim. (Monster Menagerie Kingdom of Graves) These halls connect several large crypts for the well-to-do of Mor Aldenn. Generally, each of these crypts is maintained by one family for several generations and contains over a dozen bodies. During the day, at least one or two devout family members are visiting one or two of the crypts at any time. In the event of a funeral, this number can swell to thirty people or more. Unfortunately, at night the curse of the Barrowdelve causes some of these revered ancestors to animate, and 1d3 zombies and 1d6 skeletons prowl these halls. (Mor Aldenn Setting Guide) Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence. (Mountains of Madness) Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. (Mountains of Madness) The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. (Races of Obsidian Twilight: Osirian) The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs. (Races of Obsidian Twilight: Osirian) With a ritual requiring 8 hours, a master of death can animate a single skeleton or zombie whose Hit Dice do not exceed her arcanist level. (Shadows Over Vathak Player's Guide to Vathak) Once per day, whenever the Noc-Lar remains stationary and channels its power for one minute, it can create any of the following effects in a mile radius: The Bloodworks 5 TPA, variable CPA: Purchase magical service from the following list of rituals: animate dead (4 CPA, up to 10 HD of uncontrolled skeletons or zombies), clone (24 CPA), desecrate (1 CPA), false life (1 CPA), inflict critical wounds (2 CPA), inflict serious wounds (1 CPA). (Spheres of Power) - Animate all humanoid corpses as skeletons or zombies. (The Book of Metal) As a standard action, a gaunt ascetic can expend a single channel energy use to animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum number of hit dice equal to the ascetic’s HD. (Wayfinder Bestiary) [i]Animate Dead[/i] spell. (PRD Bestiary 1) [i]Animate Dead[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Animate Dead[/i] spell. (Echelon Reference Series: Clerics (PRD Only)) [i]Animate Dead[/i] spell. (Echelon Reference Series: Inquisitor (3pp+PRD)) [i]Animate Dead[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Animate Dead[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [I]Animate Dead[/I] spell. (Echelon Reference Series: Summoner (3pp+PRD)) [i]Animate Dead[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Animate Dead[/I] spell. (Echelon Reference Series: Wizards (3pp+PRD)) [i]Animate Dead[/i] spell. (Modern) [I]Animate Dead[/I] spell. (The Genius Guide to the Talented Bestiary) [i]Animate Dead I[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead I[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead II[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead II[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead III[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead III[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead IV[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead IV[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead V[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead V[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead VI[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead VI[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead VII[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead VII[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead VIII[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead VIII[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead IX[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead Lesser[/i] spell. (Lands of Theia) [i]Animate Dead Lesser[/i] spell. (Mythic Monsters 9: Undead) [i]Animate Dead Minor[/i] spell. (Monster Focus: Skeletons) [i]Animate Dead Minor[/i] spell. (Scarred Lands Player's Guide (Pathfinder)) [i]Animate Living Skeleton[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Living Skeleton[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Skeleton: BoLS[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Skeleton BoLS[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Skeleton: Rite[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Skeleton Rite[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [I]Animus Blast[/I] epic spell. (Epic Heroes 0.9.2) [i]Call the Dead[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Call the Dead[/i] spell. (Monster Focus: Skeletons) [i]Call the Dead[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Call of the Dead[/i] spell (Nemesis Unleashed Volume II). (Nemesis Unleashed Volume II) [i]Call of the Dead Legions[/i] spell. (Nemesis Unleashed Volume II). (Nemesis Unleashed Volume II) [i]Deathless Defenders[/i] spell. (Ultimate Strongholds) [i]Escape the Bonds of Flesh[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Escape the Bonds of Flesh[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Escape the Bonds of Flesh[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Escape the Bonds of Flesh[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Escape the Bonds of Death[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [i]Leech Field[/i] spell. (Scarred Lands Player's Guide (Pathfinder)) [i]Lesser Animate Dead[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Lesser Animate Dead[/i] spell. (Echelon Reference Series: Clerics (PRD Only)) [i]Lesser Animate Dead[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Lesser Animate Dead[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [I]Lesser Animate Dead[/I] spell. (Echelon Reference Series: Wizards (3pp+PRD)) [i]Murder's Claim[/i] spell. (Gruesome Foes) [i]Raise Lesser Undead[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Raise Lesser Undead[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Raise Lesser Undead[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Raise Undead Host[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Reign of Madness[/i] spell. (The Book of Metal) [i]Release From Flesh[/i] spell. (Shadows Over Vathak: Hauntlings – Enhanced Racial Guide) [i]Torpid Reanimation[/i] spell. (Mythic Magic: Horror Spells) [i]Undead Crew[/i] spell. (Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG)) Eternal Army true ritual. (Scarred Lands Player's Guide (Pathfinder)) Animate Dead ritual. (Spheres of Power) Animation by Touch feat. (Obsidian Apocalypse) Murderous Necromancy feat. (Undefeatable 13: Assassin) Murderous Necromancy feat. (Undefeatable: The Collected Feats Sourcebook) Necrotic Arrow feat, Arcane Archer level 3 (Undefeatable 12: Arcane Archer) Necrotic Arrow feat, Arcane Archer level 3 (Undefeatable: The Collected Feats Sourcebook) Bonewarped Eternity disease. (Pathways 51) Bone Sword magic item. (Monster Focus: Skeletons) Staff of Carnage magic item. (The Book of Metal) Reanimate power. (Spheres of Power) Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (3pp)) Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (PRD Only)) Field of Bone hazard. (Horror Adventures) [b]Skeleton Human Warrior 1:[/b] ? [b]Skeleton Bloody:[/b] These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. (PRD Bestiary 1) As a full round action, Hela may use either animate dead or call of the dead. She may always choose to create burning or bleeding skeletons with call of the dead without increasing the casting time. (Nemesis Unleashed Volume II) [i]Call the Dead[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Call the Dead[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Call the Dead[/i] spell. (Monster Focus: Skeletons) [i]Call of the Dead[/i] spell. (Nemesis Unleashed Volume II) [i]Call of the Dead Legions[/i] spell. (Nemesis Unleashed Volume II) Expanded Necromancy power. (Spheres of Power) Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (3pp)) Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (PRD Only)) [b]Skeleton Burning:[/b] These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. (PRD Bestiary 1) Spawn created by a desert mohrg rise as burning skeletons rather than fast zombies. (Undead Revisited) As a full round action, Hela may use either animate dead or call of the dead. She may always choose to create burning or bleeding skeletons with call of the dead without increasing the casting time. (Nemesis Unleashed Volume II) [i]Call the Dead[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Call the Dead[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Call the Dead[/i] spell. (Monster Focus: Skeletons) [i]Call of the Dead[/i] spell. (Nemesis Unleashed Volume II) [i]Call of the Dead Legions[/i] spell. (Nemesis Unleashed Volume II) Expanded Necromancy power. (Spheres of Power) Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (3pp)) Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (PRD Only)) [b]Spectre:[/b] Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. (PRD Bestiary 1) Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. (PRD Bestiary 1) Spectres are creatures of insatiable anger, their undeath the result of evil lives and a rage too great to allow them to let go of the mortal world. Arrogant egomaniacs enraged by the insult of their own deaths and murder victims seeking revenge on their captors are prime candidates for transformation into spectres, though such transformations is far more common if the mortals were actively evil. (Undead Revisited) Areas infested with the foul followers of Zyphus are often prime locations for spectres, as the cultists’ souls tend to linger on the mortal plane after death, rewarded with undeath and allowed to continue their dark deeds on Golarion. Other gods also command the respect of these undead, however, and the creatures’ spawning ability means spectral clerics in the service of Urgathoa quickly rise within her clergy, the dark spirits’ endless hunger for life force and control of an army of spawn a fitting homage to the Pallid Princess. Geb’s ruling class contains several powerful spectres, some of which host decadent, energy-draining banquets in their unhallowed halls, feasting on buffets of sentient souls, with the victims rising as spawn to expand the nation’s legions of incorporeal spies and infiltrators. (Undead Revisited) Instances of extreme violence and hatred often give rise to a lesser form of spirit: spectres. (Classic Horrors Revisited) The incorporeal undead are those souls whose very cores have been warped by the Negative Energy Plane, and who now rove the Material Plane as cruel, disembodied spirit beings—ghosts, w[raith]s, and spectres being those more often encountered. (Undead Slayer’s Handbook) To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew. (Undead Slayer’s Handbook) These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths. (Undead Slayer’s Handbook) As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. (Game Mastery Guide) The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. (Planar Adventures) While it is most often used by mortals as a means to move incorporeally and unseen, the Ethereal Plane also serves as the launching point for souls, for it is here that they drift to upon death, joining the River of Souls to begin their journey to the Boneyard. Not all souls succeed at this journey, however; the Ethereal Plane is receptive to potent emotion, and souls that died without finding peace may linger in the mists for a time. Souls that become lost or are unable to move on due to extreme emotional trauma at the time of death may return to the Material Plane as ghosts, spectres, wraiths, or other bodiless undead, while others are called back to existence by spiritualists to become phantoms. (Planar Adventures) Any humanoid slain by a chained spirit becomes a spectre in 1d4 rounds. (Aquilae: Bestiary of the Realm: Volume 1 (Pathfinder)) Jenovaria was a hate-filled barbarian in life. He died tormented and ashamed for not discovering his lover’s killer and avenging the murder. (Book of Beasts Monsters of the Shadow Plane) Creatures from 13+ HD within the cone of a plague dragon's deathless breath must make a Fortitude save or die and reanimate as spectres. (Creepy Creatures Bestiary of the Bizarre) At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. (Echelon Reference Series: Inquisitor (3pp+PRD)) The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons) Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (GM's Miscellany: Alternate Dungeons) Any humanoids slain by a mythic spectre become nonmythic spectres themselves in one round. (Mythic Monsters 9: Undead) Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises. (GM's Miscellany: Alternate Dungeons) The Ashmede Devil who ruled the Goblins constructed the room to be a prison, tormenting the angels within for centuries. The Goblins’ society declined over the same centuries, and the angels were eventually rescued by a group of adventurers, two of which perished in the cavern. The souls of those adventurers are being held by the walls and the magic they b[ear]. (Manastorm: World of Shin'ar (PFRPG)) Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. (Mythic Marvels) 3rd: Awaken a dead creature as an unfriendly spectre that guards the area. (Mythic Marvels) Humanoids Lillian slays become spectres (with a –2 penalty on all d20 rolls, –2 hp per HD and only drain one level on a touch) in 1d4 rounds. (Scions of Evil) The spirits of two nest hunters who fell while hunting for eggs long ago haunt the cliffs here. (The Blight - Pathfinder) Any humanoid or monstrous humanoid slain by the Bone Griffon rises in 1d6 minutes as a ghoul. Humanoid or monstrous humanoids with 4 or more Hit Dice rise as a specter instead. (The Complete Nemesis Bestiary) Creatures killed by the death nightmare immediately arise as spectres. The creature must be within one size category of the death nightmare, and are under her absolute command. (The Genius Guide to the Talented Bestiary) Any humanoids slain by a dethroned spectre become a normal spectre themselves immediately. (The Genius Guide to the Talented Bestiary) Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. (The Mad Doctor's Formulary) [i]Create Greater Undead[/i] spell, caster level 18th to 19th. (PRD Bestiary 1) [i]Animate Dead VII[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead VII[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead VIII[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead VIII[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead IX[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Create Greater Undead[/i] spell, caster level 18th to 19th. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Clerics (PRD Only)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Inquisitor (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Create Greater Undead[/i] spell, caster level 18th to 19th. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [I]Create Greater Undead[/I] spell. (Echelon Reference Series: Summoner (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Create Greater Undead[/I] spell. (Echelon Reference Series: Wizards (3pp+PRD)) [i]Raise Undeath[/i] spell word, caster level 20th or higher. (Book of Magic 10 Undead Spell Words) [b]Vampire:[/b] “Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice. (PRD Bestiary 1) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. (PRD Bestiary 1) The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires. (Classic Horrors Revisited) Thankfully among the rarest of undead-kind, consummate undead are those beings that willingly seek undeath as a means of prolonging their time on the Material Plane or avoiding true death. Liches, vampires, and mummies are some of the more common examples of consummate undead. (Undead Slayer’s Handbook) Though they all share a common fate in undeath, the different types of vampires arise in distinctly different ways. (Blood of the Night) A moroi is created as the spawn of another. These spawn are released from service when their creator either is slain or deems them more useful as free subjects. Eventually, the spawn gain all the powers of their moroi master. (Blood of the Night) In time, some [nosferatu] spurned the animalistic ways of their brethren and embraced the cult of youth that pervaded their mortal prey. These became the moroi, the most common among vampirekind. (Blood of the Night) If the wielder [of the Mace of Larthios] dies, by any means, while afflicted by the mace, he rises in 1d3 nights as a vampire. (101 Malevolent Magic Items) Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a creature slain by a dread vampire’s energy drain attack rises as a standard vampire 24 hours after death. (Advanced Bestiary) At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. (Echelon Reference Series: Inquisitor (3pp+PRD)) Calix Sabinus can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days. (Fallen Of Obsidian Twilight: Calix Sabinus) The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons) Vampire myths are as old as time, and it seems that for every myth there is a different way in which one becomes a vampire. Many vampires spread their affliction through their bite, either indiscriminately, or only when they choose to “embrace” their target. Others spread vampirism as a literal disease, which can be inflicted in a number of ways. In other tales, there is no way to “spread” vampirism, and each person who rises as one of the undead does so because of some grave sin that he connected in life. Below are some popular legends about what can cause a person to rise as a vampire. Note that these are just guidelines, and GMs should feel free to pick and choose which of these will work in a given game, and which are simply myth. Some GMs might determine that anyone who is subject to a certain number of these conditions will rise as a vampire, but any one condition is not enough. Others might determine that some or all of these can cause a corpse to rise as a vampire, unless simple steps are taken to prevent that from happening, etc. A corpse might rise as a vampire if… • …the corpse is jumped over by an animal. • …the body bore a wound which had not been treated with boiling water. • …the corpse was an enemy of the church in life. • …the corpse was a mage in life. • …the corpse was born a bastard. • …the corpse converted away from a “true” faith (historically, the Eastern Orthodox Church). On the other hand, these countermeasures are supposed to prevent a corpse from rising as a vampire: • A good person need not fear rising as a vampire. • Crossing oneself before initiating sex spares any resulting children from becoming a vampire. • Certain blessings performed over the body can prevent the corpse from rising as a vampire. • Burying the corpse face-down may not prevent the corpse from becoming a vampire, but supposedly prevents him from rising out of his grave. (Liber Vampyr) A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire. (Monster Menagerie Kingdom of Graves) Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. (Rappan Athuk Bestiary – Pathfinder) Some of her southerner worshipers, however, look to her as a goddess who can give them life beyond death, forestalling the great bane of mortality. While this state of affairs does not necessarily sit well with the Mistress of the Grave, the benefits she reaps in converts is well worth the ideological sacrifice of allowing some few of her faithful the selfish indulgence of undead existence for a few centuries. For every one who learns the secrets of lichdom or vampirism, for instance, scores or even hundreds look to the example of the few and believe, in vain, that they, too, might know such power. (Rhune Dawn of Twilight Campaign Guide) Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. (Tome of Horrors 4) Calix can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days. (Obsidian Apocalypse) Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. (The Deluxe Guide to Fiend Summoning and Faustian Bargains) An obour is rather short-lived in its invisible, incorporeal form. After it rises from the grave, the vampire-spirit haunts a community for 40 nights, after which it returns to the soil just before dawn on the 40th night to regenerate its original physical form. During this transformation period, an obour is quite vulnerable. If its resting place is discovered and its transitioning form is doused with just a vial of holy water, the obour is utterly destroyed. If the obour’s transformation isn’t interrupted by the following midnight, the creature rises from the grave as a true, free-willed vampire. (Wayfinder Bestiary) After they rise from the grave, a vampire spirit will haunt a community for 40 nights. After 40 nights, the obour returns to the soil where it regenerates its original physical form. The next night, its transformation complete, the creature rises from the grave as a true, free-willed vampire. (Wayfinder 5) Vampirism exalted boon. (Book of the Damned) Culture Monster VI extract. (Echelon Reference Series: Alchemist Extracts Compiled (3pp+PRD)) Greater Undead power. (Spheres of Power) [b]Vampire human sorcerer 8:[/b] ? [b]Vampire Spawn:[/b] A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. (PRD Bestiary 1) The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires. (Classic Horrors Revisited) While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn. (Classic Horrors Revisited) Draining blood is not the only way new vampires are created, however. Little known is the fact that the very touch of the vampire can drain one’s power and weaken one’s resolve—a condition that seems to be more a manner of fundamental deterioration than mere physical draining. Rarely used by vampires except in desperate conflicts, as it supplies them with no vital blood, their energy-sapping touch can easily extinguish a life, and from such withering deaths new vampires arise, cursing even the most exceptional souls to an existence as undead slaves. (Classic Horrors Revisited) While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn. (Classic Horrors Revisited) The moroi are the most common among vampirekind. Their deadly kiss can bestow unlife to their victims, who become their unwitting thralls upon reanimation. (Blood of the Night) A moroi is created as the spawn of another. (Blood of the Night) One of the unique tools of the moroi is the ability to create spawn. (Blood of the Night) A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days. (GM's Miscellany: Places of Power) Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. (Rappan Athuk Bestiary – Pathfinder) Gahlgax can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil) Vilran can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil) Tregereth can create a spawn when she slays a creature with blood drain or energy drain. (Scions of Evil) Daveth can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil) Margh can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil) Terl can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil) Vampires can create spawn of the same type (humanoid, monstrous humanoid and so on), from those it slays with its blood drain or energy drain attacks. The victim rises in 1d4 days. (Scions of Evil) Cadan can create a spawn when he slays a creature with blood drain or energy drain. (Scions of Evil) Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. (Tome of Horrors 4) Sorcerer Vampire Bloodline Blood Lord power. (Echelon Reference Series: Sorcerers (3pp+PRD)) [b]Wight:[/b] Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. (PRD Bestiary 1) Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. (PRD Bestiary 1) Broken corpses hungry for the souls of the living, doomed to their lonely existences through a wide variety of tragedies, malevolence, or unwilling possession. (Undead Revisited) The origins of wights are highly varied. Some are created through obscure necromantic rites (usually create undead) and bound to the service of necromancers or evil priests. More commonly, wights are simply the unfortunate victims of other wights, the light of their lives turned to a corrupted mockery by the undead’s touch. (Undead Revisited) Every touch of a wight draws the target farther from life and deeper into death, until the last of its life force ebbs and the target is transformed in an instant into a dreadful thing of suffering and hate, leavened with a tormented enslavement to the will of its creator. (Undead Revisited) More tragically, wights can also arise spontaneously. (Undead Revisited) Scholars of the undead use the term “wights of anguish” to describe those whose birth into unlife occurred following a horrible trauma, often both mental and physical, that leaves their bodies broken, their psyches shattered, and their spirits consumed with hate and revenge. The depth of their suffering and the lingering shock are so intense that these unfortunates become enthralled to their own pain, clinging to it with every fiber of their being, crucifying themselves across the threshold of death’s door, unable to truly live but unwilling to truly die. (Undead Revisited) More sinister are “wights of malevolence,” those who through the depravity of their own benighted souls have earned an eternity of roaming the world, cursed with an eternal hunger that can never be slaked and a ragged weariness unable to ever find rest. Popular legend says those sentenced to such an existence are the truly damned, so vile that Hell itself spat them up rather than take them to its bosom. (Undead Revisited) But perhaps most frightening are those known as “wights of possession.” These are wights created when an evil undead spirit bonds with a corpse in order to animate it, often choosing its host based on convenience or strength of body. Though the original spirits of these bodies may have long since fled to their just rewards, few things are more horrible for their grieving friends than to see their loved ones’ corpses suddenly come to life and begin slaughtering the mourners. (Undead Revisited) Wherever humanoids die in utter anguish or are entombed in infamy (or even buried alive as punishment), wights may arise, and once they establish a foothold, they begin to spawn and proliferate. (Undead Revisited) Wights of malevolence sometimes arise from the unquiet remains of the exceptionally evil. Warlords of unspeakable cruelty may be sealed within barrows in the hope that, should their evil linger and stir even in death, they will be trapped and contained. (Undead Revisited) Old legends suggest that the treasures of a wight of malevolence are themselves tainted with the wight’s foulness, causing a darkening of spirit and a growing psychosis, leading to murderous paranoia that consumes the victims, and causes them to become wights themselves. Depending on the legend, this fate can be averted by freely giving the wight’s treasures away to others; having them blessed by one of the fey (at whatever price the fey demands); or scattering them in the sunlight for 3 days, allowing anyone to take a portion, and then collecting whatever fate has decreed will remain. Only by breaking the cycle of greed can the wight’s treasure be safely recovered. (Undead Revisited) A wight’s treasure can become infused with its dark spirit, creating a gnawing, obsessive greed that saps the spirit and life of any creature that claims it. A character that possesses accursed wight treasure gains a number of negative levels equal to the total gp value of the stolen treasure divided by 10,000 (minimum of one negative level). These negative levels remain as long as the creature retains ownership of the treasure (even if this treasure is not carried)—they disappear as soon as the stolen treasure is destroyed, stolen, freely given away, or returned to the wight’s lair. If the treasure is merely sold, the negative levels become permanent negative levels that can then be removed via means like restoration. (Undead Revisited) A creature whose negative levels equal its Hit Dice perishes and rises as a wight. If the wight whose treasure it stole still exists, it becomes a wight spawn bound to that wight. If not, it becomes a free-willed wight. Removing these negative levels does not end the curse, but remove curse or break enchantment does, with a caster level check against a DC equal to the wight’s energy drain save DC. A wight’s treasure does not confer negative levels while in the area of a hallow spell. (Undead Revisited) Any humanoid creature that is slain by a wight lord becomes a wight itself in only 1d4 rounds. (Undead Revisited) Wights can be found nearly anywhere on Golarion, though they are encountered most frequently in areas that have seen a long history of war and strife, especially in and around the battlegrounds and burial grounds of fallen empires. Places like the River Kingdoms and western Iobaria with their innumerable failed settlements and petty battlefields are fertile breeding grounds for wights, as are war-torn frontiers like those between Taldor and Qadira, and lands tainted with prolonged suffering like Galt and Nidal. Wights are most associated with humans, but evil dwarves have a long tradition of creating loyal tomb guardians to ward their mausoleums, while the ancient exodus of the elves (and the terrible fates suffered by those who remained) make wights a recurring plague in reclaimed elven holdings. And of course, like most undead, they’re more common in areas where cults of Urgathoa operate. (Undead Revisited) Wights are less common in Garund than elsewhere, as the funerary practices and necromantic traditions there have long favored mummification for the preservation of the honored dead and for guardianship of tombs. Wights are prevalent, however, in the flooded ruin and innumerable shipwrecks of the Sodden Lands, the Shackles, and the rain-lashed coasts around the Eye of Abendego. These desperate wights sometimes live in a perverse mockery of life, seeing themselves as the last survivors of their villages (or voyages), not realizing that they are truly dead. (Undead Revisited) Far to the east, the cruel rakshasas of Jalmeray exult in the temptation and corruption of the unwary into the kind of unspeakable vileness that leads these unfortunates to become wights in death, serving the rakshasas as loyal bodyguards and assassins. (Undead Revisited) Packs of wights are a long-standing menace at the triune borderland of Ustalav, Lastwall, and the Hold of Belkzen. The Virlych dead lands surrounding the ruins of Gallowspire, steeped in horror, are haunted by the tormented remnants of those harrowed an age ago by the Whispering Tyrant’s magics, bodies shredded and spirits flensed until nothing but pain and deathless rage remained. Patrols from Vigil exterminate these wights whenever they are found, but on more than one occasion a patrol has simply disappeared, until a later patrol suffered a tragic encounter with the corrupted remains of the righteous fallen. (Undead Revisited) Across the border in Belkzen, honor is for the living, and wherever the warriors fall is where they rot. On rare occasions, notable leaders are buried in lone cairns, but more often when burial is required (such as when an army dies on land the victors wish to inhabit), all of the fallen from a single battle are interred in a mass barrow with their leader. These funerary rites often awaken one or more wights that embrace the charge of leading the dead. Unusually powerful orc priests, shamans, or witches may also travel at times through the Hold visiting the various tribes to create guardian wights or take control of those that arise spontaneously. (Undead Revisited) Of all these lands, however, the ones most associated with wights are the cold Kellid and Hallit lands of the north, from long-lost Sarkoris in the east to the Lands of the Linnorm Kings in the west. No strangers to suffering and misery, nor to war and cruelty, these realms are liberally scattered with barrows, dolmens, and cairns. Some are haunted by wights of their own, but legend tells of the White Legion, an army of frost wights gathered beyond the Crown of the World, culled from the lost and the dead of all the cold lands. Their purpose is a mystery, but enemies of Irrisen fear they may be in league with Baba Yaga and her witch daughters. (Undead Revisited) Hungry undead display a wide variety of necrologies. In most instances, they are created from malevolent living creatures. Mohrgs, wights, and ghouls all fit this description. In many cases, the living incarnations of these creatures were serial killers, war criminals, cannibals, or other antisocial beings. (Undead Slayer’s Handbook) Malevolent ex-humanoids like mohrgs, wights, and ghouls can often be found lurking around the same hunting grounds they stalked in life. (Undead Slayer’s Handbook) Arrogant and ambitious beyond her capabilities, Cileidia raised a legion of wights the following year, only to see them slip the bonds of her control and rampage through the surrounding countryside. (Undead Unleashed) Any humanoid creature that is slain by a negative energy-charged wight becomes a wight itself in only 1d4 rounds. (Advanced Bestiary) Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight. (Beasts of Legend Coldwood Codex) Creatures from 6-12 HD within the cone of a plague dragon's deathless breath must make a Fort save or die and reanimate as wights. (Creepy Creatures Bestiary of the Bizarre) Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. (Creepy Creatures Bestiary of the Bizarre) Any humanoid slain by a marquis wight's slam attacks, or its aura become a wight in 1d4 rounds. (Creepy Creatures Bestiary of the Bizarre) Any humanoid creature that is slain by Trevor Catalan becomes a wight itself in only 1d4 rounds. (Enemies of NeoExodus: Folding Circle) Any humanoid creature that is slain by a black glass wight becomes a wight itself in only 1d4 rounds. (Mor Aldenn Creature Compendium) Would-be tomb robbers must also contend with the denizens of these tombs, raised as wights by the curse on the Barrowdelve. (Mor Aldenn Setting Guide) Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. (Mythic Marvels) 2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area. (Mythic Marvels) Any humanoids slain by a mythic wight become nonmythic wights themselves in one round. (Mythic Monsters 9: Undead) Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life. A humanoid of less than 3 Hit Dice rises as a ghast. A humanoid of 3–9 Hit Dice rises as a wight. A humanoid of 10 HD or more rises as a morhg. There is no limit to the number of undead a conqueror worm can create with its slime. (Mythic Monsters 23: Worms) Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. (The Blight - Pathfinder) Any humanoid within one size category of the brokenbone wight slain by a wight arises as an ordinary wight after 1-minute. (The Genius Guide to the Talented Bestiary) At 3rd level, any humanoid creature slain by the [soldier] wight’s energy drain ability becomes a wight itself after 1 minute. (The Genius Guide to the Talented Bestiary) Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the ferrywight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. (Wayfinder Bestiary) Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. (Wayfinder 15) [i]Create Undead[/i] spell, caster level 14 with [i]Enervation[/i] spell. (Undead Revisited) [i]Animate Dead III[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead III[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead IV[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead IV[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead V[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead V[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Raise Undeath[/i] spell word, caster level 15th or higher. (Book of Magic 10 Undead Spell Words) Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide) [b]Wight Brute:[/b] Giants that are killed by wights become hunchbacked, simple-minded undead. (PRD Bestiary 1) [b]Wight Cairn:[/b] Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites. (PRD Bestiary 1) [b]Wight Frost:[/b] Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair. (PRD Bestiary 1) If a host dies with a giiwedin inside his lungs, it rises 24 hours later as a frost wight. (Mythic Monsters #40: North America) [b]Wraith:[/b] A humanoid slain by a wraith becomes a wraith in 1d4 rounds. (PRD Bestiary 1) Wraiths are undead creatures born of evil and darkness. (PRD Bestiary 1) Wraiths, much like spectres, arise from souls tainted by evil lives. (Undead Revisited) Creatures slain by white wraiths rise as normal wraith spawn in 1d4 rounds. (Undead Revisited) The souls of exceptionally malevolent individuals, wraiths are manifestations of true evil. (Classic Horrors Revisited) [If] killed during this time [while spirit and body are disconnected from lich corruption], you rise 24 hours later as a wraith. (Horror Adventures) The wraiths and geists of those who have perished in the [dread fog's] mists might also materialize to drain the life from travelers. (Horror Adventures) Hateful spirit born of evil and darkness. (Undead Slayer’s Handbook) The incorporeal undead are those souls whose very cores have been warped by the Negative Energy Plane, and who now rove the Material Plane as cruel, disembodied spirit beings—ghosts, w[raith]s, and spectres being those more often encountered. (Undead Slayer’s Handbook) To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew. (Undead Slayer’s Handbook) These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths. (Undead Slayer’s Handbook) As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. (Game Mastery Guide) Major negative-dominant planes are even more dangerous to the living. Each round, a living creature on such a plane must succeed at a DC 25 Fortitude save or incur a negative level. A creature whose negative levels equal its current levels or Hit Dice is slain and becomes a wraith. (Planar Adventures) While it is most often used by mortals as a means to move incorporeally and unseen, the Ethereal Plane also serves as the launching point for souls, for it is here that they drift to upon death, joining the River of Souls to begin their journey to the Boneyard. Not all souls succeed at this journey, however; the Ethereal Plane is receptive to potent emotion, and souls that died without finding peace may linger in the mists for a time. Souls that become lost or are unable to move on due to extreme emotional trauma at the time of death may return to the Material Plane as ghosts, spectres, wraiths, or other bodiless undead, while others are called back to existence by spiritualists to become phantoms. (Planar Adventures) The Negative Energy Plane destroys life and most forms of matter, yet still, there are denizens of the realm. By far the most common are undead—particularly those without physical bodies. Wraiths are the most commonly encountered, for when a mortal creature dies on the Negative Energy Plane, a wraith often spawns during the process of death. In this case, the mortal’s actual soul is not completely corrupted—what forms the wraith is scraped from the dying soul in a process that is metaphysically and emotionally excruciating. (Planar Adventures) The dread wraith creature's create spawn ability creates only wraiths. (Advanced Bestiary) The wraith creature's create spawn ability creates only wraiths. (Advanced Bestiary) Lady Y’Draah’s fateful vision led her, alongside her followers, to build the Bilröst Gate so that they could travel the Great Tree in search of the gods. Later, when they opened the gate, the ælves realized the irony of their actions. For the Thrall Lords, most evil of the ancient giants, had twisted her visions, and everything she designed carried a fell purpose. An unprecedented blend of rune lore and nascent clockwork technology, when the Gate was opened it consumed the life force of nearby ælves in an uncontrolled wave of runic magic. Some survived, hideously changed and separated from their true nature. These became the Ash Elves. Others perished utterly and in the ensuing years it became clear that their fate was darker than any natural death. Rather than progress to the Halls of the All-Father, as had all previous ælves killed by misadventure or war, the spirits of those killed by Lady Y’Draah’s gate were trapped in Midgard. The spirits of the fallen did not progress to their promised afterlife, instead became beings of loss and darkness, ill-fated wraiths haunting the once fair city of Summer Night. (Children of the Wode) Many also believe that the runes carved into jotunstone to create storm-tech engines harm the ælven race’s connection to their spiritual afterlife in the same way as the Bilröst Gate. Every stormtech engine created binds the ælven ghosts more strongly to cursed unlife on Midgard. Each new human factory or dwarven siege engine makes it harder for slain ælves to pass on to the celestial halls. This increases their rage and loss, empowering the dark powers that haunt Summer Night, the shadowed ælven city of the dead. Many also believe that further progress in runic technology will only harm the ælves’ natural cycle of birth and death—further widening their cultural gap. (Children of the Wode) Many ælves died when Lady Y’Draah activated the Bilröst Gate and their spirits did not depart Midgard. Instead, powerful runic magic ties them to Midgard as darkling wraiths. (Children of the Wode) These are those yurei trapped between lives, either by the vagaries of tenmei or else by their own personal tragedies. Strengthened by the same negative energies which give birth to the jikininki, these yurei exist as ghosts, wraiths and haunts. (Game Master's Guide to Kaidan) Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. (GM's Miscellany: Alternate Dungeons) When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (GM's Miscellany: Alternate Dungeons) A creature slain by the Megadeath Ruin rises as an uncontrolled undead 1d4+1 rounds after its demise. The type of undead created is up to the game-master, but is typically a very high level undead capable of creating its own spawn, such as a Bodak, Devourer, Wraith or similar threat. (Horrors of the Multiverse) Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. (Mythic Marvels) 2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area. (Mythic Marvels) A humanoid slain by a mythic wraith becomes a wraith in 1 round. (Mythic Monsters 9: Undead) Lady Y'Draah's fateful vision led her, alongside her followers, to build the Bilröst Gate so that they could travel the Great Tree in search of the gods. Later, when they opened the gate, the ælves realized the irony of their actions. For the Thrall Lords, most evil of the ancient giants, had twisted her visions, and everything she designed carried a fell purpose. An unprecedented blend of rune lore and nascent clockwork technology, when the Gate was opened it consumed the life force of nearby ælves in an uncontrolled wave of runic magic. Some survived, hideously changed and separated from their true nature. These became the ash elves. Others perished utterly and in the ensuing years it became clear that their fate was darker than any natural death. Rather than progress to the Halls of the All-Father, as had all previous ælves killed by misadventure or war, the spirits of those killed by Lady Y'Draah's gate were trapped in Midgard. The spirits of the fallen did not progress to their promised afterlife, instead became beings of loss and darkness, ill-fated wraiths haunting the once fair city of Summer Night. (Rhune Dawn of Twilight Campaign Guide) The Raven and the Wolf—This constellation contains thirteen stars, which appear to depict a raven resting atop the face of a wolf. While many starwatchers say this is a bit of an exaggeration, a great number of ælven druids look to this constellation with both awe and wonder, some going so far as to say that it the true resting place of their dead, calling the spirits and wraiths of Summer Night City little more than cursed shells. (Rhune Dawn of Twilight Campaign Guide) Some whisper they have learned to summon wraiths, strange ælven-like spirits cursed to wander Midgard until Ragnarök. (Rhune Dawn of Twilight Campaign Guide) Any creature slain by a Bleeding Wraith’s CON drain or incorporeal touch attack rises as a wraith in 1d4 rounds. (Secret Soldiers) A Bleeding Ghost that shows even a second’s mercy or hesitation [d]ies at the Wraith’s smoky talons, its soul trapped forever as another wraith haunting the halls of an ancient warship. (Secret Soldiers) A humanoid slain by a dread wraith becomes a wraith immediately. (The Genius Guide to the Talented Bestiary) When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. (Two Dozen Dangers: Haunts) [i]Create Greater Undead[/i] spell, caster level 16th to 17th. (PRD Bestiary 1) [i]Animate Dead V[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead V[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead VI[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead VI[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead VII[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead VII[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Create Greater Undead[/i] spell, caster level 16th to 17th. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Clerics (PRD Only)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Inquisitor (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Create Greater Undead[/i] spell, caster level 16th to 17th. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [I]Create Greater Undead[/I] spell. (Echelon Reference Series: Summoner (3pp+PRD)) [i]Create Greater Undead[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Create Greater Undead[/I] spell. (Echelon Reference Series: Wizards (3pp+PRD)) [i]Raise Undeath[/i] spell word, boosted, caster level 16th or higher. (Book of Magic 10 Undead Spell Words) Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide) [b]Wraith Dread:[/b] A wraith that exists for long enough and feeds on enough life force undergoes an unholy transformation, becoming a creature known as a dread wraith. (PRD Bestiary 1) Any humanoids slain by a wyrmwraith become dread wraiths in 1d4 rounds. (Bestiary 5) Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. (Advanced Bestiary) Any creature slain by the Eradica rises in 1d6 rounds as a free-willed wraith (B1), or a dread wraith if the slain creature had 15+ HD. (Horrors of the Multiverse) Individual Curse Death Magic. (Tome of Adventure Design) Any male humanoid slain by a banshee’s death wail or energy drain rises to become a dread wraith in 1d4 rounds. (Tome of Horrors 4) [i]Animate Dead IX[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [b]Zombie:[/b] Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. (PRD Bestiary 1) "Zombie" is an acquired template that can be added to any corporeal creature (other than an undead). (PRD Bestiary 1) Dead bodies animated through foul necromantic rituals. (Classic Horrors Revisited) The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living. (Classic Horrors Revisited) However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well. (Classic Horrors Revisited) Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage. (Classic Horrors Revisited) Minion risen from the recently deceased. (Undead Slayer’s Handbook) Unlike other types of undead creatures, mindless undead consist of skeletons, zombies, and other drones whose souls have long passed on but whose broken remains have been reanimated via corruptive negative energy. (Undead Slayer’s Handbook) “Your assessment is only partially correct. It’s true that both zombies and liches are reanimated using extraplanar energy. However, the all-important difference is that liches choose reanimation. Unlike zombies, they are the culmination of a conscious process that arises thanks to the machinations of necromancers or external forces.” (Undead Slayer’s Handbook) Zombies are the animated corpses of dead creatures. (Beginner's Box) To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic. (Book of the Damned) On the first nights of an undead uprising, the bodies of the recently dead rise as zombies. Those interred in consecrated ground remain at rest, but bodies left unburied or in mass graves lurch out into the streets, wreaking havoc. (Game Mastery Guide) Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. (100% Crunch Zombie Lords) Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. (100% Crunch Zombies) Those who die because of the [Vall's Fever] disease rise in 1d2 days as zombies. (101 Malevolent Magic Items) “Zombie” is an acquired template that can be added to any corporeal creature. (100% Crunch Zombies) Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3), and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability. (100% Crunch Zombies) Material Plane creatures with the animate dead ability include hag covens (PRD Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3), and zuvembies (Bestiary 3). Of course, wizards and priests also have access to animate dead, and depending on their power may animate any kind of creature. (100% Crunch Zombies) Creatures who die from exposure to negative energy within an area of blackstar mold rise 1 round later as a zombie. (Aethera Field Guide I) Any corpse of Medium size or smaller within 30 ft. of a nethercrab has a cumulative 10% chance per hour of reanimating as a skeleton or zombie, depending on its condition. (Aethera Field Guide I) For all of Marit’s wonders and achievements, her lore regarding the creation of undead has become the most integral to Mariton’s success. Skeletons, Zombies, Echohusks, and more sophisticated variants of these creatures have long filled Mariton’s armies, soldiers gathered from the corpses of fallen enemies and unworthy citizens. (Arcforge Campaign Setting: Far Flung Frontiers) The Karazthraxians then raised the dead as zombies and used them to rebuild their ranks. (Benetolia Gazetteer) After the dragons came General Gastran (see the Battles of Noit and Flork) and his army of fiends, sorcerers, and monsters. Within mere minutes, the entire city was utterly in ruins, the survivors summarily executed and animated as zombies for the war. (Benetolia Gazetteer) A gravedigger can channel the power of the Void through its gaze. Any target of 3 HD or less that meets the gravedigger’s gaze must succeed on a Fort save (DC 15) or be instantly slain and become a zombie under the control of the gravedigger. A target with 4 HD or greater, or succeeds on the Fort save, suffers 3d6 points of damage. This ability only works on humanoids (such as humans, orks, dwarves, elves, pecwae, and taan). (Bestiary of Loerem (Sovereign Stone)) Gravediggers have the ability to channel the Void directly through their bodies. Their glare can slay lesser humanoids and transform them into zombies. (Bestiary of Loerem (Sovereign Stone)) A slough can animate the corpse of any creature it kills and inhabit it as a new body. Treat the new body as an animated zombie, with the slough retaining all its abilities except for dissipate life and engulf. (Bestiary of Loerem (Sovereign Stone)) A single humanoid creature killed by a spell with the death descriptor incorporating a wight’s ichor arises as a zombie 1d4 rounds later. (Creature Components Volume 1) A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. (Creepy Creatures Bestiary of the Bizarre) Any creature reduced to 0 Wisdom by a gibbering terror's babble rises as a zombie under its control in 1d3 rounds. Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. (Creepy Creatures Bestiary of the Bizarre) In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming dire rat zombies. (Dunes of Desolation) Deadwood trees hate all living things. They revel in slaughtering the creatures of the woods and transforming both beasts and men into zombies. (Freeport Bestiary for the Pathfinder RPG) [Deadwood tress] frequently are accompanied by packs of shambling zombies, previous victims of their touch of corruption. (Freeport Bestiary for the Pathfinder RPG) Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies. (Freeport Bestiary for the Pathfinder RPG) Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds. (Freeport Bestiary for the Pathfinder RPG) As mentioned previously, the deadwood trees were created during the great cataclysm that destroyed Valossa; many spirit lizards were fused to their home trees by the dark power that washed over the remains of the continent, becoming the first of the terrible deadwood trees. (Freeport Bestiary for the Pathfinder RPG) Spirit lizards were the predominant fey species of Valossa, but when the summoning of the Unspeakable One destroyed the continent, many of them suffered a terrible fate. As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the chaotic forces unleashed upon the land. Twisted and evil, these became the first of the deadwood trees. (Freeport Bestiary for the Pathfinder RPG) Living creatures killed by [a thanatos's] energy drain will rise in 1d4 rounds as zombies. (Freeport Bestiary for the Pathfinder RPG) Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds. (Freeport Companion Pathfinder RPG Edition) A samurai wight-lord, Hakato Munimasanoke, once sworn to serve the daimyo’s husband, has been stealing bodies for years, burying them in the cursed soil of the forest so that they rise as zombies and ghouls under his control. (Game Master's Guide to Kaidan) Any creature that dies from constitution damage from an eldritch corruptor’s aura or claw attacks must make a DC 13 will save or be reanimated as a zombie 1d6 rounds after dying. (Gilded Suns: A Victorian Campaign Setting (Second Printing)) The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. (GM's Miscellany: Alternate Dungeons) A corpse targeted by this [inhabit corpse] ability is temporarily animated as a zombie while the effect lasts. (In The Company of Rakshasa (PFRPG)) But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. What remained of the people surrounding the survivors was now a macabre collection of zombies, skeletons, and other myriad undead beings. (Lands of Theia) The original royal family, and current ruler of Xaotawn, brought a cursed existence to his country when he dabbled with immortality. (Lands of Theia World Primer) Any creature slain by a nosferatu’s energy drain attack immediately rises as a zombie. (Liber Vampyr) The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. (Malevolent and Benign) When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square. (Midgard Worldbook for 5th Edition and Pathfinder) They are as numerous in type as they are in number as well. Some claim that they are ghosts embodying corpses to inflict their pitiful wrath on the living. Others blame necromancy, claiming that meddling with the living form creates beings that will never stay truly dead. Even more claim that they’re just vampires who have degraded to little more than rotting corpses. Some claim that there are zombies that you can’t even tell are dead. There is truth to it all. (Modern) These long halls contain several alcoves, some containing statues of revered figures in Mor Aldenn’s history that dedicated their lives to the poor and downtrodden. Lining all of the halls and most of the alcoves are narrow niches, each jammed with one or two bodies dressed in rags and wrapped in rough funeral linens soaked in cheap perfumes to mask the smell of death. These halls are given over to the poor of Mor Aldenn to bury their dead in the Necropolis alongside the worthy and wealthy of the city. At any time during the day, at least a half-dozen grieving mourners go about the business of finding a place for a recently departed friend or family member. Usually, a priest of Ehlora is on hand to help put the dead to rest properly; if not, mourners are likely to empty a niche by stuffing its current occupant into another occupied niche. This practice makes finding a specific corpse in the Pauper’s Catacombs a dubious prospect, despite the rough wooden plaques near many of the niches. At night, due to the curse on the Barrowdelve, these bodies do not rest quietly, and 1d4 zombies prowl these halls. (Mor Aldenn Setting Guide) These halls connect several large crypts for the well-to-do of Mor Aldenn. Generally, each of these crypts is maintained by one family for several generations and contains over a dozen bodies. During the day, at least one or two devout family members are visiting one or two of the crypts at any time. In the event of a funeral, this number can swell to thirty people or more. Unfortunately, at night the curse of the Barrowdelve causes some of these revered ancestors to animate, and 1d3 zombies and 1d6 skeletons prowl these halls. (Mor Aldenn Setting Guide) Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence. (Mountains of Madness) Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. (Mountains of Madness) Any creature slain by a pukwudgie’s poisonous quills rises in 24 hours as a zombie. (Mythic Monsters 16: Monstrous Humanoids) The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. (Races of Obsidian Twilight: Osirian) The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs. (Races of Obsidian Twilight: Osirian) If the zombie horde takes enough individual damage to break it up, up to a dozen of the creatures continue on their rampage of destruction, until finally they too must be slain. (Rappan Athuk Bestiary – Pathfinder) When the zombie horde swarm is reduced to 0 hit points or lower and breaks up, unless the damage was dealt by area-affecting attacks, then 2d6 surviving members of the horde continue their attack, though now only as individual creatures. (Rappan Athuk Bestiary – Pathfinder) With a ritual requiring 8 hours, a master of death can animate a single skeleton or zombie whose Hit Dice do not exceed her arcanist level. (Shadows Over Vathak Player's Guide to Vathak) The zombie ogre made short work of the two burly villagers. Then these two were also drafted into the ranks of the void Wizards’ undead servants. (Sovereign Stone Campaign Setting Core Rulebook) He does this to distract the people of Ordent from his activities in the graveyard, where he is creating more zombies to serve him. (Sovereign Stone Campaign Setting Core Rulebook) After the battle is over, the party might be able to hear the faint sound of chanting in the distance with a Perception check (DC 20). It is Kellis, animating more zombie corpses in the cemetery. If they hurry toward the noise, they will catch him in the act. (Sovereign Stone Campaign Setting Core Rulebook) The Bloodworks 5 TPA, variable CPA: Purchase magical service from the following list of rituals: animate dead (4 CPA, up to 10 HD of uncontrolled skeletons or zombies), clone (24 CPA), desecrate (1 CPA), false life (1 CPA), inflict critical wounds (2 CPA), inflict serious wounds (1 CPA). (Spheres of Power) If the creature onto which the grave moss is latched dies over the course of the plant’s duration, that creature is temporarily raised as a zombie under the control of the herbalist, provided the resulting zombie would fulfill the following requirements. (Strange Magic 2 (PFRPG)) 1: The resulting zombie’s Hit Dice must either be less than or equal to three-quarters the herbalist’s class level, or less than or equal to 1. (Strange Magic 2 (PFRPG)) 2: The creature must be of a type that can be raised as a zombie. (not a construct, not already undead, and so on) (Strange Magic 2 (PFRPG)) Zombies raised in this fashion remain raised for 1 minute per herbalist level, at which point the magic in the grave moss simply runs out and the dead corpse collapses to the ground once more. If not destroyed while temporarily raised by grave moss, a corpse may be raised once more using more pedestrian animation techniques, such as animate dead or raise dead. (Strange Magic 2 (PFRPG)) My magics have wrought unlife that shall pass far beyond the extent of the plains of the Wyldelands or the fields of Elsidor. (Studies of Decay: Ghouls (PFRPG)) For in Castorhage, the great experimenters discovered the great possibility and cheap availability of necromancy, not simply in the obvious sense of animating legions of zombie labourers, but rather in its application through necrocraft and golem innovation. While the many technological innovations that power Castorhage incorporate steam power or clockworks, at the core is their reliance preservation and animation of once-living flesh to supply their labour and energy needs. These cursed folk are the alchymic-unliving, and when their curse becomes advanced enough, they lose every last shred of who they were and become simply one more zombie shuffling mindlessly to its master’s commands. (The Blight - Pathfinder) These cursed folk are the alchymic-unliving, and when their curse becomes advanced enough, they lose every last shred of who they were and become simply one more zombie shuffling mindlessly to its master’s commands. (The Blight - Pathfinder) An alchymic-unliving creature that reaches 0 Intelligence loses the alchymic-unliving template and gains the zombie template. (The Blight - Pathfinder) Once per day, whenever the Noc-Lar remains stationary and channels its power for one minute, it can create any of the following effects in a mile radius: - Animate all humanoid corpses as skeletons or zombies. (The Book of Metal) As a last resort when all other methods fail, They can enter and possess their own former bodies to go and fight. Their cadavers burst out from coffins in the manor basement (or graves in the backyard, etc) and begin shambling toward the party’s location (use the statistics for zombies except they have an Intelligence of 10). (The Book of Metal) A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead. (The Genius Guide to Simple Monster Templates) Every mohrg it spawns creates zombies in return. (The Genius Guide to the Talented Bestiary) An alchymic-unliving creature that reaches 0 Intelligence loses the alchymic-unliving template and gains the zombie template. (The Tome of Blighted Horrors) Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie). (Tome of Adventure Design) A fulgur beetle can animate a mostly-intact corpse, as per the spell animate dead (CL 1st), except that the zombie remains animated for only a number of rounds equal to the beetle’s HD + Constitution modifier (usually 5 rounds). A newly animated zombie acts on the fulgur beetle’s next turn. (Wayfinder Bestiary) As a standard action, a gaunt ascetic can expend a single channel energy use to animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum number of hit dice equal to the ascetic’s HD. (Wayfinder Bestiary) Victims drowned by a rusalka rise under the next full moon as zombies under the rusalka’s control. (Wayfinder Bestiary) Dead bodies of criminals are raised and used as guards. (Winter Eternal: Pathfinder - The Cities)A creature killed in this manner [by a gravestone dryad's entomb ability] automatically rises as a zombie, breaking free of the coffin 1 round later. (Wayfinder #18) In return, fey seek out gravestone dryads to destroy them permanently—though often fey fall prey to their own self-assurance and wind up as zombies under a gravestone dryad’s control. (Wayfinder #18) [i]Animate Dead[/i] spell. (PRD Bestiary 1) [i]Animate Dead[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Animate Dead[/i] spell. (Echelon Reference Series: Clerics (PRD Only)) [i]Animate Dead[/i] spell. (Echelon Reference Series: Inquisitor (3pp+PRD)) [i]Animate Dead[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Animate Dead[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [I]Animate Dead[/I] spell. (Echelon Reference Series: Summoner (3pp+PRD)) [i]Animate Dead[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Animate Dead[/I] spell. (Echelon Reference Series: Wizards (3pp+PRD)) [i]Animate Dead[/i] spell. (Modern) [I]Animate Dead[/I] spell. (The Genius Guide to the Talented Bestiary) [i]Animate Dead I[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead I[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead II[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead II[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead III[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead III[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead IV[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead IV[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead V[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead V[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead VI[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead VI[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead VII[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead VII[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead VIII[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead VIII[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Animate Dead IX[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Dead Lesser[/i] spell. (Mythic Monsters 9: Undead) [i]Animate Dead Lesser[/i] spell. (Lands of Theia) [i]Animate Dead Minor[/i] spell. (Monster Focus: Skeletons) [i]Animate Dead Minor[/i] spell. (Scarred Lands Player's Guide (Pathfinder)) [i]Animate Zombie[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Animate Zombie[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Bolt of Animation[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Cursed Earth[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Cursed Earth[/i] spell. (Echelon Reference Series: Clerics (PRD Only)) [i]Cursed Earth[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Cursed Earth[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Cursed Earth[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [i]Cursed Earth[/i] spell. (Echelon Reference Series: Witch (3pp+PRD)) [I]Cursed Earth[/I] spell. (Echelon Reference Series: Wizards (3pp+PRD)) [i]Cursed Earth[/i] spell. (Lands of Theia) [i]Deathless Defenders[/i] spell. (Ultimate Strongholds) [i]Flesh Puppet[/i] spell. (Horror Adventures) [i]Flesh Puppet Horde[/i] spell. (Horror Adventures) [i]Flesh Rot[/i] spell. (Monster Focus: Zombies) [i]Gaze of the Void[/i] spell. (Sovereign Stone Campaign Setting Core Rulebook) [i]Greater Bolt of Animation[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Heart Rip[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Leech Field[/i] spell. (Scarred Lands Player's Guide (Pathfinder)) [i]Lesser Animate Dead[/i] spell. (Echelon Reference Series: Clerics (3pp)) [i]Lesser Animate Dead[/i] spell. (Echelon Reference Series: Clerics (PRD Only)) [i]Lesser Animate Dead[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Lesser Animate Dead[/i] spell. (Echelon Reference Series: Sorcerers (3pp+PRD)) [I]Lesser Animate Dead[/I] spell. (Echelon Reference Series: Wizards (3pp+PRD)) [i]Minions of Death[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Murder's Claim[/i] spell. (Gruesome Foes) [i]Mythic Flesh Puppet[/i] spell. (Mythic Magic: Horror Spells) [i]Mythic Flesh Puppet Horde[/i] spell. (Mythic Magic: Horror Spells) [i]Mythic Flesh Wall[/i] spell. (Mythic Magic: Horror Spells) [i]Raise Lesser Undead[/i] spell. (Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)) [i]Raise Lesser Undead[/i] spell. (Echelon Reference Series: Oracle (3pp+PRD)) [i]Raise Lesser Undead[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Raise Undead Host[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Reign of Madness[/i] spell. (The Book of Metal) [i]Torpid Reanimation[/i] spell. (Mythic Magic: Horror Spells) [i]Zombify Self[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) Seeded Doom ritual. (Horror Adventures) Animate Dead ritual. (Spheres of Power) Eternal Army true ritual. (Scarred Lands Player's Guide (Pathfinder)) Individual Curse Death Magic. (Tome of Adventure Design) Animation by Touch feat. (Obsidian Apocalypse) Murderous Necromancy feat. (Undefeatable 13: Assassin) Murderous Necromancy feat. (Undefeatable: The Collected Feats Sourcebook) Necrotic Arrow feat, Arcane Archer level 5 (Undefeatable 12: Arcane Archer) Necrotic Arrow feat, Arcane Archer level 5 (Undefeatable: The Collected Feats Sourcebook) Ash Pendant magic item. (Monster Focus: Zombies) Draugir Cap magic item. (Rhune Dawn of Twilight Campaign Guide) Goblet of Gore magic item. (The Book of Metal) Invader's Bugle magic item. (Treasury of Winter) Meatwalker Serum Alchemical Item. (Rhune Dawn of Twilight Campaign Guide) Necrotic Pool. (GM's Miscellany: Dungeon Dressing) Staff of Carnage magic item. (The Book of Metal) Cursed disease. (Shadows Over Vathak Ina'oth Gamemaster's Guide) Zombie Rot disease. (GM's Miscellany: Dungeon Dressing) Consume power. (Spheres of Power) Reanimate power. (Spheres of Power) Servant of Umr at-Tawil Paladin Archetype Eternal Servant power. (Echelon Reference Series: Paladin (3pp+PRD)) Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (3pp)) Undead Lord archetype cleric's Corpse Companion power. (Echelon Reference Series: Clerics (PRD Only)) Animating Fog hazard. (Horror Adventures) Apocalypse Fog hazard. (Horror Adventures) Alchemical Zombie discovery. (Echelon Reference Series: Alchemist (3pp+PRD)) Culture Monster I extract. (Echelon Reference Series: Alchemist Extracts Compiled (3pp+PRD)) Necrotic Touch hex. (Echelon Reference Series: Witch (3pp+PRD)) Scourging Infusion wild talent. (Aethera Campaign Setting) [b]Zombie Fast:[/b] Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg's control. (PRD Bestiary 1) Anyone who dies from juju fever rises as a fast zombie at the next midnight. (30 Variant Dragons) Vermin killed by a cave fisher mohrg rise immediately as fast zombies. (Advanced Bestiary) Any creatures killed by a spell with the death descriptor incorporating a mohrg’s saliva arise as a zombie (fast zombie variant) 1d4 rounds later. (Creature Components Volume 1) A puppet spider can enter a corpse and animate it while residing within. This effectively transforms the corpse into a fast zombie. (Fell Beasts Volume 2) All corpses fed upon by the Carrionate rise as fast zombies within one minute. (Horrors of the Multiverse) The Carrionate can feed on, and create zombies from, Lifespawn corpses up to one year old, provided the body has neither been completely destroyed nor embalmed. (Horrors of the Multiverse) Humanoid creatures killed by a pumpkin stalker mohrg rise immediately as fast zombies. (Monster Menagerie Pumpkin Stalker) Whenever a non-mythic creature with fewer than 10 Hit Dice dies within 30 feet of a mythic zombie titan, that creature rises again 1 round later as a fast zombie (DC 15 Fortitude negates). These zombies are uncontrolled but do not attack the zombie titan. If a mythic titan zombie expends one use of mythic power as an immediate action when a creature dies within 30 feet, the save DC increases to 20 and it can affect mythic creatures and creatures with 10 or more Hit Dice. Mythic creatures add their mythic rank or tier as a bonus on this saving throw. (Mythic Monsters 27: COLOSSAL) A creature slain by the Rotwing’s negative energy rays rises as a fast zombie within one hour of its demise, unless the Rotwing consumes the corpse first. (Nemesis Unleashed) Slain zombies are engulfed by the undead ooze and can be reanimated and expelled again in 1d2 hours. (The Blight - Pathfinder) Expanded Necromancy power. (Spheres of Power) [b]Zombie Human:[/b] Rare undead horrors, flayed men are almost never encountered in groups. Instead, a flayed man keeps the company of 1d4+2 human zombies that it has created with its create spawn ability. (Freeport Bestiary for the Pathfinder RPG) The Gilded Necromancer is surrounded by a dark, necrotic aura that clings to her gilded body like black fog. Buried corpses within 100 ft of her dead less than two years rise from their graves or barrows as if animated by animate dead. Corpses less than two weeks old arise as human zombies (B1), and those between two weeks and two years dead animate as human skeletons (B1). (Nemesis Unleashed) [i]Awaken the Dead I PDG[/i] spell. (Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)) [i]Flesh Wall[/i] spell. (Horror Adventures) Goblet of Gore magic item. (The Book of Metal) [b]Zombie Plague:[/b] Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours. (PRD Bestiary 1) Anyone who dies while infected with zombie rot disease rises as a plague zombie in 2d6 hours. (100% Crunch Zombie Lords) Anyone who dies while infected by a plague zombie's zombie rot rises as a plague zombie in 2d6 hours. (Book of Beasts Monsters of the Shadow Plane) Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours. (Monster Focus: Zombies) Creatures that die while infected [with zombie rot disease] rise as plague zombiesB1 in 2d6 hours. (Mythic Monsters #42: Halloween) Necromancers had made so-called Plague Zombie before; by adding the invocations and materials of the contagion spell to the ritual of making zombie, one may create a zombie capable of spreading the state of zombification to its victims. (Studies of Decay: Zombies (PFRPG)) Anyone who dies while infected [with zombie rot] rises as a plague zombie in 2d6 hours. (Studies of Decay: Zombies (PFRPG)) Siege Shot Zombie magic item. (Ultimate War) Zombie Rot disease. (Mythic Monsters #42: Halloween) Expanded Necromancy power. (Spheres of Power) Animating Fog hazard. (Horror Adventures) [/spoiler] Pathfinder 1e Paizo[spoiler] [URL=http://legacy.aonprd.com/bestiary/monsterIndex.html]Bestiary 1[/URL] [spoiler] [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. [b]Devourer:[/b] Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation. [i]Create Greater Undead[/i] spell, caster level 20th or higher. [b]Ghost:[/b] When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. "Ghost" is an acquired template that can be added to any living creature that has a Charisma score of at least 6. [b]Ghost Human Aristocrat 7:[/b] ? [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast. As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 18 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu's control. A nabasu's gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul. The save DC is Charisma-based. [i]Create Undead[/i] spell, caster level 11th or lower. Ghoul Fever disease [b]Ghoul Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast. [i]Create Undead[/i] spell, caster level 12th to 14th. Ghoul Fever disease. [b]Ghoul Lacedon:[/b] ? [b]Lich:[/b] The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster's life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time. The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster's soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster's transformation are left to the GM's discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades. An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. Each lich must create its own phylactery by using the Craft Woundrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items. "Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery. [b]Lich Human Necromancer 11:[/b] ? [b]Mohrg:[/b] Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg. [i]Create Undead[/i] spell, caster level 18th or higher. [b]Mummy:[/b] Mummies are created through a rather lengthy and gruesome embalming process, during which all of the body's major organs are removed and replaced with dried herbs and flowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens. The creator then finishes the ritual with a create undead spell. Although most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are at least 10th-level clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death—usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife. [i]Create Undead[/i] spell, caster level 15th to 17th. [b]Shadow:[/b] A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds. [i]Create Greater Undead[/i] spell, caster level 15th or lower. [b]Shadow Greater:[/b] Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims [b]Skeletal Champion:[/b] "Skeletal Champion" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3. A skeletal champion cannot be created with animate dead—these potent undead only arise under rare conditions similar to those that cause the manifestation of ghosts or via rare and highly evil rituals. [b]Skeletal Champion Human Warrior 1:[/b] ? [b]Skeleton:[/b] Skeletons are the animated bones of the dead, brought to unlife through foul magic. "Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. [i]Animate Dead[/i] spell. [b]Skeleton Human Warrior 1:[/b] ? [b]Skeleton Bloody:[/b] These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. [b]Skeleton Burning:[/b] These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. [b]Spectre:[/b] Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. [i]Create Greater Undead[/i] spell, caster level 18th to 19th. [b]Vampire:[/b] “Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice. A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. [b]Vampire human sorcerer 8:[/b] ? [b]Vampire Spawn:[/b] A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. [b]Wight:[/b] Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. [b]Wight Brute:[/b] Giants that are killed by wights become hunchbacked, simple-minded undead. [b]Wight Cairn:[/b] Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites. [b]Wight Frost:[/b] Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair. [b]Wraith:[/b] A humanoid slain by a wraith becomes a wraith in 1d4 rounds. Wraiths are undead creatures born of evil and darkness. [i]Create Greater Undead[/i] spell, caster level 16th to 17th. [b]Wraith Dread:[/b] A wraith that exists for long enough and feeds on enough life force undergoes an unholy transformation, becoming a creature known as a dread wraith. [b]Zombie:[/b] Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. "Zombie" is an acquired template that can be added to any corporeal creature (other than an undead). [i]Animate Dead[/i] spell. [b]Zombie Human:[/b] ? [b]Zombie Fast:[/b] Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg's control. [b]Zombie Plague:[/b] Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours. [/spoiler] [URL=http://legacy.aonprd.com/bestiary2/additionalMonsterIndex.html]Bestiary 2[/URL][spoiler] [b]Attic Whisperer:[/b] An attic whisperer spawns as the result of a lonely or neglected child's death. Rather than animating the body of the dead youth, the creature rises from an amalgam of old toys, clothing, dust, and other objects associated with the departed—icons of the child's neglect. An attic whisperer is the spirit of a small child who met his or her end as a result of neglect. (GM's Miscellany: Alternate Dungeons) [i]Create Undead[/i] spell, caster level 13 with [i]Crushing Depair[/i] and [i]Fear[/i] spells and corpse of a child. (Undead Revisited) [i]Raise Undeath[/i] spell word, caster level 12th or higher. (Book of Magic 10 Undead Spell Words) [b]Banshee:[/b] A banshee is the enraged spirit of an elven woman who either betrayed those she loved or was herself betrayed. Whether created through vile misdeeds in her last moments, a terrible and torturous demise, or some wretched betrayal by her loved ones, a banshee is the vengeful undead spirit of an elven female that seeks only to destroy all those who still tread the mortal realm. (Undead Revisited) In the Darklands, the perpetual betrayals of drow society typically lack the sympathetic tragedy required to create banshees, although a new breed of exceptionally clever young noble daughters have learned to intricately manipulate their treacheries to give rise to the creatures, whether born from the betrayal of a matron mother, the mutiny of a favored daughter, or the gradual winning and then dashing of an underling’s trust. (Undead Revisited) Bloody Bonnie is the spirit of an elven woman who was murdered by her philandering noble husband. When she violently confronted him about his infidelity, he clawed out her eyes and threw her from the highest tower of his castle. Three nights later, on the eve of the lord’s hasty marriage to his latest mistress, Bonnie’s spirit rose from the grave and slaughtered him, his bride, and his entire court. (Book of Beasts Legendary Foes) The spirit of any female humanoid that is slain by a lesser banshee’s death wail or energy drain rises to become a banshee in 1d4 rounds. (Tome of Horrors 4) [i]Create Greater Undead[/i] spell, caster level 20 with [i]Fear[/i] and [i]Wail of the Banshee[/i] spells and the corpse of a female elf. (Undead Revisited) [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words) [b]Bat Skaveling:[/b] Skavelings are the hideous result of necromantic manipulation by urdefhans, who create them from mobats specially raised on diets of fungus and humanoid flesh. Upon reaching maturity, urdefhans ritually slay the bats using necrotic poisons, then raise the corpses to serve as mounts and guardians. [b]Bodak:[/b] A humanoid slain by a bodak's death gaze rises as a bodak 24 hours later. When mortal humanoids find themselves exposed to profound, supernatural evil, a horrific, occult transformation can strip them of their souls and damn them to the tortured existence of a bodak. A 20th-level spellcaster can use create greater undead to create a bodak, but only if the spell is cast while the spellcaster is located on one of the evil outer planes (traditionally the Abyss). (Undead Revisited) Unfortunate creatures who witness acts of unspeakable planar evil and have their bodies destroyed and remade by the experience. (Undead Revisited) When mortals venture to the utmost depths of unforgiving planes, they sometimes come across knowledge so terrible or witness events so horrifying that their very souls are consumed, killing them and then reanimating them as the weird, smoke-eyed creations called bodaks. (Undead Revisited) Yet for some, bearing witness to true horror and supernatural evil does more than twist their minds—it ravages their souls to such a degree that they are themselves transformed. Requiring evil far beyond that normally found among mortals, this rare transformation occurs when unprepared mortals venture deep into those extraplanar spaces where humanity was not meant to tread—the deepest hiding holes of the evil planes. In these repositories of unholy knowledge, things are seen that cannot be unseen, and which indelibly stain the souls of the foolish. The creatures that emerge from these places are mortal no longer. (Undead Revisited) If a victim lacks the will to break a bodak's gaze, he is quickly overwhelmed by its power and dies shortly thereafter—the transformation into another bodak begins immediately. (Undead Revisited) Scholars and theologians have long debated the exact nature of these strange undead, positing that it’s the very act that creates a bodak—witnessing some evil and hideous occurrence beyond all mortal capacity for understanding—that gives unholy life and purpose to these creatures. In some sense, the bodak is the very manifestation of such an act, a curse upon the living, its life force scarred to such a degree that only causing others to gaze into its eyes and share its agony gives it some sort of relief. Most researchers believe that mundane evil is not enough, arguing that only traumatic deaths in the darkest pits of the planes are pure enough to form a bodak, with the creature’s animating energy being drawn from the evil Outer Planes where it met its fate. Yet others insist that it’s not the place that causes the transformation, but rather the purity of the evil and horror involved, thus making it possible for an ordinary human (or, more likely, a summoned demon) to spark the transformation, provided the horrors it shows to the victim are heinous enough. (Undead Revisited) Thanks to its Abyssal taint, the Worldwound hosts the largest population of bodaks in the Inner Sea region. Moreover, the Abyssal nature of the land itself makes it one of the few places—perhaps the only place—on Golarion where bodaks can form spontaneously in the same way they do on the Abyss, as the result of witnessing horrible extraplanar evil and depredations beyond mortal ken. (Undead Revisited) The diabolists favored by the aristocracy of Cheliax require large numbers of unwitting victims to perform their rites. While most of their dungeons and torture rooms are mundane, filled with wretched prisoners who bear witness to unspeakable things on a nearly daily basis, some of these spellcasters prefer to take victims to Hell itself, making their offerings to the plane in person. Few of these victims (and not all of the diabolists) survive these offerings, but a tiny fraction end up exposed to greater horrors than initially expected, with either the master or prisoner undergoing the transformation into a bodak. (Undead Revisited) The strange religions found in the Mwangi Expanse sometimes demand sacrifices and dark rituals. Explorers and adventurers unlucky enough to be caught by these more sinister tribes, particularly the zealots of Angazhan living in the ape city of Usaro, are sometimes transformed by bizarre and terrifying demonic rites. These bodaks roam the jungles of the Mwangi Expanse, terrorizing the inhabitants and sometimes transforming entire villages into their own kind. (Undead Revisited) Bodaks, the eyeless horrors twisted by sights no one was meant to see. (Undead Revisited) Bodaks are extraplanar undead created when living beings are touched by great evil. (Advanced Bestiary) The bodak is the physical remnants of a humanoid slain in an encounter with absolute evil. (Forgotten Foes) A humanoid slain by a bodak’s death gaze rises as a bodak 24 hours later. (Aquilae: Bestiary of the Realm: Volume 1 (Pathfinder)) Bodaks are evil undead created when a humanoid dies in the presence of absolute evil. (Forgotten Foes) [i]Create Greater Undead[/i] spell, caster level 20 corpse must be cast in the Abyss. (Undead Revisited) [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words) [b]Crawling Hand:[/b] Some say the origins of the crawling hand lie in the experiments of demented necromancers contracted to construct tiny assassins. Other tales tell of gruesome prosthetics sparked to life by evil magic, which then developed primitive sentience and vengefully strangled their hosts. [i]Create Undead[/i] spell, caster level 11 severed hand of a medium or smaller humanoid. (Undead Revisited) [i]Raise Undeath[/i] spell word. (Book of Magic 10 Undead Spell Words) [b]Crawling Hand Giant:[/b] ? [i]Create Undead[/i] spell, caster level 14 with [i]Enlarge Person[/i] spell and severed hand of a large or larger humanoid. (Undead Revisited) [i]Raise Undeath[/i] spell word, caster level 15th or higher. (Book of Magic 10 Undead Spell Words) [b]Crypt Thing:[/b] Necromancers and other spellcasters create them. A 15th-level spellcaster can create a crypt thing using create undead. The spell also requires the creator or an assistant to be able to cast teleport, greater teleport, or word of recall (or provide this magic from a scroll or other source). They are created by spellcasters to guard such areas and they neither leave their assigned area nor can be compelled to do so. (Forgotten Foes) [i]Create Undead[/i] spell, caster level 16 with [i]Teleport[/i] spell (Undead Revisited) [i]Raise Undeath[/i] spell word, caster level 15th or higher. (Book of Magic 10 Undead Spell Words) [b]Draugr:[/b] These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects. The force of her will and the corruption of her soul were so great that four unfortunate men that drowned countless ages ago also rose from the mire as 4 draugrs. (Dunes of Desolation) Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. A draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids. (Marshes of Malice) Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save. (Mythic Monsters 10: Sea Monsters) Any humanoid slain by a doomed derelict becomes a draugr. (Wayfinder 8) [i]Create Undead[/i] spell, caster level 12. (Undead Revisited) [i]Raise Undeath[/i] spell word, caster level 12th or higher. (Book of Magic 10 Undead Spell Words) [b]Draugr Captain:[/b] ? Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save. (Mythic Monsters 10: Sea Monsters) [b]Dullahan:[/b] Terrifying reapers of souls, dullahans are created by powerful fiends from the souls of particularly cruel generals, watch-captains, or other military commanders. [i]Create Undead[/i] spell, caster level 17 with decapitated humanoid corpse. (Undead Revisited) [i]Raise Undeath[/i] spell word, caster level 18th or higher. (Book of Magic 10 Undead Spell Words) [b]Dullahan Greater:[/b] ? [b]Nightshade:[/b] Nightshades originate in the deepest voids at the planar juncture of the Plane of Shadow and the Negative Energy Plane, where reality itself ends. Here lies a vast adumbral gulf where the weight of infinite existence compresses the null-stuff of unlife and the tenebrous webs of shadow-reality into matte, crystalline plates and shards of condensed entropy. Many fiends seeking the power of ultimate destruction have sought this place, hoping to harness its power for their own ends, but the majority discover the power of distilled entropy is far greater than they bargained for. Their petty designs are washed away as they become one with the nothing, with first their minds and then their bodies being remade, forged no longer of living flesh but of the lifeless, deathless matter of pure darkness incarnate. Recast into one of a handful of perfected entropic forms (some whisper, forged by a dark being long imprisoned at the uttermost end of reality), these immortal fiendish spirits still burn with the freezing fire of insensate evil, but are now distilled and refined through the turning of ages to serve entropy alone. To say that nightshades form from the necrotic flesh and transformed souls of powerful fiends is technically correct, but the transformation that these foolish paragons of evil undergo is even more hideous than such words might suggest. While the majority of nightshades are the product of such fiendish arrogance, this is by no means the only source for these powerful undead creatures. Many nightshades commit themselves to the harvesting of immortal souls of every race and loyalty, casting their broken and shattered bodies into the negative voidspace, where the residue of their divine essence slowly precipitates and congeals in the nighted gulf. Whatever their origin, in this heart of darkness all souls embrace destruction. When a critical mass of immortal soul energy is reached, a new nightshade is spawned. The souls of mortals lost to the negative plane are drawn up and reborn as undead long before becoming co-opted within the gulf; mortal spirits are the servants of the nightshades, but only the essence of immortality can provide the spiritual fuel to ignite the fire of their unlife. Colossi formed in the lightless spaces where the Shadow Plane and Negative Energy Plane meet. (Undead Revisited) Where the Shadow Plane meets the Negative Energy Plane, evil and darkness hold sway in vast and lightless gulfs. When a fiend succumbs to the ravages of this environment, the ensuing death can be the catalyst for creating one of the most powerful undead. (Undead Revisited) Nightshades are creatures beyond categorization, things made from darkness and malice, yet not truly natives of either the Shadow Plane or the Void. Born of a corruption of both planes in the lightless reaches where the planar boundaries break down, they are twisted and warped by evil. (Undead Revisited) They form from the twisted souls of those fiends and outsiders who, seeking greater mastery over negative energy and the dreaming gulfs of darkness where the Shadow Plane and Negative Energy Plane meet, are themselves overcome and twisted beyond recognition, turned into servants of the planes’ own nihilistic ends. (Undead Revisited) Nightshades are born when one or more outsiders—typically fiends—are lost or cast down into the adumbral depths where the Shadow Plane and Negative Energy Plane become a void like the darkest ocean trench, one of the places where reality ends. The death of the immortal becomes a catalyst for a reaction in which the planes seem not to twist the original creature so much as birth a new entity in its place. (Undead Revisited) The creation of something as powerful and dire as a nightshade requires the spirit of an immortal being. (Undead Revisited) Although four primary types of nightshades are known to exist, some sages speculate that they might all be the same species of creature in different life stages. Other scholars instead hold that they are distinct subtypes of the same creature, formed in the same manner but differing according to the specific component fiends from which they were created. According to this theory, the older and more powerful the fiend or fiends were—their exact species or alignment does not appear to matter—the more powerful the form of nightshade produced, though the combined deaths of multiple fiends produce a nightshade of a type otherwise reserved for the death of a much more powerful one on its own. Even the proponents of this theory, however, have no idea of the exact formulae involved, and the few casters capable of controlling a nightshade are generally more concerned with maintaining their tenuous hold over the undead juggernauts than with such unpragmatic musings. (Undead Revisited) Nightshades are monstrous undead composed of shadow and evil. (Pathways Bestiary) [b]Nightshade Nightcrawler:[/b] ? [b]Nightshade Nightwalker:[/b] ? [b]Nightshade Nightwave:[/b] ? [b]Nightshade Nightwing:[/b] ? [b]Poltergeist:[/b] A poltergeist is an angry spirit that forms from the soul of a creature that, for whatever reason, becomes unable to leave the site of its death. Sometimes, this might be due to an unfinished task—other times, it might be due to a powerful necromantic effect. Desecrating a grave site by building a structure over the body below is the most common method of accidentally creating a poltergeist. It is haunted by 4 poltergeists that are the undead spirits of those rare individuals that nearly discovered the house’s concealed basement and inner workings. (Dunes of Desolation) When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. (GM's Miscellany: Alternate Dungeons) The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life, and death could not wholly claim them. (Pathways 22) A few days after their death, these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since. (Pathways 22) [b]Ravener:[/b] Most evil dragons spend their lifetimes coveting and amassing wealth, but when the end draws near, some come to realize that all the wealth in the world cannot forestall death. Faced with this truth, most dragons vent their frustration on the countryside, ravaging the world before their passing. Yet some seek a greater solution to the problem and decide instead to linger on, hoarding life as they once hoarded gold. These foul wyrms attract the attention of dark powers, and through the blackest of necromantic rituals are transformed into undead dragons known as raveners. "Ravener" is an acquired template that can be added to any evil true dragon of an age category of ancient or older. The circumstances that give rise to a ravener are as unique as their appearances. Some barter their very sanity to the madness beyond the Dark Tapestry, others forge bargains with demon lords or the Horsemen of Abaddon, and still others beseech malevolent gods. (Strangely, even lawful dragons make pacts with the lords of Hell only rarely—perhaps raveners find the strings attached to diabolical contracts too convoluted and numerous for comfort.) Yet not all raveners seek aid from more powerful creatures—in fact, doing so often conf licts with the same arrogance that leads dragons to become raveners in the first place. This second group instead finds immortality in much the same way liches do, researching rare and forbidden necromantic spells to create rituals of transformation unique to each dragon. (Undead Revisited) While some raveners achieve their status through arcane study and necromantic power, others are born of a combination of blasphemous rituals and the malign influence of dark powers. Raveners of this latter group must each seek out an evil patron to feed his or her necromantic rebirth. Each patron requires sacrifices and tribute pleasing to its debased desires. The aspiring ravener must first further the patron’s schemes upon her home world and perhaps others. The dragon might be sent against the patron’s foes, tasked with obtaining lost relics, or made a general among the patron’s mortal followers. In addition, the dragon must show the depth of her resolve. For some dragons, this means slaying their parents, mates, or children; the sacrifice of their most prized treasures; the annihilation of their life’s work; or some other show of commitment. Finally, the ravener must amass sufficient eldritch power to shatter natural laws or the barriers between planes and become the conduit for her patron’s might. Should the dragon falter in her tasks or prove an unworthy vessel for the power of her patron, what remains of her shattered soul languishes in servitude to her patron until the end of days. (Undead Revisited) Raveners are self-made undead, not created or generated spontaneously in the fashion of weaker undead. (Undead Revisited) The process by which a dragon becomes a ravener typically involves recruiting dark powers and undertaking necromantic rituals. Some of these rituals incorporate unusual stages that can alter the resulting ravener’s powers. (Undead Revisited) Considered by other dragons to be insane to the point of being unhinged, Jaliktaj is given a wide berth by his living kin. In life he was a powerful spellcaster and devourer of all that lived in his lands. When a group of adventurers came prepared to bring him to an end, he released an imprisoned lich on the condition that it would turn him into a ravener. (Book of Beasts Legendary Foes) [b]Ravener Red Wyrm:[/b] ? [b]Revenant:[/b] Fueled by hatred and a need for vengeance, a revenant rises from the grave to hunt and kill its murderer. Interestingly, a great number of ghosts and revenants owe their undead existence to the depredations of mortal killers who later became mohrgs, and it’s not unheard of for a revenant to hunt a mohrg, or for a ghost to assist adventurers in tracking down the unholy reanimation of its killer. (Undead Revisited) [i]Revenancer's Rage[/i] spell. (Gothic Grimoires To Serve a Prince Undying) [b]Totenmaske:[/b] Consumed by the same lusts and excesses that led them in life, the souls of some sinners rise as totenmaskes, drinking the flesh and memories of living creatures and even stepping into their lives to once more pursue their base desires. A totenmaske can be created from the corpse of a sinful mortal by a cleric of at least 18th level using the create greater undead spell. [i]Create Greater Undead[/i] spell, caster level 18 caster must be a cleric. (Undead Revisited) [i]Raise Undeath[/i] spell word, boosted, caster level 18th or higher. (Book of Magic 10 Undead Spell Words) [b]Winterwight:[/b] The winterwight is an undead horror born from the coldest depths of the negative energy plane. Infused with the dark, cold magic that permeates this realm of death, the winterwight takes the form of a skeleton coated in armor of jagged ice. [b]Witchfire:[/b] When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. [i]Create Greater Undead[/i] spell, caster level 19 with corpse of a hag. (Undead Revisited) [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. (Book of Magic 10 Undead Spell Words) [b]Zombie Juju:[/b] A juju zombie is an animated corpse of a creature, created to serve as an undead minion, that retains the skills and abilities it possessed in life. "Juju zombie" is an acquired template that can be added to any living corporeal creature. A juju zombie is an animated corpse of a creature, created to serve as an undead minion. (100% Crunch Zombies) “Juju zombie” is an acquired template that can be added to any living corporeal creature. (100% Crunch Zombies) A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds. (Advanced Bestiary) Tza’doran and the dark cleric Razalia were lovers, serving their blasphemous demi-god together. When a group of adventurers put Tza’doran to the sword, Razalia escaped with the dust that was once her lover’s body and raised her as her servant. (Book of Beasts Legendary Foes) Fazzellon ceded his land to Eyegouger in life; however he is unwilling to relinquish his claim so easily. His burning desire to rule over his fiefdom fueled his transformation into something unnatural. After his destruction at Eyegouger’s claws, Fazzellon rose from death as a juju zombie desert giant. (Dunes of Desolation) Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. (Mythic Monsters 22: Emissaries of Evil) [i]Create Undead[/i] spell, caster level 11 with [i]Enervation[/i] or [i]Energy Drain[/i] spell. (Undead Revisited) [i]Raise Undeath[/i] spell word. (Book of Magic 10 Undead Spell Words) Invoke Death exalted boon. (Book of the Damned) [b]Zombie Juju Human:[/b] ? [b]Zombie Void:[/b] An infected creature who dies from an Akata's void death rises as a void zombie 2d4 hours later. A humanoid killed by void death becomes a void zombie. A void zombie is created when a humanoid is bitten by an akata and dies as a result of becoming infected with the void death disease. (100% Crunch Zombies) An infected creature who dies from void death disease rises as a void zombie 2d4 hours later. (Aquilae: Bestiary of the Realm: Volume 1 (Pathfinder)) [/spoiler] [URL=http://legacy.aonprd.com/bestiary3/monsterIndex.html]Bestiary 3[/URL][spoiler] [b]Allip:[/b] Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death. Allips are the undead souls of those who took their own lives out of madness and insanity. (Undead Revisited) While rarer than those arising from more mundane insanity, some allips in Golarion start out in life as priests of the Old Cults who delve too deeply into the maddening secrets of their faith, taking their own lives when mysteries better left unrevealed spark a consuming darkness in their souls. The corrupting demon Sifkesh revels in driving mortals toward insanity and eventual suicide, and regions harboring her cults often have significant populations of the babbling spirits. The city of Westcrown, in particular, owes its high concentration of allips to the demon, particularly during the period known as the White Plague. The city’s elite had made something of a game of corrupting souls and driving them toward madness, and the militant order known as the Hellknights was formed to put an end to their murder spree and combat the plague of allips that resulted from it. (Undead Revisited) Souls of the insane too hate-crazed and vicious to find their ways to the afterlife. (Classic Horrors Revisited) One of the many types of undead creatures that can arise in abandoned temples, allips were insane humanoids under the care of the temples’ priests who succumbed to their madness. The creatures also may have once been priests driven mad by the circumstances that led to the temple’s abandonment. (GM's Miscellany: Alternate Dungeons) Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. (The Mad Doctor's Formulary) [i]Create Greater Undead[/i] spell, caster level 15 with [i]Insanity[/i] spell. (Undead Revisited) [i]Raise Undeath[/i] spell word, boostedc. (Book of Magic 10 Undead Spell Words) [b]Baykok:[/b] When hunters become utterly obsessed with the chase and indulge excessively in the savagery of the kill, their souls become progressively tainted. When such remorseless hunters perish before they can capture and kill their quarry, they sometimes rise from death as baykoks. [b]Berbalang:[/b] ? [b]Bhuta:[/b] A bhuta is a ghostlike undead creature born of horrible death or murder in a natural setting. It is a manifestation of rage at the injustice of a death that interrupted important business or unsated desires. [b]Deathweb:[/b] A deathweb is the undead exoskeleton of a massive spider animated with the vilest necromancy. The spells that create this monstrosity bind to it thousands of normal spiders, which together form the mind of the undead beast like an arachnid hive. [b]Demilich:[/b] In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich's physical form succumbs to decay over the centuries. In time, only the lich's skull remains intact. Yet the bonds of undeath keep the lich's remains from final dissolution. Vestiges of the lich's intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich's will to live strengthen the skull, rendering it harder than any steel. The lich's greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich's eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest. Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich's body decays, the lich's intellect returns to its phylactery as normal. However, the skull rejects the return of the lich's consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich's remains are destroyed or scattered (for example, by wandering adventurers), the lich's phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich's remains survive unperturbed, the phylactery's magic fails catastrophically, releasing the lich's soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich's soul to transform it into a demilich. The lich's soul itself either is utterly destroyed, reaches its final reward or punishment, or is condemned to wander the edges of the multiverse forever. For wandering liches, the process is similar, but based on the number of decades the lich spends without its intellect returning to its body. While the lich's body still decays, its mind remains at large, only becoming trapped in the phylactery if the lich tries to return during the period in which its body has failed, but it has not yet become a demilich. Should the lich's phylactery fail before the wandering lich returns, the skull becomes a demilich, and the lich's mind is doomed to wander until the end of days. In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich’s physical form succumbs to decay over the centuries. In time, only the lich’s skull remains intact. Yet the bonds of undeath keep the lich’s remains from final dissolution. Vestiges of the lich’s intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich’s will to live strengthen the skull, rendering it harder than any steel. The lich’s greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich’s eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest. (100% Crunch Liches) Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich’s body decays, the lich’s intellect returns to its phylactery as normal. However, the skull rejects the return of the lich’s consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich’s remains are destroyed or scattered (for example, by wandering adventurers), the lich’s phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich’s remains survive unperturbed, the phylactery’s magic fails catastrophically, releasing the lich’s soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich’s soul to transform it into a demilich. (100% Crunch Liches) For wandering liches, the process is similar, but based on the number of decades the lich spends without its intellect returning to its body. While the lich’s body still decays, its mind remains at large, only becoming trapped in the phylactery if the lich tries to return during the period in which its body has failed, but it has not yet become a demilich. Should the lich’s phylactery fail before the wandering lich returns, the skull becomes a demilich, and the lich’s mind is doomed to wander until the end of days. (100% Crunch Liches) [b]Demilich Awakened:[/b] Under exceptional conditions, a lich's full consciousness survives its transformation into a demilich, or a lich's wandering intellect manages to return to its jeweled skull. [b]Dybbuk:[/b] A dybbuk is a misplaced soul who has eluded judgment because of a some great transgression or a pitiful suicide. [b]Ecorche:[/b] ? [b]Festrog:[/b] A festrog is an undead abomination spawned when a creature is killed by a massive release of negative energy (perhaps due to planar bleeding, the destruction of a potent artifact, or even certain magical attacks by powerful undead), and then mutilated by an outside force, such as the scavenging of wild animals. [b]Ghul:[/b] Ghuls are undead jann whose eternal existence was twisted by fate and wrought through the displeasure of Ahriman, Lord of the Divs. [b]Graveknight:[/b] Undying tyrants and eternal champions of the undead, graveknights arise from the corpses of the most nefarious warlords and disgraced heroes—villains too merciless to submit to the shackles of death. "Graveknight" is an acquired template that can be added to any living creature with 5 or more Hit Dice. Battlefield champions of ultimate cruelty whose depraved acts bind them to their armor for all eternity. Some warriors are too arrogant to die. (Undead Revisited) The lust for battle and sheer will to win allow some truly evil and vile warriors to shrug off their final defeat. Through methods that remain poorly understood, the vengeful spirit of such a fearsome combatant sometimes forms a bond with its armor that permits it to simply refuse death, its spirit lingering long past when it should have gone on to its eternal punishment in the afterlife. (Undead Revisited) Unlike liches, graveknights almost never plan this return from their last battle. It happens, seemingly spontaneously and at random, to people totally unprepared for an undead existence. (Undead Revisited) Graveknights are born of defeat, and it is their rage at such an end that allows them to return, attempting to erase their failure through greater triumphs and atrocities. (Undead Revisited) While most graveknights arise spontaneously from the armor of sadistic warlords and fallen champions, there are methods by which evil men and women can deliberately transform themselves into these powerful undead lords, in much the same way some spellcasters seek to become liches. The process by which a hopeful graveknight makes the deliberate transformation is neither simple nor cheap. The character must first live and lead a life of wanton cruelty, winning great glory and power over the course of several violent conflicts (and achieving a minimum of 9th level in any character class, with an evil alignment for all 9 levels). When he achieves this goal, he may craft the suit of armor that will serve him in his afterlife as his graveknight armor—this must be heavy armor, although its exact type is irrelevant. The creator must also be proficient in the armor’s use. The armor itself must be of exceptional quality and crafting, requiring the finest of materials and artisans. Even the forge upon which the armor is to be crafted must be of exceptional quality. The overall cost of these components is 25,000 gp—this amount is over and above any additional costs incurred in making the armor magical. An existing suit of armor (including magic armor) can serve as the base suit upon which these 25,000 gp of enhancements are built. (Undead Revisited) Once the armor is complete, the hopeful graveknight must don the armor and then seek out a powerful evil patron to sponsor his cruelties—this patron can be a mortal tyrant, a hateful monster, a demonic god, or similar power. Once the graveknight-to-be secures a patron, he must engage upon a crusade in that patron’s name. This crusade must last long enough for the graveknight to achieve two additional levels of experience, during which he must wear his armor whenever possible. (Undead Revisited) Upon completing this final stage of his quest for undeath (and a minimum character level of 11th), the sadist has finally neared the end of his long path to eternal undeath. The last stage in becoming a graveknight is to construct a pool, pit, or other large concavity, into which the graveknight must place 13 helpless, good-aligned creatures of his own race, who must be sacrificed by the graveknight or his patron using acid, cold, electricity, or fire. The graveknight must wear his armor during these sacrifices, and within a minute of the last sacrifice, the graveknight must take his own life using the same form of energy, after which his body and armor must be destroyed by that form of energy. The pit within which the entire ritual took place must then be filled with soil taken from graves that have spawned undead creatures. (Undead Revisited) Once this final step is taken, the graveknight-to-be has a 75% chance of rising as a graveknight. This chance rises by 1% per point of Charisma possessed by the graveknight-to-be at the time of his death. Additional factors can increase this chance as well, at the GM’s discretion. Whenever sufficiently evil warriors or similar sorts of beings die at the hands of a foe, there is a chance that they might return as graveknights. Heavily armored warriors are most likely to arise as graveknights, perhaps because the complete shell of metal or other materials assists in trapping the soul. (Undead Revisited) Urgathoa claims graveknights as her children just as she does all undead. Her priests and other high servants maintain that she is the mysterious agency that actually calls them back from the grave, while the goddess herself gives more confusing and potentially contradictory answers. (Undead Revisited) Graveknights, whose lust for battle knows no end—not even in death. (Undead Revisited) [b]Graveknight Human Fighter 10:[/b] ? [b]Guecubu:[/b] Often when a particularly evil criminal is executed, suspicious folk fear that the criminal's remains might rise from death to continue to plague the living. To combat this possibility, many mobs or rural justices take to the practice of burning the bodies, grinding the bones, and scattering the remains in the wild. Yet in the case of particularly evil criminals, even these steps are in vain, for their will is enough to reassemble a body from earth, stone, roots, and plants drawn from the region into which the remains were scattered. [b]Hollow Serpent:[/b] Crafted from the shed skins of great snakes by serpentfolk necromancers and other foul spellcasters. A hollow serpent is a difficult undead to create—most of them were crafted by a long-forgotten god of the serpentfolk and not by mortal spellcasters at all. The exact methods by which a mortal might create a hollow serpent are obscure, but most scholars have come to the conclusion that the use of powerful artifacts or the aid of a demigod may be required for such a feat. [b]Huecuva:[/b] Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death. While most huecuvas arise when a god rejects a heretic priest's soul, forcing the slain to rise as horrible undead, a huecuva can also be created with create undead. The caster must be at least 11th level, and the body to be transformed must have been an evil cleric in life. The spell can be used to create a huecuva using the body of a nonevil cleric, but doing so requires a DC 20 caster level check. Many times, a religion fails due to betrayal by its supposed leaders, or a cleric may do something that is anathema to his or her deity to spite those forcing out worship of the deity. In such cases, the fallen return as huecuvas that infest the temples in which they used to minister. (GM's Miscellany: Alternate Dungeons) [i]Create Undead[/i] spell, caster level 11 with corpse of a cleric. (Undead Revisited) [i]Raise Undeath[/i] spell word. (Book of Magic 10 Undead Spell Words) [b]Manananggal:[/b] ? [b]Pale Stranger:[/b] Sometimes death itself cannot come between a gunslinger and its final revenge. When a gunslinger is slain by a hated enemy, or murdered before it can achieve vengeance against a hated foe, the anger and wrath can animate its remains as a vengeful undead monstrosity. [b]Penanggalen:[/b] Unlike most undead, the penanggalen is more akin to the lich in that she willfully abandons both her mortality and morality to become a hideous undead monster. While penanggalens are traditionally female spellcasters, any creature capable of performing the vile ritual of transformation can become one. Similar to a lich, a creature works toward becoming a penanggalen. More than one such transformation ritual exists, but all require heinous acts that symbolize the casting aside of kindness, benevolence, and any semblance of feelings other than cruelty. Many of these rituals call for the repeated consumption of blood, bile, tears, and other fluids drawn from captured and tortured innocents. "Penanggalen" is an acquired template that can be added to any living creature with 5 or more Hit Dice When a penanggalen slays a female humanoid via blood drain, and if that slain humanoid had at least 10 Hit Dice in life, that slain humanoid rises as a manananggal at the next sunset. [b]Penanggalen Human Witch 5:[/b] ? [b]Sea Bonze:[/b] Sea bonzes are formed from the combined despair and horror of death at sea, such as when a ship sinks and its entire crew drowns. No single restless soul empowers a sea bonze—it combines the anger and doom of all who die in such close proximity. [b]Tzitzimitl:[/b] Some claim ancient and forgotten deities of death and destruction created the first tzitzimitls as instruments of apocalypse, while others speculate they come from faraway worlds where immense planets teem with creatures of this scale, and that the immortal dead of these dark globes are banished to other worlds to spread devastation. [b]Vampire Jiang-Shi:[/b] A jiang-shi is created when a restless spirit does not leave its corpse at the time of death, and is instead allowed to fester and putrefy within. At some point during the body's decomposition, the thing rises in its grotesque form and seeks living creatures to feed upon. "Jiang-shi" is an acquired template that can be added to any living creature with 5 or more Hit Dice. Most jiang-shis were once humans, but any creature that undergoes specific rites can acquire the template. [b]Vampire Jiang-Shi Human Monk 5:[/b] ? [b]Yukki-Onna:[/b] A yuki-onna is the restless spirit of a woman who froze to death in the snow and was never given a proper burial. [b]Zuvembie:[/b] Most zuvembies willingly performed the vile rituals to attain vengeance through unlife, but the transformation can also be wrought upon a helpless victim. The method of transforming into a zuvembie involves the creation and consumption of a vial of oil of animate dead, plus the performance of additional dark rites that take a day to perform and cost 3,000 gp. The ritual kills the target, who must make a DC 20 Will save. Failure results in the victim's death, while success means it reanimates as a free-willed zuvembie. [/spoiler] [URL=http://legacy.aonprd.com/bestiary4/monsterIndex.html]Bestiary 4[/URL][spoiler] [b]Bakekujira:[/b] Sometimes, a whale that dies after days of anger and pain arises as an undead monstrosity known as a bakekujira. [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 air walk or fly spell. Beheaded can be created with additional abilities from the list below. Creating a variant beheaded counts as 1 additional Hit Die toward the caster's maximum Hit Dice of controlled undead. [b]Ectoplasmic Creature:[/b] Once a spirit has passed to the afterlife, it seldom wishes to return at all, let alone in a disfigured ectoplasmic body. Spirits that aren't powerful enough to come back as ghosts or spectres sometimes return as ectoplasmic monsters, particularly when there are no remains of the creature's original body for its soul to inhabit in the form of a skeleton or zombie. "Ectoplasmic" is an acquired template that can be added to any corporeal creature (other than an undead) [b]Ectoplasmic Human:[/b] ? [b]Festering Spirit:[/b] A humanoid creature killed by a festering spirit's Constitution damage becomes a festering spirit under the control of its killer in 1d4 days. Giving the corpse a proper burial (or cremation) prevents it from becoming a festering spirit. A festering spirit arises when a vile person's corpse is put in a mass grave, or when such a person is buried, exhumed, and placed in a charnel house or ossuary. The lingering hatred and evil of the dead mixes with the worst remnants of dozens of other people, creating a frustrated incorporeal shade of sickness, hate, and rot. Powerful mortals might arise as multiple festering spirits, each spawned from a different aspect of the original creature's personality. [b]Gaki:[/b] When an especially jealous or greedy evil person dies, it sometimes returns as a gaki. [b]Gallowdead:[/b] Some tyrants execute criminals, traitors, or those who dare insurrection on the end of hooked and spiked chains. Leaving the criminal to painfully hang and rot sends a message to those who would dare commit the same crimes. Sometimes such savage deaths have a strange and terrible consequence: the victim rises, grabs the instrument of its execution, and becomes a servant of those who condemned it. [b]Gashadokuro:[/b] Gashadokuros are enormous skeletons that come into being as a result of mass starvation. The victims of such a tragedy fuse together into an undead colossus that continues to hunger even in death. [b]Gearghost:[/b] Formed from the unquiet soul of a thief wrenched from life by a wicked trap [b]Geist:[/b] A geist is formed when an exceptionally evil humanoid is killed by a haunt and proves too tenacious to submit to death's call. [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]Gholdako Greater:[/b] ? [b]Harionago:[/b] A harionago is formed when an innocent woman is murdered in some unspeakable fashion. She rises, twisted by the injustice of the crime against her, into an unnatural and bloodthirsty horror that hunts unsuspecting victims while trying to sate an everlasting lust for revenge. [b]Isitoq:[/b] A spellcaster can create an isitoq from the head of a Small or Medium corpse that has at least one intact eye. The head must be animated as a 1 Hit Die undead using animate dead (this counts toward the total HD animated by the spell and the total HD the caster can control), followed by casting clairaudience/clairvoyance or locate object to establish the sensory connection, and air walk, fly, levitate, or wind wall to give it the ability to fly. When these spells are finished, one of the head's eyes pulls itself free of its socket and becomes an isitoq. The rest of the head remains part of a corpse. [b]Mummified Creature:[/b] Many ancient cultures mummify their dead, preserving the bodies of the deceased through lengthy and complex funerary and embalming processes. While the vast majority of these corpses are mummified simply to preserve the bodies in the tombs where they are interred, some are mummified with the help of magic to live on after death as mummified creatures. To create a mummified creature, a corpse must be prepared through embalming, with its internal organs replaced with dried herbs and flowers and its dead skin preserved through the application of sacred oils. Unlike with standard mummies, a mummified creature's brain is not removed from its skull after death. Injected with strange chemicals and tattooed with mystical hieroglyphs, a mummified creature's brain retains the base creature's mind and abilities, though the process does result in the loss of some mental faculties. Once this process is complete, the body is wrapped in special purified linens marked with hieroglyphs that grant the mummified creature its new abilities (as well as its weakness). Finally, the creator must cast a create greater undead spell to give the mummified creature its unlife. "Mummified creature" is an acquired template that can be added to any living corporeal creature. [b]Mummified Gynosphinx:[/b] ? [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. In order to create a necrocraft, a spellcaster must use at least five undead creatures (or their corpses), all of which must be under the creator's control, helpless, or slain. A larger undead or corpse can be used in place of two that are one size smaller. The creator must stitch, glue, or otherwise bind the parts together in the desired configuration, then cast animate dead and make whole to complete the construction (the material component cost of animate dead is 50 gp per Hit Die of the final necrocraft). The creator can't create a necrocraft with more Hit Dice than her caster level. As with animate dead, the necrocraft is under the creator's control when created. Note that creating a necrocraft requires casting a spell with the evil descriptor. Size HD CP CR Number of Undead Required Medium 4d8 2 3 5 Large 7d8 3 5 10 Huge 10d8 4 7 25 Gargantuan 14d8 5 9 50 Colossal 18d8 6 11 100 [b]Phantom Armor:[/b] Created from blood-spattered armor infused with the souls of betrayed knights or fallen soldiers. Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor's creation. A magic-user must be at least caster level 12th to create a guardian phantom armor. [b]Phantom Armor Giant:[/b] Arising from the armored remains of towering humanoids. Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor's creation. A magic-user must be at least caster level 15th to create a giant phantom armor. [b]Pickled Punk:[/b] Grotesque curiosities, pickled punks are deformed, often-humanoid fetuses raised by necromancers and stored in jars of embalming fluid. The body of a humanoid creature killed by a mythic pickled punk shrinks, contorts, and rises as a nonmythic pickled punk 1d6 rounds later. (Mythic Monsters 9: Undead) [b]Sayona:[/b] Stories of their origins claim that the first sayona was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover's children, then killed herself. [b]Shredskin:[/b] A shredskin is a wretched undead creature created either when a humanoid is skinned alive to be preserved as a trophy or otherwise killed in a terrifying way that leaves much of its upper half unharmed, such as being dissolved feet-first in acid. A fragment of the creature's soul animates the skin and seeks vengeance on those who created it, all the while trying to find a comfortable body for it to use as it did when it was alive. [b]Vampire Nosferatu:[/b] Unable to create others of their kind, as they somehow lost that ability long ago. "Nosferatu" is an acquired template that can be added to any living creature with 5 or more Hit Dice. [b]Vamire Nosferatu Human Rogue 9:[/b] ? [b]Warsworn:[/b] Warsworns are massive undead amalgams, their ever-shifting, chaotic bodies composed of countless slain soldiers and their armor and weapons. A warsworn forms by the will of a god or goddess of undeath or war, or spontaneously from the bloodlust and wrath of a battlefield of dead soldiers. [b]Zombie Lord:[/b] "Zombie lord" is an acquired template that can be added to any corporeal creature (other than undead) that has a minimum Intelligence of 3. Some zombies retain their intelligence and cunning, making them formidable warriors. (100% Crunch Zombie Lords) “Zombie Lord” is an acquired template that can be added to any corporeal creature (other than an undead) that has a minimum Intelligence of 3. (100% Crunch Zombie Lords) [b]Zombie Lord Human Monk 3:[/b] ? [b]Ghoul:[/b] When a sayona kills a humanoid or fey of Medium or Small size with its absorb blood or blood drain ability, the victim rises 24 hours later as a ghoul with the advanced creature simple template and the blood drain ability. [/spoiler] [URL=http://legacy.aonprd.com/bestiary5/index.html]Bestiary 5[/URL][spoiler] [b]Bone Ship:[/b] Formed from the collective consciousnesses of dead sailors bound within the bleached bones of giant aquatic creatures. The creation of a bone ship can occur in many different ways. Some bone ships arise as servants of evil gods, pawns to their vile wills. Certain powerful necromantic rituals can also create bone ships. Such rituals typically require those performing them to sacrifice dozens of humanoid creatures and trap the victims' souls. Other bone ships result from ships being destroyed in horrific and catastrophic events. The souls of the sailors who died in such a disaster, unable to find peace, slowly form a bone ship on the ocean's bottom before rising to the surface to take vengeance on the living. [b]Caller in Darkness:[/b] A caller in darkness grows from the psychic remains of a creature with psychic sensitivity that died a violent death, its restless spirit compelled to visit upon others the horrors that it suffered before dying. [b]Crone Queen:[/b] Crone queens are unique and deadly creatures formed from the frozen remains of Baba Yaga's daughters. [b]Cursed King:[/b] Pharaohs punish disloyal subjects in horrific ways, especially usurpers, rebel leaders, and false prophets who attempt to subvert the order of the nation and the loyalty of the ruler's other followers. After torture and decapitation, the rebels' souls are bound back into their mutilated bodies, transforming them into mummified mockeries of ambition and authority that exist for eternity in unliving agony. [b]Death Coach:[/b] ? [b]Duppy:[/b] A duppy is the spirit of a cruel and brutal sailor who died by violence on land, away from his ship and crew, and thus was unable to receive a proper burial at sea. [b]Fext:[/b] ? [b]Ghoul Leng:[/b] A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul. According to Kabriri’s religious teachings, the Leng ghouls came to be when he spread ghoul fever among that realm’s slumbering men and women, but they turned their backs on their creator and became pariahs. The Leng ghouls dispute this claim, citing compelling evidence that their kind has dwelt in Leng far longer than Kabriri himself has been in existence. (Book of the Damned) [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]Grim Reaper:[/b] As silent as the grave and as inevitable as time, grim reapers are more akin to forces of nature than individual beings, being nothing less than personifications of grim, violent death. [b]Grim Reaper Lesser Death:[/b] It is whispered among dark cabals and occult fellowships that the first soul unshackled from its mortal coil faced its final judgment with scorn and defiance. This creature was so outraged by the metaphysical order of the multiverse that it became a kind of rogue deity dedicated to the ending of all other lives. Particularly powerful creatures killed by this unforgiving deity become the servants of their slayer, spreading death wherever they wander. The least powerful of these lethal servants are called lesser deaths. [b]Kurobozu:[/b] Kurobozus, also called black monks, are jealous undead that arise when a monk dies under circumstances that violate the precepts of his or her monastic training. [b]Leechroot:[/b] Leechroots emerge from the remains of plants poisoned by the blood-drenched soils of war-torn forests. Chaotic intertwinings of rotten roots, these monstrosities quickly spread their curse, soaking other dead plants in their sap to spawn horrid offspring. [b]Leechroot Hivemind:[/b] Sometimes a network of leechroots can reach a state of sentience, creating a creature called a leechroot hivemind. [b]Mummy Lord Human Cleric 9:[/b] ? [b]Mummy Lord:[/b] Many cultures practice the sacred art of mummification, though the sinister magical techniques used to imbue corpses with undead vitality are far less widespread. In certain ancient lands, such blasphemous techniques have been refined through centuries of ceremony and countless deaths, giving rise to mummies of terrible power. On rare occasions, if the deceased was of great rank and exceeding malevolence, he might undergo such elaborate rituals, rising from his tomb as a fearful mummy lord. Similarly, a ruler known for his malice or who died in a moment of great rage might spontaneously arise as such a vengeful despot. "Mummy lord" is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature) that has at least 8 Hit Dice. The process of creating a mummy lord requires 50,000 gp worth of rare herbs, oils,and other mummification materials. [b]Mummy Swamp:[/b] Strangled into unlife in the filth and muck of the deep mire, swamp mummies haunt the festering depths of isolated, desolate fenlands. Some swamp mummies are cursed by dark powers to return to unlife, while others are the victims of sacrifices or criminal executions in which the bodies were thrown into a peat bog. The nature of the death and the emotional power of the victim are both contributing factors as to whether or not the victim crawls from its swampy grave as a swamp mummy. [b]Nemhain:[/b] A nemhain is formed when a soul deliberately assumes undead status as a means of protecting a person, object, place, or ideal. Often, a devoted priest or ally volunteers herself and her (often unwitting) kin for transformation into a nemhain in order to continue protecting her home even beyond her death. The blasphemous rituals used to create nemhains are often believed to have been lost. [b]Pharaonic Guardian:[/b] Created only by the most evil and egotistical pharaohs, pharaonic guardians are elite protectors of tombs and other monuments. Much like the grand buildings they inhabit, pharaonic guardians are the product of fear and sweat wrung from slaves and other servants. To make one, a pharaoh uses rare arcane processes to draw out the souls of obedient servants, capturing both their fear of death and fear of eternal damnation should they disobey their god-rulers. The pharaoh then blends these essences together into towering, animal-headed warriors whose only purpose is guarding a royal location for eternity. [b]Plagued Horse:[/b] ? [b]Plagued Beast:[/b] Created only by the most evil and egotistical pharaohs, pharaonic guardians are elite protectors of tombs and other monuments. Much like the grand buildings they inhabit, pharaonic guardians are the product of fear and sweat wrung from slaves and other servants. To make one, a pharaoh uses rare arcane processes to draw out the souls of obedient servants, capturing both their fear of death and fear of eternal damnation should they disobey their god-rulers. The pharaoh then blends these essences together into towering, animal-headed warriors whose only purpose is guarding a royal location for eternity. When animals are stricken with demon plague, they may arise as undead and further spread the disease. "Plagued beast" is an acquired template that can be added to a living, corporeal creature with an Intelligence score of 1 or 2. [b]Polong:[/b] Polongs are the spirits of murderers who have been magically bound to a bottle. [b]Saxra:[/b] ? [b]Tiyanak:[/b] Born of tragedy and sorrow that have warped into hatred and fury, tiyanaks are formed from the souls of infants or young children that died near locales tainted with strong necromantic energies or demonic presences. The young soul blends with the corrupted energies, birthing a stunted and mocking apparition of the deceased, obsessed with devouring nearby sentient life. [b]Undigested:[/b] Undigested are the animate slurry of the indigestible parts of a humanoid creature. They come into being when a giant beast that swallowed its prey alive is slain by unspeakable necromantic arts. A primal shard of the beast's sentience is ripped from it during the agonizing moments of its death, animating the gelatinous humanoid remains within its stomach into an ooze-like undead creature which hungers to inflict its digestive fate upon others. If the beast was digesting multiple creatures, this phenomenon results in undigested swarms instead. [b]Undigested Swarm:[/b] Undigested are the animate slurry of the indigestible parts of a humanoid creature. They come into being when a giant beast that swallowed its prey alive is slain by unspeakable necromantic arts. A primal shard of the beast's sentience is ripped from it during the agonizing moments of its death, animating the gelatinous humanoid remains within its stomach into an ooze-like undead creature which hungers to inflict its digestive fate upon others. If the beast was digesting multiple creatures, this phenomenon results in undigested swarms instead. [b]Vukodlak:[/b] Vukodlaks spawn from the malignant spirits of powerful, intelligent, wolflike creatures such as worgs, winter wolves, or werewolves. Often they arise from such creatures that—through desperation or depravity—fed on undead flesh or drank the blood of a vampiric creature. Their blackened souls arise after death, twisting their bodies into monstrous shapes. [b]Wyrmwraith:[/b] Wyrmwraiths arise from the souls of powerful dragons who refuse to accept death or have an irrational fear of moving on to an afterlife. [b]Ghoul:[/b] A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul. [b]Skeletal Champion:[/b] Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. [b]Skeleton:[/b] Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. [b]Wraith Dread:[/b] Any humanoids slain by a wyrmwraith become dread wraiths in 1d4 rounds. [/spoiler] [URL=https://paizo.com/products/btpy9r1y?Pathfinder-Roleplaying-Game-Bestiary-6]Bestiary 6[/URL][spoiler] [b]Animus Shade:[/b] The typical intelligent mind exists as a war of aspects—primitive survival urges and base wants opposing intellectual reason and high-minded goals. Some of these aspects dominate the mind, defining a creature’s personality, while others are shackled away. Sometimes psychic injuries can loosen these shackles, revealing aspects a creature would normally control and suppress. When a creature dies from a psychic injury, its conscious mind may shear away, leaving only those subconscious aspects—the creature’s animus—behind. Called animus shades, these spectral undead are gripped with feral rage and lash out at the living. Individuals who engage in psychic combat are particularly prone to succumbing to this form of undeath, and their shades sometimes seek out their former opponents, not content until their one-time adversaries are slain. Animus shades always bear a superficial resemblance to their former, living selves, but manifest in death as wild brutes, made powerful by their anger and feral by their long suffering. They often appear hunched and contorted after a lifetime of being crushed beneath the weight of the dominant psyches, and can sport wicked claws, overlong limbs, cracked flesh, severed (but still present) body parts, and other nightmarish deformities reflecting the fears their living selves harbored about the dark corners of their own minds. Any gear or items the creature had appear rotted, cracked, and torn in spectral form, though it may carry ghostly versions of the weapons it used in life, deadly implements still capable of harming the living. Most often, animus shades linger near the sites of their deaths or wander without any specific purpose. As many psychic contests occur in mindscapes or on far-flung esoteric planes, animus shades are frequently found roaming such realms, endlessly raging over the sometimes centuries-old defeats that resulted in their demises. Even when not consumed by such losses, animus shades commonly target those they happen across who remind them of the dominant selves that repressed them in life—whether because of similarities in physical appearance, personality, or activity. However, some rare animus shades have greater clarity of focus and are gripped with the need to undo the accomplishments they achieved in life, taking pleasure in destroying those things they once loved or took pride in. Because they’re created through psychic violence, animus shades usually appear among intelligent races and beings known for mastering occult forces. Among such races, these undead prove far more common within cultures and groups that cultivate psychic prowess. They’re easy to mistake for ghosts or other undead—often to tragic ends. Fortunately, in lands that value physical strength over mental prowess and in strictly martial cultures, animus shades are almost unknown. Members of races such as hobgoblins, kobolds, and orcs, which seldom give rise to psychically talented individuals, almost never return as animus shades. Poisoned by the psychic violence that spawned them, animus shades rarely, if ever, cooperate. In death, even animus shades created from former allies slain by the same foe viciously strike out at each other. The mental trauma that fills them and holds them to the world scars these undead deeply, but ultimately makes them most resentful of themselves—they know it was their own weaknesses or distraction that resulted in their deaths. Much of their rage is thus pointed inward, and they take particular satisfaction in viciously unleashing their hatred on those who resemble them, especially if the resulting conflicts remind them of the battles in which they died. “Animus shade” is an acquired template that can be added to any living creature that has a Charisma score of at least 6 and an Intelligence score of at least 8. [b]Medusa Animus Shade:[/b] ? [b]Bloody Bones:[/b] Bloody bones are the creations of horrific creatures known as rawheads, which have the ability to command these gory undead to do their whims. A rawhead can create a bloody bones from a Small or Medium helpless, living humanoid. As a full round action, the rawhead extends its finger tentacle to pierce the creature’s flesh, ensnares its bones, and attempts to rip the creature’s skeleton free. This deals 10d6 points of damage to the victim. If the victim is helpless as a result of Charisma damage, it takes 10d8 points of damage from this attack instead. If this damage is enough to reduce the creature’s hit points below 0, it is instantly slain as its skeleton is extracted from its body. The skeleton immediately animates as a bloody bones under the rawhead’s control. This is a death effect. [b]Combusted:[/b] Most scholars of the strange consider accounts of spontaneous combustion to be nothing more than superstitious folktales. But those with a deep understanding of the occult know it is indeed possible for a person to feel a sudden fever come on, only to find the heat within her body rising to incredible levels until she bursts into flames and perishes, leaving behind only a charred corpse. The sudden and violent deaths of such individuals make it easier for dark powers to reanimate their bodies, and sometimes for the victims to return from the dead on their own. However they return, the undead creatures known as combusted all suffer the telltale signs of their demise: their corpses constantly burn and their desiccated flesh is never fully consumed by the flames. Roiling clouds of smoke, thick with the stench of burning skin and hair, surround them at all times, and may reveal their presence from over a mile away. These shambling horrors can arise at any location that has a particular affinity for undead, [b]Exiled Shade:[/b] An exiled shade is a wretched, undead remnant of an evil organization. Driven out and possibly even slain by its former allies, the exiled shade wallows in the pain of its betrayal and its paradoxical desires to simultaneously destroy and be reunited with its former comrades. [b]Exoskeleton:[/b] Found skittering through forgotten tombs, crawling through deep forests, and filling damp caverns, exoskeletons are animated carapaces of arthropods and other vermin. Most exoskeletons are the intentional creations of necromancers, but some of these undead monstrosities arise spontaneously from places awash with negative energy or are created by malfunctioning artifacts. Sometimes, the simple act of feeding on freshly destroyed undead creatures is enough to transform an insect into an exoskeleton upon its eventual death. Though exoskeletons are just as mindless as they were when they were living, they have become infused with an evil instinct in their new unlife that drives them to relentlessly attack all living creatures on sight, exploding in a burst of dusty remains when destroyed. A spellcaster can create an exoskeleton using animate dead. An exoskeleton can be created from a mostly intact dead vermin that has an exoskeleton. This includes arachnids, crustaceans, insects, and even some mollusks, but not soft-bodied vermin such as jellyfish and leeches. “Exoskeleton” is an acquired template that can be added to any corporeal vermin that has an exoskeleton [b]Giant Cockroach Exoskeleton:[/b] ? [b]Giant Stag Beetle Exoskeleton:[/b] ? [b]Titan Centipede Exoskeleton:[/b] ? [b]Haunted Exoskeleton:[/b] Rarely, an exoskeleton is haunted by the lost spirit of a stubborn soul. [b]Fallen:[/b] When a righteous crusader is denied the path to the afterlife in death, its spirit can rise as one of the fallen— undead driven to enact a crusade against all life in a frustrated corruption of their beliefs. The undead creature’s fall in battle remains the greatest disappointment vexing its soul. Driven by hatred and shame, the fallen wander battlefields and wildlands in constant search of someone to end their misery by performing last rites. [b]Herecite:[/b] Herecites are a particularly blasphemous form of undead created via an obscure ritual of sacrifice, wherein a priest of an evil god offers up at least five worshipers of a nonevil deity to her own deity. All of the sacrifices must worship the same deity. Upon the deaths of the sacrificed worshipers, their souls and bodies seethe and surge with negative energy and then melt away, only to re-form into a single entity—a herecite. The ritual for the creation of a herecite is recorded in certain rare and blasphemous texts that are hidden away in dark libraries. It is also known to exist in certain texts describing the Outer Planes and their denizens, and likely exists in texts associated with powerful necromancy cults, although groups composed primarily of arcane spellcasters find herecites more of a curiosity than a viable addition to their ranks. The ritual to create a herecite often focuses on the torture and slaughter of young, inexperienced priests while a captured leader of the same faith is forced to watch the cruel torment of his flock. The overwhelming pain and anguish experienced by the high priest as his acolytes are forcibly converted into undead serves as the ritual’s catalyst. Herecites never take levels in cleric or any other class capable of casting divine spells, for the ritual of their creation results in a tenuous awareness and an inability to ever again profess such powerful faith in a deity. [b]Herecite of Asmodeus:[/b] ? [b]Hupia:[/b] ? [b]Llorona:[/b] They form as the result of shame and sorrow paired with a tragic drowning of a child, whether it be accidental or murderously intentional, and they want others to share in their pain and misery. [b]Lovelorn:[/b] Vicious creatures driven by misery and suffering, lovelorns arise from the souls of those who die when love takes a tragic turn—star-crossed lovers who committed suicide and victims of abusive relationships and violent family confrontations. In death, the stubborn spirit fixates solely on its heart, animating the dead organ and bursting free from its body, dedicated to unmaking everything it cared for in life. [b]Psychic Stalker:[/b] Psychic stalkers are the undead minds of psychic spellcasters who suffered unexpectedly violent deaths. Such minds are sometimes powerful enough to persist even after their bodies’ destruction, transforming into incorporeal creatures composed entirely of thought, yet they retain no true memories or abilities from their former existence. [b]Siabrae:[/b] When druids are faced with threats to the natural world, they are steadfast and, at times, relentless in their defense of the land. Even in the face of overwhelming odds—an incursion of demons from the Abyss, a creeping plague of necromantic corruption, an unstoppable blight of magical radiation, or a similar supernatural threat to the natural world—some sects of druids refuse to give up or abandon their duties. In these tragic cases, the desperate druids adopt the blasphemous tactic of accepting the corruption into themselves and becoming powerful undead guardians. They fight on not only against the original source of the corruption, but against all living creatures, for these druids become siabraes, and are filled with bitterness and hatred for all others—particularly other druids, whom they regard as cowards. Siabraes do not form spontaneously; they arise only as the result of the following horrific ritual [Welcome the Blighted Soul]. “Siabrae” is an acquired template that can be added to any druid who successfully performs the welcome the blighted soul ritual. A siabrae can’t have the blight druid archetype. [b]Old Human Siabrae Druid 14:[/b] ? [b]Trailgaunt, Dreaded Trailgaunt:[/b] Any humanoid creature killed by a trailgaunt becomes a trailgaunt itself at the next sunset as long as the body is both unburied and not within line of sight of a well-maintained road. Legends hold that trailgaunts rise from the remains of seasoned travelers who became lost and then perished from exposure or starvation, suffering great shame and humiliation to have come to such unexpected and lonely ends in addition to their physical torment. [b]Unrisen:[/b] An unrisen is rarely created intentionally, as most come about when a resurrection attempt is poorly performed and results in a mishap, or through experimental alchemical processes that attempt to restore life to the dead. [b]Vrykolakas, Free-Willed Vrykolakas:[/b] A humanoid slain by a vrykolakas becomes a free-willed vrykolakas itself in 1d4 days if not blessed and given proper funerary rites. A blessing might entail either the spell bless or a more mundane consecration, but at the very least requires a proper prayer (with a successful DC 15 Knowledge [religion] check) invoking a good-aligned deity. Reanimated corpses of wicked and vengeful souls denied even the most basic burial rites. [b]Yurei:[/b] When a person dies a violent death in the grip of extreme emotion, such as in a blinding rage or in overwhelming sorrow, she may return from the dead as a twisted and horrific undead creature known as a yurei. [b]Zombie Spore, Undead Spore Zombie:[/b] There are certain evil fungal creatures (such as fungus queens [see page 130], but also rare fungal growths or extraplanar blights upon the wild) that can infest vermin with spores that have been infused with sinister power and negative energy. These foul spores grow quickly in the body of a dead vermin, eventually bursting from its head to form disturbing, antler-like growths. At the same time, the spores animate the vermin as an intelligent undead creature. “Spore zombie” is an acquired template that can be added to any vermin. In certain wilderness regions, strange corruptions of nature fester and grow where the boundaries between this world and the Abyss grow thin. Dangerous and evil fungal creatures rise to power in these blighted reaches, such as sinister fungus queens or legions of undead spore zombies, but when fey creatures become infused with this corruption and are themselves blighted, the resulting monstrosities are particularly vile. Zombie Spore Spore Burst power. [b]Giant Ant Spore Zombie:[/b] ? [b]Medusa Animus Shade, Spectral Woman:[/b] ? [b]Animus Shade, Spectral Undead:[/b] ? [b]Bloody Bones, Blood-Drenched Human Skeleton, Particularly Gruesome Skeleton, Gory Undead, Violent Undead Monstrosity, Childhood Terror:[/b] ? [b]Combusted, Shambling Horror:[/b] ? [b]Exiled Shade, Humanoid Figure, Wretched Undead Remnant of an Evil Organization:[/b] ? [b]Giant Cockroach Exoskeleton, Tattered Remains of a Dead Insect:[/b] ? [b]Exoskeleton, Animated Carapace of a Vermin, Undead Monstrosity:[/b] ? [b]Exoskeleton, Animated Carapace of an Arthropod:[/b] ? [b]Exoskeleton, Intentional Creation:[/b] ? [b]Fallen, Ghostly Crusader:[/b] ? [b]Herecite of Asmodeus, Decaying Man:[/b] ? [b]Herecite, Particularly Blasphemous Form of Undead, Human-Sized Creature:[/b] ? [b]Herecite, Curiosity:[/b] ? [b]Herecite, Guardian:[/b] ? [b]Hupia, Undead Woman, Frightening Undead Monster:[/b] ? [b]Llorona, Ghostly Woman, Vengeful Spirit:[/b] ? [b]Lovelorn, Sickly Pulsating Heart, Glistening Organ, Vicious Creature, Distressing Undead Monster:[/b] ? [b]Psychic Stalker, Horrific Ghostly Skull, Undead Mind of a Psychic Spellcasters Who Suffered Unexpectedly Violent Death, Incorporeal Creature Composed Entirely of Thought:[/b] ? [b]Siabrae, Petrified Skeleton, Powerful Undead Guardian:[/b] ? [b]Trailgaunt, Filthy Pallid Figure:[/b] ? [b]Unrisen, Grotesque Tangle of Twisted Bones Decayed Flesh and Rotted Organs, Affront to Life:[/b] ? [b]Vrykolakas, Twisted Barely-Humanoid Monstrosity, Reanimated corpse of a Wicked and Vengeful Soul Denied Even the Most Basic Burial Rites, Unreasoning Vampire-Like Creature:[/b] ? [b]Yurei, Pale Woman, Twisted Horrific Undead Creature, Restless Spirit:[/b] ? [b]Zombie Spore, Intelligent Undead Creature:[/b] ? [b]Giant Ant Spore Zombie, Large Black Ant:[/b] ? [b]Undead, Undead Creature:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. [b]Desert Undead:[/b] ? [b]Undead Ally:[/b] ? [b]Undead Minion:[/b] ? [b]Undead Horror:[/b] ? [b]Sentient Corporeal Monster:[/b] ? [b]Intelligent Undead:[/b] ? [b]Diseased Undead:[/b] ? [b]Undead Soldier:[/b] ? [b]Mindless Undead:[/b] ? [b]Undead Foe:[/b] ? [b]Corporeal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Undead Animal:[/b] ? [b]Hungry Ghost:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Free-Willed Mummy, Desert Undead:[/b] ? [b]Giant Skeleton, Undead Minion:[/b] ? [b]Skeletal Champion:[/b] Up to three times per day, a nekomata can turn a dead body into an undead creature by licking it as a standard action. A skeleton rises as a skeletal champion, while a body with flesh animates as a juju zombieB2. [b]Vampire:[/b] ? [b]Zombie Giant, Undead Minion:[/b] ? [b]Zombie:[/b] ? [b]Zombie Lord:[/b] Creatures slain by Dispater’s mortal gaze rise again 1d4 rounds later as zombie lords (Pathfinder RPG Bestiary 4 286) under Dispater’s control. [b]Swamp Mummy:[/b] All humanoid creatures that die within a swamp blight’s cursed domain rise from death as mummies. Creatures with 7 or fewer Hit Dice rise as swamp mummies, while creatures with 8 or more Hit Dice rise as mummy lords. [b]Mummy Lord:[/b] All humanoid creatures that die within a swamp blight’s cursed domain rise from death as mummies. Creatures with 7 or fewer Hit Dice rise as swamp mummies, while creatures with 8 or more Hit Dice rise as mummy lords. [b]Advanced Bodak:[/b] When a deathsnatcher kills via negative levels, negative energy damage, or a death effect, the body immediately rises as an advanced bodak under the deathsnatcher’s control. [b]Necrocraft:[/b] Tomb giants can cast make whole as a spell-like ability, but only for the purpose of creating undead creatures. For example, a tomb giant can use this ability to aid in the creation of a necrocraft, to restore armor to be used for the creation of a phantom armor, or even to repair the armor of a graveknight. [b]Phantom Armor:[/b] Tomb giants can cast make whole as a spell-like ability, but only for the purpose of creating undead creatures. For example, a tomb giant can use this ability to aid in the creation of a necrocraft, to restore armor to be used for the creation of a phantom armor, or even to repair the armor of a graveknight. [b]Graveknight:[/b] ? [b]Juju Zombie:[/b] A creature slain by a gravesludge animates as a free-willed juju zombie 1d4 rounds after it is slain. Up to three times per day, a nekomata can turn a dead body into an undead creature by licking it as a standard action. A skeleton rises as a skeletal champion, while a body with flesh animates as a juju zombieB2. [b]Huecuva:[/b] The ritual to create a herecite often focuses on the torture and slaughter of young, inexperienced priests while a captured leader of the same faith is forced to watch the cruel torment of his flock. The overwhelming pain and anguish experienced by the high priest as his acolytes are forcibly converted into undead serves as the ritual’s catalyst. High priests driven mad or forced to lose their faith after they have witnessed such a ritual often rise again as huecuvas who then go on to gain levels as oracles of the ritual’s profane deity. [b]Nightshade, Notworthy Denizen:[/b] ? Spore Burst (Ex): Once per day as a swift action, a spore zombie can spray a cloud of spores through the area. This deals 2d6 points of damage to the spore zombie and creates a cloud of spores that fills an area equal to the spore zombie’s reach. Any creature in this area must succeed at a Fortitude save or be nauseated by the spores for 1d6 rounds. Vermin that fail this save become infested for 24 hours. If an infested vermin dies during this time, it rises as a spore zombie 1d6 rounds after its death. WELCOME THE BLIGHTED SOUL School necromancy [evil]; Level 9 Casting Time 9 hours (only during a new moon) Components V, S, F (ring of standing stones empowered with necromancy that cost 25,000 gp to create via Craft Wondrous Item), sacrifice (18 living intelligent beings of the same type as the caster, sacrificed every 30 minutes during the ritual’s casting time) Skill Checks Intimidate DC 31, 2 successes; Knowledge (nature) DC 31, 3 successes; Knowledge (religion) DC 31, 4 successes Range touch Target caster Duration instantaneous Saving Throw none; SR no Backlash The caster is reduced to –1 hp. Failure The caster is immediately slain. EFFECT After sacrificing 18 lives (traditionally, these lives are those of unwilling druids who would have tried to stand against the blasphemy the caster is attempting), the caster sacrifices himself and immediately rises from death as a siabrae.[/spoiler] [URL=http://paizo.com/products/btpy88x4?Pathfinder-Roleplaying-Game-Bonus-Bestiary]Bonus Bestiary[/URL][spoiler] [b]Allip:[/b] Those who fall prey to madness and take their own lives sometimes find themselves lost on the paths to the afterlife, trapped in a state between life and death. [b]Huecuva:[/b] Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death. Most huecuvas arise when a god rejects a heretic priest’s soul, forcing the slain to rise as horrible undead, but this is not the only way a huecuva can come into being. A huecuva can be created using create undead. The caster must be at least 11th level and the spell normally uses the body of an evil cleric. The spell can be used to create a huecuva using the body of a good cleric, but this requires a DC 20 caster level check. Creating a huecuva in this way is considered to be one of the most heinous things that can be done to a cleric that has passed away. The faithless aura of huecuvas created from the bodies of good clerics in this way grants a +4 profane bonus on Will saves to resist channeled energy and any effects based off that ability.[/spoiler] [URL=http://paizo.com/products/btpy8v2x?Pathfinder-Campaign-Setting-Inner-Sea-Bestiary]Inner Sea Bestiary[/URL][spoiler] [b]Apostasy Wraith:[/b] When the souls of the followers of the Living God Razmir reach Pharasma’s Court, most are bound for the Inner Court, where their ultimate fate as believers of a false god is decided. These mortal souls are so traumatized by the knowledge of the falseness of their faith that they know only the desire to avenge themselves upon those who so duped them in life. These souls disavow the legitimacy of all gods, and return to the Material Plane to sow their vengeance. [b]Charnel Colossus:[/b] A charnel colossus is an amalgam of scores, even hundreds, of individuals who, upon death, chose to be interred under special ritual circumstances with others of like mind. This allowed them to feed their individual life experiences into an undying corporation of the collective whole. [b]Petrified Maiden:[/b] Petrified maidens are the remains of the army of warrior women led by the pirate queen Mastrien Slash in her failed invasion of southern Geb. The wizard king Geb himself cursed the warriors, turning them to stone and creating what is now known as the Field of Maidens. While a petrified maiden appears at first glance to be a construct, it has in fact been animated by the restless undead spirit of the warrior maiden it once was. The nature of Geb’s curse remains mysterious even today—it is simply known that occasionally the spirits of the slain inhabit their stony corpses and lurch to vengeful unlife. [b]Spellscarred Fext:[/b] The abominable undead known as Spellscar fexts are formed by wayward spellcasters who perish in the sprawling badlands of the Mana Wastes, their bodies and souls perverted by the unpredictable primal energies that surge throughout the Spellscar Desert. The unnatural and corruptive transformations a fallen victim undergoes as it turns into a Spellscar fext render its body hard and especially resilient to the magical energies of most spellcasters. In a peculiar twist, the same corruptive energy that causes spells to bounce off of Spellscar fexts’ hides also strangely renders them susceptible to glass and glass-based weapons. [b]Vampire Vetala:[/b] Vetalas are said to be the spirits of children “born evil,” who never received burial rites upon their deaths. Sometimes one of these evil spirits takes hold of a corpse—not necessarily its own—which becomes its anchor to the mortal world. “Vetala” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). [/spoiler] [URL=https://paizo.com/products/btpy9g21?Pathfinder-Campaign-Setting-Occult-Bestiary]Occult Bestiary[/URL][spoiler] [b]Animus Shade:[/b] Every intelligent mind exists as a war of aspects—primitive survival urges and base wants opposing intellectual reason and high-minded goals. Some of these aspects dominate the mind, defining a creature’s personality, while others are shackled away. Sometimes, psychic injuries can loosen these shackles, revealing aspects of a creature they normally control and hide away. When a creature dies from a psychic injury, its conscious mind may shear away, leaving only those subconscious aspects—their animus—behind. Called animus shades, these spectral undead are gripped with feral rage and lash out at the living. Individuals who engage in psychic combat are particularly prone to succumbing to this form of undeath, and their shades sometimes seek out their former opponents, not content until their one-time adversaries are slain. Animus shades always bear a superficial resemblance to their former, living selves, but manifest in death as wild brutes, made powerful by their anger and feral by their long suffering. Animus shades’ forms appear hunched and contorted after a lifetime of being crushed beneath the weight of the dominant psyches. They sport wicked claws, overlong limbs, cracked flesh, and other nightmarish deformities reflecting the fears their living selves harbored about the dark corners of their own minds. Any gear or items they possessed appear rotted, cracked, and torn in spectral form, though they may carry ghostly versions of the weapons they used in life, deadly implements still capable of harming the living. Most often, animus shades linger near the sites of their deaths or wander without any specific purpose. As many psychic contests occur in mindscapes or on far-flung esoteric planes, animus shades are frequently found roaming such realms, endlessly raging over the sometimes centuries-old defeats that resulted in their demises. Even when not consumed by such losses, animus shades commonly target those they happen across who remind them of the dominant selves that repressed them in life—whether because of similarities in physical appearance, personality, or activity. However, some rare animus shades possess greater clarity of focus and are gripped with the need to undo the accomplishments of their living selves, taking pleasure in destroying everything that they once loved or took pride in. As animus shades result from psychic violence, they most commonly appear among intelligent races and beings known for mastering occult forces. Even among such races, these undead prove far more common within cultures and groups that cultivate psychic prowess— they’re well known to the people of Vudra, for instance, and have long been documented by Iroran priests. However, for the majority of the Inner Sea region’s people, they’re easy to mistake for ghosts or other undead—often to tragic ends. Fortunately, in lands that value strength over mental prowess, or in strictly martial cultures, animus shades are almost unknown. Members of races such as hobgoblins, kobolds, and orcs, which rarely give rise to psychically talented individuals, almost never rise as animus shades. Because of the psychic violence that spawned them, animus shades rarely, if ever, cooperate. In death, even animus shades created from former allies slain by the same foe viciously strike out at each other. The mental trauma that fills them and holds them to the world scars these undead deeply, but ultimately makes them most resentful of themselves—as they know their own weakness or distraction resulted in their deaths. Much of their rage is thus pointed inward, and they take particular satisfaction in viciously unleashing their hatred on those who resemble themselves, especially if such conflicts remind them of the battles in which they died. “Animus shade” is an acquired template that can be added to any living creature that has a Charisma score of at least 6 and an Intelligence score of at least 8. [b]Medusa Animus Shade:[/b] ? [b]Combusted:[/b] Even scholars of the strange consider most tales of spontaneous combustion to be nothing more than urban legend. But those with deep knowledge of the occult know it is indeed possible for a person to feel a sudden fever come on, only to find the heat within her body rising to incredible levels until she bursts into flames and perishes, leaving behind only a charred corpse. The sudden and violent deaths of such individuals make it easier for dark powers to reanimate their bodies, and sometimes for the victims to return from the dead on their own. Whatever the method of their return, these undead creatures—known as combusted—all suffer the telltale signs of their demise: their corpses continuously burn and their desiccated flesh is never fully consumed by the flames. Potentially appearing at any location known to be a hot spot for undead, these shambling horrors frequently wander into nearby bodies of water in a futile attempt to extinguish the flames that took their lives. The combusted of the Inner Sea region are rare and largely solitary. One notable exception is in the legendarily haunted lands surrounding the ruined city of Shadun in Qadira, between the volatile Zhonar and Zhobl volcanoes. Few dare travel there, and even fewer return, yet several of those who have visited that ash-cloaked land and escaped tell of ember-eyed creatures lurking in the night. More than once, while telling such tales, an explorer has burst into flames and quickly resurrected as a violent combusted. No one knows what links Shadun and this terrible end, but the phenomenon has happened enough times that many in southern Qadira know it as the Curse of Last Ash. [b]Combusted With the Cold Subtype:[/b] Far from the Inner Sea region, in distant Minkai, those exposed to the black flames that consumed the Shojinawa manor—as well as their descendants—found themselves vulnerable to an odd form of spontaneous combustion that leads to combusted with the cold subtype instead of the fire subtype and that deal cold damage instead of fire damage. [b]Echohusk:[/b] Echohusks are the walking corpses of creatures slain by powerful psychic attacks and animated by the mental energies that caused their deaths. The mind and soul of an echohusk are erased from its being, leaving nothing but the psychic echo of the creature that scoured its mind. Echohusks are common in and around Geb, where death from the powerful mental attacks of psychic spellcasters—even liches—is an all too common occurrence. In such areas, echohusks are found in groups, obeying the commands of their dark masters. In the deep reaches of the underworld, where lost travelers or wayward patrols might encounter psychic horrors like neothelids, masterless echohusks are more common; the ancient and terrible creatures that happen to spawn them typically have little use for mindless servants. Many psychic creatures have attempted to perfect the technique of creating echohusks, but only the attacks of the incorporeal undead known as psychic stalkers (see page 45) can create echohusks without fail. The horrific nature of psychic stalkers is likely the reason for this phenomenon. “Echohusk” is an acquired template that can be added to any living, intelligent corporeal creature, referred to hereafter as the base creature. [b]Bubear Echohusk:[/b] ? [b]Dread Echohusk:[/b] A dread echohusk possesses the psychic residue of the overwhelming fear it felt when it lost its life. [b]Psychic Lich, Relentless Psychic Lich:[/b] Most psychic liches are humans, or come from other races renowned for their psychic abilities. To become a psychic lich, one must create and infuse a memoir, which serves a similar function to an ordinary lich’s phylactery. This memoir projects the lich’s personal legend into the Astral Plane, which is tethered through the planes to a physical object, typically a magically strengthened book or scroll (10 hit points, hardness 1, break DC 15). Each psychic lich must create its own memoir by using the Craft Wondrous Item feat. The character must be able to cast psychic spells at a caster level of 11th or higher. The memoir costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. “Psychic lich” is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can create the required astral memoir. A psychic lich retains all the base creature’s statistics and special abilities except as noted here. [b]Human Psychic Lich Psychic 11:[/b] ? [b]Psychic Stalker:[/b] Psychic stalkers are the undead minds of psychic spellcasters who died unexpectedly—and likely violently. Such minds are sometimes powerful enough to persist even after their bodies’ destruction, transforming into incorporeal creatures composed entirely of thought. Despite their will to endure, the forms in which psychic stalkers survive bear little continuity with their former, living bodies. At the moment of death, psychic stalkers are traumatically torn from their corporeal forms and the lives they once had. As such, they retain no memories or abilities from their former existence. Knowing only that they are missing a vital part of their being, psychic stalkers are dominated by the desire to take control of new bodies. [b]Psychic Vampire, Vetalarana, Thought-Sapping Psychic Vampire:[/b] A psychic vampire is usually born when a creature with psychic potential dies in a state of denial, stubbornly clinging to the material world through sheer willpower. As it dies, the creature attempts to draw on its own psychic energy and that of any living beings around it in order to cling to its mortal existence. It inevitably fails, but if its will is strong enough, it rises again. No longer able to sustain itself using its own mental energy, it hungers for the energy of others. Psychic vampires can’t create spawn, and thus their numbers remain relatively small. “Psychic vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most psychic vampires were once humanoids, fey, or monstrous humanoids. [b]Human Psychic Vampire Slayer 7:[/b] ? [b]Animus Shade, Spectral Undead, Mind-Bending Foe:[/b] ? [b]Medusa Animus Shade, Spectral Medusa:[/b] ? [b]Combusted, Shambling Horror:[/b] ? [b]Echohusk, Walking Corpse of a Creature Slain By a Powerful Psychic Attack and Animated By the Mental Energies That Caused Their Death:[/b] ? [b]Echohusk, Mindless Servant:[/b] ? [b]Bubear Echohusk, Hulking Humanoid:[/b] ? [b]Dread Echohusk, Echohusk Variant:[/b] ? [b]Psychic Lich, Mind-Bending Foe:[/b] ? [b]Human Psychic Lich Psychic 11, Gaunt Ghoulish Figure:[/b] ? [b]Psychic Stalker, Disturbing Presence, Undead Mind of a Psychic Spellcaster Who Died Unexpectedly, Incorporeal Creature Composed Entirely of Thought, Incorporeal Undead:[/b] ? [b]Psychic Vampire, Undead Abomination, Mind-Bending Foe:[/b] ? [b]Human Psychic Vampire Slayer 7, Fearfully Thin Man:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Undead That Gorge on Life Energy:[/b] ? [b]Undead Spirit:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Undead Ally:[/b] ? [b]Ghost, Normal Ghost, Typical Ghost:[/b] ? [b]Ghost, Nightmarish Creature of Dark Emotion, Twisted Tormented Creature, Incorporeal Undead:[/b] ? [b]Haunt, Incorporeal Undead:[/b] ? [b]Lich, Ordinary Lich:[/b] Scholars of such lore can only speculate as to what causes a neothelid to begin the transformation into an overlord. The change could be a natural process of age and development, though nothing about neothelids can truly be called natural. It may be that by delving into forbidden lore, they discover potent secrets, just as other rituals grant mortals the hideous power of lichdom. [b]Lich, Psychic Spellcaster:[/b] ? [b]Vampire:[/b] ? [b]Nosferatu:[/b] ? [b]Vetala Vampire:[/b] ? [b]Wraith:[/b] ? [b]Allip:[/b] ?[/spoiler] [URL=http://paizo.com/products/btpy8l3g?Pathfinder-Campaign-Setting-Undead-Revisited]Undead Revisited[/URL][spoiler] [b]Larger Bodak:[/b] A giant that falls prey to a bodak’s deadly gaze. [b]Smaller Bodak:[/b] Small humanoids that become bodaks. [b]Bodak Multiple Heads:[/b] A bodak created from a creature with multiple heads, such as an ettin, becomes deadlier because it has more eyes with which to project its horrific stare. [b]Desert Mohrg:[/b] A desert mohrg rises from a violent criminal who has been executed via torturous means in arid, hot environments, typically methods designed to kill through exposure and draw out the criminal’s expiration. Being affixed to a rock, tree, or other object and being buried up to the neck and left to bake in the sun are both methods that can result in the creation of desert mohrgs. [b]Fleshwalker Mohrg:[/b] When a criminal is executed through methods that leave no physical mark upon the body (such as by poison or a death effect), and then the corpse is preserved via a gentle repose spell, a fleshwalker mohrg is the result. [b]Frost Mohrg:[/b] A frost mohrg’s genesis is similar to that of a desert mohrg—a violent criminal that is executed via lingering exposure to the elements, only in this case, in a cold environment. [b]Mohrg-Mother:[/b] Perhaps among the most perverse category of mohrg arises when the executed murderer is also pregnant with child. [b]Demonic Mohrg:[/b] In a few tragic cases, a mass murderer or serial killer pursues his vile compulsions not due to psychological reasons, but because he is possessed by a demonic spirit that forces him into the role of a killer. Disembodied demonic spirits like these are fond of using mortals as hosts in this way, for if the host is captured and publicly executed while still being possessed by the demon, it can arise from beyond the grave as something more than a mere mohrg—these creatures return as demonic mohrgs [b]Nightshade Nightskitter:[/b] ? [b]Ravener Nightmare:[/b] The ritual to become a nightmare ravener requires bargaining with powerful entities from the nightmare dimension of Leng or with deities of nightmares like Lamashtu. [b]Ravener Thassilonian:[/b] The runelords of Thassilon, particularly the necromancer Zutha, often traded their powerful magical secrets to dragons in return for a period of servitude while the dragons lived. When this period ended, the runelord would aid the dragons in making the transition from living to undead. The methods for these rituals still exist in certain Thassilonian ruins, and are invariably guarded by the raveners who used the rituals to transcend their own mortality. [b]Shadow Distorted:[/b] ? [b]Shadow Hidden One:[/b] ? [b]Shadow Plague:[/b] Victims of this supernatural disease, shadow blight, quickly weaken and die, at which point they spawn new plague shadows to further spread the contagion. Upon death, the victim of shadow blight becomes a plague shadow. [b]Shadow Shadetouch:[/b] ? [b]Shadow Vanishing:[/b] Shadows dwelling in a place of strong negative energy or with a connection to the Shadow Plane can develop the ability to shadow slip through the Shadow Plane. [b]Allip Scribbling:[/b] ? [b]Spectre Corpulent:[/b] Ancient spectres that are able to satisfy their all-consuming rage by engaging in perpetual, gluttonous feasts upon the living undergo a startling transformation, growing in size and strength as their incorporeal bulk oozes and writhes around them in miasmal folds, appearing as an obese, ghostly humanoid. [b]Wraith White:[/b] Created by fiends from the distilled and corrupted souls of holy crusading knights who succumbed to temptation and died as sinners and blasphemers, white wraiths are composed of blinding white light rather than darkness. [b]Wight Dust:[/b] Just as wights that rise from the dead in frozen environments can become infused with the dangerous qualities of their harsh environs, dust wights carry in their desiccated, crumbling frames the scorching punishment of the searing desert. [b]Wight Mist:[/b] ? [b]Wight Lord:[/b] Where typical wights rise from a wide variety of individuals, wight lords rise from the bodies of despotic rulers or ruthless generals. A wight lord can rise from the remains of any cruel or sadistic leader, but those who were higher than 11th level when they perished retain some of their previous life’s knowledge—although not all of it. When this occurs, subtract 11 from the creature’s previous number of class levels to determine the total number of class levels the wight lord possesses. [b]Undead:[/b] Those tragic souls transformed by evil from beyond the mortal world or cursed by their actions in life to rise again after death. The spells animate dead, create undead, and create greater undead account for methods by which spellcasters can create a wide range of undead creatures—but the options granted by these spells are limited. With the GM’s permission, these can be adjusted to allow for the creation of additional types of undead. Doing so requires additional material components and spells (additional spells are cast as part of the casting time of the undead creation spell, but do not extend that spell’s casting time). [b]Bodak:[/b] Unfortunate creatures who witness acts of unspeakable planar evil and have their bodies destroyed and remade by the experience. When mortals venture to the utmost depths of unforgiving planes, they sometimes come across knowledge so terrible or witness events so horrifying that their very souls are consumed, killing them and then reanimating them as the weird, smoke-eyed creations called bodaks. Yet for some, bearing witness to true horror and supernatural evil does more than twist their minds—it ravages their souls to such a degree that they are themselves transformed. Requiring evil far beyond that normally found among mortals, this rare transformation occurs when unprepared mortals venture deep into those extraplanar spaces where humanity was not meant to tread—the deepest hiding holes of the evil planes. In these repositories of unholy knowledge, things are seen that cannot be unseen, and which indelibly stain the souls of the foolish. The creatures that emerge from these places are mortal no longer. If a victim lacks the will to break a bodak's gaze, he is quickly overwhelmed by its power and dies shortly thereafter—the transformation into another bodak begins immediately. Scholars and theologians have long debated the exact nature of these strange undead, positing that it’s the very act that creates a bodak—witnessing some evil and hideous occurrence beyond all mortal capacity for understanding—that gives unholy life and purpose to these creatures. In some sense, the bodak is the very manifestation of such an act, a curse upon the living, its life force scarred to such a degree that only causing others to gaze into its eyes and share its agony gives it some sort of relief. Most researchers believe that mundane evil is not enough, arguing that only traumatic deaths in the darkest pits of the planes are pure enough to form a bodak, with the creature’s animating energy being drawn from the evil Outer Planes where it met its fate. Yet others insist that it’s not the place that causes the transformation, but rather the purity of the evil and horror involved, thus making it possible for an ordinary human (or, more likely, a summoned demon) to spark the transformation, provided the horrors it shows to the victim are heinous enough. Thanks to its Abyssal taint, the Worldwound hosts the largest population of bodaks in the Inner Sea region. Moreover, the Abyssal nature of the land itself makes it one of the few places—perhaps the only place—on Golarion where bodaks can form spontaneously in the same way they do on the Abyss, as the result of witnessing horrible extraplanar evil and depredations beyond mortal ken. The diabolists favored by the aristocracy of Cheliax require large numbers of unwitting victims to perform their rites. While most of their dungeons and torture rooms are mundane, filled with wretched prisoners who bear witness to unspeakable things on a nearly daily basis, some of these spellcasters prefer to take victims to Hell itself, making their offerings to the plane in person. Few of these victims (and not all of the diabolists) survive these offerings, but a tiny fraction end up exposed to greater horrors than initially expected, with either the master or prisoner undergoing the transformation into a bodak. [i]Create Greater Undead[/i] spell, caster level 20 corpse must be cast in the Abyss. [b]Devourer:[/b] Only the bravest and most powerful adventurers dare step beyond the boundaries of the known planes, into whatever darkness lies beyond. Most who do so never return—yet some, especially the evil ones, come back changed and twisted. Information about this otherness is almost completely unavailable, with even the gods seemingly deaf to most questions, yet there are always a few who to decide to see for themselves. When powerful fiends and evil spellcasters undertake this quest, some come back and report nothing but vast expanses of ... well, nothing. Others don’t return at all. Yet some—the foulest ones, or those who become lost beyond the multiverse’s reaches—find something out there that changes them. Though devourers never discuss just who or what they’re talking to, many suspect their madness rises from a lingering connection to whatever sinister, alien entity or force made them what they are, and the devourers themselves sometimes let apparent titles slip, with appellations like the Dire Shepherd or the Wanderer Upon the Stair. Devourers’ origins are shrouded in mystery. While spellcasters may create them through the usage of create greater undead spells, exactly what occurs during these rituals is unclear, and it’s possible that devourers are more called into being than physically created—certainly it’s more than just a simple matter of animating a corpse. Unlike many other forms of undead, devourers do not form spontaneously, nor do they breed or spawn. Rather, they begin as either one of two creatures: a terribly evil mortal spellcaster or an actual fiend. Those of either category who find themselves lost in the hinterlands of the cosmos sometimes return as devourers. They do not find their rebirth, their unholy transfiguration, in a specific place or plane. Rather, far beyond the knowledge and sight of mortals or outsiders, they experience some sort of transformative gnosis, realizing some infectious idea that simultaneously destroys and recreates them with a new form and a new hunger. Whether or not there might be something out there that actively calls to them, compulsively drawing them to its presence and making them into what they are, is anyone’s guess, yet it would explain why only evil outsiders and spellcasters seem to be susceptible, and also potentially why the strange mannerisms of the devourers who return to the planes seem more than simple madness. Those devourers created (or potentially called from elsewhere) by magic share all the traits and madness of their transformed kin, a fact that has confused spellcasters for generations. Some scholars have pointed out that specific details of these magical rituals have certain traits in common across all schools of magic and faith, leading some to believe that the ability to create devourers may have been introduced long ago as a single spell, perhaps provided by whatever malign forces lurk beyond the planes. [b]Graveknight:[/b] Battlefield champions of ultimate cruelty whose depraved acts bind them to their armor for all eternity. Some warriors are too arrogant to die. The lust for battle and sheer will to win allow some truly evil and vile warriors to shrug off their final defeat. Through methods that remain poorly understood, the vengeful spirit of such a fearsome combatant sometimes forms a bond with its armor that permits it to simply refuse death, its spirit lingering long past when it should have gone on to its eternal punishment in the afterlife. Unlike liches, graveknights almost never plan this return from their last battle. It happens, seemingly spontaneously and at random, to people totally unprepared for an undead existence. Graveknights are born of defeat, and it is their rage at such an end that allows them to return, attempting to erase their failure through greater triumphs and atrocities. While most graveknights arise spontaneously from the armor of sadistic warlords and fallen champions, there are methods by which evil men and women can deliberately transform themselves into these powerful undead lords, in much the same way some spellcasters seek to become liches. The process by which a hopeful graveknight makes the deliberate transformation is neither simple nor cheap. The character must first live and lead a life of wanton cruelty, winning great glory and power over the course of several violent conflicts (and achieving a minimum of 9th level in any character class, with an evil alignment for all 9 levels). When he achieves this goal, he may craft the suit of armor that will serve him in his afterlife as his graveknight armor—this must be heavy armor, although its exact type is irrelevant. The creator must also be proficient in the armor’s use. The armor itself must be of exceptional quality and crafting, requiring the finest of materials and artisans. Even the forge upon which the armor is to be crafted must be of exceptional quality. The overall cost of these components is 25,000 gp—this amount is over and above any additional costs incurred in making the armor magical. An existing suit of armor (including magic armor) can serve as the base suit upon which these 25,000 gp of enhancements are built. Once the armor is complete, the hopeful graveknight must don the armor and then seek out a powerful evil patron to sponsor his cruelties—this patron can be a mortal tyrant, a hateful monster, a demonic god, or similar power. Once the graveknight-to-be secures a patron, he must engage upon a crusade in that patron’s name. This crusade must last long enough for the graveknight to achieve two additional levels of experience, during which he must wear his armor whenever possible. Upon completing this final stage of his quest for undeath (and a minimum character level of 11th), the sadist has finally neared the end of his long path to eternal undeath. The last stage in becoming a graveknight is to construct a pool, pit, or other large concavity, into which the graveknight must place 13 helpless, good-aligned creatures of his own race, who must be sacrificed by the graveknight or his patron using acid, cold, electricity, or fire. The graveknight must wear his armor during these sacrifices, and within a minute of the last sacrifice, the graveknight must take his own life using the same form of energy, after which his body and armor must be destroyed by that form of energy. The pit within which the entire ritual took place must then be filled with soil taken from graves that have spawned undead creatures. Once this final step is taken, the graveknight-to-be has a 75% chance of rising as a graveknight. This chance rises by 1% per point of Charisma possessed by the graveknight-to-be at the time of his death. Additional factors can increase this chance as well, at the GM’s discretion. Whenever sufficiently evil warriors or similar sorts of beings die at the hands of a foe, there is a chance that they might return as graveknights. Heavily armored warriors are most likely to arise as graveknights, perhaps because the complete shell of metal or other materials assists in trapping the soul. Urgathoa claims graveknights as her children just as she does all undead. Her priests and other high servants maintain that she is the mysterious agency that actually calls them back from the grave, while the goddess herself gives more confusing and potentially contradictory answers. [b]Lich:[/b] Powerful spellcasters who bind their souls into valuable artifacts called phylacteries. Liches are spellcasters who bind their souls into special receptacles called phylacteries. Drawing on the powers of their faith or dark knowledge, the greatest spellcasters of the world transcend the boundaries of life through mysterious techniques unknown to the living. One does not become a lich by accident or stumble into this form of undeath through misadventure. A lich is not a puppet, a blood-mad monster, or an accident of rage or despair. The lich is instead a creature of design and ultimate will, carefully and rationally planning its transition from life into undead immortality. It is not merely force of will that propels one to lichdom, nor is it the simple desire to avoid death, though these are certainly factors in the mindset of the would-be lich. Instead, those who would follow the path of the undying mind must seek out tomes of forbidden magic and lost lore. Though the initiates might not be evil when they begin, the process under which they become liches drives them slowly into the arms of corruption—the focus they must develop drives out all other concerns, including the civilized needs of friendship and love. The final and most important aspect of a lich’s transformation involves creating a new home for its soul called a phylactery—this is often something strong and impressive, such as a gem or box of unparalleled quality, though almost any object can serve. [b]Mohrg:[/b] The spirits of serial killers and those who exult in the taking of life. Those who exult in the needless taking of life sometimes return to the world after death as mohrgs. Some mohrgs were bloodthirsty warriors who slew as many as they could on the battlefield, others cold and calculating murders who selected their victims with delicate care, but nearly all mohrgs lived and died as mortal humanoids who delighted in the deaths of their fellow beings. A few mohrgs, however, are created from the remains of innocents by spellcasters (using the create undead spell), who are driven mad by being deprived of a peaceful death and then watching the transformation and slow decay of their own bodies. There are two means of becoming a mohrg: by spell or by deed. A dead creature subject to a create undead spell might find herself transformed into a mohrg. Likewise, a humanoid who has killed many over the course of his life—or even just a few, if he is particularly unrepentant about the lives he’s taken—could awaken to discover that he has not yet passed to the afterlife, but arisen to undeath. A mohrg is as much a product of the method of its execution as it is an undead manifestation of one who, in life, was a murderous criminal or warmonger. At times, unusual methods of execution can trigger equally unusual mohrgs. The extreme nature of these executions are such that these variant mohrgs are only rarely created by accident—more often, they are deliberate creations by officials who themselves dabble in necromancy and may in fact be as vile as those they put to death. Once per day, a mohrg-mother can choose to animate a recently slain victim as another mohrg instead of as a fast zombie. Sages’ opinions differ on the origins of mohrgs, and on the specific conditions that result in the existence of individual specimens of their undead type. One prevailing theory among those who study the unliving maintains that Urgathoa selects a number of the darkest souls awaiting sorting and judgment by Pharasma and takes them as her due, corrupting them with a touch and returning them to the world to spread the seed of undeath in an inexorable plague over the Material Plane. While some claim that the souls that become mohrgs are so abhorrent that the Lady of Graves actually rejects them, wiser heads understand that such is not the nature of Pharasma’s judgment, and suspect that it’s either the work of the Pallid Princess or some terrible process that occurs before the souls ever leave their corpses (as is the case with many other forms of undead). All mohrgs have been cursed into their condition—either by the gods or by a spellcaster. [b]Nightshade:[/b] Colossi formed in the lightless spaces where the Shadow Plane and Negative Energy Plane meet. Where the Shadow Plane meets the Negative Energy Plane, evil and darkness hold sway in vast and lightless gulfs. When a fiend succumbs to the ravages of this environment, the ensuing death can be the catalyst for creating one of the most powerful undead. Nightshades are creatures beyond categorization, things made from darkness and malice, yet not truly natives of either the Shadow Plane or the Void. Born of a corruption of both planes in the lightless reaches where the planar boundaries break down, they are twisted and warped by evil. They form from the twisted souls of those fiends and outsiders who, seeking greater mastery over negative energy and the dreaming gulfs of darkness where the Shadow Plane and Negative Energy Plane meet, are themselves overcome and twisted beyond recognition, turned into servants of the planes’ own nihilistic ends. Nightshades are born when one or more outsiders—typically fiends—are lost or cast down into the adumbral depths where the Shadow Plane and Negative Energy Plane become a void like the darkest ocean trench, one of the places where reality ends. The death of the immortal becomes a catalyst for a reaction in which the planes seem not to twist the original creature so much as birth a new entity in its place. The creation of something as powerful and dire as a nightshade requires the spirit of an immortal being. Although four primary types of nightshades are known to exist, some sages speculate that they might all be the same species of creature in different life stages. Other scholars instead hold that they are distinct subtypes of the same creature, formed in the same manner but differing according to the specific component fiends from which they were created. According to this theory, the older and more powerful the fiend or fiends were—their exact species or alignment does not appear to matter—the more powerful the form of nightshade produced, though the combined deaths of multiple fiends produce a nightshade of a type otherwise reserved for the death of a much more powerful one on its own. Even the proponents of this theory, however, have no idea of the exact formulae involved, and the few casters capable of controlling a nightshade are generally more concerned with maintaining their tenuous hold over the undead juggernauts than with such unpragmatic musings. [b]Ravener:[/b] The circumstances that give rise to a ravener are as unique as their appearances. Some barter their very sanity to the madness beyond the Dark Tapestry, others forge bargains with demon lords or the Horsemen of Abaddon, and still others beseech malevolent gods. (Strangely, even lawful dragons make pacts with the lords of Hell only rarely—perhaps raveners find the strings attached to diabolical contracts too convoluted and numerous for comfort.) Yet not all raveners seek aid from more powerful creatures—in fact, doing so often conf licts with the same arrogance that leads dragons to become raveners in the first place. This second group instead finds immortality in much the same way liches do, researching rare and forbidden necromantic spells to create rituals of transformation unique to each dragon. While some raveners achieve their status through arcane study and necromantic power, others are born of a combination of blasphemous rituals and the malign influence of dark powers. Raveners of this latter group must each seek out an evil patron to feed his or her necromantic rebirth. Each patron requires sacrifices and tribute pleasing to its debased desires. The aspiring ravener must first further the patron’s schemes upon her home world and perhaps others. The dragon might be sent against the patron’s foes, tasked with obtaining lost relics, or made a general among the patron’s mortal followers. In addition, the dragon must show the depth of her resolve. For some dragons, this means slaying their parents, mates, or children; the sacrifice of their most prized treasures; the annihilation of their life’s work; or some other show of commitment. Finally, the ravener must amass sufficient eldritch power to shatter natural laws or the barriers between planes and become the conduit for her patron’s might. Should the dragon falter in her tasks or prove an unworthy vessel for the power of her patron, what remains of her shattered soul languishes in servitude to her patron until the end of days. Raveners are self-made undead, not created or generated spontaneously in the fashion of weaker undead. The process by which a dragon becomes a ravener typically involves recruiting dark powers and undertaking necromantic rituals. Some of these rituals incorporate unusual stages that can alter the resulting ravener’s powers. [b]Shadow:[/b] Greedy spirits whose own mean-spirited miserliness shrinks their souls, bringing them back after death as some of the most despicable undead monstrosities. Not even the grave can stop the greed of some people. Driven by envy and covetousness, those misers and thieves led to evil by their avaricious natures sometimes fade away or return after death as shadows, dark reflections of their former selves. Rampant covetousness and grasping greed lead some people down the dark path of evil and betrayal, eventually ending in a reprehensible death scene or a lonely expiration. While most such petty and despicable souls travel on to their final rewards the same way everyone else does, in some cases gluttons, misers, and thieves waste away into nothing but shadows—undead things that reach and grab, but cannot hold. As the victim of a shadow’s touch expires, its own shadow detaches from the corpse, taking on the same half-life as its killer. On their own, shadows arise from the souls of greedy but lackluster evildoers—those whose crimes are heinous, but who lack the rage of a spectre or the exultation in evil often found in wraiths. The bandit who unemotionally slits her victims’ throats because it’s convenient, the petty diplomat who orders a witch burning to cover up his adulterous affair, and the miserly headmaster who lets orphans starve to save a few coppers all make good candidates for becoming shadows. Yet while such spontaneous transformations do occur, the vast majority of shadows are instead created by magic. Necromancers have long seen the value of relatively weak, pliable, and unambitious undead servants—especially incorporeal ones—and most shadows currently in existence were originally called to undeath by the spell create undead (or else by the life-draining attacks of other shadows created in this manner). Death at the hands of a shadow means becoming one. Also fortunate for the living is that although shadows can and sometimes do drain energy from animals or even vermin found in their lairs, only humanoid creatures that fall victim to their touch become shadows themselves. This is because of the nature of the humanoid spirit or soul and the magical similarity between the shadow and its prey. [b]Shadow Greater:[/b] A shadow that has fed on the lives of many victims, or that dwells long enough in a place suffused with sufficient negative energies, may grow in power, becoming a greater shadow. [i]Create Greater Undead[/i] spell, caster level 19 with [i]Shadow Walk[/i] spell. [b]Spectral Dead:[/b] Driven by all-encompassing hunger and murderous intent, spectral dead are corrupted souls that refuse to release their hold on the mortal world. No one knows what plants the seeds of darkness and decay that utterly corrupt the souls of mortals. Some speculate that the prenatal soul, like fruit left too long to ripen on the vine, can sour to malignancy long before its binding to a mortal shell, dooming the creature from birth to a troubled life of anger and deceit and, eventually, to undeath. Others theorize that mortal action alone allows this malignancy to take root, and lives spent unwisely in the service of dark powers corrupt the intangible sparks of divinity that rest in mortal hearts. Still others note that despair and madness—afflictions capable of bringing even the most pious and good-natured people to their knees, through no fault of their own—can lead to the unnatural shackling of a spirit to the mortal world. Once this metaphorical disease has festered within a soul, it becomes contagious, and some undead are able to pass their despicable gift on to the living, regardless of their victim’s former valor. While the positive energy of mortal humanoids can fight off the curse of undeath while they are still living, those slain by these powerful spirits sometimes have their souls instantaneously consumed by darkness, their corrupted spirits sloughing off their mortal shells to rise as the ghostly spawn of their slayers. [b]Allip:[/b] Allips are the undead souls of those who took their own lives out of madness and insanity. [i]Create Greater Undead[/i] spell, caster level 15 with [i]Insanity[/i] spell. [b]Banshee:[/b] Whether created through vile misdeeds in her last moments, a terrible and torturous demise, or some wretched betrayal by her loved ones, a banshee is the vengeful undead spirit of an elven female that seeks only to destroy all those who still tread the mortal realm. [i]Create Greater Undead[/i] spell, caster level 20 with [i]Fear[/i] and [i]Wail of the Banshee[/i] spells and the corpse of a female elf. [b]Spectre:[/b] Spectres are creatures of insatiable anger, their undeath the result of evil lives and a rage too great to allow them to let go of the mortal world. Arrogant egomaniacs enraged by the insult of their own deaths and murder victims seeking revenge on their captors are prime candidates for transformation into spectres, though such transformations is far more common if the mortals were actively evil. [b]Wraith:[/b] Wraiths, much like spectres, arise from souls tainted by evil lives. Creatures slain by white wraiths rise as normal wraith spawn in 1d4 rounds. [b]Wight:[/b] Broken corpses hungry for the souls of the living, doomed to their lonely existences through a wide variety of tragedies, malevolence, or unwilling possession. The origins of wights are highly varied. Some are created through obscure necromantic rites (usually create undead) and bound to the service of necromancers or evil priests. More commonly, wights are simply the unfortunate victims of other wights, the light of their lives turned to a corrupted mockery by the undead’s touch. Every touch of a wight draws the target farther from life and deeper into death, until the last of its life force ebbs and the target is transformed in an instant into a dreadful thing of suffering and hate, leavened with a tormented enslavement to the will of its creator. More tragically, wights can also arise spontaneously. Scholars of the undead use the term “wights of anguish” to describe those whose birth into unlife occurred following a horrible trauma, often both mental and physical, that leaves their bodies broken, their psyches shattered, and their spirits consumed with hate and revenge. The depth of their suffering and the lingering shock are so intense that these unfortunates become enthralled to their own pain, clinging to it with every fiber of their being, crucifying themselves across the threshold of death’s door, unable to truly live but unwilling to truly die. More sinister are “wights of malevolence,” those who through the depravity of their own benighted souls have earned an eternity of roaming the world, cursed with an eternal hunger that can never be slaked and a ragged weariness unable to ever find rest. Popular legend says those sentenced to such an existence are the truly damned, so vile that Hell itself spat them up rather than take them to its bosom. But perhaps most frightening are those known as “wights of possession.” These are wights created when an evil undead spirit bonds with a corpse in order to animate it, often choosing its host based on convenience or strength of body. Though the original spirits of these bodies may have long since fled to their just rewards, few things are more horrible for their grieving friends than to see their loved ones’ corpses suddenly come to life and begin slaughtering the mourners. Wherever humanoids die in utter anguish or are entombed in infamy (or even buried alive as punishment), wights may arise, and once they establish a foothold, they begin to spawn and proliferate. Wights of malevolence sometimes arise from the unquiet remains of the exceptionally evil. Warlords of unspeakable cruelty may be sealed within barrows in the hope that, should their evil linger and stir even in death, they will be trapped and contained. Old legends suggest that the treasures of a wight of malevolence are themselves tainted with the wight’s foulness, causing a darkening of spirit and a growing psychosis, leading to murderous paranoia that consumes the victims, and causes them to become wights themselves. Depending on the legend, this fate can be averted by freely giving the wight’s treasures away to others; having them blessed by one of the fey (at whatever price the fey demands); or scattering them in the sunlight for 3 days, allowing anyone to take a portion, and then collecting whatever fate has decreed will remain. Only by breaking the cycle of greed can the wight’s treasure be safely recovered. A wight’s treasure can become infused with its dark spirit, creating a gnawing, obsessive greed that saps the spirit and life of any creature that claims it. A character that possesses accursed wight treasure gains a number of negative levels equal to the total gp value of the stolen treasure divided by 10,000 (minimum of one negative level). These negative levels remain as long as the creature retains ownership of the treasure (even if this treasure is not carried)—they disappear as soon as the stolen treasure is destroyed, stolen, freely given away, or returned to the wight’s lair. If the treasure is merely sold, the negative levels become permanent negative levels that can then be removed via means like restoration. A creature whose negative levels equal its Hit Dice perishes and rises as a wight. If the wight whose treasure it stole still exists, it becomes a wight spawn bound to that wight. If not, it becomes a free-willed wight. Removing these negative levels does not end the curse, but remove curse or break enchantment does, with a caster level check against a DC equal to the wight’s energy drain save DC. A wight’s treasure does not confer negative levels while in the area of a hallow spell. Any humanoid creature that is slain by a wight lord becomes a wight itself in only 1d4 rounds. [i]Create Undead[/i] spell, caster level 14 with [i]Enervation[/i] spell. [b]Attic Whisperer:[/b] [i]Create Undead[/i] spell, caster level 13 with [i]Crushing Depair[/i] and [i]Fear[/i] spells and corpse of a child. [b]Crawling Hand:[/b] [i]Create Undead[/i] spell, caster level 11 severed hand of a medium or smaller humanoid. [b]Crawling Hand Giant:[/b] [i]Create Undead[/i] spell, caster level 14 with [i]Enlarge Person[/i] spell and severed hand of a large or larger humanoid. [b]Crypt Thing:[/b] [i]Create Undead[/i] spell, caster level 16 with [i]Teleport[/i] spell [b]Draugr:[/b] [i]Create Undead[/i] spell, caster level 12. [b]Dullahan:[/b] [i]Create Undead[/i] spell, caster level 17 with decapitated humanoid corpse. [b]Huecuva:[/b] [i]Create Undead[/i] spell, caster level 11 with corpse of a cleric. [b]Zombie Juju:[/b] [i]Create Undead[/i] spell, caster level 11 with [i]Enervation[/i] or [i]Energy Drain[/i] spell. [b]Skeletal Champion:[/b] [i]Create Undead[/i] spell, caster level 11 with [i]Enervation[/i] or [i]Energy Drain[/i] spell. [b]Totenmaske:[/b] [i]Create Greater Undead[/i] spell, caster level 18 caster must be a cleric. [b]Witchfire:[/b] [i]Create Greater Undead[/i] spell, caster level 19 with corpse of a hag. [b]Skeleton Burning:[/b] Spawn created by a desert mohrg rise as burning skeletons rather than fast zombies.[/spoiler] [URL=http://paizo.com/products/btpy8ban?Pathfinder-Chronicles-Classic-Horrors-Revisited]Classic Horrors Revisited[/URL] [spoiler] [b]Ghoul Larger:[/b] A giant that succumbs to ghoul fever. [b]Ghoul Smaller:[/b] Small humanoids who become ghouls. [b]Ghoul Fire Giant:[/b] A fire giant ghoul. [b]Ghoul Frost Giant:[/b] A frost giant ghoul. [b]Ghoul Lycanthrope:[/b] While a ghoul cannot become a lycanthrope, a living lycanthrope who succumbs to ghoul fever could rise as a ghoul. In most cases, this transformation removes the lycanthropic curse, resulting in a standard ghoul, but in rare events the resulting monster is a true ghoul lycanthrope. [b]Skeleton Acid:[/b] ? [b]Skeleton Electric:[/b] ? [b]Skeleton Frost:[/b] [b]Skeleton Exploding:[/b] ? [b]Skeleton Host Corpse:[/b] ? [b]Skeleton Mudra:[/b] ? [b]Skeleton Multiplying:[/b] ? [b]Skeleton Archer:[/b] ? [b]Vampire Aswang:[/b] A terrifying breed of vampire typically haunting lands of the distant east, aswangs only arise from female victims. [b]Vampire Vyrkolakas:[/b] ? [b]Zombie Alchemical:[/b] This zombie has been created through alchemical processes rather than necromantic magic. This zombie has been created through alchemical processes rather than necromantic magic. (100% Crunch Zombie Lords) This zombie has been created through alchemical processes rather than necromantic magic. (100% Crunch Zombies) [b]Zombie Brain-Eating:[/b] Anyone killed after being bitten by a brain-eating zombie rises as a brain-eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken. Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken. (100% Crunch Zombie Lords) Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken. (100% Crunch Zombies) [b]Zombie Cursed:[/b] Created as the result of a powerful curse rather than through necromantic spells. Created as the result of a powerful curse rather than through necromantic spells. (100% Crunch Zombie Lords) Created as the result of a powerful curse rather than through necromantic spells. (100% Crunch Zombies) [b]Zombie Gasburst:[/b] ? [b]Zombie Host Corpse:[/b] ? [b]Zombie Relentless:[/b] ? [b]Ghost:[/b] More than merely wayward souls cast from the cycle of eternity by random chance, the vast majority of ghosts manifest for a purpose—whether one of their own desires or born from the method of their deaths. So-called “ghost stories” often tell of souls lingering upon the mortal world in an attempt to put right some injustice—typically whatever evil led to their deaths—or to prevent some terrible fate. Yet the circumstances leading to the appearance of a ghost need not be so iconic. Although the mysteries of death may never be fully understood by mortals, the most significant requisite in a ghost’s appearance seems to be extraordinary circumstances of trauma surrounding its death. Such a condition need not be a torturous murder or a violent betrayal—the knowledge of a great responsibility or the jeopardized life of a loved one can potentially prove sufficient cause to compel a soul to linger on past its physical capacity. Aside from personal determination, extreme circumstances might also lead to the formation of ghosts. Tales of unquiet battlefields, ghostly ships, and whole haunted cities typically arise from some manner of terrible collective ordeal. Such conditions must be exceptionally painful or damaging to the mortal mind, as not every fallen fortress or disaster-scoured community results in some mass haunting. While individual ghosts typically require some measure of personal connection, suffering, or desire to bind them to the land of the living, such is lessened for ghosts created en masse. The shared experience of multitudinous lesser horrors are seemingly significant enough to match the singular distress of a lone spirit, allowing large groups of spirits to manifest due to an incident of extreme shared emotion or disturbance that might not provoke the ghostly manifestation of an individual. [b]Allip:[/b] Souls of the insane too hate-crazed and vicious to find their ways to the afterlife. [b]Shadow:[/b] Little more than impressions of wickedness, shadows are the souls of petty villains too fearful of their eternal punishments to pass on to the outer planes, yet too weak-willed to manifest as greater undead. [b]Spectre:[/b] Instances of extreme violence and hatred often give rise to a lesser form of spirit: spectres. [b]Wraith:[/b] The souls of exceptionally malevolent individuals, wraiths are manifestations of true evil. [b]Ghoul:[/b] Myth holds that the first man to feed upon the flesh of his brother was seized by a most uncommon malady of the intestinal tract, and after lingering for days in the throes of this painful inflammation of the belly, he died, only to rise on the Abyss as Kabriri, the first ghoul. Whether the demon lord of graves and ghouls was indeed the first remains the subject of debate among scholars of necromancy, but certainly the methods by which bodies can rise as the hungry dead are myriad. Necromancers have long known the secrets of infusing a dead body with this vile animating force. With the spell create undead, a spellcaster can waken a body’s hunger and transform it into a ravenous ghoul. Stories abound as well of spontaneous transformations when a man or woman, driven by bleakest desperation or blackest madness, resorts to cannibalism as a means of survival. Whether the expiration that follows rises from further starvation or the death of the will to carry on in light of such atrocity matters not, for when death occurs after such a choice, a hideous rebirth as a ghoul may occur. Yet the most common route to transformation is through violent contact with other ghouls. Called by a wide variety of regional names (such as gnaw pangs, belly blight, or Kabriri’s curse), this contagion is known in most circles simply as “ghoul fever.” Transmitted by a ghoul’s bite (or, more rarely, through the consumption of ghoulish flesh), ghoul fever causes the victim to grow increasingly hungry and manic, yet makes it impossible to keep down any food or water. The horrific hunger pangs caused by the sickness rob the victim of coordination and cause increasingly painful spasms, and eventually the victim starves to death, only to rise soon thereafter as a ghoul. That those who perish from ghoul fever invariably animate as undead at midnight has long intrigued scholars of necromancy—the general thought is that only at the dead of night can such a hideous transformation complete its course. [b]Ghoul Ghast:[/b] In the Darklands, yet another route to ghoulishness exists—lazurite. This strange, magical ore, thought to be the remnant of a dead god who staggered through the Darklands and left behind black bloodstains upon the caverns of the Cold Hell, appears as a thin black crust where it is exposed. The white veins of rock in which it often forms are known as marrowstone. Lazurite itself exudes a magical radiation that gives off a strong aura of necromancy. Any intact corpse left within a few paces of a significant lazurite deposit for a day is likely to rise as a ghoul or ghast, often retaining any abilities it had in life. It should be noted that not all who begin the transformation into ghoul become actual ghouls. Particularly hearty humanoids (often those with racial Hit Dice, or who in life were already gluttons or cannibals by choice) often become ghasts. Bugbear, Lizardfolk, Troglodyte: These races always spawn into ghasts. [b]Ghoul Lacedon:[/b] Lacedons are another variant, ghouls who rise from the bodies of starving humanoids who died from drowning, often as a result of a shipwreck. Boggard, Merfolk: These races always spawn into lacedons. [b]Mummy:[/b] Like all sentient undead, mummies possess a chthonic vice, one that proves so powerful that it might stretch beyond the veil of natural death. In this case: covetousness. This might seem like a strange distinction, for what undead creature is not possessed by powers or obsessions that act beyond death? Yet in numerous cases involving mummies, the uncovered corpses were not animate upon discovery. No mere trickery, in such situations not only were the remains not animate, but they were not undead before being disturbed. Although research into dark lore reveals that mummies might be created through necromantic magics, those that spontaneously manifest do so as a result of some outside influence—typically the desecration of a burial place, violation of physical remains, or conveyance of some terrible revelation. As such, the attachment between a departed soul and its immortally coveted remains, possessions, or—most intriguingly—philosophies proves so strong that the undermining of these fundaments draws the spirit back across the gulf of mortality to defend that from which its life and death took meaning. What might provoke a mummy’s resurrection varies widely, though cultural generalities exist. The most important requisite appears to be a lifelong preoccupation with death, typically held by an individual and compounded by his society. Populations who believe in the finality of death or the dissolution of the mortal spirit rarely produce mummies. Even believers in more traditional myths of the afterlife and the one-way progression of souls to a final reward or punishment infrequently breed such horrors. Those societies who tie their eternal rewards to the state of their physical remains or other monuments to their lives and believe that departed spirits might return to interact with the living unwittingly inflict a self-fulfilling curse upon themselves. Should one spend an entire life convinced that death does not sever his connection to the mortal realm, a belief compounded by his survivors who seek to elaborately placate his spirit, events that compromise the individual’s interests in the living world make it possible for the soul to return to seek retribution. Aside from mummies obsessed with their past lives, a second classification exists: the cursed. Not drawn back to the world by their own vices, these beings have their undead state forced upon them. In the most basic form, necromantic magics empower a corpse with the traits of a mummy, granting such a creature the abilities of such ancient dead but without the fanaticism that make the most legendary examples so deadly. These creatures prove hate-filled but bestial, knowing only the will to destroy and the whims of their masters. Other cursed mummies typically spawn from excruciating deaths, curses of immortal suffering, and the wrath of ancient deities. While mummies notoriously haunt the hidden pyramids and buried necropolises of ancient cultures, such locations are not requisite to their resurrection. Most mummies created by powers other than foul magic possess connections to their resting places, perceiving such places as sanctuaries or prisons granted to them by their descendants. The form of such places means little; it is the spiritual connection and the importance the deceased places on such locations that hold significance. Thus, mummies are just as likely to rise from hidden barrow mounds, ancient catacombs, or acres of holy mud as from more majestic tombs. That being said, cultures that place such importance on the dead as to monumentalize the resting places of the deceased predispose themselves to the curse of mummies. Not just any corpse can spontaneously manifest as a mummy GMs interested in creating mummies resurrected “naturally” (rather than by spells like create undead) should consider the passion and force of will of the would-be mummy. By and large, a corpse should be of a creature with a Charisma of 15 or higher and possessing at least 8 Hit Dice. In addition, it should have a reason for caring about the eternal sanctity of its remains in excess of normal mortal concern. As such, priests of deities with the Death or Repose domains, heroes expecting a champion’s burial, lords of cultures preoccupied with the afterlife, or individuals otherwise obsessed with death or their worldly possessions all make suitable candidates for resurrection as mummies—though countless other potential reasons for resurrection exist. [b]Vampire:[/b] The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires. While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn. [b]Vampire Spawn:[/b] The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires. While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn. Draining blood is not the only way new vampires are created, however. Little known is the fact that the very touch of the vampire can drain one’s power and weaken one’s resolve—a condition that seems to be more a manner of fundamental deterioration than mere physical draining. Rarely used by vampires except in desperate conflicts, as it supplies them with no vital blood, their energy-sapping touch can easily extinguish a life, and from such withering deaths new vampires arise, cursing even the most exceptional souls to an existence as undead slaves. [b]Vampire Nosferatu:[/b] ? [b]Skeleton:[/b] Dead bodies animated through foul necromantic rituals. The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living. However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well. Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage. [b]Skeleton Champion Magus:[/b] ? [b]Zombie:[/b] Dead bodies animated through foul necromantic rituals. The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living. However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well. Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage. [b]Zombie Lord:[/b] ? [b]Zombie Lord Magus:[/b] ? [/spoiler] [URL=https://paizo.com/products/btpy9n5a?Pathfinder-Roleplaying-Game-Horror-Adventures]Horror Adventures[/URL][spoiler] [b]Ghoulish Creature:[/b] Ghoulish creatures have succumbed to ghoul fever and transformed into cannibalistic undead versions of their previous selves. Ghoul corruption stage 3. [b]Ghoulish Horse:[/b] ? [b]Lich Creature:[/b] While it might not have followed the traditional path to lichdom, which requires a strong aptitude for magic, a lich creature’s connection to an object allows it to survive as an undead indefinitely, returning each time its foes destroy it unless they can destroy the lich creature’s phylactery. Being brought back after lich corruption Stage 3. [b]Vampiric Creature, Blood-Drinking Vampire:[/b] Vampiric creatures have been transformed into vampires, and they don’t have to be humanoids. At your discretion, a vampiric creature might have the create spawn ability and could create spawn of its own creature type in addition to humanoid spawn. Vampirism corruption stage 3. [b]Non-Humanoid Vampiric Creature:[/b] ? [b]Familial Lich:[/b] A familial lich does not have a physical body or standard phylactery. Instead, it possesses its own kin. [b]Undead Phantom, Horrible Undead Phantom, Malevolent Undead Phantom:[/b] ? [b]Undead, Undead Creature:[/b] Many wizards study necromancy to create undead, but some study the same arts to purge the stain of undeath. The domain morphs into a dark and twisted reflection of its lord, with dangerous landmarks and supernatural hazards mirroring the master’s temperament and personality infesting the landscape. Forests might become darker and more foreboding, full of misleading paths or gnarled oaks that grasp and tear at trespassers. Seemingly sentient fogs drift across the crags and crevices of the land, animating undead in their wakes, while bat colonies infest the domain’s caves and ruins. These hazards can shift and change over time as the land reacts to the moods and whims of the dread lord. [b]Gruesome Undead:[/b] ? [b]Corporeal Undead:[/b] Lich corruption also works for becoming another sort of corporeal undead (except ghouls and vampires, which have their own corruptions). [b]Corporeal Non-Skeletal Undead:[/b] ? [b]Intelligent Undead Creature, Intelligent Undead, Sentient Undead, Undead With an Intelligence Score:[/b] ? [b]Incorporeal Undead, Incorporeal Undead Creature:[/b] Dread Fog: This cloying mist often encapsulates the boundaries of cursed domains, raised by terrible powers to prevent entry into, or escape from, the cursed lands they protect. Like normal fog, these pervasive banks of thick mists obscure all sight, including darkvision, beyond 5 feet, granting concealment to all creatures at least 5 feet away (20% miss chance). Navigation and orientation within the mists is treacherous, and creatures usually find themselves easily separated from their companions unless extraordinary means are taken to prevent separation, which can include shackling or binding adjacent creatures to one another with rope. Those within the fog have little hope of navigating the mists and risk becoming hopelessly lost. A creature must succeed at a DC 20 Intelligence check each hour after entering the mist. Creatures that fail continue to wander in the fog until they succeed. Creatures that succeed exit the fog 1d10 × 100 feet from the location where they first entered the miasma. Spells and abilities that move a creature within a plane, such as teleport and dimension door, don’t help a creature escape this fog, although a plane shift spell allows the creature to exit at the location it originally entered the fog. Penetrating the fog to actually enter or exit the realm it protects is subject to the GM’s discretion. Navigating through might require difficult Knowledge (planes) checks, random happenstance, complicated arcane rituals beseeching favor, or simply the desire of the mysterious entities responsible for the cursed realm’s creation to see the torture of their prisoner ended or increased with the intrusion of the adventurers. The fog’s hopelessness is pervasive, and creatures take 1d6 points of nonlethal damage per hour they are within the fog. The wraiths and geists of those who have perished in the mists might also materialize to drain the life from travelers. Those who lose their lives within this miasma are forever lost, incapable of being restored to life by any means short of direct divine intervention. They often turn into incorporeal undead themselves, their souls feeding the strange boundary’s continued existence. [b]Undead Spawn:[/b] ? [b]Incorporeal Undead Creature With the Rejuvenation Special Ability:[/b] ? [b]Unintelligent Undead, Mindless Undead, Mindless Undead Creature:[/b] ? [b]Creature Closely Associated With Curses:[/b] ? [b]Horrific Creature:[/b] ? [b]Undead Abomination:[/b] ? [b]Haunt:[/b] Haunted Lands: Cursed lords are plagued with the spectres of the acts that led to the creation of the domain, which materialize as haunts. The realm of a brutal dictator might be tormented with the haunts of those he tortured to death, reflecting the various violent means by which they were killed. The domain of a lich cursed for sacrificing her entire family to fuel her transformation into undeath may contain the spirits of those she betrayed, who wander the halls of a ruined manse at the core of the land. The cursed lord has no control over these spectral trespassers, placed to remind him of his former misdeeds. When a cursed realm is created, the domain manifests a number of haunts with a total CR value (that is, the CR of a hypothetical encounter with all of the hazards at once) of up to double the cursed lord’s Hit Dice, with no single haunt having a CR that exceeds the cursed lord’s Hit Dice. These haunts are chained (Pathfinder RPG Occult Adventures 229) to the cursed lord and can’t be completely destroyed while the cursed lord still exists. Other haunts not chained to the cursed lord might manifest within the domain of evil, but such haunts don’t count against the CR limit. Haunts are the echoes of tormented spirits that linger in locations keyed to their suffering. [i]Sacramental Seal[/i] spell. Extricate Haunt Haunt Collector power. [b]Haunt, Invisible Incorporeal Spectral Force:[/b] ? [b]Haunt, Echo of Tormented Spirits That Linger in Locations Keyed to Their Suffering:[/b] ? [b]Free-Roaming Haunt:[/b] Extricate Haunt Haunt Collector power 12th level. [b]Elusive Haunt:[/b] ? [b]Latent Haunt:[/b] ? [b]Tenacious Haunt:[/b] ? [b]Unyielding Haunt:[/b] ? [b]Haunt Bloody Handprints:[/b] A murder or other violent death lingers as bloody marks that harm any creature touching the surface on which they appear. [b]Haunt Scratching Behind the Walls:[/b] A lord with a terrible secret caught a servant snooping through his papers. He knocked the servant over the head and threw her into a disused dumbwaiter, which he jammed between floors. The servant awoke the following day, and her desperate attempts to escape infuse the walls that contained her. [b]Haunt Cold Spot:[/b] Cold spots are echoes of spirits too weak to manifest as ghosts. They can occur alone or cluster around significant areas. [b]Haunt Spectral Screams:[/b] Some spirits take joy in terrifying the living. Spectral screams are collections of lesser spirits who have banded together to increase the amount of terror they can spread. [b]Persistent Haunt Foreboding Mist:[/b] Foreboding mists lurk in ill-kept graveyards, drawing their substance from the unrest of all who are buried below. [b]Persistent Haunt Buried Alive:[/b] The spirits of those unfortunate souls who are buried alive sometimes clamber to force others to share their fate. [b]Chained Haunt Belated Arrival:[/b] The regret of those who arrived too late to spare others a terrible fate can manifest as a haunt. A belated arrival haunt often arises near another haunt or undead, representing the fate that these regretful spirits were not fast enough to stop. [b]Latent Persistent Possessing Haunt Unsolved Murder:[/b] After a merchant was murdered at a party being held to celebrate his latest venture, his spirit was obsessed with finding his killer and exacting vengeance. It has clung to his body for years, hoping for a hapless grave robber to inadvertently become the pawn of his unfinished business. [b]Persistent Haunt Betrayal:[/b] When the sting of betrayal lingers beyond the grave, it can manifest as a disjointed mass of confused and paranoid spiritual energy that can turn even the closest of allies against one another. [b]Chained Free-Roaming Persistent Haunt Watery Grave:[/b] ? [b]Persistent Haunt Devouring Maws:[/b] A pack of ravenous ghouls descended upon a once-peaceful town, killing or transforming all of its denizens who were not fast enough to flee. The ghouls’ unending hunger blended with the townsfolk’s horrifying memories of death to produce the devouring maws haunt. [b]Persistent Haunt Living Decay:[/b] Among the most frightening diseases are those that cause their victims’ bodies to rot away. A living decay haunt arises when an epidemic of such a disease devastates a population. [b]Chained Fast Free-Roaming Persistent Spiteful Tenacious Haunt Eternal Pyre:[/b] An eternal pyre is formed from the spirits of people who were burned alive during an overzealous witch trial. [b]Fast Persistent Haunt Dissolving Vat:[/b] A sadistic alchemist conducted experiments on test subjects within his remote laboratory. When he was finished with his subjects, he threw them into a vat of harsh chemicals to dissolve. His victims’ spirits have permeated the vat, and they reach out with their oozing spectral forms toward any who come near. [b]Fast Persistent Haunt Heart Explosion:[/b] The spirits responsible for this haunt were scared to death, and in their attempt to force mortals to understand their fear, they cause their victims’ hearts to race faster and faster until they explode. [b]Persistent Haunt Crushing Terror:[/b] Tales of a legendary linnorm have drawn many daring adventurers who wish to prove themselves by slaying the dragon. The linnorm, for its part, appreciates the sport of hunting those who seek it, and is particularly fond of crushing its victims to death with its powerful tail. The spirits of these unfortunates linger on in the form of a crushing terror haunt. [b]Belligerent Chained Fast Persistent Tenacious Vaporous Haunt Final Soldier:[/b] The ancient antipaladin general responsible for this haunt ruled through fear, and forbade his soldiers from accepting surrender or showing mercy. His favorite way to end a battle was to order his soldiers to kill everyone but the opposing army’s commander, then offer a rich reward to whichever of his soldiers could produce the opposing commander’s head. [b]Fast Increased Area Persistent Unyielding Haunt Fallen From the Sky:[/b] A thriving metropolis on the top of a cliff customarily executed criminals by throwing them off the precipice, until the spirits of the condemned hurled the city’s head magistrate over the edge as well. [b]Belligerent Elusive Free-Roaming Increased Area Persistent Tenacious Haunt Haunted Dungeon:[/b] When enough haunts gather in a single dungeon, they can combine into a gestalt haunt that infuses the entire structure with a single, malevolent will. [b]Belligerent Persistent Unyielding Haunt Flayed Suicide:[/b] A flayed suicide haunt arises from the spirits of people tortured beyond insanity, until no remnants of their former essence remain. Only kytons are capable of the depths of depravity required to produce this powerful, disturbing vestige of suffering. [b]Belligerent Fast Persistent Unyielding Haunt Soul Vortex:[/b] The soul vortex is a gaping wound in the fabric of reality connected to the Negative Energy Plane. One may form at the site of a massive tragedy that claims hundreds of thousands of lives. [b]Belligerent Free-Roaming Unyielding Haunt Twisted Wish:[/b] A twisted wish haunt can only arise in the most extraordinary circumstances, when a genie noble of considerable power dies with vengeance in its heart. [b]Ghost:[/b] ? [b]Malevolent Ghost:[/b] Paired Suffering ritual. [b]Ghost Dryad:[/b] ? [b]Restless Ghost:[/b] ? [b]Ghost, Spirit:[/b] ? [b]Ghost That Wants Something:[/b] ? [b]Vengeful Ghost:[/b] ? [b]Ghost of a Golem-Crafter:[/b] ? [b]Violent Mute Ghost:[/b] ? [b]Ghost of a Defeated Villain:[/b] ? [b]Ghost of a Fallen Ally:[/b] ? [b]Ghostly Governess:[/b] ? [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A creature that dies while at th[e terminal] stage of the [ghoul distemper] disease rises as a ghoul (or ghast, if it had 5 or more Hit Dice) after 24 hours. The corpse of everyone who dies returns as a ghoul within 1 day, forcing the PCs to investigate why souls are not passing on to the afterlife. Ghoul corruption stage 3. [b]Ravenous Ghoul:[/b] ? [b]Ghoul, Ravenous Corpse, Corporeal Undead:[/b] ? [b]Ghast:[/b] A creature that dies while at th[e terminal] stage of the [ghoul distemper] disease rises as a ghoul (or ghast, if it had 5 or more Hit Dice) after 24 hours. [b]Lich:[/b] The domain of a lich cursed for sacrificing her entire family to fuel her transformation into undeath may contain the spirits of those she betrayed, who wander the halls of a ruined manse at the core of the land. While it might not have followed the traditional path to lichdom, which requires a strong aptitude for magic, a lich creature’s connection to an object allows it to survive as an undead indefinitely, returning each time its foes destroy it unless they can destroy the lich creature’s phylactery. [b]Evil Lich:[/b] Lich Corruption Stage 3. [b]Lich, Spirit of Power Over Death and the Undead:[/b] ? [b]Lich, Fallen Undead Tyrant:[/b] ? [b]Mummy:[/b] ? [b]Mummy, Undead That Features a Fear Effect, Creature That Spreads Disease:[/b] ? [b]Shadow:[/b] ? [b]Greater Shadow:[/b] ? [b]Skeleton:[/b] Domains of evil are dark pockets of supernatural activity embedded in a plane (often the Material Plane) like boils on pockmarked flesh. Most domains are hostile and uninviting at best, full of twisted forests, rough and intractable terrain, and putrid rivers that reek of rot and pollution. Wildlife could be similarly tainted, in which case even the occasional hare or ground squirrel is bony, cancerous, and infested with vermin. Packs of mangy coyotes, pustule-plagued wolves, and murders of molting crows might constantly harass travelers, nipping at their heels, ripping the flanks of their mounts, or snatching at the fingers of careless campers. Supernatural creatures might also plague the unwary, as moaning zombies wander wind-blown mountain passes and spectral dead seek to drain the life from the living at every turn. Packs of ghouls roam the lowlands, devouring entire villages, and the gnawed skeletons they leave in their wake animate and attack travelers. Field of Bone hazard. [b]Skeletal Champion:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Vampire, Corporeal Undead, Creature Capable of Turning Into a Wolf With the Change Shape Ability:[/b] ? [b]Powerful Vampire:[/b] ? [b]Progenitor Vampire:[/b] ? [b]Brooding Vampire:[/b] ? [b]Ancient Vampire Baroness:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] [If] killed during this time [while spirit and body are disconnected from lich corruption], you rise 24 hours later as a wraith. The wraiths and geists of those who have perished in the [dread fog's] mists might also materialize to drain the life from travelers. [b]Zombie:[/b] [i]Flesh Puppet[/i] spell. [i]Flesh Puppet Horde[/i] spell. Seeded Doom ritual. Animating Fog hazard. Apocalypse Fog hazard. [b]Shuffling Zombie:[/b] ? [b]Human Zombie:[/b] [i]Flesh Wall[/i] spell. [b]Zombie Ogre:[/b] Consider a battle with ogres within an animating fog, such that each ogre that dies rises again as a zombie. [b]Zombie Plague:[/b] Animating Fog hazard. [b]Moaning Zombie:[/b] ? [b]Melting Zombie:[/b] A breed of oozes infests a community’s sewers, changing those they touch into melting zombies. [b]Attic Whisperer:[/b] ? [b]Banshee:[/b] ? [b]Skaveling:[/b] ? [b]Bodak:[/b] ? [b]Crawling Hand:[/b] ? [b]Crypt Thing:[/b] ? [b]Draugr:[/b] ? [b]Dullahan:[/b] ? [b]Nightshade:[/b] ? [b]Poltergeist:[/b] ? [b]Revenant:[/b] ? [b]Witchfire:[/b] An eternal pyre is formed from the spirits of people who were burned alive during an overzealous witch trial. It hates all living beings, but it has a strong bond of kinship with the witchfire who arose from the most powerful of those spirits. [b]Juju Zombie:[/b] Sour Ground hazard. [b]Allip:[/b] The allip, an undead creature created when a soul is lost to madness, features several madness-themed abilities. The destruction of a local asylum releases years of pent-up mental trauma as an allip or caller in darkness. [b]Allip, Undead Creature Created When a Soul is Lost to Madness:[/b] ? [b]Demilich:[/b] ? [b]Dybbuk:[/b] ? [b]Ecorche:[/b] ? [b]Graveknight:[/b] ? [b]Graveknight Antipaladin:[/b] ? [b]Manananggal:[/b] ? [b]Penanggalen:[/b] ? [b]Vampire Jiang Shi:[/b] ? [b]Yuki-Onna:[/b] ? [b]Zuvembe:[/b] ? [b]Behaded:[/b] ? [b]Festering Spirit:[/b] ? [b]Gashadokuro:[/b] Necromancers use the corpses of a plague-scoured village to create a gashadokuro. [b]Geist:[/b] The wraiths and geists of those who have perished in the [dread fog's] mists might also materialize to drain the life from travelers. [b]Geist, Spectral being:[/b] ? [b]Mummified Creature:[/b] ? [b]Necrocraft:[/b] ? [b]Phantom Armor:[/b] ? [b]Pickled Punk:[/b] ? [b]Sayona:[/b] ? [b]Nosferatu:[/b] ? [b]Nosferatu Lord:[/b] ? [b]Zombie Lord:[/b] ? [b]Caller in Darkness:[/b] The destruction of a local asylum releases years of pent-up mental trauma as an allip or caller in darkness. [b]Death Coach:[/b] ? [b]Duppy:[/b] ? [b]Leng Ghoul:[/b] ? [b]Gravebound:[/b] ? [b]Grim Reaper:[/b] ? [b]Mummy Lord:[/b] ? [b]Mummy Swamp:[/b] ? [b]Plagued Beast:[/b] ? [b]Polong:[/b] ? [b]Tiyanak:[/b] ? [b]Vukodlak:[/b] ? FLESH PUPPET School necromancy [evil]; Level antipaladin 2, cleric 3, occultist 3, shaman 3, sorcerer/wizard 4, spiritualist 3, witch 4 Casting Time 1 round Components V, S, M (an onyx worth 25 gp and a silken string) Range touch Target one corpse touched Duration permanent (D) Saving Throw none; Spell Resistance no You animate one corpse that has been dead no more than 48 hours. It rises as a zombie (Pathfinder RPG Bestiary 288) that is magically tethered to you and obeys your commands. As noted in animate dead, you can’t control more than 4 HD per caster level worth of undead in total, nor can a single casting create more than 2 HD per caster level. This spell disguises the zombie’s appearance and allows you to control it. The zombie’s outward appearance, movement, and voice appear the same as if it were still alive. The zombie’s normal staggered condition doesn’t apply (though it can still be staggered by other means). Successfully detecting the flesh puppet as a zombie without magic requires an opposed Perception check against your Disguise check, and you add your caster level as a bonus on this Disguise check. An ephemeral string connects you to the zombie. Through this string, you have a mental link to the zombie and can command it as a swift action. The zombie uses its own actions to complete your commands. The zombie can speak up to 25 words in 1 round, but you must mentally impart what you intend it to say as a swift action. It is incapable of articulating speech on its own. The zombie can be ordered to perform very simple tasks it knew in life but can’t make attacks, cast spells, or perform complex or difficult tasks requiring constant concentration. The string connecting you and the zombie is nearly invisible. A DC 30 Perception check is required to detect it. It has hardness 0 and 1 hp. The length of string you can create is 100 feet + 10 feet per caster level you have. The string snaps if you and the zombie move farther apart than this length, though the zombie won’t move out of range unless forced to do so or unless you command it to do so. If the string to the zombie is severed, the spell immediately ends. The ephemeral string can pass through physical barriers, but not barriers of magical force, and it can be damaged as though it were a physical object. When this spell ends, the zombie immediately reverts back to a normal corpse. The spell ends automatically if you cast flesh puppet or flesh puppet horde on a new corpse. FLESH PUPPET HORDE School necromancy [evil]; Level antipaladin 3, cleric 4, occultist 4, shaman 4, sorcerer/wizard 5, spiritualist 4, witch 5 Casting Time 10 minutes Components V, S, M (an onyx worth 50 gp for each zombie and a silken string) Range touch Target one or more corpses touched This spell functions as flesh puppet, but can animate multiple zombies. As noted in animate dead, you can’t control more than 4 HD per caster level worth of undead in total, nor can a single casting create more than 2 HD per caster level. A separate string attaches to each zombie in your horde. Severing a zombie’s string reverts that zombie to a corpse, but doesn’t end the spell for other zombies. Because commanding a flesh puppet requires a swift action, you can issue commands to only one zombie per round, though zombies you previously commanded continue to follow their orders. Likewise, you can command only one zombie to speak per round. Unlike with flesh puppet, you can command a zombie to attack. If you do, all your zombies immediately gain the staggered quality and no longer appear to be alive. This spell ends automatically if you cast flesh puppet or flesh puppet horde on a new corpse. FLESH WALL School necromancy [evil]; Level cleric 6, shaman 6, sorcerer/ wizard 6, spiritualist 5, summoner 5, witch 6 Casting Time 1 standard action Components V, S, M (one corpse for every 5-ft. square of the wall), DF Range medium (100 ft. + 10 ft./level) Effect a wall of corpses with an area of up to one 5-ft. square/ level (S) Duration concentration + 1 round/level (D) Saving Throw none; Spell Resistance no You animate corpses, forming them into a wall of joined flesh and limbs. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall can’t be created so that it occupies the same space as a creature or another object. The wall must be vertical, but can be shaped as you see fit. The wall is considered to be undead. It uses your Will saving throw to resist channel energy. A flesh wall is 2 feet thick. Each 5-foot square of the wall has 12 hit points and DR 5/slashing. A section of wall whose hit points drop to 0 is breached. As a move action, you can cause the fleshwall to constrict, shrinking it by a 5-foot square to fill the hole. Additionally, as a standard action, you can cause a 5-foot square of the wall to permanently detach, forming a human zombie (Bestiary 288) under your verbal control (this zombie doesn’t count against your normal limit of commanded undead). The zombie reverts back into a normal corpse when the spell’s effect ends. Each 5-foot square of the wall makes a single slam attack against an adjacent enemy on your turn, as a human zombie. The squares of the wall threaten their adjacent squares and can even provide flanking. Creatures can force their way slowly through the wall by making a Strength check as a full-round action. The DC to move through the wall is equal to 15 + your caster level. A creature that fails the check is trapped in the wall, takes 3d6 points of crushing damage, and is denied its Dexterity bonus to AC against the wall’s slam attack. The creature can make an attempt to escape the wall on its next turn. You can use zombies already under your control as the material components for a flesh wall. However, they and any other corpses in the wall revert back to inanimate corpses when the spell ends. SACRAMENTAL SEAL School necromancy; Level cleric 8 Casting Time 1 round Components V, S, F (an object worth at least 2,000 gp) Range touch Target creature touched Duration instantaneous Saving Throw Will negates; Spell Resistance yes You trap the target in an object decorated with the holy symbols of your god or faith. While trapped in the object, the creature can’t take any actions and is immune to spells and spell-like abilities. The creature remains permanently trapped in the object as long the object remains in your possession. Only a freedom, miracle, or wish spell can dispel the enchantment, though destroying the object frees the creature. If you relinquish your stewardship of the object (such as giving it away or leaving it in a remote location or extradimensional space), the trapped creature begins to gain control over the object. It immediately gains the ability to communicate telepathically with any creature now in possession of the object. It still can’t take any actions besides communicating but can use feats and skills related to speaking (such as Bluff and Diplomacy). After 1 week of the object being out of your presence, the creature can create a number of haunts with a total CR (that is, the CR of the encounter with all of the haunts at once) equaling 1/4 the creature’s Hit Dice. These haunts are centered on the object. The creature can also communicate telepathically up to a range of 100 feet at this point. After 1 month of the object being out of your presence, the CR total of the haunts the trapped creature can create increases to 1/2 its Hit Dice. In addition to telepathy, it can also impart mental images of its choosing into the mind of any creature holding or carrying the object. After 1 year of being out of your presence, in addition to the above abilities, the creature can attempt to possess any living creature with an Intelligence score of 3 or higher that touches the object, as per possessionOA. However, the creature can’t personally destroy the object, even while possessing another creature. Because the binding magic irrevocably weakens the longer you’re away from the item, returning it to your ownership doesn’t reverse any of the effects. You must free the creature and impose another sacramental seal if you want to restrict its abilities again. If the object is placed in the stewardship of creatures or a location belonging to your faith, it still counts as being out of your presence but it takes ten times longer for the creature to manifest the above abilities (it would take 10 weeks for it to manifest the ability to create haunts, for example). PAIRED SUFFERING School necromancy; Level 6 Casting Time 6 hours Components V, S, F (an ornate ceremonial dagger worth at least 1,000 gp) Skill Checks Knowledge (planes) DC 30, 2 successes; Knowledge (religion) DC 30, 4 successes Range touch; see text Target two creatures; see text Duration instantaneous; see text Saving Throw none; SR no Backlash The primary caster is staggered for the next 24 hours. Failure The primary caster is affected by slay living (using the ritual’s save DC and caster level). EFFECT The caster prepares a ritual site no more than 100 feet long by 100 feet wide by 20 feet high, including sigils that prevent souls from escaping the perimeter. At the culmination of the ritual, the caster forces two spiritually close humanoid creatures experiencing a transitional state of their lives into ritual combat to the death. Among most humanoids, only teenage twins (fraternal or identical) young enough that they haven’t gained a level in a PC class can be targets of this ritual; other pairings work only at the GM’s discretion. One of the targets must slay the other with the ceremonial dagger focus for the ritual to succeed; even if all the checks succeed, if either target leaves the area while the other lives, or if someone else slays one of the targets, the ritual counts as a failure, and the primary caster suffers the failure effects. If the ritual succeeds, the soul of the creature slain by the ritual dagger is trapped within the ritual site. The surviving target has a choice either to allow the soul into her body, or to bar it from doing so. If the surviving target allows the soul inside her, she becomes a spiritualist, with the slain target as her phantom. If the surviving target chooses not to allow the spirit entry, it instead becomes an unfettered phantomB5 and eventually a malevolent ghost, haunting the ritual site. This ghost cannot directly attack the surviving target, but in order to overcome its rejuvenation, someone must provide proof of the surviving target’s death (false evidence is not sufficient; that target must actually be dead). SEEDED DOOM School transmutation [evil]; Level 8 Casting Time 8 hours Components V, S, M (internal organs of an aberration), F (the crystallized brain of an aberration worth at least 7,500 gp and a book, painting, or section of sheet music), SC (up to 12) Skill Checks Knowledge (arcana or history) DC 37, 2 successes; Knowledge (planes or religion) DC 37, 2 successes; Spellcraft DC 37, 4 successes Range close (25 ft. + 5 ft./2 character levels of the primary caster) Target one object Duration instantaneous; see text Saving Throw see text; SR see text Backlash The primary caster is reduced to –1 hit point and is exhausted, and all secondary casters are exhausted. Failure The ritual fails to affect the object, and all casters are afflicted by the seed’s effect with no saving throw. EFFECT The casters grind the organs into paste and use it to paint their lips and tongue. Anointed by madness, they chant profane blasphemies into the focus brain, causing it to throb and glow. The primary caster releases this energy as a foul sludge, which trickles onto the other focus before seeping into the paper or paint. A successful ritual corrupts the targeted piece of art, planting a metaphysical seed into it, which propagates itself into any copies of the work later created based on the corrupted original; this includes book copies or matched painting duplicates, but not art, literature, or music that is merely derivative. A living creature subjected to the seeded piece of art, typically by hearing or seeing it, must succeed at a Will save or be afflicted by the seed (SR applies). By default, the seed causes insanity or a madness (see page 182), but numerous types of seeds exist, from different variants on this ritual with slightly different components, foci, and ritual DC. A few examples include becoming blind or deaf, contracting a disease, or rising as a zombie after death. GHOUL DISTEMPER This rare, tropical disease causes living creatures to turn into feral, ghoul-like entities, and when fatal, often causes the affected creature to rise as a ghoul. The creature’s metabolism rises at an incredible rate, forcing it to devour untenable amounts of food. Eating only further fuels the disease, and all victims of this affliction quickly develop an emaciated, corpselike appearance. Type disease, ingested, inhaled, or injury; Save Fortitude DC 18, see text Frequency 1/day Effect –2 penalty on Fortitude and Will saves for 1 day; Cure 2 consecutive saves STAGES Carrier The affected creature becomes voraciously hungry, and must consume double the normal amount of food each day it remains at this stage or risk starvation. Early The affected creature’s skin turns a deep shade of yellow, while the creature’s temperature begins to rise. Additionally, the affected creature’s ravenous appetite worsens. As long as it remains at this stage of the disease or worse, it treats each hour as though it were a full day for the purposes of the frequency and amount of food it must eat in order to avoid starvation (including time spent sleeping). Finally, it develops a strong craving for raw meat, and must consume at least 4 ounces of uncooked meat per hour or become sickened until it does so. Moderate The affected creature’s body begins to quickly waste away, as muscle and fat are consumed to feed its growing hunger. Further, its body begins to constantly exude a stench of rotting meat, which cannot be removed with any amount of bathing. The affected creature is constantly sickened. Additionally, whenever the creature takes nonlethal damage from starvation, it takes 3d6 points of damage, rather than 1d6. Finally, whenever it comes within 10 feet of any amount of meat, including the bodies of slain creatures, it must succeed at a Will save against the disease’s DC or be compelled to spend 1 minute gorging itself on the meat. Severe The affected creature’s teeth begin to grow and twist painfully, fusing together to form four massive fangs. The creature gains a primary bite natural attack that deals 1d6 points of damage (1d4 if Small). Further, its hunger-addled mind drives it to favor this attack over all others. It can no longer cast spells or use other activated special abilities, nor can it use manufactured weapons; it is able to make only full attacks with its bite and other natural attacks. Finally, whenever the affected creature takes nonlethal damage from starvation, it takes 6d6 points of damage, rather than 1d6. Terminal The affected creature completely loses control. It is compelled to attack any living creature it encounters in an attempt to devour its victim’s flesh, preferably while still alive. Player characters who reach this stage are under the GM’s control until they are cured. Additionally, whenever the affected creature takes nonlethal damage from starvation, it also takes 2 points of Constitution damage. If it fails a saving throw against the disease’s progress at this stage, it dies. A creature that dies while at this stage of the disease rises as a ghoul (or ghast, if it had 5 or more Hit Dice) after 24 hours. Extricate Haunt (Su): The haunt collector can temporarily exorcise his haunted implements’ possessing entities to spontaneously create phenomena similar to haunts and imbue them with spells the occultist knows. As a full-round action that provokes attacks of opportunity, the haunt collector expends 1 point of mental focus to extricate an implement’s spirit and infuse an adjacent square with its ghostly presence while granting it the power to deliver a spell from the implement’s associated school (whose range is touch or greater) on the haunt collector’s behalf. This action consumes the spell just as if it had been cast, but the energy is held in check by the created haunt until triggered by conditions set forth by the haunt collector. The conditions needed to trigger the haunt’s spell effect must be clear, although they can be general, using the guidelines of the magic mouth spell. The haunt is stationary, and once the conditions for the trigger are met, the spell is discharged normally, though it now originates from the haunt’s square. The haunt itself is an invisible, incorporeal, spectral force, similar to a stationary unseen servant with an undead aura for the purposes of spells such as detect undead. It has a number of hit points equal to the double the level of the spell used to create it + the occultist’s Intelligence modifier. If triggered during the same combat it is created, the haunt acts at initiative count 10; otherwise, when the trigger occurs, the haunt initiates combat and acts at initiative count 10 on the surprise round. Other creatures must succeed at a Perception check (DC = 10 + the haunt collector’s occultist level) to act in the surprise round. The haunt can be damaged by positive energy and anything else that can harm haunts, and if destroyed before it is triggered, it dissipates harmlessly. If the haunt is destroyed, it does not reform in its haunted implement until the occultist next invests his implements with mental focus. If the haunt doesn’t trigger before the occultist next invests his implements with mental focus, the haunt dissolves at that point and reforms in its haunted implement. The haunt collector can use this ability a number of times per day equal to 1 + his Intelligence modifier. While a haunting presence is extricated from its implement, the haunt collector does not receive the benefit of the implement’s seance boon, nor can he call upon the implement’s spirit bonus or use its focus powers, though he can still cast spells associated with the implement without penalty. If the spell is discharged successfully (rather than the haunt being destroyed), the spirit’s presence returns to the haunt collector’s implement the following round, and the seance boon and spirit bonus abilities are again available to the haunt collector. At 12th level, the haunt collector can create a free-roaming haunt by expending an additional point of mental focus, granting it a fly speed of 10 feet with good maneuverability, which allows it to change locations or seek targets, under the restrictions for trigger conditions as outlined above. If the haunt wanders beyond medium range (measured from the haunt collector’s current position), it is instantly destroyed. At 16th level, the haunt collector can extricate an implement’s spirit as a standard action. Animating Fog (CR 6): Arising from polluted cemeteries and other recesses of stagnated evil, these areas of heavy, corpse-gray fog reek of rot, and seem to have a strange and malevolent sentience. These fog banks act as normal fog (Pathfinder RPG Core Rulebook 439), but usually have a radius of 1d4 × 50 feet and creep along with the wind at a rate of 10 feet per round. When the fog comes into contact with a mostly intact corpse, that corpse is immediately animated as a zombie and attacks nearby living creatures, as if under the effect of animate dead. This animation is temporary, ending 1d4 rounds after the zombie leaves the fog. Corpse fogs can animate up to 30 Hit Dice of corpses in this manner at any one time, and they have no limit on the total number of Hit Dice of zombies they can animate over time. Some particularly foul and virulent variations of this fog (CR 7 instead of CR 6) produce plague zombies instead of normal zombies. Creatures slain by the plague zombies’ zombie rot who rise as zombies don’t count against the fog’s limit on the number of Hit Dice it can animate, and they remain zombies after the mist passes. Diseased animating fog also exposes every living creature within the fog bank to zombie rot each round as an inhaled disease (Fortitude DC 15 negates). Apocalypse Fog (CR 12): An apocalypse fog is an augmented and highly dangerous form of animating fog often called into being by some foul deity. Its radius is 20 times wider than that of an animating fog and has the same ability to animate the mostly intact corpses within itself, but the apocalypse fog can move 10 feet in a direction of its own malign choice, rather than being subject to the whims of the wind. The dread energies that birth the mists bolster the undead within, granting the zombies the benefit of an aligned desecrate spell: a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per Hit Die. Apocalypse fog can animate up to 100 Hit Dice worth of corpses at any one time. Field of Bone (CR 6): This supernatural hazard usually plagues those who trespass on old battlefields still littered with the bones of soldiers who have never been laid to proper rest. These 30-foot-radius patches of strewn bones are considered difficult terrain, and they spring to a foul mockery of life 1 round after a living creature enters the area, causing 1d6 skeletons (Pathfinder RPG Bestiary 250) to animate and attack, as if subject to an animate dead spell. A field of bone can animate up to 24 skeletons in this manner from any single instance of trespassing (regardless of how many living creatures trespass into the area at once), at a rate of 1d6 skeletons per round. The skeletons continue to animate until all are destroyed, all living creatures leave the area, or the field of bone reaches its animation limit, whichever of these conditions comes first. Sour Ground (CR varies): These corrupted holy sites usually feature long-toppled standing stones and spiraling rock paths carefully arranged by a forgotten culture to invoke powerful divine magic. On these grounds, divine casters restored life to those who died before their time and buried those whose time indeed was up. However, time, overuse, and trespassers caused the ground’s life-giving properties to sour, corrupting the corpses of those whose loved ones are foolhardy enough to lay them to rest within the necropolis’s boundaries. Any mostly intact corpse of a creature buried within these ancient cemeteries animates 24 hours later as a juju zombie (Pathfinder RPG Bestiary 2 291) and seeks its revenge on those who condemned its corpse to this vile existence. These terrible creatures still retain a semblance of their former personalities and are often barely distinguishable from the living with the exception of cold flesh, slightly sunken features, distracted behavior, and an increasingly foul smell. They lure in mourning loved ones with comforting embraces before engaging in a murderous rampage, perhaps burying the resulting corpses in the same sour ground to increase their numbers and extract more revenge on the living. The CR and the XP reward of sour ground are based on the number of juju zombies that arise. Ghoul A hunger for the flesh of the living grows more every day, until every sentient creature seems no more than a meal. CATALYST Ghoul corruption commonly stems from desperate cannibalism, such as surviving a near-death experience by eating friends who perished. You might contract ghoul corruption after recovering from ghoul fever (Bestiary 146), especially if you died from the disease but were raised from the dead before rising as a ghoul. Progression Each week, you need to consume one portion of flesh from a sentient creature. A creature one size category smaller than you counts as one portion, a creature of your size category counts as four portions, and a creature one size larger counts as 16 portions. The extra meat from Huge or larger creatures spoils quickly enough that it can’t all be consumed within a week. After a week, if you haven’t consumed enough flesh, you must succeed at a Will saving throw (DC = 15 + your manifestation level) each day until you’ve eaten enough. If you fail the save, the next time you rest your corruption takes over and you unconsciously hunt and feed, devouring a living sentient creature completely. In this state, you can’t differentiate between creatures and might consume an innocent; if you do so, your corruption progresses to the next stage. If circumstances make it impossible to feed (such as if you are tied down or in a locale with nothing to feed upon), you start to starve as if you had not eaten in 3 days, and you continue to hunger for flesh and struggle to escape and feed until you have received five times the amount of flesh from sentient creatures you normally require. If your allies are able to restrain and feed you flesh from sentient creatures, your corruption doesn’t progress. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack each time this occurs, and they last until your corruption reaches the next corruption stage. In addition to starvation, close brushes with death also increase your craving for flesh. Whenever you are dropped below 0 hit points, you must attempt a single saving throw as if you hadn’t eaten enough flesh that week. Corruption Stage 1: Once you feed on an innocent sentient creature—either willingly or because you failed a saving throw—your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead. Corruption Stage 2: The second time, your alignment shifts another step toward evil and you are affected by spells and abilities as if your creature type were undead (including effects like bane and the favored enemy class feature). This doesn’t grant you any of the immunities of being undead, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you. Corruption Stage 3: The third time, you become an NPC ghoul under the GM’s control. Removing the Corruption Getting rid of the ghoul corruption typically requires fasting, isolation from creatures that could incite your hunger, and atoning (as per atonement) for the acts that led to the corruption. Lich Your attempt to transition into unlife has gone horribly awry and your soul is trapped. Lich corruption also works for becoming another sort of corporeal undead (except ghouls and vampires, which have their own corruptions). CATALYST This corruption originates from an unsuccessful attempt at lichdom. You might have lacked sufficient power or used a flawed phylactery. If you’re not a spellcaster, you could have been an innocent bystander or become corrupted upon destroying a particularly powerful lich’s phylactery. Progression Lich corruptions are rarely stable, and cause incredible mental and physical strain. Whenever you fail a saving throw against a necromancy effect, learn how to cast a new spell or spells, or are exposed to 25 points of negative energy damage or more from a single source (whether it heals or harms you), you must succeed at a Fortitude save (DC = 15 + your manifestation level) or become spiritually disjoined. You also need to make a saving throw whenever anyone successfully casts the death ward spell on you. After a failed save, your spirit and body disconnect, leaving your corporeal form helpless and your mind trapped within the Negative Energy Plane. This state lasts for 1 hour per manifestation level; if you are killed during this time, you rise 24 hours later as a wraith under the GM’s control. Corruption Stage 1: The first time you recover from this disconnected state, you return diminished, taking a permanent –2 penalty to your Charisma score, and your alignment shifts one step toward evil. Corruption Stage 2: The second time this happens, your alignment shifts another step toward evil and you take an additional –2 penalty to your Charisma score. Corruption Stage 3: The third time this happens, you die and your soul is consumed by the Negative Energy Plane. You can’t be raised or resurrected except by powerful magic such as miracle or wish. Even if you do get brought back, you are an evil lich NPC under the GM’s control. Removing the Corruption Curing lich corruption requires great acts of purification, such as being exorcised by a powerful cleric, bathing in sacred springs, or creating a phylactery of your own into which to expel the lich corruption. Vampirism You salivate when blood is spilled, and struggle against the urge to sink your teeth into the necks of friends and innocents. CATALYST Being drained—but not killed—at least six times by a vampire within a month or less causes this corruption. Powerful vampires or curses can cause this corruption more rapidly. Progression Vampirism progresses when you feed off and kill a sentient creature. Each week, you need to drink the blood of sentient creatures one size category smaller than you or larger until you drain enough to deal Constitution damage equal to your manifestation level. If you don’t have the fangs manifestation, you must feed on a helpless or willing creature. If you haven’t drunk enough blood after a week, you must succeed at a Will save (DC = 15 + your manifestation level) each day until you have. If you fail, the next time you rest, your corruption takes over and you unconsciously hunt and feed, drinking a sentient creature dry. If circumstances make it impossible to feed (such as if you are tied down or in a locale with nothing to feed upon) you start to starve as if you had not eaten in 3 days (Core Rulebook 445), and you continue to thirst for blood and struggle to escape and feed until you have received five times the amount of blood from sentient creatures you normally require. If your allies are able to restrain and feed you, your corruption doesn’t progress. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack, and last until your corruption reaches the next stage. Whenever you drop below 0 hit points, you must attempt a save as if you hadn’t drunk enough blood that week. Corruption Stage 1: Once you feed on an innocent sentient creature, your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead. Corruption Stage 2: The second time this happens, your alignment shifts another step toward evil and you are affected by spells and abilities as if your creature type were undead (including bane and the favored enemy class feature). This doesn’t grant you any of the immunities of being undead, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you. Corruption Stage 3: The third time this occurs, you become an NPC vampire under the GM’s control. Removing the Corruption Ending the corruption requires eliminating the source, such as by slaying your progenitor vampire or ending your curse.[/spoiler] [URL=https://paizo.com/products/btpy94vx?Pathfinder-Player-Companion-Undead-Slayer-s-Handbook]Undead Slayer’s Handbook[/URL][spoiler] [b]Undead, Undead Creature, Undead Monster, Undying Monster:[/b] But the most horrific fate of all can be found on Golarion itself in the form of an unpredictable and malignant curse—a blight for which a horrifying death is just the beginning. Souls that succumb to the foul influence of this curse risk spending eternity as the most repulsive of unnatural creatures: the undead. Unbeknown to most, undead are not just the evil spirits of the dead come back to haunt the living. Undead creatures are composed of an unusual blend of native and extraplanar forces. The shell of an undead creature is usually that of a mortal corpse on the Material Plane, but the malign energies that reanimate this frame stem from an entirely separate realm: the Negative Energy Plane, also known as the Void. If the Positive Energy Plane is the birthplace of all mortal souls, the Negative Energy Plane is a dark and terrible mirror of that shining plane. Just as the Positive Energy Plane (also called the Furnace and Creation’s Forge) creates life and cradles the Material Plane like a swaddled babe, the Void creates undeath in twisted mockery and harbors the Shadow Plane like a malign fraternal twin. Despite the origin of their power, few undead come directly from the Negative Energy Plane or the Shadow Plane. In fact, creatures native to those planes are rarely found on Golarion. While the occasional nightshade or devourer may find its way to Golarion, the majority of undead arise on the Material Plane from corpses reanimated by a mere touch of the Void’s terrible powers. The tendency of undeath to spread, whether through necromantic machinations, unholy spawning, or even bad luck, makes it necessary for the inhabitants of Golarion to stay ever wary of the undead. Most undead were once living. Undead are invariably evil, as are the means to create such beings. While many undead are reanimated unwillingly by body-thieving arcanists, gruesome diseases, or even other undead, the consummate undead arrive at this condition willingly. [b]Consummate Undead:[/b] Thankfully among the rarest of undead-kind, consummate undead are those beings that willingly seek undeath as a means of prolonging their time on the Material Plane or avoiding true death. While many undead are reanimated unwillingly by body-thieving arcanists, gruesome diseases, or even other undead, the consummate undead arrive at this condition willingly. Most achieve their eternal state through foul necromantic rituals that end in their deaths and subsequent reanimation. Such a process is the culmination of much study and labor, and as the ability to retain one’s consciousness after death is no mean feat, the consummate undead are among the most well-versed spellcasters in the world. Most consummate undead were once men and women of accomplishment who approached their undeaths with ample forethought. [b]Consummate Undead, Rarest of Undead Kind, Fiend:[/b] ? [b]Consummate Undead, Instigator and Mastermind of Dark Plots:[/b] ? [b]Consummate Undead, Leader:[/b] ? [b]Consummate Undead, Willfully Immortal Corpse:[/b] ? [b]Hungry Undead:[/b] Mohrgs and ghouls rank among the hungry undead—mortals whose evil existences or twisted means of death shunted them back onto the Material Plane instead of affording them passage to their proper place in the afterlife. “The trial was short and sweet—not even Elania could explain the clumps of hair and bone under her husband’s workshop. Once all the missing children were accounted for, Vellman was stoned to death in Moslar’s field and thrown down an abandoned mine shaft. “Afterward, the relief in town was palpable. We’d been living in fear for over a year, and now life could finally return to normal. Our high spirits lasted about three days. That’s how long it took that thing to find its way back. Now we feel worse off than ever, and no one here is safe.” In other cases, however, hungry undead drain the life force from creatures, often creating more of their own kind in the process. Hungry undead display a wide variety of necrologies. In most instances, they are created from malevolent living creatures. Mohrgs, wights, and ghouls all fit this description. In many cases, the living incarnations of these creatures were serial killers, war criminals, cannibals, or other antisocial beings. Other hungry undead are created through the fell influence of dark, otherworldly energies. Just as the deity Dou-Bral returned from the Dark Tapestry as the corrupt Zon-Kuthon, dark alien energies at the edges of the cosmos may warp evil mortals or fiends, transforming them into devourers or worse. Still other hungry undead are created through the direct influence of the Void or the Shadow Plane. [b]Hungry Undead, Ultimate Expression of Senseless Misery, Terrible Being:[/b] ? [b]Hungry Undead, Wretched Being:[/b] ? [b]Hungry Extraplanar Undead:[/b] ? [b]Hungry Extraplanar Undead, Servitor:[/b] ? [b]Hungry Undead Native to the Material Plane:[/b] ? [b]Incorporeal Undead:[/b] The incorporeal undead are those souls whose very cores have been warped by the Negative Energy Plane, and who now rove the Material Plane as cruel, disembodied spirit beings—ghosts, wights, and spectres being those more often encountered. To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew. Incorporeality is especially common among undead whose sinister means of death meant their material remains were heinously mutilated or disposed of improperly. Desecrated heaths, weather-beaten bogs, stretches of lonely road, and long-abandoned necropolises full of mass graves are common sites for these grim manifestations. [b]Incorporeal Undead, Cruel Disembodied Spirit Being, Spirit, Unnaturally Resilient Horror, Malignant Spirit, Undead Spirit:[/b] ? [b]Incorporeal Undead, Incorporeal Foe:[/b] ? [b]Incorporeal Creature:[/b] ? [b]Mindless Undead, Undead Drone, Unintelligent Undead, Unintelligent Undead Creature:[/b] Unlike other types of undead creatures, mindless undead consist of skeletons, zombies, and other drones whose souls have long passed on but whose broken remains have been reanimated via corruptive negative energy. Animated by resonant tragedies, dread energies, or malicious spellcasters, mindless undead are one of the most common threats on Golarion. Unlike other types of undying monsters, the mindless undead are void of the souls that once inhabited their mortal frames; instead, their primary animating force typically consists of high concentrations of negative energy poured into an unwitting host body. The relative simplicity of their reanimation means that numerous paths may lead to the rise of a mindless undead, so it can be quite difficult to predict where these beings will stir up trouble next. Most mindless undead arise because of the influences of foul spellcasters. Even the most novice wizard can hope to raise an unwitting corpse as a walking skeleton or shambling zombie given enough time and the right tools, so simple is their construction. Some mindless undead instead come about as a result of external forces. Powerful, unresolved emotions can be sufficient to rally a corpse; the mindless horrors resulting from these circumstances are all but physical manifestations of tragedy and pain. Similarly, some parts of Golarion are simply so saturated with negative energy that nearby dead reanimate of their own accord. Some rare artifacts and cursed items are also said to have the power of necromancy all by themselves—both unholy shrines to deities of undeath and magical relics infused with negative energy are capable of creating undead, and thus are highly sought after by necromancers. Undead drones have been known to pop up anywhere tragedy has struck, including the famous Bloodsworn Vale in Varisia and the wasted plains of Virlych in Ustalav. [b]Mindless Undead, Drone, Most Common Threat on Golarion, Lowliest of the Walking Dead, Fell Foes, Walking Dead, Twisted Remains, Familiar-Yet-Alien Being, Mindless Horror, Horror, Walking Corpse-Chattel:[/b] ? [b]Corporeal Undead:[/b] ? [b]Intelligent Undead, Intelligent Undead Creature:[/b] ? [b]Undead Monstrosity:[/b] ? [b]Most Common Undead Creature:[/b] ? [b]Most Repulsive of Unnatural Creature:[/b] ? [b]Undead Threat:[/b] ? [b]Undead Straggler, Malignant Force:[/b] ? [b]Undead Quarry:[/b] ? [b]Undead Opponent:[/b] ? [b]Hostile Undead:[/b] ? [b]Undead Capable of Inflicting Ability Drain:[/b] ? [b]Undead Capable of Inflicting Negative Levels:[/b] ? [b]Lesser Undead:[/b] ? [b]Extraplanar Undead:[/b] ? [b]Undead Horror:[/b] ? [b]Hateful Undead:[/b] ? [b]Undead Spirit:[/b] ? [b]Undead That Inhabit the Bodies of Living Creatures:[/b] ? [b]Unholy Abomination:[/b] ? [b]Pliable Undead:[/b] ? [b]Vile Monster:[/b] ? [b]Foe, Dangerous Hazard:[/b] ? [b]Undead Predator:[/b] ? [b]Minion-Level Undead:[/b] ? [b]Advanced Undead:[/b] ? [b]Foul Monstrosity:[/b] ? [b]Dread Monster:[/b] ? [b]Banshee:[/b] Spirit of a betrayed elven woman. To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew. These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths. [b]Banshee, Incorporeal Undead, Spirit of a Betrayed Elven Woman, Spirit, Undead Spirit:[/b] ? [b]Beheaded Mindless Undead, Floating Skull Sentinel,, Unusual Specimen:[/b] ? [b]Bodak:[/b] Extraplanar mortal warped by dark energies. [b]Bodak, Hungry Undead, Extraplanar Mortal Warped by Dark Energies:[/b] ? [b]Crawling Hand:[/b] Animated limb serving as an undead minion. [b]Crawling Hand, Mindless Undead, Animated Limb, Undead Minion:[/b] ? [b]Devourer:[/b] Fiend transformed by dark corners of the multiverse. Other hungry undead are created through the fell influence of dark, otherworldly energies. Just as the deity Dou-Bral returned from the Dark Tapestry as the corrupt Zon-Kuthon, dark alien energies at the edges of the cosmos may warp evil mortals or fiends, transforming them into devourers or worse. [b]Devourer, Hungry Undead, Fiend Transformed by Dark Corners of the Multiverse, Terrible Being:[/b] ? [b]Ghost:[/b] Restless soul longing to resolve a great injustice. The incorporeal undead are those souls whose very cores have been warped by the Negative Energy Plane, and who now rove the Material Plane as cruel, disembodied spirit beings—ghosts, w[raith]s, and spectres being those more often encountered. To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew. These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths. [b]Ghost, Incorporeal Undead, Restless Soul, Cruel Disembodied Spirit Being, Spirit, Horror:[/b] ? [b]Tormented Ghost:[/b] ? [b]Ghostly Dryad, Strange Creature With a Negative Energy Affinity:[/b] ? [b]Geb, Ghost-King:[/b] ? [b]Ghoul:[/b] Unsated cannibal given to undeath. Mohrgs and ghouls rank among the hungry undead—mortals whose evil existences or twisted means of death shunted them back onto the Material Plane instead of affording them passage to their proper place in the afterlife. Hungry undead display a wide variety of necrologies. In most instances, they are created from malevolent living creatures. Mohrgs, wights, and ghouls all fit this description. In many cases, the living incarnations of these creatures were serial killers, war criminals, cannibals, or other antisocial beings. Malevolent ex-humanoids like mohrgs, wights, and ghouls can often be found lurking around the same hunting grounds they stalked in life. Many Osirians have a reasonable fear of ghouls, particularly in the city of Wati, where such undead still sometimes rise among the dead interred in that settlement’s vast necropolis. [b]Ghoul, Hungry Undead, Terrible Being, Malevolent Ex-Humanoid, Vile Creature:[/b] ? [b]Lich:[/b] Mortal soul encapsulated in a phylactery. Thankfully among the rarest of undead-kind, consummate undead are those beings that willingly seek undeath as a means of prolonging their time on the Material Plane or avoiding true death. Liches, vampires, and mummies are some of the more common examples of consummate undead. “Your assessment is only partially correct. It’s true that both zombies and liches are reanimated using extraplanar energy. However, the all-important difference is that liches choose reanimation. Unlike zombies, they are the culmination of a conscious process that arises thanks to the machinations of necromancers or external forces. “Remember, students, there is more to incarnation than simple corporeality. One must also consider the question of consciousness. For a lich, reanimation is the consummation of a life’s work. Comparing a zombie to a lich because they’re both posthumously animated is like comparing a gecko to an ancient dragon because they’re both reptiles.” [b]Lich, Consummate Undead, Mortal Soul Encapsulated in a Phylactery, Powerful Villain, Advanced Undead:[/b] ? [b]Scheming Lich:[/b] ? [b]Diabolical Lich:[/b] ? [b]Tar-Baphon, Whispering Tyrant, Foul Lich:[/b] ? [b]Arazni, Lich-Queen:[/b] ? [b]Mohrg:[/b] Risen corpse of a publicly executed sociopath. Mohrgs and ghouls rank among the hungry undead—mortals whose evil existences or twisted means of death shunted them back onto the Material Plane instead of affording them passage to their proper place in the afterlife. Hungry undead display a wide variety of necrologies. In most instances, they are created from malevolent living creatures. Mohrgs, wights, and ghouls all fit this description. In many cases, the living incarnations of these creatures were serial killers, war criminals, cannibals, or other antisocial beings. Malevolent ex-humanoids like mohrgs, wights, and ghouls can often be found lurking around the same hunting grounds they stalked in life. [b]Mohrg, Hungry Undead, Risen Corpse of a Publicly Executed Sociopath, Terrible Being, Malevolent Ex-Humanoid:[/b] ? [b]Mummy:[/b] Thankfully among the rarest of undead-kind, consummate undead are those beings that willingly seek undeath as a means of prolonging their time on the Material Plane or avoiding true death. Liches, vampires, and mummies are some of the more common examples of consummate undead. [b]Mummy, Consummate Undead, Tomb Guardian of the Honored Dead, Powerful Villain:[/b] ? [b]Covetous Mummy Pharaoh:[/b] ? [b]Nightshade:[/b] Still other hungry undead are created through the direct influence of the Void or the Shadow Plane. The mightiest of these wretched beings are nightshades, which view life as a blight upon the multiverse and seek to exterminate all living creatures. [b]Nightshade, Consummate Undead, Massive Extraplanar Harbinger of Darkness and Death, Dread Power, Terrible Being, Wretched Being, Advanced Undead:[/b] ? [b]Shadow, Incorporeal Undead, Tenebrous Spreader of Undeath:[/b] ? [b]Skeleton, Clattering Skeleton, Walking Skeleton, Mindless Skeleton:[/b] Unlike other types of undead creatures, mindless undead consist of skeletons, zombies, and other drones whose souls have long passed on but whose broken remains have been reanimated via corruptive negative energy. If a creature is killed by a boneshard bomb or the resulting bleed effect, its corpse immediately reanimates as an undead creature with the skeleton template. [b]Skeleton, Mindless Undead, Shambling Fleshless Minion, Creature That Does Not Have Eyes, Minion-Level Undead:[/b] ? [b]Skeletal Minion:[/b] ? [b]Skeletal Champion:[/b] ? [b]Spectre, Corruptive Spectre, Spirit, Undead Spirit:[/b] The incorporeal undead are those souls whose very cores have been warped by the Negative Energy Plane, and who now rove the Material Plane as cruel, disembodied spirit beings—ghosts, w[raith]s, and spectres being those more often encountered. To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew. These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths. [b]Spectre, Incorporeal Undead, Cruel-Disembodied Spirit Being, Undead Spirit:[/b] ? [b]Vampire:[/b] Thankfully among the rarest of undead-kind, consummate undead are those beings that willingly seek undeath as a means of prolonging their time on the Material Plane or avoiding true death. Liches, vampires, and mummies are some of the more common examples of consummate undead. [b]Vampire, Consummative Undead, Immortal Blood-Drinking Patrician, Foul Creature That Feeds on the Blood of the Living, Dread Power, Powerful Villain:[/b] ? [b]Vampire Lord:[/b] ? [b]Thirsty Vampire:[/b] ? [b]Wight:[/b] Hungry undead display a wide variety of necrologies. In most instances, they are created from malevolent living creatures. Mohrgs, wights, and ghouls all fit this description. In many cases, the living incarnations of these creatures were serial killers, war criminals, cannibals, or other antisocial beings. Malevolent ex-humanoids like mohrgs, wights, and ghouls can often be found lurking around the same hunting grounds they stalked in life. [b]Wight, Hungry Undead, Terrible Being, Malevolent Ex-Humanoid, advanced Undead:[/b] ? [b]Wraith:[/b] Hateful spirit born of evil and darkness. The incorporeal undead are those souls whose very cores have been warped by the Negative Energy Plane, and who now rove the Material Plane as cruel, disembodied spirit beings—ghosts, w[raith]s, and spectres being those more often encountered. To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew. These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths. [b]Wraith, Incorporeal Undead, Hateful Spirit Born of Evil and Darkness, Cruel Disembodied Spirit Being, Spirit, Hateful Undead, Undead Spirit:[/b] ? [b]Zombie, Shambling Zombie, Mindless Zombie:[/b] Minion risen from the recently deceased. Unlike other types of undead creatures, mindless undead consist of skeletons, zombies, and other drones whose souls have long passed on but whose broken remains have been reanimated via corruptive negative energy. “Your assessment is only partially correct. It’s true that both zombies and liches are reanimated using extraplanar energy. However, the all-important difference is that liches choose reanimation. Unlike zombies, they are the culmination of a conscious process that arises thanks to the machinations of necromancers or external forces.” [b]Zombie, Mindless Undead, Minion, Minion-Level Undead:[/b] ? [b]Zombie Lord:[/b] ? [b]Formiddable Cyclops Zombie:[/b] ? [b]Zuvembie, Lurking Zombie-Like Terror, Consummate Undead, Powerful Villain:[/b] ? [b]Haunt:[/b] The spirits of the dead make themselves known in many ways, including by manifesting as haunts. [b]Haunt, Dread Force, Incorporeal Undead:[/b] ? [b]Haunt, Beguiling Spirits Caught in an Eerie Dance:[/b] ? [b]Haunt, Animated Tomes Pouring From the Shelves:[/b] ? [b]Haunt, Hungry Shadows Pooling From the Earth:[/b] ? [b]Poltergeist:[/b] To the living, death is a frightening but inevitable reality. When most mortals greet death, their final reward is to at last learn what fate awaits them in the Great Beyond. This spiritual migration from the living body to the afterlife is ideally a natural and uneventful transition. But when something goes wrong or wicked forces are at play, some spirits refuse to heed death’s call. Stuck between worlds, such discontented spirits shed their physical bodies, instead taking on a corrupted, tentative connection to the life they once knew. These spirits most commonly manifest as banshees, ghosts, poltergeists, spectres, or wraiths. [b]Poltergeist, Spirit:[/b] ? [b]Spirit:[/b] ? [b]Malign Spirit:[/b] ? [b]Spirit of a Murderous Ex-Prisoner:[/b] ? [b]Malignant Spirit:[/b] ? [b]Rejuvenating Spirit:[/b] ? [b]Evil Spirit of the Dead:[/b] ? [b]Ectoplasmic Creature, Mindless Undead, Unusual Specimen:[/b] ? [b]Walking Dead:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy991t?Pathfinder-Campaign-Setting-Undead-Unleashed]Undead Unleashed[/URL][spoiler] [b]Arantaros, Ravener Ancient Blue Dragon, Fleshless Draconic Skeleton, Treacherous Ravener, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] The blue dragon Arantaros hoped for eternal life through alchemy, but failing to uncover the secrets of the sun orchid elixir and being too proud to steal them, he made a bargain with a demon lord to extend his life as a ravener. While he is now feared for his cunning and quickness to anger, in life Arantaros was widely known for his learnedness more than anything else. Yet as he grew old—even by draconic standards—he became obsessed with his own mortality. This obsession reached its climax in the aftermath of an aerial duel with the brass dragon Keskasindrian in 4173 ar. Although Arantaros slew her, the grievous wounds she inflicted on him rattled him deeply. In the decades that followed, he sought a method to ensure his everlasting life, consulting scholars across Garund and thrice bidding on Thuvia’s renowned sun orchid elixir—but he failed to obtain the coveted draught all three times. After his third failure, Arantaros took human form under the veil of illusion and traveled to Sothis to pore over the alchemical lore held within the libraries there. While in the Stormhaven of Osirion, the dragon encountered the glabrezu Nuremliath (NE female glabrezu conjurer 10), also masquerading as a mortal. A servitor of the Abyssal Lord Haagenti, the demonic patron of alchemy, she offered Arantaros the rituals necessary to slough off his mortality with the Lord of Transformation’s patronage. Haagenti saw a powerful and desperate tool in Arantaros, and offered the dragon his terms: in exchange for the immortality of undeath, Arantaros would destroy his hoard, willingly disperse his entire alchemical library to others (with the added condition that he leave those recipients unharmed during their natural lifespans), and likewise disperse every book he procured or discovery he made in undeath to others within a year. The dragon agreed. [b]Arnlaugr the Fearless, Draugr Captain Ranger 10, Former Ulfen Monster Hunter, New Trophy, Lure For Potential Victims, Muscle, Property, Servant, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Though Arnlaugr was well prepared to face the fangs of the aquatic reptile, he was completely unprepared for the magical compulsions of the tarn’s true master, the conniving fey temptress Valdis (CE female rusalka witch 9). With her sweet calls and soft skin, the fey witch lured the Ulfen warrior to his untimely demise in the cold depths of the tarn, then reanimated him as a draugr. [b]Erum-Hel, The Lord of Mohrgs, Mohrg Unique Assassin 10/Trickster 6, Mightiest of Undead, Figure of Myth, Powerful Undead Follower, General, Variant Mohrg, Mythic Lord of Mohrgs, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Scholars have long speculated on the nature of Erum-Hel’s origin. Some posit that the Lord of Mohrgs began as a mortal follower of Tar-Baphon who died and was raised in undeath by the wizard-king. Others speculate that Erum-Hel predates Tar-Baphon and sought him out like a vulture circling a battlefield, smelling the coming slaughter. Those who advocate this second theory largely hold that Erum-Hel was a creation of Thassilon’s Runelord Zutha, awakened from stasis when Tar-Baphon entered the Cenotaph atop the Runelord’s tomb. Still others propose that Erum-Hel originated in the very place to which he fled after his defeat in the Battle of Three Sorrows: Orv. They believe that rather than being one of Tar-Baphon or Zutha’s creations, the Lord of Mohrgs began his existence as one of the death-obsessed, daemon-worshiping urdefhans. Descriptions of Erum- Hel’s form and abilities eerily accord with features of urdefhan biology, as well as the toxic crystal blightstone, a magical mineral common to the remote Vaults of Orv. [b]Imaloka Ghalmont-Neverhome, Banshee Bard 9, Former Hostess, Foul Banshee, Banshee Proprietess, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] When the Worldwound engulfed Sarkoris, the pleasure palace known as the House of Reflections sank to the bottom of the lake on which it once floated, and all souls within perished. Among them was the Forlorn elven hostess Imaloka Ghalmont-Neverhome, who now rules the sunken manor as a banshee. When Sarkoris fell and the Worldwound subsumed it, the new wasteland became home to more than demons. Among the creatures perverted by the taint of the Abyss was one of the former Kellid nation’s most elite socialites, the Forlorn elf Imaloka Ghalmont-Neverhome, patroness of the floating pleasure palace known as the House of Reflections. A century after her death and the sinking of her illustrious home, Imaloka and her final guests still haunt the ruined barge in undeath—but the former hostess is now a banshee and her guests are ghosts or worse. Born to retired elven adventurers Merania and Telderal Ghalmont, Imaloka spent her earliest days listening to fantastical tales of derring-do from both her parents. When Imaloka was still mere decades old, her father convinced her mother to come out of retirement and hunt down a green dragon that had been terrorizing the countryside near Storasta, their home. They left Imaloka in the care of human neighbors, promising to return in a month’s time. That was the last Imaloka saw of her parents. Within only a few years, she had been fully adopted into the Neverhome hold, and lived the rest of her life Forlorn, ever wondering what a fully elven life would have been like. After several generations of her adopted family members died of old age, Imaloka left Storasta for the Sarkorian Steppe in northwestern Sarkoris, with the aim of living a libertine life of opulence, decadence, and only shallow relationships with fellow revelers rather than risk watching more loved ones pass into the Boneyard. When she came across the twin lakes known as First Rains, Imaloka found a location both beautiful enough to inspire her future guests with its magnificence and remote enough that the pleasure palace she envisioned would become a destination for Sarkorians and foreigners alike. With the wealth inherited from her parents upon their presumed deaths, Imaloka commissioned the construction of a floating manor house the likes of which Sarkoris had never seen. The need for buoyancy mandated smaller rooms than Imaloka desired, so she had many of the walls covered floor to ceiling in shimmering mirrors. She had the mirrors enchanted such that they would accentuate the beauty in those who gazed upon their reflection within, hiding their flaws. Thus did her pleasure barge earn its name—the House of Reflections. For nearly 200 years, Imaloka hosted some of the most elite galas north of Oppara, and aristocrats from nations as far from Sarkoris as Jalmeray, Osirion, Cheliax, and Qadira traveled for months in order to attend them. Some parties lasted for weeks, and some had so many guests they couldn’t all fit in the House of Reflection’s limited second-floor quarters and bound their vessels together alongside the buoyant manor, creating a flotilla of debauchery. Once per year, Imaloka hosted the “Lock-In Ball,” a gathering so elite that invitations were magically encrypted to prevent them from changing hands or being forged, and only those select nobles she invited were granted entry. At the start of the Lock-In Ball, the doors to the House of Reflection were sealed for 2 weeks during which she feted the revelers lucky enough to be invited, and under no circumstances was anyone allowed in or out until the gala ended. It was during one such Lock-In Ball that the world changed forever. The Worldwound opened in Sarkoris, and in mere days, the land fell to the demonic hordes. Fearing for her own safety and that of her guests, Imaloka tightened the House of Reflection’s defenses. She increased the efficacy of the doors’ locks, and had her servants set aside their trays of food, musical instruments, and bottles of wine to construct barricades over the windows and the iron latticework of the east wing’s solarium. When the time came for the Lock-In Ball to end, Imaloka maintained the lockdown, and just as none were allowed to come or go during the gala itself, none of her guests were permitted to leave from that point on. The elite from across Avistan and Garund, now prisoners in the very pleasure palace they’d paid such a price to be locked in only weeks prior, grew angry quickly, demanding that Imaloka release them. She did not waver in her dedication, and took increasingly dire actions to quell the growing rebellion. Perhaps influenced by the miasma of Abyssal chaos that enveloped the land, the once-gracious hostess quickly became a tyrannical warden, who eventually struck a Taldan duchess dead with a broken wine bottle rather than allow her to escape out an upper-story window. Imaloka’s cruelty and lack of remorse for her actions pushed the remainder of her guests into open revolt. Armed with broken furniture, candelabra, and the cutlery they once used at dinner, the guests stormed the House of Reflections’s lowest level, home to the palace’s servants and the engineers who kept the barge afloat. In an effort to find egress from their jail, they inadvertently ruptured one of the key floatation devices supporting the western wing of the structure. The west wing collapsed upon the servants guarding the kitchen and the upper floor’s guest quarters were thoroughly destroyed. Shortly thereafter the eastern tower stairwell leading to the second floor toppled into the lake. In less than an hour, the entire House of Reflection sank to the lake’s bottom and all souls within drowned. Now, more than a century later, the water in the First Rains has dried up and the House of Reflections is one again exposed to the sky, albeit a dark and dire sky unlike any it saw prior to Sarkoris’s fall. The aristocrats who died within its mirrored walls are now ghosts or other forms of undead, tied to the magically enchanted mirrors that made them appear so beautiful in life. Imaloka herself was twisted into a foul banshee, either by her own wrath or the taint of the Abyss. [b]Jolanera, Advanced Nightwing, Servant, Overwhelming Nightshade, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] ? [b]Meyi Pahano, Human Lich Diviner 12, Tool of a Mysterious Force From a Distant World, Overwhelming Lich, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Seeking the immortal embrace of lichdom is the province of necromancers, but Meyi’s arcane training was in divination (as was the case with most high-blooded Lirgeni). She specialized in viewing remote locations and communicating with whatever higher powers she could reach. Through her contact with Tzriek, Meyi learned the secrets of necromancy and began what she considered ascension to immortality. The price to pay for this immortality was high. In the end, Meyi used her persuasive powers to convince most of the surviving Saoc Brethren to take their own lives to atone for their failure— their very deaths fueling her ascension into undeath. [b]Mirik the Drowned, Ghast Lacedon Rogue 1, Aquatic Ghast, Ravenous Ghoul, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Mirik indulged in murder and cannibalism long before she became undead. One of the many urchins roaming Absalom’s streets, Mirik disdained picking pockets and petty theft, instead taking a job as a rat killer for local business owners. In her eighteenth year, finding that exterminating rats no longer satisfied her bloodlust, she savaged a halfling who was drunkenly relieving himself in a dark alley. As Mirik sat in a pool of blood next to the body, high on adrenaline, she had a sudden urge to consummate her kill by tasting her victim’s flesh. It took several more murders before she worked up the courage to gobble down a thick chunk of fat from one of her victims, but by then, there was no going back. Mirik chose her prey opportunistically, without regard to social status. When she gorged herself on the viscera of a prominent merchant from the Coins and left the body floating in Absalom Harbor, the First Watch finally took notice and quickly closed in on her. Imprisoned in a penitentiary now known as the Brine, Mirik seemed certain to face execution. Before she could be tried, however, a severe earthquake rocked the city, sinking the Puddles beneath sea level. Mirik’s cell collapsed and flooded, drowning the serial killer. Her skin turned blue from the bay’s icy waters, her eyes turned milky with death, and a ghast swam to the surface, her rebirth fueled by her cannibalistic hunger. [b]Mother Comfort, Variant Allip, Allip Spirit, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] When the mistress of an Isgeri orphanage brought about the death of one of her charges, the victim returned as an attic whisperer and eventually drove her killer to commit suicide. In the entire history of Golarion, few conflicts have produced more carnage and collateral damage than Isger’s Goblinblood Wars. Isger’s warriors fought valiantly, but by the end, their villages and homesteads lay burned, the rivers and fields were choked with dead, scavengers (both human and animal) roamed the land, banditry ran unchecked, and a whole generation of war orphans faced a grim future. It was into these desperate and merciless times that Poor Eledia was born. Eledia was only 5 years old when her father took up a spear in defense of his homeland, never to return. Eledia’s mother kept the homestead afloat for a while, but eventually, the goblin tide swept over their home. Eledia’s mother was murdered and raiders fed the woman to their goblin dogs while Eledia hid whimpering under the floorboards. Hunger soon drove her from her hiding place, and she fell in with the steady stream of refugees making their way south. When the group with whom Eledia had fallen in passed the town of Haugin’s Ear, they handed the waif over to Mother Comfort’s Orphanage, just outside the settlement. The orphanage was founded by an old widow known locally as Mother Comfort, who had opened the large estate left to her by her wealthy husband to the orphaned beggar children overrunning the town. The impulse was a gracious one at the time, but it had been decades since Mother Comfort had reared children, and the stresses of dealing with the sometimes unruly orphans made her brittle and short-tempered. She subjected children who misbehaved to increasingly bizarre forms of discipline, and soon began to regard any sign of unhappiness, such as crying or complaining, as defiance that needed to be corrected. She wielded an ever-heavier hand, starving her most troublesome charges into submission. The most severe punishment, however, was confinement in the “bad box”—a chest in the attic in which Mother Comfort locked children who incurred her wrath. Every resident of the orphanage could expect to end up in the bad box at some point, for fabricated misdeeds if they avoided committing real ones. It wasn’t long before Eledia drew Mother Comfort’s wrath and was locked in the chest. But unlike the older children, whose grief and guilt had long hardened into stony hatred for their patron, Eledia could not stop crying. Her sobs echoed through the house in a continuous accompaniment to the other orphan’s voices, and made it difficult for Mother Comfort to sleep at night. Rather than eliciting pity from Mother Comfort, however, the sound of Eledia’s crying only infuriated the old woman further. The harder Eledia cried, the angrier Mother Comfort grew, and the longer she left the box locked. On the eleventh day of her imprisonment, the girl’s tears finally ceased, and the attic whisperer called Poor Eledia was created. In the years that followed Eledia’s death, Mother Comfort grew even more tyrannical in her management of the orphanage, her malice exacerbated by the ceaseless sobbing she heard throughout the house, even when she was the only person there. Eventually, the relentless aural misery snapped the old woman’s frail mind, and she attempted to burn the house down, turning her bed into a pyre atop which she climbed in an attempt to escape the sound. Some of the older children put the fire out, and the building was saved. Mother Comfort was not so lucky. The madness and guilt that caused her to commit suicide denied her respite in Pharasma’s Boneyard, instead turning her into an allip, which haunts her former home to this day. [b]Poor Eledia, Variant Attic Whisperer, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] When the mistress of an Isgeri orphanage brought about the death of one of her charges, the victim returned as an attic whisperer. In the entire history of Golarion, few conflicts have produced more carnage and collateral damage than Isger’s Goblinblood Wars. Isger’s warriors fought valiantly, but by the end, their villages and homesteads lay burned, the rivers and fields were choked with dead, scavengers (both human and animal) roamed the land, banditry ran unchecked, and a whole generation of war orphans faced a grim future. It was into these desperate and merciless times that Poor Eledia was born. Eledia was only 5 years old when her father took up a spear in defense of his homeland, never to return. Eledia’s mother kept the homestead afloat for a while, but eventually, the goblin tide swept over their home. Eledia’s mother was murdered and raiders fed the woman to their goblin dogs while Eledia hid whimpering under the floorboards. Hunger soon drove her from her hiding place, and she fell in with the steady stream of refugees making their way south. When the group with whom Eledia had fallen in passed the town of Haugin’s Ear, they handed the waif over to Mother Comfort’s Orphanage, just outside the settlement. The orphanage was founded by an old widow known locally as Mother Comfort, who had opened the large estate left to her by her wealthy husband to the orphaned beggar children overrunning the town. The impulse was a gracious one at the time, but it had been decades since Mother Comfort had reared children, and the stresses of dealing with the sometimes unruly orphans made her brittle and short-tempered. She subjected children who misbehaved to increasingly bizarre forms of discipline, and soon began to regard any sign of unhappiness, such as crying or complaining, as defiance that needed to be corrected. She wielded an ever-heavier hand, starving her most troublesome charges into submission. The most severe punishment, however, was confinement in the “bad box”—a chest in the attic in which Mother Comfort locked children who incurred her wrath. Every resident of the orphanage could expect to end up in the bad box at some point, for fabricated misdeeds if they avoided committing real ones. It wasn’t long before Eledia drew Mother Comfort’s wrath and was locked in the chest. But unlike the older children, whose grief and guilt had long hardened into stony hatred for their patron, Eledia could not stop crying. Her sobs echoed through the house in a continuous accompaniment to the other orphan’s voices, and made it difficult for Mother Comfort to sleep at night. Rather than eliciting pity from Mother Comfort, however, the sound of Eledia’s crying only infuriated the old woman further. The harder Eledia cried, the angrier Mother Comfort grew, and the longer she left the box locked. On the eleventh day of her imprisonment, the girl’s tears finally ceased, and the attic whisperer called Poor Eledia was created. [b]Ordelia Whilren, Human Ghost Cleric 9, Ghostly Outline, Spirit of the District, Well-Intentioned Ghost, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Ordellia Whilwren was an influential citizen of the Varisian city of Magnimar in the settlement’s earliest days just over a century ago. Her murder shook the city, and was considered notable even given Magnimar’s already tumultuous beginning. In Magnimar’s early years, tension boiled between the Chelish newcomers settling the area and the Varisians, who considered the site of the city sacred. When the Varisians pleaded for the newcomers to move their settlement south of the Yondabakari River, only Ordellia was willing to listen. After witnessing what she believed to be an angel—an omen the native Varisians who shared her faith in Desna and reverence of various Empyreal Lords had promised her—she worked tirelessly to make right on her pledge. After the landmark known as Seacleft Spire was destroyed in a brutal storm, the construction of its replacement, the ambitious Arvensoar, brought the city’s disparate factions together. But despite the shared effort put into rebuilding, ethnic tension remained between the Varisians native to the region and the Chelish settlers, whose presence the Varisians saw as a defilement of an ancestral holy site. Even in its fledgling years, Magnimar had a seedy underbelly. Its dark corners were occupied not only by the Sczarni, but also by criminals transplanted from Korvosa along with the rest of Magnimar’s fledgling population, and both groups saw the social progress Ordellia sought to bring to the city as a threat to their illicit schemes. Thus a band of conspirators hatched a plan to end Ordellia’s meddling. A minor noble who was a member of the Skinsaw cult known as the Brothers of the Seven hired a Sczarni thug to kill Ordellia. The Brothers’ plan was to shine a poor light on Varisians, thus making it harder for the Brothers’ Sczarni competition to make money, all the while easing the way for their own criminal activities. By getting rid of Ordellia, the corrupt minor nobles who belonged to the Brothers of the Seven could enact laws that would protect their shady pursuits from scrutiny. The Sczarni assassin the Brothers hired stalked Ordellia for a week; then, in a moment of cruel inspiration, she decided to abduct Ordellia and throw her from the Seacleft to the base of the Arvensoar’s construction site. After a lengthy struggle that earned the Sczarni thug a few permanent scars, the killer threw Ordellia—barely conscious after the fight—from the cliff’s edge. Workers turning up early to the construction site discovered her broken body the next morning. While this act was supposed to sour the city’s opinion of the Sczarni, the killer the Brothers hired was blessed with neither discretion nor a talent for lying. She was quickly captured, and fingered the conspirators during her trial before being executed for her crimes. The whole episode saddened the young city, and citizens of Magnimar—both Varisian and foreign—mourned Ordellia’s death for weeks. Desnan clergy held a long wake, performed a beautiful funeral, and interred Ordellia in the district that now bears her name. Despite the final farewell citizens bid to their fallen hero, Ordellia wasn’t gone from Magnimar for long. A few weeks after her murder, as the sun was setting and the fishing trawlers came into port, a young girl helping her father winch in his nets became tangled in the ropes. Ordellia, appearing as a ghostly outline of her former self, suddenly materialized and freed the girl before the machinery mangled her. No one but the child saw Ordellia’s ghostly form, but the story of her appearance quickly spread. This was the first ghost story involving Ordellia, but it wouldn’t be the last. All ghosts have something left unfinished that, if completed, will allow their restless spirits to move to the Great Beyond. The event needed to end Ordellia’s vigilance is for an ethnic Varisian to be legitimately elected Lord-Mayor of the city, signifying the end of racial conflict between the city’s residents. Because of this, she remains tied to the city she helped found. Ordellia rightly feels that she is the spirit of the district— not only its namesake, but also its soul. [b]Prince Kasiya, Human Vampire Aristocrat 2/Sorcerer 9, Vampire Prince, Osirian Vampire, Nemesis, Primary Villain, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] The sixth child of Khemet I of Osirion, Kasiya enjoyed a life of absolute indolence and privilege. His servants would fetch any object, perform any service, and even sacrifice their lives in pursuit of their prince’s desire. When that desire turned to mastery of all areas of learning, the pharaoh summoned the most learned scholars from across the Inner Sea and beyond to tutor his son. Accustomed to attaining everything without effort, Kasiya proved a miserable student. He comprehended little and retained less. When his teachers dared test his knowledge, he flew into a merciless rage at their perceived insolence. Few of the tutors endured long, despite Khemet’s ample rewards to those who stayed more than a month. Eventually, in an effort to avoid the beating he witnessed his predecessor suffer, a cunning Vudrani numerologist persuaded Kasiya that book-learning provided an insufficient stimulation for the prince’s noble mind. Only practical experience was sufficient for one of royal— nay, divine—blood. Through subtle encouragement, the numerologist persuaded Prince Kasiya to leave the royal palace and train as a Pathfinder. The pragmatic Pathfinder Society weighed the risk of a dilettante prince damaging its reputation against the wealth and favor the pharaoh offered, and decided the risk was worthwhile. The leadership coddled him to keep him happy and his family’s money flowing, excusing him from the menial initiations required of other aspirants. Kasiya treated common-born Pathfinders as his personal servants, and surrounded himself with fellow nobles, including Count Varian Jeggare. As others won notice in the Pathfinder Journal or distinguished themselves with discoveries, research, and publications, Kasiya seethed with jealousy. He hungered for those glories, but his intellectual laziness and impatience held him back. He had no desire to explore, report, or cooperate. He wished only to bask in the glory of an already completed task. Thus, with an entourage of loyal servants, Kasiya followed the expeditions of other Pathfinders, waiting to scavenge their success. Those he could not intimidate or bribe into surrendering their treasures, he murdered. When Kasiya learned that Varian Jeggare’s expedition to the Mwangi Expanse would allow the count to complete his Bestiary of Garund, Kasiya desired credit for the book for himself. After failing to persuade Jeggare to surrender the book, Kasiya resorted to treachery and stole it. Soon after, he encountered a rare species of megafauna and fell to its sonic attack. Count Jeggare returned Kasiya’s pulverized remains to Osirion and offered a story of misfortune rather than treachery, but the pharaoh was not deceived. Grateful for the foreign lord’s gesture, he nevertheless commanded Kasiya’s remains to be interred in the Contemptible Crypts, a network of hidden graves for disgraced royalty. Months later, entombed among traitors, necromancers, and diabolists, Kasiya stirred. Reduced to rotting jelly, he oozed out of his sarcophagus, cracked open the canopic jars, and feasted upon his own withered organs and those of his vilest ancestors. Roused by his own undying avarice and empowered by the necromantic energies of his forebears, Kasiya became a vampire. [b]Razinia, Ghul Sorcerer 4, Fair-Skinned Janni With Neat Short-Cropped Black Hair, Desiccated Corpse, Wretched Ghul, Monstrous Hyena, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Razinia was once a janni trader and tinker who traveled across the deserts of Qadira, using her skill at diplomacy and at crafting magic items to keep herself and her fellow jann free from slavers, as well as to ease the hard lives of her band and those Qadirans who could pay a fair price. However, this life was not to last. Over time, Razinia grew prideful and resented those who wouldn’t pay the exorbitant prices she demanded or praise her for doing such marvelous work. Her hubris eventually alienated her from her band, whereupon she destroyed the protective items she had made for them and sold her tribe out to a band of slavers who happened to make camp at a nearby oasis. The brigands thanked her for the information by killing her so that they could keep the turncoat’s payment. Learning of her betrayal, Razinia’s tribe cursed her to an afterlife of torment, bound her to the very oasis in which she died—known as the Solitary Pool—and left [her] alone in the desert as a wretched ghul. [b]Rudrakavala, Ahmrit, Unique Devourer Oracle 9, Avatar of a Vudrani Deity of Destruction, Mystic Devourer, Eater of Souls, Mysterious Unmoving Creature, Avatar of Rovagug, Conduit, Black Shriveled Corpse of a Vudrani Man, Ravenous Devourer, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] The monk named Ahmrit who journeyed into the Great Beyond returned to the monastery as a devourer called Rudrakavala. No living creature knows Rudrakavala’s genesis, though his creation was undoubtedly catalyzed by contact with an incomprehensible evil in the Shadow Plane. [b]Seldeg Bhedlis, Human Graveknight Antipaladin 17, Licentious Spymaster, General, Graveknight Commander, Favored Concubine, Personal Champion, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Geb incinerated him with a single spell and bound his soul into his superheated armor, transforming him into a graveknight. [b]Walkena, Mummified Human Oracle 12/Hierophant 9, Mummified Child-God, Spirit of the Sun, Mummy of a Child-God of Ancient Mzali, Age-Old Power, Old God, Undead Child Mummy, Leader, Undead Tyrant, Descendant of the Gods of Ancient Mzali, Knotted Corpse, Child-God, Deathless Child, Child Mummy, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Walkena is a descendant of the gods of ancient Mzali—their blood both brought him back from the dead and granted him mythic power. [b]Illcayna Alonnor, Wight Mother of Isger, Daughter of Urgathoa Cleric 11, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Arrogant and ambitious beyond her capabilities, Cileidia raised a legion of wights the following year, only to see them slip the bonds of her control and rampage through the surrounding countryside. When they marched on Finder’s Gulch itself, the elder priestess abandoned her flock. But Illcayna didn’t flee—instead, she threw herself to the wights, weeping joyously and blessing Urgathoa as they tore her limb from limb. Illcayna spontaneously resurrected, rising above her killers as a bone white, black-eyed version of herself, wrapped in an ethereal grave shroud. The daughter of Urgathoa retained her mortal youth and beauty in all but two ways: one of her hands sprouted black, scythe-like claws, and a mass of writhing, putrid tentacles extends below her waist, equal parts slick flesh and ghostly ectoplasm. [b]Demon Slaves Persistent Haunt:[/b] The spiral athenaeum was largely built by a labor force of demonic underlings, which were provided by Arantaros’s demonic patron, Haagenti. Many demons perished in the construction of the library—some fell into the blackness of the pit, others were victims of Arantaros’s violent impatience, and even more fell beneath the relentless lashes of their Abyssal slave driver’s whips. The collective stress of the demonic laborers still lingers in this space as a haunt. [b]Drowning Pool Persistent Haunt, Literally Breathtaking Haunt:[/b] The floor of this low-ceilinged chamber drops off sharply, creating a 12-foot-deep pool. At the bottom of the pool is the body of another adventurer, pinned to the bottom by a fallen stalactite. An amulet of hidden light (Pathfinder RPG Advanced Race Guide 112) still hangs around her neck. Her drowning has created a literally breathtaking haunting. [b]Entombed Alive Persistent Haunt:[/b] The walls of this large chamber are made of gigantic rib bones that reach over 40 feet upward. The ribs are connected by thick stretches of cartilage and connective tissue, shot through with pulsing veins. Melded into the connective tissue between the ribs are a half-dozen prisoners insensible with torment. The collective horror of their experience produces a haunt to lure the party toward a similar fate. [b]Drowned Defenders Haunt:[/b] When Imaloka’s final guests attempted their ill-fated escape, the servants did their best to fend them off, but were among the first killed as the west wing collapsed and the House of Reflections began to sink. Their agony now manifests here as a haunt. [b]Human Livestock Persistent Haunt:[/b] This large cavern is filled with 3 feet of fetid water. Six pairs of manacles are bolted into the stone walls at irregular intervals. When Mirik and her crew capture more victims than they can consume in one sitting, or when they wish to save a meal for later, they chain their captives to the wall. The horror of so many people waiting to be eaten alive has filled this space with a haunt. [b]Forced Starvation Persistent Haunt:[/b] When Mother Comfort ran her orphanage, one of her favorite punishments was to deny children food for long stretches of time. As an additional torment, she would force the starving children to sit at the dining table and watch all the other orphans eat. The children’s residual suffering remains in the dining room in the form of a haunt. [b]Compelling Jubilation Haunt:[/b] This large room is completely bare aside from a harpsichord collecting dust by the eastern wall and a spiral staircase that climbs to the second floor. Fond of entertaining large parties, Ordellia built her home with a grand front room. Here she hosted jubilant gatherings full of dancing and music that went on late into the night. These galas are some of Ordellia’s fondest memories, and her exceptionally strong spirit has manifested a haunt rooted in these joyous celebrations that is, ironically, quite dangerous to intruders. Those encountering the haunt hear a passionate rendition of their favorite music, and feel an urge to dance. [b]Entertaining Feast Haunt, Curious Haunt:[/b] Ordellia’s dining room contains a curious haunt that manifests as a sumptuous feast because of her love of entertaining and feeding her guests. [b]Mournful Revelation Haunt:[/b] When she was alive, Ordellia had books strewn all through the townhouse. After her passing, caretakers collected them and returned the books and notes to their shelves in the study. They also took her personal journals—dozens of notebooks and loose papers that she kept from her earliest adventuring days, long before she and her companions helped found Magnimar—and collected them here in locked chests stacked beneath her desk (Disable Device DC 20). These journals tell the story of the Wardens of the Eye before they came to Magnimar, their battle with the Vydrarch, and the early settlement of the city. There are gaps in the records and timeline, as if she wrote infrequently, but close inspection of the journals or half an hour of reading reveals that numerous pages have been removed. A silver flute holds the place of her last journal entry. The missive ends with her talking about meeting a mysterious contact who claimed to have information on clandestine attempts to halt construction on the Arvensoar. She was to meet her contact in Naos. The next morning, her body was found flung from the Seacleft at the base of the rising spire. Anyone thumbing through her journals triggers the following haunt. [b]Disenchanting Haunt:[/b] The graveyard is home to a haunt formed from the restless spirits of jann from Razinia’s original band who were slain when the slavers attempted to capture them [b]Sacrificial Ritual Persistent Haunt, Powerful Haunt:[/b] Adhaarm’s gruesome sacrificial ritual is performed here, as the last rays of sunlight disappear over the horizon. At that time, Gataasunh (see area 5) drags one of the prisoners from the slave pen (area 1) and forces the victim into Rudrakavala’s chest cavity, tossing the corpse into the bone field when the devourer has sapped its soul from it. The systematic cruelty exhibited here has tainted the area with a powerful haunt. [b]Immolation Persistent Haunt:[/b] Behind the farms, on the outskirts of the town, are the remnants of a series of large bonfires. Amid the ashes are several metal stakes driven into the ground, as well as a scattering of blackened humanoid bones. A half-dozen holy symbols, including a platinum amulet bearing the symbol of Pharasma (worth 500 gp), can be found glittering in the ashes. This area is sometimes used as a site for sacrifices, where would-be do-gooders are burned at the stake in the name of Urgathoa. The anguish and despair suffered by these victims still lingers in this area as a haunt. [b]Cannibalization of Ciliedia Iomandi Persistent Haunt:[/b] Those who manage to pass through the center of town without attracting the attention of the cultists instead encounter the residual terror of Cileidia Iomandi, who was devoured alive after Illcayna Alonnor’s coup. Her horrific final moments are preserved as a haunt. [b]Undead, Undead Creature:[/b] In one final act that sealed her [Illcayna Alonnor] status, she raised the cult members as undead and with them, pursued their former leader, Cileidia Iomandi. In the years since her rebirth, the Wight Mother has expanded her cult and devised unique diseases and new forms of undead. [b]Mightiest Undead:[/b] ? [b]Undead Threat:[/b] ? [b]Undead Minion:[/b] ? [b]Ethereal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Undead Slave:[/b] ? [b]Summoned Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]Undead Horror:[/b] ? [b]Lesser Undead:[/b] ? [b]Undead Decision-Maker:[/b] ? [b]Hungering Undead:[/b] ? [b]Mindless Undead:[/b] ? [b]Undead Servant:[/b] ? [b]Undead Mastermind:[/b] ? [b]Terrifying Undead:[/b] ? [b]Soldier:[/b] ? [b]Priest:[/b] ? [b]Temple Guardian:[/b] ? [b]Ghast, Undead Servant:[/b] ? [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; a humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghost, Mere Ghost:[/b] When Sarkoris fell and the Worldwound subsumed it, the new wasteland became home to more than demons. Among the creatures perverted by the taint of the Abyss was one of the former Kellid nation’s most elite socialites, the Forlorn elf Imaloka Ghalmont-Neverhome, patroness of the floating pleasure palace known as the House of Reflections. A century after her death and the sinking of her illustrious home, Imaloka and her final guests still haunt the ruined barge in undeath—but the former hostess is now a banshee and her guests are ghosts or worse. Born to retired elven adventurers Merania and Telderal Ghalmont, Imaloka spent her earliest days listening to fantastical tales of derring-do from both her parents. When Imaloka was still mere decades old, her father convinced her mother to come out of retirement and hunt down a green dragon that had been terrorizing the countryside near Storasta, their home. They left Imaloka in the care of human neighbors, promising to return in a month’s time. That was the last Imaloka saw of her parents. Within only a few years, she had been fully adopted into the Neverhome hold, and lived the rest of her life Forlorn, ever wondering what a fully elven life would have been like. After several generations of her adopted family members died of old age, Imaloka left Storasta for the Sarkorian Steppe in northwestern Sarkoris, with the aim of living a libertine life of opulence, decadence, and only shallow relationships with fellow revelers rather than risk watching more loved ones pass into the Boneyard. When she came across the twin lakes known as First Rains, Imaloka found a location both beautiful enough to inspire her future guests with its magnificence and remote enough that the pleasure palace she envisioned would become a destination for Sarkorians and foreigners alike. With the wealth inherited from her parents upon their presumed deaths, Imaloka commissioned the construction of a floating manor house the likes of which Sarkoris had never seen. The need for buoyancy mandated smaller rooms than Imaloka desired, so she had many of the walls covered floor to ceiling in shimmering mirrors. She had the mirrors enchanted such that they would accentuate the beauty in those who gazed upon their reflection within, hiding their flaws. Thus did her pleasure barge earn its name—the House of Reflections. For nearly 200 years, Imaloka hosted some of the most elite galas north of Oppara, and aristocrats from nations as far from Sarkoris as Jalmeray, Osirion, Cheliax, and Qadira traveled for months in order to attend them. Some parties lasted for weeks, and some had so many guests they couldn’t all fit in the House of Reflection’s limited second-floor quarters and bound their vessels together alongside the buoyant manor, creating a flotilla of debauchery. Once per year, Imaloka hosted the “Lock-In Ball,” a gathering so elite that invitations were magically encrypted to prevent them from changing hands or being forged, and only those select nobles she invited were granted entry. At the start of the Lock-In Ball, the doors to the House of Reflection were sealed for 2 weeks during which she feted the revelers lucky enough to be invited, and under no circumstances was anyone allowed in or out until the gala ended. It was during one such Lock-In Ball that the world changed forever. The Worldwound opened in Sarkoris, and in mere days, the land fell to the demonic hordes. Fearing for her own safety and that of her guests, Imaloka tightened the House of Reflection’s defenses. She increased the efficacy of the doors’ locks, and had her servants set aside their trays of food, musical instruments, and bottles of wine to construct barricades over the windows and the iron latticework of the east wing’s solarium. When the time came for the Lock-In Ball to end, Imaloka maintained the lockdown, and just as none were allowed to come or go during the gala itself, none of her guests were permitted to leave from that point on. The elite from across Avistan and Garund, now prisoners in the very pleasure palace they’d paid such a price to be locked in only weeks prior, grew angry quickly, demanding that Imaloka release them. She did not waver in her dedication, and took increasingly dire actions to quell the growing rebellion. Perhaps influenced by the miasma of Abyssal chaos that enveloped the land, the once-gracious hostess quickly became a tyrannical warden, who eventually struck a Taldan duchess dead with a broken wine bottle rather than allow her to escape out an upper-story window. Imaloka’s cruelty and lack of remorse for her actions pushed the remainder of her guests into open revolt. Armed with broken furniture, candelabra, and the cutlery they once used at dinner, the guests stormed the House of Reflections’s lowest level, home to the palace’s servants and the engineers who kept the barge afloat. In an effort to find egress from their jail, they inadvertently ruptured one of the key floatation devices supporting the western wing of the structure. The west wing collapsed upon the servants guarding the kitchen and the upper floor’s guest quarters were thoroughly destroyed. Shortly thereafter the eastern tower stairwell leading to the second floor toppled into the lake. In less than an hour, the entire House of Reflection sank to the lake’s bottom and all souls within drowned. Now, more than a century later, the water in the First Rains has dried up and the House of Reflections is one again exposed to the sky, albeit a dark and dire sky unlike any it saw prior to Sarkoris’s fall. The aristocrats who died within its mirrored walls are now ghosts or other forms of undead, tied to the magically enchanted mirrors that made them appear so beautiful in life. [b]Ghost, Trapped Spirit:[/b] ? [b]Ghostly Minion:[/b] ? [b]Geb, Ghost:[/b] ? [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; a humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghoulish Minion:[/b] ? [b]Ghoul, Hungering Undead:[/b] ? [b]Murderous Ghoul:[/b] ? [b]Ravenous Ghoul:[/b] ? [b]Lacedon:[/b] Early in her new life as a ghast, Mirik happened to catch two sailors in a knife fight. She easily overpowered the wounded pair and dragged their corpses back to her lair, devouring one and saving the other for later. Much to her surprise, the latter arose mid-feast and joined her in her gruesome meal. It had never occurred to Mirik that her affliction might be catching, but she welcomed him as the first of her lacedon companions. [b]Lacedon, Aquatic Undead:[/b] ? [b]Lacedon Companion:[/b] ? [b]Tar-Baphon, The Whispering Tyrant, Lich:[/b] ? [b]Lich:[/b] ? [b]Ingenious Sinister Lich:[/b] ? [b]Inkoria, Human Lich Necromancer 11, Researcher, Sibling Student:[/b] ? [b]Wespris, Human Lich Necromancer 11, Researcher, Sibling Student:[/b] ? [b]Shai-Khaba, Human Lich Necromancer 11, Ancient Lich:[/b] ? [b]Arazni, The Harlot Queen:[/b] ? [b]Nefarious Lich:[/b] ? [b]Mohrg:[/b] Humanoid creatures killed by Erum-Hel rise as mohrgs in 1d4 rounds. [b]Hemnetep, Advanced Mohrg:[/b] ? [b]Advanced Mohrg:[/b] The creatures that now inhabit this area were sadistic murderers in life; Valdis has reanimated them as mohrgs. [b]Mummy, Undead Mummy:[/b] The sarcophagi’s occupants are undead mummies raised by Prince Kasiya. [b]Greater Shadow:[/b] ? [b]Shadow:[/b] ? [b]Mindless Skeleton:[/b] ? [b]Skeletal Warrior:[/b] ? [b]Skeletal Champion:[/b] Long ago, she [Meyi] lured a Koboto tribe to the site, offering to hire them to serve as guardians, but she eventually slaughtered them all and raised them as skeletal champions. [b]Skeletal Champion, Guardian:[/b] ? [b]Kemota, Human Skeletal Champion Fighter 5, Guardian, Chieftan:[/b] Long ago, she [Meyi] lured a Koboto tribe to the site, offering to hire them to serve as guardians, but she eventually slaughtered them all and raised them as skeletal champions. [b]Advanced Spectre:[/b] Lying at the edge of the water are the remains of three Ulfen brothers who ventured into the caves in the hopes of destroying Arnlaugr. The eldest fell through the sinkhole and broke his legs, and as fear and despair set in, the three murdered one another. Now their vengeful spirits haunt this chamber as spectres. [b]Advanced Spectre, Vengeful Spirit:[/b] ? [b]Vampire:[/b] ? [b]Ingenious Sinister Vampire:[/b] ? [b]Ysmet, Vampire, Entrancing Vampire Performer, Undead Lover, Thrall:[/b] ? [b]Vampire Infiltrator:[/b] ? [b]Vampire, Soldier, Vampire Trooper:[/b] ? [b]Vampire, Hungering Undead:[/b] ? [b]Wight:[/b] Arrogant and ambitious beyond her capabilities, Cileidia raised a legion of wights the following year, only to see them slip the bonds of her control and rampage through the surrounding countryside. [b]Mindless Zombie:[/b] ? [b]Fast Zombie:[/b] ? [b]Sewer Gator Zombie, Crocodile Zombie, Zombie Reptile:[/b] ? [b]Advanced Fast Zombie:[/b] This room contains the remains of dozens of servants who were deemed unworthy of honorable burial and were interred in Contemptible Crypts instead. Upon his awakening as a vampire, Prince Kasiya raised a number of the servants as zombies. [b]Zombie, Zombie Foot Soldier:[/b] ? [b]Zombie, Mindless Undead:[/b] ? [b]Haunt:[/b] [R]esidual necromantic effects left over from extreme suffering or horrific deaths at specific locations. [b]Haunt, Residual Necromantic Effect:[/b] ? [b]Draugr Captain:[/b] ? [b]Charnel Colossus, Enormous Pile of Rotting Cadavers, Gatekeeper:[/b] ? [b]Dybbuk:[/b] When Sarkoris fell and the Worldwound subsumed it, the new wasteland became home to more than demons. Among the creatures perverted by the taint of the Abyss was one of the former Kellid nation’s most elite socialites, the Forlorn elf Imaloka Ghalmont-Neverhome, patroness of the floating pleasure palace known as the House of Reflections. A century after her death and the sinking of her illustrious home, Imaloka and her final guests still haunt the ruined barge in undeath—but the former hostess is now a banshee and her guests are ghosts or worse. Born to retired elven adventurers Merania and Telderal Ghalmont, Imaloka spent her earliest days listening to fantastical tales of derring-do from both her parents. When Imaloka was still mere decades old, her father convinced her mother to come out of retirement and hunt down a green dragon that had been terrorizing the countryside near Storasta, their home. They left Imaloka in the care of human neighbors, promising to return in a month’s time. That was the last Imaloka saw of her parents. Within only a few years, she had been fully adopted into the Neverhome hold, and lived the rest of her life Forlorn, ever wondering what a fully elven life would have been like. After several generations of her adopted family members died of old age, Imaloka left Storasta for the Sarkorian Steppe in northwestern Sarkoris, with the aim of living a libertine life of opulence, decadence, and only shallow relationships with fellow revelers rather than risk watching more loved ones pass into the Boneyard. When she came across the twin lakes known as First Rains, Imaloka found a location both beautiful enough to inspire her future guests with its magnificence and remote enough that the pleasure palace she envisioned would become a destination for Sarkorians and foreigners alike. With the wealth inherited from her parents upon their presumed deaths, Imaloka commissioned the construction of a floating manor house the likes of which Sarkoris had never seen. The need for buoyancy mandated smaller rooms than Imaloka desired, so she had many of the walls covered floor to ceiling in shimmering mirrors. She had the mirrors enchanted such that they would accentuate the beauty in those who gazed upon their reflection within, hiding their flaws. Thus did her pleasure barge earn its name—the House of Reflections. For nearly 200 years, Imaloka hosted some of the most elite galas north of Oppara, and aristocrats from nations as far from Sarkoris as Jalmeray, Osirion, Cheliax, and Qadira traveled for months in order to attend them. Some parties lasted for weeks, and some had so many guests they couldn’t all fit in the House of Reflection’s limited second-floor quarters and bound their vessels together alongside the buoyant manor, creating a flotilla of debauchery. Once per year, Imaloka hosted the “Lock-In Ball,” a gathering so elite that invitations were magically encrypted to prevent them from changing hands or being forged, and only those select nobles she invited were granted entry. At the start of the Lock-In Ball, the doors to the House of Reflection were sealed for 2 weeks during which she feted the revelers lucky enough to be invited, and under no circumstances was anyone allowed in or out until the gala ended. It was during one such Lock-In Ball that the world changed forever. The Worldwound opened in Sarkoris, and in mere days, the land fell to the demonic hordes. Fearing for her own safety and that of her guests, Imaloka tightened the House of Reflection’s defenses. She increased the efficacy of the doors’ locks, and had her servants set aside their trays of food, musical instruments, and bottles of wine to construct barricades over the windows and the iron latticework of the east wing’s solarium. When the time came for the Lock-In Ball to end, Imaloka maintained the lockdown, and just as none were allowed to come or go during the gala itself, none of her guests were permitted to leave from that point on. The elite from across Avistan and Garund, now prisoners in the very pleasure palace they’d paid such a price to be locked in only weeks prior, grew angry quickly, demanding that Imaloka release them. She did not waver in her dedication, and took increasingly dire actions to quell the growing rebellion. Perhaps influenced by the miasma of Abyssal chaos that enveloped the land, the once-gracious hostess quickly became a tyrannical warden, who eventually struck a Taldan duchess dead with a broken wine bottle rather than allow her to escape out an upper-story window. Imaloka’s cruelty and lack of remorse for her actions pushed the remainder of her guests into open revolt. Armed with broken furniture, candelabra, and the cutlery they once used at dinner, the guests stormed the House of Reflections’s lowest level, home to the palace’s servants and the engineers who kept the barge afloat. In an effort to find egress from their jail, they inadvertently ruptured one of the key floatation devices supporting the western wing of the structure. The west wing collapsed upon the servants guarding the kitchen and the upper floor’s guest quarters were thoroughly destroyed. Shortly thereafter the eastern tower stairwell leading to the second floor toppled into the lake. In less than an hour, the entire House of Reflection sank to the lake’s bottom and all souls within drowned. Now, more than a century later, the water in the First Rains has dried up and the House of Reflections is one again exposed to the sky, albeit a dark and dire sky unlike any it saw prior to Sarkoris’s fall. The aristocrats who died within its mirrored walls are now ghosts or other forms of undead, tied to the magically enchanted mirrors that made them appear so beautiful in life. [b]Dybbuk, Trapped Spirit:[/b] ? [b]Karamorros, Ravener, Powerful Foe, Ravener Patron:[/b] ? [b]Ecorche, Gift:[/b] ? [b]Nightshade:[/b] This chamber is inscribed with a magic circle against chaos directed inward. It was used to call the xacarba Moxonorios, who now calls this place his home. With the assistance of a scroll of gate that Jolanera’s ecorche recovered from the Wizard-King’s Pit, Inkoria called Moxonorios for Jolanera. The nightwing arranged for Moxonorios to help her devise a way to extend the rift in the Well of Sorrows up through this cave in exchange for helping him unleash the full power of the Negative Energy Plane upon his foes. She did not, however, mention that she plans to help him do so by tossing him into the depths of the Negative Energy Plane, where he will provide the raw materials for the formation of a new nightshade whom she will direct to annihilate his old foes. [b]Nightshade, Undead Monstrosity, Undead Horror:[/b] ? [b]Nightwing:[/b] ? [b]Gloomtide, Nightwing, Gift:[/b] ? [b]Nightwalker, Imposing Shadow Monstrosity:[/b] ? [b]Nightskitter, Horrible Insect-Like Creature:[/b] ? [b]Poltergeist:[/b] ? [b]Tzriek, Bone Sage:[/b] ? [b]Kian, Human Nosferatu Bard 7, Assistant:[/b] ? [b]Shepsi-Ak, Advanced Geist:[/b] The necromancer Shepsi-Ak spent his life researching undeath, in the hope of becoming a lich. In the course of his study, he discovered a magical funerary mask that he only partially identified, believing it would allow him to masquerade as a living human. When he fell victim to a haunt and died prior to crafting a phylactery, the mask’s properties prevented him from rising as an undead. When Kasiya removed the mask, Shepsi-Ak arose shortly thereafter as a geist. [b]Barrit Svalsdottir, Human Graveknight Fighter 10, Most Trusted Skeletal Minion:[/b] ? [b]Bjorg Nimbleaxe, Human Graveknight Fighter 10, Most Trusted Skeletal Minion:[/b] ? [b]Graveknight:[/b] Geb incinerated him with a single spell and bound his soul into his superheated armor, transforming him into a graveknight. Once Bhedlis’s five companions had likewise been transformed into graveknights, the group returned to Vigil and laid siege to the monument holding Arazni’s body, stealing her for their new master, Geb [b]Sayona:[/b] ? [b]Juju Zombie, Temple Guardian:[/b] ? [b]Ochieng, The Strength of Light, Human Juju Zombie Brawler 15, High Priest:[/b] ? [b]Juju Zombie Fighter 5/Rogue 4, Guard, Skilled Undead Archer:[/b] ? [b]Juju Zombie:[/b] Mark of the Devoted feat. [b]Gallowdead:[/b] ? [b]Wayward Spirit:[/b] ? Mark of the Devoted You have pledged your life to defend Mzali against invaders, and will continue to do so even after your death. Prerequisites: 1st-level character, human of Mwangi ethnicity, Walkena worshiper, must personally create a token worth at least 50 gp prior to an 8-hour branding ritual during which you survive taking 2d6 points of fire damage. Benefit: Dedicated to ridding your land of colonialist invaders, you have pledged your eternal soul to the purging of their presence from Mzali. Upon completion of the ritual, you gain fire resistance 2 and a +1 morale bonus on Will saves. When you are killed, you rise as a juju zombie (Pathfinder RPG Bestiary 2 291) after 1d4 minutes. Upon rising, your alignment changes to evil. Lawful and chaotic components of your alignment are not changed. After this transformation, you deal an additional 1d6 points of fire damage with the slam attack gained from the template. Special: If you are a juju zombie at the time when Mzali is entirely purged of foreigners, your duty to Mzali is fulfilled and you are immediately destroyed.[/spoiler] [URL=https://paizo.com/products/btpy99k8?Pathfinder-Player-Companion-Advanced-Class-Origins]Advanced Class Origins[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy9sjo?Pathfinder-Roleplaying-Game-Adventurers-Guide]Adventurer's Guide[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Undead Client:[/b] ? [b]Corporeal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Haunt, Spirit:[/b] ? [b]Spirit:[/b] ? [b]Dangerous Spirit:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy93na?Pathfinder-Player-Companion-Bastards-of-Golarion]Bastards of Golarion[/URL][spoiler] [b]Undead Progenitor:[/b] ? [b]Undead Creature:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=http://paizo.com/products/btpy8osv?Pathfinder-Roleplaying-Game-Beginner-Box]Beginner's Box[/URL][spoiler] [b]Undead:[/b] A dead body or spirit animated by an evil power. [b]Ghost:[/b] Ghosts are the undead souls of dead people so filled with rage and hate that they refuse to stay dead. [b]Ghoul:[/b] ? [b]Mummy:[/b] Created to guard the tombs of the honored dead. [b]Skeletal Champion:[/b] ? [b]Skeleton:[/b] Skeletons are the animated bones of the dead, brought to unlife through foul magic. While they are mindless automatons, the magic that created them gave them evil cunning and an instinctive hatred of the living. [b]Zombie:[/b] Zombies are the animated corpses of dead creatures.[/spoiler] [URL=https://paizo.com/products/btpy8sa7?Pathfinder-Player-Companion-Blood-of-Angels]Blood of Angels[/URL][spoiler] [b]Gruesome Undead:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Powerful Evil Creature:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy8qzz?Pathfinder-Player-Companion-Blood-of-Fiends]Blood of Fiends[/URL][spoiler] [b]Undead:[/b] ? [b]Undead Minion, Undead Servitor:[/b] ? [b]Unintelligent Undead:[/b] ? [b]Skeleton:[/b] Variant Tielfling ability 1. Variant Tiefling Ability 1 You can animate a 1 HD skeleton, as per animate dead, once per day as a spell-like ability.[/spoiler] [URL='https://paizo.com/products/btpy91dq?Pathfinder-Player-Companion-Blood-of-the-Moon']Blood of the Moon[/URL][spoiler] [B]Vampire:[/B] ?[/spoiler] [URL=https://paizo.com/products/btpy8v33?Pathfinder-Player-Companion-Blood-of-the-Night]Blood of the Night[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Living Dead:[/b] ? [b]Undead Who Feed on the Blood of Their Enemies:[/b] ? [b]Undead Who Feed on the Life Energy of Their Enemies:[/b] ? [b]Undead Who Feed on the Willpower of Their Enemies:[/b] ? [b]Undead Baddy:[/b] ? [b]Lesser Undead:[/b] ? [b]Undead Servant:[/b] ? [b]Undead Thrall:[/b] ? [b]Undead Forebear:[/b] ? [b]Greater Undead:[/b] ? [b]Carnivorous Undead:[/b] ? [b]Life-Draining Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Larger Undead:[/b] ? [b]Smaller Undead:[/b] ? [b]Barely Sentient Undead:[/b] ? [b]Undead Foe:[/b] ? [b]Undead General:[/b] ? [b]Undead Noble:[/b] ? [b]Undead Spy:[/b] ? [b]Overly Ambitious Undead Warlord:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Hungry Ghoul:[/b] ? [b]Ghoul, Hungering Creature That Lacks a Drain Ability:[/b] ? [b]Lich:[/b] ? [b]Whispering Tyrant:[/b] ? [b]Mummy:[/b] ? [b]Vampire, True Vampire, Vampirekind:[/b] Though they all share a common fate in undeath, the different types of vampires arise in distinctly different ways. [b]Vampire, Vicious Undead, Undead Fiend, Extremely Powerful Creature:[/b] ? [b]Vampire, Undead Parent, Undead Ancestor, Undead Progenitor, Undead Antecedent, Immortal Parent,Vampiric Forebear:[/b] ? [b]Vampire, Undead Father:[/b] ? [b]Vampire, Blood-Sucking Villain:[/b] ? [b]Vampire Jiang-Shi, Hopping Vampire:[/b] Jiang-shis are created from restless spirits who failed to leave their bodies upon death. Last of the true vampires, the jiang-shis evolved from strigoi who fell into deep hibernation for countless centuries, only to be awakened by their overwhelming desires, starved and half mad. Forgetting their pride, they swiftly took to sucking the life force from the very breath of their prey. Jiang-shis are created when a creature goes to its grave with a grudge or unfulfilled wish and is buried without the correct ritual to put its soul at rest. Transformation into a jiang-shi is more likely if the individual encountered a jiang-shi in life. A jiang-shi is brought to being by an obsession unfulfilled and distilled in the putrefaction of its corpse. In a cruel twist, the years that it took for the creature to reanimate may have destroyed the object of the vampire’s obsession, and the jiang-shi returns to a world that has long since moved on. Denied fulfillment, the vampire perceives deep connections to the past in signs and symbols unrecognizable to others. Elsewhere they are rare, but Rahadoumi jiang-shis are not unheard of, thanks in part to their faithless burials, and ambitious pretenders who escape Galt’s final blades but not the weapons of the Gray Gardeners occasionally return decades later as jiang-shis to pursue a revolutionary plot cut short. Jiang-shis who are not buried following traditional Tian practices do not rise with scrolls fixed to their brows, but must craft their own. Depending on their land of origin, non-Tian jiang-shis may use other markers to protect themselves from spells and effects, such as placing stylized copper coins over their eyes or donning intricate headdresses. [b]Vampire Jiang-Shi, Vengeful Seeker of Signs, Living Corpse:[/b] ? [b]Jiang-Shi Symbolist, Otherworldly Signseeker Lost in Time:[/b] ? [b]Jiang-Shi Symbolist, Superstitious Wanderer:[/b] ? [b]Jiang-Shi Symbolist, Undead Spiritualist:[/b] ? [b]Jiang-Shi Symbolist, Whimsical Immortal:[/b] ? [b]Vampire Jiang-Shi Spawn:[/b] The victims of jiang-shis often end up rising as vampires themselves. Last of the true vampires, the jiang-shis evolved from strigoi who fell into deep hibernation for countless centuries, only to be awakened by their overwhelming desires, starved and half mad. Forgetting their pride, they swiftly took to sucking the life force from the very breath of their prey. [b]Rahadoumi Jiang-Shi:[/b] ? [b]Non-Tian Jiang-Shi:[/b] ? [b]Grandmaster Guo Quianru, Jiang-Shi Monk, Ancient Sensei:[/b] ? [b]Vampire Moroi, Haughty Brutal Moroi:[/b] A moroi is created as the spawn of another. These spawn are released from service when their creator either is slain or deems them more useful as free subjects. Eventually, the spawn gain all the powers of their moroi master. In time, some [nosferatu] spurned the animalistic ways of their brethren and embraced the cult of youth that pervaded their mortal prey. These became the moroi, the most common among vampirekind. [b]Vampire Moroi, Seductive Lord of Blood, Sensuous Manipulator, Cunning Vampire, Killer, Creature Driven By a Deep Desire for Living Blood and Wracked With the Insecurity and Paranoia of the Powerful But Despised, Earthly Being:[/b] ? [b]Vampire Moroi Spawn:[/b] The moroi are the most common among vampirekind. Their deadly kiss can bestow unlife to their victims, who become their unwitting thralls upon reanimation. A moroi is created as the spawn of another. One of the unique tools of the moroi is the ability to create spawn. [b]Vampire Moroi Spawn, Unwitting Thrall, Enthralled Servant of a Moroi, Willing Servant, Hungry Minion, Mere Slave:[/b] ? [b]Moroi Master:[/b] ? [b]Savage Lizardfolk Moroi:[/b] ? [b]Long Exiled Ever-Living Bretheren Snowcaster Elf Moroi:[/b] ? [b]Most Infamous Moroi:[/b] ? [b]Civilized Moroi:[/b] ? [b]More Barbaric Moroi:[/b] ? [b]Lonely Moroi:[/b] ? [b]Moroi, Informed Foe:[/b] ? [b]Smart Moroi:[/b] ? [b]Moroi, Infuriating Foe:[/b] ? [b]Moroi Blackguard, Merciless Exploiter of the Innocent, Herald of Destruction and Depravation, Adept Leader:[/b] ? [b]Moroi Blackguard, Evil Crusader:[/b] ? [b]Moroi Blackguard, Malign Tempter:[/b] ? [b]Moroi Blackguard, Sadistic Antihero:[/b] ? [b]Noble Moroi:[/b] ? [b]Polite Moroi:[/b] ? [b]Adventuring Moroi:[/b] ? [b]Adventuring Moroi, Freed Spawn:[/b] ? [b]Adventuring Moroi, Creature Too Ancient to Bother With the Joys of Evil:[/b] ? [b]Moroi, Vampiric Forebear, Undead Progenitor:[/b] ? [b]Hungry Moroi:[/b] ? [b]Most Powerful Moroi:[/b] ? [b]Jentani Valvasor, Countess Valvasor, Powerful Vampire Moroi:[/b] ? [b]Ragged Maw, Lizardfolk Moroi, Nocturnal Hunter:[/b] ? [b]Vampire Nosferatu, Bestial Unviersally Shunned Nosferatu:[/b] Nosferatu are typically the result of either terrible necromantic rituals or magical experiments. Having lost their ability to reproduce millennia ago, the race of nosferatu creeps slowly toward extinction. It is only through the use of hidden and dangerous necromantic rituals that the living now transform into these dread vampires. [b]Vampire Nosferatu, Eternally Cursed Ancient, Monstrosity Blessed With Eternal Life But Not Eternal Youth, Dread Vampire, Vampiric Descendant of the Strigoi, Withered Forefather, Most Wretched of Vampires, Most Bestial of Vampires, Cursed Soul, Master of Any Environment, Savage Ancient Vampire, Moldering Cadaver, Earthly Being, Wretched Creature, Bogeyman:[/b] ? [b]Vampire Nosferatu, Undead Parent, Forebear:[/b] ? [b]Cautious Nosferatu:[/b] ? [b]Nosferatu Shapechanger, Undead Master of Many Forms:[/b] ? [b]Nosferatu Shapechanger, Arcane Imposter:[/b] ? [b]Nosferatu Shapechanger, Master Transmuter:[/b] ? [b]Nosferatu Shapechanger, Shameful Deceiver:[/b] ? [b]Traitorous Nosferatu:[/b] ? [b]Ramoska Arkminos, Nosferatu:[/b] ? [b]Angry Nosferatu:[/b] ? [b]Vampire Vetala:[/b] A vetala rises from an evil child who received an improper burial upon death, and whose spirit wrenched free of its original form to adopt the corpse of another as its host. A few strigoi too proud to feed on the filthy fluids of lesser beings starved almost to extinction, but from among these evolved the vetalas, vampires able to consume the pure humanity from their victims’ minds. A vetala is born from the warped spirit of an evil child who received an improper burial in unholy land. Vetalas often lead other beings in powerful evil rituals that are meant to transform slain spirits into new vetalas. When it grows tired of its corpse-toys, a vetala sometimes kidnaps a child, modifies family members’ memories so they only half-remember the lost youth, and drags its new companion back to its lair, where the child quickly starves. Dying in the company of a vetala taints the child’s soul, and its lack of burial makes it rise as a vetala itself. Elsewhere on Golarion, states torn by war and disease or populated by savage races bury more children than others (and often must bury them hurriedly); Nirmathas, the Sodden Lands, and even Irrisen have thus seen their fair share of vetalas rise from the dead. [b]Vampire Vetala, Intellect-Siphoning Undead Mastermind, Vampire Able to Consume the Pure Humanity From Their Victim's Mind, Insidious Creature of Great Knowledge Great Mystery and Great Desire, Child Spirit, Abomination, Cursed Being, Extremely Challenging Foe, Warped But Natural Link in the Ongoing Process of Renewal, Spirit Creature Possessing a Body, Mysterious Body-Stealing Vampire:[/b] ? [b]Vampirie Vetala, Forebear, Vampiric Parent, Progenitor, Vampire Parent, Ancestor, Eternally Childish Parent, Undead Forebear:[/b] ? [b]Vetala Lifestealer, Predatory Martial Memory Stealer:[/b] ? [b]Vetala Lifestealer, Calm Hunter:[/b] ? [b]Vetala Lifestealer, Hungry Scrapper:[/b] ? [b]Vetala Lifestealer, Meditative Sweeper:[/b] ? [b]Vetala, Sage:[/b] ? [b]Vetala, Advisor:[/b] ? [b]Kemnebi, Vetala, Chancellor, Blood Lord:[/b] ? [b]Vampiric Foe:[/b] ? [b]Vampire Character, Monstrous Character, Vampire PC:[/b] ? [b]Good Vampire Character:[/b] ? [b]Vampire Enemy:[/b] ? [b]Vampiric Villain:[/b] ? [b]Vampire Strigoi, Ancient Creature:[/b] ? [b]Lonely Vampire:[/b] ? [b]Rare Vampire:[/b] ? [b]Vampire Spellcaster:[/b] ? [b]Vampire Very Ancient:[/b] ? [b]Vampire Master:[/b] ? [b]Shapeshifting Vampire:[/b] ? [b]Neutral Vampire:[/b] ? [b]Neutral Vampire, Freed Spawn:[/b] ? [b]Good Vampire, Impossibly Rare Good Vampire:[/b] ? [b]Adventuring Vampire:[/b] ? [b]Established Vampire:[/b] ? [b]Vampire With the Incredible Ability to Transform Into Certain Animals:[/b] ? [b]Basest Monster:[/b] ? [b]Sharpest Creature:[/b] ? [b]Most Arrogant Vampire:[/b] ? [b]Bestial Creature of Instinct:[/b] ? [b]Creature With a Blood Drain Ability, Creature With the Blood Drain Ability:[/b] ? [b]Creature With a Level Drain Ability:[/b] ? [b]Creature With a Ability Drain Ability:[/b] ? [b]Hungering Creature That Lacks a Drain Ability:[/b] ? [b]Typical Vampire:[/b] ? [b]Upstart Vampire:[/b] ? [b]Hungry New Spawn:[/b] ? [b]Ancient Master:[/b] ? [b]Ancient Vampire:[/b] ? [b]Malyas, Vampire Lord:[/b] ? [b]Zura, The Vampire Queen, Demon Lord:[/b] ? [b]Blood Emperor Ruithvein, Vampire:[/b] ? [b]Urgathoa, The Pallid Princess:[/b] ? [b]Olix, Vampire Priest:[/b] ? [b]Cruel Vampire:[/b] ? [b]Slavering Vampire:[/b] ? [b]Vampiric Companion:[/b] Vampiric Companion feat. [b]Vampiric Companion, Twisted Companion:[/b] ? [b]Bloodsucker:[/b] ? [b]Penanggalen, Lesser Vampire-Kin:[/b] ? [b]Wight:[/b] ? [b]Zombie, Hungering Creature That Lacks a Drain Ability:[/b] ? Vampiric Companion Just as your undead existence mocks nature, so too are you granted a twisted companion that reflects the vile nature of vampirism. Prerequisites: Dhampir or vampire, nongood alignment, 10 levels in a class that grants a familiar or animal companion. Benefit: Your animal companion or familiar’s type changes to “undead.” The creature gains your vampire or dhampir weaknesses and fast healing 5. If you are a vampire, the creature also gains the following abilities, depending on what type of vampire you are. Jiang-Shi: If the creature is adjacent to you or you are sharing a square, it gains the benefit of your prayer scroll ability. The creature crumbles into dust if destroyed ( just like a jiang-shi), but is not permanently destroyed unless measures are taken that would destroy a jiang-shi. Moroi: If the creature is adjacent to or in your square when you assume gaseous form, it transforms with you and follows you; its transformation ends when yours does. If reduced to 0 hit points, it is forced into gaseous form and must return to your coffin to reform (or the foot of your coffin if it cannot fit within it). Nosferatu: If the creature is adjacent to or in your square when you assume swarm form, it transforms with you and follows you; its transformation ends when yours does. The creature can climb as if using spider climb, even if its anatomy is not suitable for climbing (such as a horse). Vetala: The creature may use malevolence and possession as if it were a vetala, but by touch and only affecting creatures or corpses that are the same type of creature as the animal companion or familiar (such as bear, horse, or snake). If reduced to 0 hit points in combat, the creature is helpless and its fast healing ceases to function for 1 hour (additional damage or desecration has no effect); after 1 hour it regains 1 hit point and is no longer helpless, and its fast healing resumes. It can be permanently destroyed as if it were a vetala. Special: If your animal companion or familiar is destroyed, dismissed, or lost, you may apply the effects of this feat to the replacement creature. If you are destroyed, the creature retains its undead type but loses all other special abilities from this feat. If you have more than one animal companion or familiar, choose one of them when you select this feat and apply its effects to that creature. You may select this feat more than once. Each time you select the feat, it applies to a different animal companion or familiar.[/spoiler] [URL=https://paizo.com/products/btpy9tok?Pathfinder-Roleplaying-Game-Book-of-the-Damned]Book of the Damned[/URL][spoiler] [b]Kabriri:[/b] It is said that when the first humanoid (an elf, it so happened) to feed upon the flesh of his brother died, he was reborn in the Abyss in the reeking bowels of a vast necropolis that the plane created in his honor. This first ghoul abandoned his previous life and embraced his new undeath, becoming the demon lord Kabriri. [b]Advanced Mohrg:[/b] ? [b]Advanced Vampire:[/b] Vampirism exalted boon. [b]Zura:[/b] Zura rose from the corpse of an Azlanti queen who had succumbed to a lust for eternal life and the flesh of her own kind. Scholars point to Zura’s acts as the start of Azlant’s fall into decadence—and perhaps even one of the catalysts for the Age of Darkness that followed. Even today, thousands of years later, tales of her baths of blood and hideous banquets persist as legends. While many tried to assassinate her, it was her own exuberance for blood that sent her soul spiraling into the Abyss after an accidental suicide tryst with several consorts. Yet such was the weight of her sin that when her soul arrived, she rose immediately as a powerful creature—a succubus vampire who swiftly went on to gain incredible power. [b]Urgathoa:[/b] Although it is unclear whether Zura worshiped Urgathoa in life, there exist certain irrefutable connections between the Vampire Queen as a demon lord and Urgathoa, whom many believe to have been the first vampire. [b]Burning Ghost:[/b] ? [b]Mummified Demon:[/b] ? [b]Fiendish Vampire:[/b] ? [b]Rhuithvein, The Blood Emperor, Vampire:[/b] ? [b]Undead:[/b] Nurgal's torso is deeply tanned and masculine, and he is rarely seen without a heavy mace, the head of which appears to be a miniature sun held in one four-fingered, taloned hand. This mace can deal horrific damage, scorching flesh and drawing moisture from the body so that those slain by the weapon instantly rise as sun-blackened undead slaves of the Shining Scourge. To the priesthood of Orcus, the lich is generally held as the height of power and the most glorious method of transcending life, not only due to the power a lich wields but also due to the simple fact that one must actually work to become a lich. Transforming into a lich requires patience, power, skill, and talent, and worshipers of Orcus often regard those undead spawned merely from being transformed by another undead creature via disease or otherwise as lesser incarnations of the undead state of being. To the worshipers of Orcus, there is no difference between a vampire and a leper. Vampirism is a disease, and like all diseases, it spreads most quickly among the weak—as a result, Orcus cultists maintain that vampires represent the weakest form of undeath. Accidental undeath ranks only slightly higher, but even then the lich who spent the majority of his living existence working toward a singular transformation feels jealousy and frustration over those who become ghosts simply by chance after death. To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic. They are not creations of mere chance or misfortune but calculated additions to the world, and as such their place in the church is much more valued. Fiendish lore holds that Ruzel’s tongue is so sharp he can turn living creatures into undead with a single well-aimed jest. Circiatto is an exceptionally gluttonous and ruthless fiend who consumes all enemies who stand in his way. Worse, the Glutton Slaver then vomits them back up as undead servants. Menxyr can pull forth bones from living creatures, animate the dead to serve his foul lusts, and even climb inside the bodies of the freshly dead to animate them and seduce those who mourn the loss of a loved one. The White Mountain, the highest point in Abaddon, reaches even higher than the peak housing the Cinder Furnace. This massive volcano belches forth neither ash nor lava but a miasma of corrosive, white-hot soul-stuff, spontaneously generated undead, and negative energy. The source of the White Mountain’s fury is unknown, and swirling rumors raise only more questions: they credit a lost artifact, the chamber of a dead or imprisoned harbinger, or another long-abandoned experiment by one of the Four. In reality, the carefully disguised proprietors—Carlissa, Melina, and Veria—are lioness-headed rakshasas who siphon a bit of life force from each customer who spends time at the Pillow. The sisters keep this life force in the form of stolen and bottled memories, which they store in magnificent amulets around their necks. Soon, after spending lifetimes collecting their unsettling bounty, the sisters plan to shatter their amulets, which will transform all of their living victims into undead scourges and turn those who’ve died into incorporeal undead poised to tear the city apart from within. Nabasu demons (also known as death demons or glutton demons) are dangerous for a spellcaster to conjure, though they are desirable as mighty combatants with strong battle and infiltration skills. They can become more powerful during their service, as well as recruit and create their own armies of undead slaves, so a spellcaster can quickly get in over his head should the nabasu manage to use its newfound power or minions to circumvent the strictures of its servitude. [b]Ghoul:[/b] It is said that when the first humanoid (an elf, it so happened) to feed upon the flesh of his brother died, he was reborn in the Abyss in the reeking bowels of a vast necropolis that the plane created in his honor. This first ghoul abandoned his previous life and embraced his new undeath, becoming the demon lord Kabriri. For his first few centuries of existence, he traveled among the worlds of the Material Plane, sampling like a gourmand the contents of graveyards and spreading the infectious “word” of his condition to any who would listen—in effect, infecting the inhabitants of innumerable worlds with the first and strongest strain of ghoul fever. Yet wherever Kabriri traveled, he took pains to avoid the burial grounds of elves, and did not spread his word among their kind. Whether his restraint was due to a fragment of shame over his first act of cannibalism or fear of confronting even a tiny fragment of the life he’d left behind, Kabriri left the elven people alone. Repercussions of his avoidance continue to this very day, as the touch of ghouls cannot paralyze elves. In contrast, other humanoids who succumb to the disease find their ears growing long and pointed, as if in some cosmic mockery of the elven form. His favored weapon is a two-headed flail of iron and bone, its twin heads made from skulls wrapped in strips of spiked iron. This weapon is capable of transforming those it strikes into ghouls, and causes the flesh of the living to rot away. Kabriri’s breath can also transform the living into ghouls, and his gaze can instill an unholy cannibalistic hunger that can drive sane folk to go on murderous, gluttonous rampages. Ghoulish Apotheosis exalted boon. Death-stealing Gaze exalted boon. [b]Ghast:[/b] Undertaker sentinel boon. [b]Lacedon:[/b] ? [b]Leng Ghoul:[/b] According to Kabriri’s religious teachings, the Leng ghouls came to be when he spread ghoul fever among that realm’s slumbering men and women, but they turned their backs on their creator and became pariahs. The Leng ghouls dispute this claim, citing compelling evidence that their kind has dwelt in Leng far longer than Kabriri himself has been in existence. [b]Lich:[/b] To the priesthood of Orcus, the lich is generally held as the height of power and the most glorious method of transcending life, not only due to the power a lich wields but also due to the simple fact that one must actually work to become a lich. Transforming into a lich requires patience, power, skill, and talent, and worshipers of Orcus often regard those undead spawned merely from being transformed by another undead creature via disease or otherwise as lesser incarnations of the undead state of being. Among humanity, Yhidothrus’s cultists are typically loners obsessed with the encroaching threat of old age; desperate to avoid their fate, these few turn to blasphemy and demon worship as a means of escape. Many become liches as a result of their obsession—a Yhidothrin lich typically appears worm-eaten and moist compared to the typical specimen of that kind of undead. [b]Mummy:[/b] ? [b]Vampire:[/b] Vampirism exalted boon. [b]Juju Zombie:[/b] Invoke Death exalted boon. [b]Nightwing:[/b] ? [b]Devourer:[/b] ? [b]Ghost:[/b] Elder's Grace exalted boon. [b]Skeleton:[/b] To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic. [b]Zombie:[/b] To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic. Ghoulish Apotheosis (Ex) For you, death is not an ending but a beginning. The next time you die, you rise as a ghoul after 24 hours. Your type changes to undead and you lose all the abilities of your previous race, replacing them with a +2 natural armor bonus, darkvision 60 feet, channel resistance +2, and a ghoul’s physical attacks. You do not change your total Hit Dice or alter your ability scores. If you achieve this boon when you’re already an undead creature, you instead gain a +4 profane bonus to your Charisma score. Undertaker (Sp) With nothing but your will alone, you can slaughter and entomb your foes in one fell swoop. Once per day, you can cast finger of death as a spell-like ability. Any creature killed by this effect is immediately entombed 6 feet underground within a 6-inch-thick stone sarcophagus, along with its gear. One week after interment, a creature entombed by this ability breaks free from its sarcophagus as a chaotic evil ghast with all class levels it had in life; these ghasts are not under your control, but are often friendly toward you. Elder’s Grace (Ex) You immediately age to the next age category, gaining all of the appropriate bonuses to your mental ability scores without taking any penalties to your physical ability scores. If you are venerable when you achieve this boon, you die and become a ghost. Any illusion effect you create gains a +2 profane bonus to the save DC. This transformation into a ghost persists even if you fail to perform your obedience. Invoke Death (Sp) Once per day, you can cast slay living as a spell-like ability. A creature slain by this spell immediately rises from death as a juju zombieB2. The juju zombie is not under your control, but it will not attack you. Death-Stealing Gaze (Su) You gain the death-stealing gaze ability of a nabasu. You can activate this ability as a free action and use it for up to 3 rounds per day plus a number of additional rounds equal to your Constitution modifier—these rounds need not be consecutive, but they must be used in 1-round increments. All living creatures within 30 feet of you when your death-stealing gaze is active must succeed at a Fortitude save (DC = 10 + half your Hit Dice + your Charisma modifier) or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under your control. You can create only one ghoul in this manner per round. If multiple humanoids die from this ability simultaneously, you choose which of them rises as a ghoul. Nabasu demons that gain this boon can instead use their death-stealing gaze at will, regardless of their total number of growth points. Vampirism (Su) While Zura’s favored worshipers are vampires, she still values the service of powerful cult members who yet live, for a living cultist can move about in the light of day and need not fear the weaknesses most vampires do. But this is not to say that Zura denies her greatest followers the bliss and rapture of becoming a vampire, at least for short periods of time. Thanks to your long-standing devotion to the Vampire Queen, you have become one of those chosen few to gain this peek into a vampire’s unlife without having to give up living. Once per day, you can infuse yourself with the qualities of a vampire. Apply the vampire template to yourself for the duration of this effect, which lasts for 1d6 rounds plus an additional number of rounds equal to your Charisma bonus. When the effect ends, you are staggered for 1d4 rounds. In time, most worshipers of Zura hope to become vampires, and those who do and have this boon find that they can still draw upon its effects to bolster their power. If you are already a vampire and you activate this boon, you gain the advanced creature simple template for the duration of this effect. [/spoiler] [URL=https://paizo.com/products/btpy9e1c?Pathfinder-Player-Companion-Cohorts-Companions]Cohorts & Companions[/URL][spoiler] [b]Undead, Undead Creature:[/b] For some leaders, a vow of loyalty unto death isn’t good enough and so the chains that guarantee their followers’ obedience endure beyond the grave and into unlife. Others bypass the unreliable independence of living minds entirely and seek to ensnare souls and mold corrupted flesh into relentless minions of unquestioning and literally undying obedience. [b]Vampire:[/b] ? [b]Undead Minion:[/b] ? [b]Relentless Minion:[/b] ? [b]Undead Cohort:[/b] ? [b]Mindless Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Festrog:[/b] ? [b]Draugr:[/b] ? [b]Ghul:[/b] ? [b]Shredskin:[/b] ? [b]Dullahan:[/b] ? [b]Corporeal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Animated Corpse:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy9j72?Pathfinder-Campaign-Setting-Darklands-Revisited]Darklands Revisited[/URL][spoiler] [b]Skaveling, Ghoul Bat:[/b] Skavelings, the favored mount of the urdefhan race, are used to establish aerial dominance in the vast vaults of the Darklands. Young mobats are taken at birth and fed a specified regimen of fungi and undead flesh, gradually preparing the bats for a future life as undead mounts. Urdefhan priests of Trelmarixian, the Horseman of Famine, complete the transformation by ritually slaying the matured mobats. [b]Skaveling, Giant Undead Bat, Ghoulish Mount, Aerial Skaveling Mount, Favored Mount, Undead Mount, Aerial Abomination, Devoted Mount:[/b] [b]Ghoul:[/b] ? [b]Ghoul, Flesh-Eating Undead:[/b] ? [b]Undead:[/b] ? [b]Ghast:[/b] ? [b]Conventional Vampire:[/b] ? [b]Psychic Lich:[/b] Duergar arcane and psychic students often search to find methods of everlasting life, and many duergar (especially duergar tyrants) of sufficient power sacrifice their mortal life to become psychic liches.[/spoiler] [URL=https://paizo.com/products/btpy8ywa?Pathfinder-Player-Companion-Demon-Hunters-Handbook]Demon Hunter's Handbook[/URL][spoiler] [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Shadow:[/b] ? [b]Powerful Undead:[/b] ? [b]Lich, Powerful Undead:[/b] ? [b]Mummy, Powerful Undead:[/b] ? [b]Vampire:[/b] ? [b]Ghost:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy9g23?Pathfinder-Player-Companion-Dirty-Tactics-Toolbox]Dirty Tactics Toolbox[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Undead Skeleton:[/b] ? [b]Ghoul:[/b] ? [b]Wight:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy8yvi?Pathfinder-Campaign-Setting-Dragons-Unleashed]Dragons Unleashed[/URL][spoiler] [b]Undead:[/b] ? [b]Wicked Undead Ravener:[/b] ? [b]Arantaros, Blue Dragon Ravener, Former Blue Dragon:[/b] Gifted with the transformation into a ravener by the Demon Lord Haagenti, this former blue dragon terrorizes the Barrier Wall and its environs. [b]Marrowgarth, Adult Red Dragon Ravener, Protector of Gallowspire:[/b] ? [b]Krimhilde, The Ice Lich of Irrisen, Lich:[/b] ? [b]Vashkiyan, Ancient Green Dragon Ravener, Terrible Beast:[/b] An ancient green dragon in life, this terrible beast slew her 15 living descendants to fuel her transformation into a ravener. [b]Mummy, Undead Minion, Undead Thrall:[/b] ? [b]Ghast, Undead Minion, Undead Thrall:[/b] ? [b]Hapless Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Maghara, Young Adult Copper Dragon Ghost, Plaful Antagonist, Manipulator, Loyal Ally:[/b] Before the Oath Wars in Rahadoum, a lighthouse and temple complex known as the Guidestar of Desna stood on the high cliffs of the southern shore of Phahalen Island, providing a beacon to ships skirting the dangerous edge of the Eye of Abendego. Its priestly keepers were among the last clergy in Rahadoum to be executed or exiled under the Laws of Man, defiantly proclaiming, “The guiding light can never be extinguished.” Secular forces assumed control of the lighthouse, but all perished the following winter during a terrible plague and their superiors abandoned attempts to occupy the complex. Their deaths fueled rumors that the lighthouse was cursed, although locals whisper tales of a benevolent light shining from its tower when travelers needed it most. The reputation of the Guidestar drew the attention of Maghara, a young copper dragon, who took up residence in the sandy, cave-riddled cliffs overlooking the sea beneath the ruins. The copper dragon found it amusing to reinforce the legends, using spells and trickery to convince visitors the tower and temple were haunted or cursed, filled with strange lights and sounds. He also fulfilled the other aspect of the legend, occasionally lighting the Guidestar’s beacon to help a distant ship find its way safely past the rocky shoals and the outskirts of the persistent storm. Maghara traveled around the outskirts of the Eye and visited the Shackles, encountering a copper female named Rokiere there. He also learned of the corrupt Cult of Dahak and its wyrm priestess, Aashaq the Annihilator. After a tempestuous courtship (by dragon standards), Maghara and Rokiere mated and he returned to Rahadoum. Sometime later, the crew of a ship called the Farthing sought out the young copper’s lair, carrying a brief message from Rokiere: “Come to Motaku Isle.” Impressed that the Farthing and its crew had braved the Eye to carry Rokiere’s message, Maghara felt it only fair to accompany them on the return voyage. Rather than skirt the Shackles around the Cannibal Isles or Shark Island, the dragon and crew tried to slip past the Rampore Isles and Bag Island, close to Dahak’s Fang. Aashaq the Annihilator herself came swooping out of the clouds like a raptor, breathing fire. Maghara attempted to fend off the great wyrm and give the Farthing a chance to escape, but he was no match for Aashaq. Maghara remembers burning light, and pain, and then darkness… Then there was light again—a soft glow like starlight, calling to him, almost singing. Maghara soared free past the waves and the clouds, to the glowing pinnacle of the Guidestar of Desna. A gentle, compassionate voice spoke to him. “The guiding light is needed, and can never be extinguished,” the goddess said. “Your work is not yet done.” Maghara’s burned and broken body sank among the Shackles, but his spirit returned to Phahalen Island. He had no choice but to laugh—for the ruins of the Guidestar were now truly haunted. [b]Tar-Baphon, The Whispering Tyrant, Lich, Warlord Lich, Powerful Lich-King, Undead Master, Lich-King:[/b] ? [b]Geb, Ghost:[/b] ? [b]Nightcrawler:[/b] ? [b]Shadow:[/b] These creatures, creations of Syremal, lie in wait to sap the strength from any intruders who wander into the caverns. [b]Shadow, Incorporeal Undead:[/b] ? [b]Greater Shadow:[/b] These creatures, creations of Syremal, lie in wait to sap the strength from any intruders who wander into the caverns. [b]Greater Shadow, Incorporeal Undead:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy8wfn?Pathfinder-Player-Companion-Dungeoneers-Handbook]Dungeoneer's Handbook[/URL][spoiler] [b]Undead, Unquiet Dead:[/b] Conquered dungeons also often feature haunts or unquiet dead, especially if the former inhabitants were slaughtered during the invasion. [b]Eternal Sentinel:[/b] ? [b]Undead Minion:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Haunt:[/b] Conquered dungeons also often feature haunts or unquiet dead, especially if the former inhabitants were slaughtered during the invasion. [b]Ghostly Inhabitant:[/b] ? [b]Blood-Drinking Ghost:[/b] ? [b]The Whispering Tyrant, Tar-Baphon, Lich:[/b] ? [b]Vampire:[/b] ? [b]Wraith:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy8b9j?Pathfinder-Companion-Dwarves-of-Golarion]Dwarves of Golarion[/URL][spoiler] [b]Undead:[/b] ? [b]Zombie:[/b] ? [b]Wight:[/b] ? [b]Ghost:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy9au2?Pathfinder-Player-Companion-Familiar-Folio]Familiar Folio[/URL][spoiler] [b]Undead:[/b] ? [b]Haunt:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy8ffn?Pathfinder-Roleplaying-Game-GameMastery-Guide]Game Mastery Guide[/URL][spoiler] [b]Haunt:[/b] The distinction between a trap and an undead creature blurs when you introduce a haunt—a hazardous region created by unquiet spirits that react violently to the presence of the living. The exact conditions that cause a haunt to manifest vary from case to case—but haunts always arise from a source of terrific mental or physical anguish endured by living, tormented creatures. A single, source of suffering can create multiple haunts, or multiple sources could consolidate into a single haunt. The relative power of the source has little bearing on the strength of the resulting haunt—it’s the magnitude of the suffering or despair that created the haunt that decides its power. Often, undead inhabit regions infested with haunts—it’s even possible for a person who dies to rise as a ghost (or other undead) and trigger the creation of numerous haunts. A haunt infuses a specific area, and often multiple haunted areas exist within a single structure. Temples deserted under negative circumstances, or those that carried out vile rites, attract spirits that cannot manifest as incorporeal undead. This makes them no less dangerous. (GM's Miscellany: Alternate Dungeons) If tragedy befell the village, undead citizenry might haunt the adventure site. (GM's Miscellany: Alternate Dungeons) Haunts are typically created by restless souls or pervading evil, but an abandoned village can almost have a “spirit” of its own. (GM's Miscellany: Alternate Dungeons) Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. (GM's Miscellany: Alternate Dungeons) Manors are often at the apex of these death knell curses because a witch’s vengeance is directed at an individual or specific group of people, who quickly perish from her supernatural vengeance or flee from their homes for fear of a grisly demise. Products of a witch’s death knell curse last for hundreds of years and typically are not stopped until someone is able to find the spirit and slay it, destroying its strange hold upon the building and the surrounding region. (GM's Miscellany: Alternate Dungeons) When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. (GM's Miscellany: Alternate Dungeons) In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self-loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder. (GM's Miscellany: Alternate Dungeons) When it comes to planar magic, mages are often tinkering with forces they scarcely comprehend, let alone control. A single misspoken word or a stray line within a magic circle can cause a spell to backfire with tremendous force, calling an outsider into the mortal realm. In rare circumstances, the outsider may be physically unable to leave the place it was summoned within for reasons even it is unlikely to understand. Perhaps the mage’s home is inscribed with warding runes as a fail-safe or the magic is unstable, preventing the creature from straying far from its point of summoning. Even more horrifying are the outsiders who possess unfettered access to the Material Plane, retreating to abandoned structures by daylight only to prey again on mortal flesh come dusk. (GM's Miscellany: Alternate Dungeons) Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic. (GM's Miscellany: Alternate Dungeons) Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises. (GM's Miscellany: Alternate Dungeons) Fifty years ago, a vile witch attempted to summon a powerful demon by offering it the soul of a local baker’s girl. Although the witch was caught, tried and hanged thanks to the efforts of a party of adventurers, with her final breath she scorned the city and its people, promising to return to drag all of their souls to the depths of the Abyss. (GM's Miscellany: Alternate Dungeons) On the night of the first full moon after the witch’s death, eerie lights and sounds began to plague her victim’s home. In fear, the family left the city and moved into the hamlet of Greenborough to escape the horror. Unfortunately, the haunting followed the family and they all died in their newly constructed manor within one moon of their arrival. Local legends claim the witch’s angry spirit now holds the family’s souls captive within the manor with the assistance of a malevolent force from outside the mortal realms. (GM's Miscellany: Alternate Dungeons) When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. (Two Dozen Dangers: Haunts) Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead. (Two Dozen Dangers: Haunts) [b]Bleeding Walls:[/b] ? This haunt occurs when a victim is murdered and their corpse is boarded up within the walls of the haunted house. (Alternate Dungeons: Haunted House) [b]Undead:[/b] Whether from an ancient curse or fell necromancy, one of the most terrifying of all supernatural disasters is the undead uprising—the dead emerging from their graves to claim the living. This disaster can strike any area where the dead have been laid to rest, not just towns and cities. More than one blood-soaked battlefield has given rise to a legion of desiccated undead warriors. Heroes who perished in the battle against the uprising return as fearsome undead generals. [b]Zombie:[/b] On the first nights of an undead uprising, the bodies of the recently dead rise as zombies. Those interred in consecrated ground remain at rest, but bodies left unburied or in mass graves lurch out into the streets, wreaking havoc. [b]Skeleton:[/b] As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk. [b]Skeletal Champion:[/b] As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk. The undead remain mindless, but the magical power behind the incursion gives them the efficiency and tactical acumen of a living army. The skeletons seek out weapons and armor to gird themselves for battle. Elite skeletal champions lead the troops, wielding magic items scavenged from abandoned graves. [b]Ghoul:[/b] ? [b]Wight:[/b] ? [b]Ghost:[/b] As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. [b]Shadow:[/b] As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. [b]Wraith:[/b] As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. [b]Spectre:[/b] As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. [b]Lich:[/b] ? [b]Dread Wraith:[/b] ? [b]Vampire:[/b] ? [b]Mummy:[/b] ? [b]Greater Shadow:[/b] ? [b]Mohrg:[/b] ? [b]Ghast:[/b] ? [b]Vampire Spawn:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy9jbd?Pathfinder-Campaign-Setting-Heaven-Unleashed]Heaven Unleashed[/URL][spoiler] [b]Undead:[/b] ? [b]Twisted Undead Shade:[/b] The Kellid druids of that nation held off the demons until Shaorhaz, a vrolikai inquisitor of Cyth-V’sug, stepped forward to crush the druidic resistance. The last surviving druids retreated to Spiral Hill and unleashed a flood of holy fire upon Shaorhaz’s forces, but ultimately, Shaorhaz triumphed. Shaorhaz built his keep, cruelly christened Greengrave, upon the site of their last stand. Those fallen druids still prowl this fell terrain, now called the Stonewilds, as twisted undead shades. [b]Evil Undead:[/b] ? [b]Undead Orc:[/b] ? [b]Intelligent Undead:[/b] ? [b]Mindless Servitor:[/b] ? [b]Undead Monstrosity:[/b] ? [b]Powerful Intelligent Undead:[/b] ? [b]Furghol the Vindictive, Furghol Rennold, Wight Necromancer 8, Undead Villain, Great-Great-Uncle, Advisor:[/b] ? [b]Arazni, The Harlot Queen, Lich, Former Herald:[/b] ? [b]Benevolent Specter of Fallen Hero, Nonevil Ally:[/b] ? [b]Viola Rennold, Bloody Skeleton, Heroic Ancestor:[/b] Publicly swearing off his studies, Furghol slunk back to the Rennold estate. He descended into the family crypt, where the remains of several Rennold heroes were interred, and attempted to put his scholarly knowledge into practice, hoping to prove his theory correct and thus redeem himself. Instead, he raised Viola Rennold—a heroic ancestor known for defeating an undead orc horde single-handedly—as a bloody skeleton. [b]Bodak, Intelligent Undead:[/b] ? [b]Mohrg, Intelligent Undead:[/b] ? [b]Ghoul, Intelligent Undead:[/b] ? [b]Ghast, Intelligent Undead:[/b] ? [b]Skeleton, Mindless Undead, Field Worker:[/b] ? [b]Zombie, Mindless Undead, Field Worker, Undead Field Hand:[/b] ? [b]Overseer Nux Bloodquill, Mohrg:[/b] ? [b]Werlitz, Baykok, Wicked Baykok, Protector, Advisor:[/b] ? [b]Bloody Skeleton, Mindless Undead, Field Worker, Undead Field Hand:[/b] ? [b]Graveknight:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy9ext?Pathfinder-Campaign-Setting-Hell-Unleashed]Hell Unleashed[/URL][spoiler] [b]Undead:[/b] ? [b]Zombie:[/b] ? [b]Zombie, Zombie Soldier:[/b] ? [b]Lady Elarine, Bhuta, Undead Bhuta, Remains of Count Nys's Granddaughter, Unlikely Ally, Formiddable Foe:[/b] After the druid Tharl Grimull’s violet musk creeper annihilated the town, Lady Elarine arose as a bhuta, propelled into undeath by her horrifying and sudden demise. [b]Ghost:[/b] ? [b]Lich:[/b] ? [b]Blood Lord Aholfein, Mummy:[/b] ? [b]Daarag the Unflensed, Blood Lord of Gnawing Winter, Winterwight:[/b] ? [b]Mohrg:[/b] On the Eylusia Building’s heavily secured third floor, alchemists and necromancers conduct distasteful research into various mummification and corpse-preservation techniques. In the central laboratory, these experiments have turned particularly heinous, and they have recently led to the creation of two mohrgs. [b]Mohrg, Foul Creature:[/b] ?[/spoiler] [URL=https://paizo.com/products/btq01wom?Pathfinder-Player-Companion-Heroes-of-Golarion]Heroes of Golarion[/URL][spoiler] Pathfinder 1e [b]Towering Undead Foe:[/b] ? [b]Ghost:[/b] Iobaria has been ravaged by plague for centuries, and many of its dead do not rest.[/spoiler] [URL=https://paizo.com/products/btpy9sjq?Pathfinder-Player-Companion-Heroes-of-the-Darklands]Heroes of the Darklands[/URL][spoiler] [b]Undead:[/b] ? [b]Undead Spellcaster:[/b] ? [b]Ghoul:[/b] Lazurite, a material found exclusively in marrowstone deposits of Sekamina, is also harmless to the living. However, it has strange necromantic properties, and any fresh, mostly intact corpse left in its light has a chance to rise as a ghoul. A living creature slain while wearing lazurite-bonded armor has a 10% chance of spontaneously rising as a ghoul after 24 hours. Amulet of Radiation Absorption magic item. [b]Free-Willed Ghoul:[/b] Lazurite is a decayed form of a radioactive material no longer found in its natural form within the Darklands, said to be the remnants of a long-dead god. Lazurite is encountered exclusively in Sekamina, and appears as a crumbling black dust that emits a strong aura of necromancy. A corpse left within 30 feet of a naturally occurring deposit of lazurite for 24 hours has a 50% chance of spontaneously reanimating as a free-willed ghoul (often with the class levels it had in life). [b]Darklands Ghoul:[/b] ? AMULET OF RADIATION ABSORPTION PRICE 45,000 GP SLOT neck CL 10th WEIGHT 1 lb. AURA moderate abjuration and conjuration This amulet features a large, ragged stone that was harvested from highly radioactive regions of the Darklands and that glows with a faint green light. The wearer is rendered immune to the effects of all forms of radiation. Additionally, for each minute the wearer is exposed to radiation, the amulet absorbs 1 charge of radioactive energy. The amulet can hold up to 5 charges. Charges naturally dissipate at a rate of 1 charge per 24 hours. As a standard action, the wearer can expend 1 charge in order to fire a ray of concentrated radiation from the amulet. Treat this as a ranged touch attack with a range of 60 feet. The wearer can choose any one of the following effects, as outlined below. Blightburn: The target takes 6d6 points of fire damage. Caphorite: The target must succeed at a DC 14 Fortitude save or be blinded for 1d4 rounds. Lazurite: The target takes 2d6 points of negative energy damage, and if it dies in the next hour, there is a 50% chance it rises as a ghoul 1d4 rounds later. Surface: The target takes 1d2 points of Strength and Constitution damage. CONSTRUCTION REQUIREMENTS COST 22,500 GP Craft Wondrous Item, radiation ward (see page 15), remove radioactivity (Pathfinder Campaign Setting: Technology Guide 11)[/spoiler] [URL=https://paizo.com/products/btpy9qhp?Pathfinder-Player-Companion-Heroes-of-the-High-Court]Heroes of the High Court[/URL][spoiler] [b]Undead:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy9ghc?Pathfinder-Player-Companion-Heroes-of-the-Streets]Heroes of the Streets[/URL][spoiler] [b]Walkena, Undead Child-God:[/b] ? [b]Undead:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy9cro?Pathfinder-Player-Companion-Heroes-of-the-Wild]Heroes of the Wild[/URL][spoiler] [b]Unintelligent Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Mindless Undead:[/b] ? [b]Undead:[/b] ?[/spoiler] [URL=http://paizo.com/products/btpy94wj?Pathfinder-Campaign-Setting-Inner-Sea-Gods-Hardcover]Inner Sea Gods[/URL] [spoiler] [b]Mother's Maw:[/b] Created from the skull of a fallen titan.[/spoiler] [URL=https://paizo.com/products/btpy9elc?Pathfinder-Campaign-Setting-Inner-Sea-Monster-Codex]Inner Sea Monster Codex[/URL][spoiler] [b]Undead:[/b] ? [b]Labyrinth Guardian, Minotaur Graveknight Fighter 1:[/b] In life, guardians stood vigil over catacombs, dungeons, or lost cities, and were unique not for their combat prowess, but rather for their endless devotion to their duty and foul gods. This loyalty, coupled with vile rituals whispered by their patrons, bound the guardians’ souls to the iron of their armor and resurrected them as twisted, ageless defenders. [b]Labyrinth Guardian, Ironclad Minotaur Skeleton, Undead Abomination, Undead Monstrosity, Twisted Ageless Defender:[/b] ? [b]Labyrinth Guardian, Dedicated Servant of Baphomet:[/b] ? [b]Labyrinth Guardian, Dedicated Servant of Lamashtu:[/b] ? [b]Ancient Labyrinth Guardian:[/b] ? [b]Wight, Fetid Walking Corpse, Undead Minion:[/b] ? [b]Zombie, Fetid Walking Corpse, Undead Minion:[/b] ? [b]Undead Minion:[/b] ? [b]Scaveling Companion:[/b] [A] terrifying undead mount created through foul daemonic rites. [b]Scaveling Companion, Terrifying Undead Mount:[/b] ? [b]Scaveling Mount:[/b] While some urdefhans subdue wild undead mobats for use as mounts, others create new skavelings and form permanent bonds with the resulting less intelligent but more loyal specimens. [b]Scaveling Mount, Rotting Flapping Undead Monstrosity:[/b] ? [b]Scaveling, Ghoul Bat:[/b] Urdefhans created the first skavelings—flying undead horrors nicknamed “ghoul bats”—and rely on them to maintain air superiority in Orv’s colossal caverns. [b]Skaveling, Flying Undead Horror:[/b] ? [b]Wild Undead Mobat:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy9g9v?Pathfinder-Campaign-Setting-Inner-Sea-Races]Inner Sea Races[/URL][spoiler] [b]Undead:[/b] Alien in the truest sense of the word, androids are sophisticated constructs that blur the boundaries between living beings and machines. Though their bodies are synthetic, they have souls, they respond to healing and other spells as if they were organic creatures, and they can even become undead, though they are also susceptible to effects that affect constructs. [b]Ghoul:[/b] ? [b]Vampire:[/b] ? [b]Nosferatu:[/b] ? [b]Jiang-Shi:[/b] ? [b]Vetala:[/b] ? [b]Zombie:[/b] ? [b]Wight:[/b] ?[/spoiler] [URL=http://paizo.com/products/btpy8ief?Pathfinder-Campaign-Setting-The-Inner-Sea-World-Guide]Inner Sea World Guide[/URL][spoiler] [b]Daughter of Urgathoa:[/b] Within the church of the goddess of undeath, few more coveted stations exist than daughter of Urgathoa, yet no high priest can bestow the title, and no living worshiper can take the role. Rather, daughters of Urgathoa are selected by the fickle goddess herself, chosen from her most zealous and accomplished priestesses only at the moment of their deaths.[/spoiler] [URL=https://paizo.com/products/btpy9l2u?Pathfinder-Player-Companion-Magic-Tactics-Toolbox]Magic Tactics Toolbox[/URL][spoiler] [b]Undead:[/b] ? [b]Undead Horror:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy8gnj?Pathfinder-Campaign-Setting-Misfit-Monsters-Redeemed]Misfit Monsters Redeemed[/URL][spoiler] [b]Undead:[/b] ? [b]Mummy, Undead Mummy:[/b] ? [b]Ghoul Corby, Undead Ghoul Corby:[/b] Dire corbies who feed solely on carrion have been known to succumb to ghoul fever and be reborn as undead ghoul corbies with a hunger for living flesh. A single ghoul corby can wipe out an entire rookery, spawning in its place an undead rookery. [b]Ghoul Corby, Emaciated Dire Corby With a Jagged Beak and Dull Grayish Feathers:[/b] ? [b]Ghoul:[/b] ? [b]Civilized Darklands Ghoul:[/b] ? [b]Ghoul Corby, Pet:[/b] ? [b]Ghost:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy9926?Pathfinder-Roleplaying-Game-Monster-Codex]Monster Codex[/URL][spoiler] [b]Frightful Haunter:[/b] Occasionally, the desire to cause fear and misery survives even when a bugbear dies. [b]Ghoul Huntsmaster, Ghoul Ranger 6:[/b] ? [b]Corpse Cat:[/b] ? [b]Ghoul Commander, Ghoul Antipaladin 7:[/b] ? [b]Masked Murderer, Ghoul Bard 8:[/b] ? [b]Ancient Gravedigger, Ghoul Oracle 10:[/b] ? [b]Ghoul Monarch, Ghoul Sorcerer 12:[/b] ? [b]Skaveling:[/b] ? [b]Sootwing Bat:[/b] ? [b]Ghoul Hound:[/b] ? [b]Grathkoll:[/b] ? [b]Ghoul Creeper, Ghoul Rogue 3:[/b] ? [b]Ghoul Stalker, Ghoul Rogue 6:[/b] ? [b]Vampire Seducer, Human Vampire Bard 5:[/b] ? [b]Vampire Warrior, Vishkanya Jiang-Shi Vampire Fighter 7:[/b] When this vishkanya was alive, she pursued the path of the samurai, but wasn’t allowed to join their honorable ranks. Her restless spirit remained trapped in her flesh after death, and eventually she animated her own rotting body and sought out those who had wronged her. [b]Vampire Savage, Half-Orc Barbarian 9:[/b] ? [b]Enlightened Vampire, Human Vampire Monk 11:[/b] ? [b]Vampire Lord, Half-Elf Vampire Magus 14:[/b] ? [b]Vampire Spawn Human Rogue 2:[/b] ? [b]Vampire Spawn Template:[/b] “Vampire spawn” is an acquired template that can be added to any living creature with 4 or more Hit Dice. [b]Ghoul:[/b] Always searching for the flesh of humanoids, ghouls thrive where people live, and their domains steadily expand as the creatures infect new victims with ghoul fever. Potential victims have good reason to fear ghouls, as dying of ghoul fever is a horrifying fate. From the onset of the disease, an insatiable hunger overcomes the victim, yet her body begins to reject all normal food and drink. If denied food, the victim becomes increasingly desperate and violent as her hunger grows. Feeding the victim flesh from a corpse temporarily alleviates her cravings, but does not slow the onset of the disease. Eventually, the victim’s mortal body fails entirely. After the victim finally dies, she wakes up at the next stroke of midnight, obsessed with the hunger for flesh. [b]Vampire, Moroi:[/b] Beyond their mortal minions, vampires can drain the blood or life energy from a victim to create spawn enslaved to their will—either full-fledged vampires or weaker vampire spawn. Other types of vampire exist, some of them arising from rare or even unique circumstances, but the following are the most notable types. [b]Haunt:[/b] A frightful haunter has so much rage and desire to create fear that it can actually create a haunt once per hour. Each haunt has a CR no greater than the frightful haunter’s CR – 2, and often takes a form either tied to the location the frightful haunter selects for it or inspired by the victims the frightful haunter hopes to frighten. Occasionally, the desire to cause fear and misery survives even when a bugbear dies. Such a creature can detach part of its vile nature to create frightening spiritual traps in the form of haunts. [b]Ghast:[/b] ? [b]Lich:[/b] ? [b]Lacedon:[/b] ? [b]Undead:[/b] Corpse Companion feat. Vampiric Companion feat. [b]Ravener:[/b] ? [b]Vampire Spawn:[/b] Beyond their mortal minions, vampires can drain the blood or life energy from a victim to create spawn enslaved to their will—either full-fledged vampires or weaker vampire spawn. [b]Jiang-Shi:[/b] Created when a restless spirit does not leave its corpse at the time of death, a jiang-shi more closely resembles a rotting corpse than other vampires do. [b]Nosferatu:[/b] Nosferatu cannot create others of their kind, thus their numbers are dwindling. Corpse Companion You have an undead animal companion. Prerequisites: Animal companion class feature, ghoul. Benefit: Your animal companion’s type changes to undead, but its Hit Dice, base attack bonus, saving throws, skills, and tricks are retained from the base creature. The creature loses its Constitution score and its Charisma score becomes 12. If your companion is destroyed, your new companion is undead as well, using these same modifications. Vampiric Companion Just as your undead existence mocks nature, so too does your twisted companion reflect the vile nature of vampirism. Prerequisites: Dhampir or vampire, nongood alignment, 10th level in a class that grants a familiar or animal companion. Benefit: Your animal companion or familiar’s type changes to “undead.” The creature gains fast healing 5 as well as your vampire or dhampir weaknesses. If you are a vampire, the creature also gains the following abilities, depending on what type of vampire you are. Jiang-Shi: While the creature is adjacent to or in your square, it gains the benefit of your prayer scroll ability. The creature crumbles into dust if destroyed ( just like a jiang-shi), but is not permanently destroyed unless measures are taken that would destroy a jiang-shi. Moroi: If the creature is adjacent to or in your square when you assume gaseous form, it transforms with you and follows you; its transformation ends when yours does. If reduced to 0 hit points, it’s forced into gaseous form and must return to your coffin to reform (or the foot of your coffin if it cannot fit within it). Nosferatu: If the creature is adjacent to or in your square when you assume swarm form, it transforms with you and follows you; its transformation ends when yours does. The creature can climb as if using the spider climb vampire ability, even if its anatomy is not suitable for climbing (such as a horse). Special: If your animal companion or familiar is destroyed, dismissed, or lost, you can apply the effects of this feat to the replacement creature. If you are destroyed, the creature retains its undead type but loses all other special abilities from this feat. If you have more than one animal companion or familiar, choose one of them when you select this feat and apply its effects to that creature. You can select this feat more than once. Each time you select the feat, it applies to a different animal companion or familiar. [/spoiler] [URL=https://paizo.com/products/btpy9s7z?Pathfinder-Player-Companion-Monster-Hunters-Handbook]Monster Hunter's Handbook[/URL][spoiler] [b]Undead, Restless Dead:[/b] ? [b]Ravener:[/b] ? [b]Abomination:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Vampire, Highly Intelligent Threat:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy8v2z?Pathfinder-Campaign-Setting-Mystery-Monsters-Revisited]Mystery Monsters Revisited[/URL][spoiler] [b]Ghast:[/b] ? [b]Ghost of a Young Girl:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Vampire, Child of the Night:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy8ywe?Pathfinder-Roleplaying-Game-Mythic-Adventures]Mythic Adventures[/URL][spoiler] [b]Mythic Lich Human Lich Cleric 13:[/b] ? [b]Mythic Lich:[/b] “Mythic lich” is an acquired template that can be added to any creature with the lich template. Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich. (Mythic Monsters 9: Undead) [b]Mythic Mummy:[/b] A mythic mummy is the preserved and animated remains of royalty—the honored dead a common mummy is compelled to protect. [b]Advanced Mummy:[/b] As a swift action, a mythic mummy can expend one use of mythic power to transform a slain opponent into a non-mythic mummy with the advanced simple template. [b]Mythic Human Skeleton:[/b] ? [b]Mythic Skeleton:[/b] A mythic skeleton is an animated corpse created with mythic magic such as mythic animate dead. “Mythic skeleton” is an acquired template that can be added to any creature with the skeleton template. Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich. (Mythic Monsters 9: Undead) [i]Mythic Animate Dead[/i] spell. [i]Torpid Reanimation[/i] spell. (Mythic Magic: Horror Spells) [b]Mythic Bloody Skeleton:[/b] ? [b]Mythic Burning Skeleton:[/b] ? [b]Mythic Skeletal Champion:[/b] ? [b]Mythic Vampire Human Vampire Fighter 7:[/b] ? [b]Mythic Vampire:[/b] A mythic vampire has ties to the earliest of its kind, being either one of the first vampires or the offspring of such ancient creatures. “Mythic vampire” is an acquired template that can be added to any creature with the vampire template. At 8th rank, a mythic vampire can expend one use of mythic power when using create spawn to cause the victim to rise as undead in 1 hour instead of 1d4 days. The mythic vampire can expend two uses of mythic power when using create spawn to create a mythic vampire instead of a vampire spawn or non-mythic vampire. [b]Mythic Agile Skeleton:[/b] [i]Mythic Animate Dead[/i] spell. [i]Torpid Reanimation[/i] spell. (Mythic Magic: Horror Spells) [b]Mythic Savage Skeleton:[/b] [i]Mythic Animate Dead[/i] spell. [i]Torpid Reanimation[/i] spell. (Mythic Magic: Horror Spells) [b]Mythic Agile Zombie:[/b] [i]Mythic Animate Dead[/i] spell. [i]Torpid Reanimation[/i] spell. (Mythic Magic: Horror Spells) [b]Mythic Savage Zombie:[/b] [i]Mythic Animate Dead[/i] spell. [i]Torpid Reanimation[/i] spell. (Mythic Magic: Horror Spells) [b]Ghoul:[/b] ? [b]Shadow:[/b] ? [b]Wraith:[/b] ? [b]Mohrg:[/b] ? [b]Vampire:[/b] ? [b]Vampire Spawn:[/b] ? ANIMATE DEAD Add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell’s material component cost. Augmented (6th): If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile or savage mythic template. This template lasts for a number of days equal to your tier. Alternatively, if you’re 8th tier and expend 10 uses of mythic power, any skeletons you create permanently gain the mythic skeleton template.[/spoiler] [URL=https://paizo.com/products/btpy90qd?Pathfinder-Player-Companion-Mythic-Origins]Mythic Origins[/URL][spoiler] [b]Geb, Necromancer:[/b] ? [b]Whispering Tyrant, Tar-Baphon:[/b] ? [b]Urgathoa:[/b] ? [b]Mother's Maw, Herald:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Powerful Undead:[/b] ? [b]Mythic Undead:[/b] ? [b]Undead Worshiper:[/b] ? [b]Undead Thrall:[/b] Mythic [i]Soulreaver[/i] spell. [b]Created Undead:[/b] ? [b]Vampire Lord:[/b] ? Soulreaver School necromancy [death]; Level cleric 8, sorcerer/wizard 8, witch 8 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target living creatures in a 20-ft.-radius spread Duration instantaneous Saving Throw Fortitude half; Spell Resistance yes Favored by the necromancer Geb as a tool to turn his enemies’ armies against themselves, this potent death spell deals 1d6 points of damage per caster level (maximum 20d6) to living creatures in the area of effect. Mythic: You can expend one use of mythic power to raise creatures killed by this effect as undead thralls. You can animate a number of Hit Dice worth of undead up to double your tier as if you had animated them with animate dead. The undead created by this spell count toward the total number of Hit Dice worth of undead you can control. Augmented (8th): If you expend two uses of mythic power, you can raise slain foes as undead creatures chosen from the list of undead for create undead. By expending three uses of mythic power, you can select from the list for create greater undead. The total number of Hit Dice worth of undead created in this way can’t exceed double your tier. Created undead are not automatically under your control. If you are capable of commanding undead, you may attempt to command the undead creatures as they form.[/spoiler] [URL=http://paizo.com/products/btpy90q7?Pathfinder-Campaign-Setting-Mythic-Realms]Mythic Realms[/URL][spoiler] [b]Agmazar the Star Titan:[/b] After his destruction at the claws of the kaiju King Mogaro, Agmazar rose as an undead behemoth. In a cataclysmic battle that wiped out every living creature for miles, King Mogaru slew the invader from the stars and left the body burned and broken, after which he returned to his deep lake lair for a long rest. King Mogaru, however, didn’t know the alien powers engrafted within the Star Titan—fail-safes created long ago by the Balance, its makers upon the planet Verces, who created it as an ultimate weapon against undead invaders from Eox. If Agmazar were killed, these unholy energies would raise it, not to life that might once again be snuffed out by the undead, but to titanic unlife that would make it an invincible weapon. Its death activated its failsafe programming. [b]Arazni:[/b] Once the virtuous herald of the god Aroden, the wizard Arazni was raised as a lich by the necromancer Geb. But even in death Arazni found no comfort. She lay in rest only 67 years before the overzealous Knights of Ozem provoked the witch-king Geb, who raised some of the fallen knights as grave knights and sent them to bring Arazni’s revered remains to him. Not content with her corpse, he infused deathless vitality into her and bound her spirit up in her bones, making her his Harlot Queen. [b]Kortash Khain:[/b] ? [b]Whispering Tyrant:[/b] Slain by a god and risen as a lich. Tar-Baphon had intended to die by Aroden’s hand all along. His studies had revealed to him that his only true path to immortality lay in undeath. For Tar-Baphon’s last step in becoming a lich beyond compare, he needed to be killed by a god, and Aroden served this purpose. The process sparked by Aroden took time, however, and for 2,307 years Tar-Baphon’s body laid dead in the ground before he returned to grim unlife. The Whispering Tyrant was born. [b]Ghoul:[/b] A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast. [b]Ghoul Ghast:[/b] A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast.[/spoiler] [URL=https://paizo.com/products/btpy8pfw?Pathfinder-Campaign-Setting-Mythical-Monsters-Revisited]Mythical Monsters Revisited[/URL][spoiler] [b]Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Geb, Undead Wizard King:[/b] ? [b]Undead Horror:[/b] ? [b]Devourer, Spirit From the Darkest Reaches of the Multiverse, Mosnter of Mysterious Purpose:[/b] ? [b]Mummy:[/b] ? [b]Animate Skeleton Servant:[/b] ? [b]Vampire:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ? [b]Animate Zombie Servant:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy9egu?Pathfinder-Roleplaying-Game-Occult-Adventures]Occult Adventures[/URL][spoiler] [b]Human Skeleton:[/b] Occultist Necromancy Implement Necromantic Servant focus power. [b]Human Zombie:[/b] Occultist Necromancy Implement Necromantic Servant focus power. [b]Bloody Human Skeleton:[/b] Occultist Necromancy Implement Necromantic Servant focus power level 9. [b]Burning Human Skeleton:[/b] Occultist Necromancy Implement Necromantic Servant focus power level 9. [b]Fast Human Zombie:[/b] Occultist Necromancy Implement Necromantic Servant focus power level 9. [b]Haunt:[/b] ? [b]Ghost:[/b] ? Necromantic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice. [/spoiler] [URL=https://paizo.com/products/btpy9grw?Pathfinder-Player-Companion-Occult-Origins]Occult Origins[/URL][spoiler] [b]Undead, Undead Creature, Unquiet Dead, Unquiet Soul, Restless Dead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Vicious Undead:[/b] ? [b]Haunt:[/b] ? [b]Ghost:[/b] ? [b]Angry Ghost:[/b] ? [b]Ghost, Vicious Undead:[/b] ? [b]Tar-Baphon, Whispering Tyrant:[/b] ? [b]Shadow, Vicious Undead:[/b] ?[/spoiler] [URL=http://paizo.com/products/btpy93n8?Pathfinder-Campaign-Setting-Osirion-Legacy-of-Pharaohs]Osirion Legacy of Pharaohs[/URL][spoiler] [b]Pharaonic Guardian:[/b] Pharaonic guardians were created when an egotistical Osirian pharaoh used now-lost techniques to ritually draw upon the fear of the countless slaves and servants who built her monuments. When enough of these minions were driven into self-destruction trying to provide for the pharaoh’s decadent demands, she knitted their souls together to create the first pharaonic guardians. [/spoiler] [URL=https://paizo.com/products/btpy9sc5?Pathfinder-Adventure-Path-Ironfang-Invasion-Players-Guide]Pathfinder Adventure Path: Ironfang Invasion Player's Guide[/URL][spoiler] [b]Undead Bog Mummy:[/b] ? [b]Undead:[/b] ?[/spoiler] [URL=https://paizo.com/products/btq01su5?Pathfinder-Adventure-Path-Return-of-the-Runelords-Players-Guide]Pathfinder Adventure Path: Return of the Runelords Player's Guide[/URL][spoiler] [b]Ghost:[/b] ? [b]Undead, Undead Creature:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy9nrw?Pathfinder-Adventure-Path-Strange-Aeons-Players-Guide]Pathfinder Adventure Path: Strange Aeons Player's Guide[/URL][spoiler] [b]Undead:[/b] ? [b]Whispering Tyrant:[/b] ?[/spoiler] [URL=https://paizo.com/products/btq01xdp?Pathfinder-Adventure-Path-Tyrants-Grasp-Players-Guide]Pathfinder Adventure Path: Tyrant's Grasp Player's Guide[/URL][spoiler] [b]Tar-Baphon, Whispering Tyrant:[/b] ? [b]Undead:[/b] Lastwall is a land of rolling grasslands, primeval forests, and ancient battle scars. Once a landscape of orc holds and Kellid city-states dotted with Taldan supply forts, the Whispering Tyrant began to steadily consume the territory after 3200 ar. Orc and Kellid populations were pressed or enslaved into service, with those who fell—either in battle of ill-fated rebellions— animated to serve mindlessly until their bones crumbled to dust. [b]Incorporeal Undead:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy9c25?Pathfinder-Roleplaying-Game-Pathfinder-Unchained]Pathfinder Unchained[/URL][spoiler] [b]Ghost Graft:[/b] A soul unable to rest becomes a spectral undead creature. [b]Graveknight Graft:[/b] ? [b]Lich Graft:[/b] This spellcaster retained its magical powers after it died and rose again in undeath. [b]Skeleton Graft:[/b] The animated bones of the dead attack as a skeleton—a mindless soldier in an army of the dead. [b]Vampire Graft:[/b] ? [b]Zombie Graft:[/b] A reanimated corpse can become a sluggish and unthinking zombie. [b]Zombie Minotaur:[/b] ? [b]Vampire Cleric:[/b] ? [b]Undead:[/b] Undead are once-living creatures that have been reanimated by spiritual or supernatural forces. [b]Ghoul:[/b] ? [/spoiler] [URL=https://paizo.com/products/btpy8v35?Pathfinder-Player-Companion-People-of-the-North]People of the North[/URL][spoiler] [b]Undead:[/b] ? [b]Ghostly Black Crow:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy92lx?Pathfinder-Player-Companion-People-of-the-Sands]People of the Sands[/URL][spoiler] [b]Undead, Undead Creature, Awakened Dead:[/b] ? [b]Mummy, Real Undead Mummy:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpya1am?Pathfinder-Roleplaying-Game-Planar-Adventures]Planar Adventures[/URL][spoiler] [b]Undead, Undead Creature:[/b] Members of a growing contingent of evil duskwalkers have been rejecting their inborn nature entirely, throwing in their lot with the sahkils, who delight in such perversion. These duskwalkers can lose the abilities that help them combat undead and gain powers better suited to inflicting fear, but such choices also have a chance of altering their ward against corruption in a particularly unsettling way. Such duskwalkers inevitably find that not only can they become undead, but that their deaths all but guarantee some form of unnatural unlife after death, often coming back as a ghost without such an entity’s classic inability to travel far from the place of its death. The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. Maybe there is no such thing as a soul, and all who die become ghosts unless some other event transforms them into specific undead creatures. Negative energy transforms a soul into a ghost, haunt, or other undead, while a plane’s raw quintessence turns a soul into a petitioner. [b]Undead Creature With the Resurrection Vulnerability Feature:[/b] ? [b]Undead Foe:[/b] ? [b]Corporeal Undead:[/b] ? [b]Incorporeal Undead, Bodiless Undead, Undead Without a Physical Body:[/b] The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. For unknown reasons, the House of the Itinerant Soul serves as a bulwark against the pull of both the River of Souls and the Negative Energy Plane. As such, the most populous denizens are unfettered phantomsB4. Freed from the desperation of prolonging their fall into undeath, these phantoms mix and mingle in a parody of their mortal lives. The spirits go through the motions of half-remembered lifestyles, keep homes among the baroque architecture, and trade with visitors, especially prizing relics and trinkets that remind them of their mortal lives. In time, all of the phantoms tire of this existence and depart for judgment, only to be replaced by fresh ones. In this way, the House serves as a halfway home between death and judgment, which may be why Pharasma and her psychopomps have little concern with the site, for they understand that certain souls simply need longer to accept death than others, and the House of the Itinerant Soul offers a waiting area of sorts that prevents confused souls from forming into incorporeal undead, such as ghosts. While it is most often used by mortals as a means to move incorporeally and unseen, the Ethereal Plane also serves as the launching point for souls, for it is here that they drift to upon death, joining the River of Souls to begin their journey to the Boneyard. Not all souls succeed at this journey, however; the Ethereal Plane is receptive to potent emotion, and souls that died without finding peace may linger in the mists for a time. Souls that become lost or are unable to move on due to extreme emotional trauma at the time of death may return to the Material Plane as ghosts, spectres, wraiths, or other bodiless undead, while others are called back to existence by spiritualists to become phantoms. [b]Rare Undead Creature:[/b] ? [b]Intelligent Undead:[/b] ? [b]Undead Spawned From a Doomed Mortal Traveller:[/b] ? [b]Doomed Undead:[/b] ? [b]Ancient Intelligent Undead:[/b] ? [b]Undead Crystal Dragon:[/b] ? [b]Undead Terror:[/b] ? [b]Separate Undead Entity:[/b] Visitors to Bleakshore are assailed with overwhelming feelings of ennui and loss. Those who do not flee run the very real risk of having their bodies and souls wrenched apart and transformed into two separate undead entities, each forever cursed to envy what it lost to the other until Fumeiyoshi finally takes note of the intruder and destroys them both, once more restoring solitude to Bleakshore. [b]Spontaneously Generated Undead:[/b] The highest point on all of Abaddon is the peak of the White Mountain. This massive volcano belches forth neither ash nor lava but a miasma of corrosive, white-hot soul-stuff, spontaneously generated undead, and negative energy. What fuels this devastating mixture of hatred is unknown, although rumors point to leakage from a lost artifact, the unquiet grave of a dead god or harbinger, or the results of a long-abandoned but not quite ended experiment by a previous Horseman of the Apocalypse. [b]Undead Passenger:[/b] ? [b]Haunt:[/b] The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. Negative energy transforms a soul into a ghost, haunt, or other undead, while a plane’s raw quintessence turns a soul into a petitioner. [b]Devourer, Far-Ranging Devourer:[/b] Those fiends and evil spellcasters who find a break in the Astral Plane and escape beyond the Outer Sphere sometimes return, twisted and transformed into devourers. [b]Far-Ranging Devourer, Most Infamous Abductor:[/b] ? [b]Phericydus, Devourer Oracle 10, Favored Minion, Mouthpiece, Towering Figure:[/b] ? [b]Ghost:[/b] The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. Maybe there is no such thing as a soul, and all who die become ghosts unless some other event transforms them into specific undead creatures. While it is most often used by mortals as a means to move incorporeally and unseen, the Ethereal Plane also serves as the launching point for souls, for it is here that they drift to upon death, joining the River of Souls to begin their journey to the Boneyard. Not all souls succeed at this journey, however; the Ethereal Plane is receptive to potent emotion, and souls that died without finding peace may linger in the mists for a time. Souls that become lost or are unable to move on due to extreme emotional trauma at the time of death may return to the Material Plane as ghosts, spectres, wraiths, or other bodiless undead, while others are called back to existence by spiritualists to become phantoms. For unknown reasons, the House of the Itinerant Soul serves as a bulwark against the pull of both the River of Souls and the Negative Energy Plane. As such, the most populous denizens are unfettered phantomsB4. Freed from the desperation of prolonging their fall into undeath, these phantoms mix and mingle in a parody of their mortal lives. The spirits go through the motions of half-remembered lifestyles, keep homes among the baroque architecture, and trade with visitors, especially prizing relics and trinkets that remind them of their mortal lives. In time, all of the phantoms tire of this existence and depart for judgment, only to be replaced by fresh ones. In this way, the House serves as a halfway home between death and judgment, which may be why Pharasma and her psychopomps have little concern with the site, for they understand that certain souls simply need longer to accept death than others, and the House of the Itinerant Soul offers a waiting area of sorts that prevents confused souls from forming into incorporeal undead, such as ghosts. Negative energy transforms a soul into a ghost, haunt, or other undead, while a plane’s raw quintessence turns a soul into a petitioner. [b]Ghost, Incorporeal Undead, Bodiless Undead, Incorporeal Creature:[/b] ? [b]Ghost Without Inability to Travel:[/b] Members of a growing contingent of evil duskwalkers have been rejecting their inborn nature entirely, throwing in their lot with the sahkils, who delight in such perversion. These duskwalkers can lose the abilities that help them combat undead and gain powers better suited to inflicting fear, but such choices also have a chance of altering their ward against corruption in a particularly unsettling way. Such duskwalkers inevitably find that not only can they become undead, but that their deaths all but guarantee some form of unnatural unlife after death, often coming back as a ghost without such an entity’s classic inability to travel far from the place of its death. [b]Ghast:[/b] ? [b]Ghoul:[/b] ? [b]Lich, Creature Whose Soul is Separate From its Body, Intelligent Undead:[/b] ? [b]Xegirius Malikar, Lich Human Wizard 20, Often-Preoccupied Lich:[/b] ? [b]Mythic Lich, Undead Owner:[/b] ? [b]Shadow, Malevolent Shadow:[/b] ? [b]Shadow, Animal Suited to the Darkness, Predator, Undead Terror:[/b] ? [b]Greater Shadow, Undead Terror:[/b] ? [b]The Lightless Lord, Ancient Shadow Lord:[/b] ? [b]Spectre:[/b] The most dangerous lingering souls become haunts or undead. Typically these souls were traumatized in the final moments of life, imbuing them with enough anger, confusion, or self-centered purpose to resist the pull to journey on. Such strong emotions allow them to influence the forces of negative energy acting on their deceased bodies. This might allow them to reinhabit their corpses, rising as types of undead creatures corresponding to the circumstances of their deaths. Others don’t reconnect with their bodies, either being too spiritually weak to do so—thus creating haunts—or manipulating negative energy into new insubstantial forms as incorporeal undead like ghosts or spectres. While it is most often used by mortals as a means to move incorporeally and unseen, the Ethereal Plane also serves as the launching point for souls, for it is here that they drift to upon death, joining the River of Souls to begin their journey to the Boneyard. Not all souls succeed at this journey, however; the Ethereal Plane is receptive to potent emotion, and souls that died without finding peace may linger in the mists for a time. Souls that become lost or are unable to move on due to extreme emotional trauma at the time of death may return to the Material Plane as ghosts, spectres, wraiths, or other bodiless undead, while others are called back to existence by spiritualists to become phantoms. [b]Spectre, Incorporeal Undead, Bodiless Undead:[/b] ? [b]Mother's Maw, Giant Winged Vampire Skull, Herald:[/b] ? [b]Vampire, Standard Vampire:[/b] Urgathoa divine gift. [b]Jian-Shi:[/b] Urgathoa divine gift. [b]Nosferatu:[/b] Urgathoa divine gift. [b]Legendary Vampire:[/b] ? [b]Vampire Sorcerer:[/b] ? [b]Vampire, Intelligent Undead:[/b] ? [b]Urgathoa, The Pallid Princess, Goddess of Disease Gluttony Undeath, Vampiric Goddess of Undeath, Most Powerful Denizen, Mentor, Comrade:[/b] ? [b]Larynsang the Wasted, Ancient Vampire Sorcerer:[/b] ? [b]Wraith:[/b] Major negative-dominant planes are even more dangerous to the living. Each round, a living creature on such a plane must succeed at a DC 25 Fortitude save or incur a negative level. A creature whose negative levels equal its current levels or Hit Dice is slain and becomes a wraith. While it is most often used by mortals as a means to move incorporeally and unseen, the Ethereal Plane also serves as the launching point for souls, for it is here that they drift to upon death, joining the River of Souls to begin their journey to the Boneyard. Not all souls succeed at this journey, however; the Ethereal Plane is receptive to potent emotion, and souls that died without finding peace may linger in the mists for a time. Souls that become lost or are unable to move on due to extreme emotional trauma at the time of death may return to the Material Plane as ghosts, spectres, wraiths, or other bodiless undead, while others are called back to existence by spiritualists to become phantoms. The Negative Energy Plane destroys life and most forms of matter, yet still, there are denizens of the realm. By far the most common are undead—particularly those without physical bodies. Wraiths are the most commonly encountered, for when a mortal creature dies on the Negative Energy Plane, a wraith often spawns during the process of death. In this case, the mortal’s actual soul is not completely corrupted—what forms the wraith is scraped from the dying soul in a process that is metaphysically and emotionally excruciating. [b]Wraith, Bodiless Undead, Undead Without a Physical Body:[/b] ? [b]Bodak:[/b] ? [b]Nightshade, Dreaded Nightshade:[/b] Of the undead who dwell on the Negative Energy Plane, the dreaded nightshades are the most infamous. Though these creatures have physical bodies, they are not affected by the constant decay the plane inflicts on solidity and reality. Nightshades are, in a very real sense, physical manifestations of the plane itself. Yet even they are not true natives. Born from dead fiends, they feed upon the Void’s energies and ever seek release into other planes to spread misery and death. Originally an inhabited planet from the Material Plane, Fallen Duromak was dragged into the Void along with its twin during a monstrous invasion of devils and qlippoth. The world, orbited by shattered, slowly disintegrating moons, remains a sterile, life-scoured tomb planet populated by wraiths, ancient constructs, an entire void-ravaged ecology, and massive numbers of nightshades formed from the sudden oblivion of the warring fiends. [b]Nightshade, Animal Suited to the Darkness, Physical Manifestation of the Negative Engergy Plane:[/b] ? [b]Nightcrawler:[/b] ? [b]Nightwalker:[/b] ? [b]Nightwave:[/b] ? [b]Nightwing:[/b] ? [b]Allip:[/b] ? [b]Graveknight, Intelligent Undead:[/b] ? [b]Ectoplasmic Human:[/b] ? [b]Ghoul Leng:[/b] ? [b]Ghoul Ghast Leng:[/b] ? [b]Grim Reaper:[/b] ? [b]Grim Reaper, Most Dangerous Infamous Predator:[/b] ? [b]Lesser Death:[/b] ? Divine Gift The recipient dies and rises at the next sunset (or after 12 hours have passed, whichever comes first, but never in a situation that would result in the gift being granted during the day) as a vampire. (At the GM’s discretion, other vampire templates, such as jiang-shiB3 or nosferatuB4, can be applied rather than the standard vampire template.) If the character is already a vampire, he does not suffer any of the traditional vampire weaknesses (such as sunlight or running water) for 24 hours.[/spoiler] [URL=https://paizo.com/products/btpy99s6?Pathfinder-Player-Companion-Ranged-Tactics-Toolbox]Ranged Tactics Toolbox[/URL][spoiler] [b]Incorporeal Undead:[/b] ?[/spoiler] [URL=https://paizo.com/products/btpy9j6p?Pathfinder-Roleplaying-Game-Ultimate-Intrigue]Ultimate Intrigue[/URL][spoiler] [b]Ghost:[/b] The PCs have killed their nemesis, but his obsession causes him to rise from death as a ghost with the unfinished business of defeating the PCs. His spirit rises 1d4 days after his death, and his ghost is tied to his possessions from life. [b]Revenant:[/b] The PCs kill a fanatic follower of the nemesis, who returns from death as a revenant. [b]Witchfire:[/b] Long ago, a powerful hag led a wicked coven that sought to destroy the kingdom of Gaheris. Seeking to turn enemies into allies, the king of Gaheris convinced the two weaker sisters to break their coven and betray their leader. In exchange, he used magic to reincarnate them into humans and married them to two of his most powerful dukes. The hags sealed their elder sister in her shack and burned her alive, only to see her to rise as a powerful witchfire. [b]Draugr:[/b] ? [b]Dullahan:[/b] ? [b]Ghoul:[/b] ? [b]Ghul:[/b] ? [b]Huecuva:[/b] ? [b]Skeletal Champion:[/b] ? [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell.[/spoiler] [URL=https://paizo.com/products/btpy9oo7?Pathfinder-Roleplaying-Game-Villain-Codex]Villain Codex[/URL][spoiler] [b]The Eminent Spellqueen, Human Lich Sorcerer 12:[/b] ? [b]Fevered Ravener, Ghast Slayer 4:[/b] ? [b]Undead Apostle, Dwarf Graveknight Fighter 8:[/b] Before his death and rise as a graveknight, the undead apostle belonged to the adventuring company that slew the Reaper. In the final assault on her stronghold, the apostle became separated from his companions and the cult defeated him, hoping to learn who had sent the adventurers or else to turn him against his former allies and send him out to undermine and dishearten them. The cult initially kept him alive, but he ultimately burned to death in the fire his allies set to destroy the Reaper. Believing their comrade dead, they left him behind. He rose from the ashes with the fire still alive in his soul, burning with hatred for those who had left him to die. “You, of all people, have the gall to ask me ‘why?’ After everything we went through, after all the times we fought side by side, you left me there. You left me surrounded by walking corpses and murderers. You left me to die in darkness and disease, and you made damn sure I did when you burned it all down around me just to save your own skin. You didn’t even have the kindness to dispatch me quickly—you didn’t even bother to see if whether was possible to save me. Oh no, you were all too ready to let me suffer before I died. Yet I suppose I should thank you, in the end, because it opened my eyes to the truth of this wretched existence. After the ashes cooled and I arose, I realized that life is the real plague, old friend, and the Reaper and her undead followers are the cure. Now it is time for me to return the favor and help you embrace real power.” —The undead apostle, in a last conversation with an old companion The newest addition to the cult’s leadership, the undead apostle, is a dwarven graveknight who perished and rose again when he and his adventuring company attempted—successfully—to slay the Reaper. [b]The Reaper, Human Ghost Cleric 9:[/b] [b]Ghost Captain, Human Ghost Psychic 8:[/b] ? [b]Juju Zombie Pirate Thug:[/b] ? [b]Undead:[/b] Followers of Urgathoa revere all sicknesses as worldly expressions of her divine will, but none more so than the pallid gift, which opens its victims’ fevered minds to the glory of the Pallid Princess. Creatures that die while afflicted with the disease rise as undead, but some creatures form a symbiotic bond with it and become pallid vectors. [b]Plague Zombie:[/b] When a pallid vector dies, it rises as a plague zombie 1 round later. Instead of zombie rot, it spreads pallid gift. Sprinkling holy water on the body (a standard action) before it rises prevents this. A humanoid pallid vector that kills itself ritualistically or dies within a desecrate effect or other area that promotes undeath rises as a more powerful undead instead, as if it had died from pallid gift. A nonhumanoid pallid gift-infected creature that dies rises as a plague zombie in 2d6 hours, and spreads pallid curse instead of zombie rot. A humanoid pallid gift-infected creature with 1-3 HD that dies rises as a plague zombie. [b]Ghast:[/b] A humanoid pallid gift-infected creature with 4-5 HD that dies rises as a ghast. [b]Wight:[/b] A humanoid pallid gift-infected creature with 6-7 HD that dies rises as a wight. [b]Vampire:[/b] A humanoid pallid gift-infected creature with 8+ HD that dies rises as a vampire. [b]Draugr:[/b] ? Pallid Gift: melee attacks; save Fort DC = 10 + 1/2 the pallid vector’s Hit Dice + its Con modifier; onset immediate; frequency 1/day; effect 1d6 Constitution damage and 1d6 Wisdom damage, the infected creature is fatigued, the ability damage can’t be healed, and the fatigue can’t be removed while the creature is infected; cure 2 consecutive saves. A nonhumanoid infected creature that dies rises as a plague zombie in 2d6 hours, and spreads pallid curse instead of zombie rot. A humanoid infected creature that dies rises as an undead according to its HD. Hit Dice Monster 1–3 Plague zombie 4–5 Ghast 6–7 Wight 8+ Vampire [/spoiler] [URL=https://paizo.com/products/btpy9hdy?Pathfinder-Player-Companion-Weapon-Masters-Handbook]Weapon Master's Handbook[/URL][spoiler] [b]Undead, Undead Creature:[/b] ?[/spoiler] [URL=https://paizo.com/products/btq01w1y?Pathfinder-Player-Companion-Wilderness-Origins]Wilderness Origins[/URL][spoiler] [b]Undead, Undead Creature:[/b] ?[/spoiler] [/spoiler] Pathfinder 1e 3rd Party[spoiler] [URL=https://www.drivethrurpg.com/product/84235/PFRPG-Achievement-Feats?affiliate_id=17596][PFRPG] Achievement Feats[/URL][spoiler] [b]Undead, Undead Creature, The Dead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/92732/PFRPG-Achievement-Feats-Volume-2?affiliate_id=17596][PFRPG] Achievement Feats: Volume 2[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Mindless Undead:[/b] ? [b]Foul Lich:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/97777/PFRPG-Pugs-Bazaar-Tent-1?affiliate_id=17596][PFRPG] Pug's Bazaar: Tent #1[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Ghoul:[/b] Opening the [canopic] jars [of Khasekenej] creates powerful minions to serve you—whether you’re fighting a battle, doing reconnaissance work, or you simply need someone to pour you a drink, these jars are your friends. [b]Skeletal Champion:[/b] Opening the [canopic] jars [of Khasekenej] creates powerful minions to serve you—whether you’re fighting a battle, doing reconnaissance work, or you simply need someone to pour you a drink, these jars are your friends. [b]Ghost:[/b] Opening the [canopic] jars [of Khasekenej] creates powerful minions to serve you—whether you’re fighting a battle, doing reconnaissance work, or you simply need someone to pour you a drink, these jars are your friends. [b]Ghoul, Powerful Minion, Summoned Creature, Summoned Undead:[/b] ? [b]Skeletal Champion, Powerful Minion, Summoned Creature, Summoned Undead:[/b] ? [b]Ghost, Powerful Minion, Summoned Creature, Summoned Undead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/120932/PFRPG-Pugs-Bazaar-Tent-2?affiliate_id=17596][PFRPG] Pug's Bazaar: Tent #2[/URL][spoiler] [b]Undead Guardian, Withered Up Old Lady:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/134230/PFRPG-Pugs-Bazaar-Tent-3?affiliate_id=17596][PFRPG] Pug's Bazaar: Tent #3[/URL][spoiler] [b]Undead Creature:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/217600/8Bit-Adventures--The-Legend-of-Heroes?affiliate_id=17596]8-Bit Adventures - The Legend of Heroes[/URL][spoiler] [b]Burning Skull:[/b] Burning skulls are floating skulls or severed heads whose bodies have long since abandoned them, either in the moment of death or long after. Reanimated via dark magic, these horrors are usually created as mindless sentinels for dungeons or lairs.[/spoiler] [URL=https://www.drivethrurpg.com/product/215783/8Bit-Adventures-Vampire-Slayer-Gear?affiliate_id=17596]8-Bit Adventures: Vampire Slayer Gear[/URL][spoiler] [b]Axe Knight:[/b] ? [b]Knight:[/b] ? [b]Medusa Head:[/b] ? [b]Red Skeleton:[/b] ? [b]Graveknight:[/b] ? [b]Skeletal Champion:[/b] ? [b]Beheaded:[/b] ? [b]Mummy:[/b] ? [b]Bloody Skeleton:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/184109/8Bit-Adventures--Welcome-to-the-Fungal-Kingdom?affiliate_id=17596]8-Bit Adventures Welcome to the Fungal Kingdom[/URL][spoiler] [b]Scaredy Ghost:[/b] ? [b]Undead Turtle:[/b] The origins of these creatures is shrouded in mystery, but the common story is that they were created by the Turtle King himself to allow him access to what he assumed had to be vast treasure troves hidden in the haunted mansions of the Fungal Kingdom. At first the Turtle King was frustrated at the ease with which the unquiet spirits of the Fungal Kingdom rebuffed his attempts to explore the old and decrepit houses that dotted the landscape, casting out his Turtle Legion and preventing access to what must be the best treasures and resources. To combat this, he delved into some necromancy of his own, creating the nigh-indestructible undead soldiers that serve him today. With his new skeletal servitors at his disposal he quickly explored these haunted sites, learning that they held little of interest. It can be created by an animate dead spell, but only if the subject was originally a turtle soldier. [/spoiler] [URL=https://www.drivethrurpg.com/product/151598/10-AllNew-Space-Monsters?affiliate_id=17596]10 All-New Space Monsters[/URL][spoiler] [b]Astro Zombie:[/b] Astro zombies are bodies of the recently deceased reanimated by cosmic radiation. Because of their cosmic origins, astro zombies tend to be members of space-faring races, and often have a dry, mummy-like appearance caused by exposure to open space—essentially freeze drying them. Astro zombies created on the planet where they are encountered generally lack these characteristics and are virtually indistinguishable from normal zombies. To become an astro zombie, one need only be exposed to cosmic radiation shortly before—or after—death. A single astro zombie emits enough radiation to raise others, allowing them to rapidly increase their numbers. Astro zombie breakouts often start on poorly shielded ships which are quickly overrun and flown to populated planets or outposts where the astro zombies can greatly increase their numbers. Any creature that dies while under the effects of an astro zombie’s radiation—or one who is slain by an astro zombie’s burning hand attack—will rise as an astro zombie 1d4 hours later. Creatures that have already died can also be transformed, but require continuous exposure for 1d3 hours. Creatures Immune to—or shielded from—radiation or immune to effects requiring a Fortitude save cannot become astro zombies. [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/160060/10-AllNew-Undead-Monsters?affiliate_id=17596]10 All-New Undead Monsters[/URL][spoiler] [b]Giant Crawling Tongue:[/b] Its a little-known fact of nature that when creatures of significant size die their bodies are almost immediately swarmed my necromancers, harvesting useful parts like gigantic eyes and hands for use in their dark magics. The tongue is usually one of the last pieces to be harvested—unless it’s taken with the head—and is often the only piece that can be obtained by the smaller and weaker necromancers. [b]Crawling Tongue Swarm:[/b] A crawling tongue swarm is made of around 1,500 animated tongues. Each tongue must be individually harvested and prepared and then raised as a single creature. As such, all but the most dedicated—or obsessive—of necromancers don’t bother creating such creatures. [b]Sokushinbutsu Mummy:[/b] In a rarely practiced ritual, a monk will enter a deep meditative state which they will not break even to eat or drink. To the uninformed observer this seems to result in the monk’s death; however, the truth is that the monk has transcended to a higher state of enlightenment. While most never return from this state, if the monk senses a powerful need for them they will return to their body, becoming a sokushinbutsu mummy. While a monk must be of lawful-neutral alignment to achieve this state, once they have reanimated they may be persuaded to change their alignment just as any other creature—although they must always retain their lawful alignment. A sokushinbutsu mummy is animated by ki, rather than negative energy. [b]Phantasmagoria:[/b] A phantasmagoria is a whirling mass of more than 100 tiny ghostly entities—individually known as phantomets. Each of these indistinct glowing orbs were originally full-fledged ghosts, but have since lost most of their memories and power over centuries of unlife. [b]Phantom Limb:[/b] Phantom limbs are the spirits of limbs lost in battle. [b]Phantom Limb Arm:[/b] ? [b]Phantom Limb Leg:[/b] ? [b]Shrieking Crypt Skeleton:[/b] ? [b]Visceral Creeper:[/b] 1d6 hours after death, the digestive tract of a creature slain by a visceral creeper will detach and crawl out of its former owner’s mouth as a new visceral creeper. 1d6 hours after death, the digestive tract of a creature slain by a visceral creeper will detach and crawl out of its former owner’s mouth as a new visceral creeper. Visceral creepers can be created with animate dead and lesser animate dead. When calculating cost and number of controllable undead, a visceral creeper counts as a creature of its hit dice total −1. [b]Electric Zombie:[/b] Seen by most necromancers as an overly-complicated zombie, and by golem crafters as an overly-simplified flesh golem, an electric zombie combines science and magic is a way many consider impractical. Prior to animation, an electric zombie’s body must outfitted with several specialized components for storing and distributing electricity through its body. [b]Rage Zombie, Cadaver Lantern:[/b] A cadaver lantern can only be created from the remains of an executed murderer. The preparation ritual is long and involved, first the body and head cavities are hollowed out and the mandible removed. After that, a candle is made from the body’s fat and infused with necromantic energy. Finally, the candle is placed inside the skull cavity and lit, within a few minutes it will animate and begin indiscriminately attacking any creature it sees. [b]Slime-Vomiting Zombie:[/b] A creature who is slain by zombie slime will rise as a slime-vomiting zombie in 2d6 hours. A slime-vomiting zombie—as one may assume—is a zombie capable of vomiting a corrosive, viscus slime on its victims. The slime not only disables and damages its victims, but is also the catalyst for creating more slime-vomiting zombies. Upon creation, a slime-vomiting zombie’s organs dissolve to create the cavity in which it produces and stores its slime. Zombie Slime disease. [b]Tar Zombie:[/b] Perhaps the worst of the tar zombie’s abilities is their ability to transmit melting flesh plague, which can provide a painful drawn-out death. Sufferers of melting flesh plague first suffer a fever, but soon begin to break out in large boils that expel acidic puss when ruptured. As the disease continues, the victim’s flesh becomes swollen, easily torn, and takes on a black color as they begin to rot while still alive. Any creature who dies from melting flesh plague immediately rises as tar zombie. Melting Flesh Plague disease. [b]Crawling Tongue:[/b] Each tongue must be individually harvested and prepared and then raised as a single creature. [b]Phantomet:[/b] Each of these indistinct glowing orbs were originally full-fledged ghosts, but have since lost most of their memories and power over centuries of unlife. [b]Ghost:[/b] ? Zombie Slime: Corpse Kiss—forced ingestion; save Fort DC 13; frequency 1/round until cured; effect 1 Con; cure 1 save; special A creature who is slain by zombie slime will rise as a slime-vomiting zombie in 2d6 hours. This ability functions against deceased creatures—including ones who die while suffering from—but not directly as the result of—zombie slime, such creature rise when their Constitution score reaches 0—using Con score as of time of death. Melting Flesh Plague: Bite—injury; save Fort DC 16; onset 1d4 days; frequency 1/day; effect 1d3 Con and Cha; cure 2 consecutive saves; special A creature who dies from—or while under the effects of—melting flesh plague will immediately rise as a tar zombie. However, they will not gain their additional acid damage for 1d3 hours.[/spoiler] [URL=https://www.drivethrurpg.com/product/151802/10-Angelic-Magic-Items-PFRPG?affiliate_id=17596]10 Angelic Magic Items (PFRPG)[/URL][spoiler] [b]Cynmark The Dread Lich:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/154514/10-Kingdom-Seeds-Forests-PFRPG?affiliate_id=17596]10 Kingdom Seeds: Forests (PFRPG)[/URL][spoiler] [b]Ghost:[/b] ? [b]Flesh-Eating Ghoul:[/b] ? [b]Skeletal Warrior:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/167963/10-Kingdom-Seeds-Hills-PFRPG?affiliate_id=17596]10 Kingdom Seeds: Hills (PFRPG)[/URL][spoiler] [b]Ghost:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/207259/10-Kingdom-Seeds-Plains-PFRPG?affiliate_id=17596]10 Kingdom Seeds: Plains (PFRPG)[/URL][spoiler] [b]Ghostly Charioteer:[/b] ? [b]Evil Shadow:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/221362/10-Kingdom-Seeds-Underground-PFRPG?affiliate_id=17596]10 Kingdom Seeds: Underground (PFRPG)[/URL][spoiler] [b]Undead:[/b] ? [b]Ghostly Dragon:[/b] ? [b]Ghost of an Original Paranoid Settler:[/b] ? [b]Skeleton:[/b] ? [b]Vampiric Dryad:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=www.drivethrurpg.com/product/104573/30-Variant-Dragons-PFRPG?affiliate_id=17596]30 Variant Dragons[/URL][spoiler] [b]Fast Zombie:[/b] Juju Fever Disease—breath weapon or miasma; save Fort, same DC as the jungle dragon’s breath weapon; onset 1 day; frequency 1/day; effect 1 point of Con damage and 1 point of Wis damage per age category; cure 3 consecutive saves. Anyone who dies from juju fever rises as a fast zombie at the next midnight.[/spoiler] [URL=http://www.drivethrurpg.com/product/162059/100-Crunch-Kobolds?affiliate_id=17596]100% Crunch Kobolds[/URL][spoiler] [b]Kobold Skeleton:[/b] ? [b]Kobold Zombie:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/107963/100-Crunch-Liches?affiliate_id=17596]100% Crunch Liches[/URL][spoiler] [b]Atrophied Lich:[/b] A lich that remains immobile and insensible for extended periods of time can grow atrophied. [b]Forsaken Lich:[/b] The means of attaining lichdom are extremely personal for mortal spellcasters, fraught with misinformation and peril. The smallest miscalculation in the potion of lichdom’s formula or most minute flaw in one’s phylactery can interrupt the process that infuses one’s mortal soul with overwhelming arcane and negative energies. Other times, an inexperienced wizard attempts the transformation, or erroneously consumes a formula produced for another spellcaster, instantly dying from the backlash of potent forces or condemning himself to a terminal but far more terrible end. In these sorrowful cases, the process traps the soul of the would‐be lich outside a phylactery that will not accept it and a body that has rejected it. The potent arcane forces tampered with by the lich’s failed creation also find themselves unleashed but uncontrolled, surrounding the newly formed abomination, empowering it but also slowly consuming its essence. “Forsaken lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery. Rarely, a creature unable to create a phylactery stumbles upon this state through tragic ambition. [b]Awakened Demilich:[/b] Under exceptional conditions, a lich’s full consciousness survives its transformation into a demilich, or a lich’s wandering intellect manages to return to its jewelled skull. [b]Elf Lich Magus 11:[/b] ? [b]Halfling Lich Cleric 11:[/b] ? [b]Human Lich Wizard 11:[/b] ? [b]Human Lich Druid 11:[/b] ? [b]Human Forsaken Lich Cleric 11:[/b] ? [b]Dwarf Lich Oracle 12:[/b] ? [b]Half-Elf Lich Wizard 12:[/b] ? [b]Pugwampi Lich Druid 12:[/b] ? [b]Sylph Lich Sorcerer 12:[/b] ? [b]Demilich:[/b] ? [b]Dhampir Forsaken Lich Wizard 13:[/b] ? [b]Green Hag Lich Wizard 12:[/b] ? [b]Human Lich Cleric 13:[/b] ? [b]Human Lich Magus 13:[/b] ? [b]Serpentfolk Lich Wizard 11:[/b] ? [b]Drider Lich Bard 11:[/b] ? [b]Ghaele Lich:[/b] ? [b]Halfling Lich Bard 14:[/b] ? [b]Half-Orc Lich Oracle 14:[/b] ? [b]Drow Noble Lich Leric 14:[/b] ? [b]Drow Noble Lich Wizard 14:[/b] ? [b]Human Lich Sorcerer 5/Dragon Disciple 10:[/b] ? [b]Human Forsaken Lich Ranger 15:[/b] ? [b]Advanced Serpentfolk Lich Cleric 13:[/b] ? [b]Elf Lich Magus 16:[/b] ? [b]Venerable Half-Orc Lich Druid 16:[/b] ? [b]Human Lich Oracle 16:[/b] ? [b]Puckwudgie Lich Druid 13:[/b] ? [b]Advanced Demilich:[/b] ? [b]Drider Lich Sorcerer 9:[/b] ? [b]Dwarf Lich Cleric 17:[/b] ? [b]Human Lich Wizard 17:[/b] ? [b]Advanced Serpentfolk Lich Wizard 15:[/b] ? [b]Ancient Green Dragon Lich:[/b] ? [b]Elf Lich Wizard 18:[/b] ? [b]Human Lich Bard 18:[/b] ? [b]Human Lich Ranger 18:[/b] ? [b]Nymph Lich Druid 11:[/b] ? [b]Awakened Demilich Oracle 16:[/b] ? [b]Old Red Dragon Lich Sorcerer 2:[/b] ? [b]Serpentfolk Lich Cleric 17:[/b] ? [b]Succubus Lich Sorcerer 15:[/b] ? [b]Lich:[/b] The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster’s life‐force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death. The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster’s soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster’s transformation are left to the GM’s discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades. An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. “Lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery. [b]Demilich:[/b] In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich’s physical form succumbs to decay over the centuries. In time, only the lich’s skull remains intact. Yet the bonds of undeath keep the lich’s remains from final dissolution. Vestiges of the lich’s intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich’s will to live strengthen the skull, rendering it harder than any steel. The lich’s greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich’s eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest. Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich’s body decays, the lich’s intellect returns to its phylactery as normal. However, the skull rejects the return of the lich’s consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich’s remains are destroyed or scattered (for example, by wandering adventurers), the lich’s phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich’s remains survive unperturbed, the phylactery’s magic fails catastrophically, releasing the lich’s soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich’s soul to transform it into a demilich. For wandering liches, the process is similar, but based on the number of decades the lich spends without its intellect returning to its body. While the lich’s body still decays, its mind remains at large, only becoming trapped in the phylactery if the lich tries to return during the period in which its body has failed, but it has not yet become a demilich. Should the lich’s phylactery fail before the wandering lich returns, the skull becomes a demilich, and the lich’s mind is doomed to wander until the end of days.[/spoiler] [URL=http://www.drivethrurpg.com/product/110396/100-Crunch-Skeletal-Champions?affiliate_id=17596]100% Crunch Skeletal Champions[/URL][spoiler] [b]Skeletal Champion:[/b] While most skeletons are mindless automatons, some skeletons retain their intelligence and cunning, making them formidable warriors. “Skeletal Champion” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3. [b]Skeleton:[/b] Skeletons are the animated bones of the dead, brought to unlife through foul magic. [b]Acid Skeleton:[/b] ? [b]Electric Skeleton:[/b] ? [b]Frost Skeleton:[/b] ? [b]Archer Skeleton:[/b] ? [b]Armoured Skeleton:[/b] Armoured skeletons are normal skeletons given heavier varieties of armour and weapons to serve as elite troops in undead armies. [b]Cursed Skeleton:[/b] Created as the result of a powerful curse rather than through necromantic spells. [b]Exploding Skeleton:[/b] ? [b]Magus Skeleton:[/b] ? [b]Mudra Skeleton:[/b] ? [b]Six-Armed Skeleton:[/b] ? [b]Multiplying Skeleton:[/b] ? [b]Under-Equipped Skeleton:[/b] Under‐equipped skeletons are normal skeletons with armour and weapons that have the broken quality. [b]Bloody Skeleton:[/b] These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. [b]Burning Skeleton:[/b] These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. [b]Skeletal Champion Dwarf Warrior 1:[/b] ? [b]Skeletal Champion Elf Warrior 1:[/b] ? [b]Skeletal Champion Archer Goblin Warrior 1:[/b] ? [b]Skeletal Champion Goblin Warrior 1:[/b] ? [b]Skeletal Champion Archer Human Warrior 1:[/b] ? [b]Skeletal Champion Human Warrior 1:[/b] ? [b]Exploding Skeletal Champion Kobold Warrior 2:[/b] ? [b]Skeletal Champion Elf Fighter 1:[/b] ? [b]Skeletal Champion Archer Human Ranger1:[/b] ? [b]Skeletal Champion Hobgoblin Fighter 1:[/b] ? [b]Skeletal Champion Orc Barbarian 1:[/b] ? [b]Skeletal Champion Archer Urdefhan:[/b] ? [b]Skeletal Champion Centaur:[/b] ? [b]Skeletal Champion Drow Fighter 2:[/b] ? [b]Skeletal Champion Archer Elf Rogue 3:[/b] ? [b]Skeletal Champion Gnoll Warrior 2:[/b] ? [b]Magus Skeleton Goblin Bard 3:[/b] ? [b]Magus Skeleton Drow Noble Cleric 3:[/b] ? [b]Magus Skeleton Bloody Skeleton Dwarf Cleric 3:[/b] ? [b]Archer Magus Skeleton Elf Wizard 4:[/b] ? [b]Magus Skeleton Human Sorcerer 4:[/b] ? [b]Skeletal Champion Annis Hag:[/b] ? [b]Archer Skeletal Champion Janni Rogue 2:[/b] ? [b]Skeletal Champion Orc 4:[/b] ? [b]Magus Skeleton Archer Urdefhan Wizard 6:[/b] ? [b]Burning Mudra Skeletal Champion Human Rogue 4/Ranger 1:[/b] ? [b]Skeletal Champion Redcap:[/b] ? [b]Skeletal Champion Archer Urdefhan Fighter 4:[/b] ? [b]Skeletal Champion Very Young Blue Dragon:[/b] ? [b]Acid Burning Electric Skeletal Champion Doppelganger Ranger 1:[/b] ? [b]Archer Skeletal Champion Green Hag Rogue 4:[/b] ? [b]Archer Magus Skeleton Urdefhan Cleric 8:[/b] ? [b]Magus Skeleton Centaur Druid 8:[/b] ? [b]Magus Skeleton Human Bard 8:[/b] ? [b]Archer Skeletal Champion Ogre Mage Fighter 1:[/b] ? [b]Skeletal Champion Redcap Ranger 2:[/b] ? [b]Skeletal Champion Doppelganger Rogue 2/Warrior 6:[/b] ? [b]Bloody Magus Skeleton Dwarf Cleric 8:[/b] ? [b]Archer Skeletal Champion Erinyes Fighter 1:[/b] ? [b]Magus Skeleton Rakshasa:[/b] ? [b]Burning Electric Magus Skeleton Doppelganger Ranger 5:[/b] ? [b]Magus Skeleton Green Hag Sorcerer 10:[/b] ? [b]Skeletal Champion Orc Barbarian 9:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/105674/100-Crunch-Skeletons?affiliate_id=17596]100% Crunch Skeletons[/URL][spoiler] [b]Dire Rat Skeleton:[/b] ? [b]Dog Skeleton:[/b] ? [b]Drow Skeleton:[/b] ? [b]Dwarf Skeleton:[/b] ? [b]Dwarf Crossbowman Skeleton:[/b] ? [b]Elf Skeleton:[/b] ? [b]Elf Archer Skeleton:[/b] ? [b]Gnome Skeleton:[/b] ? [b]Goblin Skeleton:[/b] ? [b]Half-Orc Skeleton:[/b] ? [b]Halfling Skeleton:[/b] ? [b]Hobgoblin Skeleton:[/b] ? [b]Human Skeleton:[/b] ? [b]Human Archer Skeleton:[/b] ? [b]Kobold Skeleton:[/b] ? [b]Merfolk Crossbowman Skeleton:[/b] ? [b]Merfolk Skeleton:[/b] ? [b]Orc Javelin Thrower Skeleton:[/b] ? [b]Orc Skeleton:[/b] ? [b]Advanced Human Skeleton:[/b] ? [b]Advanced Hobgoblin Skeleton:[/b] ? [b]Bloody Goblin Skeleton:[/b] ? [b]Burning Orc Skeleton:[/b] ? [b]Grave Chill Skeleton:[/b] ? [b]Human Mudra Skeleton:[/b] ? [b]Under-Equipped Bugbear Skeleton:[/b] ? [b]Armoured Gnoll Skeleton:[/b] ? [b]Boggard Skeleton:[/b] ? [b]Bugbear Skeleton:[/b] ? [b]Crocodile Skeleton:[/b] ? [b]Dolphin Skeleton:[/b] ? [b]Hippogriff Skeleton:[/b] ? [b]Sahuagin Skeleton:[/b] ? [b]Troglodyte Skeleton:[/b] ? [b]Warhorse Skeleton:[/b] ? [b]Wolf Skeleton:[/b] ? [b]Advanced Troglodyte Skeleton:[/b] ? [b]Bunyip Skeleton:[/b] ? [b]Deinonychus Skeleton:[/b] ? [b]Dire Ape Skeleton:[/b] ? [b]Dire Wolf Skeleton:[/b] ? [b]Grizzly Bear Skeleton:[/b] ? [b]Lion Skeleton:[/b] ? [b]Ogre Skeleton:[/b] ? [b]Sea Hag Skeleton:[/b] ? [b]Shark Skeleton:[/b] ? [b]Annis Hag Skeleton:[/b] ? [b]Bearded Devil Skeleton:[/b] ? [b]Exploding Mudra Ogre Skeleton:[/b] ? [b]Giant Frilled Lizard Skeleton:[/b] ? [b]Girallon Skeleton:[/b] ? [b]Salt Water Merrow Skeleton:[/b] ? [b]Tiger Skeleton:[/b] ? [b]Troll Skeleton:[/b] ? [b]Vodyanoi Skeleton:[/b] ? [b]Acid Girallon Skeleton:[/b] ? [b]Burning Armoured Troll Skeleton:[/b] ? [b]Cave Giant Skeleton:[/b] ? [b]Chimera Skeleton:[/b] ? [b]Dire Lion Skeleton:[/b] ? [b]Green Hag Skeleton:[/b] ? [b]Medusa Skeleton:[/b] ? [b]Ogre Mage Skeleton:[/b] ? [b]Water Naga Skeleton:[/b] ? [b]Bloody Ogre Mage Skeleton:[/b] ? [b]Criosphinx Skeleton:[/b] ? [b]Dire Bear Skeleton:[/b] ? [b]Elasmosaurus Skeleton:[/b] ? [b]Elephant Skeleton:[/b] ? [b]Ettin Skeleton:[/b] ? [b]Giant Snapping Turtle Skeleton:[/b] ? [b]Grave Chill Dire Lion Skeleton:[/b] ? [b]Hill Giant Skeleton:[/b] ? [b]Androsphinx Skeleton:[/b] ? [b]Bloody Cursed Green Hag Skeleton:[/b] ? [b]Dire Crocodile Skeleton:[/b] ? [b]Dire Tiger Skeleton:[/b] ? [b]Dragon Turtle Skeleton:[/b] ? [b]Frost Giant Skeleton:[/b] ? [b]Ghaele Skeleton:[/b] ? [b]Siyokoy Skeleton:[/b] ? [b]Young Adult Bronze Dragon Skeleton:[/b] ? [b]Cetaceal Skeleton:[/b] ? [b]Cloud Giant Skeleton:[/b] ? [b]Fire Giant Skeleton:[/b] ? [b]Fjord Linnorm Skeleton:[/b] ? [b]Great Cyclops Skeleton:[/b] ? [b]Horned Devil Skeleton:[/b] ? [b]Marilith Skeleton:[/b] ? [b]Planetar Skeleton:[/b] ? [b]Sea Serpent Skeleton:[/b] ? [b]Great White Whale Skeleton:[/b] ? [b]Ice Linnorm Skeleton:[/b] ? [b]Mature Adult Red Dragon Skeleton:[/b] ? [b]Old Bronze Dragon Skeleton:[/b] ? [b]Pit Fiend Skeleton:[/b] ? [b]Storm Giant Skeleton:[/b] ? [b]Tyrannosaurus Skeleton:[/b] ? [b]Very Old Black Dragon Skeleton:[/b] ? [b]Skeleton:[/b] Skeletons are the animated bones of the dead, brought to unlife through foul magic. “Skeleton” is an acquired template that can be added to any corporeal creature that has a skeletal system. Skeletons are normally created with animate dead. Of course, wizards and priests both have access to the animate dead spell, and depending on their power may animate any kind of creature (assuming they have its skeleton). Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3) and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability. Such creatures could easily scour the sites of battles on the fiendish planes, and animate the dead bodies of celestials and fiends. Material Plane creatures with the animate dead spell‐like ability include hag covens (PRD Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3) and zuvembies (Bestiary 3). [b]Acid Skeleton:[/b] ? [b]Electric Skeleton:[/b] ? [b]Frost Skeleton:[/b] ? [b]Archer Skeleton:[/b] ? [b]Armored Skeleton:[/b] ? [b]Cursed Skeleton:[/b] Created as the result of a powerful curse rather than through necromantic spells. [b]Exploding Skeleton:[/b] ? [b]Mudra Skeleton:[/b] ? [b]Six-Armed Mudra Skeleton:[/b] ? [b]Multiplying Skeleton:[/b] ? [b]Under-Equipped Skeleton:[/b] ? [b]Bloody Skeleton:[/b] These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. [b]Burning Skeleton:[/b] These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.[/spoiler] [URL=http://www.drivethrurpg.com/product/111740/100-Crunch-Zombie-Lords?affiliate_id=17596]100% Crunch Zombie Lords[/URL][spoiler] [b]Zombie Lord Dwarf Fighter 1:[/b] ? [b]Zombie Lord Archer Goblin Rogue 2:[/b] ? [b]Zombie Lord Hobgoblin Fighter 1:[/b] ? [b]Magus Zombie Human Cleric 2:[/b] ? [b]Zombie Lord Merfolk Fighter 1:[/b] ? [b]Zombie Lord Sahuagin:[/b] ? [b]Magus Zombie Archer Elf Fighter 1/Wizard 2:[/b] ? [b]Zombie Lord Archer Gnoll Ranger 1:[/b] ? [b]Zombie Lord Archer Half-Orc Rogue 3:[/b] ? [b]Zombie Lord Human Monk 3:[/b] ? [b]Zombie Lord Jackalwere:[/b] ? [b]Magus Zombie Gnoll Adept 4:[/b] ? [b]Zombie Lord Ogre Warrior 2:[/b] ? [b]Zombie Lord Archer Pugwampi Fighter 2:[/b] ? [b]Magus Zombie Sahuagin Cleric 4:[/b] ? [b]Zombie Lord Archer Tiefling Rogue 4:[/b] ? [b]Magus Zombie Aranea:[/b] ? [b]Magus Zombie Gnoll Cleric 5 :[/b] ? [b]Zombie Lord Archer Hobgoblin Fighter 4:[/b] ? [b]Sea Hag Acid Zombie Lord:[/b] ? [b]Zombie Lord Archer Bearded Devil Fighter 1:[/b] ? [b]Cyclops Relentless Zombie Lord:[/b] ? [b]Zombie Lord Dwarf Fighter 5:[/b] ? [b]Zombie Lord Ettin:[/b] ? [b]Zombie Lord Human Monk 6:[/b] ? [b]Zombie Lord Babau Rogue 1:[/b] ? [b]Zombie Lord Archer Gnoll Ranger 5:[/b] ? [b]Zombie Lord Mudra 6 Arms Harpy:[/b] ? [b]Magus Zombie Tiefling Sorcerer 7:[/b] ? [b]Zombie Lord Aboleth Fighter 1:[/b] ? [b]Magus Zombie Elf Wizard 8:[/b] ? [b]Zombie Lord Ettin Ranger 2:[/b] ? [b]Zombie Lord Archer Medusa Ranger 1:[/b] ? [b]Frost Magus Zombie Babau Oracle 4:[/b] ? [b]Magus Zombie Drider Sorcerer 2:[/b] ? [b]Zombie Lord Archer Stone Giant Rogue 2:[/b] ? [b]Magus Zombie Young Green Dragon Sorcerer 2:[/b] ? [b]Magus Zombie Dhampir 10:[/b] ? [b]Magus Zombie Archer Elder Stone Giant Sorcerer 2:[/b] ? [b]Zombie Lord Archer Elf Fighter 4/Rogue 6:[/b] ? [b]Zombie Lord Human Monk 10:[/b] ? [b]Magus Zombie Drider Sorcerer 4:[/b] ? [b]Magus Zombie Mudra 6 Arms Harpy Oracle 8 :[/b] ? [b]Magus Zombie Rakshasa Fighter 1:[/b] ? [b]Zombie:[/b] Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. [b]Zombie Lord:[/b] Some zombies retain their intelligence and cunning, making them formidable warriors. “Zombie Lord” is an acquired template that can be added to any corporeal creature (other than an undead) that has a minimum Intelligence of 3. [b]Acid Zombie:[/b] ? [b]Electric Zombie:[/b] ? [b]Frost Zombie:[/b] ? [b]Alchemical Zombie:[/b] This zombie has been created through alchemical processes rather than necromantic magic. [b]Archer Zombie:[/b] ? [b]Armoured Zombie:[/b] Armoured zombies are normal zombies given heavier varieties of armour and weapons to serve as elite troops in undead armies. [b]Brain-Eating Zombie:[/b] Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken. [b]Cursed Zombie:[/b] Created as the result of a powerful curse rather than through necromantic spells. [b]Exploding Zombie:[/b] ? [b]Gasburst Zombie:[/b] ? [b]Host Corpse Zombie:[/b] ? [b]Magus Zombie:[/b] ? [b]Mudra Zombie:[/b] ? [b]Mudra Six-Armed Zombie:[/b] ? [b]Preserved Zombie:[/b] As part of the animation process of a zombie, gentle repose is also cast following the casting of animate dead. The spells are modified slightly during casting. [b]Relentless Zombie:[/b] ? [b]Under-Equipped Zombie:[/b] ? [b]Fast Zombie:[/b] ? [b]Plague Zombie:[/b] Anyone who dies while infected with zombie rot disease rises as a plague zombie in 2d6 hours.[/spoiler] [URL=http://www.drivethrurpg.com/product/107157/100-Crunch-Zombies?affiliate_id=17596]100% Crunch Zombies[/URL][spoiler] [b]Dire Rat Zombie:[/b] ? [b]Dog Zombie:[/b] ? [b]Drow Zombie:[/b] ? [b]Dwarf Zombie:[/b] ? [b]Elf Zombie:[/b] ? [b]Exploding Halfling Zombie:[/b] ? [b]Fast Human Zombie:[/b] ? [b]Gnome Zombie:[/b] ? [b]Goblin Zombie:[/b] ? [b]Half-Orc Zombie:[/b] ? [b]Halfling Zombie:[/b] ? [b]Hobgoblin Zombie:[/b] ? [b]Human Zombie:[/b] ? [b]Kobold Zombie:[/b] ? [b]Merfolk Zombie:[/b] ? [b]Orc Zombie:[/b] ? [b]Armoured Gnoll Zombie:[/b] ? [b]Bugbear Zombie:[/b] ? [b]Dolphin Zombie:[/b] ? [b]Fast Wolf Zombie:[/b] ? [b]Human Void Zombie:[/b] ? [b]Troglodyte Zombie:[/b] ? [b]Warhorse Zombie:[/b] ? [b]Wolf Zombie:[/b] ? [b]Crocodile Zombie:[/b] ? [b]Dire Ape Zombie:[/b] ? [b]Hippogriff Zombie:[/b] ? [b]Relentless Brain-Eating Plague Human Zombie:[/b] ? [b]Human Juju Zombie Rogue 2:[/b] ? [b]Ogre Zombie:[/b] ? [b]Sea Hag Zombie:[/b] ? [b]Acid Shark Zombie:[/b] ? [b]Bearded Devil Zombie:[/b] ? [b]Dire Wolf Zombie:[/b] ? [b]Grizzly Bear Zombie:[/b] ? [b]Fast Lion Zombie:[/b] ? [b]Tiger Zombie:[/b] ? [b]Troll Zombie:[/b] ? [b]Vodyanoi Zombie:[/b] ? [b]Annis Hag Zombie:[/b] ? [b]Dire Lion Zombie:[/b] ? [b]Giant Frilled Lizard Zombie:[/b] ? [b]Girallon Zombie:[/b] ? [b]Green Hag Zombie:[/b] ? [b]Medusa Zombie:[/b] ? [b]Ogre Mage Zombie:[/b] ? [b]Salt Water Merrow Zombie:[/b] ? [b]Aboleth Zombie:[/b] ? [b]Cave Giant Zombie:[/b] ? [b]Chimera Zombie:[/b] ? [b]Cursed Water Naga Zombie:[/b] ? [b]Dire Bear Zombie:[/b] ? [b]Ettin Zombie:[/b] ? [b]Hill Giant Zombie:[/b] ? [b]Under-Equipped Ghaele Zombie:[/b] ? [b]Androsphinx Zombie:[/b] ? [b]Criosphinx Zombie:[/b] ? [b]Dire Tiger Zombie:[/b] ? [b]Dragon Turtle Zombie:[/b] ? [b]Elephant Zombie:[/b] ? [b]Frost Giant Zombie:[/b] ? [b]Orca Zombie:[/b] ? [b]Stone Giant Zombie:[/b] ? [b]Cloud Giant Zombie:[/b] ? [b]Dire Crocodile Zombie:[/b] ? [b]Fire Giant Zombie:[/b] ? [b]Giant Snapping Turtle Zombie:[/b] ? [b]Horned Devil Zombie:[/b] ? [b]Marilith Zombie:[/b] ? [b]Planetar Zombie:[/b] ? [b]Young Adult Bronze Dragon Zombie:[/b] ? [b]Alchemical Cetaceal Zombie:[/b] ? [b]Black Dragon Zombie:[/b] ? [b]Great Cyclops Zombie:[/b] ? [b]Fjord Linnorm Zombie:[/b] ? [b]Pit Fiend Zombie:[/b] ? [b]Sea Serpent Zombie:[/b] ? [b]Storm Giant Zombie:[/b] ? [b]Tyrannosaurus Zombie:[/b] ? [b]Cursed Exploding Relentless Fire Giant Zombie:[/b] ? [b]Great White Whale Zombie:[/b] ? [b]Human Juju Zombie Fighter 9:[/b] ? [b]Ice Linnorm Zombie:[/b] ? [b]Mature Adult Red Dragon Zombie:[/b] ? [b]Old Bronze Dragon Zombie:[/b] ? [b]Spinosaurus Zombie:[/b] ? [b]Zombie:[/b] Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. “Zombie” is an acquired template that can be added to any corporeal creature. Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3), and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability. Material Plane creatures with the animate dead ability include hag covens (Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3), and zuvembies (Bestiary 3). Of course, wizards and priests also have access to animate dead, and depending on their power may animate any kind of creature. [b]Fast Zombie:[/b] ? [b]Juju Zombie:[/b] A juju zombie is an animated corpse of a creature, created to serve as an undead minion. “Juju zombie” is an acquired template that can be added to any living corporeal creature. [b]Plague Zombie:[/b] These zombies carry a terrible disease that perpetuates their undead lineage—those infected by a plague zombie’s contagion rise as zombies themselves when they perish. Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours. [b]Acid Zombie:[/b] ? [b]Electric Zombie:[/b] ? [b]Frost Zombie:[/b] ? [b]Alchemical Zombie:[/b] This zombie has been created through alchemical processes rather than necromantic magic. [b]Archer Zombie:[/b] ? [b]Armoured Zombie:[/b] Armoured zombies are normal zombies given heavier varieties of armour and weapons to serve as elite troops in undead armies. [b]Brain Eating Zombie:[/b] Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken. [b]Cursed Zombie:[/b] Created as the result of a powerful curse rather than through necromantic spells. [b]Exploding Zombie:[/b] ? [b]Gasburst Zombie:[/b] ? [b]Host Corpse Zombie:[/b] ? [b]Mudra Zombie:[/b] ? [b]Mudra Zombie Six Arms:[/b] ? [b]Preserved Zombie:[/b] As part of the animation process of a zombie, gentle repose is cast after animate dead. The spells are modified slightly during casting. [b]Under-Equipped Zombie:[/b] Under‐equipped zombies are normal zombies with armour and weapons that have the broken quality. [b]Void Zombie:[/b] A void zombie is created when a humanoid is bitten by an akata and dies as a result of becoming infected with the void death disease.[/spoiler] [URL=https://www.drivethrurpg.com/product/149222/101-Forest-Spells-PFRPG?affiliate_id=17596]101 Forest Spells (PFRPG)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Skeleton, Undead Skeleton:[/b] [i]Bones and Branches[/i] spell. Bones and Branches School: Necromancy; Level: Cleric/Oracle 2, Sorcerer/Wizard 2 Casting Time: 1 standard action Components: V, S, M (an onyx gem worth at least 10 gp per Hit Die of the undead) Range: Touch Target: One or more bones touched Duration: Instantaneous Saving Throw: None; Spell Resistance: No This spell fuses bones and branches into more-fragile-than-usual undead creatures that obey your spoken commands. In most respects, this spell functions as animate dead with the exceptions noted here. You can only create skeletons with bones and branches. It does not have to be mostly intact, but, whatever bones are missing have to be replaced with other dead matter (the most common being branches, sticks, and the like). The skeletons you create have -2 on all rolls (including damage rolls), their natural armor bonus is halved, and they have -1 hp/HD; they retain their cold resistance and undead traits. If the skeleton is created in forest terrain, the abundant supply of wood is infused with the necromantic magic of the spell such that the skeletons have -1 on all rolls (including damage) instead and do not suffer the hit point penalty.[/spoiler] [URL=https://www.drivethrurpg.com/product/98129/101-Hazards-and-Disasters-PFRPG?affiliate_id=17596]101 Hazards and Disasters (PFRPG)[/URL][spoiler] [b]Phantom Flora:[/b] Certain foul perversion of evil and the undying can corrupt mundane plant life with the negative energy of death, transforming them into phantom plants. Any kind of flora can be transformed, from the smallest of grasses to giant sequoia. The physical remains of the flora disappear as it becomes a specter of its former nature. [b]Spectral Grub:[/b] Spectral grubs are created when rot grubs infest a body that is transformed into an incorporeal undead creature. [b]Phantom Flora, Invisible Incorporeal Undead Mundane Plant, Hazard, Phantom Plant, Specter:[/b] ? [b]Spectral Grub, Incorporeal Undead Creature, Hazard:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Unintelligent Predator:[/b] ? [b]Corporeal Undead:[/b] ? [b]Undead Organic Creature:[/b] ? [b]Undead Ferrous Creature:[/b] ? [b]Undead Shadow:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/110803/101-Legendary-Curses?affiliate_id=17596]101 Legendary Curses[/URL][spoiler] [b]Undead, Undead Creature:[/b] Within the city of Questhaven there is a political enclave, called the Mar, which has a bizarre religious doctrine, involving a few special people who die of natural causes transforming into undead after one of their priests performs a special ritual. Death's Disrespect legendary curse. [b]Undead Dragon:[/b] Damnation of the Dragon's Avarice legendary curse. [b]Undead Ancestor:[/b] ? [b]Spectre:[/b] ? [b]Ghost:[/b] Long ago, the Fleece Sisters stole a mysterious box from one of the Fell Repositories, which its previous owner believed was worth the entire kingdom, to the right buyer. In retaliation, the Immortal Emperor sent his Undying Knights to pursue them. The Undying Knights eventually caught the two sisters but the box had been opened, releasing Kauriel the Enabler. The Infernal Duke incinerated the Undying Knights but spared the two sisters. With these two, he forged a pact; he would spare one and curse the other. The younger sister betrayed the older and told Kauriel to curse her elder sister, and so the Enabler did. The younger sister’s joy died when her elder strangled her to death and made the younger one of her ghosts. Fulmination of All-Consuming Avarice legendary curse. [b]Dread Ghost:[/b] A cleric of Their Vicious Brother of Destruction attempted to raise her as a dread ghost. [b]Immortal Emperor Korvack Cynmark, Dread Lich:[/b] ? [b]Dread Mummy:[/b] ? [b]Vampire:[/b] ? [b]Lord Tepac, Vampire Wizard:[/b] ? [b]Vampire Spawn:[/b] ? [b]Sovereign Dread Wraith:[/b] ? Damnation of the Dragon’s Avarice "Thief!” Type curse; Save Will DC 38 Background Dragons always favor one piece of their hoard above all others, if this item is stolen this curse may boil up out of that outrage. Ardon-nue the Breaking Fire is known to have uttered this curse against a blinkling (a halfling infused with the powers of blink dogs), who stole the Jewel of Beyond from between the dragon’s scales. She took the gem back and imprisoned the blinkling in the sun. Effect This curse makes the subject the target of dragon attacks; all dragons are automatically hostile to and seek to destroy the subject. Dragons automatically see, hear, and smell creatures subject to this curse. Even extraordinary or supernatural means of avoiding sensory capabilities, such as invisibility fail to provide a benefit to the cursed creature when dealing with draconic opponents. Until the curse is lifted, the cursed subject and any of its allies cannot kill dragons through simple combat: the “dead” dragon returns as an undead dragon (type chosen by the GM) with the rejuvenation ability in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way for the subject and its allies to permanently slay a dragon is to remove the curse. Cure (DC 15) The subject must return the dragon’s most prized possession or see that it is part of the dragon’s ceremonial resting place. If this is done then the subject can by affected by a spell or effect that can remove a bestow curse. This special event adds a +20 circumstance bonus on any attempt to remove this curse. Death’s Disrespect You have taken the respected names of the dead in vain; your blasphemy will not stand unchecked. Type curse; Save Will DC 38 Background An ancient taboo, one does not refer to the dead by their name directly, as a mark of respect. The avoidance period lasts for one year, though in some areas it lasts only until the burial ritual has been preformed or until the end of a cycle specific to the culture (one moon cycle, one season, until the next day of the dead, etc.) often depending on how important or famous the person was. The person can be referred to by titles or nicknames, just not by his or her truename or given name. Other potential triggers of this curse include mocking the dead or failing to show them proper respect after their death. Only a person who has actually witnessed the subject perform one of these defiling acts can issue this curse, and must do so at the first available opportunity. Effect The subject is hunted down and attacked by the dead creature’s body or spirit brought back as an undead creature. The type of undead creature is subject to GM adjudication but its CR is usually the character level of the subject +2. The undead creature often possesses the ghost’s rejuvenation ability. Cure (DC 15 + CR of undead creature) The subject must perform a special ritual (learned with a special Knowledge [arcana] check, same DC) that involves a special component (usually valued at the CR of the undead creature multiplied by 750 gp) that is consumed in the ritual. If the subject does this, he can then have an effect which can remove a bestow curse affect him. This special event adds a +20 circumstance bonus on any attempt to remove this curse. Fulmination of All-Consuming Avarice You shall covet it all. Type curse; Save Will DC 38 Background Long ago, the Fleece Sisters stole a mysterious box from one of the Fell Repositories, which its previous owner believed was worth the entire kingdom, to the right buyer. In retaliation, the Immortal Emperor sent his Undying Knights to pursue them. The Undying Knights eventually caught the two sisters but the box had been opened, releasing Kauriel the Enabler. The Infernal Duke incinerated the Undying Knights but spared the two sisters. With these two, he forged a pact; he would spare one and curse the other. The younger sister betrayed the older and told Kauriel to curse her elder sister, and so the Enabler did. The younger sister’s joy died when her elder strangled her to death and made the younger one of her ghosts. Effect Subject desires to possess everything and even everyone he sees. The subject become paranoid and distrustful, he cannot cooperate with anyone (since he thinks they are trying to take his things, and since he wants to possess them). He becomes willing to commit violent acts over ownership. The subject hoards precious and useless things and he even "steals" the people he kills, as they gain the ghost template and fall under his control. Cure (DC 10) Subject must be tricked into giving something away without compensation. Once this task is completed, when the subject has an effect that can remove a bestow curse used upon him, the subject adds a +20 circumstance bonus on any attempt to remove this curse.[/spoiler] [URL=https://www.drivethrurpg.com/product/86331/101-Malevolent-Magic-Items?affiliate_id=17596]101 Malevolent Magic Items[/URL][spoiler] [b]Undead:[/b] ? [b]Infected Undead:[/b] ? [b]Insane Ghost:[/b] Anyone who dies while wearing the Cloak of the Ghost returns in 1d4 days as an insane ghost. [b]Ghoul:[/b] Anyone killed by the Hangman's Rope returns to life in 1d4 days as a ghoul unless properly blessed. Victims killed by the [hangman's] rope must be targeted with both bless and remove curse (DC 22) to prevent their animation as ghouls. [b]Larthios, Powerful Lich-Demon, Fiend:[/b] ? [b]Vampire:[/b] If the wielder [of the Mace of Larthios] dies, by any means, while afflicted by the mace, he rises in 1d3 nights as a vampire. [b]Advanced Zombie:[/b] Any living foe damaged by the [Sword of the Lifeless Foe] prior to death (within an hour) returns 2d4 rounds after death as a zombie with the advanced simple template and HD equal to the amount possessed in life. [b]Zombie:[/b] Those who die because of the [Vall's Fever] disease rise in 1d2 days as zombies. CLOAK OF THE GHOST Aura strong transmutation; CL 15th; Identify DC 40 Slot shoulders; Weight 1 lb. DESCRIPTION This cloak appears to be a cloak of etherealness but it is too effective. Once it is activated, the user becomes permanently ethereal, making it impossible for the user to interact with the material world. This ethereal condition cannot be undone in any way until the cloak is removed. While ethereal it is impossible for the user to eat and starvation is the normal cause of death for those who use the cloak, though some perish at the hands of ethereal monstrosities. Anyone who dies while wearing the cloak returns in 1d4 days as an insane ghost. CREATION Magic Items cloak of etherealness CURE Remove curse (DC 25), or a similar spell, must be used on the cloak's wearer in order for the cloak to be removed. The one casting remove curse must be in the ethereal plane for the spell to be effective. HANGMAN'S ROPE Aura strong transmutation; CL 12th; Identify DC 37 Slot none; Weight 5 lbs. DESCRIPTION Though this rope appears to be a 60-foot rope of climbing, it is in fact a malevolent death-trap sometimes crafted by necromancers. When a command word is spoken, the rope animates as a rope of climbing. Whenever anyone climbs to a height halfway up the rope, the rope animates, forming itself into a noose and attacking the climber (CMB 10, CMD 24, grab, constrict 1d6+4; AC 22; 22 hp; hardness 10; DR 5/slashing). Anyone climbing the rope is considered to be flat-footed and is denied any Dexterity bonuses so long as they remain on the rope. If the rope successfully grapples the climber, it is considered to have lassoed the target’s neck, at which point it begins choking the target to death. Those so constricted may not speak, or cast spells with verbal components. They also cannot breathe and begin to suffocate unless freed. Once the target is dead, the rope ceases to animate until again activated. Anyone killed by the rope returns to life in 1d4 days as a ghoul unless properly blessed. CONSTRUCTION Requirements Craft Wondrous Item, animate dead, and either animate rope, animate objects or entangle; Cost 20,000 gp CURE Remove curse (DC 22) or a similar spell may be used to remove the rope before it kills its user, rendering it inert until the command word is again spoken. Channeling positive energy suppresses the rope for 1d6 rounds. Victims killed by the rope must be targeted with both bless and remove curse (DC 22) to prevent their animation as ghouls. THE MACE OF LARTHIOS Aura strong necromancy; CL 20th; Identify DC 45 Slot none; Weight 4 lbs. LEGEND Tales tell of a powerful lich-demon named Larthios. In times long forgotten, this fiend led armies of the undead against elves and men. Finally destroyed by the gold dragon, Tlixothkan, Larthios's legacy continues in the form of the evil mace he wielded in battle. DESCRIPTION This ornate heavy mace appears to be and functions as a +3 heavy mace of disruption, yet its cursed nature is such that the essence of any destroyed undead is slowly imparted to the wielder until at last the wielder becomes that which he fights. When the weapon is successfully used to destroy an undead, either by disruption or by bringing the creature to 0 hit points, the wielder of the mace takes 1 point of permanent Constitution damage. Unless the wielder succeeds at a DC 25 Will save, he does not notice the loss. If the wielder dies, by any means, while afflicted by the mace, he rises in 1d3 nights as a vampire. At this point, the mace ceases to function as a +3 heavy mace of disruption and, until the wielder is destroyed, functions as a +3 unholy mace of terror. The mace does not, at any time, detect as evil, though after the wielder transforms into a vampire, it functions as an evil weapon. The victim of the mace, as a vampire, has a fixation on the mace and, if not in possession of the mace, does anything possible short of suicide to retrieve it. Moreover, as a vampire, the wielder always knows where the mace is located. If the vampiric owner of the mace is destroyed, the mace returns to functioning as a +3 heavy mace of disruption. CURE SWORD OF THE LIFELESS FOE Aura moderate necromancy; CL varies; Identify DC 25 + CL Slot none; Weight varies DESCRIPTION This weapon appears to be a magical sword and functions as such. However, it is infused with necromantic energies. Any living foe damaged by the sword prior to death (within an hour) returns 2d4 rounds after death as a zombie with the advanced simple template and HD equal to the amount possessed in life. These zombies vengefully seek out the sword's owner, though they will fight, as necessary, with any that come between them and their target. CREATION Magic Items any magical sword CURE The sword may be discarded as normal. Vall's Fever The disease begins with small sores which quickly fester as the victim burns with a fever. Anyone who makes physical contact with a carrier of the disease is considered exposed to it. Those who die because of the disease rise in 1d2 days as zombies. Such zombies are themselves carriers of the fever, and any damaged by their natural attacks are exposed to it. Even those immune to disease, and those who make their saving throw when exposed to the disease, become carriers for the disease for 1d4 days. Vall's Fever disease, contact; save Fortitude DC 15; onset 1 day; frequency 1/hour; effect 1 Constitution, 1 Intelligence, 1 Wisdom; cure 3 consecutive saves. CURE Cure disease works to save a single victim from the disease, but channeled positive energy attuned to damaging undead is needed to make a carrier into a non-carrier. Infected undead who are damaged with positive channeled energy are considered to no longer be infected.[/spoiler] [URL=https://www.drivethrurpg.com/product/92086/101-Monster-Feats-PFRPG?affiliate_id=17596]101 Monster Feats (PFRPG)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Corporeal Undead:[/b] ? [b]Gedhawk, Dread Shadow:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/105400/101-Special-Materials-and-Power-Components-pfrpg?affiliate_id=17596]101 Special Materials and Power Components (pfrpg)[/URL][spoiler] [b]Lich:[/b] ? [b]Banshee:[/b] ? [b]Undead Ooze:[/b] ? [b]Vampire:[/b] ? [b]Undead, Undead Creature:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/170406/101-Urban-Spells-PFRPG?affiliate_id=17596]101 Urban Spells (PFRPG)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Ghost:[/b] [ S]he accidentally was involved in the death of a younger sibling, never told anyone, and the younger sibling’s ghost currently is threatening the settlement.[/spoiler] [URL=https://www.drivethrurpg.com/product/123227/1001-Spell-Cards-134-Magus-Spells-PFRPG?affiliate_id=17596]1001 Spell Cards: 134 Magus Spells (PFRPG)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Lich:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/135318/Advanced-Bestiary-for-the-Pathfinder-Roleplaying-Game?affiliate_id=17596]Advanced Bestiary[/URL][spoiler] [b]Blood Knight:[/b] Blood knights are the damned souls of fierce warriors who died in a particularly bloody manner. “Blood Knight” is an acquired template that can be applied to any living creature that is proficient with heavy armor, wears full plate armor, and has blood. [b]Blood Knight Dwarf Fighter 13 Thrax the Red:[/b] Thrax the Red was once a dwarf hero of some fame. Loyal to his clan and a staunch defender of its sovereignty, he was ruthless to the point of sadism in combat with his enemies. When some giants took up residence near his clan’s territory, Thrax provoked conflict with them, beginning a long and unnecessary feud that resulted in the deaths of hundreds of his kin. In the final days of the war, Thrax led a vicious attack on wounded and noncombatant giants while a decoy force of dwarves distracted the giants’ warriors. When Thrax dealt the killing blow to a mother protecting her child, he could not get out of the way of her falling body fast enough. The rest of Thrax’s force retreated, leaving him trapped beneath the she-giant’s body. By the time the giant warriors returned, Thrax had drowned in his foe’s blood. The giants cast his body off the mountain, cursing his name and praying to their gods to punish him. Thus, he returned to haunt the world as a blood knight, wearing the ornate, dwarven-made armor in which he died. [b]Dread Blood Knight:[/b] Dread blood knights arise from the most evil of warrior despots. [b]Dread Blood Knight Barbarian 8 Varn:[/b] Varn’s died defending his tribe from an onslaught of orc barbarians. As he fell he managed to strike the orc chieftain, a witch of considerable power. His blood mixed with the chieftains, the next night Varn rose as a dread blood knight. [b]Dread Allip:[/b] A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide against its own wishes. The angry spirit that rises from the corpse is insane because its mind was conflicted at death, and it seeks to inflict a similar fate on others. “Dread Allip” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher that commits suicide because of domination by a dread allip or at the command of some other creature. A creature that dies while dominated by a dread allip rises as a new dread allip in 1d6 rounds if it committed suicide, or died fulfilling an obviously self-destructive command, or had 0 Wisdom and was within 30 feet of the dread allip at the time of death. [b]Dread Allip Lunar Naga:[/b] Dread allip lunar nagas are created when a lunar naga delves too deep into their explorations of the night sky. [b]Allip Creature:[/b] ? [b]Otyugh Allip:[/b] ? [b]Dread Bodak:[/b] A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, using death effects on a friend seems most likely to create a dread bodak. Worse still, it can create more of its vile kind. Its gaze brings foes to the brink of death, and its voice then snuffs out their life force and turns them into dread bodaks. “Dread Bodak” is an acquired template that can be added to any living creature (referred to hereafter as the base creature) that was killed by a dread bodak or murdered by an ally via a death effect. Any creature killed by a dread bodak’s death wail ability rises as a dread bodak in 1d6 rounds. [b]Dread Bodak Tyrannosaurus:[/b] ? [b]Bodak Creature:[/b] ? [b]Cyclops Bodak:[/b] ? [b]Dread Devourer:[/b] Few know how these dread devourers originated, but some sages speculate that they form as “projections” of creatures from beyond the borders of reality. “Dread Devourer” is an acquired template that can be added to any living creature that has a chest cavity or similar body part. [b]Dread Devourer Purple Worm:[/b] ? [b]Devourer Creature:[/b] ? [b]Aboleth Devourer:[/b] Aboleth devourers are those aboleth who have tampered in forbidden rituals that went awry. The blowback killed the aboleth, and it reanimated into a horror that seeks to consume the souls of all those it comes across. [b]Dread Ghast:[/b] The first dread ghasts were villains of still broader scope than normal ghasts. Leaders in life, they influenced the actions of scores of others and led them to participate in terrible atrocities. Today, the dread ghast “race” of undead perpetuates itself through the transmission of vile power. A creature killed but not consumed by a dread ghast rises as another dread ghast. “Dread Ghast” is an acquired template that can be added to any living creature. Any creature killed by a dread ghast that lies undisturbed until the next midnight rises as a dread ghast at that time. A protection from evil or gentle repose spell cast on the corpse prevents its conversion. [b]Dread Ghast Gnoll Ranger 4 Dermock:[/b] ? [b]Ghast Creature:[/b] ? [b]Shoggoth Ghast The Crawling Rot:[/b] ? [b]Dread Ghost:[/b] “Dread Ghost” is an acquired template that can be added to any living creature that has an Intelligence score and a Charisma score of at least 10. [b]Dread Ghost Medusa Bard 8 Mistress of the Marsh:[/b] She was killed one day after trying to take down a local witch. The witch dispatched the medusa and threw her body into the swamp. Days later, the Mistress of the Marsh returned. [b]Dread Ghoul:[/b] Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia; the original dread ghouls were individuals who had exhorted or compelled others to such acts while alive. “Dread Ghoul” is an acquired template that can be added to any living creature. Any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a dread ghoul at that time. A protection from evil or gentle repose spell cast on the corpse prevents this. When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this. (Pathways 56) [b]Dread Ghoul Frost Giant:[/b] ? [b]Ghoul Creature:[/b] ? [b]Giant Spider Ghoul:[/b] ? [b]Dread Lacedon:[/b] Dread lacedons are corpses animated by the restless spirits of those who drowned or were killed but not devoured by a dread lacedon. “Dread Lacedon” is an acquired template that can be added to any living creature. Any creature killed by a dread lacedon that lies undisturbed until the next midnight rises as a dread lacedon at that time. A protection from evil or gentle repose spell cast on the corpse prevents its conversion. [b]Dread Lacedon Great White Whale:[/b] ? [b]Lacedon Creature:[/b] ? [b]Salt Water Merrow Lacedon:[/b] ? [b]Dread Lich:[/b] Like normal liches, dread liches are powerful undead spellcasters who used vile magic and dreadful ceremonies to prolong their time in the living world. However, the process of becoming a dread lich is a greater secret than the evil ceremonies required to become a normal lich. Although powerful spellcasters sometimes discover this secret while preparing for lichdom, most dread liches were once normal liches who spent centuries researching arcane lore in search of the secret. “Dread Lich” is an acquired template that can be added to any living creature capable of creating the required phylactery, or to any standard lich. An integral part of of becoming a dread lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the dread lich reforms next to its phylactery 1d4 days after its apparent death. It does not matter how far away the dread lich is from its phylactery, but the two must be on the same plane. If the phylactery is on a different plane, the dread lich reforms 1d4 days after the phylactery is brought to the plane on which the dread lich was destroyed. Each dread lich must make its own phylactery—a task that requires the Craft Wondrous Item feat. The base creature must be able to cast spells or use spell-like abilities, and its caster level must be at least 15th. The phylactery costs 200,000 gp to create and has a caster level equal to that of its creator at the time of creation. The most common kind of phylactery is a Tiny mithral box that has hardness 20, 40 hit points, and a break DC of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist. A dread lich can also make another nonliving creature, except another dread lich, as its phylactery via the use of powerful magic such as wish or miracle. [b]Thanatotic Titan Dread Lich Appolus:[/b] For centuries Appolous was obsessed with the secrets of true immortality. The titan traveled countless worlds and planes learning all he could about the various methods mortals try to achieve immortality. When he discovered lichdom, Appolous realized that this was the path he wished to pursue. In fact, he knew he could improve it. The titan retreated to a small demi-plane to make his transformation. When he was done, the demi-plane was no more, and Appolous emerged as a dread lich. [b]Dread Mohrg:[/b] “Dread Mohrg” is an acquired template that can be added to any evil living creature with a mouth and digestive tract that includes intestines. [b]Advanced Fast Zombie:[/b] Any living creature of the dread mohrg’s size or smaller killed by a dread mohrg rises immediately as an advanced fast zombie. [b]Dread Mohrg Seven-Headed Cryohydra:[/b] ? [b]Mohrg Creature:[/b] ? [b]Cave Fisher Mohrg:[/b] Sometimes when a cave fisher captures and eats a mohrg, the violent spirit of the undead transfers to the vermin, transforming it to a monstrous hybrid of undead and insect. [b]Dread Mummy:[/b] “Dread Mummy” is an acquired template that can be added to any living corporeal creature. Any creature killed by a dread mummy’s mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms a new dread mummy. [b]Dread Mummy Harpy:[/b] ? [b]Mummy Creature:[/b] ? [b]Gnoll Mummy Cleric 8 The Keeper:[/b] ? [b]Dread Poltergeist:[/b] A dread poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that house dread poltergeists are places where they felt a sense of ownership and security. A simple death, even murder, is rarely enough to cause the victim’s spirit to remain as a dread poltergeist—the death must intimately involve the location as well as a torturous death. A gravedigger buried alive in his graveyard might become a poltergeist, as might a ferryman who drowned beneath his dock, or a steward crushed beneath his desk. “Dread Poltergeist” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 3 or higher. [b]Dread Poltergeist Athach:[/b] This particular poltergeist athach died in a mudslide in the lee of the hill that was his home. [b]Poltergeist Creature:[/b] ? [b]Orc Poltergeist Barbarian 3 Curse of the Blood Clan:[/b] ? [b]Dread Shadow:[/b] “Dread Shadow” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 15 or higher that was killed by a shadow or dread shadow. Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows. [b]Dread Shadow Achaierai:[/b] ? [b]Shadow Creature:[/b] Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a shadow creature. The shadow creature’s create spawn ability creates only shadow creatures. The greater shadow creature’s create spawn ability creates only shadow creatures. Any animal reduced to Strength 0 by a shadow dire bear becomes a shadow animal within 1d4 rounds. (Tome of Horrors 4) [b]Strix Shadow Rogue 1:[/b] ? [b]Greater Shadow Creature:[/b] ? [b]Greater Shadow Dire Rat:[/b] ? [b]Dread Greater Shadow Creature:[/b] ? [b]Dread Greater Shadow Yaogui:[/b] ? [b]Dread Skeleton:[/b] “Dread Skeleton” is an acquired template that can be added to any living creature with a skeleton or exoskeleton. [b]Dread Skeleton Blink Dog:[/b] ? [b]Dread Spectre:[/b] “Dread Spectre” is an acquired template that can be added to any living, intelligent creature killed by a spectre or a dread spectre. Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. [b]Dread Spectre Nymph:[/b] ? [b]Spectre Creature:[/b] Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a spectre creature in 1d4 rounds. [b]Half-Elf Spectre Aristocrat 4/Expert 4:[/b] In life a woman of noble birth who spent her time in academic pursuits, the White Lady was murdered in the night by an assassin hired by a relative for the family fortune. [b]Dread Vampire:[/b] “Dread Vampire” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher. Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. Any creature with an Intelligence score of 10 or higher whose Constitution score reaches 0 from a dread vampire’s blood drain attack returns as dread vampire 24 hours after death. [b]Night Hag Dread Vampire Cailleach Bheur:[/b] ? [b]Dread Wight:[/b] Dread wights are the animated remains of creatures that were terribly violent and hateful in life. “Dread Wight” is an acquired template that can be added to any living corporeal creature. Any creature killed by a dread wight’s energy drain ability rises as a dread wight in 1d4 rounds. [b]Dread Wight Gargoyle:[/b] ? [b]Wight Creature:[/b] The wight creature’s create spawn ability creates only wight creatures. [b]Wight Pixie:[/b] ? [b]Dread Wraith Sovereign:[/b] “Dread Wraith Sovereign” is an acquired template that can be added to any living creature with 10 or more Hit Dice killed by a dread wraith sovereign. When a dread wraith sovereign is killed, its dread wraith spawn that had 10 or more Hit Dice in life become dread wraith sovereigns (created by applying the template to the original base creature as it was in life). [b]Dread Wraith Sovereign Trumpet Archon:[/b] ? [b]Dread Wraith Creature:[/b] ? [b]Dread Wraith Dire Bear:[/b] ? [b]Wraith Creature:[/b] There is no minimum HD required to gain the wraith template. [b]Rhinoceros Wraith:[/b] [b]Dread Zombie:[/b] Dread zombies are created when the magic used to animate a zombie or other corporeal undead goes awry, or when a dread mummy breathes death on a living creature. Sometimes when the ceremony to create a lich fails, the would-be lich instead becomes a dread zombie, attaining eternal unlife at an unexpected cost—the loss of some of the intelligence it had in life. “Dread zombie” is an acquired template that can be added to any corporeal living creature. A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds. [b]Dread Zombie Aasimar Oracle 6:[/b] Before his death, Vezandarlir was a bitter hermit who was sought out by locals for fortune-telling and other divinatory services. Every so often he would use his oracle abilities to make sure what a supplicant’s fate held was dire. After he died, Vezandarlir’s spirit was too bitter and stubborn to move on. He rose a fortnight later from his grave, his abilities still intact, but now possessing a hunger for the brains of the living. [b]Dunesage Ghoul:[/b] A humanoid who dies of dunesage ghoul fever rises as a dunesage ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a dunesage ghast. [b]Dunesage Ghast:[/b] A humanoid who dies of dunesage ghoul fever rises as a dunesage ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a dunesage ghast. [b]Negative Energy-Charged Creature:[/b] Through exposure to areas close to the Negative Energy Plane or though dark magic (see the empower undead spell) an undead creature’s link to the chilling source of its unnatural existence can be strengthened. The resulting creature is empowered by the Negative Energy Plane and cloaked in its black energy. “Negative energy-charged” is an acquired template that can be added to any undead creature. [i]empower undead[/i] spell. [b]Negative Energy-Charged Wight:[/b] More powerful than your standard wight, negative-energy charged wights rise from the same conditions as a normal wight, but in regions strongly tainted with negative energy or those close to the Negative-Energy plane. [b]Positive Energy-Charged:[/b] When an undead creature is destroyed by positive energy effects, it sometimes returns, infused with the very positive energy that destroyed it. “Positive-energy charged” is an acquired template that can be added to any undead creature. When undead of equal to or less than the positive energy-charged creature’s HD is destroyed by a positive-charged undead, it immediately transforms into another positive energy charged creature at its original full hit points. [b]Positive Energy-Charged Nightwalker:[/b] ? [b]Devourer:[/b] Devourers are the husks creatures that have been shattered and remade by forces beyond the ends of the multiverse. [b]Ghoul:[/b] The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia. [b]Ghoul Ghast:[/b] The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. [b]Shadow:[/b] The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows. [b]Shadow Greater:[/b] Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows. [b]Vampire:[/b] Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a creature slain by a dread vampire’s energy drain attack rises as a standard vampire 24 hours after death. [b]Wight:[/b] Any humanoid creature that is slain by a negative energy-charged wight becomes a wight itself in only 1d4 rounds. [b]Wraith:[/b] The dread wraith creature's create spawn ability creates only wraiths. The wraith creature's create spawn ability creates only wraiths. [b]Wraith Dread:[/b] Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. [b]Zombie Fast:[/b] Vermin killed by a cave fisher mohrg rise immediately as fast zombies. [b]Bodak:[/b] Bodaks are extraplanar undead created when living beings are touched by great evil. [b]Zombie Juju:[/b] A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds. empower undead School: necromancy [evil]; Level: cleric 6, sorcerer/wizard 6 Casting Time: 1 standard action Components: V, S, M (a gem worth at least 10 gp that spent the night in the body of an undead creature) Range: touch Target: undead creature touched Duration: Instantaneous Saving Throw: Will negates; Spell Resistance: yes Grants the negative-energy charged template to the touched undead. Upon touch, the target is immediately empowered with the benefits of the template and it knows how to utilize all its abilities.[/spoiler] [URL=https://www.drivethrurpg.com/product/302590/Aegis-of-Empires-Players-Guide?affiliate_id=17596]Aegis of Empires Player's Guide[/URL][spoiler] [b]Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Devron the Necromancer, Lich:[/b] Devron the necromancer swears himself to Arvonliet’s true nature, transforms into lich and is imprisoned below Barakus. [b]Gremag, Lich:[/b] ? [b]Lich-Queen Trystecce the Ageless:[/b] ? [b]The Winter Lich:[/b] ? [b]The Singed Man, The Infernal Tyrant of Kear, Vampire Lord, Vampire Tyrant, Undead Fiend, Undead Tyrant:[/b] ? [b]Battle-Duke Ormand of the Rampart, Duke Ormand, Vampire Spawn:[/b] ? [b]Battle-Duke Ormand of the Rampart, Duke Ormand, Vampire Duke:[/b] ? [b]Balcoth the Wraith-Mage:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/208096/Aethera-Campaign-Setting?affiliate_id=17596]Aethera Campaign Setting[/URL][spoiler] [b]Undead:[/b] The rarest of the corrupted elementals are those formerly associated with the mysterious element of aether. These once bright, ethereal and mysterious creatures are now reduced to things of darkness, like clouds of nothingness with fangs and claws of black glass. The wraith-like abominations sow ruin in their wake and, most dangerously to every sentient race in the Aethera system, they corrupt aetherite into bizarre, toxic forms such as the undead-spawning netherite. Hundreds of species of dinosaur and megafauna prowl the wastes, along with drakes, elementals, and scores of undead born from famine, war, or worse. Netherite Radiation: Exposure to raw netherite is just as hazardous as exposure to aetherite. Creatures killed by the radiation can automatically rise as the undead (at the GM’s discretion), with more severe radiation potentially creating more fearsome foes. Occasionally, a funnel of netherite dust will be carried down from the Nethersphere without warning or obvious cause. Low-level storms will saturate an area with radiation similar to standard aetherite poisoning. Higher category storms produce random blasts of telekinesis which can flatten small structures or creatures. The worst produce bolts of negative energy which raise their victims as undead. Undead are a serious side effect of netherstorms and general netherite exposure. [b]Aetherwarped Undead:[/b] The bodies of aetherwarped creatures twist and mutate due to long term aetherite radiation poisoning, gaining hideous deformities and bizarre supernatural powers. The nature of aetherwarped creatures causes their lifespans to dramatically shorten, though some who perish from their sickened state often rise again as aetherwarped undead. [b]The White Lion, Okanta Undead Miner:[/b] The White Lion’s Claim: Another legend in a region that breeds them, the White Lion’s Claim is a reputed platinum-rich asteroid located somewhere within Aethera and Ashra’s GS5 dead orbit region. Named for the okanta explorer now known only by his title, the tale relates that he discovered the otherwise normal-looking asteroid and mined it himself for nearly 20 years. Relying on a paranoia-fueled network of third parties and drop locations for both supplies and selling his recovered metal, the actual location of his claim remained a mystery for decades. After the 19th year of breakneck mining, his activity abruptly stopped. Five years later, scouring the asteroid field for answers, a team of his former buyers discovered his corpse in a warren of freshly excavated tunnels, fully exposed to the vacuum, and, unfortunately for his would-be looters, still very much animate. Consumed in death by the paranoia driving his life, the undead miner not only hollowed out several other asteroids with tunnels and false signs of his original claim, but riddled them with traps and the undead remains of numerous would-be claimants. [b]Undead Bloodrager:[/b] The Amrita belt’s death-cults occasionally produce undead bloodragers, while the okanta’s rapid growth sometimes sees them develop their sorcerous talents midway through the berserker’s fury. [b]Zombie:[/b] Scourging Infusion wild talent. [b]Incorporeal Undead:[/b] An entire planet and its population were destroyed at once, and the unquiet souls of those billions linger still, making incorporeal undead especially common throughout the Belt. [b]Incorporeal Undead of Smoke and Fire:[/b] ? [b]Incorporeal Undead, Spirit:[/b] ? [b]Petrified Undead:[/b] ? [b]Strange Petrified Undead, Threat, Bizarre Creature:[/b] ? [b]Fossilized Undead:[/b] ? [b]Unintelligent Undead:[/b] Netherite, like aetherite, is highly toxic. This material is infused with negative energy and has been found to be responsible for the spontaneous creation of unintelligent undead around the planet. [b]Lurching Skeleton:[/b] ? [b]Wendigo, Feared Wendigo:[/b] ? [b]Wendigo, Frozen Beast of Eternal Hunger:[/b] ? [b]Wandering Dead:[/b] ? [b]Intelligent Undead:[/b] This material [netherite] is infused with negative energy and has been found to be responsible for the spontaneous creation of unintelligent undead around the planet. [b]Orukughan the Hungerer, Okanta Graveknight Fighter 17:[/b] Okantan legends also speak of Orukughan the Hungerer (CE okanta graveknight fighter 17), an ancient okantan warlord who defended Haj-Harmarandh against the frost giant onslaught that destroyed it. The okantan tales say that Orukughan was so consumed by wrath at the destruction of Haj-Harmarandh that he and his entire legion rose from their icy graves one week after the city was sacked and laid ruin to the giants that claimed it. [b]Ghost:[/b] Imprisoned by the unique nature of the Aethera System’s cosmology, an imprisoned outsider’s metaphysical essence lingers on, effectively imprinted onto the structure of the Material, functioning like a bizarre form of phylactery or the conditions that imprison ghosts past their physical death. [b]Ghost, Supernatural Threat, Spirit, Incorporeal Undead:[/b] ? [b]Raod Rah, The Waking Whisper, Wendigo, Most Famous Wendigo:[/b] Some believe that this wendigo was once a king among the taiga giants, turned to darkness after eating his army to survive a winter holdout against enemy frost giants. Other stories speak of an ethereal being from the Dimension of Dreams which came into physical form as the first okanta dreamed of a nightmarish future for his people under the rule of some ancient evil predatory force. [b]Allip:[/b] ? [b]Shadow:[/b] Decaying Gate Hub mishap 26-40 A surge of necromantic energy infuses the ship. All passengers must make a DC 25 Fortitude Save or take 5d6 points of negative energy damage. Any passengers killed by this energy immediately reanimate as shadows, intent on killing all other life on the ship. [b]Shadow, Incorporeal Creature Infused With Negative Energy:[/b] ? [b]Wraith, Incorporeal Creature Infused With Negative Energy:[/b] ? [b]Incorporeal Creature Infused With Negative Energy:[/b] ? [b]Aetherwarped Corporeal Undead:[/b] Creatures reduced to 0 Constitution by aetherite radiation or poison are slain and have a 50% chance to rise as a corporeal undead with the aetherwarped template. [b]Ascalar Kaerantha-Hal, Erahthi Lich Arcanist 16:[/b] ? [b]Horrifying Nightwalker, Inhabitant of the Negative Energy Plane:[/b] ? [b]Frost Wight:[/b] ? [b]Corpse:[/b] Metamorph drug. [b]Spectre:[/b] ? [b]Devourer:[/b] ? [b]Banshee:[/b] ? [b]Totenmaske:[/b] ? [b]Witchfire:[/b] ? [b]Attic Whisperer:[/b] ? [b]Draugr:[/b] ? [b]Winterwight:[/b] ? [b]Yukki-Onna:[/b] ? [b]Festrog:[/b] ? [b]Tzitzimitl:[/b] ? [b]Ectoplasmic Creature:[/b] ? [b]Gearghost:[/b] ? [b]Mummified Creature:[/b] ? [b]Warsworn:[/b] ? [b]Geist:[/b] ? [b]Fext:[/b] ? [b]Kurobozu:[/b] ? [b]Mummy Lord:[/b] ? [b]Leechroot:[/b] ? [b]Saxra:[/b] ? [b]Nemhain:[/b] ? [b]Tiyanak:[/b] ? [b]Vukodlak:[/b] ? [b]Bone Ship:[/b] ? [b]Caller in Darkness:[/b] ? [b]Particularly Powerful Caller in Darkness:[/b] ? [b]Duppy:[/b] ? Scourging Infusion Type substance infusion Element aether; Level 5; Burn 3 Associated Blasts any simple Saving Throw Fortitude negates Your kinetic blast funnels radiation similar to that of raw aetherite, thereby eroding your enemies. Foes that take damage from your infused blast also take 1d3 points of Constitution damage. A living creature reduced to 0 Constitution in this fashion rises 2d6 rounds later as if affected by animate dead with a caster level equal to the kineticist’s level. The kineticist has no innate control over this animated undead creature. Undead created in this fashion are destroyed after 24 hours. Metamorph 150 au Type contact, injury; Addiction severe, Fortitude DC 24 Effect 1 hour, user gains +4 to Int and Wis. Afterwards, user is affected by a persistent confusion effect for 1d4 hours. Effect If a user dies while addicted to metamorph, their corpse has a 25% chance to rise within 1d4 hours; this chance increases to 50% if the user dies due to ability damage from metamorph. Upon reanimating, the corpse (use stats for a zombie of appropriate size) will instinctively seek out the nearest isolated area, where it will incubate for 1d8 days; at the end of this time, a version of the base creature with the insectile creature template will claw its way out of the corpse’s skin. Damage 1d4 Con, 1d4 Cha[/spoiler] [URL=https://www.drivethrurpg.com/product/267695/Aethera-Field-Guide-I?affiliate_id=17596]Aethera Field Guide I[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Aetherwarped Undead:[/b] These troublesome pests [aetherleeches] are a danger even in small numbers as infestations can quickly deplete a ship’s reserve of aetheric units and expose creatures to aetherite poisoning. These infestations have drained entire ships of power, leaving them adrift in the blackness of space with no means of rescue as their passengers suffocated and perished, rising later as aetherwarped undead. [b] Incorporeal Undead, Incorporeal Undead Creature:[/b] ? [b]Paragon Suembaro, Marshall of Mysteries:[/b] Interior cabinet members within the Ascendancy whisper that Suembaro has transformed herself into an undead creature, while others believe that she died long ago and her magically-animated armor has been appearing in her place for decades. [b]Undead Morlock:[/b] ? [b]Ghast:[/b] A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones. Especially large deadlight fungus caverns can also contain ghasts, ghouls, and undigested. [b]Ghost, Incorporeal Undead Creature:[/b] ? [b]Ghoul:[/b] A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones. Especially large deadlight fungus caverns can also contain ghasts, ghouls, and undigested. [b]Haunt:[/b] ? [b]Shadow:[/b] ? [b]Skeleton:[/b] Any corpse of Medium size or smaller within 30 ft. of a nethercrab has a cumulative 10% chance per hour of reanimating as a skeleton or zombie, depending on its condition. A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones. [b]Bloody Bones:[/b] A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones. [b]Ravenous Indistinct Specter:[/b] ? [b]Undigested:[/b] A deadlight fungus exists solely to create more of its own kind and knowingly seeks out living creatures to consume and infest. Caverns filled with deadlight fungus are charnel houses filled with the undigestable skeletal remains of their former victims. Often times these skeletal remains will reanimate, typically forming skeletons or bloody bones. Especially large deadlight fungus caverns can also contain ghasts, ghouls, and undigested. [b]Wraith, Incorporeal Undead Creature:[/b] ? [b]Advanced Zombie:[/b] A deep stalker that kills its prey with its swallow whole ability can regurgetate the creature’s corpse as a zombie with the advanced template as a free action. [b]Zombie:[/b] Creatures who die from exposure to negative energy within an area of blackstar mold rise 1 round later as a zombie. Any corpse of Medium size or smaller within 30 ft. of a nethercrab has a cumulative 10% chance per hour of reanimating as a skeleton or zombie, depending on its condition.[/spoiler] [URL=https://www.drivethrurpg.com/product/311902/Apocalypse-the-Risen-Campaign-Setting-PF1e?affiliate_id=17596]Apocalypse the Risen Campaign Setting (PF1e)[/URL][spoiler] [b]Undead, Undead Entity, Undead Being, Undead Creature, The Dead, Dead, Living Dead:[/b] ? [b]Undead Enemy, Undead Opponent:[/b] ? [b]Undead Beast:[/b] ? [b]Undead Horror:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Creature Immune to Supernatural Energy:[/b] ? [b]Ghost:[/b] Sometimes when a being dies, instead of coming back as a Risen their soul remains on Earth as a ghost. Ghosts are, in the most literal sense, the soul of a dead being. Any creature with the earth subtype can become a Risen when they die unless certain steps are taken, or certain spells cast. The time it takes for a Risen to form is 1d10 rounds plus 1 round for every HD of the deceased as the soul fights to avoid departing. Except in the case of Wretched Risen, the undead body hosts a different soul from the deceased. Because of this, unless special circumstances result in the being becoming a ghost or their body hosting a Depraved soul, all Risen animate as Hungry Risen. [b]Ghost, Spirit, Tortured Spirit, Soul of a Dead Being, Translucent Barely Visible Wispy Shape, Disembodied Soul of a Dead Person:[/b] ? [b]Powerful Ghost:[/b] ? [b]Ghost of a Community Leader:[/b] ? [b]Ghostly Native American Figure:[/b] ? [b]Ghost of a Dead Child:[/b] ? [b]Ghostly Rider:[/b] Along the ruined roadways of what was once Arkansas, the clack of horse’s hooves sometimes breaks the quiet of night. Long Before the Rise, a lone rider and his horse were struck and killed by a train. Each night, they now ride together again. [b]Ghost of a Fallen Soldier:[/b] ? [b]Less Powerful Ghost:[/b] ? [b]Ghost Apparition:[/b] “Apparition” is an acquired template that can be added to any creature with the Earth subtype that has a Charisma score of at least 4. [b]Ghost Apparition Human Seer 9:[/b] The sample apparition below is that of a human Seer, betrayed by a member of her Darkland Colony as a tribute to a greed demon. The betrayer cut out her heart in order to accept their desired corruption. The apparition now haunts the region looking for her murderer, killing anyone she believes is hiding information of their whereabouts. [b]Ghost Apparition, Spirit, Sentient Type of Ghost:[/b] ? [b]Ghost Emote:[/b] An emote differs from an apparition as they do not remember their former lives or the circumstances of their death. Instead, a small piece of the being’s soul holds on to an emotion connected with their demise. This emotion, powered by the remnants of the soul, creates the driving force of this ghost. Four types of emotions are known to subsist with emotes, and each may be one of four levels of power. A type of ghost formed of fragmented emotion. [b]Ghost Emote, Less Powerful Ghost, Ghost Formed of Fragmented Emotion:[/b] ? [b]Ghost Lesser Emote:[/b] ? [b]Ghost Typical Emote:[/b] ? [b]Ghost Major Emote:[/b] ? [b]Ghost Greater Emote:[/b] ? [b]Ghost Poltergeist:[/b] Poltergeists are ghosts in a loose sense. Instead of the soul of one being, they are actually numerous souls merged together into one spiritual monstrosity. Unlike other ghosts, the poltergeist does not start with a base creature but rather by multiple souls merged in agony. A minimum of six souls suffering a connected fate is required for a poltergeist to manifest. A type of ghost of consisting of the merged souls of dead beings. [b]Ghost Poltergeist, Spiritual Monstrosity, Spirit:[/b] ? [b]Ghost Shade:[/b] Shades are manifested spirits of Purgatory hunters charged with retrieving lost souls and guiding the dead to their rightful place. [b]Ghost Shade, Manifested Spirit of a Purgatory Hunter, Hunter of Souls:[/b] ? [b]Risen, Risen Dead:[/b] Few species throughout the history of the world have held their own dead in such reverence as humankind. Cultures across the world throughout history have been as different as night and day in the treatment of those passed, but one tenet held true over the generations; respect the dead. Those passed were put to rest, their memories preserved in whichever way the next of kin saw fit. Services are held. Eulogies read to mourning masses. All steps taken to ensure that the deceased’s legacy lives on through the years to come. Now, humankind’s ceremonious relationship with the dead has been turned against them. Risen are a byproduct of the Seals being broken and are now as common in daily life as the sun rising in the morning and setting at night. Risen are the animated corpses of the dead, forced into foul unlife, a plague to humanity in nearly every corner of Earth. When a being dies, a lost soul from Purgatory enters the body which becomes a Risen. Millions of buried and entombed dead rose from their graves at the time of the Rise. Since then, newly dead appear to become Risen at the time of their demise. Most beings raise as a Hungry Risen, but sometimes unique or sentient Risen form when a being dies. Otherwise, the more a Risen feeds, the closer they get to an evolution of sorts, becoming Famished and later Devourers. Risen that do not feed can waste away, becoming Decayed. Those feeding excessively may become bloated. These creatures can gain mutations and, perhaps worst of all, may carry an infection. Any creature with the earth subtype can become a Risen when they die unless certain steps are taken, or certain spells cast. The time it takes for a Risen to form is 1d10 rounds plus 1 round for every HD of the deceased as the soul fights to avoid departing. In an event known as the Rise, demons rose to power and the risen dead crawled from their graves. When the Veil tore, Purgatory itself yawned wide. Souls of the past were ripped from their existence in the Grey and found new homes in the bodies of the dead. Corpses awoke from their graves and twisted into reanimation. [b]Risen, Most Unnatural Being, Hungry Dead, Monstrosity, Corpse, Animated Corpse, Zombie:[/b] ? [b]Risen Colonist:[/b] ? [b]Waterlogged Risen:[/b] ? [b]Rotting Risen:[/b] ? [b]Roaming Risen:[/b] ? [b]Vicious Risen:[/b] ? [b]Sentient Risen:[/b] ? [b]Risen, Unthinking Feeder:[/b] ? [b]Unique Risen:[/b] ? [b]Hungry Risen:[/b] Any creature with the earth subtype can become a Risen when they die unless certain steps are taken, or certain spells cast. The time it takes for a Risen to form is 1d10 rounds plus 1 round for every HD of the deceased as the soul fights to avoid departing. Except in the case of Wretched Risen, the undead body hosts a different soul from the deceased. Because of this, unless special circumstances result in the being becoming a ghost or their body hosting a Depraved soul, all Risen animate as Hungry Risen. The Hungry are the base Risen, the entry level of dead walking the Earth. These creatures may be those of the freshly dead or long dead beings who have fed enough to maintain their slow decay. [b]Hungry Risen, Base Risen, Entry Level of Dead:[/b] ? [b]Bloated Risen:[/b] Risen with this template have consumed more than they could possibly “digest” and are now overflowing with a dangerous biological liquid. Those [Risen] feeding excessively may become bloated. [b]Decayed Risen:[/b] Risen with this template have not been able to feed for an extended amount of time losing some essence and physical stature. Risen that do not feed can waste away, becoming Decayed. [b]Infected Risen:[/b] Risen with this template have been infected with a horrible parasite. The parasite is a semi-translucent worm like creature that measures nearly an inch long and eats flesh. Grave Worms infection. [b]Mutated Risen CR +1:[/b] Risen with this template have spent an extended amount time in Darklands over the course of their undeath. These creatures [Risen] can gain mutations. [b]Mutated Risen CR +2:[/b] Risen with this template have spent an extended amount time in Darklands and have expanded their eating habits to include mutated animals and sometimes even demons or cryptids. These creatures [Risen] can gain mutations. [b]Mutated Risen CR +3:[/b] Risen with this template have spent an extended amount time in Darklands and have consumed a significant number of mutated creatures as well as demons or cryptids. These creatures [Risen] can gain mutations. [b]Depraved Risen:[/b] Depraved are sentient Risen formed when the soul of a wicked human occupies a body and begins their unlife with an immediate and overwhelming hatred of all life. These creatures are truly evil, even more twisted and hateful than before their death. In life they killed many as serial killers, mass murderers, warmongering soldiers, or battle-driven berserkers, becoming marked and tainted by the sheer weight of their murderous deeds. [b]Depraved Risen, Sentient Risen, Horrifying Creature:[/b] ? [b]Ravenous Riven:[/b] Ravenous are created when a living person is killed by the bite of a Depraved. Frighteningly, these horrifying creatures [Depraved Risen] are able to command small numbers of other Risen and can even create a different type of Risen entirely. Humanoids with the earth subtype killed by a Depraved rise immediately as Ravenous Risen under the Depraved’s control. [b]Devourer Risen:[/b] The Devourer has fed so heavily as to have developed significantly greater tools for hunting and killing. [b]Famished Risen:[/b] The Famished are dead that have fed considerably more than an average Hungry Risen. The consumption of the life essence of the living feeds their evolution into a more dangerous Risen. [b]Famished Risen, More Dangerous Risen:[/b] ? [b]Spirit:[/b] ? [b]Doc Holiday, Spirit:[/b] ? [b]Tortured Spirit:[/b] ? [b]Animal Skeleton:[/b] [i]Animate Dead Animal[/i] spell. [b]Animal Zombie:[/b] [i]Animate Dead Animal[/i] spell. ANIMATE DEAD ANIMAL School Necromancy [tainted] Casting Time 1 standard action Components V, S Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none; Spell Resistance no This spell turns animal corpses into undead skeletons or zombies that obey your spoken commands. Only previously dead animals may be animated in this way. The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed animal skeleton or animal zombie created by this spell can’t be animated again. Regardless of the type of animal you animate with this spell, you can’t animate more HD of dead animals than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead animals per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings are destroyed. You choose which creatures are released. Animal Skeletons: An animal skeleton can be created from most any complete or nearly complete bone structure or recently deceased animal. Animals in early states of decomposition animated as skeletons will immediately shake loose skin, fur, feathers, or scales. Animal Zombies: An animal zombie can be created only from a mostly intact corpse with a nearly complete bone structure that is still early in the decomposition process. The animal must have most of its skin, fur, features, or scales to animate as a zombie. Grave worms (Ex): type Infection (touch or injury); save Fort DC 17; onset 1d8 hours; frequency 1/day for 6 days; effect Special – 1st failed save: 1 Int damage and 1 Wis damage; Hallucination: intensity Mild; active Constant; save Will DC 17 each hour or affected by ghost sounds or silent image during failed hour (GM description). 2nd failed save: 1 Int damage and 1 Wis damage; Hallucination: intensity Strong; active Constant; save Will DC 17 each hour or affected by ghost sounds or silent image during failed hour (GM description). Save DC failed by 10+: Affected by minor image and dazzled. 3rd failed save: 1 Int damage and 1 Wis damage; Hallucination: intensity Sever; active Constant; save Will DC 17 each hour or affected by ghost sounds or silent image during failed hour (GM description). Save DC failed by 10+: Affected by major image and dazzled. 4th failed save: 1 Int damage and 1 Wis damage; gain the disorder Psychopathy. 5th failed save: 1 Int damage and 1 Wis damage; gain the disorder Amnesia. 6th failed save: Death; rise as a Risen infected with grave worms. Cure remove disease caster level check DC 17 or on the 7th day the grave worms emerge as rotflies dealing 1d3 Con damage and fly away; special can be transmitted with the squirt ability and remain effective for the same amount of time.[/spoiler] [URL=https://www.drivethrurpg.com/product/135381/Alternate-Dungeons-Haunted-House?affiliate_id=17596]Alternate Dungeons: Haunted House[/URL][spoiler] [b]Anguish:[/b] ? [b]Dancing Decor:[/b] ? [b]Slamming Door:[/b] ? [b]Undead:[/b] Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self‐loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder. Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic. [b]Ghost:[/b] Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. Ghosts are created from the residual psychic energy of creatures unable or unwilling to depart to the outer planes to receive judgment. Ghosts often haunt the places where they died or the homes they once lived in. [b]Spectre:[/b] Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. Spectres are specifically created from the anguished souls of murdered mortals. Violent and vengeful, a spectre’s anger prevents it from moving onto the afterlife; trapping it in the mortal plane where it haunts the place it died. Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises. [b]Wraith:[/b] Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. Born of evil and darkness, wraiths come to haunt dwellings created when evil mortals perish in the midst of performing atrocious acts. A wraith’s malevolent and sinful desires often keep it in the afterlife to haunt a home or manor. [b]Poltergeist:[/b] When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. Of all the denizens of haunted houses, poltergeists are by far the most common. Driven by rage, a poltergeist is confined to the site of its death by its anguish over an incomplete task or because its gravesite has been desecrated. Where or what a poltergeist haunts typically corresponds to its place of death or the resting place of its mortal remains. [b]Shadow:[/b] Shadows are formed when mortal creatures have their very souls drained by other shadows. [b]Vampire:[/b] ? [b]Witchfire:[/b] Witchfires are usually created when a powerful witch is slain with some malicious plot left incomplete or as the result of a dreadful curse she placed upon a settlement’s inhabitants at the time of her death. [b]Haunt:[/b] Haunts are hazardous areas created by unquiet spirits that react violently towards intruders. In many ways, haunts function like traps but they arise from anguished spirits. [b]Bleeding Walls:[/b] This haunt occurs when a victim is murdered and their corpse is boarded up within the walls of the haunted house.[/spoiler] [URL=http://www.drivethrurpg.com/product/234000/Alternate-Paths-Divine-Characters-2-Odd-Gods?affiliate_id=17596]Alternate Paths: Divine Characters 2 Odd Gods[/URL][spoiler] [b]Undead:[/b] A dead body has no soul but their soul room still exists. What actually happens when a creature is turned into an undead is that their soul room is forced open and the caster is placed inside. Liches gain 1 soul room per phylactery, though they guard these with powerful magics. Avatar class death domain Greater Godvessel power. [b]Sacred Dead:[/b] Sacred dead are divinely inspired undead animated not by dark magic but sacred energy. These holy dead carry on the pious task they performed in life, forever acting as servants to the divine that preserve them. Awakened from fallen or specially chosen true believers, special rites brand holy marks onto the flesh to bond the pious soul to their body. This special ritual is often used to preserve the exceptionally faithful and devout, so that they may serve the church even in death. Rarely, a deity will raise a specific individual without the use of a ritual, often to allow a follower to complete some ordained task. As they are literally the rebirth of a pious soul, sacred dead retain the memories of their previous life, although they say it takes on a dream-like quality to them; as if it were all something that happened to a different person.[/spoiler] [URL=https://www.drivethrurpg.com/product/283769/Aquilae-Bestiary-of-the-Realm-Volume-1-Pathfinder?affiliate_id=17596]Aquilae: Bestiary of the Realm: Volume 1 (Pathfinder)[/URL][spoiler] [b]Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Allip:[/b] ? [b]Allip Moderate:[/b] ? [b]Allip Advanced:[/b] ? [b]Allip Elite:[/b] ? [b]Apostasy Wraith:[/b] ? [b]Apostasy Wraith Moderate:[/b] ? [b]Apostasy Wraith Advanced:[/b] ? [b]Apostasy Wraith Elite:[/b] ? [b]Attic Whisperer:[/b] ? [b]Attic Whisperer Moderate:[/b] [b]Attic Whisperer Advanced:[/b] [b]Attic Whisperer Elite:[/b] [b]Bakekujira:[/b] ? [b]Bakekujira Moderate:[/b] ? [b]Bakekujira Advanced:[/b] ? [b]Bakekujira Elite:[/b] ? [b]Undead Fish:[/b] ? [b]Undead Seabird:[/b] ? [b]Banshee:[/b] ? [b]Banshee Moderate:[/b] ? [b]Banshee Advanced:[/b] ? [b]Banshee Elite:[/b] ? [b]Bat Skaveling:[/b] ? [b]Bat Skaveling Moderate:[/b] ? [b]Bat Skaveling Advanced:[/b] ? [b]Bat Skaveling Elite:[/b] ? [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. [b]Bat Sootwing:[/b] ? [b]Bat Sootwing Moderate:[/b] ? [b]Bat Sootwing Advanced:[/b] ? [b]Bat Sootwing Elite:[/b] ? [b]Baykok:[/b] ? [b]Baykok Moderate:[/b] ? [b]Baykok Advanced:[/b] ? [b]Baykok Elite:[/b] ? [b]Beheaded:[/b] ? [b]Beheaded Moderate:[/b] ? [b]Beheaded Advanced:[/b] ? [b]Beheaded Elite:[/b] ? [b]Beheaded Belching:[/b] ? [b]Beheaded Belching Moderate:[/b] ? [b]Beheaded Belching Advanced:[/b] ? [b]Beheaded Belching Elite:[/b] ? [b]Beheaded Flaming:[/b] ? [b]Beheaded Flaming Moderate:[/b] ? [b]Beheaded Flaming Advanced:[/b] ? [b]Beheaded Flaming Elite:[/b] ? [b]Beheaded Grabbing:[/b] ? [b]Beheaded Grabbing Moderate:[/b] ? [b]Beheaded Grabbing Advanced:[/b] ? [b]Beheaded Grabbing Elite:[/b] ? [b]Beheaded Screaming:[/b] ? [b]Beheaded Screaming Moderate:[/b] ? [b]Beheaded Screaming Advanced:[/b] ? [b]Beheaded Screaming Elite:[/b] ? [b]Beheaded Familiar:[/b] ? [b]Beheaded Familiar Moderate:[/b] ? [b]Beheaded Familiar Advanced:[/b] ? [b]Beheaded Familiar Elite:[/b] ? [b]Beheaded Swarming:[/b] ? [b]Beheaded Swarming Moderate:[/b] ? [b]Beheaded Swarming Advanced:[/b] ? [b]Beheaded Swarming Elite:[/b] ? [b]Berbalang:[/b] ? [b]Berbalang Moderate:[/b] ? [b]Berbalang Advanced:[/b] ? [b]Berbalang Elite:[/b] ? [b]Bhuta:[/b] ? [b]Bhuta Moderate:[/b] ? [b]Bhuta Advanced:[/b] ? [b]Bhuta Elite:[/b] ? [b]Blast Shadow:[/b] ? [b]Blast Shadow Moderate:[/b] ? [b]Blast Shadow Advanced:[/b] ? [b]Blast Shadow Elite:[/b] ? [b]Bodak:[/b] A humanoid slain by a bodak’s death gaze rises as a bodak 24 hours later. [b]Bodak Moderate:[/b] ? [b]Bodak Advanced:[/b] ? [b]Bodak Elite:[/b] ? [b]Bonestorm:[/b] ? [b]Bonestorm Moderate:[/b] ? [b]Bonestorm Advanced:[/b] ? [b]Bonestorm Elite:[/b] ? [b]Carrionstorm:[/b] ? [b]Carrionstorm Moderate:[/b] ? [b]Carrionstorm Advanced:[/b] ? [b]Carrionstorm Elite:[/b] ? [b]Chained Spirit:[/b] ? [b]Chained Spirit Moderate:[/b] ? [b]Chained Spirit Advanced:[/b] ? [b]Chained Spirit Elite:[/b] ? [b]Spectre:[/b] Any humanoid slain by a chained spirit becomes a spectre in 1d4 rounds. [b]Charnel Colossus:[/b] ? [b]Skeleton:[/b] ? [b]Skeleton Warrior:[/b] ? [b]Void Zombie:[/b] An infected creature who dies from void death disease rises as a void zombie 2d4 hours later. Disease (Su) Ghoul Fever: Bite - injury; save Fort DC 14; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight (Pathfinder RPG Bestiary 146). [/spoiler] [URL=https://www.drivethrurpg.com/product/289784/Arcforge-Campaign-Setting-Far-Flung-Frontiers?affiliate_id=17596]Arcforge Campaign Setting: Far Flung Frontiers[/URL][spoiler] [b]Atropal:[/b] ? [b]Lich Psionic:[/b] “Psionic Lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery. The Lich’s Phylactery An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich can rejuvenate after it is killed. Each lich must create its own phylactery by using the Craft Technological Item feat. The character must be able to manifest powers and have a manifester level of 11th or higher. The phylactery costs 120,000 gp to create and has a manifester level equal to that of its creator at the time of creation. The most common form of phylactery is a sealed metal box inlaid with deep crystal. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items. [b]Lich Psionic Elf Tactician 11, Maritoni Lieutenant:[/b] ? [b]Lich Psionic Forsaken:[/b] “Psionic Forsaken Lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery. Rarely, a creature unable to create a phylactery stumbles upon this state through tragic ambition. [b]Lich Psionic Foraken Human Wilder 13, Ashfields Berserker:[/b] ? [b]Undead, Undead Creature:[/b] For all of Marit’s wonders and achievements, her lore regarding the creation of undead has become the most integral to Mariton’s success. Skeletons, Zombies, Echohusks, and more sophisticated variants of these creatures have long filled Mariton’s armies, soldiers gathered from the corpses of fallen enemies and unworthy citizens. Empath Medium Supreme Zeitgeist Ramtik the Eternal Cycle spirit power. [b]Skeleton:[/b] For all of Marit’s wonders and achievements, her lore regarding the creation of undead has become the most integral to Mariton’s success. Skeletons, Zombies, Echohusks, and more sophisticated variants of these creatures have long filled Mariton’s armies, soldiers gathered from the corpses of fallen enemies and unworthy citizens. [b]Zombie:[/b] For all of Marit’s wonders and achievements, her lore regarding the creation of undead has become the most integral to Mariton’s success. Skeletons, Zombies, Echohusks, and more sophisticated variants of these creatures have long filled Mariton’s armies, soldiers gathered from the corpses of fallen enemies and unworthy citizens. [b]Echohusk:[/b] For all of Marit’s wonders and achievements, her lore regarding the creation of undead has become the most integral to Mariton’s success. Skeletons, Zombies, Echohusks, and more sophisticated variants of these creatures have long filled Mariton’s armies, soldiers gathered from the corpses of fallen enemies and unworthy citizens. [b]Lich, Powerful Undead:[/b] ? [b]Ghast, Powerful Undead:[/b] ? [b]Wight, Powerful Undead:[/b] ? [b]Powerful Undead:[/b] ? [b]Phenomenal Undead Servant:[/b] ? [b]Unintelligent Undead:[/b] ? Empath Medium Supreme Zeitgeist Ramtik the Eternal Cycle spirit power. You are now capable of assuming undead into your collective and affecting them with mind-affecting effects. In addition, as a full-round action, you can spend 9 power points to animate a creature as per animate dead, using your medium level as your caster level. If you spend 15 power points, you may spend 1 hour to transform one dead creature (or group of dead creatures) into an undead creature whose CR is equal to or less than your medium level. You are not in control of whatever undead result.[/spoiler] [URL=https://www.drivethrurpg.com/product/289043/Arcforge-Campaign-Setting-Gods-and-Peoples?affiliate_id=17596]Arcforge Campaign Setting: Gods and Peoples[/URL][spoiler] [b]Nonsapient Undead:[/b] ? [b]Undead, Undead Being:[/b] In a world so charged by magic and so tainted with a long history of conflict, undead are a potent and common threat on Vandara. Be they the products of rogue necromancers or freak surges of magic accompanying great violence or trauma, undead are recognized universally as a threat. This individual was named Wesmir, and he was a Maritish scholar who had studied the intricacies of divine magic since his youth. He was capable of creating and commanding vast undead legions, and also understood the many vulnerabilities they carried to healing and light magic. [b]Weaker Undead:[/b] ? [b]Undead Servitor:[/b] ? [b]Undead Soldier:[/b] Askyjoth, the Qlippoth Lord of Athanatism, dwells in a far corner of Eigenel, moving among the vast ruins. Many of these were created by his immense destructive abilities, which are capable of stealing or even obliterating the very souls of targets, or the legions of undead soldiers he creates and commands. [b]Devourer:[/b] ? [b]Ghast:[/b] ? [b]Lich:[/b] Lichdom is among the oldest and most well-known methods of achieving undeath, well-known enough that it has escaped Mariton despite the best efforts of the Circle. As this form of undead is not wracked with the same eternal feelings of hunger or hatred that most others are, it remains a desirable option for mages seeking to extend their lives. The rituals and techniques that enable one to become a lich are available to any who can access the libraries of Maytar, but the risks of failure are great and can dissuade all but the most dedicated students of magic. Mariton continues its ancient traditions of lich transformation to this day, and as many Circle members are liches themselves young necromancers often attempt to become such to curry their favour. [b]Psionic Lich, Being Which Emulates Many of the Abilities of Liches Using Psionic Means:[/b] ? [b]Psionic Lich, Psionic Undead, Abomination:[/b] ? [b]Self-Replicating Creature:[/b] ? [b]Shadow, Self-Replicating Creature:[/b] ? [b]Skeleton, Nonsapient Undead:[/b] ? [b]Wight, Self-Replicating Creature:[/b] ? [b]Zombie, Nonsapient Undead:[/b] ? [b]Atropal:[/b] Not all mortals succeed in the pursuit of godhood, with their legacies or abilities proving insufficient to make a permanent mark on the Convictus. When this occurs, the spirits of the dead usually fade. However, there are times when a mortal perishes on the cusp of godhood, just barely lacking the potency to achieve immortality. When this occurs, the person’s soul is transformed into an Atropal, a hateful and incredibly potent entity formed of some of the Convictus’ darkest magics. Regardless of what values they held in life, all Atropals seem to possess a genocidal hatred of the living, each stillborn god attempting to justify their all-consuming grudge in their own ways. Most Atropals tend to emerge from Mariton, although every culture possesses records of the destruction these strange beings have wrought. [b]Atropal, Hateful Incredibly Potent Entity, Stillborn God, Strange Being:[/b] ? [b]Incorporeal Spirit:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/287941/Arcforge-Campaign-Setting-Ravages-of-the-Qlippoth?affiliate_id=17596]Arcforge Campaign Setting: Ravages of the Qlippoth[/URL][spoiler] [b]Nonsapient Undead:[/b] ? [b]Self-Replicating Creature:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Ghost:[/b] Any evil or chaotic living creatures within 300 feet of Askyjoth is bound to the land of the living by profane means, compelling their body and soul to remain active in spite of their destruction. Immediately after they die and Consume Spirit is activated, such creatures return to life with the Forsaken Lich template and are completely under the control of Askyjoth. If the creature’s body was destroyed or rendered unusable by the attack that killed it, the creature returns as a ghost under Askyjoth’s control, save that the ghost lacks the rejuvenation ability and is destroyed automatically after 24 hours. [b]Forsaken Lich:[/b] Any evil or chaotic living creatures within 300 feet of Askyjoth is bound to the land of the living by profane means, compelling their body and soul to remain active in spite of their destruction. Immediately after they die and Consume Spirit is activated, such creatures return to life with the Forsaken Lich template and are completely under the control of Askyjoth. If the creature’s body was destroyed or rendered unusable by the attack that killed it, the creature returns as a ghost under Askyjoth’s control, save that the ghost lacks the rejuvenation ability and is destroyed automatically after 24 hours. [b]Shadow, Self-Replicating Creature:[/b] ? [b]Skeleton, Nonsapient Undead:[/b] ? [b]Wight, Self-Replicating Creature:[/b] ? [b]Zombie, Nonsapient Undead:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/213920/Archdevils-of-Porphyra?affiliate_id=17596]Archdevils of Porphyra[/URL][spoiler] [b]Undead:[/b] Third Deific Boon of Duke Melektus. Obedience Use leeches to drain a cup of blood into a vessel or into stagnant water. Write your secret failings in the dirt or on a mirror with blood, confess it, then erase it. Gain a +4 profane bonus on saves vs. poison. Boons 1. Patients’ Price (Sp): infernal healing 3/day, blinding ray 2/day or appearance of life 1/day. 2. Parasitic Penetration (Su): Once per day with a successful touch attack, you can infest a living creature with foul worms unless the target makes a Fortitude save (DC 10 + 1/2 your HD + your Constitution modifier). These parasites retain an unholy link to you, draining that creature’s energy and transferring it to you. This infestation persists for 10 rounds, during which you act as if hasted and the infested victim is staggered. These parasites count as a disease effect. 3. Eternal Servant(Ex): You gain the undead type and the ability to use Command Undead a number of times per day equal to 3 plus your Charisma modifier. No unintelligent undead can attack or harm you in any way.[/spoiler] [URL=https://www.drivethrurpg.com/en/product/170172/armr-studios-compendium-2015?affiliate_id=17596]ARMR Studios Compendium - 2015[/URL][spoiler] [b]Undead:[/b] ? [b]Spinal Lasher:[/b] Once clerics and other spellcasters devoted to gods of goodness, they fell before the eyes of the faith. Many were branded heretics and apostates and thus were killed. However, their manner of execution was boorish; they were hanged by the neck while heavy weights hung on their legs. After many days, this would cause the lower half of their bodies to be severed and plop onto the floor with a ghastly sound. Be it the evil energies surrounding these nightmarish execution sites, or the dark powers coursing through the veins of these deadspellcasters, they return as spinal lashers to haunt, maim and kill any and all living creatures they come across. [b]Spinal Lasher, Torso With Spines Coming Out of Their Lower Abdomen, Hideously Formidable Foe:[/b] ? [b]Ghost of an Ancient Hero:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/202850/Asian-Spell-Compendium?affiliate_id=17596]Asian Spell Compendium[/URL][spoiler] [b]Incorporeal Undead:[/b] ? [b]Undead Gaki:[/b] ? [b]Undead:[/b] ? [b]Haunt:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/251795/Atarashia--A-Gazetteer?affiliate_id=17596]Atarashia – A Gazetteer[/URL][spoiler] [b]Mindless Dead:[/b] Cevnia’s process bound the negative spirit back into its body without transforming it into positive energy first. This was easier to do than a resurrection and required less magical energy. However, the process was imperfect and left the spirit trapped in the remains of its body, howling in mental anguish that blotted out all trace of intellect and personality, leaving nothing but an unquenchable hatred of the living. These mindless undead suffered endlessly and were always merciless killers. The deliberate creation of such an undead being is universally regarded as an evil act. [b]Hungry Dead:[/b] Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. [b]Human Skeleton:[/b] ? [b]Dwarf Zombie:[/b] ? [b]Human Skeletal Champion:[/b] ? [b]Goblin Burning Skeleton:[/b] ? [b]Human Ghoul:[/b] ? [b]Tengu Plague Zombie:[/b] ? [b]Drow Fast Zombie:[/b] ? [b]Human Juju Zombie:[/b] ? [b]Human Mummy:[/b] ? [b]Gnome Ghoul:[/b] ? [b]Undead:[/b] As a mortal woman, Cevnia was fascinated with arcane magic and studied amongst the elves to broaden her knowledge. Unfortunately, she chose to use this knowledge to control others by playing on their weaknesses. The elves eventually discovered her network of spies and blackmailers, but not before she was able to steal many secrets from the ancient elven libraries. She was exiled from the elven homelands, but set up her own college of magic, carefully building up her influence and extending her control. At the height of her powers, she began to study the nature of death. She perfected the art of necromancy, created the first undead and ultimately transformed herself into a vampire. Then came calamity… In the fertile jungles of the north, a sun goddess called Tlaneci arose, whilst in the ice flows of the south, where life was harsh, and night lasted for weeks, the god of darkness, Taggarik, came into being. Not content with ruling his portion of the Inner and Outer Worlds, he sought to gain complete control of the Inner World, which he considered to be his rightful domain. When the other deities refused to grant him sole dominion of the Inner World, he conspired with the powerful vampire wizard, Cevnia, who had stolen secret magics from the elves. Together they wrought a spell that shattered the Inner World, scattering the beings who lived there. The cycle of the Double Realm was broken, the Inner World replaced with the half-planes of the Ethereal Realm and the Shadow Realm. Taggarik made the Shadow Realm his own, and infected it with his evil power, although he was not able to realise his plan of creating a physical realm, powered by negative energy. The spirits of those who had dwelt in the Inner World could no longer be reborn into the Outer World. Some accepted Taggarik’s offer of a place in the Shadow Realm, and ended up trapped in a tormented half-life, partly physical and partly spirit. Some fled to the Ethereal Realm, eschewing any hope of a physical existence, although most were eventually given refuge in the planar abodes belonging to the deities. The least fortunate were transformed into undead creatures by Taggarik and Cevnia and forced into their service. The clerics of Taggarik specialise in creating undead, and many wizards seek the path of the necromancer, guided by the teachings of Cevnia, who achieved deity-hood herself as a result of the Shattering, as it became known. Cevnia continued her research, refining her methods and learning to create other types of undead. She made progress but was always hampered by the lack of suitable negative energy spirits. Once the Inner World was shattered, the barriers that prevented negative spirits from crossing back over into the Inner World before their time were severely weakened. This meant that undead could be more easily created, without the need for ghosts. Taggarik and Cevnia created armies of undead between them. When they began to lose the war, they hatched a desperate plan to increase the number of undead. They infected many of their minions with a curse which meant that when they slew a living being, the victim’s spirit was automatically drawn back, and its body would rise up as another undead. As the living fell, so they became part of the army of evil undead. Since the War of Life ended, the creation of undead is tightly controlled. This is part of the armistice agreement between the warring deities. Only a certain number of undead can be created, or brought into the Outer World, and their creation is more difficult and costlier. [b]Vampire:[/b] As a mortal woman, Cevnia was fascinated with arcane magic and studied amongst the elves to broaden her knowledge. Unfortunately, she chose to use this knowledge to control others by playing on their weaknesses. The elves eventually discovered her network of spies and blackmailers, but not before she was able to steal many secrets from the ancient elven libraries. She was exiled from the elven homelands, but set up her own college of magic, carefully building up her influence and extending her control. At the height of her powers, she began to study the nature of death. She perfected the art of necromancy, created the first undead and ultimately transformed herself into a vampire. However, she was repulsed by the decaying state of their bodies. So, she created vampires, who were more powerful than mummies, and maintained the look of the bodies they had in life. Satisfied that she had found an acceptable way to cheat death, she transformed herself into a vampire, and consolidated her position of power by destroying all the other vampires she had created initially. Thus, she established herself as the forebear of all vampires that exist today, although rumours persist that one of the original vampires somehow escaped destruction… [b]Zombie:[/b] ? [b]Ghost:[/b] Before the events that led up to the Shattering, ghosts were the only type of undead. A ghost is a spirit that does not pass on to the Inner World, as it was known then, or the Ethereal Realm, as it is now. When a being in the Outer World dies, its positive energy spirit is naturally transformed into negative energy as it passes on to the next plane of existence. However, in rare circumstances, this process can be disrupted. This occurs either due to a powerful act of will on the part of the recently deceased, or when the spirit has undergone a great psychic trauma, such as being murdered. Although ghosts are not intrinsically evil, they are beings of negative energy and suffer greatly in the Outer World, which is confusing and alien to their nature. This often causes the ghost to become malevolent, if it wasn’t already. A negative spirit in the Inner World would have spent its lifetime resolving psychological issues, before being reborn into the material Outer World as a positive energy spirit in a new body. Scholars speculate that ghosts are created when some of these psychological issues can only be resolved in the Outer World. For example, the spirit might need to protect loved ones, or to exact revenge upon its killer. She attempted to create ghosts by killing living beings in horrendous ways, so as to precipitate the necessary psychological trauma. However, the success rate of this was low as, more often than not, the spirit would simply cross over into the Inner World and remain beyond her reach. [b]Skeleton:[/b] Because ghosts are immaterial negative energy spirits, they do not die in the same manner as material beings with positive energy spirits. They can be temporarily dispersed, but will usually reform after a period of time, and can linger in the Outer World for decades or even centuries, until their reason for remaining is resolved. The arch-wizard Cevnia became fascinated with the durability of these negative spirits and wondered if there was a way to somehow harness their power to extend her own lifespan. She noted that some ghosts were able to temporarily possess the body of a living being in the Outer World. This is a deeply unpleasant and painful process for the living being, and also for the ghost, as it is constantly fighting rejection by a body that was designed to hold a positive energy spirit. Cevnia discovered a way to prepare the remains of a body in such a manner as to make them compatible with a negative spirit, thus avoiding the problem of rejection, although it is still grindingly painful for the spirit. By binding a ghost to its remains prepared in this way, the first undead skeleton was created. The “body” was animated by negative energy, but could not truly die, as it was already dead, thus making it very hard to destroy. Devastating amounts of damage had to be inflicted on the physical remains in order to disrupt the binding. The number of ghosts was (and still is) relatively small, and it was often impossible to locate the original body. When the body was available, it was usually just a pile of bones, which explains the fact that her first undead creation was a skeleton. [b]Ghoul:[/b] Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Mohrg:[/b] Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. [b]Mummy:[/b] Sensing that she was nearing her goal, Cevnia poured all her art and cunning into the creation of intelligent undead that were not inflicted with the uncontrollable desires of the Hungry Dead. She had some success with mummies, especially the powerful mummy lords. [b]Mummy Lord:[/b] Sensing that she was nearing her goal, Cevnia poured all her art and cunning into the creation of intelligent undead that were not inflicted with the uncontrollable desires of the Hungry Dead. She had some success with mummies, especially the powerful mummy lords. [b]Shadow:[/b] The spirits that took up Taggarik’s bargain soon regretted it, as they realised he did not have the ability to make them fully corporeal within the Shadow Realm. Those who resisted his will were given over to Cevnia to use as power sources for her material undead. Those willing to embrace Taggarik’s evil were sent to the Outer World as incorporeal undead, such as shadows and wraiths. [b]Wraith:[/b] The spirits that took up Taggarik’s bargain soon regretted it, as they realised he did not have the ability to make them fully corporeal within the Shadow Realm. Those who resisted his will were given over to Cevnia to use as power sources for her material undead. Those willing to embrace Taggarik’s evil were sent to the Outer World as incorporeal undead, such as shadows and wraiths. [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Plague Zombie:[/b] Anyone who dies while infected with zombie rot disease rises as a plague zombie in 2d6 hours. [/spoiler] [URL=https://www.drivethrurpg.com/product/265832/Atarashia-Gazetteer--Dwarven-Guide?affiliate_id=17596]Atarashia Gazetteer – A Dwarven Guide[/URL][spoiler] [b]Undead:[/b] When the War of Life began, that great battle between life and undeath, the dwarves sided with Tlaneci, the goddess of the sun, and marched into battle on the central plains of the Jing Empire. This area was devasted by necromantic magic and became the Narwahr Expanse. Even now, the tortured bodies of dwarven warriors can be encountered as undead, shambling through the shattered terrain of the Expanse. [/spoiler] [URL=http://www.drivethrurpg.com/product/170003/Aventyr-Bestiary?affiliate_id=17596]Aventyr Bestiary[/URL][spoiler] [b]Carrion Beast:[/b] Carrion beasts are wrought by maddened necromancers or unholy priests that curse a field of recently deceased bodies. [b]Dodelig:[/b] When the Dracoprime fell many halflings tragically died beneath its immense form, but their magically infused bodies were awoken by the essence of the lich Udødelig. [b]Fleshdoll Rogue:[/b] ? [b]Frostdeath Dragon:[/b] ? [b]Ghoublin:[/b] Freshly created ghoublins are made from recently killed goblin corpses, but the insidious undead can infect any humanoid (causing it to distort and shrink after its death, for humanoids larger than Small sized). An afflicted humanoid of less than 2 HD that dies of ghoublin fever rises as a ghoublin at the next midnight. [b]Goemul:[/b] Creatures wrought by sadistic wizards, these tortured treants live an existence stretched taut between life and death. [b]Gogelid:[/b] Where the gøgelid originally come from remains unknown and though intelligent and sometimes quite talkative, the animated canines never speak of more than the name of their home dimension: Preokret. [b]Hellion Revenant:[/b] Ireful hellions have a supernatural ability to attract any recently departed soul unlucky enough to wander near its layer, luring them to their bound home. The hellion consumes and subsists off any remaining energies of these souls (increasing its own power) leaving behind only mindless wraiths called hellion revenants that join their master in a rage-filled existence. [b]Screaming Severed Skull:[/b] Screaming severed skulls were first created by gitwerc, the evil Underworld denizens that reside just above HEL. Legends say that those who beg for mercy from the devil dwarves sometimes receive it, turned into these undead and gifted with the task of endlessly conveying vile messages and disgusting commands (the source, theologians speculate, that causes the creatures’ to unleash their unsettling screams). [b]Shadow Rat:[/b] Shadow-rats are created whenever rodents are left to feast upon the flesh of the undead and then allowed to breed. The resulting offspring is evil from birth, quickly using its abilities to slay the parents and any natural siblings nearby, soon after heading off to find new prey (often killing things not out of hunger, but for the thrill of the act). [b]Spite-Spitter:[/b] The ancestors of the once Matron Mother of the drow city of Holoth, Maelora Guillon, dispossessed their enemies of their wealth and position, sacrificing their crushed souls to the dark elven deity Naraneus. In the Plane of Venom they were warped and transformed into spite-spitters, forced to wander where She Who Weaves in Darkness wills them to. [b]Zombie Handservant:[/b] Zombie handservants tended to great lords and kings of the Ancestor People, the ancient forefathers of the Vikmordere, and in death they continue to serve their masters in tombs and burial shrines throughout the Vikmordere Valley. Zombie handservants are created through the use of an animate dead spell combined with various ceremonial rituals at the time of a lord or king’s death. These culminating forces combine with the servant’s undying affection and will to serve their master, creating a zombie handservant. [b]Fleshdoll:[/b] Crafted from the flesh, blood, and bone of dead corpses, fleshdolls are miniature 1-ft. tall puppets that are animated by unwilling spirits bound with evil necromancy. Products of the fleshdoll stage, the associated curse has a myriad of effects but none are more noticeable than this unnatural transference into one of these gruesome miniatures. Stitched, sewn, pinned, and cauterized—a fleshdoll’s physical appearance and level of aesthetic detail depends on the creativity and skill of the necromancer who created the grizzly golems of fleshcraft. “Fleshdoll” is an inherited or acquired template that can be added to any living, corporeal creature. [b]Ghoul:[/b] An afflicted humanoid of 2-3 HD that dies of ghoublin fever rises as a ghoul at the next midnight. [b]Ghast:[/b] An afflicted humanoid with 4 or more HD that dies of ghoublin fever rises as a ghast at the next midnight. Ghoublin Fever (Su) Disease—bite; save—Fortitude DC 9; incubation period—1 day; damage 1 Con and 1 Dex. The save DC is Charisma-based. An afflicted humanoid that dies of ghoublin fever rises as a ghoublin at the next midnight. A humanoid who becomes a ghoublin in this way retains none of the abilities it possessed in life. It is not under the control of any other ghoublins, but it hungers for the flesh of the living and behaves like a normal ghoublin in all respects. A humanoid of 2-3 Hit Dice rises as a ghoul, not a ghoublin, while a humanoid with 4 Hit Dice or more rises as a ghast. [/spoiler] [URL=http://www.drivethrurpg.com/product/162646/Beasts-of-Legend-Beasts-of-the-East?affiliate_id=17596]Beasts of Legend: Beasts of the East[/URL][spoiler] [b]Srin-Po:[/b] Created when particularly affluent members of society are slain in (what they perceive as) a disgraceful manner, and later buried. [/spoiler] [URL=http://www.drivethrurpg.com/product/114660/Beasts-of-Legend-Coldwood-Codex?affiliate_id=17596]Beasts of Legend Coldwood Codex[/URL] [spoiler] [b]Faleich-Wyrm:[/b] In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive. [b]Leeches of Madness:[/b] Created by the Faleich-Mar. [b]Slough:[/b] A slough is powerful undead creature, a former ex-druid that steals her power directly from the earth she once swore to protect. All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough. Living ex-druids can also use a weirdstone to gain druidic powers, though in doing so the weirdstone also drains them of life. To use a weirdstone effectively the ex-druid must spend eight hours in meditation and then make Spellcraft check DC 10 + the weirdstone's caster level. If successful, for the next 24 hours the individual gains the benefits of the weirdstone, but they permanently loses 1 point of Constitution. Constitution loss sacrificed to a weirdstone cannot be restored in any manner. In this manner, those who continually use weirdstone's eventually die and become slough themselves. “Slough” is an acquired template that can be added to any living creature, provided it can create or otherwise acquire a weirdstone. [b]Ugrohter:[/b] Ugrohters are undead fey whose accused souls become trapped upon the Material Plane. Born sadists, ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld's influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out Otherworld and then slew him. The severing of this of bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey creatures then rose from the dead, gruesomely transformed into ugrohters. [b]Wight Barrow:[/b] Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people. [b]Wight Boreal:[/b] Any humanoid creature that is slain by a boreal wight may rise as a boreal wight itself in only 1d4 rounds. However, this transformation only occurs if the creature’s corpse is buried in the ground or bound with a boreal wight’s thornbind ability. If its corpse is unearthed or it is freed from the thornbind before the transformation is complete, it is merely dead and does not rise. Boreal wights are the restless dead left unburied in the evergreen forests of the north. Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt. [b]Wight:[/b] Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight.[/spoiler] [URL=http://www.drivethrurpg.com/product/118152/Beasts-of-Legend-Boreal-Bestiary?affiliate_id=17596]Beasts of Legend Boreal Bestiary[/URL] [spoiler] [b]Green Child:[/b] Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man’s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living.[/spoiler] [URL=http://www.drivethrurpg.com/product/117594/PFRPG-Behind-the-Monsters-Omnibus?affiliate_id=17596]Behind the Monsters Omnibus[/URL][spoiler] [b]Skeleton:[/b] This skeleton is an undead creature animated by magic to perform single-minded tasks. [/spoiler] [URL=https://drivethrurpg.com/product/403932/Benetolia-Gazetteer?affiliate_id=17596]Benetolia Gazetteer[/URL][spoiler] [b]Undead:[/b] A new tower being constructed in Galanatia Towers is actually a magical weapon of mass destruction that will kill everything in the city and animate them as undead. [b]Undead Minion:[/b] ? [b]Ghost:[/b] ? [b]Lich:[/b] ? [b]Greater Shadow:[/b] ? [b]Skeleton:[/b] ? [b]Skeleton Horse:[/b] ? [b]Vampire, True Vampire:[/b] ? [b]Vorigan, Elf Vampire Sorcerer 14:[/b] ? [b]Mordros, Elf Vampire Barbarian 6:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] The Karazthraxians then raised the dead as zombies and used them to rebuild their ranks. After the dragons came General Gastran (see the Battles of Noit and Flork) and his army of fiends, sorcerers, and monsters. Within mere minutes, the entire city was utterly in ruins, the survivors summarily executed and animated as zombies for the war. [b]Sword Wight:[/b] ? [b]Haunt:[/b] ? [b]Ghoul-Stirge:[/b] ? [b]Grave Risen:[/b] ? [b]Ectoplasm:[/b] ? [b]Poltergeist:[/b] ? [b]Vetala:[/b] ? [b]Minor Grim Reaper:[/b] ? [b]Apostasy Wraith:[/b] ? [b]Apparition:[/b] ? [b]Edimmu:[/b] ? [b]Cadaver Lord:[/b] ? [b]Manananggal:[/b] ? [b]Blood Wight:[/b] ? [b]Lich Shade:[/b] ? [b]Vrykolakas:[/b] ? [b]Bonestorm:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/130783/Bestiary-of-Loerem-Sovereign-Stone?affiliate_id=17596]Bestiary of Loerem (Sovereign Stone) [/URL][spoiler] [b]Crypt Guardian:[/b] Ironically enough, one of the most potent threats these Void mages face comes from the Void itself—crypt guardians. These creatures have been imbued with Void energy through a burial rite believed to originally have been used by the Ancients. Most people believe crypt guardians to be evil undead abominations. This is only partially true. Though they are undead and have been created by the Void, they are not evil, making them different from other Void creatures, such as the Vrykyl. “Crypt Guardian” is an acquired template that can be added to any nonmagical animal or vermin. [b]Crypt Guardian Cat:[/b] ? [b]Ghoul Lord:[/b] The ghoul lord, however, is one who has made a dark pact with the Void to extend its own existence. How they manage this is not known, for no ghoul lord will reveal the secret. It is generally believed that any person who has given himself to the Void in life may possess the ability to become a ghoul lord after death. [b]Qabalta:[/b] Qabalta are Void mages who have sacrificed their lives to the Void, becoming undead pellcasters whose mastery of Void magic is nearly unparalleled—even by the Vrykyl. The Qabalta were once a cult of human Void worshippers working in secret to forge a bond with the “forbidden element.” Calling themselves the “Qabalta” (an ancient Vinnengaelean word meaning ‘one who rejects the path’), they were the bane of the Vinnengaelean Church. Some say the Inquisitors were first formed to hunt down this cult—which they did decimate quite rapidly. In desperation, the Inner Circle (comprised of the nine most powerful Void mages of the cult) performed a ritual that would strengthen their tie to the Void and enable them to cast their spells cooperatively over vast distances. The resulting release of Void magic killed most of the Inner Circle and left the rest of the cult members without guidance. The Inquisitors made quick work of the surviving cult members, who were captured, tried, and convicted. The Inquisitors believed they were triumphant in stamping out the cult. They were wrong. The magic of the ritual transformed the Inner Circle into undead abominations—“living” skeletons capable of performing powerful Void magic. The process of becoming a Qabalta is unspeakably evil and can be undertaken only by a character’s own free will. New Qabalta are carefully chosen from the most dedicated Void mages. The Qabalta observes these prospects for years and when a prospective member is close to the point of death, the Qabalta appear, offering “immortality” and power, so long as the mage agree to bind himself to a coven of Qabalta. If the mage agrees, he is taken to a location attuned to the Void, where he undergoes the Rite of Sacrifice and Rebirth. An integral part of becoming a Qabalta is the process of inscribing the Void-Eye, which serves as the conduit between the Qabalta and the Void. “Qabalta” is an acquired template that can be added to any humanoid creature provided that he or she is capable of joining in on the Rite of Sacrifice and Rebirth; that is, able to cast Void magic and possessing the Magical Attunement (Void) feat. [b]Seawraith:[/b] A seawraith that successfully grapples and pins an opponent locks it in a kiss and blows seawater into the humanoid’s lungs. The humanoid must make a Constitution check each round in the seawraith’s embrace to avoid drowning. The seawraith offers those failing the check a chance to “live forever” by giving their souls to the Void. Those who consent to the proposition die, their bodies taken over by the Void and become seawraiths themselves. Seawraiths are animated, waterlogged corpses that prey upon shipwrecked sailors and pearl divers. Seawraiths are drowning victims who choose at their dying moment to give themselves to the Void for what they believe is eternal life. They find out too late that they have been tricked by other seawraiths into becoming undead zombies. Seawraiths often follow seagoing vessels in order to lure more souls to the Void. When a ship flounders and the sailors are cast into the sea, a seawraith visits each one as he is drowning, offering the Void as an alternative to a painful end. [b]Void Serpent:[/b] Void serpents are often created to serve as guardians for some location or treasure. They are created by a ritual and will always obey its last given order. [b]Crypt Guardian, Animal That Has Been Empowered By the Void to Guard the Rest of Those Who Have Passed Beyond:[/b] ? [b]Crypt Guardian, Protector of Burial Grounds:[/b] ? [b]Crypt Guardian, Protector of Ancient Tombs:[/b] ? [b]Crypt Guardian, Evil Undead Abomination:[/b] ? [b]Avian Crypt Guardian:[/b] ? [b]Crypt Viper:[/b] ? [b]Crypt Guardian Cat, Stray Cat, Animal:[/b] ? [b]Ghoul Lord, More Powerful Version of the Ghoul, Ghoul Who Has Made a Dark Pact With The Void to Extend Its Own Existence:[/b] ? [b]Ghoul Lord, Rival:[/b] ? [b]Qabalta, Skeletal Undead, Undead Spellcaster Whose Mastery of Void Magic is Nearly Unparalleled, Undead Abomination, Living Skeleton, Skeleton:[/b] ? [b]Judge of Doom, Qabalta:[/b] ? [b]Bringer of Decay, Qabalta:[/b] ? [b]Heart of Shadows, Qabalta:[/b] ? [b]Mistress of Dark and Death, Qabalta:[/b] ? [b]Seawraith, Humanoid Creature, Waterlogged Corpse With a Bloated Body Swollen Eyes and Tongue, Animated Waterlogged Corpse, Undead Zombie, Water-Logged Zombie:[/b] ? [b]Void Serpent, Enormous White Snake Shrouded in Impenetrable Darkness, Enormous Undead Snake, Enormous White Snake, Creature of the Void:[/b] ? [b]Void Serpent, Guardian:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Ghost of a Little Girl:[/b] ? [b]Ghost:[/b] ? [b]Ghoulish Form of a Powerful Mage:[/b] ? [b]Ghoul, Normal Ghoul, Standard Ghoul:[/b] The ghoul lord is a more powerful version of the ghoul, able to drain the life from its victims and create ghoul slaves from the corpses left behind. A humanoid victim slain by a ghoul lord or its minion but not completely consumed or destroyed will rise as a ghoul in 1d6 days. The gentle repose spell delays this effect by its duration. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. As victims of Void magic or other ghouls, ghouls are creatures to be pitied. [b]Ghoul, Ghoul Slave:[/b] ? [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Zombie:[/b] A gravedigger can channel the power of the Void through its gaze. Any target of 3 HD or less that meets the gravedigger’s gaze must succeed on a Fort save (DC 15) or be instantly slain and become a zombie under the control of the gravedigger. A target with 4 HD or greater, or succeeds on the Fort save, suffers 3d6 points of damage. This ability only works on humanoids (such as humans, orks, dwarves, elves, pecwae, and taan). Gravediggers have the ability to channel the Void directly through their bodies. Their glare can slay lesser humanoids and transform them into zombies. A slough can animate the corpse of any creature it kills and inhabit it as a new body. Treat the new body as an animated zombie, with the slough retaining all its abilities except for dissipate life and engulf. [b]Zombie Slave:[/b] ? [b]Vrykyl, Void Creature, Dreaded Knight of the Void, Powerful Undead:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/177372/Black-Sheep-NPC-Codex-Vol-1?affiliate_id=17596]Black Sheep NPC Codex Vol. 1[/URL][spoiler] [b]Lilliana, Ghost Gnome Wizard 3:[/b] Lilianna served for many years as an entertainer to the royal court. Her illusions entertained adults and children alike. It was a shock to all when she suddenly killed the king. Tried and sentenced to death by hanging, Lilianna died a traitor to her people. This wasn't the end however. Lilianna hadn't killed the king. She had been framed by an unknown party. Anger at the injustice had brought her soul back, and her arcane power bound her spirit to her spell book. Now she protects the royal family while seeking out the assassin.[/spoiler] [URL=http://www.drivethrurpg.com/product/180344/Black-Sheep-NPC-Codex-Vol-2?affiliate_id=17596]Black Sheep NPC Codex Vol. 2[/URL][spoiler] [b]Desmond's Hand:[/b] The true origins of this annoying abomination are supposedly lost to the years. Only rumor and odd legends surround it now. Most involved in arcane circles knowingly attribute the severed hand to long dead wizard named Desmond. Not many kind things can be said about Desmond as he seemed to lead a life of wanton hedonism. One example of his wasted skill was a spell that undressed a sleeping person. Not many of the people he traveled with found the spell as funny as him, ultimately leading to him being blacklisted by most adventuring groups in most cities. He did eventually find a group, and in particular female half-orc bard, that shared his rather aggravating sense of humor. Life can sometime be poetic, albeit in a morbid way. According to the tale, the female bard was working on an axe juggling act she wanted him to see. The half-orc bard did well at two, then three, but things went wrong at the fourth axe. The phrase, “wizards should never try axe catching!”, is often spoken at this point. The story continues with Desmond delving into the necromantic arts to feed life, in a way, into the embalmed hand. Desmond now had an unliving hand, which he very unwisely made into his familiar. [b]Thomas the Imaginary Friend, Greater Shadow:[/b] “You will stay here boy. Don’t try to return home.”, said the terrified boy's father. Thomas looked around at the near endless expanse of nothing around him with tears freezing to his face. When the child turned to where his father had been, Thomas saw that he was already leaving. The heartless man walked away without even a glance back. Thomas screamed out to his father as the he labored hard to catch his father in the rising snow. He was just too small, too cold, and too exhausted. Thomas still pushed his body until his lungs hurt, and fits of coughing started. Collapsing into the snow the child looked around in the whiteout, his father nowhere to be seen. Thomas had no idea what to do, then the boy heard the howls of wolves. [b]Shroud, the Black King, Simulacrum Half-Elf Sorcerer 10:[/b] Few suspect it but a part of the King of old remains trapped within his enchanted burial shroud. [/spoiler] [URL=https://www.drivethrurpg.com/product/294137/Bloodguise-Diredamsel-Monsters-of-Aquilae-Pathfinder?affiliate_id=17596]Bloodguise Diredamsel (Monsters of Aquilae, Pathfinder)[/URL][spoiler] [b]Bloodguise Diredamsel:[/b] Some wronged women perish with their accounts unsettled, and live on in vengeful undeath. Diredamsels are a type of undead, spawned from the corpses of murdered or suicided women, who struggled with horrible adversity or betrayal in life. All of the various forms of Diredamsel are restless female spirits, trapped in the material plane in a kind of limbo state similar to that of ghosts, revenants, and other beleaguered undead. Unsettled scores, unfinished business, and righetous zeal are but some of the driving forces that capture the divine essence of soul for these fallow-hearted and ruthless wisps. [b]Bloodguise Diredamsel Moderate:[/b] ? [b]Bloodguise Diredamsel Advanced:[/b] ? [b]Bloodguise Diredamsel Elite:[/b] ? [b]Ghost:[/b] ? [b]Revenant:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/115564/Book-of-Beasts-Legendary-Foes-PFRPG?affiliate_id=17596]Book of Beasts Legendary Foes[/URL] [spoiler] [b]Deific Guard:[/b] As the pharaohs of long ago ascended to godhood, they took their royal guards with them. Deific guards, as they were known, were mummified guardians left behind to protect the remains of the pharaoh or those that ascended into Abaddon with the ancient ruler. These warrior-priests are the unliving incarnation of the ancient pharaoh they once served. Only dwarves were chosen as deific guards in life, and they still retain some of their dwarf racial abilities in undeath. [b]Jack-in-Irons:[/b] Most scholars explain a jack-in-irons to the uneducated as a ghost that inhabits chains. While that explanation is close, it is not entirely accurate. A jack-in-irons is no mere ghost, but rather the spirit of a great general, powerful mercenary or bloody murderer that was tortured and died having been drawn and quartered. Instead of the spirit reforming as its own entity or turning into a haunt, it inhabits the chains that ripped apart its body and now uses them to inflict the same fate on others. [b]Memory of Rage:[/b] When a person is tortured, bled, and tormented for years on end, the restless spirit left behind is no mere ghost. All that is left of this poor creature is the memory of its rage. [b]Shadow of the Void:[/b] A shadow of the void is an ancient shadow that burns with cold power, standing ready to suck out the life of any living creature it encounters. Many scholars consider a shadow of the void to be death incarnate, sent by the gods of death to be the last thing ever seen by their living victims. [b]Skeletal Storm:[/b] This deadly whirlwind of bones is believed to be the result of a failed attempt to create a lich. [b]Shadow Greater:[/b] If a creature is slain by a shadow of the void’s blightfire, icy fragments of the creature remain and it rises as a greater shadow. A living creature slain by a shadow of the void becomes a greater shadow in 1d4 rounds. [b]Banshee Witch 12:[/b] Bloody Bonnie is the spirit of an elven woman who was murdered by her philandering noble husband. When she violently confronted him about his infidelity, he clawed out her eyes and threw her from the highest tower of his castle. Three nights later, on the eve of the lord’s hasty marriage to his latest mistress, Bonnie’s spirit rose from the grave and slaughtered him, his bride, and his entire court. [b]Ravener Wyrm Magma Dragon:[/b] Considered by other dragons to be insane to the point of being unhinged, Jaliktaj is given a wide berth by his living kin. In life he was a powerful spellcaster and devourer of all that lived in his lands. When a group of adventurers came prepared to bring him to an end, he released an imprisoned lich on the condition that it would turn him into a ravener. [b]Lich Aasimar Sorcerer 13 Dragon Disciple 6:[/b] ? [b]Ghost Cyclops Rogue 9:[/b] ? [b]Zombie Juju Dark Stalker Antipaladin 19:[/b] Tza’doran and the dark cleric Razalia were lovers, serving their blasphemous demi-god together. When a group of adventurers put Tza’doran to the sword, Razalia escaped with the dust that was once her lover’s body and raised her as her servant.[/spoiler] [URL=http://www.drivethrurpg.com/product/100348/Book-of-Beasts-Monster-Variations-PFRPG?affiliate_id=17596]Book of Beasts Monster Variations[/URL][spoiler] [b]Mummy Giant:[/b] ? [b]Mummy Halfling:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/83197/Book-of-Beasts-Monsters-of-the-River-Nations-PFRPG?affiliate_id=17596]Book of Beasts Monsters of the River Nations[/URL][spoiler] [b]Autumn Death:[/b] Legends say the first autumn death was created from the skeleton of someone hopelessly lost in the forest. The despair at the point of death combined with ambient arcane powers from dragons or fey to enervate the remains into a wandering terror. [b]Riverswell Spirit:[/b] A riverswell spirit is the drowned victim of a flood or violent downpour.[/spoiler] [URL=http://www.drivethrurpg.com/product/98600/Book-of-Beasts-Monsters-of-the-Shadow-Plane-PFRPG?affiliate_id=17596]Book of Beasts Monsters of the Shadow Plane[/URL] [spoiler] [b]Centaur Raav:[/b] Scholars debate the origins of the centaur raav. Some point to the reinforced bones as the handiwork of the lich necromancer Skerasis. Others believe it was created by the cult of Orcus attempting to enrage the centaurs and driving them to war. However, all scholars agree this abomination could only be formed near the dark fields of the Plane of Shadows. The negative energy flowing into Shadowsfall empowers and reinforces the skeletal body. As long as the dark fields have a supply of centaur corpses, it will produce more raavs. [b]Clawed Kadian:[/b] A humanoid slain by a clawed kadian rises as a clawed kadian in 1d4 rounds. This type of undead can be made with a greater create undead spell of caster level 18th or higher. [b]Deathhand:[/b] Charon created a legion of undead floating goons to hunt down creatures that have tasted death, whether living or undead–other than themselves, and drag them to Abaddon permanently. [b]Deathhand Captain:[/b] ? [b]Headless Hunchback Skelton:[/b] ? [b]Headless Hunchback Skeletal Champion:[/b] ? [b]Helblar:[/b] Thought to be called into being by a well-meaning but less than clear wish. [b]Helblar Greater:[/b] ? [b]Helblar Champion:[/b] ? [b]Nightshade Nightstalker:[/b] ? [b]Phantasm Swarm:[/b] It is said that souls that reach their final reward forget their earlier lives. Less known is that souls forbidden from this reward never forget. Over the course of centuries, clusters of these tortured souls have gathered together on the Plane of Shadows to form a phantasm swarm, an entity more powerful than just the combined ectoplasmic energy of the souls alone. [b]Spectre Spawn:[/b] Any humanoids slain by a spectre spawn becomes a spectre spawn themselves in 1d4 rounds. Any humanoids slain by a spectre lord become a spectre spawn themselves in 1d4 rounds. [b]Spectre Lord:[/b] Spectres are far more common on Shadowsfall than in the Material Plane because the many lonely and lost places they haunt are absorbed by the Plane. Shadowsfall’s dim sun affords spectres freedom to indulge their fury without incapacity. Over the course of centuries, many of these rage spirits develop greater powers, transforming into a much more virulent entity known as a spectre lord. [b]Unquiet Giant:[/b] Reanimated by the intense hatred and anguish it experiences in its fierce but final battle, the unquiet giant still is impaled by the many weapons that struck it down. [b]Shadow Halfling:[/b] ? [b]Shadow Cave Fisher:[/b] ? [b]Shadow Manticore:[/b] ? [b]Shadow Titan Centipede:[/b] ? [b]Shadow Dragon Ancient:[/b] ? [b]Spectre:[/b] Jenovaria was a hate-filled barbarian in life. He died tormented and ashamed for not discovering his lover’s killer and avenging the murder. [b]Shadow:[/b] A creature killed by a shadow’s incorporeal touch becomes a shadow under the control of its killer in 1d4 rounds. [b]Skeleton Blood Monkey:[/b] ? [b]Skeleton Minotaur:[/b] ? [b]Skeleton Snake Constrictor Freezing:[/b] ? [b]Skeleton Stogsaurus:[/b] ? [b]Skeleton Ice Linnorm:[/b] ? [b]Skeletal Champion Half-Elf Fighter 8 Rogue 6:[/b] ? [b]Zombie Plague Rat:[/b] ? [b] Zombie Basilisk:[/b] ? [b] Zombie Bulette:[/b] ? [b] Zombie Plague Shambling Mound:[/b] ? [b]Zombie Plague:[/b] Anyone who dies while infected by a plague zombie's zombie rot rises as a plague zombie in 2d6 hours. [b]Zombie Fast Ancient Black Dragon:[/b] ? [b]Zombie Juju Gnome Sorcerer 17:[/b] ? [/spoiler] [URL=http://www.drivethrurpg.com/product/89583/Book-of-Beasts-Wandering-Monsters-1-PFRPG?affiliate_id=17596]Book of Beasts Wandering Monsters[/URL][spoiler] [b]Death Adept:[/b] Death adepts are made from the body of a good priest that has been within the bounds of desecrated land for over 100 years. The remains must be transported to the plane of evil and the create greater undead spell must be finished before the plane animates the corpse of its own accord. The spell requires a caster level of 17 to creature this creature. [b]Remembrent:[/b] A few souls of bards and sorcerers cling to their memories and to their decaying bodies desperately trying to gain revenge for their death or some other wrong done to them in life. The soul shrieks loudly enough that their own dead bodies can hear, allowing the soul to take possession once again. These undead are called remembrents.[/spoiler] [URL=http://www.drivethrurpg.com/product/109320/Book-of-Beasts-War-on-Yuletide-PFRPG?affiliate_id=17596]Book of Beasts War on Yuletide[/URL][spoiler] [b]Dirge Caroler:[/b] Dirge carolers are small, corporeal undead—the hideous remains of impoverished halflings swathed in dirty, heavy winter clothing. In life, they depended upon the generosity of their neighbors to survive the harsh winters; when that generosity waned, they starved to death.[/spoiler] [URL=https://www.drivethrurpg.com/product/91424/Book-of-Drakes?affiliate_id=17596]Book of Drakes[/URL][spoiler] [b]Ghoul:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/296010/Book-Of-Elves?affiliate_id=17596]Book of Elves[/URL][spoiler] [b]Vampire, Daerg-Due, The Red Hunger, The Red Thirst:[/b] ? [b]Vampire, Great Evil:[/b] ? [b]Very Young Vampire:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/85402/Book-of-Friends-and-Foes-Under-the-Mountain-PFRPG?affiliate_id=17596]Book of Friends and Foes Under the Mountain[/URL][spoiler] [b]Elf Vampire Rogue 6, Night Wraith:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/204828/Book-of-Heroic-Races-Advanced-Compendium-PFRPG?affiliate_id=17596]Book of Heroic Races: Advanced Compendium (PFRPG)[/URL][spoiler] [b]Revenant, Gwalachmai:[/b] ? [b]Lich Samsaran Timeless Warden Druid 13, Dalrik the Mad:[/b] ? [b]Undead Giant:[/b] ? [b]Mummy Priest:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] Tlaloc’s clerics count accomplished necromancers among their number, and the bodies of sacrificial victims who have been bled dry and had their hearts burned upon the jade altars are often wrapped in mud and preserved for later animation as zombies, ghouls, or wights. [b]Lich:[/b] ? [b]Shadow:[/b] Clan lore holds that the evil god Kellas, Lord of the Night, counts among his children such insubstantial horrors as shadows, specters, and wraiths. [b]Specter:[/b] Clan lore holds that the evil god Kellas, Lord of the Night, counts among his children such insubstantial horrors as shadows, specters, and wraiths. [b]Wraith:[/b] Clan lore holds that the evil god Kellas, Lord of the Night, counts among his children such insubstantial horrors as shadows, specters, and wraiths. [b]Zombie:[/b] Tlaloc’s clerics count accomplished necromancers among their number, and the bodies of sacrificial victims who have been bled dry and had their hearts burned upon the jade altars are often wrapped in mud and preserved for later animation as zombies, ghouls, or wights. [b]Wight:[/b] Tlaloc’s clerics count accomplished necromancers among their number, and the bodies of sacrificial victims who have been bled dry and had their hearts burned upon the jade altars are often wrapped in mud and preserved for later animation as zombies, ghouls, or wights.[/spoiler] [URL=https://www.drivethrurpg.com/product/176357/Book-of-Lost-Spells?affiliate_id=17596]Book of Lost Spells[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Skeleton[/i] spell. [i]Crew with the Dead[/i] spell. [b]Zombie:[/b] [i]Animate Zombie[/i] spell. [i]Zombify Self[/i] spell. [b]Shadow:[/b] [i]Devouring Darkness[/i] spell. [i]Umbral Touch[/i] spell. [i]Umbral Weapon[/i] spell. [b]Undead:[/b] [i]Obliterate Soul[/i] spell. [b]Ghoul:[/b] [i]Transform Zombie[/i] spell. Animate Skeleton School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1 Casting Time 1 standard action Components V, S, M (you must prepare a salve worth at least 10 gp per HD of the skeleton and rub it on each corpse you intend to animate) Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none; Spell Resistance no This spell turns the bones of dead creatures into undead skeletons that follow your spoken commands. For each caster level you possess, you can animate one skeleton that has a CR of 1 or less. The skeletons can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton can’t be animated again. The skeletons you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of skeletons equal to your caster level at one time. If you exceed this number, all the newly created creatures fall under your control, and any excess skeletons from previous castings become uncontrolled. You choose which creatures are released. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Animate Zombie School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1 Casting Time 1 standard action Components V, S, M (you must bathe each corpse in a bath of special salts. The salts must be worth at least 10 gp per HD of the zombie) Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none; Spell Resistance no This spell functions like the animate skeleton spell, but animates the corpses as zombies rather than skeletons. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. Crew with the Dead School necromancy; Level bard 5, sorcerer/wizard 6 Casting Time 10 minutes Components V, S, M (the bones or remains of at least 5 drowning victims) Range close (25 ft. + 5 ft./2 levels) Target one ship Duration 1 hour/level, concentration discharge (D) Saving Throw none; Spell Resistance no This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew through encouraging singing of sea shanties. Up to 5 undead crewmembers may be summoned per caster level. The crew is treated as Medium skeletons with the additional ability of Profession (sailor) +5. The crew does not fight or otherwise engage an enemy in combat, though they can operate ballistae or catapults, firing such machinery as 1st-level warriors. Devouring Darkness School evocation; Level cleric/oracle 5, sorcerer/wizard 5 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area 20-ft. radius Duration instantaneous (see text) Saving Throw Reflex half (see text); Spell Resistance yes You create a blast of negative energy that damages living creatures and leaves behind an area of darkness. Living creatures within the area of effect suffer take 1d6 points of negative energy damage per caster level of damage (10d6 max; Reflex save for half) and leaves behind an area of darkness equal to that left by a deeper darkness spell for 1 round/caster level. As a negative energy-based spell, undead within the area of effect are healed instead of damaged and creatures protected against negative energy damage suffer no ill effects. Creatures slain by a devouring darkness spell rise in 1d4+2 rounds as a shadow. The newly risen shadow is not under the caster’s control and is as likely to attack its creator as it is any other nearby creatures. Obliterate Soul School necromancy [evil]; Level sorcerer/wizard 7 Casting Time 1 standard action Components V, S, M (a pinch of bone dust) Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration Instantaneous Saving Throw Fortitude partially negates; Spell Resistance yes Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 points of Constitution damage. A successful Fortitude save reduces this effect to 1d6+1 points of Constitution damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from where they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection works. Unless they are buried in hallowed ground, victims of obliterate soul are likely to return as undead (GM’s discretion). Transform Zombie School necromancy [evil]; Level sorcerer/wizard 6 Casting Time 1 full round Components V, S, M (A bone from a ghoul and a black onyx gem worth at least l00 gp) Range touch Target one zombie Duration instantaneous Saving Throw Fortitude negates; Spell Resistance yes The caster touches a single zombie, which must succeed on a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls. Umbral Touch School necromancy [evil]; Level cleric/oracle 3, sorcerer/ wizard 3 Casting Time 1 standard action Components S Range touch Target one creature Duration 1 minute/level Saving Throw Fortitude halves; Spell Resistance yes This spell gives you a Strength-draining touch. If you make a successful touch attack, the subject suffers 1d6 +1 per 2 caster levels (maximum +6) of temporary Strength ability damage. A successful Fortitude save halves the ability damage. If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. Umbral Weapon School illusion (shadow); Level sorcerer/wizard 5 Casting Time 1 standard action Components S Range touch Target Shadows touched Duration 1 minute/level Saving Throw none; Spell Resistance no This spell allows you to reach into any nearby shadows and draw out shadowstuff with which you form a weapon. The weapon may appear to be a sword or a mace or whatever weapon you desire. Regardless of its appearance, all umbral weapons deal 1d6 points of damage and critical based on the type of weapon fashioned. If you are able to cast this spell multiple times, you may have multiple umbral weapons in existence simultaneously. However, once you hand the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another results in the weapon becoming simple shadows again. An umbral weapon has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack suffers 1 point of Strength damage every time the wielder of an umbral weapon lands a blow. This Strength is transferred to the umbral weapon itself as a damage bonus. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one-half your caster level. Regardless of the bonus to damage, the attack bonus is always +2. A subject who survives the hit point damage of an umbral weapon but dies when his Strength is reduced to zero is transformed into a shadow in 1d4+1 rounds and is permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. Zombify Self School necromancy; Level sorcerer/wizard 4 Casting Time 1 standard action Components V, S, M (one handful of zombie flesh) Range personal Target you Duration 1 minute/level Saving Throw none; Spell Resistance no This spells converts your body into that of a zombie. You become immune to poison, sleep, paralysis, stunning and disease. You are no longer subject to nonlethal damage, ability damage, energy drain or death from massive damage. Your Dexterity decreases by 4 for the duration of this spell, and you suffer a –4 penalty to Charisma whenever you must make a Bluff or Diplomacy check. Also, because of the concentration of negative energy within you, you are vulnerable to energy channeling. Cure spells damage you and inflict spells heal you. Lastly, when the spell ends, you must succeed on a DC 15 Fortitude save or be is stunned for one round and take 5d4 points of damage as the negative energy ravages your body as it is forced out. If this damage kills you, you rise the next night as a zombie unless your body is blessed.[/spoiler] [URL=http://www.drivethrurpg.com/product/114725/Book-of-Magic-10-Undead-Spell-Words-Laptop-Tablet?affiliate_id=17596]Book of Magic 10 Undead Spell Words[/URL][spoiler] [b]Devourer:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. [b]Ghoul:[/b] [i]Raise Undeath[/i] spell word. [b]Ghoul Ghast:[/b] [i]Raise Undeath[/i] spell word, caster level 12th or higher. [b]Mohrg:[/b] [i]Raise Undeath[/i] spell word, caster level 18th or higher. [b]Mummy:[/b] [i]Raise Undeath[/i] spell word, caster level 15th or higher. [b]Shadow:[/b] [i]Raise Undeath[/i] spell word, boosted. [b]Shadow Greater:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. [b]Skeletal Champion:[/b] [i]Raise Undeath[/i] spell word. [b]Spectre:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. [b]Wight:[/b] [i]Raise Undeath[/i] spell word, caster level 15th or higher. [b]Wraith:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 16th or higher. [b]Attic Whisperer:[/b] [i]Raise Undeath[/i] spell word, caster level 12th or higher. [b]Banshee:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. [b]Bodak:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. [b]Crawling Hand:[/b] [i]Raise Undeath[/i] spell word. [b]Crawling Hand Giant:[/b] [i]Raise Undeath[/i] spell word, caster level 15th or higher. [b]Crypt Thing:[/b] [i]Raise Undeath[/i] spell word, caster level 15th or higher. [b]Draugr:[/b] [i]Raise Undeath[/i] spell word, caster level 12th or higher. [b]Dullahan:[/b] [i]Raise Undeath[/i] spell word, caster level 18th or higher. [b]Totenmaske:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 18th or higher. [b]Witchfire:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. [b]Zombie Juju:[/b] [i]Raise Undeath[/i] spell word. [b]Allip:[/b] [i]Raise Undeath[/i] spell word, boosted. [b]Huecuva:[/b] [i]Raise Undeath[/i] spell word. Raise Undeath (Death) School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7 Duration instantaneous Saving Throw none; Spell Resistance no Target Restrictions selected This effect word can only target the corpses of dead creatures and can only be cast at night. The exact creature that is raised is the wordcaster’s choice and can be any from the below table (or any other creature that can be created with the create undead spell) as long as the caster meets the minimum caster level. The animated creature remains undead until destroyed. The undead creature is not automatically under the caster’s control. Additional wordspells (or combining this word with other spellwords) are required to bring the undead creature under the caster’s control. Minimum Caster Level Undead Created Any Crawling Hand B2, Ghoul, Huecuva B3, Juju Zombie B2, Skeletal Champion 12th Attic Whisperer B2, Draugr B2, Ghast 15th Crypt Thing B2, Giant Crawling Hand B2, Mummy, Wight 18th Dullahan B2, Mohrg Boost: The wordcaster can create undead from the below table or any other creature that can be created from a create greater undead spell as long as the caster meets the minimum caster level. Boosting this effect word increases its level by 2. Minimum Caster Level Undead Created Any Allip B3, Shadow 16th Wraith 18th Spectre, Totenmaske B2 20th Banshee B2, Bodak B2, Devourer, Greater Shadow, Witchfire B2[/spoiler] [URL=http://www.drivethrurpg.com/product/84813/Book-of-Monster-Templates-PFRPG?affiliate_id=17596]Book of Monster Templates[/URL][spoiler] [b]Darkseed Creature:[/b] Darkseed Creature is an acquired template that can be added to any undead creature. The term darkseed refers most properly to the kernel of negative energy that burns in an undead with this template. Sometimes when an undead rises within an area ripe with negative energy it immediately gains the darkseed template. Likewise, some undead bring forth a darkseed within themselves after spending time in such negatively charged zones. More common, however, are those undead who receive a darkseed from a malevolent deity with necromantic dominions. [b]Bloody Blade Darkseed Bloody Bones Rogue 4:[/b] Servants of the god of death itself, these beings are created to violently enforce the will of their master, as told in the Canticle of the Blades. One of the priests of the new Cathedral of St. Ilfraness made a very public, very well received, and very irreverent joke about the god of death. That very night he fell to his death from the pinnacle of the cathedral and, before he could be buried, his body was divinely raised as a bloody blade. [b]Gellid Dirge Lich Drachencor Lich Shade:[/b] ? [b]Human Irresistible Graveknight Two-Handed Fighter 10:[/b] [b]Tax Collector Creature:[/b] Public servant, avaricious private agent, or cruel servant of a tyrant, wrath against the tax collector is a force unto itself that can lead to murder. When a customs official is slain sometimes a unique revenant spirit is created. “Tax Collector” is an acquired template that can be added to any non-undead creature. [b]Tax Collector Sea Hag:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/113635/Book-of-Multifarious-Munitions-Vehicles-of-War-PFRPG?affiliate_id=17596]Book of Multifarious Munitions Vehicles of War[/URL][spoiler] [b]Bone Skiff:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/195075/The-Lost-Lands-Borderland-Provinces?affiliate_id=17596]Borderland Provinces - Pathfinder[/URL][spoiler] [b]Lich-Queen Trystecce:[/b] ? [b]The Singed Man, Infernal Lord, Vampire Lord:[/b] ? [b]Battle Duke Ormand, Vampire Spawn:[/b] Duke Ormand’s army was decimated at Seilo Ford, the survivors fleeing east back towards Foere. The Battle-Duke himself was captured and turned into a vampire, an unholy slave of the Singed Man. [b]Undead:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. Ghoul Fever disease. [b]Ghast:[/b] A humanoid of 4 Hit Dice or more who dies from ghoul fever rises as a ghast. Ghoul Fever disease. [b]Shadow:[/b] ? [b]Skeleton:[/b] ? [b]Skeleton Human:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ? [b]Zombie Human:[/b] ? [b]Groaning Spirit:[/b] ? Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.[/spoiler] [URL=https://www.drivethrurpg.com/product/242854/Call-to-Arms-Decks-of-Cards?affiliate_id=17596]Call to Arms: Decks of Cards[/URL][spoiler] [b]Lich:[/b] Deck of Many Things Dark Fate card. [b]Grave Knight:[/b] Deck of Many Things Dark Fate card. [b]Vampire:[/b] Deck of Many Things Dark Fate card. The Dark Fate (Ace of Clubs): An evil undead duplicate of the drawer is created. The exact nature of the undead is based on what class the drawer is; If the drawer is a spellcaster, the duplicate is a lich, if they are a martial class, the duplicate is a Grave Knight, if they are any other class, the duplicate is a vampire. The has the same attributes and class levels as the drawer, and copies of all their magical items (modified to evil equivalents where applicable). The duplicate is utterly dedicated to opposing the drawer’s every action and undoing everything they have ever achieved. In addition, the duplicate can only be destroyed by the drawer; if anyone else strikes the final blow, the duplicate will rejuvenate within 24 hours.[/spoiler] [URL=https://www.drivethrurpg.com/product/202094/Call-to-Arms-Horses-and-Mules?affiliate_id=17596]Call to Arms: Horses and Mules[/URL][spoiler] [b]Ghost Horse, Combat Trained Heavy Horse:[/b] The ghost horse died in the throes of crippling terror. This was a war-ready mount that died tragically with its master in bloody combat. [b]Nightmare Mount, Unhallowed Bloody Skeletal Champion Nightmare:[/b] The Nightmare Steed is an undead horse drawn back from the spirit world and commanded as a mount. [b]Skeleton Mount:[/b] Skeletal mounts are normal skeletons made from combat-trained heavy horses.[/spoiler] [URL=https://www.drivethrurpg.com/product/241904/Campaign-Backdrop-Caves--Caverns?affiliate_id=17596]Campaign Backdrops: Caves and Caverns[/URL][spoiler] [b]Last Nail:[/b] Last Nail was born again as a vampire after a vampiric drider slew him. [b]Vampiric Drider:[/b] ? [b]Mistress Amelya Van Fersker, Human Vampire Enchanter 10:[/b] Forced to flee, her progress in wizardry grew painfully slow until she met an alluring blond stranger who promised her time enough to learn her craft and halt the fade of her beauty. The stranger turned out to be a vampire, and after accepting the blood kiss, Amelya has spent her days learning the mystical arts from any she can. [b]Urshak'xhul:[/b] Members of the priest caste conducted profane rites on selected members, transforming them into the blasphemous Urshak’xhul (Holy Guardians). [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Shadow:[/b] A humanoid creature slain (when its Strength damage equals or exceeds its Strength score) by a shadow’s Strength damage becomes a shadow under the control of the killer in 1d4 rounds. [b]Wraith:[/b] A humanoid slain by a wraith becomes a wraith in 1d4 rounds. [b]Ghost:[/b] ? [b]Vampire Spawn:[/b] A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days. Last Nail can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is an aberration. The victim rises from death as a vampire in 1d4 days. [b]Allip:[/b] ? [b]Banshee:[/b] ? [b]Crawling Hand:[/b] ? [b]Crypt Thing:[/b] ? [b]Devourer:[/b] ? [b]Dullahan:[/b] ? [b]Giant Crawling Hand:[/b] ? [b]Greater Shadow:[/b] ? [b]Huecuva:[/b] ? [b]Juju Zombie:[/b] ? [b]Lich:[/b] ? [b]Mohrg:[/b] ? [b]Mummy:[/b] ? [b]Necrophidius:[/b] ? [b]Poltergeist:[/b] ? [b]Red Wyrm Ravener:[/b] ? [b]Revenant:[/b] ? [b]Shadow:[/b] ? [b]Skaveling:[/b] ? [b]Skeletal Champion:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Totenmaske:[/b] ? [b]Vampire:[/b] ? [b]Vargouille:[/b] ? [b]Wight:[/b] ? [b]Winterwight:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/182680/Campaign-Backdrop-Forests--Woodlands?affiliate_id=17596]Campaign Backdrops: Forests & Woodlands[/URL][spoiler] [b]Garilax, Ghoul Barbarian 1:[/b] ? [b]Valentin Pannanen, Human Ghost Wizard 5:[/b] Sadly for the PCs, the spirit of a dead mage, killed when the bridge collapsed during a storm, haunts the waters beneath the shattered arch. [b]Naillae Aralivar, Ghost Elf Druid 6:[/b] ? [b]Rideth Cyelrae, Ghost Elf Druid 13, Ghost Half-Elf Druid 3/Sorcerer 8:[/b] ? [b]Tahlys Vonothvar, Ghost Elf Druid 7:[/b] ? [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight. [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight.[/spoiler] [URL=https://www.drivethrurpg.com/product/183994/Campaign-Backdrop-Hills--Mountains?affiliate_id=17596]Campaign Backdrops: Hills & Mountains[/URL][spoiler] [b]Cairn Wight:[/b] ? [b]Skeletal Champion, Human Skeletal Champion Warrior 1:[/b] ? [b]Wight:[/b] The grave robbers, risen as undead. Humanoids the cairn wight slays become wights themselves in 1d4 rounds. [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. A small adventuring party once got trapped within and starved to death. Risen as ghouls, the undead lurk in the crypt creeping forth when released by the hermit to dine up on his guests. [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Poltergeist:[/b] The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life and death could not wholly claim them. A few days after their death these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since.[/spoiler] [URL=https://www.drivethrurpg.com/product/185367/Campaign-Backdrop-Marshes--Swamps?affiliate_id=17596]Campaign Backdrops: Marshes & Swamps[/URL][spoiler] [b]Lizardfolk Zombie:[/b] The creature in the portal the Bonescale tribe worship as their god is a globster that is both unaware and uncaring towards their devotion. This strange ooze creature, normally found on ocean coasts, made its way inland following a ready supply of food in the marsh. It became trapped when it entered a pond that was also a nexus to the Negative Energy Plane. Like the lizardfolk, the creature has been altered by its exposure to the portal. Creatures that die or that are already dead when it swallows them are transformed into zombies after an hour in the creature’s belly. They then claw their way back out of the globster’s mouth. [b]Hungry Dead:[/b] "Hungry Dead" is an acquired template that can be added to any corporeal undead creature. [b]Zombie:[/b] The creature in the portal the Bonescale tribe worship as their god is a globster that is both unaware and uncaring towards their devotion. This strange ooze creature, normally found on ocean coasts, made its way inland following a ready supply of food in the marsh. It became trapped when it entered a pond that was also a nexus to the Negative Energy Plane. Like the lizardfolk, the creature has been altered by its exposure to the portal. Creatures that die or that are already dead when it swallows them are transformed into zombies after an hour in the creature’s belly. They then claw their way back out of the globster’s mouth. [b]Ghoul:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/239930/Campaign-Backdrop-Sun--Sand?affiliate_id=17596]Campaign Backdrops: Sun & Sand[/URL][spoiler] [b]Akh-en-Tholus, Human Lich Necromancer 11:[/b] ? [b]Zombie Gnoll:[/b] ? [b]Gnoll Bloody Skeleton Corpse Companion:[/b] ? [b]The Vulture King, Ghast Cleric 3:[/b] The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water. [b]Ghoul Warrior, Ghoul Warrior 2:[/b] The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water. [b]Lacedon Acolyte, Ghoul Lacedon Adept 2:[/b] The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water. [b]Mummy:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/119730/Cerulean-Seas-Beasts-of-the-Boundless-Blue?affiliate_id=17596]Cerulean Seas Beasts of the Boundless Blue[/URL][spoiler] [b]Cihuateotl:[/b] Cihuateotl are the undead remnants of women who drowned or died violently while pregnant. [b]Calcified Skeleton:[/b] Calcified Skeleton is an acquired template that can be applied to any creature killed by a brain coral’s aura. Calcified skeletons are the remains of a brain coral’s deadly aura. Bone is pulled out through a creature’s body until it is encased in prison of its own structure. [b]Dread Pirate:[/b] A dread pirate is the restless, hateful body of an executed pirate. [b]Lich Ice:[/b] The phylactery of an ice lich must be carved from ice made from the purest possible water. “Ice Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery. [b]Ship of the Damned:[/b] Ships of the damned are the slowly rotting remains of vessels that experienced an evil so great that the spirits of the dead infused into the ship itself. [b]Ship of the Damned Medium:[/b] ? [b]Ship of the Damned Large:[/b] ? [b]Ship of the Damned Huge:[/b] ? [b]Ship of the Damned Gargantuan:[/b] ? [b]Ship of the Damned Colossal:[/b] ? [b]Sinkling:[/b] Any creature killed by or within 100 yards of a sinkling swarm adds its spirit to the swarm, breaking up into as many individual sinklings as it has hit dice. Casting bless or hallow on the body within 1d4 rounds after death prevents this from happening. Sinklings are the hateful spirits of the drowned, always wanting for the company of the living in the depths. [b]Snag:[/b] Any humanoid killed by a snag that touches the bottom of the waterway the snag came from within 24 hours of its death becomes a snag in 1d4 rounds. Snags are the animated corpses of fishermen lost at sea. [b]Wraith Water:[/b] Any humanoid, monstrous humanoid or trueform slain by a water wraith rises as one in 1d6 hours. [b]Ghoul Lacedon:[/b] Any humanoid killed by a cihuateotl's energy drain ability rises as a lacedon under her control in 1d3 rounds.[/spoiler] [URL=http://www.drivethrurpg.com/product/141557/Cerulean-Seas-Celadon-Shores?affiliate_id=17596]Cerulean Seas Celadon Shores[/URL][spoiler] [b]Phi Thale:[/b] Phi thale form in areas of over fishing, when even the spirits of such simple creatures as fish feel seething anger. Many believe that they are the product of the collective will of sea creatures hard hit by humanoid pressures, or the vengeance of a sea god, punishing the guilty.[/spoiler] [URL=http://www.drivethrurpg.com/product/109095/Cerulean-Seas-Indigo-Ice?affiliate_id=17596]Cerulean Seas Indigo Ice[/URL][spoiler] [b]Ice Lich:[/b] “Ice Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery. The phylactery of an ice lich must be carved from ice made from the purest possible water. This ice is enchanted to become as strong as any other phylactery, although if exposed to magical fire it is destroyed in a single round. [b]Undead:[/b] The witch goddess Talakasha is rumored to be the source of all true evil and undeath in the realm.[/spoiler] [URL=https://www.drivethrurpg.com/product/283694/Cerulean-Seas-the-Viridian-Veil?affiliate_id=17596]Cerulean Seas: the Viridian Veil[/URL][spoiler] [b]Frasnian Dead:[/b] The downfall of Frasnia can be traced, in retrospect, to a miraculous device that was known as an “infinity talisman.” This tool was created with a combination of psionic, arcane and technological sciences and was billed as the “final solution to aquatic life.” Wearing this talisman imbued the wearer with the ability to stave off hunger, thirst, and the need to breathe. At first, only the aristocrats and leaders were able to afford them. After a few decades they were mass-produced. By the end of the Great War, they were free and nearly everyone on Frasnia was using them. By this time, the side effect was well known to the original nobles who kept it a secret. People suspected that the talismans could also ward off death from old age as well, because although their leaders appeared venerable, none of them were dying off. Unfortunately, something far more sinister was happening. The talismans, which contained a fair amount of untested necromantic energy, were corrupting their wearers. They worked very slow and insidiously. The longer a person wore an infinity talisman, the more evil they became. Worse, when someone who had been wearing the talisman for over a decade was slain or dies of natural causes, they rise as a terrible undead known now as the Frasnian Dead. Infinity Talisman magic item. [b]Noble Frasnian Dead:[/b] These ex-nobles wore their talismans for much longer before their demise, creating a more powerful undead. [b]Time Wight:[/b] A time wight is created when a time lost soul gains access to a dead body through time based magic or effects, most frequently via time heal. [i]Time Heal[/i] spell. [b]Duke Karsinger:[/b] One of the first bearers of the infinity talisman, the lich-like creature that the Duke had become was powerful indeed. [b]Zombie:[/b] ? TIME HEAL School conjuration [chronomancy]; Level sharker 6, sorcerer/wizard 6 Casting Time 1 standard action Components S, M (emerald wand that costs at least 100 gp) Range touch Target one subject Duration instantaneous Saving Throw Will negates; Spell Resistance yes The subject’s body is returned to how it was 1 round previously, instantly healing damage and reversing effects that happened during the current round. If the subject was killed during the current round, the subject comes back to life, but has a 10% chance of irrevocably becoming a time-wight (see Chapter 6 of this tome). If successful, and a time-wight has not been created, the caster loses 3 Karma. INFINITY TALSIMAN Aura mild necromancy; CL 6th Slot neck; Price 1,000 gp (cursed); buoyancy -1 bu. DESCRIPTION The talisman makes the wearer immune to hunger, thirst, and suffocation. Unfortunately, after every 3 month of use the wearer makes a Will save DC 17 or his alignment permanently slips one notch towards chaotic evil. After three failures, the wearer will rise as a Frasnian Dead when slain. CONSTRUCTION Requirements Craft Wondrous Item, disrupt undead, undead anatomy; Special: requires psionic attunement. Cost 500 gp.[/spoiler] [URL=http://www.drivethrurpg.com/product/104881/Cerulean-Seas-Waves-of-Thought?affiliate_id=17596]Cerulean Seas Waves of Thought[/URL][spoiler] [b]Calcified Skeleton:[/b] Calcified Skeleton is an acquired template that can be applied to any creature killed by a brain coral’s aura. Calcified skeletons are the remains of a brain coral’s deadly aura. Bone is pulled out through a creature’s body until it is encased in prison of its own structure.[/spoiler] [URL=https://www.drivethrurpg.com/product/116613/Children-of-the-Wode?affiliate_id=17596]Children of the Wode[/URL][spoiler] [b]Undead:[/b] ? [b]Felashuran the Wraith Lord:[/b] ? [b]Wraith:[/b] Lady Y’Draah’s fateful vision led her, alongside her followers, to build the Bilröst Gate so that they could travel the Great Tree in search of the gods. Later, when they opened the gate, the ælves realized the irony of their actions. For the Thrall Lords, most evil of the ancient giants, had twisted her visions, and everything she designed carried a fell purpose. An unprecedented blend of rune lore and nascent clockwork technology, when the Gate was opened it consumed the life force of nearby ælves in an uncontrolled wave of runic magic. Some survived, hideously changed and separated from their true nature. These became the Ash Elves. Others perished utterly and in the ensuing years it became clear that their fate was darker than any natural death. Rather than progress to the Halls of the All-Father, as had all previous ælves killed by misadventure or war, the spirits of those killed by Lady Y’Draah’s gate were trapped in Midgard. The spirits of the fallen did not progress to their promised afterlife, instead became beings of loss and darkness, ill-fated wraiths haunting the once fair city of Summer Night. Many also believe that the runes carved into jotunstone to create storm-tech engines harm the ælven race’s connection to their spiritual afterlife in the same way as the Bilröst Gate. Every stormtech engine created binds the ælven ghosts more strongly to cursed unlife on Midgard. Each new human factory or dwarven siege engine makes it harder for slain ælves to pass on to the celestial halls. This increases their rage and loss, empowering the dark powers that haunt Summer Night, the shadowed ælven city of the dead. Many also believe that further progress in runic technology will only harm the ælves’ natural cycle of birth and death—further widening their cultural gap. Many ælves died when Lady Y’Draah activated the Bilröst Gate and their spirits did not depart Midgard. Instead, powerful runic magic ties them to Midgard as darkling wraiths. [b]Wraith, Being of Loss and Darkness, Ill-Fated Wraith, Aelven Ghost, Dark Wraith, Darkling Wraith:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/187044/Classes-of-NeoExodus-Protean-Scribe-PFRPG?affiliate_id=17596]Classes of NeoExodus: Protean Scribe[/URL][spoiler] [b]Undead Creature:[/b] Protean Scribe Death Word storied creature with spending 2 additional points of eloquence.[/spoiler] [URL=http://www.drivethrurpg.com/product/139645/Compendium-Arcanum-Vol-4-3rdLevel-Spells-PFRPG?affiliate_id=17596]Compendium Arcanum Vol. 4: 3rd-Level Spells[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. ANIMATE DEAD School necromancy [evil]; Classes antipaladin, cleric/oracle; Domain death 3, souls 3 CASTING Casting Time 1 standard action Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) EFFECT Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none; Spell Resistance no DESCRIPTION This spell turns corpses into undead skeletons or zombies that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again. Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. Diminished Effects The spell’s target changes to one corpse and you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies. Heightened Effects Variant skeletons and zombies created by animate dead count as their normal number of Hit Dice (instead of twice their normal number of Hit Dice; see Variant Skeletons). Caution! Spells Merge! This spell combines the effects of the following spells: animate dead and lesser animate dead. [/spoiler] [URL=http://www.drivethrurpg.com/product/144835/Compendium-Arcanum-Vol-5-4thLevel-Spells-PFRPG?affiliate_id=17596]Compendium Arcanum Vol. 5: 4th-Level Spells[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Shadow Projection:[/b] [i]Shadow Projection[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. ANIMATE DEAD School necromancy [evil]; Classes sorcerer/wizard CASTING Casting Time 1 standard action Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) EFFECT Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none; Spell Resistance no DESCRIPTION This spell turns corpses into undead skeletons or zombies that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again. Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. SHADOW PROJECTION School necromancy [evil]; Classes sorcerer/wizard CASTING Casting Time 1 minute Component S EFFECT Range personal Target you Duration 1 hour/level (D) DESCRIPTION With this spell, you infuse your life force and psyche into your shadow, giving it independent life and movement as if it were an undead shadow. Your physical body lies comatose while you are projecting your shadow, and your body has no shadow or reflection while the spell is in effect. While projecting your shadow, you gain a shadow's darkvision, defensive abilities, fly speed, racial stealth modifier, and strength damage attack. You do not gain the creature's create spawn ability, nor its skill ranks or Hit Dice. Your shadow has Hit Dice and hit points equal to your own. Your shadow projection has the undead type and may be turned or affected as undead. If your shadow projection is slain, you return to your physical body and are immediately reduced to –1 hit points. Your condition becomes dying, and you must begin making Constitution checks to stabilize. Diminished Effects The spell’s duration becomes 10 minutes per caster level. Heightened Effects Your shadow is treated as if it were an undead shadow with the advanced creature template (+2 on all rolls and special ability DCs; +4 to AC and CMD; +2 hp/HD). [/spoiler] [URL=http://www.drivethrurpg.com/product/151433/Compendium-Arcanum-Vol-7-6thLevel-Spells-PFRPG?affiliate_id=17596]Compendium Arcanum Vol. 7: 6th-Level Spells[/URL][spoiler] [b]Juju Zombie:[/b] [i]Create Undead[/i] spell. [b]Zuvembe:[/b] [i]Create Undead[/i] spell 14th level caster. [b]Revenant:[/b] [i]Create Undead[/i] spell 17th level caster. [b]Vampire:[/b] [i]Create Undead[/i] spell 19th level caster. [b]Ghoul:[/b] [i]Create Undead[/i] spell diminished. [b]Ghast:[/b] [i]Create Undead[/i] spell diminished 12th level caster. [b]Mummy:[/b] [i]Create Undead[/i] spell diminished 15th level caster. [b]Mohrg:[/b] [i]Create Undead[/i] spell diminished 18th level caster. [b]Shadow:[/b] [i]Create Undead[/i] spell heightened. [b]Wraith:[/b] [i]Create Undead[/i] spell heightened 16th level caster. [b]Spectre:[/b] [i]Create Undead[/i] spell heightened 18th level caster. [b]Devourer:[/b] [i]Create Undead[/i] spell heightened 20th level caster. CREATE UNDEAD School necromancy [evil]; Domain death 6 (diminished), evil 6 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 13th or lower Juju Zombie 14th–16th Zuvembie 17th–18th Revenant 19th or higher Vampire You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 11th or lower Ghoul 12th–14th Ghast 15th–17th Mummy 18th or higher Mohrg Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 15th or lower Shadow 16th–17th Wraith 18th–19th Spectre 20th or higher Devourer Merged! This spell combines the effects of the following spells: create undead and create greater undead.[/spoiler] [URL=http://www.drivethrurpg.com/product/152520/Compendium-Arcanum-Vol-8-7thLevel-Spells-PFRPG?affiliate_id=17596]Compendium Arcanum Vol. 8: 7th-Level Spells[/URL][spoiler] [b]Juju Zombie:[/b] [i]Create Undead[/i] spell. [b]Zuvembe:[/b] [i]Create Undead[/i] spell 14th level caster. [b]Revenant:[/b] [i]Create Undead[/i] spell 17th level caster. [b]Vampire:[/b] [i]Create Undead[/i] spell 19th level caster. [b]Ghoul:[/b] [i]Create Undead[/i] spell diminished. [b]Ghast:[/b] [i]Create Undead[/i] spell diminished 12th level caster. [b]Mummy:[/b] [i]Create Undead[/i] spell diminished 15th level caster. [b]Mohrg:[/b] [i]Create Undead[/i] spell diminished 18th level caster. [b]Shadow:[/b] [i]Create Undead[/i] spell heightened. [b]Wraith:[/b] [i]Create Undead[/i] spell heightened 16th level caster. [b]Spectre:[/b] [i]Create Undead[/i] spell heightened 18th level caster. [b]Devourer:[/b] [i]Create Undead[/i] spell heightened 20th level caster. CREATE UNDEAD School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7; Domain death 6 (diminished), death 8 (heightened), evil 6 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 13th or lower Juju Zombie 14th–16th Zuvembie 17th–18th Revenant 19th or higher Vampire You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 11th or lower Ghoul 12th–14th Ghast 15th–17th Mummy 18th or higher Mohrg Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 15th or lower Shadow 16th–17th Wraith 18th–19th Spectre 20th or higher Devourer Merged! This spell combines the effects of the following spells: create undead and create greater undead.[/spoiler] [URL=http://www.drivethrurpg.com/product/152521/Compendium-Arcanum-Vol-9-8thLevel-Spells-PFRPG?affiliate_id=17596]Compendium Arcanum Vol. 9: 8th-Level Spells[/URL][spoiler] [b]Juju Zombie:[/b] [i]Create Undead[/i] spell. [b]Zuvembe:[/b] [i]Create Undead[/i] spell 14th level caster. [b]Revenant:[/b] [i]Create Undead[/i] spell 17th level caster. [b]Vampire:[/b] [i]Create Undead[/i] spell 19th level caster. [b]Ghoul:[/b] [i]Create Undead[/i] spell diminished. [b]Ghast:[/b] [i]Create Undead[/i] spell diminished 12th level caster. [b]Mummy:[/b] [i]Create Undead[/i] spell diminished 15th level caster. [b]Mohrg:[/b] [i]Create Undead[/i] spell diminished 18th level caster. [b]Shadow:[/b] [i]Create Undead[/i] spell heightened. [b]Wraith:[/b] [i]Create Undead[/i] spell heightened 16th level caster. [b]Spectre:[/b] [i]Create Undead[/i] spell heightened 18th level caster. [b]Devourer:[/b] [i]Create Undead[/i] spell heightened 20th level caster. CREATE UNDEAD School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7; Domain death 6 (diminished), death 8 (heightened), evil 6 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 13th or lower Juju Zombie 14th–16th Zuvembie 17th–18th Revenant 19th or higher Vampire You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 11th or lower Ghoul 12th–14th Ghast 15th–17th Mummy 18th or higher Mohrg Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 15th or lower Shadow 16th–17th Wraith 18th–19th Spectre 20th or higher Devourer Merged! This spell combines the effects of the following spells: create undead and create greater undead.[/spoiler] [URL=http://www.drivethrurpg.com/product/149464/Compendium-Imaginarium?affiliate_id=17596]Compendium Imaginarium[/URL][spoiler] [b]Fleshrender:[/b] When a humanoid has consumed another sentient being's flesh, there is a chance that the cannibal will return as a fleshrender after death. In rare and heinous circumstances, entire remote villages or wilderness parties become fleshrenders during a hard winter or famine. [b]Phantasm:[/b] A phantasm is created when a sentient being whom has killed an innocent of its own race dies due to non-violent causes. The angst and turmoil of the unresolved murder can sometimes cause a phantasm to emerge from the body of the deceased murderer. [b]Magus Wraith:[/b] A magus wraith is created when a necromancer vies for magical immortality beyond the grave by targeting themselves in the casting of create greater undead.[/spoiler] [URL=https://www.drivethrurpg.com/product/205132/Crawthornes-Catalog-of-Creatures-Doomed-Savant?affiliate_id=17596]Crawthorne's Catalog of Creatures: Doomed Savant[/URL][spoiler] [b]Doomed Savant:[/b] Doomed savants are the undead remnants of obsessed individuals of exceptional skill and devotion—people whose single-minded pursuit of skill and knowledge led to their deaths. Some are the animated remains of murdered scholars who were on the cusp of great discoveries. Others are great thieves who returned from the grave for one last heist. And a few are the still-walking corpses of ascetics who starved to death in the single-minded pursuit of spiritual and physical perfection. When I ‘as about twenty years younger an’ there was more o’ me than still attached, there ‘as this gal—fine lass. I called on ‘er a lot for potions, poultices an’ salves. She knew where all the ‘erbs grew an’ which critters had useful bits on ‘em you could use. Then, one day, I go to ‘er cabin and find her inside. Except she looked a bit more like a decade-ol’ barrel o’ fish than she used ta. But she was still working. Turns out she’d got’ really occupied with this complicated brew an’ just forgot to eat or drink for a month in a stretch.[/spoiler] [URL=http://www.drivethrurpg.com/product/194503/Creature-Components-Vol-1?affiliate_id=17596]Creature Components Volume 1[/URL][spoiler] [b]Zombie:[/b] A single humanoid creature killed by a spell with the death descriptor incorporating a wight’s ichor arises as a zombie 1d4 rounds later. [b]Zombie Fast:[/b] Any creatures killed by a spell with the death descriptor incorporating a mohrg’s saliva arise as a zombie (fast zombie variant) 1d4 rounds later.[/spoiler] Creature Monthly[spoiler] [b]Blood Shadow:[/b] A humanoid creature with 10 HD or more, which is killed by a blood shadow becomes a lesser blood shadow under the control of its killer 1d4 rounds after its death. While not much is known of how these creatures came to be formed, many sages speculate that they once existed as a race of wicked humanoids which were drawn into the plane of negative energy during some great calamity hundreds of thousands of years ago. Once drawn into the boarders of their new home, the foul energy of the plane consumed them slowly, turning them into the undead creatures. Their mortal forms faded into shadows, yet the darkness within them continued to be driven by the murderous lust and depravity that led them in life. [b]Glacial Gaunt:[/b] Any humanoid slain by a glacial gaunt rises as a glacial gaunt at the next midnight. There are many ways in which these foul creature are created, the most common occurrence being an evil humanoid creature succumbing to the elements of the frozen landscape. Once such a creature has died, it is only a short time before the corpse’s eyes open and a new horror is born. Tales are told of wicked druidic cults, eager to appease powerful nature spirits such as the Wendigo, capturing travelers and common folk who are then carried high into the frigid mountains and left to die. [b]Storm Wraith:[/b] A humanoid slain by a storm wraith becomes a lesser storm wraith 1d4 rounds after it’s death. [b]Winter Wight:[/b] Any humanoid creature that is slain by a winter wight becomes a lesser wight itself in only 1d4 rounds. These are the risen remains of explorers or adventures which have died from exposure while in arctic mountains and tundras. Over long winters or on high mountain peaks, these human remains become freeze-dried husks with perfectly preserved hair, clothes, and skin, but without any liquid remaining in their flesh. These creatures arise to wander the reaches of the frozen north in search of victims, seeking any way to relieve the pain of their frozen existence through acts of cruelty and violence. Winter wights haunt places of avalanches, icefalls, and glaciers— places where they died and were left without a proper burial. There are many corpses that are lost deep in ice and snow, only a select few which rise as these dreaded creatures. Those unfortunate enough to perish in the ice do not always remain at rest. It is as if the ice itself claims their souls, raising them as winter wights whose only goal is to have other suffer the same violent death.[/spoiler] [URL=http://www.drivethrurpg.com/product/155624/Creatures-of-Faerie?affiliate_id=17596]Creatures of Faerie[/URL][spoiler] [b]Avartagh:[/b] ? [b]Dullahan:[/b] Created by powerful curses, these legendary and rare undead aos sí are terrors to any who would travel dark roads at night. Every one of them has had their head removed as part of their creation, and they carry them everywhere they go. Created by ancient foul magics.[/spoiler] [URL=http://www.drivethrurpg.com/product/82051/Creepy-Creatures-Bestiary-of-the-Bizarre?affiliate_id=17596]Creepy Creatures Bestiary of the Bizarre[/URL][spoiler] [b]Bay-Kok:[/b] ? [b]Bone Druid:[/b] A bone druid is most often formed when a powerful druid dies in the process of corrupting, or with a great hatred of, the natural powers she once revered. [b]Ectoplasmic Stalker:[/b] Created by the lich Varquil while researching the creation of what would become the obitu, ectoplasmic stalkers are hardy undead soldiers. [b]Feymocker:[/b] Feymockers are created by evil fey or fey-blooded sorcerers in a perverse ritual. They are infused with the twisted sense of humor natural to their creators, along with a hatred for good aligned fey. [b]Fleshwarper:[/b] Any humanoid killed or reduced to 0 Charisma by a fleshwarper raises as one within 1d6 rounds. [b]Ghoul Sovereign:[/b] It is believed that exceptionally evil and depraved humans are cursed to become sovereign ghouls after death. [b]Gibbering Terror:[/b] Gibbering terrors are distilled evil essence, left over from the ending of a great malevolence [b]Hoard Haunt:[/b] Hoard haunts are the result of a numistian's innate connection with commerce degrading into pure greed. Once embraced by death, the mystical coins that make up the creatures blood instead coalesce into a pile of gleaming treasure. The numistian's consciousness inhabits these now purely physical coins. [b]Horsewraith:[/b] Any pack animal slain by a horsewraith's energy drain will rise as a horsewraith itself in 24 hours, unless the corpse is blessed. These tragic creatures are formed from their master’s cruelty. Despite their name, almost any domesticated pack animal may become one of these undead. [b]Leatherbound:[/b] Leatherbound are the twisted creations of necromantic magic. A living humanoid is bound in wet, oil and unguent soaked leather sheets, which are then twisted tight with iron rods, and left to dry. Create undead is then cast as the victim suffocates and is constricted to death. [b]Leatherbound Black:[/b] Wrapped in black leather inscribed with glowing arcane runes [b]Leatherbound Spiked:[/b] This leatherbound is riddled with iron spikes and studs, thus increasing its combat prowess. [b]Corpsehanger Tree:[/b] When a tree is used for hangings over the course of decades, some of the vengeful souls that died there enter the heart of the tree, instead of heading for their just rewards. In time, with enough evil or angry spirits infesting its wood, the tree dies, and the spirits within it animate it as an undead mockery. [b]Undead Gang:[/b] An undead gang may be formed wherever large numbers of souls perish in anger, fear, and pain. These spirits combine into a hateful being that exists simply to destroy. [b]Wight Marquis:[/b] Very rarely, a wight is spawned whose will is strengthened instead of weakened with the transformation to being unliving creature. These creatures are known as marquis wights. [b]:Wight Shadowfang[/b] Any humanoid slain by a shadowfang wight's energy drain becomes a shadowfang wight in 1d4 rounds. Any humanoid killed by the sword Shadowfang's energy drain rises as a shadowfang wight in 4 rounds. [b]Zombie Assassin:[/b] ? [b]Ghoul:[/b] Creatures below 5 HD within the cone of a plague dragon's deathless breath instantly die, and reanimate as ghouls under the dragon's control. Any humanoid that is two weeks or less dead within the sovereign ghoul's aura rise as a ghoul under its complete command in one round. Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. [b]Skeleton:[/b] A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. [b]Spectre:[/b] Creatures from 13+ HD within the cone of a plague dragon's deathless breath must make a Fortitude save or die and reanimate as spectres. [b]Wight:[/b] Creatures from 6-12 HD within the cone of a plague dragon's deathless breath must make a Fort save or die and reanimate as wights. Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. Any humanoid slain by a marquis wight's slam attacks, or its aura become a wight in 1d4 rounds. [b]Zombie:[/b] A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. Any creature reduced to 0 Wisdom by a gibbering terror's babble rises as a zombie under its control in 1d3 rounds. Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. [/spoiler] [URL=https://www.drivethrurpg.com/product/198583/Crimson-Heroes-Pregenerated-Characters?affiliate_id=17596]Crimson Heroes: Pregenerated Characters[/URL][spoiler] [b]Aurelia Khyle, Ghost:[/b] ? [b]Ghost:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/98826/Cultists-of-Havra-Zhoul?affiliate_id=17596]Cultists of Havra Zhoul[/URL][spoiler] [b]Havra Zhoul Human Ghost Inquisitor 10:[/b] At last, luck favored her when she slew Faylfarlu, an evil mystic theurge who trafficked with devils and the dead. In his lair, she found a detailed description of the ritual for becoming a lich. Faylfarlu had progressed quite far in this ritual, but had, for unknown reasons, declined to take the final step: to create a phylactery and bind his soul to it through ritual death. Havra had fewer qualms. She grabbed the opportunity and finished the ritual, intending to become a lich. As a phylactery, she chooses her prayer book, which held all her thoughts and secrets. Havra performed the ritual and took the poison that would kill her and bind her soul to the book. Unfortunately for her, the ritual was only partly successful. Maybe Fayldarlu’s magic was flawed, or maybe her own inexperience with magic caused her to perform it wrong. When she rose again, she was not the powerful being she had expected to become. Instead she has become a metaphorical shadow of herself. While she had the strength and fortitude of the undead, her body was slow and clumsy and she had lost much of her power. Moreover, she found that while her soul was tied to the book, she was unable to use it to possess others. When her adversaries finally discovered her lair, she was far weaker than if she had tried for lichdom. Alive, she may have prevailed. But in her wrecked undead state, she was no match for them and was quickly cut down by her enemies. Part of the ritual functioned. Her soul retreated into her phylactery, well hidden in the depths of her keep. Unable to send her spirit forth in any other form than a pale shadow, she remained trapped there, until finally Vederian Soulbright found her tome.[/spoiler] [URL=http://www.drivethrurpg.com/product/93764/Dangers--Discoveries-PFRPG?affiliate_id=17596]Dangers & Discoveries[/URL][spoiler] [b]Baron Culver's Balcony:[/b] Baron Archimedes Culver was a pathetic and lonely man towards the end of his long life. His vast fortune long since squandered, his political capital equally reduced, Baron Culver found himself banished from the royal court and the intrigue he so loved. The old Baron died, halfway senile, in a tattered silk bathrobe after falling from the balcony of his equally ragged country home. [b]Bigot's Spire:[/b] In life, the half-elven wizard Comas Delesas was defined by his bigotry. The arrogant mage despised regular humanity as barely civilized idiots, and openly called for the extinction of what he called the underfolk: Dwarves, Gnomes, Goblins and Kobolds among many other burrowing species. His adventuring days long past, and his fortune assured, Comas eventually murdered those who helped him gain his wealth and retired to a library-tower he built for himself on the edge of a major human freehold. The local folk saw his servants occasionally, when they went into town for provisions, but Comas himself refused to associate with the common herd. When a blast of lightning as brilliant as the sun struck the tower one rainy night, most of the townsfolk said good riddance. The matter would of rested there, if not for the fact something of Comas Delesas’ hatred remains, and occasionally, the broken tower belches lethal black smoke. [b]Black Taskmaster:[/b] The Black Taskmaster is an old ironshod whip taken from an infamous slaver and displayed in the library of the Sandoval College of Necromancy. [b]Boartooth's Righteous Rampage:[/b] When Brom Boartooth’s sons died of a disease that 10 gp worth of medicine would of cured, he finally became the monster that his fully human neighbors feared all his life. Previously a simple rancher, the half-orc found depths of hatred and violence in himself he never knew existed. He slaughtered his home town’s hedge wizard and the alchemist who refused to treat his sons, the town’s sheriff and three of the settlement’s wealthiest merchants before an angry mob finally ended his rampage. [b]Butcher's Hill:[/b] The Butcher’s Hill had another name before the war between two neighboring fiefdoms ended there. By the time the day long battle was over, more than 3,000 men and women lie dead atop the hill, and the ground was literally stained red with their blood. Even though priests from a dozen temples sanctified the ground, that much anger and pain never truly goes away. [b]Camel's Graveyard:[/b] There is a point of no return in the Gronnel Desert, a place almost exactly between two oasis cities, where supplies are far more than half exhausted, and the only way to survive is to press forward. Over the years, hundreds of caravans have ended some where near this mythical point of no return, and the bleached and sandblasted bones of hundreds of camels are half buried by the dunes. Animals fear and hate this place, and often turn on their masters, leading to their death and the deaths of the men who depended on them for survival. [b]Cast Upon the Rocks:[/b] The merchant galleon Escarda Din went down in a sudden squall and its sunken frame now rests on an undersea plateau. So clear is the water that the wreck can almost be seen through three hundred feet of warm water Though the Escarda Din went down in a common shipping lane, no brave soul has attempted to salvage the wreck, and common sailors avoid its last known position. The ocean near the wreck site has ‘gone bad’ and regularly kills sailors with impossible weather. [b]Devil's Anvil:[/b] This black iron anvil sits in a back corner of the ruined remnants of a smithy, half buried in rubble. According to local legend, the blacksmith, a fat and ignorant man named Hodge hammered swords for pit-fiends on his anvil. Eventually, doing hell’s work caught up with him, and Hodge and his three idiot sons died in an unexplainable blaze. Whatever the truth of Hodge’s life, in death his small shop has been uniformly shunned. [b]Donovan's Kiln:[/b] Ten years ago, this ruin was a busy potter’s shop. In better days, Bria Donovan was a fat and cheerful woman who, with her two nephews, ran a profitable business out of a small, neat cottage at the edge of town. The center of Bria’s business was the enormous wood burning kiln that took up most of the cottage, and which she kept stoked day and night. She died along with her youngest nephew Micah when the kiln exploded. Bria’s surviving nephew rushed to help, but was badly scarred by the blaze. Not wanting anything to do with his ruined inheritance, Andrew Donovan let the ground lie fallow. Over time his aunt’s pottery shop fell into memory and than into local legend, while Andrew grew into the town’s premier drunkard. The matter would of rested there, if not for the fact that on days when the temperature rises, during the worst part of summer, the kiln burns again with ghostly white fires. [b]Fatfinger's Last Dance:[/b] Terkin Fatfinger, brigand, rapist, counterfitter and cattle rustler, was the last thief to hang justly on the old oak gallows outside Fort Nails. When asked for last words, the bastard laid down curses so vile, so profane and so tarrying the garrison’s master at arms didn’t wait for him to finish, just kicked the stool out from under him. Three days later the master-at-arms was dead of a broken neck after falling from his horse. [b]Gremlin's Hovel:[/b] ? [b]Grigori Chair:[/b] The Grigori Chair is a massive oak throne once used by the nation’s royalty. The entirety of the chair was originally carved with scenes from a great battle- heroic knights battling back barbaric foreign armies. When the last rightful scion of the bloodline was murdered- on the chair itself- the crimson oak cracked and blackened. The heroic carvings became something horrible. The chair was locked away in a forgotten storeroom, and even after the dynasty was restored, the original throne was forgotten and left to darkness. [b]Gut's Revenge:[/b] When the ancient slime the tavern-folk called simply “Guts” was finally ended a fragment of the ooze’s simple hunger-based consciousness survived extermination. Guts’ ghostly presence still lingers along the treacherous and rocky shoreline where its vast amoeboid bulk eventually washed up. [b]Judge Wargrave's Bench:[/b] Judge Agar Wargrave was a peevish old man, but had an uncanny knack for ferreting out the truth about defendants brought before him. He died of a stroke before passing sentence in the case of a man who murdered his family, and by virtue of a legal oversight the murderer went free. [b]Laughter Freezes:[/b] Nestled against the side of a forested mountain, the noble estate “Laughter and Gold” has been a hunting lodge of excellent reputation for generations. Owned by one of the kingdom’s most prominent families, the 23 room mansion is best known for its massive grand ball room, where the trophies of a hundred hunts or more are proudly displayed. The heads of great beasts, taxidermies recreation of impossible monsters and the captured arms of noble-born humanoid foes line the walls, and are lit by a chandelier made from the bones of a juvenile green dragon. The newest trophy to be displayed though, is one the owners of the house wish would simply go away. On an expedition to the far north, one of the lodges’ greatest hunters brought back the dorsal ganglia of a polar worm. Since the dramatic trophy was hung on one wall, the temperature within Laughter and Gold has dropped by a few degrees each night. Already bitterly cold, occasionally the ballroom is sheathed in a carapace of killing ice, and the roaring of the great northern worms can be heard. [b]Mugglesant's Endless Anger:[/b] The goblin Mugglesant was a good thief but eventually her luck caught up with her. While burgling a mansion in the city of Ulstar, a spiderbite ended the tiny thief’s life. She choked to death in the space between the house’s walls, and all the inhabitants knew was that some vermin died in the walls. They hired a local hedge wizard to purify the air with a few cantrips, and forgot about the whole matter. That indignity, more than her accidental death enraged Mugglesant’s spirit. Now, the house is plagued with gigantic spiders that seemingly come from out of nowhere. [b]Old Jonas' Critique:[/b] Old Jonas the woodcarver had a reputation as one of the finest craftsmen in his small village. He made tools, toys for the settlement’s wealthiest children, shelves, fence posts and a dozen other useful things and earned a tidy living. After his death, Jonas’ nephew took over the business, but his lack of skill angered the ghostly carpenter. [b]Purple Pig Tavern:[/b] The Purple Pig used to be a decent tavern, until a payment dispute between the barkeep and a wandering gnome troubadour ended in the little minstrel’s murder. The barkeep stuffed the gnome and his rat of a familiar feet first into a keg of rot gut and rolled it down into the cellar. The barkeep thought that solved the problem, but in the last few weeks, horrors have killed three of his patrons, and driven most of the other drunks off. [b]Rapist's Mile:[/b] This stretch of forest marks the place where a gang of brigands brought down a peasant girl, violated and eventually killed her. The girl’s bones still lie half buried under the leaf mould beneath one of the towering pine. Her angry spirit, coupled with the psychic echoes of her murderers’ lust have cursed this place: those venturing through this stretch of forest become as slow and exhausted as she was when the thugs finally ran her to ground. [b]Scribe du Rayneil's Odd Bequest:[/b] The scribe Claudette Du Rayneil died in the library she had tended her entire adult life. Her death wasn’t murder or tragedy; she was simply found one early morning fallen amid the stacks, her 90 year old heart having finally given out. She was buried with minor honors, her private collection of more than 30 texts donated to the library she so loved and life went on. And a few months after her death, strange things began happening in the library. Quiet little curses that smelled like old dust would freeze patrons as they browsed and scribes as they worked. [b]Stores of Goodwatch Keep:[/b] Three summers ago, earthquake transformed a limestone quarry into tomb for a dozen human and Dwarven miners. Since then the mine has been reopened, the dead recovered and buried, and life in the mining town nearby slowly and painfully returned to normal. Limestone harvested from the quarry has been shipped across the realms to make mortar, but structures built mortar from the Winter Fall Mine have been plagued by bad luck. The mine’s current generation of workers hear the tales from travelers, and among themselves, whisper that the unquiet ghosts of their former colleagues are having their revenge. [b]Surbicah the Apostate's Stone Pyre:[/b] Long ago, the druidess Surbicah renounced her faith and accepted the teachings of a passing cleric, even allowing some of her circle’s most sacred mysteries to be transcribed into the common tongue. The druid grove she betrayed took its vengeance on Surbicah, lashing her between the stones of their great stone menwhir, where she was cruelly tortured for a day and a night before a bolt of lightning ended her misery. [b]Thirsting Gorge:[/b] Years and years ago, a prospector and his mule fell into a desert gorge. Miles from any assistance, they died alone and unremembered from thirst and starvation. [b]Undead:[/b] Ghost Water is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature. When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. [b]Ghost:[/b] When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. [b]Wraith:[/b] When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. [b]Haunt:[/b] When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead.[/spoiler] [URL=http://www.drivethrurpg.com/product/119001/Dark-Fey-Pathfinder-RPG?affiliate_id=17596]Dark Fey[/URL][spoiler] [b]Mavka:[/b] These former dryads have been turned into vampiric monstrosities by the Black Prince of Morgau. Mavka are Dryads who have been perverted into undead monstrosities by the vampires of Morgau. The sages of Verrayne say they are three known mavka, once sisters, originally named Mica, Anthelia and Saramantha, but are now called Murthia, Ectopia and Lucretia, respectively. Upon his conquest of Morgau the Black Prince Lucian had the dryads and their trees killed, had raised the corpses as powerful undead, and bonded the new undead with cauchemar nightmares (Pathfinder RPG Bestiary) instead of trees as a final corruption. [/spoiler] [URL=http://www.drivethrurpg.com/product/117312/Dead-Mans-Chest--Pathfinder-Edition?affiliate_id=17596]Dead Man's Chest[/URL][spoiler] [b]Breath Taker:[/b] In life they were evil thieves who drowned at sea, pirates who took valuable goods at will from others that plied the waves. [b]Ghost:[/b] Occasionally sea serpents, when killed, are transformed into undead creatures, either accidentally or by design. When this occurs they may become ghosts, but otherwise they almost always return as a unique form of undead known as the undead sea serpent. [b]Undead Sea Serpent:[/b] Occasionally sea serpents, when killed, are transformed into undead creatures, either accidentally or by design. When this occurs they may become ghosts, but otherwise they almost always return as a unique form of undead known as the undead sea serpent. “Undead sea serpent” is an acquired template that can be added to any living sea serpent. [b]Undead Gilded Sea Serpent:[/b] ? [b]Draug Ship:[/b] The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking. Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons. [b]Brine Zombie:[/b] The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking. Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons. Those crew members killed by the fall of the ship or by drowning as it sank are still clinging to their final resting place. [b]Lacedon:[/b] The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking. Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons. [b]Draug, Poshkin the Tame:[/b] ? [b]Human Juju Zombie Fighter 3:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/143491/Demon-Cults-3-The-Cult-of-Selket?affiliate_id=17596]Demon Cults 3 The Cult of Selket[/URL][spoiler] [b]Mummy Venomous:[/b] These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs. [/spoiler] [URL=http://www.drivethrurpg.com/product/146615/Demon-Cults-5-Servants-of-the-White-Ape?affiliate_id=17596]Demon Cults 5 Servants of the White Ape[/URL][spoiler] [b]Spellscourged Creature:[/b] In rare instances, a spellcaster that dies of the spellscourge comes back as an undead creature, its mind twisted and broken from the disease. “Spellscourged” is an acquired template that can be added to any living, corporeal creature with the ability to cast spells or spell-like abilities. Creatures with 9 or more hit dice that die from the spellscourge must make another Fortitude save against the disease. They retain their Constitution bonus for this saving throw. If the creature makes the save, it rises as a spellscourged creature. A failed saving throw means the creature dies of the disease and does not rise. [b]Spellscourged Couatl:[/b] This creature is the result of a couatl that attempted to aid victims of the Servants of the White Ape only to be attacked and repelled by the cult’s white ape warriors. Injured, it returned to its lair to recuperate but fell victim to the spellscourge that infected it during the combat with the white apes. The disease struck the couatl down, bringing it back in this tormented, undead form. [/spoiler] [URL=http://www.drivethrurpg.com/product/204195/Demon-Cults--Secret-Societies-for-PFRPG?affiliate_id=17596]Demon Cults & Secret Societies[/URL][spoiler] [b]Arikiine, Derro Vampire Alchemist 10:[/b] ? [b]Jasna Veldrik, Elf Darakhul Cleric 13:[/b] ? [b]Kazimir Ernis, Gnome Darakhul Necrophagus 14:[/b] ? [b]Performance Eater, Human Darakhul Bard 2/Expert 3:[/b] ? [b]Darakhul:[/b] Die from Darakhul fever and fort save 31+. [b]Ghoul:[/b] Die from Darakhul fever and fort save 10-16. [b]Ghast:[/b] Die from Darakhul fever and fort save 17-20. [b]Dread Ghoul:[/b] Die from Darakhul fever and fort save 21-26. [b]Dread Ghast:[/b] Die from Darakhul fever and fort save 27-30. [b]Greater Festrog:[/b] Like their smaller brethren, greater festrogs are created when a creature is killed by massive amounts of negative energy. In the case of greater festrogs, those killed are typically giants [b]Serrin, Advanced Greater Shadow Antipaldin 6:[/b] Nikolai kept tabs on her exploits after they parted ways and was dismayed to discover that a powerful shadow creature had slain her. Unbeknownst to him, however, she had returned to unlife and started a minor reign of terror, draining travelers on the road. [b]Contaminant Shade:[/b] Contaminant Shade Curse. [b]Cosmina Holrosu, Vampire Mesmerist 13:[/b] A manifestation of Marena appeared before Cosmina and caressed her face. Overwhelmed, Cosmina swore devotion to the goddess for eternity, and Marena's hand left its mark upon her skin as a reminder of the oath. Cosmina's new existence as a vampire affirms her promise. [b]Darakhul Mercenary, Darkahul Fighter 6:[/b] ? [b]Drekkan, Human Vampire Witch 8:[/b] ? [b]Revenant:[/b] The creature is a former crime boss in the city who recently vanished and was assume murdered by a rival. The undead is a revenant, recently slain in one of the Sanguine Path’s blood rites, and seeks venegance on the cult leader that sacrificed it. [b]Mummy Venomous:[/b] These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs. [b]Spellscourged Couatl:[/b] This creature is the result of a couatl that attempted to aid victims of the Servants of the White Ape only to be attacked and repelled by the cult’s white ape warriors. Injured, it returned to its lair but fell victim to the spellscourge that infected it during the battle. The disease struck the couatl down, bringing it back in this tormented, undead form. [b]Spellscourged:[/b] The spellscourge is a terrible disease and greatly feared by those who use magic. They would fear it all the more if they knew that, in rare instances, a spellcaster that dies of the spellscourge comes back as an undead creature, its mind twisted and broken from the disease. “Spellscourged” is an acquired template that can be added to any living, corporeal creature with the ability to cast spells or spell-like abilities. Disease (Su) Darakhul fever: Bite—injury; save Fortitude DC 17; onset 1 day; effect 1d6 Con and 1d3 Dex damage; cure 2 consecutive saves. A creature that dies while infected with darakhul fever must attempt a Fortitude save (see Darakhul Fever sidebar). If the result is high enough, it rises as a darakhul rather than as a standard ghoul within an hour. A darakhul is a free-willed undead. A creature that rises as a standard ghoul or ghast is controlled by the darakhul whose fever infected it. Darakhul fever When consulting this table, the infected creature must attempt a Fortitude saving throw to determine how accustomed the creature becomes to its new incarnation. Creatures that do not make at least a DC 10 do not become ghouls. The disease kills them instead. This provides the ultimate penalty for trying and failing to enter the ghoul’s kingdom as one of them, and it makes it possible for evil creatures to deliberately infect themselves, and optimize their chances with bear’s endurance, a belt of mighty constitution, and the like. Fortitude Save Result New Incarnation 10–16 Ghoul 17–20 Ghast 21–26 Dread Ghoul 27–30 Dread Ghast 31+ Darakhul Contaminant Shade Curse (Su) Creatures that take strength damage from contaminant shade’s lingering damage ability or who are reduced to 0 Str by the shade's touch attack must succeed at a DC 17 Will save or contract the contaminant shade curse. An afflicted creature shows no symptoms at first. However, when the creature is exposed to magical darkness, it transforms into a contaminant shade. This transformation persists for one hour after leaving the area of magical darkness, but it ends immediately upon exposure to a 3rd-level or higher spell with the light descriptor. If a creature remains transformed for four hours or longer, it must attempt another DC 17 Will save or become a contaminant shade permanently. The save DCs are Charisma-based. A remove disease or heal spell cast by a cleric with the Sun domain (or any of its subdomains) cures this curse. Alternatively, reducing an afflicted creature to 0 hp with a damaging spell with the light descriptor allows the creature to attempt a new Will save to shake off the curse. However, if a creature has transformed permanently, only a resurrection can restore it to its original form.[/spoiler] [URL=http://www.drivethrurpg.com/product/208257/Demon-Lords-of-Porphyra?affiliate_id=17596]Demon Lords of Porphyra[/URL][spoiler] [b]Shadow:[/b] Second Deific Boon of Balakor. Obedience Weep and howl at the outrage of losing your beloved city of demons, throwing gravel and sand over your head and wailing a chant to Balakor passed down from the first generation. Gain a +4 profane bonus to CMD vs. trip, and to saving throws to recover negative energy levels. Boons 1. Dispossession’s Legacy (Sp): porphyrite passage 3/day, shatter 2/day, or summon tatterdemalion 1/day 2. Field of Ghosts (Su): You can, once per day, cause the spirits of those whose were killed in spiteful conflict to rise from the stained earth they tried to keep and take vengeance on those nearby. You can scream out, as a full-round action, and cause a number of incorporeal shadows equal to your HD/3 to rise from the ground and attack who you designate. This only works above ground, on terrestrial terrain, and the shadows remain until the next sunrise, unless destroyed. 3. Vengeance of Bhaal-aak (Sp): Once per day you can inflict damage on structures as the spell earthquake, but only as it pertains to buildings.[/spoiler] [URL=http://www.drivethrurpg.com/product/112838/PFRPG-Dragon-Templates--Volume-1--A-to-H?affiliate_id=17596]Dragon Templates Volume 1[/URL][spoiler] [b]Ghost Dragon:[/b] ?[/spoiler] DSE1 Dark Sun Excursions Lost Temple of Rahoon[spoiler] [b]Lightning Skeleton:[/b] Lightning skeletons are mindless undead empowered with a glimmer of electrical power. [b]Lightning Skeleton, Mindless Undead Empowered With a Glimmer of Electrical Power:[/b] ? [b]Merak, Raaig:[/b] In ancient times before the devastation of Athas, Merak and Aubrae were minor nobles of House Tragus. Their devotion to Rahoon was absolute and although they focused on the well-being of their village and holdings, they dedicated most of their wealth to building a large temple complex. Merak was convinced that this act of piety would ensure his place after death. So, along with his wife Aubrae, he funded its construction and upon their deaths willingly transformed into Raaigs to protect the sanctity of the temple into eternity. [b]Aubree, Raaig:[/b] In ancient times before the devastation of Athas, Merak and Aubrae were minor nobles of House Tragus. Their devotion to Rahoon was absolute and although they focused on the well-being of their village and holdings, they dedicated most of their wealth to building a large temple complex. Merak was convinced that this act of piety would ensure his place after death. So, along with his wife Aubrae, he funded its construction and upon their deaths willingly transformed into Raaigs to protect the sanctity of the temple into eternity. [b]Raaig:[/b] In life, raaigs were devout individuals devoted to a specific faith. [b]Incorporeal Undead:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/175052/Dunes-of-Desolation?affiliate_id=17596]Dunes of Desolation[/URL][spoiler] [b]Desperado:[/b] A hole in the desert can hold many secrets, but sometimes it cannot keep an evil soul buried in the ground. Desperados are undead gunfighters that were so mean and despicable in life that even death was not enough to end their killing ways. Desperados never rise from a grave found in any habitat other than a desert, a fact that is often attributed to the climate’s ability to naturally mummify humanoid corpses. All desperados were once human to some degree. Though the vast majority of desperados are evil, there are a few tales of good men rising from their graves to right an unspeakable injustice or wreak revenge on those deserving of such a terrible fate. “Desperado” is an acquired template that can be added to any living creature with class levels in gunslinger. [b]Desperado Human Gunslinger 6:[/b] ? [b]El-Auren:[/b] Natural dangers claim their fair share of desert travelers every year. The bodies of most victims are forever lost beneath the dunes, but some emerge from their graves and resume their appointed tasks. These shambling cadavers are known as el-aurens. A long, hard trudge across the scalding desert is the furthest thing in the minds of most humanoids, but for a select few individuals the windswept dunes represent one of the world’s last frontiers. These intrepid beings devoted themselves to a life of discovery and exploration in the harshest climate possible. Sadly, somewhere along the way, the very sands that they loved claimed their broken bodies as their own. However, their devotion to duty and their quest for knowledge were so strong, that they rose from their dusty graves and resumed their life’s work albeit as members of the living dead. [b]Spectral Rider:[/b] Spectral riders are incorporeal undead created when a powerful genie curses a sorcerer that raised its ire. They appear as hooded figures devoid of any facial features, which the genie deliberately did to punish the offender with eternal anonymity. The effect works only on a living creature that shares the same bloodline as the genie uttering the curse. It is rumored, that a djinni created the first spectral rider when an evil sorcerer with the djinni bloodline challenged him to a race aboard his carpet of flying. When the genie prevailed, the sorcerer refused to accept defeat and cast bestow curse on his competitor. Outraged by the offense, the genie cursed the sorcerer instead and consigned him to spend the rest of eternity as a spirit aboard his carpet of flying. Either out of tradition or to preserve the punishment’s novelty, the capricious genies punish other mortals in the same manner. Although a djinni is responsible for creating the first spectral rider, the chaotic marids take credit for most spectral riders wandering the desert today. “Spectral rider” is an acquired template that can be added to any living creature with one of the following sorcerer bloodlines — djinni, efreeti, marid or shaitan. [b]Thirstmonger:[/b] These undead abominations are the risen earthly remains of those unfortunate humanoids that died of thirst in pursuit of fresh water only to be duped by an optical illusion. The desire for water is so intense that the creature joins the ranks of the undead within minutes of death; however its mission remains unchanged — it continues searching for water. Most victims of “mirage delirium” eventually collapse and die from dehydration within sight of a mirage. Many rise from their desert graves to begin an undead existence as a malevolent thirstmonger. [b]Devourer:[/b] Undeterred, Thozzaggard used his magic to transport himself into the cavern behind the door. This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature. Countless millennia ago, Thozzaggard also found the watery star; however he succumbed to its power and became an undead abomination. In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door. [b]Ghost Human Bard 3:[/b] The zither player is named Ceruth, a beggar that solicited donations by playing his zither during Iljanna’s decline. After death, the bitter musician refused to depart and became a ghost cursed to forever haunt the dollhouse. [b]Zombie Dire Rat:[/b] In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming dire rat zombies. [b]Draugr:[/b] The force of her will and the corruption of her soul were so great that four unfortunate men that drowned countless ages ago also rose from the mire as 4 draugrs. [b]Poltergeist:[/b] It is haunted by 4 poltergeists that are the undead spirits of those rare individuals that nearly discovered the house’s concealed basement and inner workings. [b]Juju Zombie Desert Giant:[/b] Fazzellon ceded his land to Eyegouger in life; however he is unwilling to relinquish his claim so easily. His burning desire to rule over his fiefdom fueled his transformation into something unnatural. After his destruction at Eyegouger’s claws, Fazzellon rose from death as a juju zombie desert giant. [b]Bog Mummy:[/b] The lionweres’ residual mystical energy from her dread tome King of Beasts proved sufficient to wake the vile priestess from her eternal rest as a bog mummy and unleash her on an unsuspecting world. [b]Shadow Rat Swarm:[/b] ? [/spoiler] [URL=https://www.drivethrurpg.com/product/250980/Echelon-Reference-Series-Alchemist-3ppPRD?affiliate_id=17596]Echelon Reference Series: Alchemist (3pp+PRD)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Uncontrolled Undead:[/b] Create Undead extract. Create Greater Undead extract. [b]Corporeal Undead:[/b] Create Undead extract. Create Greater Undead extract. [b]Undead Harmed By Sunlight:[/b] ? [b]Organic Undead, Organic Mindless Subject Creature:[/b] ? [b]Small Undead:[/b] ? [b]Medium Undead:[/b] ? [b]Tiny Undead:[/b] ? [b]Large Undead:[/b] ? [b]Diminutive Undead:[/b] ? [b]Huge Undead:[/b] ? [b]Servitor Undead:[/b] ? [b]Mohrg:[/b] The hermetic morlock is the most evolved of a devolved race and views its kin as a lost cause in their current state. It seeks a way to advance the morlocks back out of barbarism by any means necessary. It is obsessed with altering the body and mind but realizes such changes take time. It has started with itself and has become something more than a mere morlock—somewhere between living and dead. In the meantime, it seeks a way to turn fallen morlocks into an unstoppable force and has become an expert in bringing the dead back from life in a variety of morbid states. It always retains a retinue of animated creatures and delights in turning the bodies of enemies into weapons against their former allies. It carries a variety of syringes filled with animating elixirs and injects them into fallen creatures to create mohrgs. [b]Zombie:[/b] Alchemical Zombie discovery. [b]Variant Zombie:[/b] Simple Reanimation extract. [b]Zombie, Alchemy-Powered Zombie:[/b] [b]Zombie, Mindless Creature:[/b] ? Simple Reanimation 7 Replaces Bomb damage (1d6) At 7th level, a reanimator adds lesser animate dead to his formula book as a 3rd-level extract. When he uses that extract, rather than drinking it, he injects it into the corpse he intends to animate, which rises as an undead creature under his control 1 hour later. The extract can only create zombies (including variant zombies). This ability replaces the increase to bomb damage at this level. Create Undead 13 Replaces Bomb damage (1d6) At 13th level, a reanimator adds create undead to his formula book as a 4th-level extract. When he uses that extract, rather than drinking it, he injects it into the corpse he intends to animate, which rises as an uncontrolled undead 1 hour later. The extract can only create corporeal undead. This ability replaces the increase to bomb damage at this level. Create Greater Undead 15 Replaces Bomb damage (1d6) At 15th level, a reanimator adds create greater undead to his formula book as a 5th-level extract. This otherwise acts similarly to a create undead extract. This ability replaces the increase to bomb damage at this level. Alchemical Zombie Su Reanimate corpse as alchemy-powered zombie. The alchemist gains the ability to animate a relatively complete corpse as an alchemy-powered zombie. This process takes 1 hour and costs 100 gp in alchemical reagents per HD of the corpse being animated; the dead creature gains the zombie template. Zombies that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control. An alchemist must be at least 8th level before selecting this discovery. The created zombie is a creature, not a supernatural effect.[/spoiler] [URL=https://www.drivethrurpg.com/product/206673/Echelon-Reference-Series-Alchemist-Extracts-Compiled-3ppPRD?cPath=10523_27643?affiliate_id=17596]Echelon Reference Series: Alchemist Extracts Compiled (3pp+PRD)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Small Undead:[/b] ? [b]Medium Undead:[/b] ? [b]Tiny Undead:[/b] ? [b]Large Undead:[/b] ? [b]Diminutive Undead:[/b] ? [b]Huge Undead:[/b] ? [b]Sentient Undead:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Vampire:[/b] Culture Monster VI extract. [b]Zombie:[/b] Culture Monster I extract. Culture Monster I School transmutation Level alchemist 1 Casting Time 1 standard action Components V, S, M (remains worth 25 gp, see text) Range personal Target you Duration 1 round/level This extract imparts one of several bonuses based on the component used to create it. Dwarven beard +2 Con, stability Elven ear +2 Dex, elven immunities Gnomish nose +2 Cha, gnome magic Halfling breath +2 Cha, halfling luck Human heart Component human’s most iconic feat Orc bone +2 Str, ferocity Snake venom Bite (2d4 plus poison), poison (Ex) bite-injury; save Fort DC 10 + 1/2 your HD + your Con modifier, frequency 1/round for 6 rounds, effect 1d2 Con, cure 1 save Zombie ashes DR 5/slashing CR 1/4 or higher creatures of the appropriate type that died no more than 24 hours ago (aside from halflings, whose breath must be captured as they die) provide suitable components for the effects listed above. A successful DC 6 Craft (alchemy) check allows you to harvest enough components from a creature’s remains for one extract. Failure ruins a creature’s components. The process of extraction takes 1 minute. It is imprecise and practically ruins the creature’s remains; only one component may be collected from a given creature, even if that creature’s remains consist of multiple components. The strength (CR) of a component must be noted prior to storage. A human’s most iconic feat must also be noted prior to the storage of their heart. The amount of matter required varies by component but is never more than would fit inside a handheld jar. If a storage requirement is violated, that component is ruined. The components of culture monster I are extremely rare and it is nearly impossible to find them among the stores of even the most well-stocked alchemists or apothecaries. However, demand tends to be nonexistent, which makes it very difficult to sell the components under normal circumstances. Min. CR Creature Component Effect Storage Requirements ¼ Dwarf Beard (woven) +2 enhancement bonus to Con, stability None ¼ Elf Ear +2 enhancement bonus to Dex, elven immunities 2 hours of direct sunlight every day ¼ Gnome Nose +2 enhancement bonus to Cha, gnome magic May not touch pollen ¼ Halfling Last breath +2 enhancement bonus to Cha, halfling luck Must be sealed in an air-tight container ¼ Human Heart Creature’s most iconic feat (determined by GM) 6 oz. of fresh human blood must be administered daily ¼ Orc (or half-orc) Bone (ground) +2 enhancement bonus to Str, ferocity Must remain dry ¼ Snake Venom Bite (1d6 plus poison), poison (Ex) bite-injury; save Fort DC 10 + ½ your HD + your Con modifier, frequency 1/round for 6 rounds, effect 1d2 Con, cure 1 save May never be exposed to music ¼ Zombie Ashes DR 5/slashing Must remain dry Culture Monster VI School transmutation Level alchemist 6 Casting Time 1 standard action Components V, S, M (remains worth 5,400 gp, see text) Range personal Target you Duration 1 round/level This extract functions exactly like culture monster V, except that the following components may also be used: Dragon bile Immunities (as the dragon), leather wings, fly 40 ft. (poor), breath weapon (1d6 per 2 HD, DC equal to the DC of culture monster VI) Vampire dust Vampire template (minus special attacks and abilities), become Evil for the purpose of spells and effects CR 8 or higher creatures of the appropriate type that died no more than 24 hours ago provide suitable components for the effects listed above. A successful DC 41 Craft (alchemy) check allows you to harvest enough components from a creature’s remains for one extract. Failure ruins that creature’s components. The process of extraction takes 1 minute. It is imprecise and practically ruins the creature’s remains; only one component may be collected from a given creature, even if that creature’s remains consist of multiple components. The strength (CR) of a component must be noted prior to storage. The amount of matter required varies by component but is never more than would fit inside a handheld jar. If a storage requirement is violated, that component is ruined. The components of culture monster VI are extremely rare and it is nearly impossible to find them among the stores of even the most well-stocked alchemists or apothecaries. However, demand tends to be nonexistent, which makes it very difficult to sell the components under normal circumstances. An alchemists that knows culture monster V may attempt a DC 44 Craft (alchemy) check to learn this formula for free upon reaching alchemist level 16 and every three alchemist levels thereafter. Min. CR Creature Component Effect Storage Requirements 8 Dragon Bile Immunities (as the dragon), leather wings, fly 40 ft. (poor), breath attack (as the dragon, except it deals 1d6 damage per 2 CR of the component dragon and the DC is equal to the DC of culture monster VI) None; dragons can sense dragon bile (including the type, color and HD of the dragon slain) in a creature’s possession and react accordingly 8 Vampire Dust Gain the vampire template (minus its special attacks and special qualities), your alignment becomes Evil for the purpose of spells and effects that rely on alignment May never be exposed to direct sunlight, 1 oz. of fresh blood must be administered daily[/spoiler] [URL=https://www.drivethrurpg.com/product/137843/Echelon-Reference-Series-Barbarian-3ppPRD?affiliate_id=17596]Echelon Reference Series: Barbarian (3pp+PRD)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Ancient Undead Creature:[/b] ? [b]Rawbone Bugbear, Bloody Skeletal Champion Bugbear Barbarian 4, Hideous Rawbone Bugbear:[/b] Created by a powerful necromancer as a murderer and enforcer, the rawbone bugbear travels far and wide slaying its master’s enemies. [b]Rawbone Bugbear, Skeletal Being Covered in Gore and Clumps of Sinew Muscle and Flesh, Murderer, Enforcer, Relentless Killer:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/206655/Echelon-Reference-Series-Bard-Spells-Compiled-3ppPRD?affiliate_id=17596]Echelon Reference Series: Bard Spells Compiled (3pp+PRD)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Intelligent Undead:[/b] ? [b]Undead Servitor, Undead Crewmember:[/b] ? [b]Ghost:[/b] ? [b]Medium Skeleton:[/b] ? [b]Vampire, Creature That Takes Damage From Natural Sunlight:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/295278/Echelon-Reference-Series-Cavalier-3ppPRD?affiliate_id=17596]Echelon Reference Series: Cavalier (3pp+PRD)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Unnatural Threat:[/b] ? [b]Perversion of the Natural Order That Disgrace All Ancestors:[/b] ? [b]Vile Unnatural Violation of a Natural Cycle:[/b] ? [b]Haunt:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/206679/Echelon-Reference-Series-Cleric-Oracle-Spells-Compiled-3ppPRD?affiliate_id=17596]Echelon Reference Series: Cleric/Oracle Spells Compiled (3pp+PRD)[/URL][spoiler] [b]Undead, Undead Creature:[/b] [i]Shadow of Duty[/i] spell. [i]Curse of Undeath[/i] spell. [i]Life to Undeath[/i] spell. [b]Corporeal Undead Creature:[/b] “Corporeal undead” is a template you can add to any nonundead, corporeal creature. [i]Unravel the Mortal Coil[/i] spell. [i]Defile[/i] spell. [b]Shadow Hydra Head:[/b] [i]Shadow Hydra[/i] spell. [b]Incorporeal Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]Animated Undead:[/b] ? [b]Incorporeal Undead Whose Spirit Still Lingers Partially on the Material Plane:[/b] ? [b]Created Undead Creature:[/b] ? [b]Non-Skeletal Corporeal Undead:[/b] ? [b]Aligned Undead:[/b] ? [b]Nonintelligent Undead, Unintelligent Undead, Mindless Undead:[/b] [i]Life to Undeath[/i] spell. [b]Intelligent Undead:[/b] ? [b]Summoned Undead Creature:[/b] ? [b]Blood-Feeding Undead, Undead Creature That Feeds on Blood:[/b] ? [b]Agitated Incorporeal Undead:[/b] ? [b]Flying Undead:[/b] ? [b]Creature Healed by Negative Energy:[/b] ? [b]Mythic Undead:[/b] ? [b]Undead Spawn:[/b] ? [b]Undead Creature That is Particularly Vulnerable to Bright Light:[/b] ? [b]Less Powerful Undead:[/b] ? [b]Undead Creature With Rejuvenation:[/b] ? [b]Winged Undead Creature:[/b] ? [b]Creature That Has No Blood:[/b] ? [b]Powerful Undead Creature:[/b] ? [b]Free-Willed Undead:[/b] [i]Luskal's Energy Tapping[/i] spell. [b]Animated Dead:[/b] [i]Improved Animate Dead[/i] spell. [b]Allip:[/b] ? [b]Allip, Incorporeal Undead Whose Spirit Still Lingers Partially on the Material Plane:[/b] ? [b]Crypt Thing:[/b] [i]Create Crypt Thing[/i] spell. [b]Devourer:[/b] [i]Create Greater Undead[/i] spell, caster level 20th or higher. [i]Animate Dead IX[/i] spell. [b]Flying Skull:[/b] ? [b]Ghast:[/b] [i]Animate Ghoul[/i] spell, 13th or higher caster. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [i]Create Undead[/i] spell, caster level 12th to 14th. [b]Ghost:[/b] [i]Transcendental Geas[/i] spell. [i]Phantasmal Detainment[/i] spell. [b]Ghost, Controlling Life Force, Possessing Entity, Possessing Spirit:[/b] ? [b]Ghost, Agitated Incorporeal Undead, Spirit:[/b] ? [b]Ghost, Calmed Spirit:[/b] ? [b]Ghost, Incorporeal Undead Whose Spirit Still Lingers Partially on the Material Plane:[/b] ? [b]Ghost, Undead Creature With Rejuvenation:[/b] ? [b]Ghoul, Standard Ghoul:[/b] [i]Animate Dead I[/i] spell. [i]Animate Ghoul[/i] spell. [i]Create Undead[/i] spell, caster level 11th or lower. [b]Large Ghoul:[/b] [i]Animate Ghoul[/i] spell, large humanoid corpse, 11th or higher caster. [b]Haunt:[/b] ? [b]Agitated Haunt, Spirit, Angry Entity:[/b] ? [b]Calmed Haunt:[/b] ? [b]Neutral Haunt:[/b] ? [b]Good Haunt:[/b] ? [b]Lich, Creature Made Up Primarily of Bone:[/b] ? [b]Lich:[/b] ? [b]Mohrg:[/b] [i]Create Undead[/i] spell, caster level 18th or higher. [b]Mummy:[/b] [i]Create Undead[/i] spell, caster level 15th to 17th. [b]Shadow, Normal Shadow:[/b] Anyone killed by an imbued shadow becomes a shadow or shadow mastiff permanently under [the] control [of the creator of the imbued shadow]. [i]Animate Dead III[/i] spell. [i]Umbral Touch[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [i]Create Greater Undead[/i] spell, caster level 15th or lower. [b]Shadow, Creature That Creates Undead Out of its Slain Foes, More Powerful Intelligent Sort of Undead, Creature of the Plane of Shadow, Shadow Creature:[/b] ? [b]Animate Shadow:[/b] [i]Animate Shadow[/i] spell. [b]Imbued Shadow:[/b] [i]Infuse Shadow[/i] spell. [b]Greater Shadow:[/b] [i]Animate Dead VIII[/i] spell. [i]Animate Dead IX[/i] spell. [b]Skeleton, Undead Skeleton:[/b] [i]Animate Dead I[/i] spell. [i]Animate Skeleton: BoLS[/i] spell. [i]Animate Skeleton: Rite[/i] spell. [i]Animate Dead II[/i] spell. [i]Raise Lesser Undead[/i] spell. [i]Animate Dead[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Escape the Bonds of Flesh[/i] spell. [i]Animate Dead V[/i] spell. [i]Animate Living Skeleton[/i] spell. [i]Animate Dead VI[/i] spell. [i]Animate Dead VII[/i] spell. [i]Animate Dead VIII[/i] spell. [i]Call the Dead[/i] spell. [i]Animate Dead IX[/i] spell. [b]Weak Skeleton:[/b] ? [b]Skeletal Servant:[/b] ? [b]Skeleton, Animated Skeleton:[/b] ? [b]Bugbear Skeleton:[/b] [i]Awaken the Dead I: PDG[/i] spell. [b]Skeleton, Nonintelligent Undead, Creature Made Up Primarily of Bone:[/b] ? [b]Small Skeleton:[/b] [i]Lesser Animate Dead[/i] spell. [b]Medium Skeleton:[/b] [i]Lesser Animate Dead[/i] spell. [b]Variant Skeleton:[/b] ? [b]Burning Skeleton:[/b] [i]Call the Dead[/i] spell. [b]Bleeding Skeleton:[/b] [i]Call the Dead[/i] spell. [b]Spectre:[/b] [i]Animate Dead VII[/i] spell. [i]Animate Dead VIII[/i] spell. [i]Create Greater Undead[/i] spell, caster level 18th to 19th. [i]Animate Dead IX[/i] spell. [b]Vampire, Creature That Creates Undead Out of its Slain Foes, Creature That Takes Damage From Natural Sunlight, Creature That Ingests Blood But is Immune to Poison:[/b] ? [b]Vampire:[/b] ? [b]Ancient Vampire:[/b] ? [b]Wight:[/b] [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Wraith:[/b] ? [b]Wraith, Creature That Creates Undead Out of its Slain Foes:[/b] ? [i]Animate Dead V[/i] spell. [i]Animate Dead VI[/i] spell. [i]Animate Dead VII[/i] spell. [i]Create Greater Undead[/i] spell, caster level 16th to 17th. [b]Dread Wraith:[/b] [i]Animate Dead IX[/i] spell. [b]Zombie:[/b] [i]Animate Dead I[/i] spell. [i]Animate Zombie[/i] spell. [i]Animate Dead II[/i] spell. [i]Raise Lesser Undead[/i] spell. [i]Animate Dead[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [i]Animate Dead VI[/i] spell. [i]Animate Dead VII[/i] spell. [i]Animate Dead VIII[/i] spell. [i]Animate Dead IX[/i] spell. [b]Weak Zombie:[/b] ? [b]Small Zombie:[/b] [i]Lesser Animate Dead I[/i] spell. [b]Zombie-Like Creature:[/b] [i]Unhallowed Dagger[/i] spell. [b]Human Zombie:[/b] [i]Awaken the Dead I: PDG[/i] spell. [b]Hyena Zombie:[/b] [i]Awaken the Dead I: PDG[/i] spell. [b]Orc Zombie:[/b] [i]Awaken the Dead I: PDG[/i] spell. [b]Leopard Zombie:[/b] [i]Awaken the Dead I: PDG[/i] spell. [b]Wolf Zombie:[/b] [i]Awaken the Dead I: PDG[/i] spell. [b]Zombie, Nonintelligent Undead Creature:[/b] ? [b]Medium Zombie:[/b] [i]Lesser Animate Dead[/i] spell. [b]Variant Zombie:[/b] ? [b]Dilapidated Zombie:[/b] ? [b]Animated Zombie:[/b] ? [b]Animated Undead Zombie:[/b] [i]Improved Animate Dead[/i] spell. [b]Mythic Agile Animated Undead Zombie:[/b] [i]Improved Animate Dead[/i] spell. [b]Mythic Savage Animated Undead Zombie:[/b] [i]Improved Animate Dead[/i] spell. [b]Uncontrolled Zombie:[/b] [i]Cursed Earth[/i] spell. Animate Dead I School necromancy (animation) Level cleric 1, sorcerer/wizard 1 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell temporarily infuses the remains of a once-living creature with negative energy, animating it in a mockery of its former life. The resulting undead creature acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions within the limits of the creature to obey or understand. The spell animates one of the creatures from the 1st level list on the table. You choose which kind of undead to animate, and you can change that choice each time you cast the spell. To animate a particular type of undead, the correct remains must be available for each creature created. Remains must be mostly intact. A soul is present in any corporeal remains for which the creature has not been resurrected or previously animated as an undead. A soul can also be obtained from trap the soul, magic jar, or similar magic. Unlike most spells, line of effect is not required to animate the remains, as long as their location is known. This allows a body to be animated in its grave. An animated undead cannot summon or otherwise conjure another creature, create spawn, or use any teleportation or planar travel abilities. When you use an animation spell to create an air, chaotic, earth, evil, fire, good, lawful, or water subtype creature, it is a spell of that type. Within the area of a desecrate spell, the duration of animate dead I is doubled. 1st Level Remains Required Align ghoul humanoid corpse CE 1d4 skeletons (1 HD) appropriate corpse or skeleton NE skeleton (2-3 HD) appropriate corpse or skeleton NE 1d3 zombies (2 HD) appropriate corpse NE zombie (4 HD) appropriate corpse NE Animate Skeleton: BoLS School necromancy [evil] Level cleric 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, M (you must prepare a salve worth at least 10 gp per HD of the skeleton and rub it on each corpse you intend to animate) Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none Spell Resistance no This spell turns the bones of dead creatures into undead skeletons that follow your spoken commands. For each caster level you possess, you can animate one skeleton that has a CR of 1 or less. The skeletons can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton can’t be animated again. The skeletons you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of skeletons equal to your caster level at one time. If you exceed this number, all the newly created creatures fall under your control, and any excess skeletons from previous castings become uncontrolled. You choose which creatures are released. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Animate Skeleton: Rite School necromancy Level cleric 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, M (a small black onyx worth 50 gp, placed in the skeleton’s or corpse’s eye socket or mouth; it is destroyed in the casting) Range touch Target one corpse or skeleton Duration instantaneous Saving Throw none Spell Resistance no This spell turns the body or bones of a person or creature into a skeleton. This spell will only animate dead creatures of Medium size or smaller. The skeleton can follow the caster and obey the caster’s commands or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The skeleton remains animated until it is destroyed. A destroyed skeleton cannot be reanimated again. Regardless of the number of times this spell is cast, only a single skeleton from this spell may be controlled at any one time by a single caster. If another skeleton is animated using this spell while another is already under your control, the original becomes uncontrolled. This undead does not count against your HD limit of controlled undead. An undead skeleton can be created only from a mostly intact skeleton or corpse. If a skeleton is made from a corpse, the flesh falls off the bones. Animate Zombie School necromancy [evil] Level cleric 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, M (you must bathe each corpse in a bath of special salts. The salts must be worth at least 10 gp per HD of the zombie) Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none Spell Resistance no This spell functions like the animate skeleton: bols spell, but animates the corpses as zombies rather than skeletons. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. Awaken the Dead I: PDG School necromancy Level cleric 1, rook 1, sorcerer/wizard 1 Components V, S, F/DF (a corpse candle) Casting Time 1 round Range Close (25 ft. + 5 ft./2 levels) Effect One created undead creature Duration 1 round/level (D) Saving Throw None Spell Resistance No This spell awakens an undead creature and calls it forth from its twilight hell (typically from the ground or from out of the shadows). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. Animate Dead II School necromancy (animation) Level cleric 2, sorcerer/wizard 3 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I, except that you can animate one creature from the 2nd-level list or 1d3 of the same option from the 1st-level list. 2nd Level Remains Required Align skeleton (4-5 HD) appropriate corpse or skeleton NE zombie (6 HD) appropriate corpse NE 1st Level Remains Required Align ghoul humanoid corpse CE 1d4 skeletons (1 HD) appropriate corpse or skeleton NE skeleton (2-3 HD) appropriate corpse or skeleton NE 1d3 zombies (2 HD) appropriate corpse NE zombie (4 HD) appropriate corpse NE Animate Ghoul School necromancy (animation) [evil] Level antipaladin 2, cleric 2, sorcerer/wizard 3 Casting Time 1 standard action Components V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp) Range touch Target one corpse Duration instantaneous Saving Throw none Spell Resistance no You raise one humanoid corpse as a ghoul under your control. As long as the corpse is a Medium humanoid, it rises as a standard ghoul, regardless of any class levels, HD, or abilities it had in life. This spell can also be used on a Small humanoid to create a Small ghoul. If you are 11th level or higher, it can be used on the corpse of a Large humanoid to create a Large ghoul. If you are at least 13th level, this spell can be used to create a ghast instead, but the material component changes to an onyx gemstone worth at least 200 gp. Undead created by this spell are loyal to the caster, but are subject to the usual Hit Dice limit for the number of undead that can be controlled (as per animate dead). Lesser Animate Dead School necromancy [evil] Level cleric 2, sorcerer/wizard 3 Casting Time 1 standard action Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) Range touch Target one corpse Duration instantaneous Saving Throw none Spell Resistance no This spell functions as animate dead, except you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies with this spell. Raise Lesser Undead School necromancy [evil] Level cleric 2, sorcerer/wizard 2 Casting Time 1 standard action Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) Range touch Target one corpse touched Duration instantaneous Saving Throw none Spell Resistance no This spell functions as animate dead except that it can create a single skeleton or zombie with a maximum number of HD equal to your 1/2 your caster level, to a maximum 5 HD at 10th level. You cannot have more than one undead creature under your control through this spell. If you cast this spell a second time, the first creature immediately crumbles to dust. This creature counts against your maximum limit of undead creatures you can control. Animate Dead School necromancy [evil] Level cleric 3, sorcerer/wizard 4 Casting Time 1 standard action Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none Spell Resistance no This spell turns corpses into undead skeletons or zombies that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again. Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit. Skeletons A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. Animate Dead III School necromancy (animation) Level cleric 3, sorcerer/wizard 4 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I except that you can animate one creature from the 3rd-level list or 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 of the same option from the 1st level list. 3rd Level Remains Required Align ghast humanoid corpse CE shadow humanoid soul CE skeleton (6-7 HD) appropriate corpse or skeleton NE wight humanoid corpse LE zombie (8-10 HD) appropriate corpse NE 2nd Level Remains Required Align skeleton (4-5 HD) appropriate corpse or skeleton NE zombie (6 HD) appropriate corpse NE 1st Level Remains Required Align ghoul humanoid corpse CE 1d4 skeletons (1 HD) appropriate corpse or skeleton NE skeleton (2-3 HD) appropriate corpse or skeleton NE 1d3 zombies (2 HD) appropriate corpse NE zombie (4 HD) appropriate corpse NE Umbral Touch School necromancy [evil] Level cleric 3, sorcerer/wizard 3 Casting Time 1 standard action Components S Range touch Target one creature Duration 1 minute/level Saving Throw Fortitude halves Spell Resistance yes This spell gives you a Strength-draining touch. If you make a successful touch attack, the subject suffers 1d6 +1 per 2 caster levels (maximum +6) of temporary Strength ability damage. A successful Fortitude save halves the ability damage. If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. Animate Dead IV School necromancy (animation) Level cleric 4, sorcerer/wizard 5 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I, except that you can animate one creature from the 4th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option a lower level list. 4th Level Remains Required Align skeleton (8-9 HD) appropriate corpse or skeleton NE zombie (12-14 HD) appropriate corpse NE 3rd Level Remains Required Align ghast humanoid corpse CE shadow humanoid soul CE skeleton (6-7 HD) appropriate corpse or skeleton NE wight humanoid corpse LE zombie (8-10 HD) appropriate corpse NE 2nd Level Remains Required Align skeleton (4-5 HD) appropriate corpse or skeleton NE zombie (6 HD) appropriate corpse NE Escape the Bonds of Flesh School necromancy [death] Level cleric 4, sorcerer/wizard 5 Casting Time 1 standard action Components V, S, M (piece of bone) Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration instantaneous Saving Throw Fortitude half Spell Resistance yes The victim’s skeleton writhes and twists within his body, tearing muscles and rupturing flesh. The victim suffers 2d8 points of damage, +1 point per caster level (maximum +20). If the damage dealt by this spell brings the target to –10 hit points or below, his skeleton tears from its body and becomes an animated skeleton. (See “skeleton” in the Pathfinder BestiaryTM.) This skeleton is under the caster’s control in all respects as if it had been created by the animate dead spell. Should the skeleton possess too many Hit Dice for the caster to control, it remains independent and immediately attacks the nearest creature. Improved Animate Dead School necromancy (animation) [evil] Level cleric 4, sorcerer/wizard 5 Casting Time 1 standard action Components V, S, M (one onyx gem per body part worth at least 25 gp per hit dice of the undead) Range touch Target one or more body parts Duration instantaneous Saving Throw none Spell Resistance no This spell turns the separated body parts of dead creatures into animated undead. The spell is similar in all respects to animate dead, except that it does not require complete bodies. The resulting undead operate as Small zombies with the following modifications: [LIST] [*]Any class-based HD become racial HD (d8). [*]They retain class-based Reflex saves but use the Fortitude and Will saves of a zombie of equal HD. [*]They retain the defensive abilities of their base creature, including Dexterity bonus and natural bonuses to armor. [*]They gain DR 5/slashing, any size bonuses and penalties to AC, and the natural armor bonus of a zombie by size. [*]They fly at 30 ft. (poor). Fast movement affects their speed. [*]They retain all the natural weapons, manufactured weapon attacks, and weapon proficiencies [/LIST] of the base creature(s). They gain a slam attack as a zombie one size larger. [LIST] [*]If this spell is cast on a spellcaster’s arm, the arm retains the last spell cast by the original creature in life at its original caster level, which it may cast once per day without need for material or verbal components. [*]They retain any of the base creature’s special attacks feasibly usable by the body part animated. [*]They retain the original Dexterity and add +2 to Strength. [*]They have no Constitution or Intelligence score, and their Wisdom and Charisma become 10. [*]Their base attack bonus is as per their original class. [*]They have no skill ranks. [*]They gain Toughness as a bonus feat and retain all feats from their former life that are still useable in their current form, including Improved Initiative. [*]They retain the special qualities of their base creature(s) that remain useable in their current form, unaffected by the zombie staggered special quality. [/LIST] Mythic Add your tier to the caster level when determining how many Hit Dice of zombies you can animate with a single casting of this spell. This does not increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell’s material component. Augmented (6th) If you expend two uses of mythic power, the zombies you animate gain either the agile or savage mythic template for a number of days equal to your tier. At 8th tier, you can expend 10 uses of mythic power and apply either the agile or savage mythic template permanently to the zombies you create with this spell. Animate Dead V School necromancy (animation) Level cleric 5, sorcerer/wizard 6 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I except that you can animate one creature from the 5th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option from a lower level list. 5th Level Remains Required Align skeleton (10-11 HD) appropriate corpse or skeleton NE wraith humanoid soul LE zombie (15-16 HD) appropriate corpse 4th Level Remains Required Align skeleton (8-9 HD) appropriate corpse or skeleton NE zombie (12-14 HD) appropriate corpse NE 3rd Level Remains Required Align ghast humanoid corpse CE shadow humanoid soul CE skeleton (6-7 HD) appropriate corpse or skeleton NE wight humanoid corpse LE zombie (8-10 HD) appropriate corpse NE Animate Living Skeleton School necromancy (animation) [evil] Level cleric 5, sorcerer/wizard 5 Casting Time 1 standard action Components V, S, M (an onyx gem worth at least 25 gp per HD of the target) Range close (25 f. + 5 ft./2 levels) Target one living creature Duration 1 round/level (D) Saving Throw Fortitude partial (see text) Spell Resistance yes The target’s bones take on a life of their own and move within the target’s flesh. The target must make a Fortitude save each round this spell is in effect as the target’s skeleton animates from within. Each failure means the target takes 1d6 hp of negative energy damage and 1 point of Constitution damage, and it becomes staggered and sickened for 1 round. If the target makes its save, it takes no hp or Constitution damage but is still sickened for 1 round. If the target creature dies during the duration of this spell, its remaining flesh immediately falls away and its type changes to undead as it becomes an animated skeleton (wearing and wielding all of the target’s equipment). Starting on your next turn and lasting until the spell ends, the skeleton is under your direct control. When the spell duration expires, the controlled skeleton collapses into a heap of bones. Protection from evil negates this spell’s effects for as long as the two durations overlap. Dispel evil automatically ends the spell. This spell has no effect on creatures without internal skeletons. Mythic This spell deals 2d6 hp negative energy damage and 2 points of Constitution damage upon each failed saving throw, as well as the target becoming staggered. A successful saving throw results in 1d6 hp negative energy damage, no Constitution damage, and the target is sickened for 1 round. If the target dies during the duration of a mythic animate living skeleton it becomes an animated skeleton under control of the caster as per the animate dead spell. Animate Shadow School necromancy Level cleric 5, magus 5, sorcerer/wizard 5 Casting Time 1 round Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature not in darkness Duration 1 round/level Saving Throw Will partial Spell Resistance yes You infuse the subject’s shadow with negative energy, calling it to undeath if the subject fails a Will save. The shadow rises in a space adjacent to the subject and acts immediately, on your turn. If you share a language with the subject, the shadow will obey your command. Otherwise, it attacks your opponents to the best of its ability. If the subject is evil, the shadow will attack the subject exclusively before attacking you upon the subject’s death. Unlike a normal shadow, this shadow’s alignment matches that of the subject, and the shadow cannot create spawn. The shadow’s attack bonus is equal to ½ your caster level, its size is equal to the subject’s size and its hit points are based on its size. The shadow has the ability scores of a shadow, not the subject, and they remain unchanged by its size. Infuse Shadow School necromancy [evil] Level cleric 5 Casting Time 1 standard action Components S Range medium (100 ft. + 10 ft./level) Target one being’s shadow Duration see text (D) Saving Throw none Spell Resistance yes Through the use of this spell, you imbue energy from the Plane of Shadow into the natural shadow cast by any living being. This normal shadow then becomes a shadow (as described in the Pathfinder Roleplaying Game Bestiary) if the targeted shadow is cast by a bipedal being, or becomes a shadow mastiff (also in the Pathfinder Roleplaying Game Bestiary) if the creature is anything other than bipedal. While the shadow is under your control, its only possible action is to attack the being to whom it is attached (the being from whose shadow it was formed). The shadow created by this spell possesses all the statistics of a creature of its type, but its hit points are increased by 1 hp/caster level (maximum increase 20 hp). The energy that imbues the subject’s shadow fades in any of these three cases: 1) you dismiss the spell; 2) the shadow is slain; or 3) its target is slain. Anyone killed by an imbued shadow becomes a shadow or shadow mastiff permanently under your control. This transformation is complete in 1d4+1 rounds. You may control up to 2 HD of shadow creatures per caster level at any one time, and if you also control animated dead (per the animate dead spell), then the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum. Animate Dead VI School necromancy (animation) Level cleric 6, sorcerer/wizard 7 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I except that you can animate one creature from the 6th-level list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 of the same option from a lower level list. 6th Level Remains Required Align skeleton (12-14 HD) appropriate corpse or skeleton NE zombie (18-20 HD) appropriate corpse NE 5th Level Remains Required Align skeleton (10-11 HD) appropriate corpse or skeleton NE wraith humanoid soul LE zombie (15-16 HD) appropriate corpse 4th Level Remains Required Align skeleton (8-9 HD) appropriate corpse or skeleton NE zombie (12-14 HD) appropriate corpse NE Create Undead School necromancy [evil] Level cleric 6, sorcerer/wizard 6 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none Spell Resistance no A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below. Create Undead Caster Level Undead Created 11th or lower Ghoul 12th–14th Ghast 15th–17th Mummy 18th or higher Mohrg You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. Transcendental Geas School enchantment (compulsion) [curse, language-dependent, mind-affecting] Level bard 5, cleric 6, inquisitor 5, sorcerer/wizard 6, witch 6 Casting Time 1 round Components V Range close (25 ft. + 5 ft./2 levels) Target one living creature with 7 HD or less Duration 1 day/level or until discharged (D) Saving Throw Will negates Spell Resistance yes This spell functions exactly like lesser geas, except that its effects persist beyond death. That is, a creature under the effects of this spell must continue to attempt their transcendental geas as a ghost, on the next plane of existence or wherever they may find themselves after life. In addition, this spell grants the target the ability to infiltrate the caster’s dreams posthumously for a single night as the dream spell, if such contact would enable the target to fulfil their transcendental geas. Animate Dead VII School necromancy (animation) Level cleric 7, sorcerer/wizard 8 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I except that you can animate one creature from the 7th-level list or 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 of the same option from a lower level list. 7th Level Remains Required Align spectre humanoid soul LE skeleton (15-17 HD) appropriate corpse or skeleton NE 6th Level Remains Required Align skeleton (12-14 HD) appropriate corpse or skeleton NE zombie (18-20 HD) appropriate corpse NE 5th Level Remains Required Align skeleton (10-11 HD) appropriate corpse or skeleton NE wraith humanoid soul LE zombie (15-16 HD) appropriate corpse Phantasmal Detainment School necromancy [curse, evil] Level cleric 7, sorcerer/wizard 7, witch 7 Casting Time 1 hour Components V, S, M, DF (a black diamond worth 100 gp per HD of the target) Range touch Target corpse touched Duration instantaneous Saving Throw Will negates Spell Resistance yes You prevent the subject’s soul from moving on to the next life. They become a ghost (apply the ghost template), bound to your plane of existence until satisfying some condition set forth by you. If you do not specify a particular condition, the ghost may move on as soon as it is given a burial. The subject’s ghost can materialize enough to affect corporeal creatures only after dark, although it can travel and perceive events that occur during the day. The subject must have died no more than one day ago per caster level, or the spell fails. A subject that has received funeral rites or some form of proper burial is immune to this spell. Shadow of Duty School necromancy [curse, lawful] Level cleric 7, sorcerer/wizard 7 Casting Time 10 minutes Components V, S, M (an officer’s weapon worth at least 1,000 gp) Range touch Target corpse touched Duration see text Saving Throw Will negates Spell Resistance yes The subject is born into undeath so that it may perform a single task. You designate this task as you cast the spell, and the subject remains animate until its duty is fulfilled. If the specified task does not have a finite conclusion, such as, “Protect the keep from invaders” the subject receives a +4 bonus to its saving throw. A creature born into undeath by shadow of duty is reduced to a single HD and its type changes to undead. It is unintelligent, although it can perform a single complex task as if it were an intelligent creature if that task is its duty. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse or wish spell. Unravel the Mortal Coil School abjuration Level cleric 7, druid 8 Casting Time 1 standard action Components V, S, DF Range touch Target living creature touched Duration permanent; see text Saving Throw none; see text Spell Resistance yes You can attempt to slay any one living creature and animate it. When you cast this spell, your hand seethes with eerie bright emerald fire. You must succeed on a melee touch attack against the target. The target takes 12d6 points of damage + 1 point per caster level; if the target is slain it gains the corporeal undead simple template (see below) and is under your control as per animate dead. If the target’s Fortitude saving throw succeeds, it instead takes 5d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw and still become the caster’s undead servant. If you create a second undead servant with this spell, the other servant becomes either free willed upon a successful Will saving throw (same DC as the spell) or becomes a normal corpse. Animate Dead VIII School necromancy (animation) Level cleric 8, sorcerer/wizard 9 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I except that you can animate one creature from the 8th-level list or 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 of the same option from a lower level list. 8th Level Remains Required Align mohrg humanoid corpse CE greater shadow humanoid soul CE skeleton (18-20 HD) appropriate corpse or skeleton NE 7th Level Remains Required Align spectre humanoid soul LE skeleton (15-17 HD) appropriate corpse or skeleton NE 6th Level Remains Required Align skeleton (12-14 HD) appropriate corpse or skeleton NE zombie (18-20 HD) appropriate corpse NE Call the Dead School necromancy (necrophagy) [evil] Level cleric 8, sorcerer/wizard 9 Casting Time 4 hrs. Components V, S, M (skull of a powerful undead creature, onyx gemstone worth 5,000 gp) Range medium (100 ft. + 10 ft./level) Targets all corpses in a 100-ft. spread Duration 1 hr./level (D) Saving Throw none Spell Resistance no Calling on the grim powers of death, you cause all corpses in the area to rise up as skeletons under your control. This spell affects corpses buried underground as well, up to a depth of 10 ft., although such undead take 1d4 min. to claw their way up to the surface. These skeletons can be made into burning or bleeding skeletons at the time of casting by reducing the duration to 10 min. per level. These undead do not count against your HD limit for the amount of undead you can control. These undead must be commanded as a single group and cannot be split up to perform multiple tasks. If you are slain, these undead immediately crumble to dust. Create Crypt Thing: BoLS School necromancy [evil] Level cleric 7, sorcerer/wizard 7 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 300 gp) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none Spell Resistance no This spell allows you to animate a single Medium or Large corpse of a creature 18 HD or less into a crypt thing (see The Tome of Horrors Complete). This spell must be cast in the area the creature is to guard or it fails. The corpse must be mostly intact and must be humanoid-shaped and have a skeletal system or structure. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. The black gem is placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed. Create Greater Undead School necromancy [evil] Level cleric 8, sorcerer/wizard 8 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none Spell Resistance no This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead created is based on caster level, as shown below. Create Greater Undead Caster Level Undead Created 15th or lower Shadow 16th–17th Wraith 18th–19th Spectre 20th or higher Devourer Curse of Undeath School necromancy [evil] Level cleric 8, sorcerer/wizard 8 Casting Time 1 round Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration permanent Saving Throw Will negates Spell Resistance yes This spell places a curse upon the subject, causing that creature to rise again as an undead creature after death. The subject is unharmed so long as it lives. Should the subject die while under the effect of this spell, attempts at reviving the creature through spells such as raise dead and resurrection fail. In 1d4 rounds, the creature instead rises as an undead, as detailed below. The type of undead creature is determined by the GM, but it should include an undead template appropriate for the creature. Created undead are not under the control of the spell’s caster. Undead created by this spell are created instantaneously, and thus continue to exist even if the spell that created them is dispelled or dismissed. A remove curse spell can remove this effect, but it must be cast before the creature rises into unlife. Life to Undeath School necromancy [death, evil] Level cleric 8, witch 8 Casting Time 1 standard action Components V, S, M (a pig’s hoof and silver dust worth 100 gp per HD of the target) Range touch Target living creature touched Duration instantaneous Saving Throw Fortitude negates Spell Resistance yes With a touch, you fell the subject before breathing undeath into their remains. Your touch attack deals 1d6 negative energy damage per caster level (maximum 15d6). If this damage kills the subject, they may attempt a second Fortitude save to resist being risen as an undead creature in 1d4 rounds. You may choose to raise the creature into an unintelligent undea[d], in which case the creature receives a Will save to retain its intelligence. A creature risen by life to undeath loses half its total HD and its type changes to undead. A creature risen as a mindless undead has no Intelligence score and loses any class levels it had, in addition to its memories and mental faculties. Luskal’s Energy Tapping School necromancy [evil] Level cleric 8, sorcerer/wizard 8, witch 8 Casting Time 1 swift action Components V, S Range touch Target living creature touched Duration instantaneous Saving Throw Fortitude negates Spell Resistance yes This horrible spell uses the lifeforce of another being to augment the caster’s abilities. It is cast along with any other spell, at the height of which the caster touches her target. She grants 1 negative level for every three caster levels to the target, and add the drained levels to her caster level for the purpose of the spell she is currently casting. In addition, she may add the effects of any metamagic feat that she knows to the spell, without having to have assigned them before, or altering the spells effective level. Any extra levels are lost the instant the spell is finished. The target gaining the negative levels receives a Fortitude save every 24 hours to remove them. Anyone slain by this spell rises as a free-willed undead after 24 hours, unless the body has been blessed. Shadow Hydra School illusion (shadow) Level cleric 8, witch 8 Casting Time 1 round Components V, S Range close (25 ft. + 5 ft./2 levels) Effect five shadow hydra heads Duration 1 round/level Saving Throw none Spell Resistance no You use material from the plane of shadow to form five shadow hydra heads. You can form each of the heads independently in any space within range that shares a single contiguous stretch of dim light or darkness with the others. The contiguous stretch of dim light or darkness serves as the shadow hydra’s body. The heads act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the heads, you can direct them not to attack, to attack particular enemies, or to perform other actions. Animate Dead IX School necromancy (animation) Level cleric 9 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I except that you can animate one creature from the 9th-level list or 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 of the same option from a lower level list. 9th Level Remains Required Align devourer humanoid corpse NE dread wraith humanoid or giant soul LE 8th Level Remains Required Align mohrg humanoid corpse CE greater shadow humanoid soul CE skeleton (18-20 HD) appropriate corpse or skeleton NE 7th Level Remains Required Align spectre humanoid soul LE skeleton (15-17 HD) appropriate corpse or skeleton NE Cursed Earth School necromancy [curse, evil; see text] Level cleric 9, sorcerer/wizard 9, witch 9 Casting Time 10 minutes Components V, S, M (powdered onyx 10,000 gp), DF Range touch Area 1-mile radius emanating from the touched point Duration permanent Saving Throw none (see text) Spell Resistance no You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects. Famine All normal plants in the area reduce their growth and food production by half, as if affected by the stunt growth effect of diminish plants. Living Death Any creatures of Small size or larger killed in the area rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies. Plague Every day at sundown, all creatures in the area must make a Fortitude save or catch one of the following diseases (your choice, decided at the time of casting): blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects. This is a disease effect. Defile School necromancy [evil] Level cleric 9, druid 9 Casting Time 1 standard action Components V, S, M, DF (20,000 gp onyx) Range 60 ft. Area 60-ft. burst, centered on you Duration permanent and instantaneous Saving Throw none and Fortitude half Spell Resistance yes This spell releases a burst of foul, life-destroying energy from the negative energy plane. All land in the area of effect blackens and is forever ruined. The spell reduces all plants to cinders. Against plant creatures, the spell deals 1d6 points of damage per caster level (maximum of 20d6). Defile is equally effective against other opponents. Against living creatures (except vermin, which are immune), the spell deals 1d8 points of damage per caster level (maximum of 10d8). Those killed by this blast rise up uncontrolled with the corporeal undead creature template 1d4 rounds later. All water on the despoiled land turns poisonous as if tainted with lich dust. Finally, necromancy spells cast in the area affected by defile are cast at +1 caster level and the DCs to save against their effects are increased by 1. A wish or miracle spell is needed to repair land ruined by this spell. Undead caught in the defile spell’s burst heal all damage and gain maximum hit points based on their Hit Dice. For example, a Medium zombie who has 2d12+3 Hit Dice and 16 hp increases its hit point total to 27 because of this spell. Unhallowed Dagger School necromancy (evil) Level cleric 9, sorcerer/wizard 9 Casting Time 1 action Components V, S, M (a dagger that has drawn a paladin’s blood) Range medium (100 ft. + 10 ft./level) Target one creature Duration instantaneous Saving Throw Will partial Spell Resistance yes The caster creates a dagger of dark, shimmering energy that instantly speeds toward its target. You must succeed on a ranged touch attack. If successful, the target takes 1d4 points of damage per caster level (maximum 20d4). Those slain by this spell must succeed on a Will save or immediately be transformed into a zombie-like creature. It effectively gains the zombie template, except that it has a number of HD equal to its racial and class levels. It can take no action unless you order it to act.[/spoiler] [URL=https://www.drivethrurpg.com/product/139209/Echelon-Reference-Series-Clerics-3ppPRD?affiliate_id=17596]Echelon Reference Series: Clerics (3pp)[/URL][spoiler] Pathfinder 1e [b]Walking Dead:[/b] ? [b]Keening Spirit of the Damned:[/b] ? [b]Undead:[/b] [i]Defile[/i] spell. [i]Shadow of Duty[/i] spell. [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [i]Escape the Bonds of Flesh[/i] spell. [i]Lesser Animate Dead[/i] spell. Undead Lord archetype cleric's Corpse Companion power. [b]Zombie:[/b] [i]Animate Dead[/i] spell. [i]Lesser Animate Dead[/i] spell. [i]Cursed Earth[/i] spell. Undead Lord archetype cleric's Corpse Companion power. [b]Bloody Skeleton:[/b] Undead Lord archetype cleric's Corpse Companion power. [b]Burning Skeleton:[/b] Undead Lord archetype cleric's Corpse Companion power. [b]Variant Skeleton:[/b] Undead Lord archetype cleric's Corpse Companion power. [b]Ghast:[/b] [i]Create Undead[/i] spell. [b]Ghoul:[/b] [i]Create Undead[/i] spell. [b]Mohrg:[/b] [i]Create Undead[/i] spell. [b]Mummy:[/b] [i]Create Undead[/i] spell. [b]Shadow:[/b] [i]Create Greater Undead[/i] spell. [i]Animate Shadow[/i] spell. [b]Wraith:[/b] [i]Create Greater Undead[/i] spell. [b]Spectre:[/b] [i]Create Greater Undead[/i] spell. [b]Devourer:[/b] [i]Create Greater Undead[/i] spell. [b]Human Skeleton:[/b] ? [b]Human Skeletal Champion:[/b] ? [b]Vampire:[/b] ? [b]Skeletal Servant:[/b] [i]Animate Skeleton[/i] spell. Corpse Companion Su 1 Pathfinder Roleplaying Game: Ultimate Magic With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it.[/spoiler] [URL=https://www.drivethrurpg.com/product/139208/Echelon-Reference-Series-Clerics-PRD-Only?affiliate_id=17596]Echelon Reference Series: Clerics (PRD Only)[/URL][spoiler] [b]Walking Dead:[/b] ? [b]Keening Spirit of the Damned:[/b] ? [b]Undead:[/b] ? [b]Skeleton:[/b] Undead Lord archetype cleric's Corpse Companion power. [i]Animate Dead[/i] spell. [i]Lesser Animate Dead[/i] spell. [b]Zombie:[/b] Undead Lord archetype cleric's Corpse Companion power. [i]Animate Dead[/i] spell. [i]Lesser Animate Dead[/i] spell. [i]Cursed Earth[/i] spell. [b]Bloody Skeleton:[/b] Undead Lord archetype cleric's Corpse Companion power. [b]Burning Skeleton:[/b] Undead Lord archetype cleric's Corpse Companion power. [b]Variant Skeleton:[/b] Undead Lord archetype cleric's Corpse Companion power. [b]Ghast:[/b] [i]Create Undead[/i] spell. [b]Ghoul:[/b] [i]Create Undead[/i] spell. [b]Mohrg:[/b] [i]Create Undead[/i] spell. [b]Mummy:[/b] [i]Create Undead[/i] spell. [b]Shadow:[/b] [i]Create Greater Undead[/i] spell. [b]Wraith:[/b] [i]Create Greater Undead[/i] spell. [b]Spectre:[/b] [i]Create Greater Undead[/i] spell. [b]Devourer:[/b] [i]Create Greater Undead[/i] spell. [b]Human Skeleton:[/b] ? [b]Human Skeletal Champion:[/b] ? Corpse Companion Su 1 Pathfinder Roleplaying Game: Ultimate Magic With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it.[/spoiler] [URL='https://www.drivethrurpg.com/product/221410/Echelon-Reference-Series-Druid-3ppPRD?affiliate_id=17596']Echelon Reference Series: Druid (3pp+PRD)[/URL][spoiler] [B]Undead, Undead Creature:[/B] ? [B]Mindless Undead Creature:[/B] ? [B]Servant:[/B] ? [B]Intelligent Undead:[/B] ? [B]Corporeal Undead:[/B] ? [B]Shadow:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/206697/Echelon-Reference-Series-Druid-Spells-Compiled-3ppPRD?affiliate_id=17596']Echelon Reference Series: Druid Spells Compiled (3pp+PRD)[/URL][spoiler] [B]Shadow Serpent:[/B] [I]Shadow Serpent[/I] spell. [B]Corporeal Undead Creature:[/B] [I]Unravel the Mortal Coil[/I] spell. [I]Defile[/I] spell. [B]Undead, Undead Creature:[/B] ? [B]Corporeal Undead, Corporeal Undead Creature:[/B] ? [B]Non-Skeletal Corporeal Undead:[/B] ? [B]Undead Vulnerable to Light:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Undead With an Aversion to Daylight:[/B] ? [B]Undead Creature Specifically Harmed by Bright Light:[/B] ? [B]Corporeal Undead Creature, Undead Servant:[/B] ? [B]Winged Undead Creature:[/B] ? [B]Non-Living Creature:[/B] ? [B]Ghost:[/B] ? [B]Spirit:[/B] ? [B]Ghoul, Corpse That Has Been Raised as Undead:[/B] ? [B]Mummy:[/B] ? [B]Skeleton:[/B] ? [B]Skeleton, Corpse That Has Been Raised as Undead:[/B] ? [B]Spirit:[/B] ? [B]Vampire, Particularly Ancient Creature:[/B] ? [B]Zombie:[/B] ? [B]Zombie, Corpse That Has Been Raised as Undead:[/B] ? [B]Medium Zombie:[/B] ? Shadow Serpent School illusion (shadow) Level druid 7, witch 7 Casting Time 1 round Components V, S Range close (25 ft. + 5 ft./2 levels) Effect one serpent comprised of shadow Duration 1 round/level Saving Throw none Spell Resistance no You use material from the plane of shadow to form a shadow serpent. The serpent acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the serpent, you can direct it not to attack, to attack particular enemies, or to perform other actions. Unravel the Mortal Coil School abjuration Level cleric 7, druid 8 Casting Time 1 standard action Components V, S, DF Range touch Target living creature touched Duration permanent; see text Saving Throw none; see text Spell Resistance yes You can attempt to slay any one living creature and animate it. When you cast this spell, your hand seethes with eerie bright emerald fire. You must succeed on a melee touch attack against the target. The target takes 12d6 points of damage + 1 point per caster level; if the target is slain it gains the corporeal undead simple template (see below) and is under your control as per animate dead. If the target’s Fortitude saving throw succeeds, it instead takes 5d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw and still become the caster’s undead servant. If you create a second undead servant with this spell, the other servant becomes either free willed upon a successful Will saving throw (same DC as the spell) or becomes a normal corpse. Defile School necromancy [evil] Level cleric 9, druid 9 Casting Time 1 standard action Components V, S, M, DF (20,000 gp onyx) Range 60 ft. Area 60-ft. burst, centered on you Duration permanent and instantaneous Saving Throw none and Fortitude half Spell Resistance yes This spell releases a burst of foul, life-destroying energy from the negative energy plane. All land in the area of effect blackens and is forever ruined. The spell reduces all plants to cinders. Against plant creatures, the spell deals 1d6 points of damage per caster level (maximum of 20d6). Defile is equally effective against other opponents. Against living creatures (except vermin, which are immune), the spell deals 1d8 points of damage per caster level (maximum of 10d8). Those killed by this blast rise up uncontrolled with the corporeal undead creature template 1d4 rounds later. All water on the despoiled land turns poisonous as if tainted with lich dust. Finally, necromancy spells cast in the area affected by defile are cast at +1 caster level and the DCs to save against their effects are increased by 1. A wish or miracle spell is needed to repair land ruined by this spell. Undead caught in the defile spell’s burst heal all damage and gain maximum hit points based on their Hit Dice. For example, a Medium zombie who has 2d12+3 Hit Dice and 16 hp increases its hit point total to 27 because of this spell.[/spoiler] [URL=https://www.drivethrurpg.com/product/162884/Echelon-Reference-Series-Fighters-3ppPRD?affiliate_id=17596]Echelon Reference Series: Fighters (3pp+PRD)[/URL][spoiler] [b]Vampire Warrior, Vishkanya Jiang-Shi Vampire Figter 7:[/b] When this vishkanya was alive, she pursued the path of the samurai, but wasn’t allowed to join their honorable ranks. Her restless spirit remained trapped in her flesh after death, and eventually she animated her own rotting body and sought out those who had wronged her. [b]Gnoll Drudge, Gnoll Juju Zombie Rogue 4/Fighter 5, Unliving Monster, Accomplished Killer of Arcane Spellcasters:[/b] ? [b]Human Graveknight Fighter 10:[/b] ? [b]Bugbear Tyrant, Bugbear Graveknight Fighter 10:[/b] Over a century ago, a ruthless bugbear tyrant rallied the forces of darkness—goblinoids, orcs, giants, and worse—and led them in a devastating swathe of destruction through the lands of men. The horde came so quickly the humans were caught unprepared and suffered horrendous casualties. It took the arrival of combined elven and dwarven forces to bolster the battered men and halt the advancing humanoids. A trio of elven magi succeeded in battling their way to the tyrant and engaged him in an epic battle of spell and steel. One of the magi died on the bugbear’s blade, but the tyrant was caught in a conflagration of flame from the remaining two. The dramatic, spectacular death of the tyrant resulted in the dissolution of the monstrous army and their retreat back into their cavernous homes. The accumulated emotional turmoil and hatred brought about by the war did not dissipate into nothingness; rather, it pooled into the only surviving fragment of the source of the negative energy—the tyrant’s armor. In the dark of night, flames erupted from the rent and battered steel and a new evil rose up to plague the world more powerful than before. [b]Undead:[/b] ? [b]Skeletal Champion:[/b] ? [b]Vampire:[/b] ? [b]Vampire, Undead Progenitor:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/295276/Echelon-Reference-Series-Gunslinger-3ppPRD?affiliate_id=17596]Echelon Reference Series: Gunslinger (3pp+PRD)[/URL][spoiler] [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/293958/Echelon-Reference-Series-Inquisitor-3ppPRD?affiliate_id=17596]Echelon Reference Series: Inquisitor (3pp+PRD)[/URL][spoiler] [b]Undead, Undead Creature:[/b] At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. [b]Undead Animal Companion:[/b] Corpse Companion feat. [b]Undead Servitor:[/b] Ultimate Cruelty feat. [b]Devourer:[/b] [i]Create Greater Undead[/i] spell. [b]Ghast:[/b] [i]Create Undead[/i] spell. [b]Ghost:[/b] ? [b]Vengeful Ghost:[/b] ? [b]Mournful Spirit:[/b] ? [b]Ghost, Restless Spirit:[/b] ? [b]Ghoul:[/b] [i]Create Undead[/i] spell. [b]Mohrg:[/b] [i]Create Undead[/i] spell. [b]Mummy:[/b] [i]Create Undead[/i] spell. [b]Revenant, Restless Spirit:[/b] ? [b]Shadow:[/b] At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. [i]Create Greater Undead[/i] spell. [b]Undead Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Spectre:[/b] At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. [i]Create Greater Undead[/i] spell. [b]Restless Spirit:[/b] ? [b]Vampiric Monster:[/b] ? [b]Vampire:[/b] At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. [b]Wraith:[/b] [i]Create Greater Undead[/i] spell. [b]Undead Zombie:[/b] [i]Animate Dead[/i] spell. Corpse Companion Prerequisites Animal companion class feature, ghoul You have an undead animal companion. Benefit Your animal companion’s type changes to undead, but its Hit Dice, base attack bonus, saving throws, skills, and tricks are retained from the base creature. The creature loses its Constitution score and its Charisma score becomes 12. If your companion is destroyed, your new companion is undead as well, using these same modifications. Ultimate Cruelty Prerequisites Cha 19, Greater Cruelty, touch of corruption class feature, cruelty class feature By using your touch of corruption, you can bring back the dead as an undead servitor. Benefit You can expand 10 uses of touch of corruption to bring a single dead creature back to life as a create undead spell with the caster level equal to your antipaladin level. You must provide the material component for create undead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the during to expire.[/spoiler] [URL=https://www.drivethrurpg.com/product/200323/Echelon-Reference-Series-Inquisitor-Spells-Compiled-3ppPRD?affiliate_id=17596]Echelon Reference Series: Inquisitor Spells Compiled (3pp+PRD)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Aligned Undead:[/b] ? [b]Nonintelligent Undead Creature:[/b] ? [b]Intelligent Undead Creature:[/b] ? [b]Undead Spawn:[/b] ? [b]Creature Healed By Negative Energy:[/b] ? [b]Ghost:[/b] ? [b]Ghost, Controlling Life Force:[/b] ? [b]Ghost, Spirit, Possessing Creature:[/b] ? [b]Shadow, Creature That Creates Undead Out of its Slain Foes:[/b] ? [b]Skeleton, Nonintelligent Undead Creature:[/b] ? [b]Vampire, Creature That Creates Undead Out of its Slain Foes:[/b] ? [b]Wraith, Creature That Creates Undead Out of its Slain Foes:[/b] ? [b]Zombie, Nonintelligent Undead Creature:[/b] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/292522/Echelon-Reference-Series-Magus-3ppPRD?affiliate_id=17596']Echelon Reference Series: Magus (3pp+PRD)[/URL][spoiler] [B]Vampire Lord, Half-Elf Vampire Magus 14:[/B] ? [B]Undead, Undead Creature:[/B] ? [B]Small Undead:[/B] ? [B]Medium Undead:[/B] ? [B]Tiny Undead:[/B] ? [B]Large Undead:[/B] ? [B]Diminutive Undead:[/B] ? [B]Huge Undead:[/B] ? [B]Vampire:[/B] ? [B]Zombie, Sinister Creature:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/192284/Echelon-Reference-Series-Magus-Spells-Compiled-3ppPRD?affiliate_id=17596]Echelon Reference Series: Magus Spells Compiled (3pp+PRD)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Small Undead:[/b] ? [b]Medium Undead:[/b] ? [b]Tiny Undead:[/b] ? [b]Large Undead:[/b] ? [b]Diminutive Undead:[/b] ? [b]Huge Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Creature That Does Not Have Blood:[/b] ? [b]Ghoul:[/b] ? [b]Animate Shadow:[/b] [i]Animate Shadow[/i] spell. [b]Normal Shadow:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Dilapidated Zombie:[/b] ? Animate Shadow School necromancy Level cleric 5, magus 5, sorcerer/wizard 5 Casting Time 1 round Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature not in darkness Duration 1 round/level Saving Throw Will partial Spell Resistance yes You infuse the subject’s shadow with negative energy, calling it to undeath if the subject fails a Will save. The shadow rises in a space adjacent to the subject and acts immediately, on your turn. If you share a language with the subject, the shadow will obey your command. Otherwise, it attacks your opponents to the best of its ability. If the subject is evil, the shadow will attack the subject exclusively before attacking you upon the subject’s death. Unlike a normal shadow, this shadow’s alignment matches that of the subject, and the shadow cannot create spawn. The shadow’s attack bonus is equal to ½ your caster level, its size is equal to the subject’s size and its hit points are based on its size. The shadow has the ability scores of a shadow, not the subject, and they remain unchanged by its size. Animate Shadow Size Hit Points Fine 17 Diminutive 17 Tiny 17 Small 17 Medium 19 Large 23 Huge 27 Gargantuan 31 Colossal 35 If a subject’s shadow is destroyed, they suffer 2d6 points of Strength damage. A subject that makes their Will save suffers 3d6 points of negative energy damage as the negative energy courses through their body instead of their shadow.[/spoiler] [URL=https://www.drivethrurpg.com/product/187834/Echelon-Reference-Series-Monks-3ppPRD?affiliate_id=17596]Echelon Reference Series: Monks (3pp+PRD)[/URL][spoiler] [b]Human Zombie Lord Monk 3:[/b] ? [b]Human Zombie Lord Monk 3, Rotting Corpse:[/b] ? [b]Human Jiang-Shi Monk 5:[/b] ? [b]Human Jiang-Shi Monk 5, Risen Corpse:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Enlightened Vampire, Human Vampire Monk 11:[/b] ? [b]Spawn:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/294870/Echelon-Reference-Series-Oracle-3ppPRD?affiliate_id=17596]Echelon Reference Series: Oracle (3pp+PRD)[/URL][spoiler] [b]Ancient Gravedigger, Ghoul Oracle 10:[/b] ? [b]Undead, Undead Creature, Unliving:[/b] His kinship with death goes deeper than appearance as well, with the [gnoll] prophet able to compel the unliving to follow his commands or even create undead from the corpses of the fallen. [i]Shadow of Duty[/i] spell. [i]Curse of Undeath[/i] spell. [i]Life to Undeath[/i] spell. [i]Defile[/i] spell. [b]Corporeal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Mindless Minion:[/b] ? [b]Allip:[/b] ? [b]Devourer:[/b] [i]Create Greater Undead[/i] spell. [b]Flying Skull:[/b] ? [b]Ghast:[/b] The grimwood is a powerful and dangerous dogwood imbued with unholy oracular power. It believes itself the ultimate expression of superior life. It demonstrates its power over nature by creating ghasts and ghouls. [i]Create Undead[/i] spell. [b]Ghost:[/b] [i]Phantasmal Detainment[/i] spell. [b]Ghoul:[/b] The grimwood is a powerful and dangerous dogwood imbued with unholy oracular power. It believes itself the ultimate expression of superior life. It demonstrates its power over nature by creating ghasts and ghouls. [i]Animate Ghoul[/i] spell. [i]Create Undead[/i] spell. [b]Haunt:[/b] ? [b]Mohrg:[/b] [i]Create Undead[/i] spell. [b]Mummy:[/b] [i]Create Undead[/i] spell. [b]Shadow Creature:[/b] ? [b]Shadow:[/b] [i]Umbral Touch[/i] spell. [i]Create Greater Undead[/i] spell. [b]Animate Shadow:[/b] [i]Animate Shadow[/i] spell. [b]Shadow Monster:[/b] [i]Infuse Shadow[/i] spell. [b]Shadow Hydra:[/b] [i]Shadow Hydra[/i] spell. [b]Skeleton, Undead Skeleton:[/b] [i]Lesser Animate Dead[/i] spell. [i]Raise Lesser Undead[/i] spell. [i]Animate Dead[/i] spell. [i]Escape the Bonds of Flesh[/i] spell. [b]Bloody Skeleton:[/b] ? [b]Advanced Skeleton:[/b] ? [b]Weak Skeleton:[/b] [i]Animate Skeleton: BoLS[/i] spell. [b]Skeletal Servant:[/b] [i]Animate Skeleton: Rite[/i] spell. [b]Animated Skeleton:[/b] ? [b]Spectre:[/b] [i]Create Greater Undead[/i] spell. [b]Vampire:[/b] ? [b]Wraith:[/b] [i]Create Greater Undead[/i] spell. [b]Zombie, Undead Zombie:[/b] [i]Lesser Animate Dead[/i] spell. [i]Raise Lesser Undead[/i] spell. [i]Animate Dead[/i] spell. [i]Cursed Earth[/i] spell. [b]Fast Zombie:[/b] ? [b]Advanced Zombie:[/b] ? [b]Weak Zombie:[/b] [i]Animate Zombie[/i] spell. [b]Animated Zombie:[/b] ? [b]Zombie-Like Creature:[/b] [i]Unhallowed Dagger[/i] spell.[/spoiler] [URL=https://www.drivethrurpg.com/product/241047/Echelon-Reference-Series-Paladin-3ppPRD?affiliate_id=17596]Echelon Reference Series: Paladin (3pp+PRD)[/URL][spoiler] [b]Ghoul Commander, Ghoul Antipaladin 7:[/b] ? [b]Undead, Undead Creature:[/b] Knight of the Sepulcher Antipaladin Archetype Undying Champion power. [b]Creature Harmed By Positive Energy:[/b] ? [b]Abomination in the Eyes of the Just and the Righteous:[/b] ? [b]Unholy Terror:[/b] ? [b]Evil Undead:[/b] ? [b]Undead Foe:[/b] ? [b]Neutral Undead:[/b] ? [b]Good Undead:[/b] ? [b]Ghoul:[/b] ? [b]More Common Ghoul:[/b] ? [b]Zombie:[/b] Servant of Umr at-Tawil Paladin Archetype Eternal Servant power. Undying Champion At 20th level, a knight of the sepulcher joins the ranks of the undead. His DR increases to 10/bludgeoning and good. His type changes to undead, and he acquires all undead traits. Although immune to disease, he can still carry and spread diseases with the antipaladin’s plague bringer ability. The undying champion no longer has a Constitution score. He uses his Charisma score for calculating hit points, Fortitude saves, and any special abilities that rely on Constitution. This ability replaces unholy champion. Eternal Servant Replaces Divine grace Once a servant of Umr at-Tawil sets down her course of service, she makes a solemn unwritten but eternally binding vow to serve Umr at-Tawil. Starting at 2nd level, the servant of Umr at-Tawil ceases to age naturally, becomes immune to magical effects that artificially age her, and no longer dies of old age. She neither suffers penalties nor accrues bonuses due to her age, and can still die of other natural causes, such as disease and starvation. Additionally, even death does not end the service of a servant of Umr at-Tawil. Whenever a servant of Umr at-Tawil would die, if she does not currently have any negative levels, she is automatically returned to life 1 minute later, as though with raise dead. The negative level gained by the raise dead effect cannot be removed by any means, but goes away on its own after one week. If the servant of Umr-at-Tawil dies while currently suffering from one or more negative levels (from any source) she rises as a zombie after 1d4 rounds. This ability replaces the divine grace class feature.[/spoiler] [URL='https://www.drivethrurpg.com/product/197306/Echelon-Reference-Series-Paladin-Spells-Compiled-3ppPRD?affiliate_id=17596']Echelon Reference Series: Paladin Spells Compiled (3pp+PRD)[/URL][spoiler] [B]Undead, Undead Creature:[/B] ? [B]Creature That Creates Undead Out of its Slain Foes:[/B] ? [B]Creature Harmed By Positive Energy:[/B] ? [B]Ghost, Controlling Life Force:[/B] ? [B]Shadow, Creature That Creates Undead Out of its Slain Foes:[/B] ? [B]Vampire, Creature That Creates Undead Out of its Slain Foes:[/B] ? [B]Wraith, Creature That Creates Undead Out of its Slain Foes:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/188728/echelon-reference-series-rangers-3pp-prd?affiliate_id=17596]Echelon Reference Series: Rangers (3pp+PRD)[/URL][spoiler] [b]Ghoul Huntsmaster, Ghoul Ranger 6:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Undead Animal Companion:[/b] Corpse Companion feat. [b]Weak Undead:[/b] ? [b]Ghoul:[/b] ? [b]Haunt:[/b] ? [b]Vampire:[/b] ? Corpse Companion Prerequisites Animal Companion class feature, ghoul You have an undead animal companion. Your animal companion’s type changes to undead, but its Hit Dice, base attack bonus, saving throws, skills, and tricks are retained from the base creature. The creature loses its Constitution score and its Charisma score becomes 12. If your companion is destroyed, your new companion is undead as well, using these same modifications.[/spoiler] [URL=https://www.drivethrurpg.com/product/194429/Echelon-Reference-Series-Ranger-Spells-Compiled-3ppPRD?affiliate_id=17596]Echelon Reference Series: Ranger Spells Compiled (3pp+PRD)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/158248/Echelon-Reference-Series-Rogues-3ppPRD?affiliate_id=17596']Echelon Reference Series: Rogues (3pp+PRD)[/URL][spoiler] [B]Human Juju Zombie Rogue 2:[/B] ? [B]Human Juju Zombie Rogue 2, Wretched Human Figure:[/B] ? [B]Human Vampire Spawn Rogue 2:[/B] ? [B]Ghoul Creeper, Ghoul Rogue 3:[/B] ? [B]Ghoul Stalker, Ghoul Rogue 6:[/B] ? [B]Human Nosferatu Rogue 9:[/B] ? [B]Human Nosferatu Rogue 9, Feral-Looking Gaunt Man:[/B] ? [B]Undead:[/B] ? [B]Ghost:[/B] ? [B]Shadow Companion:[/B] ? [B]Vampire:[/B] ? [B]Vampire, Shapeshifting Undead:[/B] ? [B]Vampire Lord:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/206691/Echelon-Reference-Series-Sorcerer-Wizard-Spells-Compiled-3ppPRD?affiliate_id=17596]Echelon Reference Series: Sorcerer/Wizard Spells Compiled (3pp+PRD)[/URL][spoiler] [b]Undead, Undead Creature:[/b] [i]Obliterate Soul[/i] spell. [i]Shadow of Duty[/i] spell. [i]Curse of Undeath[/i] spell. [b]Corporeal Undead, Corporeal Undead Creature:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Small Undead:[/b] ? [b]Medium Undead:[/b] ? [b]Tiny Undead:[/b] ? [b]Large Undead:[/b] ? [b]Diminutive Undead:[/b] ? [b]Huge Undead:[/b] ? [b]Undead Warrior:[/b] [i]Minions of Death[/i] spell. [b]Undead Servant:[/b] [i]Minions of Death[/i] spell. [b]Animated Undead:[/b] [i]Improved Animate Dead[/i] spell. [b]Controlled Undead:[/b] ? [b]Created Undead Creature:[/b] ? [b]Mindless Undead, Mindless Undead Creature:[/b] ? [b]Non-Skeletal Corporeal Undead:[/b] ? [b]Creature That Does Not Have Blood, Creature Without Blood:[/b] ? [b]Blood-Feeding Undead:[/b] ? [b]Free-Willed Undead Creature:[/b] [i]Cannibalize[/i] spell. [i]Luskal's Energy Tapping[/i] spell. [b]Undead Caster:[/b] ? [b]Nonintelleignt Undead, Nonintelligent Undead Creature, Mindless Being:[/b] ? [b]More Powerful Undead:[/b] ? [b]Undead Creature That is Subject to Turning:[/b] ? [b]Incorporeal Undead, Loose Soul, Creature Whose Soul is Their Body:[/b] ? [b]Sentient Undead, Sentient Undead Creature:[/b] ? [b]Sentient Undead, Soul:[/b] ? [b]Animated Corporeal Undead:[/b] ? [b]Sigil-Bearing Undead:[/b] ? [b]Undead Creature With an Aversion to Daylight:[/b] ? [b]Undead With Blood Drain Ability:[/b] ? [b]Undead Crewmember, Undead Servitor:[/b] ? [b]Creature That Does Not Naturally Sleep, Creature That Does Not Sleep:[/b] ? [b]Undead Minion:[/b] ? [b]Negative-Energy Creature:[/b] ? [b]Controlled Undead:[/b] ? [b]Spawn:[/b] ? [b]Undead Creature Specifically Harmed By Bright Light:[/b] ? [b]Powerful Undead Creature:[/b] ? [b]Creature That Does Not Breathe:[/b] ? [b]Allip:[/b] ? [b]Crypt Thing:[/b] [i]Create Crypt Thing: BoLS[/i] spell. [b]Devourer:[/b] [i]Create Greater Undead[/i] spell, caster level 20th or higher. [b]Flying Skull:[/b] ? [b]Ghast:[/b] [i]Animate Ghoul[/i] spell, 13th level or higher caster. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Ghast, More Powerful Undead, More Powerful Sort of Undead:[/b] ? [b]Ghost:[/b] [i]Phantasmal Detainment[/i] spell. [b]Ghost, Controlling Life Force, Creature Ethereal Incorporeal:[/b] ? [b]Screaming Elven Ghost:[/b] ? [b]Ghoul, Standard Ghoul:[/b] [i]Animate Dead I[/i] spell. [i]Animate Dead II[/i] spell. [i]Animate Ghoul[/i] spell. [i]Animate Dead III[/i] spell. [i]Create Undead[/i] spell, caster level 11th or lower. [i]Transform Zombie[/i] spell. [b]Small Ghoul:[/b] [i]Animate Ghoul[/i] spell. [b]Large Ghoul:[/b] [i]Animate Ghoul[/i] spell 11th level or higer caster. [b]Ghoul, More Powerful Sort of Undead:[/b] ? [b]Controlled Ghoul:[/b] ? [b]Haunt:[/b] ? [b]Lich:[/b] ? [b]Demilich:[/b] ? [b]Mohrg:[/b] [i]Create Undead[/i] spell, caster level 18th or higher. [b]Mummy:[/b] [i]Create Undead[/i] spell, caster level 15th to 17th. [b]Shadow, Undead Shadow, Normal Shadow:[/b] [i]Umbral Touch[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Umbral Weapon[/i] spell. [i]Animate Dead V[/i] spell. [i]Create Greater Undead[/i] spell, caster level 15th or lower. [b]Shadow Creature:[/b] ? [b]Shadow Projection:[/b] [i]Shadow Projection[/i] spell. [b]Animate Shadow:[/b] [i]Animate Shadow[/i] spell. [b]Summoned Shadow:[/b] ? [b]Living Shadow:[/b] [i]Shadowflesh[/i] spell. [b]Living Shadow, Shadow Creature:[/b] ? [b]Greater Shadow:[/b] [i]Animate Dead VIII[/i] spell. [b]Shadow, More Powerful Intelligent Sort of Undead:[/b] ? [b]Skeleton, Undead Skeleton, Lowly Skeleton, Animated Skeleton:[/b] [i]Animate Dead I[/i] spell. [i]Animate Skeleton BoLS[/i] spell. [i]Animate Skeleton Rite[/i] spell. [i]Raise Lesser Undead[/i] spell. [i]Animate Dead II[/i] spell. [i]Animate Dead[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Living Skeleton[/i] spell. [i]Escape the Bonds of Flesh[/i] spell. [i]Animate Dead V[/i] spell. [i]Animate Dead VI[/i] spell. [i]Animate Dead VII[/i] spell. [i]Animate Dead VIII[/i] spell. [i]Call the Dead[/i] spell. [i]Raise Undead Host[/i] spell. [b]Weak Skeleton:[/b] ? [b]Skeletal Servant:[/b] ? [b]Animated Skeleton:[/b] ? [b]Bugbear Skeleton:[/b] [i]Awaken the Dead I PDG[/i] spell. [b]Intelligent Skeleton:[/b] [i]Cannibalize[/i] spell. [b]Intelligent Skeleton, Free-Willed Undead:[/b] ? [b]Small Skeleton:[/b] [i]Lesser Animate Dead[/i] spell. [b]Huge Skeleton:[/b] ? [b]Large Skeleton:[/b] ? [b]Colossal Skeleton:[/b] ? [b]Gargantuan Skeleton:[/b] ? [b]Medium Skeleton:[/b] [i]Lesser Animate Dead[/i] spell. [i]Dance of the Dead[/i] spell. [b]Variant Skeleton:[/b] ? [b]Medium Skeleton, Animated Skeleton:[/b] ? [b]Standard Human Skeleton:[/b] ? [b]Animate Skeleton, Controlled Skeleton:[/b] ? [b]Burning Skeleton:[/b] [i]Call the Dead[/i] spell. [b]Bleeding Skeleton:[/b] [i]Call the Dead[/i] spell. [b]Spectre:[/b] [i]Animate Dead VII[/i] spell. [i]Create Greater Undead[/i] spell, caster level 18th to 19th. [i]Animate Dead VIII[/i] spell. [b]Spectre of a Drowned Sailor, Intelligent Undead Creature:[/b] ? [b]Vampire:[/b] ? [b]Vampire, More Powerful Undead, Creature That Takes Damage From Natural Sunlight, Creature That Ingests Your Blood But is Immune to Poison:[/b] ? [b]Vampire Lord:[/b] ? [b]Wight:[/b] [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Wraith:[/b] [i]Animate Dead V[/i] spell. [i]Animate Dead VI[/i] spell. [i]Animate Dead VII[/i] spell. [i]Create Greater Undead[/i] spell, caster level 16th to 17th. [b]Zombie, Undead Zombie, Lowly Zombie:[/b] [i]Animate Dead I[/i] spell. [i]Animate Zombie[/i] spell. [i]Raise Lesser Undead[/i] spell. [i]Animate Dead II[/i] spell. [i]Animate Dead[/i] spell. [i]Animate Dead III[/i] spell. [i]Zombify Self[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [i]Bolt of Animation[/i] spell. [i]Animate Dead VI[/i] spell. [i]Animate Dead VII[/i] spell. [i]Greater Bolt of Animation[/i] spell. [i]Minions of Death[/i] spell. [i]Animate Dead VIII[/i] spell. [i]Cursed Earth[/i] spell. [i]Heart Rip[/i] spell. [i]Raise Undead Host[/i] spell. [b]Weak Zombie:[/b] ? [b]Animated Zombie:[/b] ? [b]Small Zombie:[/b] [i]Lesser Animate Dead[/i] spell. [b]Zombie-Like Creature:[/b] [i]Unhallowed Dagger[/i] spell. [b]Human Zombie:[/b] [i]Awaken the Dead I PDG[/i] spell. [b]Hyena Zombie:[/b] [i]Awaken the Dead I PDG[/i] spell. [b]Orc Zombie:[/b] [i]Awaken the Dead I PDG[/i] spell. [b]Leopard Zombie:[/b] [i]Awaken the Dead I PDG[/i] spell. [b]Wolf Zombie:[/b] [i]Awaken the Dead I PDG[/i] spell. [b]Intelligent Zombie:[/b] [i]Cannibalize[/i] spell. [b]Intelligent Zombie, Free-Willed Undead Creature:[/b] ? [b]Dilapidated Zombie:[/b] ? [b]Medium Zombie:[/b] [i]Lesser Animate Dead[/i] spell. [i]Dance of the Dead[/i] spell. [b]Variant Zombie:[/b] ? [b]Standard Human Zombie:[/b] ? [b]Hideous Undead Zombie:[/b] ? [b]Mythic Agile Zombie:[/b] [i]Improved Animate Dead[/i] spell. [b]Mythic Savage Zombie:[/b] [i]Improved Animate Dead[/i] spell. [b]Controlled Zombie:[/b] ? [b]Uncontrolled Zombie:[/b] ? Animate Dead I School necromancy (animation) Level cleric 1, sorcerer/wizard 1 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell temporarily infuses the remains of a once-livingcreature with negative energy, animating it in a mockery of its former life. The resulting undead creature acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions within the limits of the creature to obey or understand. The spell animates one of the creatures from the 1st-level list. You choose which kind of undead to animate, and you can change that choice each time you cast the spell. To animate a particular type of undead, the correct remains must be available for each creature created. Remains must be mostly intact. A soul is present in any corporeal remains for which the creature has not been resurrected or previously animated as an undead. A soul can also be obtained from trap the soul, magic jar, or similar magic. Unlike most spells, line of effect is not required to animate the remains, as long as their location is known. This allows a body to be animated in its grave. An animated undead cannot summon or otherwise conjure another creature, create spawn, or use any teleportation or planar travel abilities. When you use an animation spell to create an air, chaotic, earth, evil, fire, good, lawful, or water subtype creature, it is a spell of that type. Within the area of a desecrate spell, the duration of animate dead I is doubled. 1st Level Remains Required Alignment ghoul humanoid corpse CE 1d4 skeletons (1 HD) appropriate corpse or skeleton NE skeleton (2-3 HD) appropriate corpse or skeleton NE 1d3 zombies (2 HD) appropriate corpse NE zombie (4 HD) appropriate corpse NE Animate Skeleton: BoLS School necromancy [evil] Level cleric 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, M (you must prepare a salve worth at least 10 gp per HD of the skeleton and rub it on each corpse you intend to animate) Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none Spell Resistance no This spell turns the bones of dead creatures into undead skeletons that follow your spoken commands. For each caster level you possess, you can animate one skeleton that has a CR of 1 or less. The skeletons can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton can’t be animated again. The skeletons you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of skeletons equal to your caster level at one time. If you exceed this number, all the newly created creatures fall under your control, and any excess skeletons from previous castings become uncontrolled. You choose which creatures are released. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Animate Skeleton: Rite School necromancy Level cleric 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, M (a small black onyx worth 50 gp, placed in the skeleton’s or corpse’s eye socket or mouth; it is destroyed in the casting) Range touch Target one corpse or skeleton Duration instantaneous Saving Throw none Spell Resistance no This spell turns the body or bones of a person or creature into a skeleton. This spell will only animate dead creatures of Medium size or smaller. The skeleton can follow the caster and obey the caster’s commands or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The skeleton remains animated until it is destroyed. A destroyed skeleton cannot be reanimated again. Regardless of the number of times this spell is cast, only a single skeleton from this spell may be controlled at any one time by a single caster. If another skeleton is animated using this spell while another is already under your control, the original becomes uncontrolled. This undead does not count against your HD limit of controlled undead. An undead skeleton can be created only from a mostly intact skeleton or corpse. If a skeleton is made from a corpse, the flesh falls off the bones. Awaken the Dead I: PDG School necromancy Level cleric 1, rook 1, sorcerer/wizard 1 Components V, S, F/DF (a corpse candle) Casting Time 1 round Range Close (25 ft. + 5 ft./2 levels) Effect One created undead creature Duration 1 round/level (D) Saving Throw None Spell Resistance No This spell awakens an undead creature and calls it forth from its twilight hell (typically from the ground or from out of the shadows). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell calls forth one of the creatures from the 1st-level list. You choose the kind of undead to awaken, and you can change that choice each time you cast the spell. A created creature cannot call, summon, or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be created within an environment that cannot support them. 1st Level [LIST] [*]Human zombie [*]Bugbear skeleton [*]Hyena zombie [*]Orc zombie [*]Leopard zombie [*]Wolf zombie [/LIST] Cannibalize School necromancy Level sorcerer/wizard 2 Casting Time 1 standard action Components V, S, M Area 20-ft. radius + 5 ft./2 levels Duration instantaneous Saving Throw see below Spell Resistance no Up to 4 HD of undead creatures within this spell’s area of effect are destroyed, and you steal hp from them to heal your injuries. For each HD of undead creatures destroyed by the spell, you gain 2 hp. You cannot gain hp beyond your maximum, and you cannot regain hp lost due to Constitution damage. Undead you have commanded with the Command Undead feat receive no save to avoid this spell’s effects. If undead you do not command make a successful Fortitude save, they still suffer 2d6 hp damage. Undead killed by this damage heal you as if they had failed their save. Gaining hp via this spell is dangerous because it involves infusing negative energy into your living body. If this spell grants you hp equal to two-thirds of your maximum, you must make a Fortitude save (DC 19). Failure results in immediate transformation into a free-willed undead creature—typically an intelligent skeleton or zombie. Undead casters can use this spell without risk. Raise Lesser Undead School necromancy [evil] Level cleric 2, sorcerer/wizard 2 Casting Time 1 standard action Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) Range touch Target one corpse touched Duration instantaneous Saving Throw none Spell Resistance no This spell functions as animate dead except that it can create a single skeleton or zombie with a maximum number of HD equal to your 1/2 your caster level, to a maximum 5 HD at 10th level. You cannot have more than one undead creature under your control through this spell. If you cast this spell a second time, the first creature immediately crumbles to dust. This creature counts against your maximum limit of undead creatures you can control. Animate Dead II School necromancy (animation) Level cleric 2, sorcerer/wizard 3 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I, except that you can animate one creature from the 2nd-level list or 1d3 of the same option from the 1st-level list. 2nd Level Remains Required Alignment skeleton (4-5 HD) appropriate corpse or skeleton NE zombie (6 HD) appropriate corpse NE 1st Level Remains Required Alignment ghoul humanoid corpse CE 1d4 skeletons (1 HD) appropriate corpse or skeleton NE skeleton (2-3 HD) appropriate corpse or skeleton NE 1d3 zombies (2 HD) appropriate corpse NE zombie (4 HD) appropriate corpse NE Animate Ghoul School necromancy (animation) [evil] Level antipaladin 2, cleric 2, sorcerer/wizard 3 Casting Time 1 standard action Components V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp) Range touch Target one corpse Duration instantaneous Saving Throw none Spell Resistance no You raise one humanoid corpse as a ghoul under your control. As long as the corpse is a Medium humanoid, it rises as a standard ghoul, regardless of any class levels, HD, or abilities it had in life. This spell can also be used on a Small humanoid to create a Small ghoul. Ifyou are 11th level or higher, it can be used on the corpse of a Large humanoid to create a Large ghoul. If you are at least 13th level, this spell can be used to create a ghast instead, but the material component changes to an onyx gemstone worth at least 200 gp. Undead created by this spell are loyal to the caster, but are subject to the usual Hit Dice limit for the number of undead that can be controlled (as per animate dead). Lesser Animate Dead School necromancy [evil] Level cleric 2, sorcerer/wizard 3 Casting Time 1 standard action Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) Range touch Target one corpse Duration instantaneous Saving Throw none Spell Resistance no This spell functions as animate dead, except you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies with this spell. Umbral Touch School necromancy [evil] Level cleric 3, sorcerer/wizard 3 Casting Time 1 standard action Components S Range touch Target one creature Duration 1 minute/level Saving Throw Fortitude halves Spell Resistance yes This spell gives you a Strength-draining touch. If you make a successful touch attack, the subject suffers 1d6 +1 per 2 caster levels (maximum +6) of temporary Strength ability damage. A successful Fortitude save halves the ability damage. If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. Animate Dead School necromancy [evil] Level cleric 3, sorcerer/wizard 4 Casting Time 1 standard action Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none Spell Resistance no This spell turns corpses into undead skeletons or zombies that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again. Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit. Skeletons A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. Animate Dead III School necromancy (animation) Level cleric 3, sorcerer/wizard 4 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I except that you can animate one creature from the 3rd-level list or 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 of the same option from the 1st level list. 3rd Level Remains Required Align ghast humanoid corpse CE shadow humanoid soul CE skeleton (6-7 HD) appropriate corpse or skeleton NE wight humanoid corpse LE zombie (8-10 HD) appropriate corpse NE 2nd Level Remains Required Alignment skeleton (4-5 HD) appropriate corpse or skeleton NE zombie (6 HD) appropriate corpse NE 1st Level Remains Required Alignment ghoul humanoid corpse CE 1d4 skeletons (1 HD) appropriate corpse or skeleton NE skeleton (2-3 HD) appropriate corpse or skeleton NE 1d3 zombies (2 HD) appropriate corpse NE zombie (4 HD) appropriate corpse NE Dance of the Dead School necromancy Level sorcerer/wizard 4, white necromancer 3, witch 4 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Targets one Medium skeleton or zombie per caster level; Duration 1 round/level Saving Throw no Spell Resistance no You imbue normal humanoid remains with mobility and a bit of your life essence. On casting the spell, you lose 2d4 hp that return when the spell ends. Each animated skeleton or corpse immediately attacks any target you designate or performs simple tasks as directed. These animated creatures must be created from existing skeletons or corpses. You may animate one Medium skeleton or zombie per caster level. These skeletons or zombies immediately revert to their previous, inanimate state when the spell ends or they move out of the spell’s radius. If used to attack enemies, treat as standard human skeletons or zombies (alignment neutral). You can change the designated target or targets as a move action, as if directing an active spell. If used to perform basic tasks, treat the skeletons or zombies as having capabilities similar to an unseen servant. Shadow Projection School necromancy [evil] Level sorcerer/wizard 4 Casting Time 1 minute Components S Range personal Target you Duration 1 hour/level (D) With this spell, you infuse your life force and psyche into your shadow, giving it independent life and movement as if it were an undead shadow. Your physical body lies comatose while you are projecting your shadow, and your body has no shadow or reflection while the spell is in effect. While projecting your shadow, you gain a shadow’s darkvision, defensive abilities, fly speed, racial stealth modifier, and strength damage attack. You do not gain the creature’s create spawn ability, nor its skill ranks or Hit Dice. Your shadow has Hit Dice and hit points equal to your own. Your shadow projection has the undead type and may be turned or affected as undead. If your shadow projection is slain, you return to your physical body and are immediately reduced to –1 hit points. Your condition becomes dying, and you must begin making Constitution checks to stabilize. Zombify Self School necromancy Level sorcerer/wizard 4 Casting Time 1 standard action Components V, S, M (one handful of zombie flesh) Range personal Target you Duration 1 minute/level Saving Throw none Spell Resistance no This spells converts your body into that of a zombie. You become immune to poison, sleep, paralysis, stunning and disease. You are no longer subject to nonlethal damage, ability damage, energy drain or death from massive damage. Your Dexterity decreases by 4 for the duration of this spell, and you suffer a –4 penalty to Charisma whenever you must make a Bluff or Diplomacy check. Also, because of the concentration of negative energy within you, you are vulnerable to energy channeling. Cure spells damage you and inflict spells heal you. Lastly, when the spell ends, you must succeed on a DC 15 Fortitude save or be stunned for one round and take 5d4 points of damage as the negative energy ravages your body as it is forced out. If this damage kills you, you rise the next night as a zombie unless your body is blessed. Animate Dead IV School necromancy (animation) Level cleric 4, sorcerer/wizard 5 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I except that you can animate one creature from the 4th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option from a lower level list. 4th Level Remains Required Align skeleton (8-9 HD) appropriate corpse or skeleton NE zombie (12-14 HD) appropriate corpse NE 3rd Level Remains Required Align ghast humanoid corpse CE shadow humanoid soul CE skeleton (6-7 HD) appropriate corpse or skeleton NE wight humanoid corpse LE zombie (8-10 HD) appropriate corpse NE 2nd Level Remains Required Alignment skeleton (4-5 HD) appropriate corpse or skeleton NE zombie (6 HD) appropriate corpse NE Animate Living Skeleton School necromancy (animation) [evil] Level cleric 5, sorcerer/wizard 5 Casting Time 1 standard action Components V, S, M (an onyx gem worth at least 25 gp per HD of the target) Range close (25 f. + 5 ft./2 levels) Target one living creature Duration 1 round/level (D) Saving Throw Fortitude partial (see text) Spell Resistance yes The target’s bones take on a life of their own and move within the target’s flesh. The target must make a Fortitude save each round this spell is in effect as the target’s skeleton animates from within. Each failure means the target takes 1d6 hp of negative energy damage and 1 point of Constitution damage, and it becomes staggered and sickened for 1 round. If the target makes its save, it takes no hp or Constitution damage but is still sickened for 1 round. If the target creature dies during the duration of this spell, its remaining flesh immediately falls away and its type changes to undead as it becomes an animated skeleton (wearing and wielding all of the target’s equipment). Starting on your next turn and lasting until the spell ends, the skeleton is under your direct control. When the spell duration expires, the controlled skeleton collapses into a heap of bones. Protection from evil negates this spell’s effects for as long as the two durations overlap. Dispel evil automatically ends the spell. This spell has no effect on creatures without internal skeletons. Mythic This spell deals 2d6 hp negative energy damage and 2 points of Constitution damage upon each failed saving throw, as well as the target becoming staggered. A successful saving throw results in 1d6 hp negative energy damage, no Constitution damage, and the target is sickened for 1 round. If the target dies during the duration of a mythic animate living skeleton it becomes an animated skeleton under control of the caster as per the animate dead spell. Animate Shadow School necromancy Level cleric 5, magus 5, sorcerer/wizard 5 Casting Time 1 round Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature not in darkness Duration 1 round/level Saving Throw Will partial Spell Resistance yes You infuse the subject’s shadow with negative energy, calling it to undeath if the subject fails a Will save. The shadow rises in a space adjacent to the subject and acts immediately, on your turn. If you share a language with the subject, the shadow will obey your command. Otherwise, it attacks your opponents to the best of its ability. If the subject is evil, the shadow will attack the subject exclusively before attacking you upon the subject’s death. Unlike a normal shadow, this shadow’s alignment matches that of the subject, and the shadow cannot create spawn. The shadow’s attack bonus is equal to ½ your caster level, its size is equal to the subject’s size and its hit points are based on its size. The shadow has the ability scores of a shadow, not the subject, and they remain unchanged by its size. Size Hit Points Fine 17 Diminutive 17 Tiny 17 Small 17 Medium 19 Large 23 Huge 27 Gargantuan 31 Colossal 35 If a subject’s shadow is destroyed, they suffer 2d6 points of Strength damage. A subject that makes their Will save suffers 3d6 points of negative energy damage as the negative energy courses through their body instead of their shadow. Devouring Darkness School evocation Level cleric 5, sorcerer/wizard 5 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area 20-ft. radius Duration instantaneous (see text) Saving Throw Reflex half (see text) Spell Resistance yes You create a blast of negative energy that damages living creatures and leaves behind an area of darkness. Living creatures within the area of effect suffer take 1d6 points of negative energy damage per caster level of damage (10d6 max; Reflex save for half) and leaves behind an area of darkness equal to that left by a deeper darkness spell for 1 round/caster level. As a negative energy-based spell, undead within the area of effect are healed instead of damaged and creatures protected against negative energy damage suffer no ill effects. Creatures slain by a devouring darkness spell rise in 1d4+2 rounds as a shadow. The newly risen shadow is not under the caster’s control and is as likely to attack its creator as it is any other nearby creatures. Improved Animate Dead School necromancy (animation) [evil] Level cleric 4, sorcerer/wizard 5 Casting Time 1 standard action Components V, S, M (one onyx gem per body part worth at least 25 gp per hit dice of the undead) Range touch Target one or more body parts Duration instantaneous Saving Throw none Spell Resistance no This spell turns the separated body parts of dead creatures into animated undead. The spell is similar in all respects to animate dead, except that it does not require complete bodies. The resulting undead operate as Small zombies with the following modifications: [LIST] [*]Any class-based HD become racial HD (d8). [*]They retain class-based Reflex saves but use the Fortitude and Will saves of a zombie of equal HD. [*]They retain the defensive abilities of their base creature, including Dexterity bonus and natural bonuses to armor. [*]They gain DR 5/slashing, any size bonuses and penalties to AC, and the natural armor bonus of a zombie by size. [*]They fly at 30 ft. (poor). Fast movement affects their speed. [*]They retain all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature(s). They gain a slam attack as a zombie one size larger. [*]If this spell is cast on a spellcaster’s arm, the arm retains the last spell cast by the original creature in life at its original caster level, which it may cast once per day without need for material or verbal components. [*]They retain any of the base creature’s special attacks feasibly usable by the body part animated. [*]They retain the original Dexterity and add +2 to Strength. [*]They have no Constitution or Intelligence score, and their Wisdom and Charisma become 10. [*]Their base attack bonus is as per their original class. [*]They have no skill ranks. [*]They gain Toughness as a bonus feat and retain all feats from their former life that are still useable in their current form, including Improved Initiative. [*]They retain the special qualities of their base creature(s) that remain useable in their current form, unaffected by the zombie staggered special quality. [/LIST] Mythic Add your tier to the caster level when determining how many Hit Dice of zombies you can animate with a single casting of this spell. This does not increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell’s material component. Augmented (6th) If you expend two uses of mythic power, the zombies you animate gain either the agile or savage mythic template for a number of days equal to your tier. At 8th tier, you can expend 10 uses of mythic power and apply either the agile or savage mythic template permanently to the zombies you create with this spell. Umbral Weapon School illusion (shadow) Level sorcerer/wizard 5 Casting Time 1 standard action Components S Range touch Target Shadows touched Duration 1 minute/level Saving Throw none Spell Resistance no This spell allows you to reach into any nearby shadows and draw out shadowstuff with which you form a weapon. The weapon may appear to be a sword or a mace or whatever weapon you desire. Regardless of its appearance, all umbral weapons deal 1d6 points of damage and critical based on the type of weapon fashioned. If you are able to cast this spell multiple times, you may have multiple umbral weapons in existence simultaneously. However, once you hand the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another results in the weapon becoming simple shadows again. An umbral weapon has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack suffers 1 point of Strength damage every time the wielder of an umbral weapon lands a blow. This Strength is transferred to the umbral weapon itself as a damage bonus. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one-half your caster level. Regardless of the bonus to damage, the attack bonus is always +2. A subject who survives the hit point damage of an umbral weapon but dies when his Strength is reduced to zero is transformed into a shadow in 1d4+1 rounds and is permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. Animate Dead V School necromancy (animation) Level cleric 5, sorcerer/wizard 6 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I except that you can animate one creature from the 5th-level list or 1d3 creatures of the same kind from the [4th]-level list, or 1d4+1 of the same option from a lower level list. 5th Level Remains Required Align skeleton (10-11 HD) appropriate corpse or skeleton NE wraith humanoid soul LE zombie (15-16 HD) appropriate corpse NE 4th Level Remains Required Align skeleton (8-9 HD) appropriate corpse or skeleton NE zombie (12-14 HD) appropriate corpse NE 3rd Level Remains Required Align ghast humanoid corpse CE shadow humanoid soul CE skeleton (6-7 HD) appropriate corpse or skeleton NE wight humanoid corpse LE zombie (8-10 HD) appropriate corpse NE Bolt of Animation School necromancy [death, evil] Level sorcerer/wizard 6 Casting Time 1 standard action Components V, S, M (a bolt made from bone) Range medium (100 ft. + 10 ft./level) Target one living creature Duration instantaneous; see text Saving Throw Fortitude negates Spell Resistance yes The caster launches a deadly bolt at the target. This bolt glows with strange marks of death and destruction and sizzles with negative energy. Any creature slain with a bolt of animation is immediately animated as a zombie. The caster makes a ranged touch attack, and if successful, deals 1d6 points of negative energy damage per caster level (maximum 15d6) to the target. An animated zombie is completely under the control of the caster for 10 minutes per caster level. A dying creature is not animated, not even if he eventually dies from his wounds. Create Undead School necromancy [evil] Level cleric 6, sorcerer/wizard 6 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none Spell Resistance no A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 11th or lower Ghoul 12th–14th Ghast 15th–17th Mummy 18th or higher Mohrg You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. Transform Zombie School necromancy [evil] Level sorcerer/wizard 6 Casting Time 1 full round Components V, S, M (A bone from a ghoul and a black onyx gem worth at least 100 gp) Range touch Target one zombie Duration instantaneous Saving Throw Fortitude negates Spell Resistance yes The caster touches a single zombie, which must succeed on a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls. Animate Dead VI School necromancy (animation) Level cleric 6, sorcerer/wizard 7 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I except that you can animate one creature from the 6th-level list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 of the same option from a lower level list. 6th Level Remains Required Align skeleton (12-14 HD) appropriate corpse or skeleton NE zombie (18-10 HD) appropriate corpse NE 5th Level Remains Required Align skeleton (10-11 HD) appropriate corpse or skeleton NE wraith humanoid soul LE zombie (15-16 HD) appropriate corpse NE 4th Level Remains Required Align skeleton (8-9 HD) appropriate corpse or skeleton NE zombie (12-14 HD) appropriate corpse NE Create Crypt Thing: BoLS School necromancy [evil] Level cleric 7, sorcerer/wizard 7 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 300 gp) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none Spell Resistance no This spell allows you to animate a single Medium or Large corpse of a creature 18 HD or less into a crypt thing. This spell must be cast in the area the creature is to guard or it fails. The corpse must be mostly intact and must be humanoid-shaped and have a skeletal system or structure. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. The black gem is placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed. Obliterate Soul School necromancy [evil] Level sorcerer/wizard 7 Casting Time 1 standard action Components V, S, M (a pinch of bone dust) Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration Instantaneous Saving Throw Fortitude partially negates Spell Resistance yes Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 points of Constitution damage. A successful Fortitude save reduces this effect to 1d6+1 points of Constitution damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from where they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection works. Unless they are buried in hallowed ground, victims of obliterate soul are likely to return as undead (GM’s discretion). Phantasmal Detainment School necromancy [curse, evil] Level cleric 7, sorcerer/wizard 7, witch 7 Casting Time 1 hour Components V, S, M, DF (a black diamond worth 100 gp per HD of the target) Range touch Target corpse touched Duration instantaneous Saving Throw Will negates Spell Resistance yes You prevent the subject’s soul from moving on to the next life. They become a ghost (apply the ghost template), bound to your plane of existence until satisfying some condition set forth by you. If you do not specify a particular condition, the ghost may move on as soon as it is given a burial. The subject’s ghost can materialize enough to affect corporeal creatures only after dark, although it can travel and perceive events that occur during the day. The subject must have died no more than one day ago per caster level, or the spell fails. A subject that has received funeral rites or some form of proper burial is immune to this spell. Shadow of Duty School necromancy [curse, lawful] Level cleric 7, sorcerer/wizard 7 Casting Time 10 minutes Components V, S, M (an officer’s weapon worth at least 1,000 gp) Range touch Target corpse touched Duration see text Saving Throw Will negates Spell Resistance yes The subject is born into undeath so that it may perform a single task. You designate this task as you cast the spell, and the subject remains animate until its duty is fulfilled. If the specified task does not have a finite conclusion, such as, “Protect the keep from invaders” the subject receives a +4 bonus to its saving throw. A creature born into undeath by shadow of duty is reduced to a single HD and its type changes to undead. It is unintelligent, although it can perform a single complex task as if it were an intelligent creature if that task is its duty. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse or wish spell. Shadowflesh School necromancy [evil] Level sorcerer/wizard 7 Casting Time 1 standard action Components S, M (flayed skin rolled in black parchment that is burned while casting) Range medium (100 ft. + 10 ft./level) Target one creature Duration permanent Saving Throw Fortitude negates Spell Resistance yes This spell turns its subject into a living shadow. The subject retains all of his normal statistics, hit points, level, etc., but he also gains the properties of a shadow (see the Pathfinder Roleplaying Game Bestiary “Shadow”) and becomes chaotic evil. A creature affected by this spell can be saved only by very powerful magic such as a wish, miracle or limited wish. Once transformed, the new shadow haunts the environment in which it was created, preying on any living things in the area. If the shadow is created in an unsuitable place (such as a sunny glade), it finds the nearest suitable abode to haunt. Victims of the spell are subject to control by the caster who created them. Anything you utter is treated as a suggestion (see the spell) to the subject, although the shadow cannot leave the vicinity of its chosen haunt. Note that characters transmuted into shadow creatures effectively become monsters, and they are controlled as such by the GM. Animate Dead VII School necromancy (animation) Level cleric 7, sorcerer/wizard 8 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I except that you can animate one creature from the 7th-level list or 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 of the same option from a lower level list. 7th Level Remains Required Align skeleton (15-17 HD) appropriate corpse or skeleton NE spectre humanoid soul LE 6th Level Remains Required Align skeleton (12-14 HD) appropriate corpse or skeleton NE zombie (18-10 HD) appropriate corpse NE 5th Level Remains Required Align skeleton (10-11 HD) appropriate corpse or skeleton NE wraith humanoid soul LE zombie (15-16 HD) appropriate corpse NE Create Greater Undead School necromancy [evil] Level cleric 8, sorcerer/wizard 8 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none Spell Resistance no This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead created is based on caster level, as shown below. Caster Level Undead Created 15th or lower Shadow 16th–17th Wraith 18th–19th Spectre 20th or higher Devourer Curse of Undeath School necromancy [evil] Level cleric 8, sorcerer/wizard 8 Casting Time 1 round Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration permanent Saving Throw Will negates Spell Resistance yes This spell places a curse upon the subject, causing that creature to rise again as an undead creature after death. The subject is unharmed so long as it lives. Should the subject die while under the effect of this spell, attempts at reviving the creature through spells such as raise dead and resurrection fail. In 1d4 rounds, the creature instead rises as an undead, as detailed below. The type of undead creature is determined by the GM, but it should include an undead template appropriate for the creature. Created undead are not under the control of the spell’s caster. Undead created by this spell are created instantaneously, and thus continue to exist even if the spell that created them is dispelled or dismissed. A remove curse spell can remove this effect, but it must be cast before the creature rises into unlife. Greater Bolt of Animation School necromancy [death, evil] Level sorcerer/wizard 8 Casting Time 1 standard action Components V, S, M (a bolt made from bone) Range long (400 ft. + 40 ft./level) Targets one creature per 3 levels, no two of which can be more than 30 ft. apart. Duration instantaneous; see text Saving Throw Fortitude negates Spell Resistance yes This spell works like bolt of animation, except that it affect multiple creatures. Animated zombies are under control of the caster for 1 hour per caster level. Luskal’s Energy Tapping School necromancy [evil] Level cleric 8, sorcerer/wizard 8, witch 8 Casting Time 1 swift action Components V, S Range touch Target living creature touched Duration instantaneous Saving Throw Fortitude negates Spell Resistance yes This horrible spell uses the lifeforce of another being to augment the caster’s abilities. It is cast along with any other spell, at the height of which the caster touches her target. She grants 1 negative level for every three caster levels to the target, and add the drained levels to her caster level for the purpose of the spell she is currently casting. In addition, she may add the effects of any metamagic feat that she knows to the spell, without having to have assigned them before, or altering the spells effective level. Any extra levels are lost the instant the spell is finished. The target gaining the negative levels receives a Fortitude save every 24 hours to remove them. Anyone slain by this spell rises as a free-willed undead after 24 hours, unless the body has been blessed. Minions of Death School necromancy [death] Level sorcerer/wizard 8 Casting Time 1 standard action Components V, S, M/F (a crushed black pearl worth 500 gp; lich skull) Range medium (100 ft. + 10 ft./level) Area Several living creatures within a 40-ft.–radius burst Duration instantaneous; see text Saving Throw Fortitude negates Spell Resistance yes Minions of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 25d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 13 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted. Slain creatures are animated as zombies on the following round, per animate dead. Animate Dead VIII School necromancy (animation) Level cleric 8, sorcerer/wizard 9 Casting Time 1 round Components: V, S, M/DF (fistful of graveyard soil or a tombstone fragment) Range close (25 ft. + 5 ft./2 levels) Effect one or more animated undead Targets corpses, no two of which can be more than 30 feet apart [see below] Duration 1 round/level (D) Saving Throw Will negates (object) Spell Resistance no This spell functions like animate dead I except that you can animate one creature from the 8th-level list or 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 of the same option from a lower level list. 8th Level Remains Required Align mohrg humanoid corpse CE greater shadow humanoid soul CE skeleton (18-20 HD) appropriate corpse or skeleton NE 7th Level Remains Required Align skeleton (15-17 HD) appropriate corpse or skeleton NE spectre humanoid soul LE 6th Level Remains Required Align skeleton (12-14 HD) appropriate corpse or skeleton NE zombie (18-10 HD) appropriate corpse NE Call the Dead School necromancy (necrophagy) [evil] Level cleric 8, sorcerer/wizard 9 Casting Time 4 hrs. Components V, S, M (skull of a powerful undead creature, onyx gemstone worth 5,000 gp) Range medium (100 ft. + 10 ft./level) Targets all corpses in a 100-ft. spread Duration 1 hr./level (D) Saving Throw none Spell Resistance no Calling on the grim powers of death, you cause all corpses in the area to rise up as skeletons under your control. This spell affects corpses buried underground as well, up to a depth of 10 ft., although such undead take 1d4 min. to claw their way up to the surface. These skeletons can be made into burning or bleeding skeletons at the time of casting by reducing the duration to 10 min. per level. These undead do not count against your HD limit for the amount of undead you can control. These undead must be commanded as a single group and cannot be split up to perform multiple tasks. If you are slain, these undead immediately crumble to dust. Cursed Earth School necromancy [curse, evil; see text] Level cleric 9, sorcerer/wizard 9, witch 9 Casting Time 10 minutes Components V, S, M (powdered onyx 10,000 gp), DF Range touch Area 1-mile radius emanating from the touched point Duration permanent Saving Throw none (see text) Spell Resistance no You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects. Famine All normal plants in the area reduce their growth and food production by half, as if affected by the stunt growth effect of diminish plants. Living Death Any creatures of Small size or larger killed in the area rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies. Plague Every day at sundown, all creatures in the area must make a Fortitude save or catch one of the following diseases (your choice, decided at the time of casting): blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects. This is a disease effect. Heart Rip School necromancy [evil] Level sorcerer/wizard 9 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target single living creature Duration instantaneous Saving Throw none (see text) Spell Resistance yes With a gesture and word of power you draw the heart from a victim, slaying them instantly. The spell fails if the target has more than 100 hp. Any living creature with fewer than 100 hit points and a beating heart is instantly slain as his heart is torn from his chest and flies to your hand. The creature rises the next round as a zombie under your control. Raise Undead Host School necromancy Level sorcerer/wizard 9 Casting Time 30 min. Components V, S, M (an onyx gem worth 1,000 gp) Range medium (100 ft. + 10 ft./level) Saving Throw none Spell Resistance no This spell is only effective when it is cast on the site of a great battle or another large-scale slaughter that took place within the last 500 years. When cast, raise undead host causes skeletons or zombies (your choice) to burst out of the ground and obey your commands to follow you, guard an area, or attack your opponents, as per the animate dead spell. All undead created have a +1 profane bonus to attack rolls, damage rolls, and saving throws, as well as +1 hp per HD, as per the desecrate spell. You create no more undead than 8 HD per caster level, no matter how many times you cast the spell. Any excess visible bodies do not animate. You may release any number of undead from your control at any time, but they still count toward your total for purposes of this spell. Undead controlled using the Command Undead feat, however, do not count toward your limit of undead as described in this spell. Unhallowed Dagger School necromancy (evil) Level cleric 9, sorcerer/wizard 9 Casting Time 1 action Components V, S, M (a dagger that has drawn a paladin’s blood) Range medium (100 ft. + 10 ft./level) Target one creature Duration instantaneous Saving Throw Will partial Spell Resistance yes The caster creates a dagger of dark, shimmering energy that instantly speeds toward its target. You must succeed on a ranged touch attack. If successful, the target takes 1d4 points of damage per caster level (maximum 20d4). Those slain by this spell must succeed on a Will save or immediately be transformed into a zombie-like creature. It effectively gains the zombie template, except that it has a number of HD equal to its racial and class levels. It can take no action unless you order it to act.[/spoiler] [URL=https://www.drivethrurpg.com/product/145393/Echelon-Reference-Series-Sorcerers-3ppPRD?affiliate_id=17596]Echelon Reference Series: Sorcerers (3pp+PRD)[/URL][spoiler] [b]Human Vampire Sorcerer 8:[/b] ? [b]Human Vampire Sorcerer 8, Raven-Haired Beuty:[/b] ? [b]Undead, Undead Creature:[/b] [i]Shadow of Duty[/i] spell. [i]Curse of Undeath[/i] spell. [b]Undead Sorcerer:[/b] ? [b]Undead Ally:[/b] ? [b]Corporeal Undead Humanoid:[/b] ? [b]Corporeal Undead That Was Once Humanoid:[/b] ? [b]Unintelligent Undead:[/b] ? [b]Mindless Undead:[/b] ? [b]Small Undead:[/b] ? [b]Medium Undead:[/b] ? [b]Tiny Undead:[/b] ? [b]Large Undead:[/b] ? [b]Diminutive Undead:[/b] ? [b]Huge Undead:[/b] ? [b]Corporeal Undead, Corporeal Undead Creature:[/b] ? [b]Undead Warrior:[/b] [i]Minions of Death[/i] spell. [b]Undead Servant:[/b] [i]Minions of Death[/i] spell. [b]Incorporeal Undead:[/b] ? [b]Devourer:[/b] [i]Create Greater Undead[/i] spell. [b]Ghast:[/b] [i]Create Undead[/i] spell. [b]Ghost:[/b] [i]Phantasmal Detainment[/i] spell. [b]Ghoul:[/b] [i]Create Undead[/i] spell. Sorcerer Ghoul Bloodline Eater of the Dead power. [b]Ghoul, Mindless Predator:[/b] ? [b]Lich:[/b] ? [b]Powerful Lich:[/b] ? [b]Mohrg:[/b] [i]Create Undead[/i] spell. [b]Mummy:[/b] [i]Create Undead[/i] spell. [b]Shadow:[/b] [i]Create Greater Undead[/i] spell. [b]Spectre:[/b] [i]Create Greater Undead[/i] spell. [b]Skeleton, Undead Skeleton:[/b] [i]Lesser Animate Dead[/i] spell. [i]Animate Dead[/i] spell. [i]Escape the Bonds of Death[/i] spell. [b]Skeletal Servant:[/b] [i]Animate Skeleton[/i] spell. [b]Nosferatu Vampire:[/b] ? [b]Moroi Vampire:[/b] ? [b]Nosferatu Vampire, Savage Horror, Doomed Monster, Vermin-Faced Progenitor of Vampires:[/b] ? [b]Powerful Vampire:[/b] ? [b]Vampire, Night Lord:[/b] ? [b]Vampire Spawn, Spawn:[/b] Sorcerer Vampire Bloodline Blood Lord power. [b]Wraith:[/b] [i]Create Greater Undead[/i] spell. [b]Zombie, Undead Zombie:[/b] [i]Lesser Animate Dead[/i] spell. [i]Animate Dead[/i] spell. [i]Cursed Earth[/i] spell. Eater of the Dead At 20th level, your skin becomes rigid and bone white. You are immune to cold, disease, nonlethal damage, paralysis and sleep and you gain DR5/–. Any creature slain with your bite attack rises as a ghoul you can command on the next round. You can control a number of such creatures with Hit Dice equal to you ½ your sorcerer level. Blood Lord At 20th level, you revel in your undead nature. You are immune to sleep, negative energy and negative energy effects. The scent of the living calls out strongly to you. You gain a +4 racial bonus on Perception, Stealth and Survival checks made against living animals, fey, humanoids, magical beasts, or monstrous humanoids. When you hit one of the above creatures with your bite attack you gain fast healing 5 for a number of rounds equal to your Charisma modifier. If you slay a living humanoid or monstrous humanoid with your bite attack, you also gain temporary hit points equal to ½ your sorcerer level and the creature rises as a vampire spawn under your control the next night. You can control a number of such creatures with a total number of Hit Dice equal to your sorcerer level.[/spoiler] [URL='https://www.drivethrurpg.com/product/295281/Echelon-Reference-Series-Summoner-3ppPRD?affiliate_id=17596']Echelon Reference Series: Summoner (3pp+PRD)[/URL][spoiler] [B]Undead, Undead Creature:[/B] ? [B]Undead Animal Companion:[/B] Corpse Companion feat. [B]Devourer:[/B] [I]Create Greater Undead[/I] spell. [B]Ghast:[/B] [I]Create Undead[/I] spell. [B]Ghoul:[/B] [I]Create Undead[/I] spell. [B]Mohrg:[/B] [I]Create Undead[/I] spell. [B]Mummy:[/B] [I]Create Undead[/I] spell. [B]Shadow:[/B] [I]Create Greater Undead[/I] spell. [B]Spectre:[/B] [I]Create Greater Undead[/I] spell. [B]Wraith:[/B] [I]Create Greater Undead[/I] spell. [B]Undead Skeleton:[/B] [I]Animate Dead[/I] spell. [B]Undead Zombie:[/B] [I]Animate Dead[/I] spell. Corpse Companion Prerequisites Animal companion class feature, ghoul You have an undead animal companion. Benefit Your animal companion’s type changes to undead, but its Hit Dice, base attack bonus, saving throws, skills, and tricks are retained from the base creature. The creature loses its Constitution score and its Charisma score becomes 12. If your companion is destroyed, your new companion is undead as well, using these same modifications.[/spoiler] [URL=https://www.drivethrurpg.com/product/206685/Echelon-Reference-Series-Summoner-Spells-Compiled-3ppPRD?affiliate_id=17596]Echelon Reference Series: Summoner Spells Compiled (3pp+PRD)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Intelligent Undead:[/b] ? [b]Sentient Undead:[/b] ? [b]Sentient Undead, Soul:[/b] ? [b]Incorporeal Undead, Creature Whose Soul is Their Body:[/b] ? [b]Ghost:[/b] ? [b]Ghost, Controlling Life Force:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/206685/Echelon-Reference-Series-Summoner-Spells-Compiled-3ppPRD?affiliate_id=17596]Echelon Reference Series: Summoner Spells Compiled (3pp+PRD)[/URL][spoiler] Pathfinder 1e [b]Undead, Undead Creature:[/b] ? [b]Intelligent Undead:[/b] ? [b]Sentient Undead:[/b] ? [b]Sentient Undead, Soul:[/b] ? [b]Incorporeal Undead, Creature Whose Soul is Their Body:[/b] ? [b]Ghost:[/b] ? [b]Ghost, Controlling Life Force:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/293359/Echelon-Reference-Series-Witch-3ppPRD?affiliate_id=17596]Echelon Reference Series: Witch (3pp+PRD) [/URL][spoiler] [b]Human Penanggalen Witch 5:[/b] ? [b]Undead, Undead Creature:[/b] [i]Curse of Undeath[/i] spell. [i]Life to Undeath[/i] spell. [i]Witchblade[/i] spell. [i]Defile[/i] spell. [b]Mindless Undead:[/b] ? [b]Vile Apparition of Tremendous Power:[/b] Having much in common with necromancers, the gravewalker is obsessed with the occult manipulations of the dead, particularly mindless undead such as zombies. Unlike the creations of standard necromancers, a gravewalker’s creations remain forever tied to her will, and she can produce vile apparitions of tremendous power. [b]Intelligent Undead:[/b] ? [b]Undead Minion:[/b] ? [b]Servant:[/b] ? [b]Undead Animal Companion:[/b] Corpse Companion feat. [b]Ethereal Undead Creature:[/b] ? [b]Corporeal Undead, Corporeal Undead Creature:[/b] ? [b]Devourer:[/b] [i]Create Greater Undead[/i] spell. [b]Ghast:[/b] [i]Create Undead[/i] spell. [b]Ghost:[/b] [i]Phantasmal Revenge[/i] spell. [i]Phantasmal Detainment[/i] spell. [b]Ghost of a Humanoid Creature:[/b] ? [b]Swamp Ghost:[/b] ? [b]Ghoul:[/b] [i]Create Undead[/i] spell. [b]Haunt:[/b] ? [b]Lich:[/b] ? [b]Mohrg:[/b] [i]Create Undead[/i] spell. [b]Mummy:[/b] [i]Create Undead[/i] spell. [b]Shadow:[/b] [i]Create Greater Undead[/i] spell. [i]Shadow Slaves[/i] spell. [b]Shadow Serpent:[/b] [i]Shadow Serpent[/i] spell. [b]Skeleton, Undead Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Spectre:[/b] [i]Create Greater Undead[/i] spell. [b]Wraith:[/b] [i]Create Greater Undead[/i] spell. [b]Vampire:[/b] ? [b]Zombie, Undead Zombie:[/b] [i]Animate Dead[/i] spell. [i]Cursed Earth[/i] spell. Necrotic Touch hex. [b]Zombie, Mindless Undead:[/b] ? [b]Advanced Fast Zombie:[/b] Dread Zombie hex. Corpse Companion Prerequisites Animal companion class feature, ghoul You have an undead animal companion. Benefit Your animal companion’s type changes to undead, but its Hit Dice, base attack bonus, saving throws, skills, and tricks are retained from the base creature. The creature loses its Constitution score and its Charisma score becomes 12. If your companion is destroyed, your new companion is undead as well, using these same modifications. Dread Zombie Su With this hex, the witch is able to animate one recently deceased body as an advanced fast zombie. The new zombie serves the witch to the best of its ability, but the power of this hex is not as strong as the animate dead spell, and the zombie crumbles to dust after 24 hours. This hex can only be used once per day. Necrotic Touch Su Studies of the way creatures pass on to the next life has given the witch insight into how to throw a spanner into this cycle for her own personal gain. A successful melee touch inflicts a negative level. Unlike most negative levels, this one vanishes after rounds equal to the witch’s Intelligence modifier. Reapplications of this hex simply refresh the duration of the negative level. Humanoid creatures who die while afflicted by this negative level, however, are immediately raised as zombies in the service of the witch.[/spoiler] [URL='https://www.drivethrurpg.com/product/196186/Echelon-Reference-Series-Witch-Spells-Compiled-3ppPRD?affiliate_id=17596']Echelon Reference Series: Witch Spells Compiled (3pp+PRD)[/URL][spoiler] [B]Shadow Serpent:[/B] [I]Shadow Serpent[/I] spell. [B]Shadow Serpent, Primeval Serpent of Material From the Shadow Plane:[/B] ? [I]Darkwater Mere[/I] spell. [B]Shadow Hydra's Head:[/B] [I]Shadow Hydra[/I] spell. [B]Corporeal Undead Creature:[/B] “Corporeal undead” is a template you can add to any nonundead, corporeal creature. [I]Defile[/I] spell. [B]Undead, Undead Creature:[/B] [I]Curse of Undeath[/I] spell. [I]Life to Undeath[/I] spell. [I]Witchblade[/I] spell. [B]Corporeal Undead, Corporeal Undead Creature:[/B] ? [B]Non-Skeletal Corporeal Undead:[/B] ? [B]Mindless Undead:[/B] [I]Life to Undeath[/I] spell. [B]Creature That Creates Undead Out of its Slain Foes:[/B] ? [B]Intelligent Undead, Intelligent Undead Creature:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Sentient Undead Creature:[/B] ? [B]Sentient Undead Creature, Soul:[/B] ? [B]Undead Creature With an Aversion to Daylight:[/B] ? [B]Non-Living Creature:[/B] ? [B]Free-Willed Undead:[/B] [I]Luskal's Energy Tapping[/I] spell. [B]Winged Undead Creature:[/B] ? [B]Ghost:[/B] [I]Transcendental Geas[/I] spell. [I]Phantasmal Detainment[/I] spell. [B]Ghost, Spirit:[/B] ? [B]Screaming Elven Ghost:[/B] ? [B]Haunt:[/B] ? [B]Neutral Haunt:[/B] ? [B]Good Haunt:[/B] ? [B]Lich:[/B] ? [B]Demilich:[/B] ? [B]Shadow:[/B] [I]Shadow Slaves[/I] spell. [B]Shadow, Creature That Creates Undead Out of its Slain Foes:[/B] ? [B]Skeleton:[/B] ? [B]Medium Skeleton:[/B] [I]Dance of the Dead[/I] spell. [B]Medium Skeleton, Animated Skeleton, Animated Creature:[/B] ? [B]Standard Human Skeleton:[/B] ? [B]Vampire:[/B] ? [B]Vampire, Creature That Creates Undead Out of its Slain Foes:[/B] ? [B]Wraith:[/B] ? [B]Wraith, Creature That Creates Undead Out of its Slain Foes:[/B] ? [B]Zombie:[/B] ? [B]Dilapidated Zombie:[/B] [I]Cursed Earth[/I] spell. [B]Medium Zombie:[/B] [I]Dance of the Dead[/I] spell. [B]Medium Zombie, Animated Corpse, Animated Creature:[/B] ? [B]Standard Human Zombie:[/B] ? [B]Hideous Undead Zombie:[/B] ? [B]Zombie, Uncontrolled Zombie:[/B] ? Dance of the Dead School necromancy Level sorcerer/wizard 4, white necromancer 3, witch 4 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Targets one Medium skeleton or zombie per caster level; Duration 1 round/level Saving Throw no Spell Resistance no You imbue normal humanoid remains with mobility and a bit of your life essence. On casting the spell, you lose 2d4 hp that return when the spell ends. Each animated skeleton or corpse immediately attacks any target you designate or performs simple tasks as directed. These animated creatures must be created from existing skeletons or corpses. You may animate one Medium skeleton or zombie per caster level. These skeletons or zombies immediately revert to their previous, inanimate state when the spell ends or they move out of the spell’s radius. If used to attack enemies, treat as standard human skeletons or zombies (alignment neutral). You can change the designated target or targets as a move action, as if directing an active spell. If used to perform basic tasks, treat the skeletons or zombies as having capabilities similar to an unseen servant. Shadow Slaves School illumination [evil, shadow] Level shadowsworn 4, sorcerer/wizard 5, witch 6 Casting Time 1 standard action Components V, S, M (a piece of rotten flesh ingested during casting) Range personal Duration 1 round/level Saving Throw none Spell Resistance yes (harmless) Upon casting this spell, you begin to vomit forth 1d3 shadows (see Pathfinder Bestiary). The shadows are completely under your control. You take a point of Strength damage for each shadow vomited, as negative energy pains wrack your body, and you are also nauseated the next round. These shadows move and attack on your initiative, but they cannot travel more than 100 ft. beyond you. If one of the shadows moves past this limit due to your movement or its movement, it dissipates instantly. These shadows do not count toward the maximum number of undead you can control. Shadows summoned in this manner can be dispelled by dispel magic effects and can be harmed by channeled negative energy as usual. Transcendental Geas School enchantment (compulsion) [curse, language-dependent, mind-affecting] Level bard 5, cleric 6, inquisitor 5, sorcerer/wizard 6, witch 6 Casting Time 1 round Components V Range close (25 ft. + 5 ft./2 levels) Target one living creature with 7 HD or less Duration 1 day/level or until discharged (D) Saving Throw Will negates Spell Resistance yes This spell functions exactly like lesser geas, except that its effects persist beyond death. That is, a creature under the effects of this spell must continue to attempt their transcendental geas as a ghost, on the next plane of existence or wherever they may find themselves after life. In addition, this spell grants the target the ability to infiltrate the caster’s dreams posthumously for a single night as the dream spell, if such contact would enable the target to fulfil their transcendental geas. Phantasmal Detainment School necromancy [curse, evil] Level cleric 7, sorcerer/wizard 7, witch 7 Casting Time 1 hour Components V, S, M, DF (a black diamond worth 100 gp per HD of the target) Range touch Target corpse touched Duration instantaneous Saving Throw Will negates Spell Resistance yes You prevent the subject’s soul from moving on to the next life. They become a ghost (apply the ghost template), bound to your plane of existence until satisfying some condition set forth by you. If you do not specify a particular condition, the ghost may move on as soon as it is given a burial. The subject’s ghost can materialize enough to affect corporeal creatures only after dark, although it can travel and perceive events that occur during the day. The subject must have died no more than one day ago per caster level, or the spell fails. A subject that has received funeral rites or some form of proper burial is immune to this spell. Shadow Serpent School illusion (shadow) Level druid 7, witch 7 Casting Time 1 round Components V, S Range close (25 ft. + 5 ft./2 levels) Effect one serpent comprised of shadow Duration 1 round/level Saving Throw none Spell Resistance no You use material from the plane of shadow to form a shadow serpent. The serpent acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the serpent, you can direct it not to attack, to attack particular enemies, or to perform other actions. Curse of Undeath School necromancy [evil] Level cleric 8, sorcerer/wizard 8 Casting Time 1 round Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration permanent Saving Throw Will negates Spell Resistance yes This spell places a curse upon the subject, causing that creature to rise again as an undead creature after death. The subject is unharmed so long as it lives. Should the subject die while under the effect of this spell, attempts at reviving the creature through spells such as raise dead and resurrection fail. In 1d4 rounds, the creature instead rises as an undead, as detailed below. The type of undead creature is determined by the GM, but it should include an undead template appropriate for the creature. Created undead are not under the control of the spell’s caster. Undead created by this spell are created instantaneously, and thus continue to exist even if the spell that created them is dispelled or dismissed. A remove curse spell can remove this effect, but it must be cast before the creature rises into unlife. Life to Undeath School necromancy [death, evil] Level cleric 8, witch 8 Casting Time 1 standard action Components V, S, M (a pig’s hoof and silver dust worth 100 gp per HD of the target) Range touch Target living creature touched Duration instantaneous Saving Throw Fortitude negates Spell Resistance yes With a touch, you fell the subject before breathing undeath into their remains. Your touch attack deals 1d6 negative energy damage per caster level (maximum 15d6). If this damage kills the subject, they may attempt a second Fortitude save to resist being risen as an undead creature in 1d4 rounds. You may choose to raise the creature into an unintelligent undeath, in which case the creature receives a Will save to retain its intelligence. A creature risen by life to undeath loses half its total HD and its type changes to undead. A creature risen as a mindless undead has no Intelligence score and loses any class levels it had, in addition to its memories and mental faculties. Luskal’s Energy Tapping School necromancy [evil] Level cleric 8, sorcerer/wizard 8, witch 8 Casting Time 1 swift action Components V, S Range touch Target living creature touched Duration instantaneous Saving Throw Fortitude negates Spell Resistance yes This horrible spell uses the lifeforce of another being to augment the caster’s abilities. It is cast along with any other spell, at the height of which the caster touches her target. She grants 1 negative level for every three caster levels to the target, and add the drained levels to her caster level for the purpose of the spell she is currently casting. In addition, she may add the effects of any metamagic feat that she knows to the spell, without having to have assigned them before, or altering the spells effective level. Any extra levels are lost the instant the spell is finished. The target gaining the negative levels receives a Fortitude save every 24 hours to remove them. Anyone slain by this spell rises as a free-willed undead after 24 hours, unless the body has been blessed. Shadow Hydra School illusion (shadow) Level cleric 8, witch 8 Casting Time 1 round Components V, S Range close (25 ft. + 5 ft./2 levels) Effect five shadow hydra heads Duration 1 round/level Saving Throw none Spell Resistance no You use material from the plane of shadow to form five shadow hydra heads. You can form each of the heads independently in any space within range that shares a single contiguous stretch of dim light or darkness with the others. The contiguous stretch of dim light or darkness serves as the shadow hydra’s body. The heads act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the heads, you can direct them not to attack, to attack particular enemies, or to perform other actions. Cursed Earth School necromancy [curse, evil; see text] Level cleric 9, sorcerer/wizard 9, witch 9 Casting Time 10 minutes Components V, S, M (powdered onyx 10,000 gp), DF Range touch Area 1-mile radius emanating from the touched point Duration permanent Saving Throw none (see text) Spell Resistance no You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects. Famine All normal plants in the area reduce their growth and food production by half, as if affected by the stunt growth effect of diminish plants. Living Death Any creatures of Small size or larger killed in the area rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies. Plague Every day at sundown, all creatures in the area must make a Fortitude save or catch one of the following diseases (your choice, decided at the time of casting): blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects. This is a disease effect. Darkwater Mere School illusion (shadow) Level druid 9, witch 9 Casting Time 1 standard action Components V, S Range long (400 ft. + 40 ft./level) Effect 100-ft.-radius swamp of shadows Duration 1 minute/level (D) Saving Throw see text Spell Resistance no Water-like shadow covers the ground in all directions. The shadow adds another dimension to the ground that is 5 feet deep, and creatures that were standing on the ground slip 5 feet into darkwater. Darkwater is opaque, viscous and suffocating. Wading through darkwater costs 4 times as much movement as moving through an unhindered space. A DC 15 Swim check allows a creature to swim in darkwater at one-quarter their speed. Creatures cannot fly out of darkwater unless they succeed at a DC 20 Strength check or a DC 25 Fly check. For every 5 points of Constitution a creature has, it can hold its breath in darkwater for 1 round. If a creature takes a standard or full-round action, the remaining duration that the creature can hold its breath is reduced by 1 round. After this period of time, the creature must make a DC 20 Constitution check to continue holding its breath. Each round, the DC increases by +5. When a creature finally fails their Constitution check, they begin to drown. In the first round, they fall unconscious (0 hp). In the following round, they drop to –1 hit points and are dying. In the third round, they drown. Creatures comprised of shadow are not hindered by darkwater and gain fast healing 5 while they remain within it. Once per round as a free action, you can make a 5-ft.-radius square of darkwater 10 feet deeper. As long as there is an adjacent space within 5 ft. of the sinking space’s elevation, creatures standing on a sinking space receive a Reflex save to step into an adjacent space. A creature can attempt to squeeze into an adjacent space that is occupied at a –4 penalty. When you cast this spell, you can form a shadow serpent within the mere. The serpent reduces the duration of darkwater mere by 10 minutes and disappears when the spell ends. Defile School necromancy [evil] Level cleric 9, druid 9 Casting Time 1 standard action Components V, S, M, DF (20,000 gp onyx) Range 60 ft. Area 60-ft. burst, centered on you Duration permanent and instantaneous Saving Throw none and Fortitude half Spell Resistance yes This spell releases a burst of foul, life-destroying energy from the negative energy plane. All land in the area of effect blackens and is forever ruined. The spell reduces all plants to cinders. Against plant creatures, the spell deals 1d6 points of damage per caster level (maximum of 20d6). Defile is equally effective against other opponents. Against living creatures (except vermin, which are immune), the spell deals 1d8 points of damage per caster level (maximum of 10d8). Those killed by this blast rise up uncontrolled with the corporeal undead creature template 1d4 rounds later. All water on the despoiled land turns poisonous as if tainted with lich dust. Finally, necromancy spells cast in the area affected by defile are cast at +1 caster level and the DCs to save against their effects are increased by 1. A wish or miracle spell is needed to repair land ruined by this spell. Undead caught in the defile spell’s burst heal all damage and gain maximum hit points based on their Hit Dice. For example, a Medium zombie who has 2d12+3 Hit Dice and 16 hp increases its hit point total to 27 because of this spell.[/spoiler] [URL='https://www.drivethrurpg.com/product/198114/Echelon-Reference-Series-Wizards-3ppPRD?affiliate_id=17596']Echelon Reference Series: Wizards (3pp+PRD)[/URL][spoiler] [B]Human Lich Wizard 11:[/B] ? [B]Undead, Undead Creature:[/B] ? [B]Mindless Undead:[/B] ? [B]Servant:[/B] ? [B]Intelligent Undead:[/B] ? [B]Small Undead:[/B] ? [B]Medium Undead:[/B] ? [B]Tiny Undead:[/B] ? [B]Large Undead:[/B] ? [B]Diminutive Undead:[/B] ? [B]Huge Undead:[/B] ? [B]Devourer:[/B] [I]Create Greater Undead[/I] spell. [B]Ghast:[/B] [I]Create Undead[/I] spell. [B]Ghoul:[/B] [I]Create Undead[/I] spell. [B]Haunt:[/B] ? [B]Lich:[/B] ? [B]Mohrg:[/B] [I]Create Undead[/I] spell. [B]Mummy:[/B] [I]Create Undead[/I] spell. [B]Shadow:[/B] [I]Create Greater Undead[/I] spell. [B]Skeleton, Undead Skeleton:[/B] [I]Lesser Animate Dead[/I] spell. [I]Animate Dead[/I] spell. [B]Specter:[/B] [I]Create Greater Undead[/I] spell. [B]Wraith:[/B] [I]Create Greater Undead[/I] spell. [B]Zombie, Undead Zombie:[/B] [I]Lesser Animate Dead[/I] spell. [I]Animate Dead[/I] spell. [I]Cursed Earth[/I] spell.[/spoiler] [URL='https://www.drivethrurpg.com/product/189321/Egyptian-Heroes?affiliate_id=17596']Egyptian Heroes[/URL][spoiler] [B]Undead, Undead Creature, Dead Thing:[/B] ? [B]Abomination:[/B] ? [B]Undead Pharaoh:[/B] ? [B]Mummy, Undead Mummy:[/B] ? [B]Vampire Lord:[/B] ? [B]Undead Horror:[/B] ? [B]Vampire, True Vampire:[/B] ? [B]Spirit of One Who Died From the Wasting Disease:[/B] Unfortunately, when he reached adulthood, a terrible curse took effect, passed down for generations in his family’s bloodline ever since his great grandfather disturbed the tomb of an ancient paramour of the Undead Pharaoh. The curse inflicts a terrible wasting disease that prematurely ages all who acquire it, cutting their lifespan well short of what a normal human would expect. For Ziyadi, it meant that he outlived every one of his relatives and children, a fact that doubly-cursed him to a haunted existence as their spirits now torment him in their zeal for vengeance against the mummy that cut them down in the prime of their life. Not yet realized by Ziyadi, his dual curses emanate from the Undead Pharaoh. Long ago, the mummy cursed one of his ancestors, creating the circumstances for the wasting disease that still afflicts his family. At the same time, the spirits of those who died from the disease (especially his own children) now haunt him as part of his oracle’s curse, as well, and they constantly urge him to use his unexpectedly longer lifespan to put down the monster and avenge them. [B]Haunt:[/B] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/117085/Enemies-of-NeoExodus-Cyrix-PFRPG?affiliate_id=17596]Enemies of NeoExodus: Cyrix[/URL][spoiler] [b]Necrotic Golem:[/b] A necrotic golem is crafted of flesh taken from undead creatures. A result of Cyrix’s arcane research, a necrotic golem is a cross between a flesh golem and a necrostruct. Its body is crafted from undead flesh and reinforced with armored plates bolted to flesh and bone.[/spoiler] [URL=http://www.drivethrurpg.com/product/89892/Enemies-of-NeoExodus-Folding-Circle-PFRPG?affiliate_id=17596]Enemies of NeoExodus: Folding Circle[/URL][spoiler] [b]Haru Anon:[/b] Haru Anon is a bizarre form of undead. It was forged of the souls of every person killed by Makesh’s death touch ability, none of whom could travel to the afterlife when killed in that manner Haru’s true nature is actually the condensed terror, hatred, and pain of thousands of deaths, locked into eternity. [b]Trevor Catalan:[/b] Trevor Catalan was never a healthy child. He had suffered a variety of ailments since he was a baby, but more pressing than any of his fevers and poxes was his temperament. Trevor was terrified. Of what, he could never explain, but when night fell and shadows pooled in his bedroom, sleep did not come without a fight. In fact, Trevor would rather not sleep at all, for every second that he spent asleep was ample time for another horrifying dream to rip him, screaming, from rest. The only thing that could calm Trevor back to sleep was a lullaby, a gentle tune that his mother would sing to him, and that he would join in as she cradled him in her arms. Every night, often several times per night, Trevor’s mother would make her way to his room to soothe the tormented boy. When daytime arrived she would sleep herself, exhausted from the night’s ordeal. The problem did not diminish as Trevor grew into a school-aged boy. Soothsayers, holy men, and wizards were consulted yet none could discover any underlying problem. One did have a solution, however – the wizard provided Trevor’s mother with a parcel of sleeping herbs and instructions – a small amount of the magical plant, brewed in a tea, could turn her lullaby into a gentle sleep spell powerful enough to affect a child and quiet his turbulent dreams. Trevor’s mother agreed readily, hoping against hope that this would finally be the cure for her son’s nightmares. As night fell, Trevor sat in bed, ready for his mother to come and sing her lullaby. “Are you sure I’ll be okay, mom?” He asked as she sat down next to him, the herbal tea in his hands. “Of course dear. I’ll see you tomorrow, when the sun comes up.” And so she began her song, and he sang along until he drifted away. Trevor tumbled deeper into sleep, and once more the fear took hold of him. Shadows pooled around him as his terror mounted – he had to wake up. He had to wake up. Trevor strained to open his eyes, but they would only open to the same scene – shadows around him, pulling at his legs like thick, cold mud. The shadows were parting – Trevor could see something there – something terrible. He tried to scream, but there was no sound in this world, no motion except for the terrible thing, becoming more and more clear with each passing second. He had to wake up. He couldn’t wake up. Trevor’s eyes were fixed in front of him, riveted on a scene that no one in this world should ever see – and then there was nothing at all. [b]Wight:[/b] Any humanoid creature that is slain by Trevor Catalan becomes a wight itself in only 1d4 rounds.[/spoiler] [URL=http://www.drivethrurpg.com/product/90375/Monsters-of-NeoExodus-Harvester-of-Sorrow-PFRPG?affiliate_id=17596]Enemies of NeoExodus: Harvester of Sorrow[/URL][spoiler] [b]Harvester of Sorrow:[/b] A humanoid who dies of a harvester of sorrow's seed of hate disease immediately rises as a harvester of sorrow. Harvesters are created when the souls of suicide victims are refused entry into the afterlife, cast back to the world and forced to walk the world in their old bodies for ever feeling the pain that drove them to such desperation. Reanimated at the height of its own emotional despair a harvester of sorrow seeks solace in the creation of its own kind, constantly wandering on the edges of society looking for other harvesters or better yet the suffering and the weak to inculcate. A harvester of sorrow can be created with create undead (12th+ caster level). A humanoid who dies of a dread harvester's seed of hate disease immediately rises as a harvester of sorrow. [b]Dread Harvester:[/b] A dread harvester of sorrow has spent a generation successfully creating others of its kind. Disease (Su) seed of hate: bite—injury; save Fort DC 15; frequency 1/round; effect 1d4; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of seed of hate immediately rises as a harvester of sorrow.[/spoiler] [URL=http://www.drivethrurpg.com/product/93235/Enemies-of-NeoExodus-Widowmaker-Scarlet-PFRPG?affiliate_id=17596]Enemies of NeoExodus: Widowmaker Scarlet[/URL][spoiler] [b]Widowmaker Scarlet, the Undead Horror:[/b] ?[/spoiler] [URL='https://www.enworld.org/threads/pathfinder-epic.688422/']Epic Heroes 0.9.2[/URL][spoiler] [B]Undead:[/B] ? [B]Undead Skeleton:[/B] [I]Animus Blast[/I] epic spell. Animus Blast School: Evocation, Necromancy [Cold, Evil] Base spell level: Arcane 11, Divine 11, Occult 12 Casting Time: 1 std action Components: V, S Range: Long Area: 20 ft radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Animus Blast does 1d6 cold damage per caster level (to a maximum of 25d6), and the same amount of negative energy damage (roll once for both). Each living creature with a skeleton and with fewer hit dice than the caster level killed blast becomes an undead skeleton under the control of the caster. These undead count against the caster’s control limit – the spell does not increase said control limit, but also does not preclude other methods of doing so.[/spoiler] [URL=https://www.drivethrurpg.com/product/230057/Faces-of-Vathak-Survivors?affiliate_id=17596]Faces of Vathak: Survivors[/URL][spoiler] [b]Cannibalistic Cleric, Ghoul Brawler 2 Ex-Cleric 3:[/b] When duty keeps the clergy from departing, they continue a cursed existence between their god and their animalistic hunger. Service to the One True God is often an absolute; a duty that the clergy gladly rises to in order to end the corruption and madness that plagues Vathak. But Vathak is anything but a safe place, and even the blessings of the One True God cannot protect everyone. In time, death claims more than its fair share of priests and returns them to the Church Triumphant. Some, however, refuse to answer that call. Whether cursed by an improper burial or bound to unfinished duties, these clergymen remain trapped between life and death, plaguing the mortal coil with their heretical existence. Serving a God that no longer recognizes them and performing bloody deeds they would never have committed in life, these tenacious clerics have survived death itself.[/spoiler] [URL=https://www.drivethrurpg.com/product/79060/Fallen-of-Obsidian-Twilight-Asi-Magnor-PFRPG?affiliate_id=17596]Fallen Of Obsidian Twilight: Asi Magnor (PFRPG)[/URL][spoiler] [b]Asi Magnor, Mummy Cleric 10, Fighter 15:[/b] Asi Magnor sought ways to conquer the only thing left to him, death itself. The Shaan had long had elaborate death rituals and had raised the undead as guardians of their fabulous necropolis. This was not enough for him though, to return as some husk did not appeal to him, he wanted to live forever and bent his will towards accomplishing that goal, rejecting undeath and seeking for some other path. He failed, time and again and, in his bitterness as he approached his death he took his legions with him into the grandest necropolis ever built. None returned, all had been interred with him as he died, legions of the dead to protect the greatest and richest tomb ever conceived. When the cataclysm occurred and the great meteor fell from the sky, Asi Magnor, who had rejected undeath for himself, rose from his grave. As did the other warrior kings that had been interred in the other necropolis, their servants, their soldiers, their wives and concubines, their horses and everything else that had once been alive in the tombs. Their sacred geometry enhanced the energy of the meteor and the legions of the dead poured out of their tombs under the command of Asi Magnor and wiped out the living Shaan, who had grown weak and scholarly in the intervening millennia, raising them to swell the ranks of their armies. [b]Calix Sabinus, Vampire Lich:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/69006/Fallen-of-Obsidian-Twilight-Calix-Sabinus-PFRPG?affiliate_id=17596]Fallen Of Obsidian Twilight: Calix Sabinus[/URL][spoiler] [b]Calix Sabinus, Vampiric Lich Aristocrat 2, Wizard 20, Eldritch Knight 10:[/b] It was during one of these sojourns into Aos’ underside that he met Sabine, an alluring and sophisticated woman from the distant northern islands. Calix was enchanted by her, but more importantly for him she sponsored him financially and made sure that his studies into necromancy could continue unabated. She even supplied a great many rare tomes for him to explore and understand all the greater the magic of death. In time she revealed herself to him, she was a vampire and she was sponsoring him to search for a cure to her condition. He was torn, his studies had twisted his mind and he had become obsessed by undeath and immortality and here was the woman he loved, rejecting the very things he sought. Their argument raged and she nearly killed him before they parted company with his promise that he would search for a cure. When she returned to him two years later he swore to her that he had a means to return her to living, breathing mortality and they renewed their relationship. Once he had her in his laboratory however he showed the steely core of treachery and self-interest that would serve him so well in later years. He rendered her helpless with magics and devices and used her blood to turn himself, becoming all that he had ever wished to be before he destroyed her. Calix is a cunning and deadly fighter but lacks the power and prowess to take Asi Magnor’s armies on in a full frontal assault. Realising this he switches to defensive tactics while he completes his magical studies, finally emerging, his forces beaten back almost to his stronghold, transformed for a second time by magic, become the first and only vampiric lich, all but as powerful as a god and annihilating Asi Magnor’s forces and leading his desperate army to a final victory. [b]Sabine, Vampire:[/b] ? [b]Asi Magnor:[/b] ? [b]Vampire:[/b] Calix can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days.[/spoiler] [URL=https://www.drivethrurpg.com/product/199609/Fantastical-Creatures--How-to-Survive-Them-A-Students-Guide-for-Adventure-and-Study?affiliate_id=17596]Fantastical Creatures & How to Survive Them: A Student's Guide for Adventure and Study[/URL][spoiler] [b]Death Knight:[/b] Most (but not all) death knights were paladins in life, who broke their vows in such a complete and horrific way that they became the exact inverse of their former holiness. This goes far beyond simply losing honor; only someone who has completely and utterly fallen in word, deed, and disposition could become something as horrific as a death knight. [b]Death Knight Lord:[/b] ? [b]Draugr:[/b] Greater by far than anything simple magic can reproduce, draugr are naturally-occurring undead of great power, possessing intelligence, cunning, and a great hunger and hatred for the living. [b]Draugr Storm:[/b] ? [b]Draugr Devouring:[/b] ? [b]Janus:[/b] Janus is the god of gateways and dualities, usually associated with the gateways of death and time, but his territory extends beyond this limitation. He is also the great archetype of the undead servant; while it is virtually impossible to summon an actual god, Janus is surprisingly accommidating of mortal casters, sending an avatar to the service of any caster of sufficient power to summon it. [b]Skeletal Student:[/b] ? [b]Skeletal Student Initiate:[/b] ? [b]Skeletal Student Basic:[/b] ? [b]Skeletal Student Journeyman:[/b] ? [b]Skeletal Student Advanced:[/b] ? [b]Skeletal Student Master:[/b] ? [b]Death Knight, Truest Champion of All That is Evil in the World, Being of Undeath and Cruelty, Undead With a Mastery of Necromancy:[/b] ? [b]Draugr, Golden Standard of the Undead, Naturally-Occurring Undead of Great Power:[/b] ? [b]More Powerful Draugr:[/b] ? [b]Janus, Great Archetype of the Undead Servant, Avatar:[/b] ? [b]Skeletal Student, Undead Monstrosity:[/b] ? [b]Undead, Undead Creature:[/b] Creating undead requires the theft of another’s body and soul, and results in the creation of a creature who inherently seeks the torture and death of all living things. [b]Corporeal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Enemy That Never Negotiates:[/b] ? [b]Creature Who Inherently Seeks the Torture and Death of All Living Things:[/b] ? [b]Undead Servant:[/b] ? [b]Undead Retainer:[/b] ? [b]Undead Minion:[/b] ? [b]Ghost:[/b] ? [b]Lich:[/b] Second, for those with a true lack of any moral compass, study of the undead can lead to immortality, via lichdom. [b]Lord Baroden de Fleur, Venerable Human Lich Soulweaver 19, Professor of Healing, Professor of Necromancy, Most Infamous Teacher at Windfell Academy, Undead Abomination Turned Teacher, Undead Spellcaster, Overseer of Healing Services, Overseer of the School Crypt, Being of Unadulterated Evil, Very Effective Teacher:[/b] ? [b]Skeleton:[/b] ?[spoiler] [URL=https://www.drivethrurpg.com/product/77809/Fallen-of-Obsidian-Twilight-Zebadiah-PFRPG?affiliate_id=17596]Fallen Of Obsidian Twilight: Zebadiah[/URL][spoiler] [b]Calix Sabinus, Vampire Lich:[/b] ? [b]Asi Magnor:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/121847/Fat-Goblin-Travel-Guide-To-Horrible-Horrors--Macabre-Monsters?affiliate_id=17596]Fat Goblin Travel Guide to Horrible Horrors and Macabre Monsters[/URL] [spoiler] [b]Bone Gorger:[/b] ? [b]Death Hallow Necrophidius:[/b] ? [b]Masked Ghoul:[/b] Ghoul Fever: Bite-injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d4 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid that dies of a masked ghoul’s ghoul fever rises as a Masked Ghoul at the next midnight. [b]Ghoul:[/b] A humanoid who dies of a bone gorger’s wasting rot and is not given a proper burial rises as a standard ghoul 24 hours after the disease consumes them.[/spoiler] Fell Beasts Volume 1[spoiler] [b]Canopic Jar:[/b] One of the more prized and closely guarded secrets among necromancers is the method for creating a canopic jar. The process begins with the preparation of an enchanted jar inscribed with the holy symbol of an evil deity. The jar is then filled with a special alchemical fluid. These are but the containers, though, for the main component: a humanoid brain. The jar is then sealed and bound with further enchantments. The end result is an undead servant brain bound within a jar and able to wield unholy magics. [b]Greenmold Bones:[/b] When magic -- especially druidic magic -- interacts with war and battle, strange things can result. One such are Greenmold Bones, undead creatures that form in symbiosis with plants magically animated and then slain. The body of any creature slain by a Greenmold Bones and left to lie among them will rise as one of them.[/spoiler] Fell Beasts Volume 2[spoiler] [b]Deadsoul Elemental:[/b] A deadsoul elemental is a creature created through a depraved ritual. A large number of innocents are slain, in a manner specific to each of the four known rites, and their souls are kept briefly trapped by potent magic. Then an elemental of large size is summoned, using the materials resulting from the murders, and it, too, is killed, and its physical form, before it can discorporate, it merged with the trapped souls, creating a hybrid creature that is, in fact, a type of undead. Deadsoul elementals cannot come into existence by accident, nor can they propagate themselves as other undead do. [b]Deadsoul Elemental Charnelsmoke:[/b] They are created in much the same way as pyreborns, but instead of using the flame, the creators use the smoke and befouled air. [b]Deadsoul Elemental Chokewater:[/b] They are created by the deliberate drowning of at least a dozen sentient beings in a brackish, diseased, tidal pool, followed by the summoning and slaughter of a water elemental. [b]Deadsoul Elemental Graveearth:[/b] They are created by summoning, and then slaying, an earth elemental above a mound of dirt and soil created by desecrating a graveyard. [b]Deadsoul Elemental Pyreflame:[/b] They are created by the incineration of the living -- at least a dozen -- in an unhallowed space, with that flame used to summon a fire elemental, which is then slain and recreated as a pyreflame. [b]Fear Monger:[/b] A fear monger is the spirit of a deceased person that was betrayed by someone she trusted. [b]Fast Zombie:[/b] A puppet spider can enter a corpse and animate it while residing within. This effectively transforms the corpse into a fast zombie.[/spoiler] Fell Beasts Volume 3[spoiler] [b]Dark Fire Creature:[/b] Any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin that dies as a result from Aramus the Black Flame’s burn ability returns in 1d4 rounds as a dark-fire creature. Aramus literally consumes the victim’s soul, burning it away, leaving behind a portion of its own essence. “Dark Fire” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. [b]Soul Knight:[/b] Soul knights are suits of armor animated by the spirit of a warrior. A soul knight can be created with the corpse of an evil warrior through the use of a create undead spell. The caster must be at least 12th level. A full suit of armor is required, as the spirit animates the armor (so a suit of half plate would work, but a breastplate and greaves would not). The armor must include a helmet, gauntlets, and boots.[/spoiler] [URL='https://www.drivethrurpg.com/product/114214/File-Off-the-Serial-Numbers?affiliate_id=17596']File Off the Serial Numbers[/URL] Pathfinder 1e [B]Ghoul:[/B] Nabassu Demon's gaze attack that creates ghouls. Undead-Focused Cleric 9's gaze attack that creates ghouls. Necromancer 9's gaze attack that creates ghouls. [B]Lich:[/B] ? [B]Small Ghost:[/B] ? [B]Ghost:[/B] ? [B]Vampire Arcane Archer 7:[/B] ? [B]Vampire Cleric 14:[/B] ? [B]Vampire Antipaladin 14:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/221544/Forest-Kingdom-Campaign-Compendium?affiliate_id=17596]Forest Kingdom Campaign Compendium[/URL][spoiler] [b]Mythic Banshee:[/b] ? [b]Barrow Wight:[/b] Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people. [b]Boreal Wight, Typical Boreal Wight, Full-Fledged Free-Willed Boreal Wight:[/b] Spawn are under the command of the boreal wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed boreal wights. Boreal wights are the restless dead left unburied in the evergreen forests of the north. [b]Mythic Dullahan:[/b] ? [b]Faliech-Wyrm:[/b] In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead warbeast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrmsB3, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive. Yet the arcane madness that once afflicted their living brains caused their deterioration, making them impossible to control in undeath. Once risen, the monstrous undead wyrms rampaged through the wildlands, sowing paths of destruction and terror. The best the necromancers could hope for was to point their volatile creations south and hope they encountered as few of their own peoples’ settlements as possible before they reached enemy territory. After numerous trials and failures, the king ordered the Faleich- Mar to abandon their efforts. Undaunted, and driven by their own desires the Faleich-Mar continued their research, slowly moving across the Northlands, seeking out remote areas to perform their work. Each time, the results were equally chaotic and destructive. The king tried to condemn their work, until it was revealed that he had initially commissioned the cabal to construct the monstrous creatures. This revelation broke the trust of the kingdom and inspired revolt and rebellion throughout the northlands. Publicly demonized and shunned, the Faleich-Mar were driven underground where they continued their [b]Green Child:[/b] Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man’s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living. Some surmise that their violence serves as an act of justice; however, these malevolent beings lack ethics and indiscriminately attack any mortals they encounter. [b]Slough:[/b] A slough is powerful undead creature, a former ex-druid that steals her power directly from the earth she once swore to protect. To sustain herself in undeath a slough manipulates a specially prepared dolmen known as a weirdstone to siphon life from the earth, which she then feeds upon to empower for her own dark and malevolent existence. All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough. Living ex-druids can also use a weirdstone to gain druidic powers, though in doing so the weirdstone also drains them of life. To use a weirdstone effectively the ex-druid must spend eight hours in meditation and then make Spellcraft check DC 10+ the weirdstone’s caster level. If successful, for the next 24 hours the individual gains the benefits of the weirdstone, but they permanently loses 1 point of Constitution. Constitution loss sacrificed to a weirdstone cannot be restored in any manner. In this manner, those who continually use weirdstone’s eventual die and become slough themselves. “Slough” is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can create or otherwise acquire a weirdstone. [b]Ugrohter:[/b] Born sadists, ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld’s influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out Otherworld and then slew him. The severing of this of bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey creatures then rose from the dead, gruesomely transformed into ugrohters. [b]Mythic Banshee, Beautiful Ghostly Elven Woman:[/b] ? [b]Barrow Wight, Deathless Warrior, Frightful Foe:[/b] [b]Ordinary Wight That Also Possesses DR5/Magic or Silver and Has a Chilling Glare:[/b] Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight. [b]Cannier Barrow Wight:[/b] ? [b]Boreal Wight, Withered Corpse, Restless Dead:[/b] ? [b]Boreal Wight Spawn:[/b] Any humanoid creature that is slain by a boreal wight may rise as a boreal wight itself in only 1d4 rounds. However, this transformation only occurs if the creature’s corpse is buried in the ground or bound with a boreal wight’s thornbind ability. If its corpse is unearthed or it is freed from the thornbind before the transformation is complete, it is merely dead and does not rise. [b]Boreal Wight Spawn, Undead Slave-Spawn:[/b] ? [b]Ordinary Wight, Common Wight:[/b] ? [b]Ghostly Dullahan Coachman:[/b] ? [b]Mythic Dullahan, Grim Headless Rider:[/b] ? [b]Faleich-Wyrm, Terrifyingly Monstrous Rotting Corpse of a 40-Foot Long Snake With a Dragon's Head and Wickedly Clawed Forearms, Lifeless Beast, Monstrous Undead Wyrm, Volatile Creation, Monstrous Creature, Ghastly Creation, Beast, Fearsome Undead Creature, Sleeping Giant, Giant Undead Tatzylwyrm:[/b] ? [b]Penultimate Undead Warbeast:[/b] ? [b]Leech of Madness:[/b] Created by the Faleich-Mar, these undead leeches seek out intelligent life and latch into their flesh, attacking the nervous system and brain function and transforming the hosts into mindless, suicidal beasts. [b]Leech of Madness, Undead Leech:[/b] ? [b]Green Child, Gaunt Corpse of a Moss-Covered Rotting Child, Lithesome Horror, Tumultuary Corpse of a Wrongully Slain Child, Evil Creature:[/b] ? [b]Slough, Gristly Walking Corpse, Powerful Undead Creature, Former Ex-Druid, Lord, Abomination:[/b] ? [b]Slough Lord:[/b] ? [b]Ugrohter, Cadaverous Pixie-Like Creature With Greenish Decaying Flesh Crawling With Maggots, Undead Fey, Tortured Fey Creatures, Pain Harvester:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Invisible Undead:[/b] ? [b]Unnatural Creature:[/b] ? [b]Undead Spawn:[/b] ? [b]Mindless Corpse Animated:[/b] ? [b]Cruel-Hearted Undying Warlord:[/b] ? [b]Priya Nizolek, Human Ghost Commoner 2, Deathless Spirit, Vengeful Ghost, Spectral Village Woman in Soaked Rags, Half-Mad Ghost-Woman:[/b] Priya Nizolek was disconsolate when her only daughter, Fanya, took sick with a fever that would not abate, no matter how she prayed to the goddess of the mountain for healing. Long days and nights she prayed, but the village healers could do nothing and Fanya’s life slipped away. Pioska, loyal Pioska, ever her dutiful son, had sworn he would take an offering to the Istria’s mountain, imploring the goddess to restore his little sister, but she forbade him. Drowned in her grief, however, Priya never even noticed Pioska steal away to Istria’s Dolmen... not until three days later when a hunter brought back his garments, torn and bloodied where a wild beast had fallen upon him in the wood. Mad with grief, Priya seized her daughter’s dead body and her son’s bloody clothes to take them the goddess’ mountain, to demand satisfaction. The goddess would answer to her! She would answer for abandoning her faithful servant Priya in her greatest need, leaving her desolate and alone. Delirious from hunger and exhaustion, Priya deposited her grisly burden upon Istria’s Dolmen, barely clinging to sanity in her grief and anger. As Priya started to pray, a raven circled down from the rocks, alighting on Fanya’s corpse. Appalled as the carrion bird began to feast, Priya leaped up in a blind rage and hurled herself at the raven, in heedless pursuit as it flapped wildly trying to escape. In her headlong rush, Priya scarcely noticed when the snow-shrouded scree atop Falls of Istria gave way and she plummeted to her doom. But sometimes a mother’s grief and rage are stronger than death… [b]Lich, Full Lich:[/b] ? [b]Ancient Lich:[/b] ? [b]Atrophied Lich:[/b] ? [b]Demilich:[/b] ? [b]Umbral Wood, Sentient Land Lich:[/b] Perhaps it was once the home of a winter-worshiping assassin-warrior cult, uprooted and destroyed; yet the land itself had achieved a kind of sentience ... and with it, something that we might understand as lich-dom. [b]Tyrannical Lich:[/b] ? [b]Bloodthirsty Vampire-Pince:[/b] ? [b]Standard Zombie:[/b] ? [b]Zombie Beast:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/85247/PFRPG-Forgotten-Foes?affiliate_id=17596]Forgotten Foes[/URL][spoiler] [b]Bodak:[/b] The bodak is the physical remnants of a humanoid slain in an encounter with absolute evil. Bodaks are evil undead created when a humanoid dies in the presence of absolute evil. [b]Crypt Thing:[/b] They are created by spellcasters to guard such areas and they neither leave their assigned area nor can be compelled to do so. [b]Nightshades:[/b] ? [b]Nightshade Nightcrawler:[/b] ? [b]Nightshade Nightswimmer:[/b] ? [b]Nightshade Nightwalker:[/b] ? [b]Nightshade Nightwing:[/b] ? [b]Skeleton Black:[/b] These unusual undead are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen humanoids are contaminated and polluted by such evil and, within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. The distinctive two-weapon style a black skeleton displays is theorized to be a connection to the very first of its kind—a warrior who wielded twin short blades. Sages believe that a spell was used to duplicate the coal-black undead this warrior became and that, since the creature’s birth, all subsequent undead are influenced to taking up the same weapons. [/spoiler] [URL=https://www.drivethrurpg.com/product/216469/Freeport-Bestiary-for-the-Pathfinder-RPG?affiliate_id=17596]Freeport Bestiary for the Pathfinder RPG[/URL][spoiler] [b]Bloathsome:[/b] A bloathsome is a malevolent form of undead that is created when an enormous aquatic creature is killed by magic, and its body is left to rot. Bloathsome are bloated, partially burst, rotten corpses of sea creatures that were never properly harvested by hunters or scavenged by natural animals. Because of their death at the hands of magic, they were somehow partially preserved and separated from the natural cycle of life. In time the eldritch energies gave them a spark of true intelligence, and with it a deep and abiding hate for their own existence and anything else related to magic. [b]Chindi:[/b] Chindi are undead animals, raised by dark witches and priests to punish those that have offended them, as well as all they hold dear. Chindi are evil spirits inhabiting the bodies of dead animals. “Chindi” is an acquired template that can be added to any Small to Large animal. [b]Coyote Chindi:[/b] ? [b]Cipelahq:[/b] Cipelahqs are the unquiet souls of those that died on unfulfilled vision quests or similar outings for spiritual enlightenment. though most scholars see them as the result exclusively of “primitive” religions, in truth anyone who dies while seeking divine revelation can become a cipelahq if they allow themselves to be overcome by rage, dispair, or disillusionment at the moment of death. Cipelahqs are the spirits of those that died on spiritual quests. [b]Deadwood Tree, Terrible Deadwood Tree:[/b] Deadwood trees are hateful, unliving monstrosities created in the fall of Valossa that seek to destroy all life that they encounter. Centuries ago, the islands known today as the Serpent’s Teeth were part of the great continent of Valossa. A mighty Valossan Empire of serpent folk ruled the land, but it fell when certain of the serpent people turned to the worship of a chaotic evil entity known only as the Unspeakable One. A great cataclysm shattered Valossa, leaving only a few scattered islands behind. Nearly every living thing died—many of them in horrible ways as the essence of the Unspeakable One shot through their beings, warping them into insane forms. Before the fall of the serpent people, the great trees of Valossa’s jungles were inhabited by spirit lizards (see page 136). When the cataclysm struck, the trees were killed along with most other living things. However, a few spirit lizards were trapped inside their dead and dying trees, and fused with them by the warping influence of the Unspeakable One. These became the first of the deadwood trees. A deadwood tree is a bizarre blending of undead, plant, and fey, and has qualities of each species. Owing to the apocalyptic nature of the disastrous calamity that created them, the widely separated islands that they inhabit, and their own hateful nature, deadwood trees are solitary in nature. As mentioned previously, the deadwood trees were created during the great cataclysm that destroyed Valossa; many spirit lizards were fused to their home trees by the dark power that washed over the remains of the continent, becoming the first of the terrible deadwood trees. Spirit lizards were the predominant fey species of Valossa, but when the summoning of the Unspeakable One destroyed the continent, many of them suffered a terrible fate. As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the chaotic forces unleashed upon the land. Twisted and evil, these became the first of the deadwood trees (see pages 37-40). [b]Hazarael Boneroot, Hazaael Boneroot, Hazarel Boneroot, Deadwood Tree, Enormous Old Dead Tree With a Gnarled Trunk and Twisted Branches:[/b] Hazarel Boneroot was so unrelenting in its destruction of the living that it attracted the attention of a fiendish deity. Hazarel made a pact with this sinister entity, gaining greater power in exchange for devotion and the continual sacrifice of the living. [b]Fetish Familiar:[/b] Through a dark ritual, a spellcaster’s familiar can be turned into an undead, preserving it from some of the common annoyances of life (such as the need to eat, sleep, or breathe) and conveying some aspect of undead resilience to its master. “Fetish Familiar” is an acquired template that can be added to any living familiar or improved familiar. This requires a special ritual that costs 500 gp per level of the spellcaster that possess the familiar and takes 24 hours. At the end of this time the performer of the ritual must make a Spellcraft check with a DC equal to 15 + the caster level of the spellcaster connected to the familiar. Wizards specialized in necromancy gain a +4 bonus to this check. On a failed check the familiar is killed and its associated spellcaster must make a DC 20 Will save or gain 2d3 insanity points (Freeport: City of Adventure 427). On a successful check the familiar becomes an undead (gaining the fetish familiar template) and its associated spellcaster must make a DC 30 Will save or gain 1d3 insanity points. [b]Fetish Familiar Monkey:[/b] ? [b]Fire Specter:[/b] Fire spectres are undead creatures that arise when a black-hearted villain is burned alive. Their hatred burns so strong that the fires transform them into supernatural terrors. While certainly other fire spectres exist in the World of Freeport, the most famous ones are the crew of the Winds of Hell. Every man who died on board that flaming ship arose as an undead horror and the ship’s crew retains the same complement of sailors that it did the day they awakened. This creature is a fire spectre, an undead abomination that houses the tortured spirit of a black-hearted villain. “Fire Spectre” is an acquired template that can be added to any evil humanoid or monstrous humanoid creature that dies by fire. [b]Captain Kothar, Kothar the Accursed, Fire Specter Rogue 12:[/b] In life, Captain Kothar was a vicious pirate noted for his bloodthirsty tactics and wanton cruelty. After he and his crew attacked and murdered their rivals, claiming their vessel the Winds of Hell for themselves, they were captured, tried, and executed for their crimes. The Captains’ Council decreed they should be lashed to the deck of their bloody ship while the vessel burned down to the waterline. Kothar’s hate ran hotter than the flames and he refused to go to the Nine Hells until he got his vengeance. [b]Ship of the Damned Pirate, Fire Specter Corsair 2:[/b] While certainly other fire spectres exist in the World of Freeport, the most famous ones are the crew of the Winds of Hell. Every man who died on board that flaming ship arose as an undead horror and the ship’s crew retains the same complement of sailors that it did the day they awakened. [b]Flayed Man, Typical Flayed Man:[/b] A flayed man is a vile undead creature created when a mortal necromancer botches his efforts to transcend the mortal coil and become a lich. Flayed men represent yet another pitfall of mortal ambition. The procedure for attaining lichdom is perilous indeed, and those incautious fools who dabble in the black arts are at risk of major mishap when they attempt to circumvent the natural order. Flayed men are created whenever a mortal seeks to transcend death and become a lich, but fails to attain the proper ingredients or is otherwise interrupted while in the midst of the ritual. [b]Haint Shark:[/b] This is a haint shark, a ghostly remnant of a shark cruelly slain by fishermen or sailors. Haint sharks are produced when the fiercest of normal sharks are trapped and killed by cruel revenge-seeking fishermen and adventurers. [b]Jikininki:[/b] Jikininki are the restless ghosts of humanoids that were consumed by greed and gluttony during life. They are cursed with terrible hunger that can, at best, only be briefly quieted. Some experts on the supernatural claim that the spirits of vampires may be forced into the form of a jikininki when the creature is destroyed, as well as the unquiet ghosts of lycanthropes. [b]Nightmarcher:[/b] Nightmarchers are undead warriors, cursed to rise on important occasions and march to the site of their deaths. Any humanoids falling to [nightmarchers] on their march join their endless walk. Nightmarchers recruit all they kill into their numbers, although they usually spare those related to them. They are most frequently spawned from tropical tribal cultures, although they may be found anywhere men go to war. Any humanoid or monstrous humanoid killed by the nightmarchers join their ranks the next evening. Creatures related to the nightmarcher that kills them are immune to this effect. [b]Peik-Ta:[/b] Peik-ta are the desiccated corpses of water dwelling beings that died on land. Humanoids or monstrous humanoids with the aquatic or water subtypes, that are killed by a peik-ta’s kiss or suctioning grip, rise as a peik-ta at the next low tide (or in 24 hours, if on a body of water without tides). Peik-ta are undead, found only on land, created by the death of sea-dwelling humanoids while they were out of the water. [b]Skin Cloak, Hollow Man:[/b] A skin cloak, or hollow man, is the animated skin of a mortal humanoid. Skin cloaks are aggressive in combat and filled with a dread loathing of spellcasters, perhaps out of hatred for those who gave them unlife. Skin cloaks are the unfortunate remains of those who have crossed necromancers and thus may haunt areas where foul necromantic magic was used. It is the animated remains of a skinned humanoid. A hollow man consists of the skinned hide of a human or humanoid creature. The flesh is tanned, with any cut marks closed with a heavy thread, and is often tattooed. The curing process results in shrinking the overall hide and thus these creatures are often smaller than they were in life, standing about four feet tall and weighing twenty pounds or less. A spellcaster with an intact hide of a sentient humanoid or monstrous humanoid can create a skin cloak with a create undead spell. [b]Tephran, Independent Tephran:[/b] Tephrans are the undead remnants of humanoids slain by suffocating on volcanic ash. Entire cities may be buried by volcanic activity, creating tephrans that lie motionless, waiting for time or human activity to uncover them. Being undead spirits, tephrans arise either due to divine curses, damning them and their cities, or from the desperation of doomed people turning into raw hate in their last agonized moments. Tephrans are the restless spirits of the victims of volcanic ash. The bodies of those who die from a tephran’s suffocating attack rapidly break down under a shell of ash, themselves becoming tephrans. Any humanoid or monstrous humanoid killed by suffocating on a tephran’s ash cloud rises as an independent tephran 24 hours later. [b]Thanatos:[/b] ? [b]Thanatos Large:[/b] ? [b]Thanatos Gargantuan:[/b] ? [b]Umkovu:[/b] Umkovu are created from intelligent creatures that died while being mutilated and in great pain. They nearly always arise spontaneously, sometimes dealing a nasty surprise to their torturers. [b]Bloathsome, Whale Carcass, Malevolent Form of Undead, Bloated Partially Burst Rotten Corpse of of a Sea Creature That Was Never Properly Harvested by Hunters or Scavenged by Natural Animals, Horrific Animate Corpse, Vicious Intelligent Undead, Powerful Undead:[/b] ? [b]Old and Powerful Bloathsome:[/b] As bloathsome age they often gain abilities similar to other forms of powerful undead, such as mummy rot and ghoul touch. [b]Chindi, Undead Animal:[/b] ? [b]Chindi, Mangy Canine, Demonic Dog, Mangy Dog:[/b] ? [b]Cipelahq, Unquiet Soul of One That Died on an Unfulfilled Outing for Spiritual Enlightenment, Angry Ghost, Undead Spirit, Ghostly Owl, Spirit of One That Died on a Spiritual Quest:[/b] ? [b]Cipelahq, Unquiet Soul of One That Died on an Unfulfilled Vision Quest:[/b] ? [b]Deadwood Tree, Animated Dead Tree, Hateful Unliving Monstrosity, Intelligent and Careful Strategist, Solitary Entity, Shambling Tree, Undead Mockery of Life, Bizarre Blending of Undead Plant and Fey, Living Tree:[/b] ? [b]Fetish Familiar Monkey, Small Monkey Figure:[/b] ? [b]Fire Specter, Animated Skeleton, Undead Creature That Arises When A Black-Hearted Villain is Burned Alive, Undead Abomination That Houses the Tortured Spirit of a Black-Hearted Villain, Formidable Opponent, Spirit, Burning Soul of the Damned, Unnatural Creature:[/b] ? [b]Accursed, Ship of the Damned Pirate, Most Famous Fire Specter, Undead Horror, Undead Pirate, Devil, Horrid Creature:[/b] ? [b]Flayed Man, Beggar Draped in Rags, Terrifying Abomination Shrouded in Flayed and Tattered Skin, Vile Undead Creature, Creature of the Night, Rare Undead Horror, Horrible Creature, Undead Abomination With a Strong Connection [to] the Negative Energy Plane, Humanoid:[/b] ? [b]Haint Shark, Translucent Blue Shark, Undead Shark, Incorporeal Undead:[/b] ? [b]Haint Shark, Ghostly Remnant of a Shark Cruelly Slain by a Fisherman:[/b] ? [b]Haint Shark, Ghostly Remnant of a Shark Cruelly Slain by a Sailor:[/b] ? [b]Jikininki, Horror, Translucent Gore-Caked Human Skeleton the Size of a Giant, Hungry Ghost, Restless Ghost of a Humanoid That Was Consumed By Greed and Gluttony in Life, Restless Spirit Cursed With an Unending Hunger, Great Skeleton Covered in Gore and Rotted Food Caught in its Bones, Incorporeal Undead:[/b] ? [b]Jikininki, Unquiet Ghost of a Lycanthrope:[/b] ? [b]Nightmarcher, Gray-Skinned Warrior, Undead Warrior, Warrior:[/b] ? [b]Peik-Ta, Dried and Desiccated Form of a Sea Folk, Desiccated Corpse of a Water Dwelling Being, Desiccated Corpse, Dried Body With Sunken Pits for Eyes:[/b] ? [b]Skin Cloak, Leather Cloak, Empty Skin of Some Unfortunate Victim, Animated Skin of a Mortal Humanoid, Unfortunate Remains of One Who Has Crossed a Necromancer, Unsettling Undead Creature, Animated Remains of a Skinned Humanoid Creature:[/b] ? [b]Skin Cloak, Skinned Hide of a Human:[/b] ? [b]Skin Cloak, Skinned Hide of a Humanoid Creature:[/b] ? [b]Tephran, Humanoid Shape Made of Gray Ash, Undead Remnant of a Humanoid Slain by Suffocating on Volcanic Ash, Undead Spirit, Restless Spirit of a Victim of Volcanic Ash, Empty Shell of Ash and Pumice:[/b] ? [b]Thanatos, Horrific Creature, Undead Fish of Large Size, Absolutely Enormous Undead Fish, Vile Creature, Undead Horror, Dead Fish:[/b] ? [b]Umkovu, Ogre-Sized Creature Made of Twisted Bones Covered in Flowing Flesh, Undead Creature With Complete Control of its Decaying Body, Horrific Undead With a Bloated and Twisted Body:[/b] ? [b]Devil Lizard:[/b] ? [b]Ghost Eater:[/b] Some believe that a ghost eater is created when a particularly righteous cleric dies, carrying on the duty of laying the restless dead. Others point out that this would make the creature undead, and it does not respond to spells of turning as other undead creatures do. [b]Devil Lizard, Bipedal Lizard About Two Feet Tall With Taloned Feet and Dark Staring Eyes, Solitary Entity, Strange and Misunderstood Creature, Spirit Lizard That Has Turned to Evil and the Worship of Dark Forces, Devil, Intelligent Fey:[/b] ? [b]Ghost Eater, Monkey-Like Creature, Rare Creature, Outsider, Immortal, Baboon-Sized Primate With Grey Fur, Magical Beast:[/b] ? [b]Ghost Eater, Solitary Individual:[/b] ? [b]Ghost Eater, Living Warning System:[/b] ? [b]Undead, Undead Creature, Restless Dead:[/b] A fetish familiar uses all the base creature’s statistics and special abilities except as noted here. If a spellcaster with a fetish familiar dies, there is a 1% chance per caster level the spellcaster becomes an undead with a CR equal to its caster level -2. Undead beings are once-living creatures animated by spiritual or supernatural forces. [b]Powerful Undead:[/b] ? [b]Dire Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Mindless Undead:[/b] ? [b]Necromantic Monstrosity:[/b] ? [b]Once-Living Creature Animated by Spiritual Forces:[/b] ? [b]Once-Living Creature Animated by Supernatural Forces:[/b] ? [b]Ghoul:[/b] A fetish familiar uses all the base creature’s statistics and special abilities except as noted here. If a spellcaster with a fetish familiar dies, there is a 1% chance per caster level the spellcaster becomes an undead with a CR equal to its caster level -2. [b]Powerful Lich:[/b] ? [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Skeleton:[/b] ? [b]Vampire:[/b] ? [b]Zombie:[/b] Deadwood trees hate all living things. They revel in slaughtering the creatures of the woods and transforming both beasts and men into zombies. [Deadwood tress] frequently are accompanied by packs of shambling zombies, previous victims of their touch of corruption. Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies. Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds. As mentioned previously, the deadwood trees were created during the great cataclysm that destroyed Valossa; many spirit lizards were fused to their home trees by the dark power that washed over the remains of the continent, becoming the first of the terrible deadwood trees. Spirit lizards were the predominant fey species of Valossa, but when the summoning of the Unspeakable One destroyed the continent, many of them suffered a terrible fate. As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the chaotic forces unleashed upon the land. Twisted and evil, these became the first of the deadwood trees. Living creatures killed by [a thanatos's] energy drain will rise in 1d4 rounds as zombies. [b]Zombie, Cannon Fodder, Weaker Undead:[/b] ? [b]Zombie, Shambling Zombie:[/b] ? [b]Zombie, Minion:[/b] ? [b]Human Zombie:[/b] Rare undead horrors, flayed men are almost never encountered in groups. Instead, a flayed man keeps the company of 1d4+2 human zombies that it has created with its create spawn ability.[/spoiler] [URL=http://www.drivethrurpg.com/product/141764/Freeport-The-City-of-Adventure-for-the-Pathfinder-RPG?affiliate_id=17596]Freeport City of Adventure[/URL][spoiler] [b]Ancient Void Zombie:[/b] ? [b]Huecuva:[/b] The undead Brother Molen, the priest who betrayed his brothers to Jalie Squarefoot, a duke of Hell. He is now risen as an huecuva. Aiding the devil in a grand deception that eventually caused the destruction of his order and home, Brother Molen sealed his fate when he cast the bell from the church’s tower and thereby removed the final protection the Church of Retribution had against their diabolic foes. For his betrayal, he rose after death, eternally tormented and reminded of his guilt, doomed to dwell forever in the place he most cherished; he was the Chief Librarian of the order, and it was the promise of greater understanding that weakened his resolve.[/spoiler] [URL='http://www.drivethrurpg.com/product/125630/Free20-Lesser-Nemesis-Bestiary?affiliate_id=17596"']Free20 Lesser Nemesis Bestiary[/URL][spoiler] [b]Taxidermy Revenant:[/b] Taxidermy Revenants are horrid composite undead created from a chimerical assortment of hunting trophies animated by malign intelligence. Taxidermy Revenants have antlers taken from a trophy buck above a dusty, stitched head of a lion or stag; glass eyes stare at the world with endless malice. “I knew a Druid once, claimed Taxidermy Revenants are nature’s punishment of trophy hunters, and those damn fool nobles who go traipsin’ into the wilderness with half an army behind ‘em to get a hart’s head for their wall.”[/spoiler] [URL='http://www.drivethrurpg.com/product/83359/Freeport-Companion-Pathfinder-RPG-Edition?affiliate_id=17596"']Freeport Companion Pathfinder RPG Edition[/URL] [spoiler] [b]Fire Spectre:[/b] Fire spectres are undead creatures that arise when a black-hearted villain is burned alive. Their hatred burns so strong that the fires transform them into supernatural terrors. “Fire Spectre” is an acquired template that can be added to any evil humanoid or monstrous humanoid creature that dies by fire. [b]Fire Spectre Rogue 12:[/b] In life, Captain Kothar was a vicious pirate noted for his bloodthirsty tactics and wanton cruelty. After he and his crew attacked and murdered their rivals, claiming their vessel the Winds of Hell for themselves, they were captured, tried, and executed for their crimes. The Captains’ Council decreed they should be lashed to the deck of their bloody ship while the vessel burned down to the waterline. Kothar’s hate ran hotter than the flames and he refused to go to the Nine Hells until he got his vengeance. [b]Flayed Man:[/b] A flayed man is a vile undead creature created when a mortal necromancer botches his efforts to transcend the mortal coil and become a lich. Flayed men represent yet another pitfall of mortal ambition. The procedure for attaining lichdom is perilous indeed, and those incautious fools who dabble in the black arts are at risk of major mishap when they attempt to circumvent the natural order. Flayed men are created whenever a mortal seeks to transcend death and become a lich, but fails to attain the proper ingredients or is otherwise interrupted while in the midst of the ritual. The flesh sloughs from the necromancer’s body in pieces, leaving curled bits of skin to writhe atop of the glistening muscle and sinew. The newly created flayed man has, in some respects, attained its goal, but lacks the power it held in life. [b]Skin Cloak:[/b] A skin cloak, or hollow man, is the animated skin of a mortal humanoid. It is the animated remains of a skinned humanoid. A hollow man consists of the skinned hide of a human or humanoid creature. The flesh is tanned, with any cut marks closed with a heavy thread, and is often tattooed. The curing process results in shrinking the overall hide and thus these creatures are often smaller than they were in life, standing about four feet tall and weighing twenty pounds or less. A spellcaster with an intact hide of a sentient humanoid or monstrous humanoid can create a skin cloak with a create undead spell. [b]Skulldugger:[/b] ? [b]Ghost Human Rogue 1:[/b] The Sea Lord’s Guard chose this night to begin their war and swept through the Eastern District, rounding up anyone they suspected of being affiliated with the Guild. As the sounds of screams and fighting broke out all around, Melanie fled to her home on the edge of Scurvytown, only to find her house in flames and her friends fighting for their lives against a band of Guardsmen. Melanie grabbed the knife from the pouch and threw herself into the combat, terrified and desperate to get to her boys. She lashed out with the blade, unaware that it slew everyone it touched, her eyes fixed only on the small, smoking shapes on her porch. She nearly reached the bodies of her children when a steel-tipped quarrel punched through her middle, piercing her heart. She fell within an arm’s reach of her children’s bodies, and as she lay dying, she whispered that she’d get her vengeance, make the bastards pay. A strange thing happened. The knife flared with sickly green light, growing brighter even as the light in her eyes faded. Melanie Crump’s body died, but somehow her spirit lived on, trapped within the accursed knife, bound by her vow until she gets her revenge. [b]Zombie:[/b] Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds.[/spoiler] [URL=https://www.drivethrurpg.com/product/198983/Game-Masters-Guide-to-Kaidan?affiliate_id=17596]Game Master's Guide to Kaidan[/URL][spoiler] [b]Emperor Taira no Anotku, Antoku, The Eternal Emperor, The Undying Emperor, Undead Emperor, Undying Boy:[/b] When, at the last, it became clear that the battle was hopeless, the young emperor was cradled in the arms of his grandmother, Tokiko, who, like her late husband, was a follower of the Dark Wheel school of Zaoism. Gathering with all the exiled Imperial Court, and all her loyal hand-maidens, she prepared to cast herself and her grandson into the sea. Yet before she leapt, she uttered forth a dreadful curse. While the exact wording of the curse has been lost to time, it is known that she cursed the world and all the gods therein for allowing events to transpire as they had. She cursed both heaven and hell and shouted aloud for all to hear, “Would that my grandson would reign for a thousand years.” Then she and all those with her, including many of the remaining Taira warriors, sacrificed themselves to the sea. So dreadful was the curse, and so potent was the sacrifice, that the sun grew dim for seven days. For seven days oni poured forth into the world. For seven days, death would not come for any man. For seven days, a mist roiled up from the watery mass grave of the Taira, covering all the islands and the ocean thereabout. It was a dread and awful time, but what happened afterward was worse. At the end of the week, the gates of Jigoku slammed shut once more and the gates of Yomi, the realm of the dead, were reopened. The Imperial Court, rejoined by a resurrected Kiyomori, rose from the depths of the sea and sailed to Fukuhara-kyo where they bloodily slew all those Minamoto they found, reclaiming the Imperial throne. [b]Seii Tai Shogun Taira no Kiyomori, Undead Shogun:[/b] When, at the last, it became clear that the battle was hopeless, the young emperor was cradled in the arms of his grandmother, Tokiko, who, like her late husband, was a follower of the Dark Wheel school of Zaoism. Gathering with all the exiled Imperial Court, and all her loyal hand-maidens, she prepared to cast herself and her grandson into the sea. Yet before she leapt, she uttered forth a dreadful curse. While the exact wording of the curse has been lost to time, it is known that she cursed the world and all the gods therein for allowing events to transpire as they had. She cursed both heaven and hell and shouted aloud for all to hear, “Would that my grandson would reign for a thousand years.” Then she and all those with her, including many of the remaining Taira warriors, sacrificed themselves to the sea. So dreadful was the curse, and so potent was the sacrifice, that the sun grew dim for seven days. For seven days oni poured forth into the world. For seven days, death would not come for any man. For seven days, a mist roiled up from the watery mass grave of the Taira, covering all the islands and the ocean thereabout. It was a dread and awful time, but what happened afterward was worse. At the end of the week, the gates of Jigoku slammed shut once more and the gates of Yomi, the realm of the dead, were reopened. The Imperial Court, rejoined by a resurrected Kiyomori, rose from the depths of the sea and sailed to Fukuhara-kyo where they bloodily slew all those Minamoto they found, reclaiming the Imperial throne. [b]Tokiko, Undying Grandmother:[/b] When, at the last, it became clear that the battle was hopeless, the young emperor was cradled in the arms of his grandmother, Tokiko, who, like her late husband, was a follower of the Dark Wheel school of Zaoism. Gathering with all the exiled Imperial Court, and all her loyal hand-maidens, she prepared to cast herself and her grandson into the sea. Yet before she leapt, she uttered forth a dreadful curse. While the exact wording of the curse has been lost to time, it is known that she cursed the world and all the gods therein for allowing events to transpire as they had. She cursed both heaven and hell and shouted aloud for all to hear, “Would that my grandson would reign for a thousand years.” Then she and all those with her, including many of the remaining Taira warriors, sacrificed themselves to the sea. So dreadful was the curse, and so potent was the sacrifice, that the sun grew dim for seven days. For seven days oni poured forth into the world. For seven days, death would not come for any man. For seven days, a mist roiled up from the watery mass grave of the Taira, covering all the islands and the ocean thereabout. It was a dread and awful time, but what happened afterward was worse. At the end of the week, the gates of Jigoku slammed shut once more and the gates of Yomi, the realm of the dead, were reopened. The Imperial Court, rejoined by a resurrected Kiyomori, rose from the depths of the sea and sailed to Fukuhara-kyo where they bloodily slew all those Minamoto they found, reclaiming the Imperial throne. [b]Undead, Yurei, Undead Creature, Actual Undead, The Dead, The Unquiet Dead, Restless Dead:[/b] Because of tenmei, dead nobles could only reincarnate into noble families. Yet the many deaths of the nobles, coupled with the undead nature of the rest, meant that there were not enough noble bodies into which the spirits of the nobles could be reborn so that, subsequently, even those that were slain often returned as undead spirits, ghosts and ghouls. When a soul in Kaidan departs the body, and enters Yomi, it must typically wait for 7 days before once more entering the world of the living, seeking a new form. Not all souls go to Yomi, nor do all souls leaving Yomi always find a suitable host body. In both cases the soul becomes a yurei, one of the undead. When a character dies and has the option of being reincarnated [in Kaidan], use Table 7.4 to determine the method of reincarnation. About 1 in 10 times the character will be unable to be immediately brought back. Characters that think to abuse the ability to be reincarnated will eventually find themselves truly gone, or worse, they will become a yurei and haunt their former companions. Player characters who should be reborn as nobles [in Kaidan] instead become yurei, unable to be appeased in any way. PC Reincarnation Following a Violent Death [in Kaidan] 05-10. Kaidan is a land where men are beset on all sides by horror. Demons and monsters fill the dark forests and lurk in the shadows of the mountains. The dead do not rest easy and the undead control the seats of power. [i]Vault of Flesh[/i] spell. [b]Dread Yurei, Malevolent Undead Spirit:[/b] Yet, the curse had a far more reaching consequence, one with greater scope for tragedy. Within Kaidan, the process of soul creation and migration, so common to all the multiverse, had come to a halt. No new souls were being made in Kaidan and no souls could leave Kaidan for the hereafter. Those that died spent a brief period of time in Yomi, typically seven days, and were then forcefully reborn in accordance with the doctrine of Zaoist reincarnation. Thus, not even death could serve as a true release from the growing horrors of Kaidan. As time progressed, more and more of those who died within Kaidan, including yokai and korobokuru alike, were reborn, not as babes, but as dread yurei: malevolent undead spirits. [b]Yurei Spirit:[/b] ? [b]Malevolent Yurei:[/b] The pain of death causes the character to be reformed as a malevolent yurei within 1d4 days of their death. [b]Undead Overlord:[/b] ? [b]Undead Servant:[/b] ? [b]Undead Ruler:[/b] ? [b]Undead Foe:[/b] ? [b]Undead Daimyo:[/b] ? [b]Undead Noble:[/b] ? [b]Undead Chieftan:[/b] ? [b]Undead Spirit:[/b] Because of tenmei, dead nobles could only reincarnate into noble families. Yet the many deaths of the nobles, coupled with the undead nature of the rest, meant that there were not enough noble bodies into which the spirits of the nobles could be reborn so that, subsequently even those that were slain often returned as undead spirits, ghosts and ghouls. [b]Undead Kin:[/b] ? [b]Undead Minion:[/b] ? [b]Undead Fiend:[/b] ? [b]Lord Nijoioji no Dainomoto, The Wandering Daimyo, Powerful Undead Necromancer:[/b] ? [b]Undead Warrior:[/b] ? [b]Lord Taira no Noritsune:[/b] When, at the last, it became clear that the battle was hopeless, the young emperor was cradled in the arms of his grandmother, Tokiko, who, like her late husband, was a follower of the Dark Wheel school of Zaoism. Gathering with all the exiled Imperial Court, and all her loyal hand-maidens, she prepared to cast herself and her grandson into the sea. Yet before she leapt, she uttered forth a dreadful curse. While the exact wording of the curse has been lost to time, it is known that she cursed the world and all the gods therein for allowing events to transpire as they had. She cursed both heaven and hell and shouted aloud for all to hear, “Would that my grandson would reign for a thousand years.” Then she and all those with her, including many of the remaining Taira warriors, sacrificed themselves to the sea. So dreadful was the curse, and so potent was the sacrifice, that the sun grew dim for seven days. For seven days oni poured forth into the world. For seven days, death would not come for any man. For seven days, a mist roiled up from the watery mass grave of the Taira, covering all the islands and the ocean thereabout. It was a dread and awful time, but what happened afterward was worse. At the end of the week, the gates of Jigoku slammed shut once more and the gates of Yomi, the realm of the dead, were reopened. The Imperial Court, rejoined by a resurrected Kiyomori, rose from the depths of the sea and sailed to Fukuhara-kyo where they bloodily slew all those Minamoto they found, reclaiming the Imperial throne. When the Emperor arose from his watery grave, Noritsune was one of those who arose with him. [b]Undead Samurai:[/b] ? [b]Kagayakyou, Kaikou, Undead Necromancer, Ancient Necromancer:[/b] Many shrines and temples have been built on the slopes of Sumisan, the most famous being the Temple of Kaikou, who introduced Kuraikuruma to Kaidan. While Kaikou long ago passed the reigns of the temple on to his successors, his name is yet venerated within the temple that bears his name, and it is taught they he did not die, but instead ascended into the perfect state of undeath. [b]Undead Lord:[/b] ? [b]Undead Oni:[/b] ? [b]Strange Abomination:[/b] ? [b]Flesh-Eating Undead, Flesh Eating Undead:[/b] ? [b]Undead Who Preys on Other Undead:[/b] ? [b]Multi-Eyed, Multi-Limbed Fanged Horror:[/b] ? [b]Corporeal Undead:[/b] ? [b]Mindless Undead:[/b] Whereas, in other lands, it is sometimes possible for a body to have conflicting souls sharing the same body, the metaphysical nature of Kaidan makes this impossible. Bodies can possess only a single soul at a time. Any magical effect or supernatural ability which allows a soul to possess a body, of necessity drives away the original occupant, in effect killing that individual. This makes such magic and abilities even more dangerous in Kaidan. However there are rites, spells and ceremonies which can recall a soul to its body, if those around the body can manage to dismiss, banish or exorcise the offending spirit. If a body is somehow left soulless it sometimes simply dies. Just as often, a body can reanimate as either a mindless undead or as a tamashanaki. [b]The Tormented:[/b] These are those yurei trapped between lives, either by the vagaries of tenmei or else by their own personal tragedies. [b]Powerful Undead:[/b] ? [b]Non-Noble Undead:[/b] ? [b]Supernatural Threat:[/b] ? [b]Undead Demon:[/b] ? [b]Evil Monstrosity:[/b] ? [b]Two Headed Undead Wolf:[/b] ? [b]Ghost:[/b] Because of tenmei, dead nobles could only reincarnate into noble families. Yet the many deaths of the nobles, coupled with the undead nature of the rest, meant that there were not enough noble bodies into which the spirits of the nobles could be reborn so that, subsequently even those that were slain often returned as undead spirits, ghosts and ghouls. These are those yurei trapped between lives, either by the vagaries of tenmei or else by their own personal tragedies. Strengthened by the same negative energies which give birth to the jikininki, these yurei exist as ghosts, wraiths and haunts. [b]Ghost, Horror, Tormented:[/b] ? [b]Goryo, Noble Ghost, Beneficient Spirit:[/b] Another religious movement within Kaidan is goryo shinko, the worship of “noble ghosts.” A sub-cult of the imperial yokinto shrines, the doctrine is based on the idea that the dead can be venerated and, through that veneration, encouraged to become protectors of the living. Angry spirits of the dead are called onryo and are rightly feared. Through proper worship and rituals, these onryo, it is believed, can be turned to goryo, beneficent spirits. [b]Lord Mizawa Matashirokata, True Ghost:[/b] Lord Mizawa is a true ghost, incorporeal and only partially dwelling in the present. Having murdered his family before taking his own life, his days are spent replaying the argument he had with his oldest son concerning loyalty to the Shogun, an argument that escalates into the grisly reenactment, each night, of his families demise. [b]Ochoka, Ghost:[/b] A hundred and seventy years ago, a bandit king named Ochoka waged war upon the forces of the daimyo, but was ultimately crushed. [b]Nakashima Ren, Ghost:[/b] The Kinogasa-taisha shrine in Kinogasa is haunted. Nakashima Ren, the Yokinto priest who initiated the failed rebellion, over 90 years previously, now dwells within the shrine grounds. [b]Ghost of a Child:[/b] ? [b]Ghoul:[/b] Because of tenmei, dead nobles could only reincarnate into noble families. Yet the many deaths of the nobles, coupled with the undead nature of the rest, meant that there were not enough noble bodies into which the spirits of the nobles could be reborn so that, subsequently even those that were slain often returned as undead spirits, ghosts and ghouls. A samurai wight-lord, Hakato Munimasanoke, once sworn to serve the daimyo’s husband, has been stealing bodies for years, burying them in the cursed soil of the forest so that they rise as zombies and ghouls under his control. [b]Ghoul, Horror, Tormented:[/b] ? [b]Aquatic Ghoul:[/b] ? [b]Lord Kinja no Dakishi, Ghoulish Man, Daimyo:[/b] ? [b]Daimyo Lord Sengawa no Kenjuro, human ghoul lord cleric 10:[/b] ? [b]Chief Enforcer Gogakiko, human ghoul fighter 4/Rogue 3:[/b] ? [b]Ghoulish Samurai:[/b] ? [b]Kumo Gaki, Spider Ghoul:[/b] Kumo gaki, or spider ghouls are a flesh-eating undead unique to Kaidan, and over the last four hundred years have spread across the archipelago so that they may be found almost anywhere, preferring in the main to lair in caves and rocky crevices. Lady Taira is the first of these creatures and it was she who first spawned others of her kind. [b]Lady Taira no Heimasami, The Spider-Queen, Kumo Gaki, Multi-Eyed Multi-Limbed Fanged Horror:[/b] ? [b]Ghoul Jikininki:[/b] Negative energy strongly permeates the spiritual fabric of Kaidan and when evil men die, or when bodies are not properly treated following death, it is common for those bodies to reanimate in ghoulish form. Strengthened by the same negative energies which give birth to the jikininki, these yurei exist as ghosts, wraiths and haunts. At the shrine, he once more encountered the priest, now injured, and quite penitent. “In my life,” explained the ashamed priest, “I served that village, but I was a wicked priest and abused my position. Now that I am dead, I am cursed to dwell as a jikininki, feasting on the flesh of men.” [b]Ghoul Jikininki, Flesh-Eating Undead:[/b] ? [b]Haunt:[/b] These are those yurei trapped between lives, either by the vagaries of tenmei or else by their own personal tragedies. Strengthened by the same negative energies which give birth to the jikininki, these yurei exist as ghosts, wraiths and haunts. [b]Haunt, Tormented:[/b] ? [b]Daimyo Lord Ashikuma, Lord Taira no Hatchiborimaro, Human Lich Wizard 16:[/b] ? [b]Lord Shimoshika no Shimoutako, Lich:[/b] ? [b]Daimyo Lord Sugasora no Harumori, Human Lich Wizard 13:[/b] ? [b]Lord Inji, Hasatako Inimanoko, Lich, Powerful Spellcaster:[/b] ? [b]Lord Daidoiendo no Kinjiromaro, Unique Cleric-Lich, Powerful Spell-Caster:[/b] [H]e is a unique cleric-lich, having obtained undeath through divine necromantic means. [b]Lord Hasatanori no Kazukatsumasa:[/b] A Zaoist priest and the leading son of a wealthy noble family, Lord Hasatanori was one of the earliest nobles, following the rebirth of the emperor, to embrace undeath. However, his method of choice involved a painful process of self-mummification, and while there is no doubting the power he gained through the ordeal, the aesthetics of the result were less than ideal. [b]Queen Himiko, Undying Shade:[/b] ? [b]Shadow-lord, Nagakage no Katsuyorio, Mighty Shadow Lord:[/b] ? [b]Shadow, Lesser Shadow, Undead Shadow:[/b] Lord Nagakage is a mighty shadow lord, with the ability to control multitudes of lesser shadows. Once a month, he secretly leaves his castle to choose a random victim upon which to feed. The victim, once drained of life, rises as a shadow under the control of Nagakage and further swells the ranks of his minions within and under his island fortress. [b]Shadow, Minion:[/b] ? [b]Skeleton:[/b] ? [b]Aquatic Skeleton:[/b] ? [b]Lord Tando no Masateruyoshi, Undying Man, Spectral Horror:[/b] Lord Tando is exactly what he seems to be, an undying man of extreme benevolence, at least during the day. Always possessed of a noble heart, Lord Tando nevertheless, because of his loyalty to his Shogun, sought a means to achieve undeath; though he sought to do this without becoming a monster of death and destruction. He was only partly successful. The ritual by which he and his family crossed over into immortality left them appearing, during the day, exactly as they did in life, albeit possessed of an unnatural vigor powered by negative energies. However, at night, the family transforms into spectral horrors which, escaping the bonds of the palace, enter into Yama-jo to torture and feast upon one of the citizens of the city. [b]Spectral Horror:[/b] Lord Tando is exactly what he seems to be, an undying man of extreme benevolence, at least during the day. Always possessed of a noble heart, Lord Tando nevertheless, because of his loyalty to his Shogun, sought a means to achieve undeath; though he sought to do this without becoming a monster of death and destruction. He was only partly successful. The ritual by which he and his family crossed over into immortality left them appearing, during the day, exactly as they did in life, albeit possessed of an unnatural vigor powered by negative energies. However, at night, the family transforms into spectral horrors which, escaping the bonds of the palace, enter into Yama-jo to torture and feast upon one of the citizens of the city. [b]Yukikoshi, Yukikoshe, Wise Spirit:[/b] ? [b]Spirit:[/b] ? [b]Onryo, Angry Spirit of the Dead:[/b] ? [b]Insane Vengeful Spirit:[/b] Spiritually, the samurai occupy a rather sad and contradictory place [in Kaidan]. They are warriors, and the business of killing, according to the tenets of yokinto, makes them habitually unclean. Likewise, their conduct as warriors is antithetical to the doctrines of zaoism which says that killing damages the soul and makes one unfit for advancement on the wheel. Even so, tenmei places them into the role of warrior, and they are thus, by divine mandate, called to such a life. Added to this is the sad reality that, even were a samurai to attain enlightenment and advance so that he could be reborn as a noble, the conduct of the nobles has made such advancement impossible. Subsequently, the most noble of the samurai are those also most likely to return from the grave as insane, vengeful spirits trapped between worlds. [b]Restless Spirit of a Slain Samurai:[/b] ? [b]Ancestral Spirit:[/b] ? [b]Vampiric Pirate Overlord:[/b] ? [b]Daimyo Lord Kurashima no Takeshiko, Human Advanced Vampire Necrotic Warrior 20, Ancient Vampire:[/b] Lord Kurashima is an ancient vampire who, many years before the curse befell Kaidan, sailed far to the west seeking adventure. In these distant lands he acquired much necromantic knowledge and his vampiric condition. [b]Daimyo Lord Tozaka no Noriyasuko, Human Variant Vampire Samurai 5/Aristocrat 8:[/b] ? [b]Undying Zaoist Nun, Feasome Vampiric Monster:[/b] ? [b]Lord Minkobushi no Yorinoriharunaga:[/b] Like a vampire, the daimyo feeds on blood to maintain his youthful complexion, but he is not a true vampire, lacking both the ability to spawn, but also possessing the ability to move about in sunlight without harm. Rather he is a unique creature, the result of highly successful necromantic experiments which granted him both unlife and the ability to manipulate, channel and control negative energy. [b]True Vampire:[/b] ? [b]Undying Noble:[/b] ? [b]Undying Lord:[/b] ? [b]Unliving Servant:[/b] ? [b]Daimyo Lord Hachiwara no Otsuka, Dread Wight Human Wizard 8:[/b] ? [b]Hakato Munimasanoke, samurai Wight-Lord:[/b] ? [b]Daimyo Lord Ryuumaki, Ryuumakai Tanchiko, Half-Dragon Human Advanced Wight Samurai 12:[/b] ? [b]Wraith:[/b] These are those yurei trapped between lives, either by the vagaries of tenmei or else by their own personal tragedies. Strengthened by the same negative energies which give birth to the jikininki, these yurei exist as ghosts, wraiths and haunts. [b]Wraith, Tormented:[/b] ? [b]Zombie:[/b] A samurai wight-lord, Hakato Munimasanoke, once sworn to serve the daimyo’s husband, has been stealing bodies for years, burying them in the cursed soil of the forest so that they rise as zombies and ghouls under his control. [b]Aquatic Zombie:[/b] ? [b]Lord Suwanuma no Michitakehiko:[/b] When, at the last, it became clear that the battle was hopeless, the young emperor was cradled in the arms of his grandmother, Tokiko, who, like her late husband, was a follower of the Dark Wheel school of Zaoism. Gathering with all the exiled Imperial Court, and all her loyal hand-maidens, she prepared to cast herself and her grandson into the sea. Yet before she leapt, she uttered forth a dreadful curse. While the exact wording of the curse has been lost to time, it is known that she cursed the world and all the gods therein for allowing events to transpire as they had. She cursed both heaven and hell and shouted aloud for all to hear, “Would that my grandson would reign for a thousand years.” Then she and all those with her, including many of the remaining Taira warriors, sacrificed themselves to the sea. So dreadful was the curse, and so potent was the sacrifice, that the sun grew dim for seven days. For seven days oni poured forth into the world. For seven days, death would not come for any man. For seven days, a mist roiled up from the watery mass grave of the Taira, covering all the islands and the ocean thereabout. It was a dread and awful time, but what happened afterward was worse. At the end of the week, the gates of Jigoku slammed shut once more and the gates of Yomi, the realm of the dead, were reopened. The Imperial Court, rejoined by a resurrected Kiyomori, rose from the depths of the sea and sailed to Fukuhara-kyo where they bloodily slew all those Minamoto they found, reclaiming the Imperial throne. Lord Suwanuma was one of the dead raised alongside the emperor and the Shogun, and he takes this fact as evidence of his standing with the shogun. [b]Incorporeal Dead:[/b] ? Vault of Flesh School: necromancy [evil] Level: Cleric 6, Sorcerer/Wizard 6, Witch 6 Casting Time: 1 hour Components: V, S, C Range: touch Target: one living creature Duration: One Year, see text Saving Throw: none; Spell Resistance: yes You bind a soul to a living body, in such a way as to ensure that, should the body be physically slain, the soul will continue to inhabit and animate the body. If the target is slain before the spell duration expires, they rise as an undead within 1d6 rounds. As an undead, the target creature’s HD, hp, BAB and all abilities remain unchanged, except that they now have undead immunities and no Constitution score (All Constitution bonuses are replaced by Charisma bonuses). Upon rising as an undead creature, the creature’s hit points are fully restored. Though the spell has a duration of one year, if the target becomes undead, the effect is permanent, at least until the target is once more slain, at which point the soul leaves the body. Casting this spell requires a gallon of blood as a material component and the blood must be taken from a source of an identical race to the target of the spell. Table 7.4 – PC Reincarnation Following a Violent Death d100 Effect 01-05 A Natural Rebirth 05-10 Yurei 11-23 Reincarnated in a Tamashanaki 24-29 Reincarnated in a Tamashanaki; Altered memories 30 Reincarnated in a Tamashanaki; New memories 31-84 Reincarnated through Mind-fever 85-99 Reincarnated through Mind-fever; Altered memories 00 Reincarnated through Mind-fever; New Memories[/spoiler] [URL=https://drivethrurpg.com/product/277877/gilded-suns-a-victorian-campaign-setting-second-printing?affiliate_id=17596]Gilded Suns: A Victorian Campaign Setting (Second Printing)[/URL][spoiler] [B]Eldritch Corruptor:[/B] ? [B]Eldritch Corruptor, Thin Black Gaunt Faceless Humanoid, Shadowy Black Gaunt Faceless Humanoid With Long Claws:[/B] ? [B]Undead:[/B] ? [B]Threat:[/B] ? [B]Ghost:[/B] ? [B]Ghoul:[/B] ? [B]Mummy:[/B] ? [B]Vampire, Horrific Creature of the Night:[/B] ? [B]Vampire:[/B] ? [B]Animal Zombie:[/B] Strange things happen in the thick forests of Collandaer. Once in a great while, blight will strike all life in an ever expanding radius. Plants wither and die, and animals die mysteriously, often rising from the dead as zombies. [B]Zombie:[/B] Any creature that dies from constitution damage from an eldritch corruptor’s aura or claw attacks must make a DC 13 will save or be reanimated as a zombie 1d6 rounds after dying. [B]Animated Zombie:[/B] ? [B]Animal Zombie Small Mammal:[/B] ? [B]Animal Zombie Squirrel:[/B] ? [B]Animal Zombie Rabbit:[/B] ? [B]Animal Zombie Bird:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/169449/Glavost-A-Fairy-Tale-Village?affiliate_id=17596]Glavost: A Fairy Tale Village[/URL][spoiler] [b]Nightmare Avatar:[/b] ? [b]Nightmare Avatar, Black Smoke in the Shape of a Man With a Sharp-Pointed Crown and Deep Echoing Voice, Fey Spirit, Incorporeal Avatar of Darkness:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/214051/GMs-Miscellany-Alternate-Dungeons?affiliate_id=17596]GM's Miscellany: Alternate Dungeons[/URL][spoiler] [b]Mad Monk:[/b] The remnant of a priest who went insane as the result of his enforced departure from the temple where he spent his life. [b]The Hanged Priest:[/b] ? [b]The Nettling Demon:[/b] ? [b]The Hungry Nursery:[/b] ? [b]The Lonely Tavern:[/b] ? [b]Undead Frost Worm:[/b] ? [b]Anguish:[/b] ? [b]Dancing Decor:[/b] ? [b]Slamming Door:[/b] ? [b]Undead:[/b] Once per day, a feast materializes on a table in a communal room. Depending on the temple’s alignment, the food provides the benefits of the heroes’ feast spell or acts as create undead should a PC eating the food die within 24 hours of consuming it. [b]Allip:[/b] One of the many types of undead creatures that can arise in abandoned temples, allips were insane humanoids under the care of the temples’ priests who succumbed to their madness. The creatures also may have once been priests driven mad by the circumstances that led to the temple’s abandonment. [b]Ghost:[/b] Clergy who feel they had unfinished business or wish to see their temples restored remain to haunt these locations. Fully restoring the temple or destroying it puts these undead to rest. Lonesome spirits, mere shades of what they once were. What better place for a ghost to haunt than a place so keenly reminiscent of its own tragic existence? Almost any undead creature might identify with the ruination of a once-warm and lively place, but ghosts—with their tendency to linger over unfinished business—are more likely than any other kind to haunt the places they knew best in life. Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. [b]Huecuva:[/b] Many times, a religion fails due to betrayal by its supposed leaders, or a cleric may do something that is anathema to his or her deity to spite those forcing out worship of the deity. In such cases, the fallen return as huecuvas that infest the temples in which they used to minister. [b]Skeleton:[/b] The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. [b]Zombie:[/b] The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. [b]Ghoul:[/b] The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. [b]Spectre:[/b] The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises. [b]Vampire:[/b] The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. [b]Haunt:[/b] Temples deserted under negative circumstances, or those that carried out vile rites, attract spirits that cannot manifest as incorporeal undead. This makes them no less dangerous. If tragedy befell the village, undead citizenry might haunt the adventure site. Haunts are typically created by restless souls or pervading evil, but an abandoned village can almost have a “spirit” of its own. Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. Manors are often at the apex of these death knell curses because a witch’s vengeance is directed at an individual or specific group of people, who quickly perish from her supernatural vengeance or flee from their homes for fear of a grisly demise. Products of a witch’s death knell curse last for hundreds of years and typically are not stopped until someone is able to find the spirit and slay it, destroying its strange hold upon the building and the surrounding region. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self-loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder. When it comes to planar magic, mages are often tinkering with forces they scarcely comprehend, let alone control. A single misspoken word or a stray line within a magic circle can cause a spell to backfire with tremendous force, calling an outsider into the mortal realm. In rare circumstances, the outsider may be physically unable to leave the place it was summoned within for reasons even it is unlikely to understand. Perhaps the mage’s home is inscribed with warding runes as a fail-safe or the magic is unstable, preventing the creature from straying far from its point of summoning. Even more horrifying are the outsiders who possess unfettered access to the Material Plane, retreating to abandoned structures by daylight only to prey again on mortal flesh come dusk. Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic. Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises. Fifty years ago, a vile witch attempted to summon a powerful demon by offering it the soul of a local baker’s girl. Although the witch was caught, tried and hanged thanks to the efforts of a party of adventurers, with her final breath she scorned the city and its people, promising to return to drag all of their souls to the depths of the Abyss. On the night of the first full moon after the witch’s death, eerie lights and sounds began to plague her victim’s home. In fear, the family left the city and moved into the hamlet of Greenborough to escape the horror. Unfortunately, the haunting followed the family and they all died in their newly constructed manor within one moon of their arrival. Local legends claim the witch’s angry spirit now holds the family’s souls captive within the manor with the assistance of a malevolent force from outside the mortal realms. [b]Attic Whisperer:[/b] An attic whisperer is the spirit of a small child who met his or her end as a result of neglect. [b]Wraith:[/b] Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. [b]Poltergeist:[/b] When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.[/spoiler] [URL=https://www.drivethrurpg.com/product/133198/GMs-Miscellany-Dungeon-Dressing?affiliate_id=17596]GM's Miscellany: Dungeon Dressing[/URL][spoiler] [b]Unliving Span:[/b] ? [b]Unliving Span Reasonably Large:[/b] ? [b]Unliving Span Zombie:[/b] ? [b]Unliving Span Ghoul:[/b] ? [b]Advanced Mummy:[/b] After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy. [b]Heartless Zombie:[/b] The doorway exiting this room is keyed to the souls of seven undead creatures. These undead creatures have been empowered by the removal of their still‐beating hearts, which now reside atop seven columns within the room, and are protected by iridescent prismatic layers. [b]Heartless Ghast:[/b] After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy. [b]Heartless Mummy:[/b] After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy. [b]Wailing Portcullis:[/b] Through terrible and dangerous binding magic a necromancer has bound the spirit of a banshee to this portcullis. [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Ghast:[/b] After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Undead:[/b] Inside the corpse’s stomach is a half‐digested monster. The essence of this undead creature still lingers within the cadaver. The undead creature can be reanimated or restored with a DC 25 Knowledge (religion) check and onyx gems worth 25 gp per HD of the creature. Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool. [b]Skeleton:[/b] ? [b]Wight:[/b] ? [b]Vampire:[/b] ? [b]Lich:[/b] ? [b]Vampire Spawn:[/b] ? [b]Zombie:[/b] Necrotic Pool. Zombie Rot disease. [b]Banshee:[/b] ? [b]Devourer:[/b] This onyx‐encrusted sarcophagus casts create greater undead on the body within to create a devourer when a certain prophesy is completed. This effect works once before the sarcophagus’ magic is consumed. The onyx crumbles to dust if removed from the sarcophagus. NECROTIC POOL A three‐foot high wall of well‐mortared brownish stone encircles a pool of smoky black water. Perception or Heal (DC 15) The stone’s unique colouring is due to copious amounts of dried blood. Perception (DC 20) Faint writing is carved into the pool’s encircling wall. Knowledge (arcana, DC 20) The writing is arcane and deals with the school of necromancy. Knowledge (arcana, DC 25) The spells woven into the pool deal with binding negative energy in the same way that is used to create undead. Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool. Effect (Drinking) Any creature drinking from the pool suffers 3d61 negative energy damage. In addition, the water induces zombie rot2 in the drinker. A DC 17 Heal check identifies the malady after the first day. The rot can be removed by a successful application of remove disease. Effect (Immersion) A living creature in the pool takes 3d61 negative energy a round. As long as they do not swallow any of the water, they do not suffer from the zombie rot effect. Effect (Immersion [corpse]) The pools animates any intact corpse placed into the pool into a zombie (Pathfinder Bestiary). This takes 10 minutes. Unless a creature has the Command Undead feat or other way to control undead, the zombie attacks nearby creatures. The pool can create 20 HD of zombies a week. 1: DC 14 Will save halves. 2: Zombie Rot: Type disease (ingested); save: Fortitude DC 17; onset: 1 day; frequency 1/day; effect: 1d2 Con damage, a creature whose Constitution score reaches 0 animates one day later as a zombie; cure: 2 saves.[/spoiler] [URL=https://www.drivethrurpg.com/product/208899/GMs-Miscellany-Places-of-Power?affiliate_id=17596]GM's Miscellany: Places of Power[/URL][spoiler] [b]Mistress Amelya Van Fersker, Human Vampire Enchanter 10:[/b] Born 300 years ago, Amelya Van Fersker was a renowned beauty. Rather than getting engrossed in the politics of her day, she actively pursued one of the greatest wizards of her time, forcibly separating him from his wife and becoming both his apprentice and mistress. Her brilliant mind made her a quick study, but the nobleman wizard was a terrible teacher. As Amelya approached her 35th birthday, she grew angry with the pace set by the old man and brutally murdered him in his sleep. Forced to flee, her progress in wizardry grew painfully slow until she met an alluring blond stranger who promised her time enough to learn her craft and halt the fade of her beauty. The stranger turned out to be a vampire, and after accepting the blood kiss, Amelya has spent her days learning the mystical arts from any she can. [b]Solalith Evdrearn, Ghost Half-Elf Druid 3 Sorcerer 8:[/b] ? [b]Alikandara Lat, Human Ghost Ex-Paladin 12:[/b] The shrine was established several centuries ago in the name of Alikandara Lat, a great paladin until she was seduced into a murderous act of evil by a fiend. Horrified, Alikandara fled into the remotest wilderness, seeking atonement. She died alone in her self-imposed exile but her tale wasn't forgotten. Those inspired by the example of her early life soon became as fervent about the latter part. They journeyed into the woods, intending to find and bring back her body. Unsuccessful, they instead founded a shrine in her name, welcoming all in need of respite and redemption. Legend holds that those who pray at Alikandara's cenotaph are sometimes visited by the fallen paladin's spirit, which still seeks to make up for her misdeed in life. [b]Rideth Cyelrae, Ghost Elf Druid 13:[/b] ? [b]Anshelm Chellas, Ghast Rogue 6:[/b] ? [b]Naillae Aralivar, ghost elf druid 6:[/b] ? [b]Tahlys Vonothvar, ghost elf druid 7:[/b] ? [b]Ghoul:[/b] ? [b]Zombie:[/b] ? [b]Vampire Spawn:[/b] A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days. [b]Undead:[/b] Other forgotten tunnels host the undead remnants of prisoners trapped when the castle fell.[/spoiler] [URL=https://www.drivethrurpg.com/product/238188/GMs-Miscellany-Places-of-Power-II?affiliate_id=17596]GM's Miscellany: Places of Power II[/URL][spoiler] [b]Lich:[/b] In the end, though, she fights to the death, hoping perhaps her necromantic pursuits and experimentations will see her resurrected into the lich form she’s long sought. If Erlgamm is killed during the PCs’ stay, she could transform into a lich thanks to her many years of necromantic experiments.[/spoiler] [URL=https://www.drivethrurpg.com/product/131653/GMs-Miscellany-Urban-Dressing?affiliate_id=17596]GM's Miscellany: Urban Dressing[/URL][spoiler] [b]Fuut, Ghoul Rogue 2:[/b] Discovering an adeptness for juggling and throwing knives at a young age, the brothers eventually found the chance. Proving their worth to the operators of a travelling faire, Fuut and Tooq hit the road. Despite their popularity in the show, the brothers couldn’t resist their desire to thieve. Eventually they crossed the wrong victim, a powerful witch, who cursed and then murdered the brothers. The curse raised them as ghouls and now they feast in this cemetery. [b]Tooq, Ghoul Rogue 2:[/b] Discovering an adeptness for juggling and throwing knives at a young age, the brothers eventually found the chance. Proving their worth to the operators of a travelling faire, Fuut and Tooq hit the road. Despite their popularity in the show, the brothers couldn’t resist their desire to thieve. Eventually they crossed the wrong victim, a powerful witch, who cursed and then murdered the brothers. The curse raised them as ghouls and now they feast in this cemetery. [b]Vampire:[/b] ? [b]Ghost:[/b] ? [b]Skeleton:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/120871/GMs-Miscellany-Village-Backdrops?affiliate_id=17596]GM's Miscellany: Village Backdrops[/URL][spoiler] [b]Dunn Fewin, Ghoul Cleric 2:[/b] Before the plague, the church had two priests. One, Dunn Frewin, died of the plague. Ignoring his last request to be buried in the church, Waldere cast Dunn’s body into one of the plague pits. This betrayal will cost Waldere dearly; Dunn Frewin has returned as a ghoul. One of Ashford’s priests, Dunn Frewin (CE male ghoul cleric 2) died of the plague and was betrayed in death by his friend and colleague Waldere. He has risen as a ghoul and now lurks in the southernmost pit, in a cramped burrow among the suppurating corpses of his dead congregation.[/spoiler] [URL=https://www.drivethrurpg.com/product/137979/GMs-Miscellany-Village-Backdrops-II?affiliate_id=17596]GM's Miscellany: Village Backdrops II[/URL][spoiler] [b]Thegn Delthur Werlann, Skeletal Champion Dwarf Aristocrat 2/Fighter 4:[/b] Consumed with lust to slay orcs and other evil humanoids he has returned to unlife as a skeletal champion. [b]Skeletal Champion Dwarf Fighter 3:[/b] ? [b]Lacedon:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/160041/GMs-Miscellany-Village-Backdrops-III?affiliate_id=17596]GM's Miscellany: Village Backdrops III[/URL][spoiler] [b]Mirja Sianio, Human Ghost Witch 6:[/b] Mirja Sianio (CE female ghost human witch 6) in life was a wise woman who lived on the outskirts of the village. Notoriously pagan, she was kept at arm's length by much of the village, who distrusted her lack of faith but appreciated her efforts to treat their ills with herbs and magic. But when the sickness struck and neither she nor Syrave Teury were able to stop it, the grief‐stricken villagers took their anger out on her. Found guilty of the deaths of a number of villagers, including several members of the children's choir, she was burned at the stake in front of her home, which the villagers then torched for good measure. Mirja's ghost now haunts the site, crying out for vengeance against any who approach (the villagers themselves steer well clear of the desecrated ground). She blames the village's faith for her death and can only be laid to rest by burning the Cathedral of the Sun and the Sun‐Song Hall to the ground and rebuilding her own home. She will lift the curse only if every member of the village disavows their faith in Darlen. [b]Hagruk Stormrider, Ghast Fighter 5:[/b] Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast. [b]Ghoul:[/b] Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.[/spoiler] [URL=https://www.drivethrurpg.com/product/194142/GMs-Miscellany-Village-Backdrops-IV?affiliate_id=17596]GM's Miscellany: Village Backdrops IV[/URL][spoiler] [b]Wytchelyte:[/b] ? [b]Hungry Dead:[/b] "Hungry Dead" is an acquired template that can be added to any corporeal undead creature. [b]Hungry Dead Zombie:[/b] Those who die of The Hunger rise 1d6 minutes later as a zombie with the Hungry Dead template. The Hunger Disease. [b]Damiella Nightingale, human vampire bard 11:[/b] ? [b]Keren Zaris, vampire halfling expert 7:[/b] ? [b]Quentin Roarg, elf vampire wizard 12:[/b] ? [b]Zuzu Mellavious, halfling vampire bard 13:[/b] ? [b]Lich:[/b] ? [b]Vampire:[/b] ? [b]Mummy:[/b] ? The Hunger Type Disease (injury); Save DC 13 Fortitude Onset 1d4 days; Frequency 1/day Effect 1d3 Con and 1d3 Cha damage; Cure 2 consecutive saves Note Those who die of The Hunger rise 1d6 minutes later as a zombie with the Hungry Dead template. The Hunger can only be cured by a heal or more powerful magic. The Hunger is spread by the bite of the infected, living or dead. When infected, the victim develops a fever and suffers from constant hunger pains that only subside after consuming fresh meat. As the disease progresses it becomes harder and harder to assuage the hunger, forcing the victim to search for more meat. It is not uncommon for those in later stages of the disease to become maddened with hunger and attack friends or family.[/spoiler] [URL=https://www.drivethrurpg.com/product/221487/GMs-Miscellany-Village-Backdrops-V?affiliate_id=17596]GM's Miscellany: Village Backdrops V[/URL][spoiler] [b]Aldrich Hellbrooke, human vampire cleric 4:[/b] ? [b]Undead:[/b] An old lizardfolk tells younger lizardfolk scary stories about how dead lizardfolk who aren't properly eaten become vengeful undead. Needlebriar’s citizens toss anything they don’t consume into a field they loosely refer to as the Bone Pit. Occasionally these remains arise as horrid undead creatures. The creatures never attack the halflings, instead roaming the nearby countryside.[/spoiler] [URL=https://www.drivethrurpg.com/product/126812/GMs-Miscellany-Wilderness-Dressing?affiliate_id=17596]GM's Miscellany: Wilderness Dressing[/URL][spoiler] [b]Burning Skull:[/b] ? [b]Falling Rocks:[/b] ? [b]Shrieking Woman:[/b] ? [b]Killer in the Flames:[/b] ? [b]The Pit:[/b] ? [b]Bloody Battle:[/b] ? [b]Akh‐en‐Tholus, human lich necromancer 11:[/b] ? [b]Mummy:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/180605/Gonzo-2?affiliate_id=17596]Gonzo 2[/URL][spoiler] [b]Necromantic Frame:[/b] Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy. [b]Necromantic Frame Large:[/b] Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy. [b]Necromantic Frame Huge:[/b] Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy. [b]Necromantic Frame Gargantuan:[/b] Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy. [b]Necromantic Frame Colossal:[/b] Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.[/spoiler] [URL='http://www.drivethrurpg.com/product/127885/Gothic-Campaign-Compendium?affiliate_id=17596"']Gothic Campaign Compendium[/URL] [spoiler] [b]Ghost Raven:[/b] Ghost ravens are spectral creatures that arise when a raven dies in an area that is unusually spiritually active. As iconic harbingers of death, ravens have a supernatural connection with the spirit world. While this lies latent in most ravens, and is sometimes attributed to simple superstition or cultural iconography, in the case of many ravens it is quite real. This is especially true in the case of ravens that form close emotional bonds with the living, such as pets, familiars, and animal companions. They may haunt the dreams of owners or masters that are themselves spiritually sensitive, sometimes providing cryptic guidance. In the case of a ghost raven, however, this evanescent connection becomes something more intangible, as the spirit of the fallen lingers in the realm of the living. [b]Fossil Skeleton:[/b] A fossil skeleton is animated from the petrified remnant of a primitive and primordial creature, its ossific remains calcified into eternal stone. Its massive stony structure has endured countless millennia and possesses great strength and ability to absorb punishment that would shatter skeletons of brittle bone, though it lacks some of the terrifying agility of an ordinary skeleton. This template can be stacked with other similar templates that modify the skeleton template, such as bloody and burning skeletons. [b]Mummified Zombie:[/b] A mummified zombie is a creature whose desiccated corpse has been both naturally and magically preserved and given unholy life.[/spoiler] [URL=https://www.drivethrurpg.com/product/141806/Goody-Whites-Book-of-Folk-Magic?affiliate_id=17596]Goody White's Book of Folk Magic[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Abomination of the Pure Human Form Corrupted by Black Magic and Wrested From its Peaceful Grave to Haunt the Living:[/b] ? [b]Reanimated Corpse, Animated Corpse:[/b] ? [b]Ghost, Bodiless Supernatural Creature, Bodiless Creature:[/b] ? [b]Wandering Ghost:[/b] ? [b]Foul Wight:[/b] ? [b]Zombie, Undead Zombie, Mindless Zombie:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/111886/Gothic-Grimoires-To-Serve-a-Prince-Undying?affiliate_id=17596]Gothic Grimoires To Serve a Prince Undying[/URL][spoiler] [b]Revenant:[/b] [i]Revenancer's Rage[/i] spell. [b]Skeleton Warrior:[/b] [i]Revenancer's Rage[/i] spell. Revenancer’s Rage School necromancy [evil]; Level antipaladin 4, cleric 6, inquisitor 5, sorcerer/wizard 6, witch 6 Casting Time 1 standard action Components V, S, M (a vial of tears, a vial of unholy water, and an onyx gem worth 25 gp per Hit Die of the undead to be created) Range touch Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no You cause a single creature who in life had sworn a Vow of Obedience to rise from the dead to serve their master beyond the grave. If their master is now dead, the corpse rises as a revenant determined to avenge its master. Any special abilities that would normally apply against the revenant’s own murderer apply instead to its master’s murderer. If the target’s master still lives (or has risen as a sentient undead), the target is instead reanimated as a skeletal champion, with its Vow of Obedience to its former master made permanent and unbreakable. [/spoiler] [URL=https://www.drivethrurpg.com/product/96122/Gothic-Heroes-Pregenerated-Characters?affiliate_id=17596]Gothic Heroes: Pregenerated Characters[/URL][spoiler] [b]Undead Slave:[/b] ? [b]Undead:[/b] ? [b]Evil Undead Creature:[/b] ? [b]Undead Servant:[/b] The birth of Agrimar Vaskel (AG-ruh-MAHR VAZZ-kuhl) came as the product of his mother’s abduction by a depraved orc necromancer. Unfortunately, he never got to know her as she died during childbirth and his orc father reanimated her body as yet another undead servant. [b]Walking Dead:[/b] ? [b]Lich-King:[/b] ? [b]Vampire:[/b] ? [b]Vampire Spawn:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/291835/Gruesome-Foes?affiliate_id=17596]Gruesome Foes[/URL][spoiler] [b]Bone Terror:[/b] Bone terrors arise when a powerful creature dies but retains a strong emotional connection to the world of the living. A deceased dragon might still jealously guard an ancient treasure trove, or a legendary giant might thirst for revenge against its mortal slayers who believe it forever vanquished. There are many reasons for a willful soul to survive the grave, but the only outcome of such a manifestation is misery and death for the world around it. Some creatures have strong wills and magical natures. It’s not unheard of for a legendary figure to transcend a long lifespan with the immortality of undeath through accident or design. A bone terror is but one example, guarding its lair or an object of fixation long after its demise. [b]Bone Terror Adult Blue Dragon:[/b] ? [b]Gaping Creature:[/b] Gaping creatures commonly evolve naturally or rise as undead after some time spent howling in insanity or feeding on living beings. [b]Racked Creature:[/b] Tortured men or monsters are never the same after they come off the rack or wheel. While the emotional scars sometimes result in unquiet spirits seeking revenge, those who survive the pain endure physical scars as well as mental ones. Whether alive or dead, those who were drawn and quartered, stretched on the rack, or similarly tortured sometimes return to torment those who tormented them. Racked is an acquired or inherited template that can be placed on any corporeal creature with a discernable anatomy. [b]Racked Heucuva:[/b] ? [b]Reaping Nightwalker:[/b] ? [b]Bone Terror Adult Blue Dragon, Immense Skeletal Dragon:[/b] ? [b]Powerful Bone Terror:[/b] ? [b]Racked Creature, Twisted Figure, Monstrosity:[/b] ? [b]Racked Heucuva, Human Corpse, Fiend:[/b] ? [b]Reaping Nightwalker, Spirit:[/b] ? [b]Bone Servitor:[/b] Bone Terror Bone Servitors power. [b]Bone Servitor, Skeleton:[/b] ? [b]Undead, Undead Creature:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. Most creatures can’t support a total-body fungus without dying. The exception is creatures of the construct, plant, or undead type as well as creatures of the fey type with ties to plants and nature. Corporeal creatures without these types (or fey without ties to nature) change their creature type to undead. Undead obey the commands of the necromancer who raised them or the monster who spreads its curse to them. [b]True Animated Undead:[/b] ? [b]Undead Disease:[/b] ? [b]Undead Corporeal Creature:[/b] ? [b]Undead Spore, Undead Fungi:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Animated Corpse:[/b] ? [b]Incorporeal Creature:[/b] ? [b]Unliving Creature Animated by Spiritual Forces:[/b] ? [b]Unliving Creature Animated by Supernatural Forces:[/b] ? [b]Ghost, Incorporeal Creature:[/b] ? [b]Ghoul:[/b] ? [b]Mummy:[/b] ? [b]Nightshade:[/b] Nightshades are monstrous undead composed of shadow and evil. [b]Nightshade, Monstrous Undead Composed of Shadow and Evil:[/b] ? [b]Greater Shadow:[/b] ? [b]Skeleton:[/b] [i]Murder's Claim[/i] spell. [b]Zombie:[/b] [i]Murder's Claim[/i] spell. MURDER’S CLAIM School necromancy; Level cleric 5, sorcerer/wizard 5 Casting Time 1 standard action Components V, S, M (an onyx gem worth 1,000 gp) Range personal Target you Duration 1 minute/level or until discharged Saving Throw none; Spell Resistance no As an immediate action, the next living creature you kill is automatically raised as either a skeleton or a zombie (chosen when the spell is discharged) as the animate dead spell. Bone Servitors (Su) A powerful bone terror commands the dead bones in his vicinity with enough precision to form skeletons, even if the bones are mismatched. As a standard action three times per day, the terror can animate (as the animate dead spell) up to half its total CR in skeletons. These skeletons have the size, space, and reach the terror desires, so long as there are enough bones nearby. When they appear, at least one square in each skeleton’s space must be within the range of the bone dragon’s frightful presence aura. The bone servitors are under the terror’s telekinetic control, and are not true animated undead. They are not harmed or healed by positive or negative energy. These skeletons last for one hour per HD they possess, but can be reanimated unless destroyed.[/spoiler] [URL=http://www.drivethrurpg.com/product/162568/Holiday-Heroes--Horrors-2-Holiday-Horrorers?affiliate_id=17596]Holiday Heroes & Horrors 2 Holiday Horrorers[/URL][spoiler] [b]Zombie Frost:[/b] Any humanoid slain by a frost zombie will rise as a frost zombie once their body freezes solid—2d4 hours in left out in arctic conditions. The frost zombies were raised from the frozen corpses that once dotted the landscape of White Hell.[/spoiler] [URL=https://www.drivethrurpg.com/product/291868/Horrors-of-the-Multiverse?affiliate_id=17596]Horrors of the Multiverse[/URL][spoiler] [b]Antiuhl:[/b] Any chaotic evil character slain by an Antiuhl rises as a newborn Antiuhl within 1d6 rounds. Antiuhl are an undead only found among warp-capable cultures. While stardrive explosions are a known hazard of star-travel, not every spacer incinerated by a bloom of uncaged anti-matter rises anew as an Antiuhl. A candidate must have hidden darkness in their soul, cruel and lustful desires they kept suppressed in life, fantasies of being an unstoppable serial killer they were too cowardly to act on in life. As the anti-matter claimed them, their last thoughts were of all the rapes, murder and vengeance they’d never get to taste. That’s the equation: repressed, pathetic rage plus death by anti-matter equals Antiuhl. [b]Broken Model, Broken Model Android:[/b] Broken Model are advanced androids, seemingly functional and ultimately advanced, though conventional power does not flow through their circuits. They are powered by etheric energies that encircle Eidola Mata and spoof active sensor-scans on planet. [b]Carrionate:[/b] Carrionates are undead corruptions of healthy Lifechained predation cycles. [b]Cell Runner:[/b] Cell Runners are Gazelle-blooded Lifespawn, typically young, always swift, who are captured, surgically and genetically mutilated, ritually murdered and forcibly reborn as a kind of biological courier system for use by powerful Nemesis Lifespawn. [b]Cyber-Phantom:[/b] Cyber-Phantoms are ancient, long-buried corpses of cybernetically augmented warriors and occult-tech engineers, entombed in ancient asteroids and long forgotten urban graveyards. Buried with ceremony and finery, a cruel new intelligence born from a combination of soul-deep corruption and last-chance backup systems buried deep in a decaying cyberbrain emerges. [b]Dead Astronaut:[/b] ? [b]Dead Crew:[/b] Sometimes when a starship dies with all hands aboard, the chaotic energies of Hyperspace warp the vessel, and the crew aboard, into a ghost ship prowling the outer darkness. The crew die horribly, exposed to radiation or vacuum, or are blasted apart by anti-ship torpedoes, but their corpses retain functional enough for rough reanimation. Living spacers stupid enough to be drawn in by the prospect of salvage are quickly swarmed under the weight of a compliment of clutching, entropic undead and added to the crew, or die gasping as the Dead Crew intelligently cut life support or blow out atmosphere-retaining bulkheads. [b]Dedder, Ordinary Dedder, Free-Willed Dedder:[/b] Dedder Spawn are under the command of the Dedder who created them until its death, at which point they lose their spawn penalties and become free-willed Dedders. There’s a rumor among spacers, that if you die in hyperspace, your soul can’t rest. A soul can’t leave hyperspace – it’s trapped beneath that cold naughty word rainbow and a ghost forms, a walking corpse driven by envious hatred of the living and wrapped in a ruined spacesuit. Ask any spacer how a Dedder is created, and he’ll tell you. [b]Dedder Spawn:[/b] A humanoid or monstrous humanoid slain by the Dedder becomes a Dedder in 1d4 rounds. Dedder Spawn cannot themselves create spawn until they become free-willed. [b]Dedd-I:[/b] Dedd-I are vi[ci]ous undead created through death by gunfire or laser blast. Spacers blasted by their comrades and gun-obsessed mercs slaughtered by heavy energy pistols often rise from the medical examiner’s table and pull on the ebony leathers and holster of a true Dedd-I. Some believe that Dedd-I are out for vengeance, but frankly that’s wrong. While a Dedd-I will gladly pull its phantasmal guns on the naughty word who blew its living lungs out, they’d do the same courtesy to anybody carrying pistols. [b]Ecto-Carrie, Ectoplasmic Caricature:[/b] These pitiful and viscous ghosts are not created from an intelligent soul: instead, they are the remnants of electro-chemical impulses in a decaying neurology. Given a semblance of form by fluctuations in the roiling chaos of Hyperspace, Ecto-Carries are a distorted mirror of the consciousness that created them, usually reflecting the neurology’s repressed vices. Ecto-Carries are most common to starfaring cultures, and often form during long, dangerous hyperspace voyages, but the undead might be found among prestarflight societies occasionally. Hyperspace storms and flares can unleash an epidemic of risen id-ghosts on a planet completely unprepared to deal with them. [b]Eradica:[/b] The Gigastar Rogue is a hermaphadite monstrosity that can give birth to dozens of Eradica. As a full round action, the Gigastar Rogue can give birth to a swarm of 2d4+2 (4-10) Eradica. Gigastar Rogues give birth to vast hordes of Eradica that assist them in their feeding frenzy. [b]Gunnocker:[/b] Any creature that witnesses a Gunnokker using its disintegration pistol (or any other weapon the Gunnokker builds itself) in combat must succeed at a DC 18 WILL Save or contract Inventor’s Compulsion. A creature that successfully saves against this insanity cannot be affected again by this effect for 24 hours. This effect functions much like geas/quest but has no maximum duration. If remains active until the effect is removed. The afflicted creature is compelled to assemble increasingly lethal weapons, culminating in the assembly of a disintegration pistol of their own. If the creature has a lower skill modifier, it is considered to have Craft (energy weapons) +5 for the effect’s duration. During this time, the affected creature becomes much more violent and temperamental, more willing to use lethal force at the slightest provocation. If the affliction remains active for 9 days or longer, the sufferer is physically transformed into a new Gunnokker, with no memory of their prior existence. [b]Megadeath Ruin:[/b] A single moment’s carelessness, a disastrous tactical error, an act of sabotage or an uncontrolled xeno-infection can doom millions. Megadeath Ruins are the result of such a cosmic tragedy, created from the tortured souls and bleeding titanium of a fallen space station, capitol ship or other galactic mega-structure. [b]Nazharak Predator:[/b] Nazarhak Predators are ritually disemboweled and mummified Anthros of a variety of phenotypes and morphology. [b]Nazarhak Predator Shock Trooper:[/b] ? [b]Nazarhak Primogen:[/b] ? [b]Psyren Mind-Queen, Queen of All Minds:[/b] ? [b]Serial Killer Immortal:[/b] One of the most dangerous factions in the 46th Century is the Legion of Serial Killers, a criminal cult that uses soul-collection technology similar to (but infinitely more advanced than) Otherverse America’s putative Project Heartland to gather the souls of serial killers, terrorists, and lust murders. These dark souls are installed in powerful cyber-chassis, trained in 46th Century combat styles, and unleashed upon the galaxy. [b]Lord Amp, More Powerful Variant Serial Killer Immortal:[/b] Lord Amp was born a Pulsa mutant – one of the very few Pulsa born singly on a world where twins were the norm. He grew to become one of the most notorious murderers the planet had ever known. The young Pulsa was born with dominion over electromagnetism, while most Pulsa merely played with kinetic energy. By the time he was in his teens, Lord Amp’s arrogance and entitlement had made him a murderer many times over. With each kill, his electrokinetic abilities grew more impressive. After murdering his classmates, the para-physicians trying to treat his sociopathy, and the majority of his home city, the Pulsa military put the monster down. Centuries later, the Legion of Serial Killers snagged Lord Amp’s soul with their collection antenna. Lord Amp’s soul was too strong for the Legion to refit him as just another Immortal. [b]Solix Verion:[/b] ? [b]Grey, True Grey:[/b] ? [b]Ecto-Slime Familiar:[/b] Ecto-Slimes are pathetic wisps of undirected psychic energy, based on the most basic needs of the dead. [b]Antiuhl, Shadow of Crackling Black Anti-Matter in the Rough Shape of a Man:[/b] ? [b]Broken Model, Advanced Android:[/b] ? [b]Carrionate, Undead Corruption of a Healthy Lifechained Predation Cycle, Tall Emaciated Horror:[/b] ? [b]Cell Runner, Battlefield Messenger, Sentient Banner, Tar-Black Partially Vivisected Corpse:[/b] ? [b]Cell Runner Slave:[/b] ? [b]Cyber-Phantom, Ancient Long-Buried Corpse of a Cybernetically Enhanced Warrior and Occult-Tech Engineer, Cunning Cruel Undead, Rotting Humanoid Corpse:[/b] ? [b]Dead Crew, Mostly Silent Breed of Undead, Clutching Entropic Undead:[/b] ? [b]Dedder, Ghost, Walking Corpse:[/b] ? [b]Dedd-I, Master of the Art and Science of Gunfighting, Vicious Undead, Rancid Aged Corpse Mummified by the High Desert or Partial Vacuum Exposure:[/b] ? [b]Ecto-Carrie, Common Undead Pest, Pitiful Vicious Ghost, Remnants of Electro-Chemical Impulses in a Decaying Neurology, Distorted Mirror of the Consciousness That Created Them, Ghostly Dripping Specter, Grotesque Parody, Risen Id-Ghost:[/b] ? [b]Eradica, Legendary Deeply Feared Lifespawn, Nearly Mindless Instinct-Driven Genocide Machine, Harbinger of Even Worse Things, Enormous Biomechanical Insect:[/b] ? [b]Dangerous Eradica:[/b] ? [b]Gunnocker, Undead Remnants, Emaciated Battle-Ravaged Pelted Hominids Mummified by Long Exposure to Vacuum:[/b] ? [b]Megadeath Ruin, Whirlpool of Necrotic Energy, Apocalyptic Hell House:[/b] ? [b]Megadeath Ruin, Massive Space Station:[/b] ? [b]Megadeath Ruin, Ghostly Remnant of a Truly Massive Mega-Structure, Larger Megadeath Ruin, Dark Goliath, Ruined Decaying Mega-Structure, Dangerous Tomb, Lethal Maze-Like Ruin, Goliath Megadeath Ruin:[/b] ? [b]Nazarhak Predator, Unliving Predator, Quasi-Freewilled Undead, Mummified Anthro Royalty:[/b] ? [b]Nazarhak Predator, Undead Trooper:[/b] ? [b]Nazarhak Primogen, Tactically Brilliant Undead Officer:[/b] ? [b]Psyren Mind-Queen, Great Old One, Decadent Psychic Vampire:[/b] ? [b]Solix Verion, Roughly Man-Sized Homanid Shrunken Ancient, Creature of Nearly Unimaginable Privilege:[/b] ? [b]World-Conquering Solix Verion:[/b] ? [b]Fascistic Solix Verion:[/b] ? [b]Solix Verion, Regional Hegemon:[/b] ? [b]Solix Verion, Singular's Agent:[/b] ? [b]True Grey, Remnants, Withered Remnants:[/b] ? [b]Ecto-Slime, Pathetic Wisp of Undirected Psychic Energy, Ghostly Pest, Little Blob of Colorful Translucent Ectoplasm:[/b] ? [b]Undead, Undead Creature, Undead Being:[/b] Each soul slain by the Ruin joins the incoherent, riotous mass of undead aboard the once-mighty station, further enraging and maddening the Ruin. [b]Space-Born Undead:[/b] The energies of hyperspace occasionally leak into material reality. Creatures like the Tantalos are born in and of the chaos of hyperspace. Space-born undead are also products of hypersp[a]tial leakage. [b]Uncontrolled Undead:[/b] A creature slain by the Megadeath Ruin rises as an uncontrolled undead 1d4+1 rounds after its demise. [b]Undead Capable of Creating Its Own Spawn:[/b] A creature slain by the Megadeath Ruin rises as an uncontrolled undead 1d4+1 rounds after its demise. The type of undead created is up to the game-master, but is typically a very high level undead capable of creating its own spawn, such as a Bodak, Devourer, Wraith or similar threat. [b]Vicious Starving Undead:[/b] ? [b]Ancient Undead Warlord:[/b] ? [b]Undead Anthro:[/b] ? [b]Undead Trooper:[/b] ? [b]Undead Anthro With Unique Powers, Elite Bodyguard, Non-Living Brother:[/b] ? [b]Undead, Unliving Creature:[/b] ? [b]Corporeal Undead:[/b] ? [b]Bodak:[/b] A creature slain by the Megadeath Ruin rises as an uncontrolled undead 1d4+1 rounds after its demise. The type of undead created is up to the game-master, but is typically a very high level undead capable of creating its own spawn, such as a Bodak, Devourer, Wraith or similar threat. [b]Bodak, Undead Capable of Creating Its Own Spawn:[/b] ? [b]Devourer:[/b] A creature slain by the Megadeath Ruin rises as an uncontrolled undead 1d4+1 rounds after its demise. The type of undead created is up to the game-master, but is typically a very high level undead capable of creating its own spawn, such as a Bodak, Devourer, Wraith or similar threat. [b]Devourer, Undead Capable of Creating Its Own Spawn:[/b] ? [b]Ghost:[/b] ? [b]Unquiet Ghost:[/b] ? [b]Vampire:[/b] ? [b]Ravenous Vampire:[/b] ? [b]Wraith:[/b] A creature slain by the Megadeath Ruin rises as an uncontrolled undead 1d4+1 rounds after its demise. The type of undead created is up to the game-master, but is typically a very high level undead capable of creating its own spawn, such as a Bodak, Devourer, Wraith or similar threat. [b]Free-Willed Wraith:[/b] Any creature slain by the Eradica rises in 1d6 rounds as a free-willed wraith (B1), or a dread wraith if the slain creature had 15+ HD. [b]Dread Wraith:[/b] Any creature slain by the Eradica rises in 1d6 rounds as a free-willed wraith (B1), or a dread wraith if the slain creature had 15+ HD. [b]Wraith, Undead Capable of Creating Its Own Spawn:[/b] ? [b]Fast Zombie:[/b] All corpses fed upon by the Carrionate rise as fast zombies within one minute. The Carrionate can feed on, and create zombies from, Lifespawn corpses up to one year old, provided the body has neither been completely destroyed nor embalmed. [b]Zombie:[/b] ? [b]Tzitzimitl:[/b] ? [b]Hell's Conscript:[/b] ? [b]Surgighoul:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/94343/Horrors-of-the-North?affiliate_id=17596]Horrors of the North[/URL] [spoiler] [b]Glacial Gaunt:[/b] Any humanoid slain by a glacial gaunt rises as a glacial gaunt at the next midnight. A glacial gaunt is commonly the result of captured travelers and common folk who are carried to the high places of the world and then sacrificed in the name of the old gods. [b]Winter Wight:[/b] Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. These are the risen remains of explorers or adventures which have died from exposure while in arctic mountains and tundras.[/spoiler] [URL=https://www.drivethrurpg.com/product/294219/Houserules-Handbooks-More-Spell-Points?affiliate_id=17596]Houserules Handbooks: More Spell Points[/URL][spoiler] [b]Zombie:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/80998/Imperial-Gazetteer--Ghouls-and-Vampires-of-the-Midgard-Campaign-Setting?affiliate_id=17596]Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean[/URL][spoiler] [b]Bone Collective:[/b] Bone collectives are a creation of the Necrophagi, the undead mages of the Imperium. Each collective itself is a creature built of small bones—often those of gnomes, bats, and lizards—combined into a swarm of small, quick, 10-inch-tall skeletons. [b]Darakhul:[/b] Darakhul are born when a creature is infected with darakhul fever and survives the experience largely intact. Some necromancers have claimed that deliberately infecting oneself and then eating only living flesh improves the chances of survival. “Darakhul” is an acquired template that can be added to any corporeal dragon, fey, giant, humanoid, magical beast, or monstrous humanoid creature. Creatures that die while infected with darakhul fever must make a check on Table 2-7: Darakhul Fever to survive the transition. They retain their Constitution bonus for this check, as the template has not yet been applied. Those that fail are simply dead and do not gain the template. Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls and ghasts into darakhul. A creature that dies while infected with a darakhul patrician's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour. A creature that dies while infected with a ghoul hunter's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour. A creature that dies while infected with a necrophagus savant's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour. A creature that dies while infected with a priest of Vardesain's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour. A creature that dies while infected with the darakhul fever of Nicoforus the Pale's must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour. A creature that dies while infected with darakhul fever from a bonepowder ghoul or any other afflicted creature killed by a bonepowder ghoul rises as a darakhul immediately, gaining the darakhul template and the undead type. [b]Darakhul Ogre:[/b] ? [b]Ghoul Beggar:[/b] Dying while infected with Darakhul Fever. [b]Ghoul Outcast:[/b] These beggar ghouls were once far more powerful members of the empire, but through misfortune and bad luck, they have found themselves destitute and unwelcome within the Imperium. [b]Ghoul Imperial:[/b] Dying while infected with Darakhul Fever. [b]Ghoul Ghast Imperial:[/b] ? [b]Ghoul Legionnaire:[/b] ? [b]Ghoul Ghast Legionnaire:[/b] ? [b]Ghoul Iron:[/b] ? [b]Ghoul Ghast Iron:[/b] ? [b]Ghoul Iron Captain:[/b] ? [b]Ghoul Ghast Iron Captain:[/b] ? [b]Darakhul Patrician:[/b] ? [b]Ghoul Hunter:[/b] ? [b]Necrophagus Savant:[/b] ? [b]Priest of Vardesain:[/b] ? [b]Emperor Nicoforus the Pale:[/b] ? [b]Ghost Knight of Morgau:[/b] ? [b]Ghost Rider Templar:[/b] ? [b]Ghostly Mount:[/b] ? [b]Ghoul Bonepowder:[/b] Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind most of its remnant flesh and becoming animated almost purely by hunger, hatred, and the wisdom of long centuries in which to plot the destruction of its enemies. [b]Lich Hound:[/b] ? [b]Ghoul:[/b] Dying while infected with Darakhul Fever. A humanoid who dies of an imperial ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. A humanoid who dies of a legionnaire ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. A humanoid who dies of an iron ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. A humanoid who dies of an iron ghoul captain's ghoul fever rises as a ghoul or darakhul at the next midnight. A creature that dies while infected with darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour. Darakhul are created from ghoul fever, a disease that transforms a living creature into one of the undead. Endurance Check Result 9 or lower Target dies 10-12 Target becomes a ghoul 13-17 Target becomes a beggar ghoul 18-20 Target becomes an imperial ghoul 21-24 Target becomes a darakhul warrior 25 or higher Target becomes a darakhul noble Creatures that do not make at least a DC 10 Endurance check do not become ghouls. The disease kills them. This provides the ultimate penalty for trying and failing to enter the ghoul’s kingdom as one of them, and it makes it possible for evil characters to deliberately infect themselves, and join the ranks of the empire.[/spoiler] [URL=https://www.drivethrurpg.com/product/151407/In-The-Company-of-Angels-PFRPG?affiliate_id=17596]In The Company of Angels (PFRPG)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/238192/In-The-Company-of-Fiends?affiliate_id=17596]In The Company of Fiends[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Ghoul:[/b] If a humanoid creature is killed due to negative levels gained from carrying the Lance [of the End Times], they become animated as a ghoul whose only purpose is to find a nephilim worthy of the Lance. [b]Korvak Cynmark, The Dread Lich:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/174962/In-The-Company-of-Rakshasa-PFRPG?affiliate_id=17596]In The Company of Rakshasa (PFRPG)[/URL][spoiler] [b]Undead Creature:[/b] ? [b]Corporeal Undead Creature, Corporeal Undead:[/b] ? [b]Intelligent Undead Creature:[/b] ? [b]Zombie:[/b] A corpse targeted by this [inhabit corpse] ability is temporarily animated as a zombie while the effect lasts. [b]Zombie, Temporary Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/291742/In-The-Company-of-Spirits-PFRPG?affiliate_id=17596]In The Company of Spirits (PFRPG)[/URL][spoiler] [b]Geist:[/b] We are spirits that remain tied to the world of the living and unable to pass on due to strong emotional connections. Geist exist because we feel bound to the world of the living by strong emotional connection and refuse to cease existing. This connection is often caused by trauma, but that is not always the case. In my explorations when I’ve managed to temporarily pull myself away from Maeshan’s memory, I have encountered geist who remain bound to this world through a deep bond of love, protecting one who still lives. One geist I met in my journeys was an architect who remained to continue the growth and development of an orphanage he had poured his life into supporting. Geist spring from the most noble and altruistic of hearts, the foulest and cruelest monsters, and every type of personality between. Geist remain in existence due to sheer force of personality, but the strain of losing their physical body gives each a touch of madness. A humanoid PC should only become a geist at GM discretion. This may occur if the PC dies in the course of a potent unfulfilled desire or purpose, or if the PC is slain by energy-draining incorporeal undead. [b]Geist, Spirit, Restless Dead, Exceptional Spirit, Spectral Entity, Eternal Restless Dead, Undead Horror, Ethereal Spirit Native to the Ethereal Plane:[/b] ? [b]Beshamine the Laughing Joy, Geist, Spectral Entity:[/b] ? [b]Geist With a Very Traumatic Death:[/b] ? [b]Geist With a Darker Personality:[/b] ? [b]Geist Who Was a Powerful Warrior During Their Living Years:[/b] ? [b]Geist Who Lacks a Tether, The Untethered:[/b] ? [b]Energy-Draining Incorporeal Undead:[/b] ? [b]Traditional Undead Spirit:[/b] ? [b]Geist With a Deeper Undead Connection to Negative Energy:[/b] ? [b]Geist Spectral Terror:[/b] ? [b]Geist Spectral Terror, Undead Nightmare, :[/b] ? [b]Geist Poltergeist:[/b] ? [b]Geist Beyonder:[/b] ? [b]Geist Exemplar :[/b] The exemplars of our kind are those geist who focus on developing their passions into potent abilities. [b]Undead Abomination:[/b] ? [b]Spectral Entity:[/b] ? [b]Ghost:[/b] ? [b]Wraith:[/b] ? [b]Spectre:[/b] ? [b]Spirit:[/b] ? [b]Life-Draining Horror-Inducing Undead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/181210/In-The-Company-of-Unicorns-PFRPG?affiliate_id=17596]In The Company of Unicorns (PFRPG)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Undead Creature With an Aversion to Daylight:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/124631/Into-the-Breach-The-Summoner-PFRPG?affiliate_id=17596]Into the Breach The Summoner[/URL][spoiler] [b]Skeleton:[/b] Necrosummoner Undead Eidolon power. [b]Zombie:[/b] Necrosummoner Undead Eidolon power. [b]Fast Zombie:[/b] Necrosummoner Undead Eidolon power 4th level. [b]Burning Skeleton:[/b] Necrosummoner Undead Eidolon power 4th level. [b]Ghost:[/b] Necrosummoner Undead Eidolon power 8th level. [b]Skeleton:[/b] Necrosummoner Undead Eidolon power 8th level. Undead Eidolon (Ex) A necrosummoner can choose to apply either the skeleton or zombie template to his eidolon every time it is summoned (he retains the ability to not use a template as well). At 4th level a necrosummoner may choose to add either the fast zombie or burning skeleton templates to his eidolon when summoning it. At 8th level a necrosummoner may choose to add either the vampire or the ghost templates to his eidolon when summoning it.[/spoiler] [URL=https://www.drivethrurpg.com/product/217705/Into-the-Wintery-Gale-Ancestral-Appellations?affiliate_id=17596]Into the Wintery Gale: Ancestral Appellations[/URL][spoiler] [b]Rand the Crooked, Dread Wight Elder Minotaur, Undead Corpse, Dark Jarl, Ghost:[/b] The magical ruby binds the spirit of Rand to the tomb. [b]Ghost:[/b] ? [b]Greater Shadow:[/b] ? [b]Spectre:[/b] ? [b]Hoar Spirit, Icy King's Minion:[/b] ? [b]Vengeful Hoar Spirit:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/203792/Intrigue-Archetypes?affiliate_id=17596]Intrigue Archetypes[/URL][spoiler] [b]Ghoul:[/b] Pitiless Economies feat. [b]Undead:[/b] Pitiless Economies feat. Pitiless Economies Your devotion to rapacious greed leaves poverty and suffering in your wake. Prerequisite: Lawful evil or neutral evil alignment, character level 9th. Benefit: You gain a +2 morale bonus on all attack and damage rolls against sentient humanoids with a lower cost-of-livingCRB level than your own. You likewise gain a +5 morale bonus on Bluff, Diplomacy and Intimidate checks against such creatures. You automatically confirm all critical hits against sentient humanoids with a cost-of-living level of Destitute. If you confirm a critical hit in melee against a sentient humanoid, you may forgo the normal additional damage in order to force the target to succeed on a Will save or have its cost-of-living level reduced by one step (DC 10 + 1/2 your character level + your Charisma modifier). This does not reduce its actual living expenses, just the benefits it receives for expenses already paid, and this persists until the end of the current month. The target can resume its former status in the following month by paying its normal cost of living. If the target is already Destitute and fails its save, it immediately loses 1,000 gp worth of non-magical wealth, including coins, gems, art, livestock, buildings, or other possessions, including (but not limited) to those currently being carried or worn. The effect of multiple failed saving throws stacks. This is a supernatural curse effect. If you are a living creature, you do not age as long as at least one creature is subject to this curse. In addition, each time you afflict a creature with this curse, you become one day younger for each creature affected. You cannot become younger than the base starting age for your race with this feat. If you are slain while not aging, you rise as a ghoul (or other undead creature, as if a caster whose level equaled your Hit Dice had cast create undead or create greater undead upon your body) within 24 hours. If you are already undead and you are slain while at least one creature is afflicted by this curse, you rise again in 2d4 days (similar to the rejuvenation ability of a ghost), though when you rise again any creature currently afflicted by your curse gains a new saving throw to end the effect.[/spoiler] [URL=http://www.drivethrurpg.com/product/148648/Journals-of-Dread-Book-1-Secrets-of-the-Oozes?affiliate_id=17596]Journals of Dread Book 1 Secrets of the Ooze[/URL][spoiler] [b]Slime Zombie:[/b] Anyone who dies while infected with slime rot rises as a slime zombie in 2d6 hours. Slime Rot: slam; save Fort DC = 10 + 1/2 the zombie’s Hit Dice + the zombie’s Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a slime zombie in 2d6 hours.[/spoiler] [URL=http://www.drivethrurpg.com/product/239518/Journals-of-Dread-Vol-II-Secrets-of-the-Skeleton?affiliate_id=17596]Journals of Dread Vol. II Secrets of the Skeleton[/URL][spoiler] [b]Skeleton:[/b] "Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. [b]Exoskeleton:[/b] An exoskeleton is an empty husk, an animated carapace of vermin infused with the power of a necromancer, though a few are spontaneous creations. Animating an exoskeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 exoskeletons. "Exoskeleton" is an acquired template that can be added to any corporeal vermin that has an exoskeleton. [b]Haunted Exoskeleton:[/b] Rarely, an exoskeleton is haunted by the lost spirit of a stubborn soul. This wreaks havoc on the spirit, wiping away most of its memories but giving the exoskeleton an Intelligence score of 10, along with all of the feats and skill ranks its Hit Dice would afford. [b]Bloody Skeleton:[/b] Animating a bloody skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 bloody skeletons. [b]Burning Skeleton:[/b] Animating a burning skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 burning skeletons. [b]Cackling Skeleton:[/b] Animating a cackling skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 cackling skeletons. [b]Crystalline Skeleton:[/b] Animating a crystalline skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 crystalline skeletons. Further, this also replaces the material component of the animate dead spell, causing it to require glass or obsidian worth at least 25 gp per Hit Dice of the undead, instead of the normal onyx gems (though this can be mixed and matched, to create a variety of skeleton types with one casting). [b]Dread Skeleton:[/b] "Dread Skeleton" is an acquired template that can be added to any living creature with a skeleton or exoskeleton. [b]Elemental Skeleton:[/b] Animating an elemental skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 elemental skeletons. [b]Mechanical Skeleton:[/b] Animating a mechanical skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 mechanical skeletons. [b]Skeleton Champion:[/b] Some skeletons retain their intelligence and cunning, making them formidable warriors. Unlike many other skeletons, a skeleton champion cannot be animated through the use of animate dead. Instead, these skeletons are free-willed, rising up from the dead only through extraordinary circumstances, similar to those that cause the rise of ghosts, via rare and vile rituals, or through the actions of an angry deity. "Skeletal Champion" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3. [b]Twice-Transcended Skeleton:[/b] The twice-transcended skeletons are a particularly strange type of skeleton, who were once animated, killed, and then restored to a semblance of their old bodies, except these bodies are now only the spiritual memories of the existing body. Animating a twice-transcended skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 twice-transcended skeletons. [b]Vampiric Skeleton:[/b] Animating a vampiric skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 vampiric skeletons. This also requires the caster of animate dead to know vampiric touch and lose the spell for that day (if the caster must prepare spells each day. Otherwise they expend a single use of vampiric touch, similar to casting it normally), though this does not otherwise affect the casting of animate dead. [b]Black Skeleton:[/b] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. [b]Skeletal Drake:[/b] The skeletal drake is the animated remains of a dragon or wyvern who was killed in an area strong in necromantic magic (such as that created by unhallow), and which is left undisturbed for that time. The skeletal drake rises a year later, a mindless automation seeking only the destruction of living things. [b]Skeletal Master:[/b] Skeletal masters are the result of a spellcaster trying to ascend to lichdom and failing. They are exceedingly rare, as normally any spellcaster failing to become a lich simply dies or is destroyed. For the skeletal masters to happen, the spellcaster must almost succeed, only to fall at the final hurdle. Where a lich becomes more powerful if the experiment succeeds, the skeletal master is reduced to a mere shade of its former power, and it knows it. [b]Skeletal Tutor:[/b] Skeletal tutors are not created in the manner that other skeletons are. Instead, they arise spontaneously at the whim of the gods of the undead when one of their servants create normal skeletons with the animate dead spell. [b]Skeleton Noble:[/b] Skeleton nobles were once brave knights of the cold counties of the world, pledged to defend their lands. As time ravaged them, however, and they grew older, they saw younger, fitter, heroes taking their place on the front lines, and resentment grew. Eventually, they turned to dark powers to regain their vigor, pleading themselves to the lords of Hell, in exchange for eternal vigor. Their wish was granted, and they became skeleton nobles, standing ever vigilant against younger heroes, fighting on battlefields where they no longer belong and destroying anything that they held dear while still alive.[/spoiler] [URL=https://www.drivethrurpg.com/product/157241/Knowledge-Check-Last-Rites?affiliate_id=17596]Knowledge Check: Last Rites[/URL][spoiler] [b]Undead:[/b] Cremating corpses to keep them from rising as undead. Some religions include the need to anoint the corpse as part of the funeral rites. The anointing is usually done by a priest or other religious leader, and involves placing oil, incense, perfume, or other holy liquids on various parts of the body, usually while saying a prayer. These anointing rites are usually to protect or cleanse the corpse after death, and in some areas serve as proof against reanimation as undead. (In an ironic twist, very similar rites are usually used to create undead). Simply put, cremation is burning a body until there is nothing left to burn. There are several ways to accomplish this, but in a typical medieval setting the most common is to build a pyre of some sort, place the corpse on top, and set it alight. Cremation is the funeral rite of choice for religions heavy on fire symbolism, while a few instead use it to free the spirit by removing the body it was attached to. As a side benefit, it also tends to keep them from coming back as undead.[/spoiler] [URL=https://www.drivethrurpg.com/product/320022/Lands-of-Theia?affiliate_id=17596]Lands of Theia[/URL][spoiler] [b]Deathless:[/b] Deathless are returned to life to serve a greater purpose than in the one prior. Sometimes that purpose is to right a wrong, and sometimes it is servitude or repayment. With each passing year, it is increasingly difficult to resurrect any creature on Xaotawn. Whatever spell the Blood Emperor used only grows stronger; and those few souls returned to life with the magic granted by Aria and the Philosophy of the Light find their unliving bodies infused with positive energy. They are alive, yet not. They are deathless. The magic created by resurrection that returns them to life stays with a deathless until they settle on a physical presence in the mortal realm. Many never even realize this, returning simply as themselves sans pigment. Those with a little better understanding of the possibility of return, or whose outlook on deathless is wildly skewed in some way often turn out much different. Accounts of living skeletons, pristine forms, and gnarled, intelligent, ever-rotting corpses persist in all of the countries where resurrection can result in the creation of a deathless. Deathless exist outside of the cycle of life. They made some great sacrifice for a greater good and honored their gods in such as way that they were returned to the realm of the living. Their story continues, their physical bodies transformed seemingly into undead, but their souls are still healed by the magic that cured them in life. The entity or god that was invoked during its resurrection has a perverse influence on both the alignment and religious beliefs of a deathless. Any god called upon to resurrect a fallen ally might raise them as deathless for their own reasons, and deathless without direction end up worshiping those gods despite being given only a half life for their efforts. Deathless are sometimes brought back only in spirit, and subsequently bound to the armor they wore in life. [b]Floodslain:[/b] “Floodslain” is an acquired template that can be added to any non-aquatic living creature. [b]Nedrin Wedtlesby, Deathless Swashbuckler 3:[/b] ? [b]Rilla Lux, Deathless, Lady of Her Word, Kind-Hearted Person, Young Lady With Bold Hair and an Unnatural Feeling About Her:[/b] Donning the necklace, Rilla was shocked to discover it housed a being of great intellect and power. This unknown patron whispered directly to Rilla’s mind, promising greater knowledge and access to power if she would use it to find a way to free the entity. Without hesitation, Rilla agreed, and a pact was made. Using her borrowed knowledge and the magic it afforded her, Rilla became an asset to her crew and remained with them while she sought her patron’s freedom. When a rival gang drew them into battle, Rilla was flung overboard, crashing painfully into the ocean below. In her final moments, the witch felt something change inside, then all went dark. She awoke, choking and sputtering, on the shores of Idon Oh, her necklace aglow with power. Her patron explained that it had saved her from the cold grasp of Lady Shinzosui so that she could still serve it, but in doing so, the entity had transformed Rilla. She was now deathless. [b]Undead, Undead Creature, Living Dead, Undead Monster, Undead Being:[/b] In Xaotawn, the barrier sentinels are trained to guard the royal families—all of whom are undead thanks to a curse resulting from their king’s misguided actions. There are currently 7 royal families recognized by the people of Xaotawn. Each was transformed into undead befitting their natures and the areas at which they continue to exist. The spies that infiltrate the cursed section of Xaotawn have been returning with disturbing news. The undead armies of Xoxanis have been collecting corpses in the old mines, graves, and shipwrecks in the oceans around Xaotawn to create an unliving force the likes of which Theia has never seen. But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. What remained of the people surrounding the survivors was now a macabre collection of zombies, skeletons, and other myriad undead beings. After the curse swept through Xaotawn there were those who fought back. The fact that the emperor had participated in an unholy ritual and transformed the royal families into undead monsters was too vile to live with, and many of the still-living fled to the western coastline of their country’s largest island. When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead. [b]More Powerful Undead:[/b] ? [b]Undead Ally Skeleton:[/b] ? [b]Undead Ally Zombie:[/b] ? [b]Mindless Undead:[/b] ? [b]Enchanted Undead:[/b] Corpse Shaper feat. [b]Undead Companion:[/b] ? [b]Undead Badger Animal Companion:[/b] ? [b]Undead Bird Animal Companion:[/b] ? [b]Undead Camel Animal Companion:[/b] ? [b]Undead Cat Small Animal Companion:[/b] ? [b]Undead Dire Rat Animal Companion:[/b] ? [b]Undead Dog Animal Companion:[/b] ? [b]Undead Horse Animal Companion:[/b] ? [b]Undead Pony Animal Companion:[/b] ? [b]Undead Snake Viper Animal Companion:[/b] ? [b]Undead Wolf Animal Companion:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Fossilized Undead:[/b] ? [b]Undead Scaled Horror:[/b] ? [b]Undead Crewmember:[/b] ? [b]Uncontrollable Undead:[/b] ? [b]Insane Undead:[/b] ? [b]Traitorous Undead:[/b] ? [b]Newly Transformed Undead:[/b] ? [b]Undead Trooper:[/b] ? [b]Undead Monstrosity:[/b] ? [b]Undead Abomination:[/b] According to what Last Light knows about the Blood Emperor’s curse all of the royal families were turned into undead abominations. [b]Creature Damaged By Positive Energy:[/b] ? [b]Ghast, Horrible Ghast:[/b] The day after negotiations began, the delegates from New Onilaar and Percimum were openly accusing the Xaotawn native of stonewalling them when a wave of force from the south knocked over everything that wasn’t bolted down. For the second time in recorded history, an unknown power ripped across Theia, but to what end, nobody yet knew. The pulse ended as quickly as it began, and at first everybody appeared to be fine. Then they noticed the Xaotawn representative was acting strange. When a guard walked over to help the man stand, the delegate grabbed him with clawed hands and ripped his throat out with a mouthful of fangs that had not been there before. But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. [b]Ghost:[/b] But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. Within the Forest of Shippai, ghosts unable to find peace walk the damp grounds. When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead. [b]Tamala Chedjou, Ghostly Vision, Beloved, Love:[/b] Depressed, he was wandering the dark streets where he met Tamala Chedjou, a soothsayer from Fafutan. Their relationship was cut tragically short when Tamala was shot during a gang fight and passed away. In a blind fury, Vincent single-handedly killed every member of that gang one by one while wearing his beloved’s holy symbol of a being she called The Beast Below. After he killed the gang’s leader his beloved appeared before him as a ghostly vision and kissed him. He swore his soul to the dark entity that day, using his gunplay and fafutani dark magic to do his love’s bidding for her. All of East Star will belong to him, He belongs to Tamala, and Tamala belongs to the Beast Below. [b]Ghoul, Horrible Ghoul:[/b] But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. [b]Ghoul, Monstrosity:[/b] ? [b]Lich:[/b] At 20th level, the necromancer constructs a phylactery that he then uses to turn into a lich. The bizarre family Yaag were practicing divination and necromantic rights long before their ruler unwittingly turned them all into liches. [b]Gatekeeper, Dracolich, True Monstrosity, Undead Dragon:[/b] ? [b]Mummy:[/b] Far to the north lies the family Giydirme, whose entire house was transformed into mummies. [b]Lady Giydirme, Mummy:[/b] Far to the north lies the family Giydirme, whose entire house was transformed into mummies. In life, Lady Giydirme was a consort of the Blood Emperor who foolishly believed herself his favorite and most likely queen. But the emperor’s tastes did not lie with her, and after his ritual was complete, she fled back to her home, where her ire builds with each passing year. [b]Skeleton:[/b] But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. What remained of the people surrounding the survivors was now a macabre collection of zombies, skeletons, and other myriad undead beings. [i]Animate Dead Lesser[/i] spell. [b]Fossilized Reptilian Skeleton:[/b] ? [b]Skeletal Champion:[/b] ? [b]Vampire:[/b] ? [b]The Blood Emperor, Vampire, Undead Ruler, Undying Monarch, Undead Monstrosity, Undead Emperor, Vampiric Ruler:[/b] In the final days of the Three-Sided War, the emperor of Xaotawn made a deal with a mysterious being in order to live forever and see his nation rule the world. This deal backfired and turned the emperor into a vampire. [b]Emperor's Blood Priest, Vampiric Knight, Abomination:[/b] ? [b]Vampire Spawn:[/b] ? [b]Luzhilda Alvarez, Vampire Half-Dwarf Necromancer 4/Investigator 2, Blood Priest:[/b] A newer member of the blood priests, Luzhilda was turned vampire after she and her father helped solve a crime in Xoxanis involving a rogue poltergeist. [b]Zombie:[/b] But fate, it seemed, had already caught up with the emperor and his nobles. Accounts of the event paint a portrait of failure on a mythic scale. Many of the survivors from that day were children at the time. They recall the burst of energy, but only they stood back up from it. The rest of the men and women around them were changed. Some, like the representative at the signing, became horrible ghouls and ghasts, their sanity and all humanity lost. Others turned pale, fangs growing from their mouths as they started hunting those who remained for their blood. Still more never stood again, at least not using their bodies. They had become ghosts, forever caught between life and death. What remained of the people surrounding the survivors was now a macabre collection of zombies, skeletons, and other myriad undead beings. [i]Animate Dead Lesser[/i] spell. [i]Cursed Earth[/i] spell. [b]Berbalang:[/b] ? [b]Crawling Hand:[/b] ? [b]Giant Crawling Hand:[/b] ? [b]Dullahan:[/b] Not actually an original royal family, in death the Dulluhan have proven their worth to the country that so hated them. All were traitors to the crown, thieves, and perverts bound for the guillotine when the curse took their heads prematurely. [b]Festrog:[/b] ? [b]Grave Knight:[/b] Like the emperor’s personal guard, the royal military was transformed by his failed attempt at immortality. Cursed as grave knights, the Mezar have now formed their own court, with the former commander general as their leader. [b]Hayalaet:[/b] Formerly the merchants’ guild of Xaotawn, the leaders of the Hyalaet were separated from their bodies when the curse struck the land. Many fell to despair, losing their minds as well when they could neither craft their wares nor move on to any semblance of an afterlife. [b]Huecuva:[/b] When they agreed to help their emperor live forever, the church of Xaotawn was accused of acting against their gods, but before they could prove their devotion, the curse struck them down and turned them into huecuvas. [b]Rogue Poltergeist:[/b] ? [b]Skinwraith:[/b] ? [b]Yukki-Onna, Silent Murderous Yukki-Onnah:[/b] Off the south-western tip of Xaotawn, tribes fished in the waters between the country’s edge and the frozen expanse to the south. As the curse affected the rest of the continent, so too were these poor souls transformed; frozen by the magic they used to preserve their catches. The male tribesmen became wendigos, while the females transformed into yukki-onna. The curse of the Blood Emperor had far-reaching effects even beyond Xaotawn. None have been more eerie than what happened to the fishing villages on the frozen reaches of Southern Theia. With the males becoming insanity-spreading wendigos and the females becoming silent, murderous yukki-onnah the frozen lands closest to the southern pole sees few visitors. [b]Zombie Lord:[/b] ? [b]Haunt:[/b] When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead. Corpse Shaper [Necromancer] (Item Creation) Prerequisite: 5th-level necromancer. Benefit: You can enchant a single, mindless undead you create as if it was a masterwork weapon. The undead must be able to deal damage of the appropriate type to benefit from those enhancements (such as an attack that deals piercing or slashing damage to gain keen). You can read scrolls containing the necessary spells as if they were on your spell list, but only when using them to create undead. An enchanted undead gains 1 additional hit point per Hit Die for every 1,000 gp of enchantments placed on it. If an enchanted undead is destroyed, you can collect some of its remains (or dust) and use them to put the same exact enchantments on the next undead you create.[/spoiler] Lands of Theia World Primer[spoiler] [b]Undead:[/b] In Xaotawn, the barrier sentinels are trained to guard the royal families—all of whom are undead thanks to a curse resulting from their king’s misguided actions. When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead. [b]Dullahan:[/b] Military-trained prisoners captured during times of conflict with other countries were often beheaded if not recovered by their homelands. This practice was so common in Xaotawn that the magic of the king’s curse seemed almost to understand it, ending the lives of all who remained within the kingdom’s prisons and raising them as dullahans. [b]Ghost:[/b] Formerly the merchants’ guild of Xaotawn, the heads of this group were separated from their bodies when the curse struck the land. When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead. [b]Grave Knight:[/b] Like the king’s personal guard, the royal military was transformed by his failed attempt at immortality. Cursed as grave knights, the soldiers have now formed their own court, with the former commander general as their leader. [b]Hecuva:[/b] When they agreed to help their king live forever, the church of Xaotawn was accused of acting against their gods, but before they could prove their devotion, the curse struck them down and turned them into hecuvas. [b]Lich:[/b] When the king’s curse struck Xaotawn, the son of a Percimum mage lord was a guest at the royal court. As necromantic magic washed over the prince and his entourage, they were transformed into undead themselves. [b]Mummy:[/b] For ages, the king of Xaotawn’s family has been challenged by their rivals for the country’s throne. After his curse changed them into mummy’s the family took the opportunity to push once more to usurp the king’s seat of power. [b]Vampire:[/b] The original royal family, and current ruler of Xaotawn, brought a cursed existence to his country when he dabbled with immortality. [b]Yukki-Onna:[/b] On the south-western tip of Xaotawn, tribes fished in the waters between the country’s edge and the frozen expanse to the south. As the curse affected the rest of the continent, so too were these poor souls transformed; frozen by the magic they used to preserve their catches. The male tribesmen became wendigos, while the females transformed into yukki-onna. [b]Haunt:[/b] When an average creature’s soul passes through the Veil, it is often transported to the original realm of death: The Negative Energy Plane. It is within this realm that souls are judged by psychopomps. Those whose souls are claimed by a greater entity are shepherded to that being’s realm. Those who lack such allegiances are offered the opportunity to become psychopomps themselves. On rare occasion, another creature might invite a soul to live on within that individual’s dreamscape. Rarer still are the creatures with no ties to any higher power, but who also are either not welcomed by or unable to become psychopomps. These poor souls are among the first shunted back into Theia as ghosts, haunts, and other undead.[/spoiler] [URL=https://www.drivethrurpg.com/product/149485/Larger-than-Life-Giants-for-Pathfinder-Roleplaying-Game?affiliate_id=17596]Larger Than Life[/URL][spoiler] [b]Hill Giant Ghoul:[/b] Even without a spiritual leader or a partial understanding of the dagaz rune, hill giants treat the recently deceased with some care. Owing to the belief that the spirits of fallen warriors without proper burial will return to haunt the tribe, hill giants bury their dead tribesmates, or at least say a word or two before covering them up with furs if they must hurry away from a battle site. Improperly buried hill giants may spontaneously return as larger versions of ordinary ghouls. These ghouls violently quench their hatred of the tribe responsible for their unholy births before turning their jaundiced eyes towards civilization.[/spoiler] [URL=https://www.drivethrurpg.com/product/248019/Legendary-Barbarians?affiliate_id=17596]Legendary Barbarians[/URL][spoiler] [b]Undead Creature:[/b] ? [b]Incorporeal Undead, Incorporeal Undead Creature:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/324037/Legendary-Bards?affiliate_id=17596]Legendary Bards[/URL][spoiler] [b]Undead, Undead Creature:[/b] Dirge of the Dead Bardic Performance. Dirge of the Dead Components: Audible and visual With this performance the legendary bard can animate the flesh and bones of the dead to perform under their command. When the bard begins this performance they produce an effect similar to the animate dead spell, save that after the bard stops performing the undead created by this performance collapse into lifeless corpses once again. The bard uses their class level as their effective caster level for this ability, and can control 4 HD worth of undead per class level using it. If the legendary bard maintains their performance for 10 consecutive rounds, spending 10 total rounds of bardic performance, these undead persist for 1 hour per class level after the performance ends. After this duration the created undead collapse into lifeless corpses.[/spoiler] [URL=https://www.drivethrurpg.com/product/247088/Legendary-Cavaliers?affiliate_id=17596]Legendary Cavaliers[/URL][spoiler] [b]Mindless Undead:[/b] ? [b]Undead Companion:[/b] Some [animal] companions are created from the dead, rather than befriended from the ranks of the living. Marrow Lancer Cavalier On a Pale Horse power. [b]Undead Creature:[/b] ? On a Pale Horse (Ex): At 1st level, a marrow lancer’s mount gains the undead companion archetype (shown below). Any mount a marrow lance gains to replace their previous one also gains this archetype. This alters mount.[/spoiler] [URL=https://www.drivethrurpg.com/product/342079/Legendary-Hunters?affiliate_id=17596]Legendary Hunters[/URL][spoiler] [b]Intelligent Undead That Were Animals in Life:[/b] ? [b]Intelligent Undead That Were Magical Beasts in Life:[/b] ? [b]Undead That Were Animated From Animals:[/b] ? [b]Undead That Were Animated From Magical Beasts:[/b] ? [b]Mindless Undead:[/b] ? [b]Undead Creature:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/328355/Legendary-Ninjas?affiliate_id=17596]Legendary Ninjas[/URL][spoiler] [b]Undead:[/b] ? [b]Ghost:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/141907/Legendary-Villains-Antipaladins?affiliate_id=17596]Legendary Villains: Antipaladins[/URL][spoiler] [b]Undead Antipaladin:[/b] This second volume in the Legendary Villains series takes a deep look at the most malevolent of all character classes, the one class whose entire essence is steeped in vileness: the antipaladin. These villains of the deepest dye have held a dark fascination since the early days of the RPG hobby as an inversion of all that is true, decent, heroic, and righteous. They are the ur-villains, not so much because their villainous plots are so inherently more dastardly than anyone else’s, but because they have given themselves so completely to their darker natures, becoming so evil in life that Hell itself might spit them out again as undead knights to revisit their perfidy upon the world. [b]Undead Antipaladin, Undead Knight:[/b] ? [b]Unintelligent Undead:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Non-Mindless Undead:[/b] Mask of the Blood-Drinker magic item. [b]Ghost:[/b] ? [b]Lesser Shadow:[/b] ? [b]Shadow:[/b] ? [b]Skeletal Creature:[/b] ? [b]Bloody Skeleton:[/b] ? [b]Bleeding Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Alchemical Zombie:[/b] ? [b]Relentless Zombie:[/b] ? Mask of the Blood-Drinker Price 8,000 gp Slot face; CL 5th; Weight — Aura faint necromancy and transmutation An antipaladin can use this ability to stave off the ravages of time. The wearer does not age so long as he damages a sentient creature with his touch of corruption and consumes at least one gallon of blood every 24 hours. If the wearer harms multiple sentient victims with his touch of corruption during a 24-hour period, he becomes younger by a number of days equal to the number of sentient victims afflicted by his touch. The wearer cannot become younger than the base starting age for his race by use of this ability. A wearer killed while wearing a mask of the blood-drinker rises as a non-mindless undead whose CR is no greater than one-half the wearer’s Hit Dice (GM’s discretion as to type of undead) as long as he has harmed at least one sentient creature and consumed at least one gallon of blood in the preceding 24 hours. This destroys the mask. An undead antipaladin can maintain the appearance of life and health by using its touch of corruption and consuming blood in the same fashion. An undead creature destroyed while wearing a mask of the blood-drinker rises again 2d4 days after being destroyed—much like the rejuvenation ability of a ghost—so long as at least one sentient creature has suffered the effects of your touch of corruption and you have consumed at least one gallon of blood in the preceding 24 hours. This also destroys the mask. CONSTRUCTION REQUIREMENTS Cost 4,000 gp Craft Wondrous Item, false life, lesser age resistance[/spoiler] [URL=https://www.drivethrurpg.com/product/197617/Legendary-Villains-Vigilantes?affiliate_id=17596]Legendary Villains: Vigilantes[/URL][spoiler] [b]Undead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/206622/Legendary-Villains-Wicked-Witches?affiliate_id=17596]Legendary Villains: Wicked Witches[/URL][spoiler] [b]Isitoq Lesser:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/221881/Legendary-Worlds-Carsis?affiliate_id=17596]Legendary Worlds: Carsis[/URL][spoiler] [b]Undead:[/b] The restless spirits of the shattering.[/spoiler] [URL=https://www.drivethrurpg.com/product/240001/Legendary-Worlds-Jowchit-Pathfinder?affiliate_id=17596]Legendary Worlds: Jowchit[/URL][spoiler] [b]Undead Dinosaur:[/b] ? [b]Undead:[/b] Hidden deep within its depths is Ghostcaller, an absurdly powerful lute whose music has the power to create undead.[/spoiler] [URL=https://www.drivethrurpg.com/product/222518/Legendary-Worlds-Terminus-Pathfinder?affiliate_id=17596]Legendary Worlds: Terminus[/URL][spoiler] [b]Blackfire Wight:[/b] Any humanoid creature that is slain by a blackfire wight becomes a blackfire wight itself in 1d6 rounds. Spawn so created are less powerful than typical blackfire wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the control of the blackfire wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed blackfire wights. Blackfire wights are humanoid residents of Terminus who rise as undead after being killed by blackfire. [b]Blackfire Wight Spawn:[/b] Any humanoid creature that is slain by a blackfire wight becomes a blackfire wight itself in 1d6 rounds. Spawn so created are less powerful than typical blackfire wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. [b]Undead:[/b] Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet. [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. [b]Mohrg:[/b] Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. [b]Corporeal Undead:[/b] Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet. [b]Incorporeal Undead:[/b] ? [/spoiler] [URL='http://www.drivethrurpg.com/product/119501/Liber-Vampyr?affiliate_id=17596"']Liber Vampyr[/URL][spoiler] [b]Nosferatu:[/b] Nosferatu are corpses possessed by malevolent fiends who desire nothing more than to spread disease and suffering through the mortal world. “Nosferatu” is a template that can be applied to any living creature with 5 or more hit dice. While nosferatu resemble the creature whose corpse they animate, and sometimes even possess that creature’s memories and, to a certain extent, personality, they are not truly that creature. Rather, a nosferatu is a fiendish entity that has possessed the corpse of the deceased creature and is using it as a means to interact with the mortal world. The exact process for creating a nosferatu is dangerous and complex, but can be performed by suitably powerful wizards and clerics. [b]Revenant:[/b] “Revenant” is a template which can be applied to any living humanoid or monstrous humanoid. With GM permission, a character could also become a revenant by performing a special ritual, much in the same way that a character can become a lich by performing a ritual and creating a phylactery. It requires a DC 15 Knowledge (religion) check to successfully identify the nature of this ritual, or to learn about it through research in a library or other place of accumulated knowledge. The ritual itself requires an hour to perform, and requires 500 gp in rare incense, ointments, and ritual objects. At the end of the ritual, the would-be revenant must wound himself (typically be cutting his wrist with a ritually-anointed dagger) and bleed into a special ceremonial bowl for an extended period of time. During this time, the character suffers 1 point of damage per round, which can be stopped at any time by a successful Heal check (DC 15). If the character reaches 0 hit points, then at the beginning of his turn each round, when he takes damage from the bleeding, he may make a DC 15 Wisdom check. If the check succeeds, the bleeding stops, and the character immediately becomes a revenant. The character can attempt this check once per round until he either succeeds, the bleeding is stopped, or he dies. [b]Vampire:[/b] Vampire myths are as old as time, and it seems that for every myth there is a different way in which one becomes a vampire. Many vampires spread their affliction through their bite, either indiscriminately, or only when they choose to “embrace” their target. Others spread vampirism as a literal disease, which can be inflicted in a number of ways. In other tales, there is no way to “spread” vampirism, and each person who rises as one of the undead does so because of some grave sin that he connected in life. Below are some popular legends about what can cause a person to rise as a vampire. Note that these are just guidelines, and GMs should feel free to pick and choose which of these will work in a given game, and which are simply myth. Some GMs might determine that anyone who is subject to a certain number of these conditions will rise as a vampire, but any one condition is not enough. Others might determine that some or all of these can cause a corpse to rise as a vampire, unless simple steps are taken to prevent that from happening, etc. A corpse might rise as a vampire if… • …the corpse is jumped over by an animal. • …the body bore a wound which had not been treated with boiling water. • …the corpse was an enemy of the church in life. • …the corpse was a mage in life. • …the corpse was born a bastard. • …the corpse converted away from a “true” faith (historically, the Eastern Orthodox Church). On the other hand, these countermeasures are supposed to prevent a corpse from rising as a vampire: • A good person need not fear rising as a vampire. • Crossing oneself before initiating sex spares any resulting children from becoming a vampire. • Certain blessings performed over the body can prevent the corpse from rising as a vampire. • Burying the corpse face-down may not prevent the corpse from becoming a vampire, but supposedly prevents him from rising out of his grave. [b]Zombie:[/b] Any creature slain by a nosferatu’s energy drain attack immediately rises as a zombie.[/spoiler] [URL=http://www.drivethrurpg.com/product/148871/Lords-of-the-Night?affiliate_id=17596]Lords of the Night[/URL][spoiler] [b]Vampire Alternate:[/b] Vampire is an acquired template that can be added to any living, corporeal humanoid, fey, or monstrous humanoid. To create a vampire, the base creature must first be slain by a vampire’s bite attack, then buried in earth or soil. At the next new moon, the vampire which slew the base creature may sacrifice XP sufficient to reduce his level by 1, placing him at the minimum XP needed for that level (vampires with only 1 level cannot create vampires). [b]Undead:[/b] Undead Familiar feat. [b]Human Vampire Warlord 15 Astrid the Flayed Queen:[/b] ? [b]Ghoul Rogue 4 Gnaws-His-Arms:[/b] ? [b]Elf Vampire Bard 11 Lady Windharpe:[/b] ? [b]Human Vampire Psion 3 Isoldt:[/b] ? [b]Merg Vampire Soul Hunter Stalker 7/Sussurratore 2 Izzie Redwaters:[/b] ? [b]Gnome Vampire Daevic 7/Black Templar 5 Loras Blacknail:[/b] ? [b]Human Vampire Ranger 9 Jannis:[/b] ? [b]Animal Companion Undead Wolf Garm:[/b] ? [b]Cairn Wight Blackblade:[/b] ? [b]Young Human Vampire Cryptic 11 The Waif:[/b] Undead Companion [General] Your companion or familiar becomes undead. Prerequisites: animal companion, dark messenger, or familiar Benefit: Your animal companion, dark messenger, or familiar gains the undead type (if you have more than one of these features, choose one upon gaining this feat). Do not recalculate its base attack bonus, hit points, saving throws, or skill points. If the creature’s Charisma score was less than its Constitution score would permanently alter the affected creature’s type (such as the sorrow’s shadow class feature), instead improve its positive energy resistance by +5 and its before becoming undead, its Charisma score becomes equal to its former Constitution. Additionally, it gains channel resistance +4. If another ability you possess channel resistance by +2. Special: You may take this feat multiple times. Each time you do, choose another animal companion, dark messenger, or familiar that you possess to be affected. [/spoiler] [URL=https://www.drivethrurpg.com/product/176538/Lost-Lore-The-Headhunter?affiliate_id=17596]Lost Lore: The Headhunter[/URL][spoiler] [b]Animated Severed Head:[/b] Animated severed heads are a product of shamanistic and magic-using headhunters experimenting with the creation of familiars. They are a gruesome parody of the dead arcane spell casters they are made from, possessing rudimentary intelligence and personalities. “Severed Head” is an acquired template that can be added to any living Medium creature possessing arcane spell casting levels. Oracle Mystery of the Head's Final Revelation. [b]Jaquel's Head:[/b] Jaquel was a village midwife and herbalist — as well as a semi-professional witch, in a village raided by a gang of headhunters. The headhunter shaman slew her and took her head as a severed head familiar as part of a rite of passage. Jaquel’s Head is derived from a 2nd-level witch, and she belonged to a headhunter with 6 sorcerer levels, 3 barbarian levels, and 3 headhunter levels. Oracle Mystery of the Head Final Revelation: Upon reaching 20th level, you become acephalic, and able to remove your own head without dying, or even to have your own head removed by violence harmlessly. No ability that derives its power from possession of your head can be used by another creature. Your head becomes capable of hovering with a speed of 30 ft. (clumsy), and takes a quarter of your hp with it; the head can travel up to one mile from the your body, and retains command over both itself and the headless body, which is still conscious and motile, and aware of the surroundings around its body as if using the scrying spell (caster level equals the oracle’s class level). An acephalic oracle may cast spells from the location of her head, and if the body is slain or destroyed, the hovering head continues to exist. Destroying the head (and the head alone) slays the oracle. You must still satisfy your body’s physical need for sustenance, unless these needs are provided for otherwise, and hence you must reattach your head for to provide for these, according to the rules for starvation and thirst in the Core rulebook. If the body is destroyed, the oracle’s head needs an alternate means of feeding itself to remain alive. Acephalous oracles who cannot do so become free-willed animate severed heads after their deaths, as per the description under the headhunter class, with the oracle’s former hit dice and abilities being used to calculate the undead head’s statistics as if the oracle had been its own master. [/spoiler] [URL=http://www.drivethrurpg.com/product/195715/Lunar-Knights?affiliate_id=17596]Lunar Knights[/URL][spoiler] [b]Serbian Lycanthrope:[/b] These monsters are men who would return from the grave to haunt their widows.[/spoiler] [URL='http://www.drivethrurpg.com/product/93055/Malevolent--Benign-Pathfinder-Edition?affiliate_id=17596"']Malevolent and Benign[/URL][spoiler] [b]Autmnal Mourner:[/b] Autumn mourners are the lingering spirits of the neglected dead. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves. Autumnal mourners arise from the bodies of the unburied and forgotten dead. While the potential for autumnal mourners exists in every land, only the forest and woods’ seasonal changes, as experienced by their deciduous plant life, generate their creation. [b]Avatar of Famine:[/b] Being a follower of the god of famine comes at a high toll, especially for those who strive to be its avatar. In order to become an avatar of famine, a tomb must be built and at least 500 sentient creatures sacrificed in the tomb. Their lives are not taken by violence however. They are closed into the tomb and die one by one of starvation. The last to die of starvation becomes the avatar of famine, bound to the tomb and that which they were created to guard. [b]Bone Sovereign:[/b] Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity. [b]Cadaver:[/b] Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example). [b]Dark Voyeur:[/b] A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror, the mirror that reflected its death and trapped a portion of its departing soul within its glass. [b]Foul Spawner:[/b] ? [b]Gray Lady:[/b] Many a seaman who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies. A gray lady is the shade of a woman who died heartbroken and alone waiting for the return of a loved one from across the sea. [b]Harbinger:[/b] If a paladin dies in a state of disgrace without having atoned, there is a chance the abyssal powers will claim his body as well as his soul. The reanimated body becomes a harbinger and serves at the direction of some powerful force for evil. [b]Haze Horror:[/b] Heat and humidity often manifest as a visible haze, and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested. Some sages claim that there are haze horrors in the terrible northern climes whose touch is deathly cold and who appear as mists upon glaciers and in ice caverns. [b]Hearth Horror:[/b] A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory. Hearth horrors are typically houses, although they can be groves, caverns, or even enormous castles or complexes. Hearth horrors may come in many shapes and sizes, but they all have one thing in common: their physical form has collapsed, decayed, or been destroyed. A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there and is typically evil. The heart of the hearth horror is formed when blood from victims spills upon the soil and sinks deep into the ground. The clot slowly grows in size over the years until it gradually forms into a heart buried in the earth beneath the area of the original construction. [b]Hellscorn:[/b] Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. Hellscorns predominantly appear as they did in life; however all hellscorns still bear the open wounds dealt by their capricious lover. Phantasmal blood incessantly pours from the gaping punctures and slashes staining the spirit’s burial garb. In a similar vein, hellscorns killed by poison continuously froth and foam at the mouth, indefinitely regurgitating the toxin responsible for their death. [b]Inscriber:[/b] It has been said that the search for knowledge can be a soul-consuming pursuit. The unfortunate case of the inscribers proves the saying’s literal truth. Every inscriber was once a living scholar who obsessed over a certain field of study. Some inscribers devoted their lives to particulars of occult lore, while others strove to catalog every species of plant in existence or to learn the secrets of creating perfect wine. Regardless of their missions, they shared the same end: after death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information. [b]Lostling:[/b] A creature reduced to 0 points of Wisdom from a lostling's wisdom drain falls into a deep, nightmare-plagued slumber. As a result of this catatonic state, the unfortunate victim eventually dies from starvation or thirst. Creatures dying in this manner transform into lostlings within 1d3 days. Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness. [b]Neverlasting:[/b] The great elves of old were longer-lived, but even they were still mortal. A proud few could not bear the end and chose the path of unlife; never truly living, yet never dying, these are the neverlasting. Through an evil ritual, the flesh is flayed from their heads, their clan banners animate and turn to shadow, their swords gain a powerful enchantment, and their skin becomes as tough as the strongest iron. [b]Sabulous Husk:[/b] Sabulous husks are walking corpses filled with sand, the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence of their own and are animated through the will of the desert itself, being mere containers for the scourging sand within. [b]Skelton Black:[/b] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. [b]Slavering Mouther:[/b] Slavering mouthers are thought to be undead gibbering mouthers brought back from the dead by dark powers. [b]Undead:[/b] A deadwood’s power over the undead is awe-inspiring. Its influence over a forest is so strong that the body of any animal or person who falls dead within miles of a deadwood rises as undead creatures, which will most likely spend the rest of their existences guarding the deadwood. Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary. Some believe they would gain permanent command over the dead and others that they would be transformed into strange, powerful, and unique undead. [b]Ghoul:[/b] The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. [b]Ghoul Ghast:[/b] The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. [b]Skeleton:[/b] As a standard action, a bone sovereign can create any number of skeletal monsters from its body. The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. [b]Zombie:[/b] The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.[/spoiler] [URL=https://www.drivethrurpg.com/product/203785/Magitech-Archetypes?affiliate_id=17596]Magitech Archetypes[/URL][spoiler] [b]Undead, Lifeless and Deathless Undead, Undead Creature:[/b] Necrotech Transformation feat. [b]Zombie:[/b] ? [b]Fast Zombie:[/b] ? [b]Corporeal Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Unliving Adversary:[/b] ? [b]Unliving Ally:[/b] ? Necrotech Transformation Your knowledge of necrotech has lead to your final transformation Prerequisites: Necrotech Adept, Necrotech Genius, necrotech master 9th. Benefit: Your creature type changes to undead and you lose your Constitution score. If a creature attempts to return you from the dead, you can choose to come back as an undead. If you don’t, you lose this feat and any feats that are a prerequisite for this feat, and must select 3 new feats for which you meet the prerequisites. Special: You must have a Constitution score of 4 or higher when you select this feat, and you cannot retrain this feat or any of its prerequisite feats. Once you gain this feat, you are treated as an undead for the purposes of the necrotech master archetype.[/spoiler] [URL=https://www.drivethrurpg.com/product/223381/Malevolent-Medium-Monsters?affiliate_id=17596]Malevolent Medium Monsters[/URL][spoiler] [b]Faithslain:[/b] When the devout follower of a non-evil deity falls to the overwhelming power of servants to evil deities, they sometimes rise as faithslain. These powerful undead return as the result of exceptionally powerful evil or negative energy attacks suffusing their bodies. Many faithslain rise in the aftermath of an antipaladin’s smite attacks, or from the channeled negative energy of a powerful divine caster. Regardless of how the faithslain originally died, it rises from death, animated by powerful negative energy coursing through its body. [b]Faithborn:[/b] These are the animated souls of evil worshippers slain by the followers of good-aligned deities. Much like faithslain, the faithborn are raised into undeath, but as redeemed creatures seeking to spend their unlife righting the wrongs they made while alive.[/spoiler] [URL=https://www.drivethrurpg.com/product/251050/Manastorm-World-of-Shinar-PFRPG?affiliate_id=17596]Manastorm: World of Shin'ar (PFRPG)[/URL][spoiler] [b]Mana Zombie, Mindless Mana Zombie:[/b] Created from the remains of a creature suffering from mana psychosis, mana zombies are raised through the excess mana accumulated through the overuse of, or overexposure to, raw mana. Those caught in manastorms are at risk of overexposure to mana and the saturation of the body and mind from it. Only the sickest of the poisoned have enough mana accumulated to become mana zombies after death. It has been theorized by Calvoid researchers that the Manasphere itself raises these poor souls as conduits to vent excess radiation and thus avoid catastrophic and chaotic fits due to too much pressure in the Manasphere. If they die from mana psychosis, the player will rise as a Mana Zombie within 1d3 hours unless their body is completely destroyed via a disintegrate spell or ability or is completely burned to ash. [Upon accumulating 10 mana poisoning points] Death and Rising as a Mana Zombie in 1d3 hours. Anytime a death from Mana Poisoning or Mana Psychosis occurs, either from Constitution loss, HP loss, or accumulating 10 points, eventual rising as a Mana Zombie is imminent unless proper steps are taken. The use of ManaBoost before the 8 hour cool down period gives the character double the side effect damage and mana poisoning each time it is used this way, (2 mana poisoning points and -4 hp, 4 mana poisoning points and -8 hp, etc.) up to eventual death and rising as a Mana Zombie. Manaborn are effectively immortal. They can die a number of times as they have HD when they were first reborn. Once that number is depleted, they rise one last time, but as a mana zombie. Manaborn begin with 10 mana poisoning points. They lose 1 mana poisoning point a week. If they are brought to 0 mana poisoning points, they die and reform with 10 points 1d3 days later, if they have another resurrection. If they are out of resurrections, they reform as a mindless mana zombie. [b]Manaborn, Terrifyingly Deadly Manaborn:[/b] When a creature dies from mana psychosis, there is a very small chance the Manasphere resurrects it as Manaborn, instead of it coming back as a Mana Zombie. Any time someone or something dies from the deadly accumulation of mana in their bodies, a roll of 1d100 is made. If the roll comes up 100, the creature is turned into Manaborn. [b]Mana Zombie, Poor Soul:[/b] ? [b]Dangerous Mana Zombie:[/b] ? [b]Evil Manaborn:[/b] ? [b]Undead, Undead Creature, Undead Being:[/b] 2,000 years ago, the humans of Eltra were transformed into undead creatures when King Alcor cast a forbidden spell at the behest of the Archdevil Garloch and transferred the life essence of his subjects into himself, elevating him to godly status. The majority of the nation were transformed into all manner of undead, but the aristocratic ruling class were transformed into powerful vampires. The Archdevil Garloch, upon finding the growing kingdom, with their cruel and selfish solutions, began to speak to King Alcor, whispering of unlimited power from a single source: souls. Although Garloch intended to take this power for himself, when King Alcor began casting the spell and drew the souls of his citizens out, he instead took them into himself, becoming a god and, in turn, snubbing the Archdevil. While the common people were transformed into all manner of undead, the noble houses were gifted with immortality in the form of a magical vampirism. The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. The rest were killed and raised as undead, set to wander in the ruins to deter any future use of the site. The few survivors were shackled and shipped back to Atlantis, and a small group of Atlanteans sent by the Boule raised a large crystal monolith at the center of the island, ultimately sacrificing a dozen Meek'ah and Illumnarus to infuse the monolith with their blood, causing the entire island to radiate a unholy presence. Nothing will ever grow here, and any who perish on its shores are doomed to rise as the undead. The very ground is cursed, as anything that dies in the Umbral not only rises as an undead being, but is empowered by demonic energy, making it all the more difficult to destroy. Each member of the cult must ingest small amounts of snake venom every day to build up tolerances to the poison, and one in ten cultists die from the venom. Those weak few are raised as undead to forever serve Vesh. The Ezeru of Eltra are another unfortunate byproduct of the soul stealing spell cast by King Alcor. While the human population transformed into all manner of undead beings, the monstrous inhabitants of the kingdom were warped and twisted; fused together in a jumble of miss-matched limbs and body parts. [b]Lesser Undead:[/b] ? [b]Undead Monstrosity:[/b] The Crystal Skulls are as much feared for their ferocity as for their tactic of turning their defeated foes into undead monstrosities. [b]Undead Minion:[/b] ? [b]Mindless Undead:[/b] Once they have reached rock-bottom, they are given over to Shizzar. The goddess consumes the soul of the Submitted, and turns the body into a mindless form of undead servant. [b]Mindless Undead, Horror:[/b] ? [b]Undead Horror:[/b] Last Bastion was the scene of an epic battle as thousands of demons and devils assaulted the town. The Army of Light was easily decimated, its survivors carried off to Libon. Groups of cultists soon moved into the ruins, raising thousands of undead horrors to stalk the streets. The small group of white-necromancers left Eltra around the time Alcor's ascension to the throne, fleeing the kingdom before the killing spell that would plunge the area into darkness was cast, creating tens of thousands of undead horrors overnight. The southern ruins are infested with undead horrors and deadly aberrations, results of experimentation by the former humans who dwelt there. [b]Undead Guard:[/b] ? [b]Dark Horror:[/b] ? [b]Frightening Undead Horror:[/b] Their vampirism was caused not by an outside source, but rather, a soul-stealing spell the Archdevil Garloch intended to use in a bid for power. However, Eltra King Alcor instead used the spell to transfer power to himself in a display of trickery the Archdevil had not expected. The entire population of Eltra was transformed, tens of thousands of humans died instantly as their very life essence was drained from their bodies. Men, women, and children rose again as freighting undead horrors, while the nobility of Eltra awoke to new powers and a new thirst. [b]Sentient Undead:[/b] ? [b]Sentient Undead, Agent, Undead Citizen:[/b] ? [b]Horror:[/b] ? [b]Undead Fodder:[/b] ? [b]Wandering Undead Spirit of a Vengeful Meek'ah:[/b] Thousands of Meek'ah prisoners were killed on the islands, unable to escape the mana-charged killing cloud that was dispersed from the Darkfrost Mountains. Since then, no Jute has set foot on the island in fear of the many wandering undead spirits of vengeful Meek'ah who remain. [b]Mindless Form of Undead Servant:[/b] New cult members are tasked with bringing two more people into the cult, one known as the Proposed, one known as the Submitted. A secret party is held, where the new cult member and the Proposed encourage the Submitted to overindulge in wine, drugs, sex, anything they desire. The use of spells and magical items that control the mind are not allowed, though spells that amplify emotion are encouraged. The goal is to get the Submitted to willfully drag their life into the gutter by over excess and the loss of self-control. Once they have reached rock-bottom, they are given over to Shizzar. The goddess consumes the soul of the Submitted, and turns the body into a mindless form of undead servant. [b]Undead Rabble:[/b] ? [b]Horrific Undead:[/b] ? [b]Undead Rusk:[/b] The shards embedded themselves in the two, the demon fled in pain, but the child, too weak from exhaustion, could not escape. Krum, sensing the death of his minion, tried his best to save the child. He succeeded in saving her life, but the price was high. He bent the Manasphere around her form and contained her spirit within, however, the force of the explosion melted away most of her flesh and left her a crystallized skeleton. She awoke with a painful scream, the shock from her transformation was too much for her young mind to bear. The child rose up, her crystalline form pulsating with energy. The mana cocoon that kept her spirit within her form also bestowed on her powers, and she leapt into the air intent on finding the demon. She cursed The Owl for his interfering and causing her to be trapped in this new form. Krum heard her clearly, and felt the sting of her words. He vowed to leave her be, but to always keep tabs on her, as he would a true daughter. The powerful child came across the demon, who was now being attacked by a Rusk war party. She landed amid the battle, and blasted the demon with supernatural frost and ice. The Rusk fell back, in fear and awe. She made short work of the demon, and it begged for mercy from the crystal Rusk child. She ended the demon with a simple touch, his form pulsated and crystallized before exploding into thousands of shards. The Rusk were far enough away that the shards did not endanger them, but those who fell in battle with the demon that were hit by a shard rose up again and surrounded the child. The undead Rusk bent a knee to her and she gave a great Rusk victory cry before swirling snow and ice carried them all away. The tribes began to leave their dead on the battlefield if word of her presence was near. The dead would later be turned into undead soldiers in her army, a fitting tribute to a warrior's life in some eyes, to fight for eternity against one's enemies. Over time, her worship grew among the tribes, and the dead were no longer left on the battlefield, instead they were cremated in an elaborate ritual that saw their spirit be reborn in her army, which now numbered in the tens of thousands and protected Krum's realm from incursion. Krum made it so his faithful's spirit is split, and the worshiper spends eternity in his frozen paradise as both animal spirit and undead soldier. [b]Undead Rusk, Undead Soldier:[/b] ? [b]Allip:[/b] ? [b]Banshee:[/b] ? [b]Bodak:[/b] ? [b]Ghoul:[/b] ? [b]Huecuva:[/b] ? [b]Lich, Icyarracick:[/b] However, before he flew away from the shore, a powerful Jute witch cursed him, sacrificing her life to fuel the dark spell. When he finally died, Icyarracick’s soul became trapped in his body as it slowly decomposed. The great dragon became some hideous form of lich, trapped inside his own mind, unable to move the now-skeletal body. [b]Lich:[/b] ? [b]Savok, Lich:[/b] Savok became very powerful and turned slowly into a lich during his time in exile. [b]Powerful Mummy:[/b] ? [b]Mummy:[/b] ? [b]Revenant:[/b] ? [b]Unique Undead Shadow:[/b] The Lluruth who remained after the birth of Brhuaal and the transformation of so many into Drazil were slaughtered en masse, and their spirits live on as undead shadows. These undead are unique, as they reform quickly after being destroyed, sometimes after hours, sometimes days. [b]Shadow:[/b] ? [b]Roaming Skeleton:[/b] ? [b]Skeleton:[/b] ? [b]Skeletal Mage:[/b] ? [b]Specter:[/b] The Ashmede Devil who ruled the Goblins constructed the room to be a prison, tormenting the angels within for centuries. The Goblins’ society declined over the same centuries, and the angels were eventually rescued by a group of adventurers, two of which perished in the cavern. The souls of those adventurers are being held by the walls and the magic they b[ear]. [b]Vampire Eltra, Eltrabi Vampire Noble, Eltrabi Vampire Lord, Eltra Vampire Noble:[/b] 2,000 years ago, the humans of Eltra were transformed into undead creatures when King Alcor cast a forbidden spell at the behest of the Archdevil Garloch and transferred the life essence of his subjects into himself, elevating him to godly status. The majority of the nation were transformed into all manner of undead, but the aristocratic ruling class were transformed into powerful vampires. At the Archdevil Garloch's urging, Alcor, King of Eltra, cast a spell that siphoned the life force from all of his subjects. The power was meant to be transferred to the Archdevil, but the king instead absorbed it into himself, swelling his body and mind to the point where he gained god-like powers. The vampire ruling class was created as a result, as well as the Ezeru, from the backlash of mana expended by the spell and brief deific battle that followed. Their vampirism was caused not by an outside source, but rather, a soul-stealing spell the Archdevil Garloch intended to use in a bid for power. However, Eltra King Alcor instead used the spell to transfer power to himself in a display of trickery the Archdevil had not expected. The entire population of Eltra was transformed, tens of thousands of humans died instantly as their very life essence was drained from their bodies. Men, women, and children rose again as freighting undead horrors, while the nobility of Eltra awoke to new powers and a new thirst. The Archdevil Garloch, upon finding the growing kingdom, with their cruel and selfish solutions, began to speak to King Alcor, whispering of unlimited power from a single source: souls. Although Garloch intended to take this power for himself, when King Alcor began casting the spell and drew the souls of his citizens out, he instead took them into himself, becoming a god and, in turn, snubbing the Archdevil. While the common people were transformed into all manner of undead, the noble houses were gifted with immortality in the form of a magical vampirism. Another two decades would pass before Garloch came to take his due from the king. He gave Alcor a scroll that contained a spell that would transfer the essence of his subjects into a carefully prepared vessel. Alcor promised to cast the spell for Garloch, but he needed time to prepare the vessel. Garloch returned exactly one year later and Alcor cast the spell. Instead of the souls entering the vessel Alcor presented to Garloch, they were sucked into Alcor himself. Tens of thousands of souls and the power they hold swelled Alcor's body. Garloch was unable to harm Alcor while he was going through his transformation, and fled before Alcor's body finally exploded in a terrific backlash of raw mana. Alcor's essence descended into the Nine Hells and he wasted no time carving a portion of Garloch's realm in Malbolge for himself. Other devils took the opportunity to assault Garloch as well, and he was hard pressed to defend his holding against the onslaught. A truce was made. Garloch ceded a portion of his vast realm to each surviving devil who assaulted him, and Alcor, in exchange for them halting their attack. The king’s family, and that of every noble in Eltra were turned into vampires, and began to worship Alcor at first out of fear. [b]Vampire Eltra, Powerful Vampire, Vampire Master, Vampire Aristocrat, Vampire Overlord, Vampire Lord, Vampire Noble:[/b] ? [b]Vampire-Queen Selene of Eltra, Vampire Eltra:[/b] ? [b]Queen Calliope, Vampire Eltra, Undead Queen:[/b] ? [b]Wight:[/b] ? [b]Winterwight:[/b] ? [b]Wraith:[/b] ? [b]Roaming Zombie:[/b] ? [b]Frode Zombie:[/b] The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. Hundreds of Frode and Meek'ah zombies wander the area, cursed to un-life as a reward for their bravery. [b]Meek'ah Zombie:[/b] The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. Hundreds of Frode and Meek'ah zombies wander the area, cursed to un-life as a reward for their bravery. [b]Animated Drazil Zombie:[/b] ? [b]Animated Goblin Zombie:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/262690/Manastorm-World-of-Shinar-NPC-Codex?affiliate_id=17596]Manastorm: World of Shin'ar NPC Codex[/URL][spoiler] [b]Undead Black Dragon Wyrmlings:[/b][/spoiler] [URL=https://froggodgames.com/frogs/product/marshes-of-malice-pathfinder-hardcoverpdf/]Marshes of Malice[/URL][spoiler] [b]Cheated Spirit:[/b] Some swamp cultures practice athletic competitions where individuals or teams compete against one another in an event with strong religious overtones. The stakes for the participants could not be higher. The victors bask in the glory and live to see another day. The losers, meanwhile, meet their permanent and ignominious end on the playing field. With life and death hanging in the balance, it comes as no surprise that some competitors may attempt to gain an unfair advantage over their rivals. They may bribe game officials to rule in their favor, use illegal equipment, or rely upon outside interference to get a leg up on their opponents. When their plans succeed, the adversary they cheated suffers the fatal consequences. Though the vanquished often fail to realize they were duped, seasoned foes who spot the telltale signs of a rigged outcome vow to avenge their loss. Unwilling to meekly accept undeserved defeat, these slighted souls rise from their graves as the sorest of losers. [b]Unrequited:[/b] When a life is cut short under tragic circumstances long before Nature takes its toll on the mind, body, and spirit, the residual force left in its wake can take physical shape and coalesce into the embodiment of that person’s unrealized potential. An unrequited only forms from the enduring essence of an adolescent humanoid. Small children are too inexperienced and naïve to formulate the complex wants necessary to give rise to one of these creatures, while adults are too jaded and goal oriented to forsake their everyday responsibilities and instead dwell on what may come to pass. It takes at least a year for the creature’s consciousness to take on a life of its own; therefore the brain must remain well-preserved and intact during this strange metamorphosis. The introduction of foreign substances during the typical embalming process imbalances the brain’s unique chemistry and prevents the unrequited from springing into existence. However, corpses that undergo natural processes that impede decomposition, such as the cool, acidic environment found in a bog or fen, are ideal to giving rise to an unrequited. The means of death is another important ingredient for its genesis. Most of these vaporous undead coalesce from an adolescent who died suddenly and violently at another’s hands. Shortly after the being’s demise, the creature’s unfulfilled aspirations take physical form as wispy clouds of crimson vapor. In the coming weeks and months, the swirling scarlet gases gather together in close proximity to the decedent’s final resting place. When the disparate parts merge to create a singularity, the unrequited’s formation is complete and its desires become reality. Needless to say, an unrequited is a creature borne of supernatural events rather than a natural occurrence. An unrequited appears as swirling, egg-shaped cloud of luminescent, crimson vapors vaguely resembling an angry child. Despite being created from the thoughts of a sentient being, the spiteful undead has no memory of its former existence. It acts upon pure impulse, directing its hatred towards its fellow humanoids, although it cannot distinguish any specific individual from another. An unrequited rarely strays far from its body, thus it is not uncommon to encounter more than one of these monsters in a particular area, especially a locale containing a mass grave associated with a bloody massacre or similar atrocity. Regardless of the number inhabiting that location, they all share the same, common goal — to slay other sentient creatures before they fulfill their hopes and aspirations by emptying their minds of any rational thought. In a few isolated cases, a humanoid adolescent slain by an unrequited later rises to join the ranks of its killer. On this spot centuries ago the callous soldier systematically butchered 22 mothers and their children. After he finished the deed, he tossed their bodies into these waters. Their suffering was so great, 3 unrequiteds coalesced at the spot. [b]Tyler Ebbensflow, Advanced Draugr Captain:[/b] Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. A draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids. [b]William the Mad Crawdad, Duppy:[/b] The pool filled with pike also contains the earthly remains of the scuttled rowboat’s only occupant, William the Mad Crawdad — a notorious saboteur, sailor and murderer on the run from distant Endhome. Confident he shook his dogged pursuers, the fugitive blissfully set sail for the shores of the Dragonmarsh Lowlands only to come face to face with a greater horror than a hangman’s noose. The scoundrel ran afoul of the disgusting sea hags, but even their revolting appearance and dread curse could not overcome his evil. He swam toward the wharf and climbed onto dry land, where he outran his enemies straight into Quattu’s waiting tentacles. The aberration and its allies finally meted out justice to William, but even death could not suppress his despicable spirit. The lifelong mariner longed to be buried at sea, a fate the chuul foolishly denied him. Instead, the despicable William’s spirit rose from the grave as a duppy. [b]Human Meat Puppet:[/b] During the struggle, Quattu ordered the crabmen to subject three of the facility’s fish processors to the horrific fate of being gutted and filleted alive. Unbeknownst to the chuul, the revelry of carnage infused the boneless corpses with the necromantic energy that suffuses the marshlands here and animated them as revolting undead creatures. [b]Hamish MacDuncan, Human Nosferatu Fighter 8:[/b] Hamish MacDuncan, a grizzled veteran of distant wars and expatriate of the upper regions of far-off Eamonvale, told the Viroeni matriarch that he knew of a safe path through the accursed bogs that he could guide them on and allow them to escape the confines of the Kingdoms of Foere for the promised freedom of Cailin Lee to the west. A mercenary to the core, though, MacDuncan told them he would do this only if the tribe paid him with all of the gold they had left. Realizing that a better offer was unlikely to materialize, the matriarch agreed to the deal but promised a curse upon MacDuncan’s eternal soul if he betrayed them and turned the Viroeni over to the hostile locals. MacDuncan swore an oath upon a holy book of Vanitthu he had never felt cause to read and promised he would see them delivered away from the folk they sought to flee. He did not tell them, however, that he had taken gold from those same people to remove the gypsy problem from their midst or that no such safe path through the bog, in fact, existed. Once in the depths of the Wytch Bog, it was a simple matter for the woods-wise veteran to lead the Viroeni astray, cause them to become separated, and use his swampcraft and battle experience to eliminate them in small groups or one by one through treachery or outright murder. When all was said and done, and the blood-spattered MacDuncan watched the matriarch’s lifeless eye seemingly fix its baleful gaze upon him as her corpse sank beneath the waters of a bog, no more than a handful of the Viroeni had made it out of the swamp alive to tell the tale. But four of those handful did not scatter and flee like the rest. Instead they made their own preparations and returned only a few weeks later. The four sons of the Viroeni matriarch had managed to elude MacDuncan’s murderous intent but were unable to stop his massacre of their people. When they emerged from the swamp they swore their bond to one another to see their mother’s curse completed. When they returned scant weeks later they were penniless with only the clothes they wore upon their backs to their names — and a new pine coffin carried between them. The sons found MacDuncan drunk at his isolated home one night when the moon was dark. They set upon the surprised warrior and overpowered him before he could mount a resistance. With thick ropes they bound his coffin closed and carried him deep into the Wytch Bog where he had taken the lives of their kinsmen and women. As MacDuncan sobered up and found himself unable to break free from his confinement, the truth of the situation began to seep into his gin-soaked mind. The last any outside the bog ever heard from him were his muffled cries begging mercy, cursing his captors, and promising eternal revenge. Neither he nor the Viroeni youths was ever seen alive again. But life — such as it was to become — was not entirely over for Hamish MacDuncan. The Viroeni matriarch’s curse, enacted by the vengeance of her sons, came to fruition when Hamish did not rest easy but awoke after only a short time as a vampiric monster. His immersion in the bog waters had not been kind to his physical body, so he emerged as a grotesque nosferatu, a foul caricature of the vitality he had known in life. [b]Eladrian, Groaning Spirit:[/b] ? [b]Swamp Mummy:[/b] The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities. [b]Draugr:[/b] Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. A draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids. [b]Undead:[/b] The PCs’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. [/spoiler] [URL=https://www.drivethrurpg.com/product/237360/Midgard-Worldbook-for-5th-Edition-and-PFRPG?affiliate_id=17596]Midgard Worldbook for 5th Edition and Pathfinder[/URL][spoiler] [b]Sated Fang, Darakhul Monk:[/b] ? [b]King Lucan, Vampire Fighter 9:[/b] ? [b]Darakhul:[/b] ? [b]Undead Centaur Ghost:[/b] ? [b]Emperor Nicoforus The Pale, Darakhul:[/b] ? [b]Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector fo the Fane of Blood, Heir to the Twin Thrones, Vampire Wizard 12:[/b] ? [b]Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin, Vampire Sorcerer 9:[/b] ? [b]Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights, Vampire Fighter 14:[/b] ? [b]Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters, Vampire Rogue 8:[/b] ?[b]Lord Mayor Rodyan, The Glutton of Hangksburg, Vampire Wizard 12:[/b] ? [b]Countess Urzana Dolingen of Morgau, Vampire Wizard 13:[/b] ? [b]Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean, Vampire Fighter 13:[/b] ? [b]Commander Balenus of the Ghost Knights, Vampire Fighter 11:[/b] ? [b]Shroudeater:[/b] ? [b]Lady Chesmaya, Voivodina of the Verdant Tower, Lich:[/b] ? [b]Liquid Zombie:[/b] ? [b]Undead Purple Worm:[/b] ? [b]Deathwisp:[/b] ? [b]Count Warrin, Vampire Lord:[/b] ? [b]Otmar the Sallow, Vampire Lord:[/b] ? [b]Strigoi:[/b] ? [b]Draugir:[/b] ? [b]Ibbalan the Illustrious, Ancient Undead Gold Dragon:[/b] ? [b]Gray Thirster:[/b] ? [b]Undead Gnoll:[/b] ? [b]Ghul King:[/b] ? [b]God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal:[/b] ? [b]Hungry Shade:[/b] Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them. [b]Catfolk Mummy:[/b] ? [b]Menet-Ka:[/b] Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place. [b]Ghost Head Goblin Horror:[/b] This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.” [b]Kamelk Twice-Killed:[/b] ? [b]Undead Giant:[/b] Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst. With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants. [b]Vaettir:[/b] ? [b]Will o' Wisp:[/b] ? [b]Vilmos Marquering, The Black Fang:[/b] ? [b]Beggar Ghoul:[/b] ? [b]Duke Wierdunn Bonehand:[/b] ? [b]Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard:[/b] ? [b]Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain:[/b] ? [b]Duke Borag the Executioner, Warlord of Gallwheor:[/b] ? [b]Duchess Mikalea Soulreaper, Lorekeeper of Ossean, Darakhul Wizard:[/b] ? [b]Valengurd the Confessor, Darakhul Wizard:[/b] ? [b]Imperial Ghoul:[/b] ? [b]Iron Ghoul:[/b] ? [b]Vizorakh the Ravenous, Cave Dragon Dracolich:[/b] Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind. [b]Undead:[/b] The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities. The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead. Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok. [b]Ghoul:[/b] ? [b]Haunt:[/b] ? [b]Vampire:[/b] ? [b]Lich:[/b] ? [b]Ghost:[/b] When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave. [b]Zombie:[/b] When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square. [b]Skeleton:[/b] ? [b]Specter:[/b] ? [b]Burning Skeleton:[/b] ? [b]Wraith:[/b] ? [b]Mummy:[/b] ? [b]Wight:[/b] ? [b]Shadow:[/b] ? [b]Ghast:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/259006/Modern?affiliate_id=17596]Modern[/URL][spoiler] [b]Undead, Undead Creature:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. Two energy planes exist: the Positive Energy Plane (from which the animating spark of life hails) and the Negative Energy Plane (from which the sinister taint of undeath hails). Death spells are forbidden in most areas and deal directly with death and the dead. They can be used to contact ghosts, animate dead tissues and even create undead. [i]Animate Dead[/i] spell. [b]Once-Living Creature Animated by Spiritual Forces:[/b] ? [b]Once-Living Creature Animated by Supernatural Forces:[/b] ? [b]Abdel Fatah el-Sissi:[/b] ? [b]Ghost:[/b] Not all who die move along into their pantheon’s afterlife. Some ghosts are forced to remain behind, closely attached to the prime material plane by emotions or unfinished business so powerful that it will not let their souls move on. [b]Ghost Poltergeist:[/b] Some ghosts, called poltergeists, have had their thoughts eaten away by time. Their emotions have been ravaged by their own death, leaving only rage and pain behind. [b]Mummy:[/b] A necromancer who has a position as the curator of a museum could easily use a Raise Dead spell within the ancient Egyptian exhibit, forcing the characters to contend with a fully equipped mummy. [b]Revenant:[/b] ? [b]Undead Shadow:[/b] ? [b]Undead Shadow, Strange Monster:[/b] ? [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Vampire:[/b] ? [b]Vampire, Supernatural Creature, Predator:[/b] ? [b]Crafty Vampire:[/b] ? [b]Zombie, Walking Dead, Walker, Runner, Shambling Rotter:[/b] They are as numerous in type as they are in number as well. Some claim that they are ghosts embodying corpses to inflict their pitiful wrath on the living. Others blame necromancy, claiming that meddling with the living form creates beings that will never stay truly dead. Even more claim that they’re just vampires who have degraded to little more than rotting corpses. Some claim that there are zombies that you can’t even tell are dead. There is truth to it all. [i]Animate Dead[/i] spell. ANIMATE DEAD Level: Mage (5), Shaman (3) Type: Death Casting Time: 1 Standard Action Range: Touch Cost: 2 per HD Range touch Targets one or more corpses Duration instantaneous Saving Throw none; Spell Resistance no This spell turns corpses into undead creatures that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in place and attack any creature (or a specific kind of creature) entering the area. They remain animated until they are destroyed. A destroyed undead can’t be animated again. You can create one or more undead creatures with a total CR of no more than half your caster level. You can only create one type of undead with each casting of this spell. Creating undead requires special materials worth $1,000 × the total CR of the undead created; these materials are consumed as part of casting the spell. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of undead whose total CR is no greater than your caster level. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Once released, such undead have no particular feelings of loyalty to you, and in time they may grow in power beyond the undead you can create. The corpses you use must be as intact as the typical undead of the type you choose to create. For example, a skeleton can be created only from a mostly intact corpse (that has bones) or skeleton. A zombie can be created only from a creature with a physical anatomy.[/spoiler] [URL=http://www.drivethrurpg.com/product/145294/Monster-Advancement-Enhanced-Undead?affiliate_id=17596]Monster Advancement Enhanced Undead[/URL][spoiler] [b]Enhanced Undead Creature Template:[/b] “Enhanced Undead Creature” is an inherited or acquired template that can be added to any corporeal undead creature with a minimum CR of 2 (before applying this template) and an Intelligence score of 4 or more. At the GM’s discretion, the template might be added to incorporeal undead creatures as well. [b]Enhanced Dwarf Skeletal Champion Warrior 1:[/b] ? [b]Enhanced Cairn Wight Rogue 2:[/b] ? [b]Enhanced Elf Zombie Lord Wizard 8:[/b] ? [b]Enhanced Lamia Juju Zombie Inquisitor 6:[/b] ? [b]Enhanced Mummy Cleric 13:[/b] ? [b]Enhanced Skeletal Champion Fighter 16:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/114100/Monster-Focus-Ghouls?affiliate_id=17596]Monster Focus: Ghouls[/URL][spoiler] [b]Ghast Lord:[/b] A ghast lord can be made by casting create undead by a 14th level caster. [b]Gluttonous Ghoul:[/b] These variants can be created using create undead by a 12th level caster. [b]Leaping Ghoul:[/b] These variants can be created using create undead by a 12th level caster. [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] A ghoul’s bite carries a terrible disease that can rot flesh and dull the reflexes. Those who die from it become a ghoul themselves. A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast. [i]Animate Ghoul[/i] spell. [b]Ghast:[/b] A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast. Ghast Tooth alchemical item. Animate Ghoul School necromancy [evil]; Level antipaladin 4, cleric 4, sorcerer/wizard 5 Casting Time 1 standard action Components V, S, M (piece of rotting flesh and an onxy gemstone worth 100 gp) Range touch Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no This spell causes one humanoid corpse to rise as a ghoul under your control. As long as the corpse is a Medium humanoid, it rises as a standard ghoul, regardless of any class levels, Hit Dice, or abilities it had in life. This spell can also be used on a Small humanoid to create a Small ghoul. If the caster is 11th level or higher, it can be used on the corpse of a Large humanoid to create a Large ghoul. If the caster is at least 13th level, this spell can be used to create a ghast instead, but the material component changes to an onyx gemstone worth at least 200 gp. Undead created by this spell are loyal to the caster, but are subject to the usual Hit Dice limit for the number of undead that can be controlled (as per animate dead). Ghast Tooth: This alchemical component is made from the yellowed fang from a slain ghast. If imbedded into the tongue of a dead creature before casting animate ghoul or create undead, the ghast tooth causes the creature to rise up as a ghast, regardless of caster’s level and material component used. In addition, the ghast receives a +2 racial bonus to the DC of its stench ability.[/spoiler] [URL=https://www.drivethrurpg.com/product/115000/Monster-Focus-Gravelings?affiliate_id=17596]Monster Focus: Graveling[/URL][spoiler] [b]Graveling:[/b] Made from dead flesh stretched over an odd assortment of bones, this small twisted thing moves with surprising speed. Created by fledgling necromancers, these undead things can often be found skulking about their lair performing menial tasks. Necromancy is a dangerous art to master. Such black magic tampers with the forces of life and death and the resulting creations are usually lethal. While many are reckless in their pursuit of power, those that start off cautiously often create gravelings. These tiny undead creatures are little more than a collection of dead flesh held together by simple stitches, and animated with the most rudimentary of skills. [i]Animate Graveling[/i] spell. Animate Graveling School necromancy [evil]; Level antipaladin 1, cleric 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, M (an onyx gemstone worth 25 gp per graveling created) Range touch Target one or more lumps of flesh touched Duration instantaneous Saving Throw none; Spell Resistance no This spell functions like animate dead, but it causes one or more lumps of flesh and bone to animate as a graveling under your control. You can animate one graveling per casting of this spell, plus one additional graveling for every two caster levels you possess, maximum 5. These gravelings count against the total number of undead you can control, as per animate dead.[/spoiler] [URL=https://www.drivethrurpg.com/product/115994/Monster-Focus-Liches?affiliate_id=17596]Monster Focus: Liches[/URL][spoiler] [b]Apprentice Lich:[/b] Some liches do not gain the full powers of their kind, either as the result of a failed transformation or due to the soul vessel spell. In either case, the magic of these lesser liches slowly wanes over time and unless they can find a way to stabilize the necromantic power that grants them unlife, they eventually crumble to dust. Known as apprentice liches, they are no less deadly, even if they are slowly falling apart. A powerful necromancer just recently attempted to become a lich, but his formulas were flawed and although he did not die, he is now an apprentice lich. [i]Soul Vessel[/i] spell. [b]Blackfrost Lich:[/b] ? [b]Gloom Lich:[/b] As the centuries fade away, some liches begin to learn that their corporeal forms are deteriorating. As they crumble, the lich gains even greater control over what remains. [b]Lich:[/b] ? Soul Vessel School necromancy; Level cleric 8, sorcerer/wizard 8 Casting Time 1 minute Components V, S, F (gen encrusted phylactery worth 10,000 gp) Range personal Target you Duration 1 hour/level This spell hides a portion of your soul away in a specially prepared phylactery. If you are slain at any point during the duration of this spell, and the phylactery is undamaged, it immediately shatters, releasing a black vapor that solidifies over the next hour to form a new body for you. At the end of this time, you are brought back to life with 1 hit point. You do not take any negative levels as a result of this spell, but any gear or magic items that were on your body are not transferred to your new form, unless of course you retrieve them. If the congealing vapor is disturbed at all during the 1 hour required to form your new body, the spell fails and you remain dead. You can only have on instance of this spell in operation at one time. Any subsequent castings fail. If you are slain by a death effect and your body is animated using create greater undead, the black vapor quickly flows to the undead form, causing you to rise as an apprentice lich, free from the control of the creature that cast create greater undead.[/spoiler] [URL=https://www.drivethrurpg.com/product/114787/Monster-Focus-Mummies?affiliate_id=17596]Monster Focus: Mummies[/URL][spoiler] [b]Decrepit Mummy:[/b] After centuries spent locked away inside a tomb, the magic that binds some mummies begins to falter. [b]Mummy Priest:[/b] When a high priest is mummified, they sometimes retain some of the powers they had in life, granting them the ability to cast spells and use other foul powers. These variants can be created using create undead by a 17th level caster. [b]Shifting Mummy:[/b] These variants can be created using create undead by a 17th level caster. [b]Mummy:[/b] Made from a desiccated and preserved corpse, wrapped in sacred bandages, this undead creature is known as a mummy.[/spoiler] [URL=https://www.drivethrurpg.com/product/112563/Monster-Focus-Skeletons?affiliate_id=17596]Monster Focus: Skeletons[/URL][spoiler] [b]Decrepit Skeleton:[/b] These skeletons are so ancient that the magic that binds them is beginning to fail. They are often missing parts of their bodies, such as an arm or a number of ribs. Some even lack legs and instead must crawl about. Decrepit skeletons cannot be intentionally created. [b]Monstrous Skeleton:[/b] Skeletons made from the bodies of larger monsters have been known to have a wide variety of abilities and this simple addition allows them to retain some of the abilities they had in life. A monstrous skeleton can be created with animate dead, but it counts as twice the number of Hit Dice for that spell. [b]Skeletal Lord:[/b] A skeletal lord cannot be created without powerful evil rituals. [b]Skeleton:[/b] The creature is a skeleton, an undead abomination created from the bones of a dead creature. [i]Animate Dead Minor[/i] spell. [i]Call the Dead[/i] spell. Bone Sword magic item. [b]Zombie:[/b] [i]Animate Dead Minor[/i] spell. [b]Bleeding Skeleton:[/b] [i]Call the Dead[/i] spell. [b]Burning Skeleton:[/b] [i]Call the Dead[/i] spell. [b]Skeletal Champion:[/b] ? Animate Dead, Minor School necromancy [evil]; Level cleric 1, sorcerer/wizard 2 Target one corpse touched Duration 1 day This spell functions as animate dead except that it can create one standard humanoid skeleton or zombie with a maximum number of HD equal to your caster level, to a maximum 5 Hit Dice at 5th level. You cannot have more than one undead creature under your control through this spell. If you cast this spell a second time, the first creature immediately crumbles to dust. This creature counts against your maximum limit of undead creatures you can control. Call the Dead School necromancy [evil]; Level cleric 8, sorcerer/wizard 9 Casting Time 4 hours Components V, S, M (skull of a powerful undead creature, onyx gemstone worth 5,000 gp) Range medium (100 ft. + 10 ft./level) Targets all corpses in a 100-ft. spread Duration 1 hour/level (D) Saving Throw none; Spell Resistance no Calling on the grim powers of death, you cause all the corpses in the area to rise up as skeletons under your control. This spell affects corpses buried underground as well, up to a depth of 10 feet, although such undead take 1d4 minutes to claw their way up to the surface. These skeletons can be made into burning or bleeding skeletons at the time of casting by reducing the duration to 10 minutes per level. These undead do not count against your Hit Die limit for the amount of undead you can control. These undead must be commanded as a single group and cannot be split up to perform multiple tasks. If you are slain, these undead immediately crumble to dust. Bone Sword Aura moderate necromancy; CL 10th Slot none; Price 16,315 gp; Weight 4 lbs. This ancient blade appears to be made from bone, but it is as hard as steel. Once per day, when this +2 longsword is used to deliver the killing blow to a humanoid creature, the bone sword can be used as a swift action to cause the creature’s flesh to melt away and its body to rise up as a skeleton under the wielder’s control, as if using lesser animate dead (Ultimate Magic). The skeleton can have no more than 5 Hit Dice when created in this way. The sword wielder cannot control more than one skeleton in this way at a time. If the sword is used again to create a skeleton, any previous skeleton created by the sword immediately crumbles to dust. This skeleton does not count against the Hit Die limit of undead that the wielder can control, but if the wielder ever loses the bone sword the undead becomes uncontrolled until a creature picks up the sword, gaining control of the skeleton. Construction Craft Magic Arms and Armor, lesser animate dead; Cost 8,315 gp[/spoiler] [URL=https://www.drivethrurpg.com/product/113123/Monster-Focus-Zombies?affiliate_id=17596]Monster Focus: Zombies[/URL][spoiler] [b]Corpse Field:[/b] Even once destroyed, the severed limbs and heads of zombies are not completely dead. Such undead refuse is often left littering the field of battle, although it is sometimes known to erupt from the ground in a cemetery suffused with evil. [b]Brood Zombie:[/b] A brood zombie can be made by casting create undead and summon swarm or insect plague by a 15th level caster. [b]Swarm of Undead Beetles, Centipedes, and Ants:[/b] ? [b]Relentless Zombie:[/b] A relentless can be created with animate dead, but it counts as twice the number of Hit Dice for that spell. [b]Virulent Zombie:[/b] A virulent can be created with animate dead, but it counts as twice the number of Hit Dice for that spell. [b]Zombie:[/b] [i]Flesh Rot[/i] spell. Ash Pendant magic item. [b]Plague Zombie:[/b] Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours. Flesh Rot School necromancy [evil]; Level antipaladin 3, cleric 4, sorcerer/wizard 5 Casting Time 1 standard action Components V, S Range touch Target living creature touched Duration instantaneous Saving Throw Will partial; Spell Resistance yes This spell causes a creature’s flesh to rot from its bones and if slain, to rise as a zombie under your control. When you cast this spell, your hand takes on sickly green aura. Using this spell requires a melee touch attack. If the attack hits, the target takes 1d6 points of damage per caster level you possess, to a maximum of 12d6 points of damage. If the target is slain by this attack, it rises as a zombie under your control on the following round (as if using animate dead, maximum 12 Hit Dice). The target is allowed a Will save to reduce the damage to 1 point per caster level. If the save is successful, the target does not rise as an undead, even if the attack kills it. Any bonuses on saving throws against disease apply to this effect. This spell has no effect on targets that are immune to disease. Zombie Plague School necromancy [evil]; Level cleric 3, sorcerer/wizard 4 Casting Time 1 standard action Components V, S Range touch Target living creature touched Duration instantaneous Saving Throw Fortitude negates; Spell Resistance yes This spell infects the target with zombie rot. The disease is contracted immediately upon a failed Fortitude save (no onset time). If the target dies while under the effects of this disease, this spell does not confer control of the zombie to the spellcaster. Zombie Rot—spell; save Fort DC as per the spell; onset none; frequency 1 day; effect 1d2 Con damage; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours. Ash Pendant Aura faint necromancy; CL 5th Slot neck; Price 750 gp; Weight 1 lbs. This pale white pendant is carved from the heartwood of an ash tree grown in a cemetery. One end of the pendant contains a silver reservoir filled with ashes. These ashes can be spread upon the forehead of a corpse that died within the past day, causing it to animate as a zombie with up to 5 Hit Dice on the following round. This zombie is under the control of the pendant’s wearer and does not count against the total number of Hit Dice of undead that the wearer can control. The pendant can only be used once and it crumbles to dust if the zombie is destroyed. Construction Craft Wondrous Item, animate dead; Cost 375 gp[/spoiler] [URL=http://www.drivethrurpg.com/product/138053/Monster-Hunters-RPG-Dark-Europe?affiliate_id=17596]Monster Hunters Dark Europe[/URL][spoiler] [b]Banshee:[/b] A banshee is the restless spirit of a powerful fae creature. [b]Banshee Lesser:[/b] A banshee is the restless spirit of a powerful fae creature.[/spoiler] [URL=http://www.drivethrurpg.com/product/90422/Monster-Menagerie-Oceans-of-Blood?affiliate_id=17596]Monster Menagerie Oceans of Blood[/URL][spoiler] [b]Toothwraith:[/b] Toothwraiths are apex predators that refused to release their grip on life. Originally massive sharks (or more rarely great crocodiles or dragon turtles), a toothwraith has willed itself back into existence.[/spoiler] [URL=http://www.drivethrurpg.com/product/101624/Monster-Menagerie-Ravagers-of-Time?affiliate_id=17596]Monster Menagerie Ravagers of Time[/URL][spoiler] [b]Time Wraith:[/b] A humanoid or monstrous humanoid slain while it has any temporary damage on it from a temporal wraith’s dissonance power becomes a temporal wraith in 1d4 rounds (regardless of what actually slays it). Temporal wraiths are the spirits of those killed while in contact with the timestream, or by powerful chronal magics.[/spoiler] [URL=http://www.drivethrurpg.com/product/162170/Monster-Menagerie-Seasonal-Stars-Pumpkin-Stalker?affiliate_id=17596]Monster Menagerie Seasonal Stars Pumpkin Stalker[/URL][spoiler] [b]Death-o-Lantern Pumpkin Stalker Mohrg:[/b] The death-o-lantern is among the most dangerous of pumpkin stalkers, generally created by powerful evil forces bargaining to grant a servant to a druid grieving terrible loss and seeking vengeance, a coven of hags, or powerful diabolist-necromancer. [b]Zombie Fast:[/b] Humanoid creatures killed by a pumpkin stalker mohrg rise immediately as fast zombies.[/spoiler] [URL=http://www.drivethrurpg.com/product/83199/Monster-Menagerie-The-Kingdom-of-Graves?affiliate_id=17596]Monster Menagerie: The Kingdom of Graves[/URL][spoiler] [b]Bean Chaointe:[/b] Bean chaointe, or keening women, are the spirits of strong willed women that die tragically, often from betrayal. Bean chaointe are often part of a noble line, or a family that served such a line loyally, and they are bound to haunt their families serving as both boon and curse. [b]Bloodknight Human Vampire Fighter 11:[/b] A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire. [b]Dark Messenger:[/b] ? [b]Lich Tyrant Human Lich Aristocrat 10:[/b] Typically created from an aging nobleman or king who has a deep seated fear of death, and who refuses to yield their power, they make pacts with dark powers for immortality. Unlike its more powerful kin, a lich tyrant does not have to create its own phylactery, instead having it crafted by others. The lich’s greatest weakness is that the phylactery must bear his or her likeness. It may be a masterful painting, a carefully carved gem, or an entire statue. This makes them far more obvious (and thus vulnerable) to bold heroes. [b]Masque Ghul:[/b] A humanoid that dies of a masque ghul's ghoul fever rises as a masque ghul at the next midnight. [b]Night Dragon:[/b] Night dragons form from the collective unconscious and spirit of a land ravaged by the horrors of the undead, or by fiendish incursion. It is a heraldic symbol of the land itself, rising in an attempt to repair the massive damage. They are most common where the dragon was once a common symbol of rank and nobility, but honor and duty have been abandoned in favor of undeath and/or debauchery. Night dragons are formed from the scraps of many different dragons, brought together by unknowable magic belonging to nature itself. In lands where dragons are unknown, or not heraldic symbols, sometimes massive lions, or great eagles rise in their place. [b]Rot Giant:[/b] Rot giants are typically created as living siege engines and bodyguards by the most powerful of undead rulers, although in rare cases they do arise spontaneously. [b]Soul Harvester:[/b] They are born of local officials, usually tax collectors or judges, who used their position to leach off those they were meant to serve. Most are killed in an act of revenge for some sin committed on their neighbors, only to return and take up literally feeding on the mortals they abused while still alive. [b]Skeleton:[/b] A rot giant can take a full round action to gape its jaws like a snake and consume the corpse of a Medium or smaller target. On the next round, as a standard action it can disgorge a skeleton with HD equal to the consumed victim. [b]Vampire:[/b] A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire.[/spoiler] [URL=http://www.drivethrurpg.com/product/139332/Monster-Movie-Matinee?affiliate_id=17596]Monster Movie Matinee[/URL][spoiler] [b]Unstoppable Maniac:[/b] These human-looking abominations are created when a suitable victim dies does of neglect or another traumatic experience.[/spoiler] [URL=http://www.drivethrurpg.com/product/89445/Monsters-of-NeoExodus-Scythians-PFRPG?affiliate_id=17596]Monsters of NeoExodus: Scythian[/URL][spoiler] [b]Scythian Cemetery:[/b] Scythian cemeteries sometimes form in areas where many Scythians have died (such as the site of a battle where extensive necromantic magic was used). [b]Skeleton Scythian:[/b] Skeletons created with Scythian bones are all burning exploding skeletons, except they inflict piercing damage instead of fire. Their immunity to fire is replaced by immunity to piercing weapons.[/spoiler] [URL=http://www.drivethrurpg.com/product/125341/Monsters-of-Porphyra?affiliate_id=17596]Monsters of Porphyra[/URL][spoiler] [b]Barrow Wight:[/b] Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. The barrow wight is a product of material greed. When a being so corrupted by their own greed dies through a covetous action or simple neglect for their own well-being, they possess the potential to rise as a barrow wight. This potential becomes a certainty, if they are buried alongside their wealth. [b]Fukuranbou:[/b] Its own vanity eventually led to the creature’s death and resurrection as an unholy abomination. [b]Iron Lich:[/b] “Ironclad Lich” is an acquired template that can be applied to any psionic creature capable for creating the required mechanical body. An integral part of becoming an ironclad lich is the creation of the body in which the character stores his soul and the soul cages it traps its memory and psionic energy within. Each ironclad lich must create its own ironclad body using the Craft Construct feat and its own soul cages by using the Craft Cognizance Crystal feat. The character must be able to manifest powers and have a manifester level of 11th or higher. The iron body costs 24,500 gp to create and its soul cages for 30,000 gp a piece. The most common form of soul cage is a metal lantern with an embedded crystal that radiates light in a 30 ft. radius. The lantern is sealed and has psionic sigils covering its surface. The soul cage is tiny has 40 hit points, hardeness 20, and break DC of 40. [b]Pattern of Suffering Ironclad Lich Human Cryptic 11:[/b] ? [b]Knollman:[/b] ? [b]Octospine:[/b] The octospine is a hideous creature, believed to be the creation of a demon lord. [b]Sage Whisperer:[/b] Some say, that the sage whisperers are the undying souls of the lost Savants of the Fifth Element, but these are merely speculations. [b]Shebbah:[/b] Shebbah (translated to ‘pitied one’) is the restless spirit of a geniekind, its soul torn from its body by terrible divine magic. [b]Undead Elementals:[/b] ‘Ordinary’ elementals may also be bound to the Material Plane through energy level drain from spell or creature. [b]Vampiric Dragon:[/b] “Vampiric dragon” is an acquired template that can be applied to any dragon. A dragon or magical beast slain by a vampiric dragon’s energy drain attack rises as a vampiric thrall 1d4 days after death. The majority of vampiric dragons have been created by way of a vain, old dragon, or one with a task that needs a very long time to complete, trading a significant amount of treasure in exchange for a necromantic process that leaves the dragon a free-willed, though blood-desiring undead. [b]Auroscruour Ancient Vampiric Gold Dragon:[/b] He allowed the necromancers of The Empire of the Dead to transform him into a vampire. [b]Vampiric Thrall:[/b] A vampiric thrall is normally created when a living creature willingly takes a blood gift from a vampire or vampire scion. The master must give up at least 10 hp in blood (this heals normally), and gains 1 negative level for every 4 HD of thralls it creates (round down). A vampiric dragon can also create a vampiric thrall simply by reducing a creature’s Constitution to 0 through blood drain. It does not incur negative levels for doing so. “Vampiric thrall” is a acquired template that can be applied to any corporeal animal or magical beast. [b]Vampiric Thrall Giant Frog:[/b] ? [b]Vampiric Thrall Axe Beak:[/b] ? [b]Zombie Rat:[/b] Whenever one zombie rat dies, another 1d6 zombie rats spawns from its womb. [b]Ghoul:[/b] The sickness of vanity that consumed the soul of the fukuranbou now manifests itself as a powerful wasting curse that it can inflict with its claws. Several small villages have been lost to this curse. Victims who die this way sometimes come back from the dead as ghouls.[/spoiler] [URL=http://www.drivethrurpg.com/product/184120/Monsters-of-Porphyra-2?affiliate_id=17596]Monsters of Porphyra 2[/URL][spoiler] [b]Arborgeist:[/b] When a treant meets a gruesome end at the hands of fire and great evil, the pain and horror of this fate sometimes proves too intense for the benign spirit to find rest even in death. The treant’s soul becomes twisted and corrupted, returning as a terrible spirit of vengeance known as an arborgeist. [b]Assassin Spirit:[/b] When an assassin or contract killer dies and is barred from the afterlife their unclean soul continues to haunt the world as an assassin spirit. [b]Besieged Undead:[/b] Besieged undead are unholy creatures created in times of great peril with limited resources. A single well-preserved corpse is used to make a three undead creatures (along with some nails, wire, bindings, and unholy luck). [b]Bonesman:[/b] ? [b]Muscleman:[/b] These gruesome foes are composed of stitched together muscle, grafted weapons, and a spirit of malice. [b]Gritman:[/b] Gritmen are created from the skin of a humanoid creature that has been stitched together and filled with sand to replace its muscles and bones. [b]Burning One:[/b] In the earliest days of the NewGod Wars, the forces of Gerana met with terrible defeat as a number of Lady Justice’s paladins and knights fell to Ashamar Shining’s forces. These unfortunate souls were corrupted and transformed into the first burning ones and made to turn against their former allies. [b]Defidi:[/b] A grippli that dies of disease and is subsequently animated by necromantic magic becomes more than a mere zombie, bearing faint traces of its former tribal existence and a desire to serve evil powers. Some few grippli achieve undeath to defidi through personal evil behavior and death by disease; these would be the solitary encounters of these undead frog-people. [b]Ghost of the Hunt:[/b] When an animal is brutally killed and its bones are left to rot, the animal’s spirit may not escape the mortal remains and instead animate its remains as an undead spirit. [b]Kuchisake-Onna:[/b] Kuchisake-onna are disturbed and vengeful spirits of mutilated women. [b]Janhutu-Imra:[/b] ? [b]Qutrub:[/b] Qutrub that incapacitate humans, usually through ghoulish paralysis, will restrain and take them to their lairs. During the next new moon, the qutrub will force their victims to eat humanoid flesh, completing a ritual that will turn them into a qutrub within 1d12 minutes. Only humans are affected, and can become qutrub. The ancient curse of the qutrub is said to have been placed upon the followers of an arrogant ancient king, who defied the Elemental Lords and was turned to stone for his perfidy. His petrified body was cast into the sky, and remains today as the First Moon. His similarly defiant followers became the qutrub, bound by the light of the moon to exist in horrific ghoulish shape, or the moon-worshiping great wolves that howl their defiance, as that primeval king once did. [b]Malison:[/b] A malison is a foul and spiteful undead formed by the union of a humanoid’s fury with the dying curse of a god. This likely mirrors the death cry of minor godlings that perish throughout the Multiverse, their death-spark giving rise to the creation of a malison, with the dying rage of sentients in any given location. There is no known way to replicate the creation of a malison with necromantic magic, though circumstances could certainly be manipulated, should the evil being doing so know enough about this type of undead. [b]Nang Tani:[/b] They come into existence when a young humanoid female dies before marrying or having children, and her spirit enters a banana tree which grows near her village. [b]Walking Disease:[/b] Humanoid creatures killed by a walking disease’s massive infection rise as a new walking disease in 1d4 days. Nearly all of these infectious agents remain simple, non-sentient organisms, but some inexplicably form a vast symbiotic community on a humanoid corpse that acquires a degree of intelligence, plaguing the subterranean world as the dreaded walking disease. Although seemingly created as a part of a natural evolution, sages unanimously agree that humanoid intervention undoubtedly plays a role in the birth of this horrific scourge. [b]Undead:[/b] Those killed by death elementals often return as undead creatures. Undead are once-living creatures animated by spiritual or supernatural forces. [b]Bhuta:[/b] A yaksha that dies on the Material Plane sometimes becomes a foul and dreaded bhuta, undead manipulator of animals; possibly a lingering curse from the betrayed Elemental Lords.[/spoiler] [URL=http://www.drivethrurpg.com/product/114792/Monsters-of-Sin-Collection-Pathfinder-RPG?affiliate_id=17596]Monsters of Sin Collection[/URL][spoiler] [b]Bone Swarm:[/b] Life drives the world forward in a way that the undead, even mindless undead like skeletons, recall and yearn to relive. On rare occasions, this yearning brings the pugnacious spirits of fallen undead together, bonded together by a common craving: to feel alive again. They gather up what is left of their bones from life, as well as any other bones they come across, and form bone swarms. [b]Lovelorn:[/b] Lovelorn are ghosts who died with broken hearts. Their lives were ruined when they were jilted in their every attempt at love or latched onto a selfish lover, the emotional damage they suffered remaining with them beyond death. [b]Spiteful Spirit:[/b] An undead spirit duplicate that rises from the body of a warrior killed in battle, a spiteful spirit is raw fury made manifest. Enraged by the manner in which it died, or just too caught up in the intensity of combat to notice that it’s dead, the combative core of the warrior continues to fight without thought until it’s defeated or it finally fades away. “Spiteful Spirit” is an acquired template that can be added to any living creature with 2 or more Hit Dice immediately after it dies. A spiteful spirit rises instantly upon the death of its corporeal form.[/spoiler] [URL=http://www.drivethrurpg.com/product/93140/PFRPG-Mor-Aldenn-Creature-Compendium?affiliate_id=17596]Mor Aldenn Creature Compendium[/URL][spoiler] [b]Black Glass Undead:[/b] They only come into existence through radically powerful spells and artifacts. They are never created by accident, but only through a dedicated effort to create a creature of very dark power and overwhelming evil. “Black Glass Undead” is an acquired template that can be added to any corporeal undead creature. [b]Black Glass Wight:[/b] ? [b]Wight:[/b] Any humanoid creature that is slain by a black glass wight becomes a wight itself in only 1d4 rounds. [/spoiler] [URL=https://www.drivethrurpg.com/product/97762/PFRPG-Mor-Aldenn-Setting-Guide?affiliate_id=17596]Mor Aldenn Setting Guide[/URL][spoiler] [b]Advanced Fiendish Mohrg:[/b] These four creatures are all that remains of an adventuring band who called themselves the Cadre. They did not survive their encounter with the Demon. All were despicable men and women life, and in death the quartet have become mohrgs partially infused with an evil power from the Demon’s plane of origin. [b]Sir Arvik the Stalwart, Human Ghost Paladin 11:[/b] Common wisdom of Mor Aldenn provides that bad luck descends on any who would steal the bones here in this venerated hall of the city’s wealthy and worthy. This common wisdom is correct, as one of the heroes interred here was Sir Arvik the Stalwart. Sir Arvik was a member of the Aldenic Guard and a defender of Mor Aldenn’s people. This brave knight rests among his gilded bones, but rises when any of the bones in this hall are disturbed. If the thief, when confronted, returns the bones and goes on his way, Sir Arvik lets the thief depart in peace, his lesson learned. If the thief has exceedingly good reason for this desecration (such as to provide greater assistance to Mor Aldenn), Arvik might be swayed by a successful Diplomacy check. Otherwise, Arvik attacks the thief with all of his spectral might. [b]Taraathalorm Wyrmmother, Mature Adult Green Dragon Ghost, Tortured Spirit, Ghost Dragon, Powerful Ghost Dragon:[/b] Decades after the first Marsh War, the island upon which Mor Aldenn now stands was again a lonely, forgotten place along the Spindleflow. In a way, Mor Aldenn’s existence can be traced to the decision of Taraathalorm, a green dragon heavy with eggs. Taraathalorm discovered the island in 16 BF while fleeing the elves of Ossindil. She chose the ruin-covered island to hatch her offspring. Taraathalorm’s litter was a dozen wyrmlings, unprecedented among dragon-kind. Taraathalorm flew further and further afield to find sufficient food for her growing brood. Suspicious that her hated enemies, the elves of Ossindil, might find her lair, she allied with several lizardfolk and kobold tribes in the area to watch the forests to the northeast. Doom came to the island not from the northeast, but from the south. In 11 BF, while Taraathalorm was on one of her long forays away from the nest, a group of human adventurers from the southern kingdoms discovered the island. They slew the only wyrmling to put up a fight, captured the rest, and gathered as much of Taraathalorm’s treasure as they could carry. With these rich spoils, the adventurers headed to Ossindil, the largest nearby city, to sell the wyrmlings and live high on the dragon’s wealth. When she returned, Taraathalorm found one of her children murdered and the rest kidnapped. She raised her humanoid allies into an army and struck at Ossindil itself over and over again. The elven city, initially set back by the ferocity of these attacks, nevertheless resisted the green dragon’s forces in a war that lasted several seasons. The elves dispatched a group of adventurers—including many of the human adventurers that had originally plundered the island—to find and slay Taraathalorm. In 8 BF, the adventurers surprised Taraathalorm in her lair on the island, killing the Wyrmmother and ending her furious crusade against the elves. The adventurers returned to Ossindil with the dragon’s heart and yet more plunder, spurring several other expeditions to the island. This wave of hopeful explorers found an island brimming with ancient ruins and magical power, and decided to stay. Thus was Mor Aldenn born. Most will tell you that Taraathalorm Wyrmmother’s story ended there, over 300 years ago. Few know that the vindictive dragon still exists as a ghost, occasionally attacking elves and humans alike throughout the forests of Ossindrillon. More than one caravan from Mor Aldenn to Ossindil has gone missing, only to later be found blasted by acid and torn to pieces. This tortured spirit still seeks revenge for her stolen young and plundered lair. Even if defeated, this ghost cannot truly be laid to rest until her scattered bones (including several used to build the Barrowdelve, and her petrified heart in Ossindil) are brought together again. [b]Taraathalorm Wyrmmother, Mature Adult Green Dragon Ravener, Powerful Skeletal Dragon:[/b] The only way to permanently destroy Wyrmmother’s ghost is to bring together substantially all of her bones - including her heartstone - onto the island of Mor Aldenn. At this point, the bones knit together recreating Wyrmmother as a powerful skeletal dragon known as a ravener. [b]Undead, Undead Creature, The Dead:[/b] Some claim that an artifact in the Mage Vaults is to blame, animating the dead each night. Others say the Night Hag has levied a horrible curse upon the dead within the city. Still others claim the Shadow Tower, charged with maintaining the Barrowdelve, botched a magical ritual deep within the decaying crypts. [b]Incorporeal Undead:[/b] ? [b]Diseased Undead:[/b] ? [b]Undead With Special Dietary Needs:[/b] ? [b]Mindless Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Restless Undead:[/b] ? [b]Restless Dead:[/b] ? [b]Stranger and More Powerful Undead:[/b] ? [b]Undead Spirit:[/b] Finally, undead spirits may linger nearby, perhaps lost victims of an improperly performed druid ritual or wicked fey. [b]Restless Undead Spirit:[/b] ? [b]Undead Elf:[/b] ? [b]Daylight-Shunning Undead:[/b] ? [b]Devourer:[/b] ? [b]Ghost:[/b] ? [b]Coulter, Ghost:[/b] ? [b]Stealthy Ghoul:[/b] ? [b]Ghoul:[/b] Decades ago, a group of Ehloran priests seeking greater power engaged in forbidden rites involving consuming the dead of the Barrowdelve. These priests were transformed into ghouls for their blasphemy. [b]Ghoul, Fallen Priest:[/b] ? [b]Lacedon:[/b] ? [b]Mallaghast Thale, Archmage of Necromancy, The Undying, Lich:[/b] ? [b]Lich, Former Archmage of Necromancy:[/b] ? [b]Lich-King:[/b] ? [b]Mummy:[/b] Notably, the mages interred in the Mage Vaults are often ritually mummified, rising as mummies to guard the vaults and treasures hidden there. [b]Shadow, Daylight-Shunning Undead:[/b] ? [b]Lucky Skeleton:[/b] ? [b]Skeleton:[/b] These halls connect several large crypts for the well-to-do of Mor Aldenn. Generally, each of these crypts is maintained by one family for several generations and contains over a dozen bodies. During the day, at least one or two devout family members are visiting one or two of the crypts at any time. In the event of a funeral, this number can swell to thirty people or more. Unfortunately, at night the curse of the Barrowdelve causes some of these revered ancestors to animate, and 1d3 zombies and 1d6 skeletons prowl these halls. [b]Human Skeleton:[/b] ? [b]Eln Kruthimko, Spectre:[/b] This large crypt is distinctive in that it bears no plaque. The long-dead Kurthimko family that was once interred within this crypt, including their patriarch Eln Kurthimko, was recently discovered to be traitors to the city. Although the Kurthimko family has no living members to punish, the mayor decreed that the Kurthimko family was no longer worthy to occupy the Barrowdelve. The bodies here were all removed and cremated. This desecration enraged the spirit of old Eln Kurthimko, and the hateful traitor has returned as a spectre. [b]Vampire, Daylight-Shunning Undead:[/b] ? [b]Wight:[/b] Would-be tomb robbers must also contend with the denizens of these tombs, raised as wights by the curse on the Barrowdelve. [b]Black Glass Wight:[/b] ? [b]Flesh Eating Zombie:[/b] ? [b]Zombie, Walking Dead:[/b] These long halls contain several alcoves, some containing statues of revered figures in Mor Aldenn’s history that dedicated their lives to the poor and downtrodden. Lining all of the halls and most of the alcoves are narrow niches, each jammed with one or two bodies dressed in rags and wrapped in rough funeral linens soaked in cheap perfumes to mask the smell of death. These halls are given over to the poor of Mor Aldenn to bury their dead in the Necropolis alongside the worthy and wealthy of the city. At any time during the day, at least a half-dozen grieving mourners go about the business of finding a place for a recently departed friend or family member. Usually, a priest of Ehlora is on hand to help put the dead to rest properly; if not, mourners are likely to empty a niche by stuffing its current occupant into another occupied niche. This practice makes finding a specific corpse in the Pauper’s Catacombs a dubious prospect, despite the rough wooden plaques near many of the niches. At night, due to the curse on the Barrowdelve, these bodies do not rest quietly, and 1d4 zombies prowl these halls. These halls connect several large crypts for the well-to-do of Mor Aldenn. Generally, each of these crypts is maintained by one family for several generations and contains over a dozen bodies. During the day, at least one or two devout family members are visiting one or two of the crypts at any time. In the event of a funeral, this number can swell to thirty people or more. Unfortunately, at night the curse of the Barrowdelve causes some of these revered ancestors to animate, and 1d3 zombies and 1d6 skeletons prowl these halls. [b]Human Zombie:[/b] ? [b]Haunt:[/b] Ancestral spirits function like haunts in the Pathfinder Roleplaying Game. However, instead of being psychic manifestations of anguish or terror, ancestral spirits are munificent spirits eager to bestow their blessings upon living creatures. [b]Haunt, Psychic Manifestation of Anguish:[/b] ? [b]Haunt, Psychic Manifestation of Terror:[/b] ? [b]Ancestor Spirit, Spirit of Departed Ancestor:[/b] ? [b]Ancestor Spirit, Benevolent But Ephemeral Spirit of the Dead, Munificent Spirit:[/b] ? [b]Ancestral Spirit Courageous Spirit:[/b] ? [b]Vendal Scrim, Ancestral Spirit, Arson Victim:[/b] Five years ago, Vendal was a strong porter often hired to deliver heavy casks of ale to taverns around Mor Aldenn. While loading several casks into the cellar of the Pernicious Pixie, Vendal slipped and was pinned under a cask. He would have been rescued eventually, but for his terrible timing; that very afternoon, the Guild decided to teach the Pernicious Pixie’s owner a lesson about not paying protection money and burned the inn to the ground. Vendal Scrim burned to death in the cellar, his cries for help unheard. When his body was later found in the rubble, Vendal’s wife had his bones interred in her family’s crypt in the Barrowdelve. [b]Ancestral Spirit Spirit of Plenty:[/b] ? [b]Ancestral Spirit Stone Forest Spirits:[/b] ?[/spoiler] [URL=https://froggodgames.com/frogs/product/mountains-of-madness-pathfinder-hardcoverpdf/]Mountains of Madness[/URL][spoiler] [b]Summiteer:[/b] Some individuals that take up mountain climbing find that as they get closer to the summit and face the ever-increasing dangers of continuing become more consumed with reaching their desired goal than surviving the harrowing ordeal. Experienced mountaineers refer to the obsession as “summit fever.” Those suffering from this affliction let mania replace judgment. At these extreme altitudes, there is no room for error. Bone-chilling cold, howling winds, and the lack of oxygen cause mistakes fatal. The brave souls that succeed in this perilous mission tragically pass by the frozen corpses of those that failed on their way to and from the top of the mountain. There are times though, when the harsh elements and even death itself cannot sate the ambitions of determined mountaineers. These driven individuals rise from their icy, trailside graves at the highest elevations to deny others pursuing the prize that eluded them in life. Though many humanoids races have died in their vain attempts to defeat the mountain, summiteers are exclusively human. [b]Sphinx Zombie:[/b] During the library’s last chaotic days, the cowardly Thanopsis cajoled the library’s most frequent visitors and patrons into fighting against the orcs besieging the surrounding settlement. Most gladly took up arms at the powerful wizard’s behest, but the aloof sphinx, Travvok, refused. The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into a sphinx zombie that guards the library today. [b]Skeleton:[/b] Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence. Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. [b]Zombie:[/b] Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence. Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. [b]Vampire:[/b] ? [b]Lich:[/b] ? [b]Shadow:[/b] The vengeful Ankehaton slew two of his killers, turning them into 2 shadows. [b]Undead:[/b] She tells the PCs that she fears that the individuals plundering the burial mound may be disturbing the final resting place of Gurdkin Feycleaver, an ancient dwarf thane with a reputation for savagery and evil. Myths and legends claim that the covetous royal vowed to defend his earthly treasures even after he departed this world. Naturally, she is very worried that Gurdkin may fulfill his promise and return to the land of the living as an undead horror. For Thanopsis, the act of dying irreparably corrupts the individual, regardless of whether the soul embarks on an eternal journey into the afterlife or not, or the body or spirit is reanimated by an arcane or divine force. The building’s current resident transformed some of his former colleagues into his undead servants. The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters. (This is a false rumor.) The Khemitites, the library’s builders, were obsessed with the afterlife. Those unwilling to pass onto the next world were sometimes transformed into undead monstrosities. Mummification was also a common practice, and it was not uncommon for the dead to arise from their coffins and terrorize the living. [b]Barrow Wight:[/b] At the time of her son’ s death, his mother beseeched her priests to prevent others from animating her son’s corpse as an undead abomination, but they could do nothing to quell the evil that burned within his malevolent soul. The wicked thane underwent the transformation into a barrow wight shortly after being sealed in his coffin. Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. [b]Lantern Goat:[/b] ? [b]Spellgorged Zombie:[/b] If this occurs, the troubled wizard calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies. [b]Hoar Spirit:[/b] ? [b]Crypt Thing:[/b] Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement. [b]Greater Shadow:[/b] At first glance, it appears that the skeleton resting atop the larger slab was an unfortunate soul who died at an inopportune time. However, further inspection reveals that the person was in fact alive for at least part of the procedure. A successful DC 20 Perception check reveals portions of his fingernails embedded into the stone surface and deep scratches on the bones corresponding with the fingertips. The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a greater shadow. [b]Huecuva:[/b] The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas.[/spoiler] [URL=http://www.drivethrurpg.com/product/140287/MKoM-Haunted-Eve-Monsters-Only-Pack-Pathfinder?affiliate_id=17596]Mystical Kingdom of Monsters Haunted Eve Monster Pack[/URL][spoiler] [b]Festrog Pup:[/b] Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic. [b]Festrog:[/b] Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic. [b]Festrog Dire:[/b] Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic. The alphas who lead these packs also use this temporary boost in power to become dire festrogs. [b]Pumpkin Lord:[/b] The oldest of jack-o’-lanterns and scarecrows become pumpkin lords. [b]Crawling Claw:[/b] When the Scribe’s Brush started its twisted transformation into a swamp, investigators and slayers were hired by the king to find out why it was happening. On several occasions, the creatures that these adventurers found would lash out, maiming or outright killing them. Eventually, only slayers would venture into the marsh at night, and only under direct orders to do so. Still, many never returned whole. As time passed and monster training became the prevalent occupation within the Kingdom, researchers and scouts would take the place of the slayers, capturing monsters and researching them. The magic used by the trainers seeped into the ground, filling the area in which so many had lost limb and life. The side effect of these events is the crawling claw; a creature some fear for its eerie resemblance to a humanoid hand. [b]Nightwalker:[/b] Like the humans who are transformed into foulspawn, fey beings that are touched by the Void sometimes become shadowy monstorin known as nightshades. [b]Skeleton Monsters:[/b] Unlike traditional skeletons, skeleton monsters are not the reanimated remains of their dead ilk. They are, instead, a collection of monsters that take on the likeness of other creatures in order to gain access to their essence and magic. For this reason, a trainer’s normal monster cannot grow into a skeleton monster; he would have to capture one, but a breeder can augment hers using advanced monster growth. Some researchers have also been able to craft specialized monster scrolls that can change a monster into its skeleton monster counterpart, but such items are very difficult to find. Skeleton monster is an inherent template (except when applied by breeders) that can be applied to any monster able to grant spells to a monster trainer. [b]Crurotaur Skeleton:[/b] ? [b]Owlbear Skeleton:[/b] ? [b]Scoundrite Skeleton:[/b] ? [b]Zombie Monster:[/b] Zombie monsters are brutish, unthinking recreations of their former selves. While any trainer with a flare for necromancy, or a friend with such talents, could technically create a zombie monster from what is left of their companions, doing so is seen as a perversion of monster training and of the bond between trainer and monster. As such, most zombie monsters are naturally occurring or brought into being by breeders who can change their companions without first killing them. Zombie monster is an inherent template (except when applied by breeders) that can be applied to any monster able to grant spells to a monster trainer. [b]Gray Render Zombie:[/b] ? [b]Hydra Zombie:[/b] ? [b]Moncroak Zombie:[/b] During Haunted Eve, the moncroaks of the Scribe’s Marsh take on a disturbing visage as the magic of the holiday twists and tears their skin, changing them into zombies. [b]Treant Zombie:[/b] Treant zombies reanimate from the remains of treants left in the swamps of the Kingdom during Haunted Eve.[/spoiler] [URL=http://www.drivethrurpg.com/product/118824/Mythic-Magic-Core-Spells?affiliate_id=17596]Mythic Magic Core Spells[/URL][spoiler] [b]Undead:[/b] Mythic [i]Create Undead[/i] spell. Mythic [i]Create Greater Undead[/i] spell. Create Undead You can use this spell to create any corporeal, non-extraplanar undead creature whose CR does not exceed your caster level -10. If you expend two uses of mythic power, you can apply the advanced or giant simple template to the created undead. This doubles the material component cost of the spell. Augmented (3rd): If you expend one use of mythic power times the undead creature’s adjusted CR (including the adjustment for any templates), you can apply the agile, invincible, or savage mythic simple creature template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures, to the newly created undead creature. This triples the material component cost of the spell. Create Greater Undead You can use this spell to create any incorporeal or extraplanar undead creature whose CR does not exceed your caster level -9. If you expend two uses of mythic power, you can apply the advanced or giant simple template to the created undead. This doubles the material component cost of the spell. Augmented (3rd): If you expend one use of mythic power times the undead creature’s adjusted CR (including the adjustment for any templates), you can apply the agile, invincible, or savage mythic simple creature template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures, to the newly created undead creature. This triples the material component cost of the spell.[/spoiler] [URL=http://www.drivethrurpg.com/product/141486/Mythic-Magic-Expanded-Spells-I?affiliate_id=17596]Mythic Magic Expanded Spells I[/URL][spoiler] [b]Undead:[/b] Mythic [i]Soulreaver[/i] spell. SOULREAVER Mo You can expend one use of mythic power to raise creatures killed by this effect as undead thralls. You can animate a number of Hit Dice worth of undead up to double your tier as if you had animated them with animate dead. The undead created by this spell count toward the total number of Hit Dice worth of undead you can control. Augmented (8th): If you expend two uses of mythic power, you can raise slain foes as undead creatures chosen from the list of undead for create undead. By expending three uses of mythic power, you can select from the list for create greater undead. The total number of Hit Dice worth of undead created in this way can’t exceed double your tier. Created undead are not automatically under your control. If you are capable of commanding undead, you may attempt to command the undead creatures as they form.[/spoiler] [URL=https://www.drivethrurpg.com/product/192432/Mythic-Magic-Horror-Spells?affiliate_id=17596]Mythic Magic: Horror Spells[/URL][spoiler] [b]Zombie:[/b] [i]Mythic Flesh Puppet[/i] spell. [i]Mythic Flesh Puppet Horde[/i] spell. [i]Mythic Flesh Wall[/i] spell. [i]Torpid Reanimation[/i] spell. [b]Skeleton:[/b] [i]Torpid Reanimation[/i] spell. [b]Agile Mythic Simple Skeleton:[/b] [i]Torpid Reanimation[/i] spell. [b]Agile Mythic Simple Zombie:[/b] [i]Torpid Reanimation[/i] spell. [b]Savage Mythic Simple Skeleton:[/b] [i]Torpid Reanimation[/i] spell. [b]Savage Mythic Simple Zombie:[/b] [i]Torpid Reanimation[/i] spell. [b]Mythic Skeleton:[/b] [i]Torpid Reanimation[/i] spell. FLESH PUPPET You ignore the spell’s material component cost, and add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. You also add your mythic tier to your caster level for the purposes of determining the bonus on your Disguise check made to disguise the zombie, and the maximum length of the string created by the spell. As a standard action, you can direct the zombie to make a single melee attack. FLESH PUPPET HORDE You ignore the spell’s material component cost, and add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. You also add your mythic tier to your caster level for the purposes of determining the bonus on your Disguise check made to disguise the zombie, and the maximum length of the string created by the spell. You can issue directions to multiple zombies with a single swift action, provided that you issue the same instructions to each zombie. You can issue different directions to any number of zombies as a move action. Finally, you can direct zombies created by this spell to attack without them gaining the staggered quality or ruining their disguises. FLESH WALL Each 5-foot square of the flesh wall has a number of hit points equal to 10 + 5 per mythic tier you possess, rather than the normal amount. Additionally, each section of the wall (and each zombie created from the wall) gains a bonus on attack and damage rolls equal to 1/2 your mythic tier. If a section of the all successfully damages a creature with its slam attack, it can attempt a combat maneuver check as a free action to attempt to pull the creature inside the wall, where it becomes trapped in the same fashion as a creature that failed a Strength check to move through the wall. TORPID REANIMATION Add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore this spell’s material component cost. Additionally, add your mythic tier to your caster level when determining the spell’s duration. Finally, until the animation is triggered, the spell’s aura is hidden as though with a magic aura spell, making it difficult to detect the spell’s presence before the corpses are animated. Augmented (6th): If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile or savage mythic simple template. This template last for a number of days equal to your tier. Alternatively, if you expend six uses of mythic power, any skeletons you create permanently gain the mythic skeleton template.[/spoiler] [URL=https://www.drivethrurpg.com/product/175674/Mythic-Magic-Occult-Spells?affiliate_id=17596]Mythic Magic: Occult Spells[/URL][spoiler] [b]Incorporeal Undead Creature:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Undead Spawn:[/b] ? [b]Haunt:[/b] ? [b]Ghost:[/b] ? [b]Lich:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/262159/Mythic-Marvels?affiliate_id=17596]Mythic Marvels[/URL][spoiler] [b]Undead, Undead Creature:[/b] A bloody victory darkens the terrain or feeds a rush of new plants or the arising of undead in the days that follow. Awakening a slain foe as an undead creature might be an unpleasant side effect of a mythic trial, or it might be a useful way to keep a dangerous creature from returning to life in a more dangerous form and a way to keep an important location defended from interlopers. Undead created by mythic trials generally receive a mythic template and reform 1d10 days after being destroyed unless slain by a mythic creature. In a similar fashion, haunts (Pathfinder Roleplaying Game: GameMastery Guide and Pathfinder Roleplaying Game: Horror Adventures) are often created by traumatic mythic trials or failed attempts at mythic trials. In general, the challenge rating of a haunt or undead left behind by a mythic trial is not much higher than the challenge rating of the climactic encounter of the mythic trial; usually, they are lower. [b]Haunt:[/b] Awakening a slain foe as an undead creature might be an unpleasant side effect of a mythic trial, or it might be a useful way to keep a dangerous creature from returning to life in a more dangerous form and a way to keep an important location defended from interlopers. Undead created by mythic trials generally receive a mythic template and reform 1d10 days after being destroyed unless slain by a mythic creature. In a similar fashion, haunts (Pathfinder Roleplaying Game: GameMastery Guide and Pathfinder Roleplaying Game: Horror Adventures) are often created by traumatic mythic trials or failed attempts at mythic trials. In general, the challenge rating of a haunt or undead left behind by a mythic trial is not much higher than the challenge rating of the climactic encounter of the mythic trial; usually, they are lower. [b]Lich, Ancient Monster:[/b] ? [b]Mummy:[/b] Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. 2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area. [b]Mummy, Unfriendly Mummy:[/b] ? [b]Shadow:[/b] Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. 1st: awaken a dead creature as an unfriendly shadow or skeletal champion that guards the area. [b]Shadow, Unfriendly Shadow:[/b] ? [b]Skeletal Champion:[/b] Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. 1st: awaken a dead creature as an unfriendly shadow or skeletal champion that guards the area. [b]Skeletal Champion, Unfriendly Skeletal Champion:[/b] ? [b]Spectre:[/b] Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. 3rd: Awaken a dead creature as an unfriendly spectre that guards the area. [b]Spectre, Unfriendly Spectre:[/b] ? [b]Wight:[/b] Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. 2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area. [b]Wight, Unfriendly Wight:[/b] ? [b]Wraith:[/b] Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier. 2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area. [b]Wraith, Unfriendly Wraith:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/131713/Mythic-Mastery--Mythic-Mummies?affiliate_id=17596]Mythic Mastery Mythic Mummies[/URL][spoiler] [b]Dry Mummy:[/b] Unlike most types of mummies, dry mummies are generally created by accident, when a humanoid creature dies in a particularly dry and sandy area that is protected enough from the elements to preserve its corpse. Not all creatures that are accidentally mummified become dry mummies, and in fact the transformation is very rare. It is generally believed that dry mummies tend to arise when a particular confluence of factors surrounding the death occur: the most important seems to be the means of death, with dry mummies being far more likely to come from those who die of thirst or starvation, as opposed to those who die a violent death. The religious beliefs of the subject also seem to carry some weight, but not as much as that person’s overall force of will and personality. Of course, dry mummies are occasionally created intentionally, usually by necromancers located in desert regions, who find their particular suite of abilities to be useful. While it is rumored that there are spells that can transform any corpse into a dry mummy, such claims have not been substantiated, and most necromancers in need of a dry mummy are forced to starve and dehydrate their victims. Suffusing the suffering victim with necrotic energies during this period increases the odds of creating a dry mummy substantially, but even then, success is not guaranteed. [b]Mythic Dry Mummy:[/b] ? [b]Pitch Mummy:[/b] It is common practice for a mummified creature to be filled with a black, tar-like substance in order to help preserve the body against the ravages of time. One heretical sect takes this practice further, however, and stuffs their mummified corpses with a magical black tar that not only preserves the corpse, but also serves as the source of its animation. [b]Mythic Pitch Mummy:[/b] Mythic pitch mummies are believed to have been created in much the same way as a standard pitch mummy, though since the process of their creation was deliberately destroyed millennia ago, it is difficult to say for certain why some pitch mummies become mythic and others do not. Theories abound on the subject, ranging from it being dependent on the status of the individual being mummified, to being a matter of age (with pitch mummies becoming mythic pitch mummies if they survive long enough), to how much pitch was used in their creation, or the possibility that the nature of the pitch itself might be different. Each of these theories has its merits, and scholars that support it, but without further historical evidence, all that can be said is that mythic pitch mummies are very different from their lesser kin.[/spoiler] [URL=http://www.drivethrurpg.com/product/132285/Mythic-Mastery--Mythic-Nabasu-and-Shadow-Demons?affiliate_id=17596]Mythic Mastery Mythic Nabasu and Shadow Demons[/URL][spoiler] [b]Mythic Ghoul:[/b] A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul. There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible. Many creatures are capable of creating mythic ghouls, either with powerful necromancy spells, or with innate abilities, such as those possessed by the mythic nabasu. In very rare cases, it is rumored that particularly obscene acts of cannibalism, such as eating the corpse of one’s brother, may be enough to cause an individual to become a mythic ghoul, but such claims are generally poorly documented. Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control. [b]Ghoul:[/b] As a free action once per day per growth point (minimum of 1/day), a mythic nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 19 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the mythic nabasu’s control. A mythic nabasu’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the mythic nabasu picks which human becomes a ghoul. The save DC is Charisma-based. Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control. A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul. There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible. [b]Ghoul Ghast:[/b] A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.[/spoiler] [URL=http://www.drivethrurpg.com/product/197215/Mythic-Module-Monsters-Red-Throne-2?affiliate_id=17596]Mythic Module Monsters Red Throne 2[/URL][spoiler] [b]Mythic Daughter of the Dead:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/197680/Mythic-Module-Monsters-Red-Throne-3?affiliate_id=17596]Mythic Module Monsters Red Throne 3[/URL][spoiler] [b]Mythic Rajput Anbari:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/171914/Mythic-Module-Monsters-Rune-Lords-1?affiliate_id=17596]Mythic Module Monsters Rune Lords 1[/URL][spoiler] [b]Mythic Attic Whisperer:[/b] An attic whisperer is a tortured soul that takes form by combining dust and trash into a corporeal form.[/spoiler] [URL=http://www.drivethrurpg.com/product/172604/Mythic-Module-Monsters-Rune-Lords-2?affiliate_id=17596]Mythic Module Monsters Rune Lords 2[/URL][spoiler] [b]Mythic Carrionstorm:[/b] ? [b]Mythic Revenant:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/174590/Mythic-Module-Monsters-Rune-Lords-3?affiliate_id=17596]Mythic Module Monsters Rune Lords 3[/URL][spoiler] [b]Mythic Smoke Haunt:[/b] ? [b]Mythic Totenmaske:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/175256/Mythic-Module-Monsters-Rune-Lords-4?affiliate_id=17596]Mythic Module Monsters Rune Lords 4[/URL][spoiler] [b]Mythic Deathweb:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/176077/Mythic-Module-Monsters-Rune-Lords-5?affiliate_id=17596]Mythic Module Monsters Rune Lords 5[/URL][spoiler] [b]Mythic Witchfire:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/118342/Mythic-Monsters-1-Demons?affiliate_id=17596]Mythic Monsters 1: Demons[/URL][spoiler] [b]Mythic Bodak:[/b] ? [b]Bodak:[/b] A humanoid slain by a mythic bodak’s death gaze rises as a bodak 24 hours later.[/spoiler] [URL=https://www.drivethrurpg.com/product/124851/Mythic-Monsters-7-Inner-Planes?affiliate_id=17596]Mythic Monsters 7: Inner Planes[/URL][spoiler] [b]Mythic Ghul:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/126685/Mythic-Monsters-9-Undead?affiliate_id=17596]Mythic Monsters 9: Undead[/URL][spoiler] [b]Nosferatu:[/b] ? [b]Count Dracula:[/b] ? [b]Mythic Undead:[/b] Undead are deadly at any time, but mythic undead are doubly so. Their origins are varied, and a great many undead arise from awful curses, bearing their corruption in life into a tormented undeath, or have been dragged unwillingly into the ranks of the undead as slaves spawned by their deathless masters. Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich. [b]Mythic Baykok:[/b] ? [b]Mythic Demilich:[/b] ? [b]Mythic Devourer:[/b] ? [b]Mythic Dullahan:[/b] ? [b]Mythic Ghoul:[/b] ? [b]Mythic Ghast:[/b] ? [b]Mythic Pickled Punk:[/b] ? [b]Mythic Spectre:[/b] ? [b]Mythic Totenmaske:[/b] ? [b]Mythic Wight:[/b] ? [b]Mythic Witchfire:[/b] ? [b]Mythic Wraith:[/b] ? [b]Advanced Fast Zombie:[/b] Humanoid creatures killed by a mythic mohrg rise immediately as advanced fast zombies under the mythic mohrg’s control. [b]Jigsaw Man:[/b] When a talented, unrepentant serial killer is executed by quartering, the murderer can sometimes animate its own shredded remains through sheer force of will and rise as an undead monstrosity bent on continuing its homicidal existence. As if a dozen mythic undead were not enough, we also bring you the severed slasher that is the jigsaw man; hanging was too good for him in life, so drawn and quartered he remains in undeath, his disparate parts driven by a malign will to sever the thread of life for any mortals unlucky enough to cross its path. [b]Ghost:[/b] ? [b]Vampire:[/b] ? [b]Allip:[/b] ? [b]Zombie:[/b] [i]Animate Dead Lesser[/i] spell. [b]Shadow:[/b] ? [b]Skeleton:[/b] [i]Animate Dead Lesser[/i] spell. [b]Lich:[/b] ? [b]Mythic Skeleton:[/b] Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich. [b]Mythic Lich:[/b] Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich. [b]Baykok:[/b] ? [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Mohrg:[/b] ? [b]Fast Zombie:[/b] ? [b]Pickled Punk:[/b] The body of a humanoid creature killed by a mythic pickled punk shrinks, contorts, and rises as a nonmythic pickled punk 1d6 rounds later. [b]Spectre:[/b] Any humanoids slain by a mythic spectre become nonmythic spectres themselves in one round. [b]Totenmaske:[/b] ? [b]Wight:[/b] Any humanoids slain by a mythic wight become nonmythic wights themselves in one round. [b]Witchfire:[/b] ? [b]Wraith:[/b] A humanoid slain by a mythic wraith becomes a wraith in 1 round. ANIMATE DEAD, LESSER This spell functions as mythic animate dead, but creates only a single Small or Medium skeleton or zombie. Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of a mythic ghast's ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.[/spoiler] [URL=https://www.drivethrurpg.com/product/127262/Mythic-Monsters-10-Sea-Monsters?affiliate_id=17596]Mythic Monsters 10: Sea Monsters[/URL][spoiler] [b]Mythic Draugr Crew:[/b] ? [b]Draugr:[/b] Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save. [b]Draugr Captain:[/b] Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save. [b]Lacedon:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/129226/Mythic-Monsters-12-Fairy-Tale-Creatures?affiliate_id=17596]Mythic Monsters 12: Fairy Tale Creatures[/URL][spoiler] [b]Mythic Banshee:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/131432/Mythic-Monsters-14-Giants?affiliate_id=17596]Mythic Monsters 14: Giants[/URL][spoiler] [b]Mythic Brute Wight:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/132388/Mythic-Monsters-16-Monstrous-Humanoids?affiliate_id=17596]Mythic Monsters 16: Monstrous Humanoids[/URL][spoiler] [b]Zombie:[/b] Any creature slain by a pukwudgie’s poisonous quills rises in 24 hours as a zombie. [b]Ghoul:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/139328/Mythic-Monsters-22-Emissaries-of-Evil?affiliate_id=17596]Mythic Monsters 22: Emissaries of Evil[/URL][spoiler] [b]Advanced Juju Zombie:[/b] Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie. [b]Agile Mythic Juju Zombie:[/b] Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie. [b]Invicible Mythic Juju Zombie:[/b] Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie. [b]Juju Zombie:[/b] Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control.[/spoiler] [URL=https://www.drivethrurpg.com/product/140203/Mythic-Monsters-23-Worms?affiliate_id=17596]Mythic Monsters 23: Worms[/URL][spoiler] [b]Mythic Ghast:[/b] Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly. [b]Ghast:[/b] Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life. A humanoid of less than 3 Hit Dice rises as a ghast. A humanoid of 3–9 Hit Dice rises as a wight. A humanoid of 10 HD or more rises as a morhg. There is no limit to the number of undead a conqueror worm can create with its slime. [b]Wight:[/b] Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life. A humanoid of less than 3 Hit Dice rises as a ghast. A humanoid of 3–9 Hit Dice rises as a wight. A humanoid of 10 HD or more rises as a morhg. There is no limit to the number of undead a conqueror worm can create with its slime. [b]Mohrg:[/b] Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life. A humanoid of less than 3 Hit Dice rises as a ghast. A humanoid of 3–9 Hit Dice rises as a wight. A humanoid of 10 HD or more rises as a morhg. There is no limit to the number of undead a conqueror worm can create with its slime. [b]Ghoul:[/b] Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly.[/spoiler] [URL=https://www.drivethrurpg.com/product/146760/Mythic-Monsters-25-Lords-of-Law?affiliate_id=17596]Mythic Monsters 25: Lords of Law[/URL][spoiler] [b]Sakathan:[/b] Sakathans were once ancient kings of the lizardfolk race on a now-forgotten Material Plane who bargained with the infernal powers and found themselves bound by corrupted wishcraft into a dreadful blood pact and cursed with a twisted form of vampirism. Sakathans were the high noble caste of an ancient lizardfolk empire, but so great was their ambition and their pride that lordship over their kind was not enough to slake their thirst for power. A cabal of sakathans came together to tap into secret spells that promised great power to those who spoke into existence what they wished to be their destiny. The sakathans wished to unleash the divine spark within themselves, to make their strength eternal and authority absolute, so they could drink deeply from the wells of power and revel in the suffering of their enemies. What they meant for a simple affirmation of purpose, however, became so much more when they their prayers answered and their wishes granted by the scaled masters of Stygia, in the heart of Hell. The sakathans were indeed crowned in power and glory, ascending to heights of power undreamed of, overthrowing rulers not part of their cabal and conquering on every hand. After 13 years enthroned as god-kings adored, however, their Stygian benefactors revealed that their gift was not without cost. Yes, they had become as gods, but their great power was bought with a price. now a hellish hunger awoke within them and the shining sun burned their accursed flesh. [b]Sakathan Spawn:[/b] A sakathan can elect to create a sakathan spawn instead of a full-fledged sakathan when using its create spawn ability after slaying a reptilian humanoid with its blood drain or energy drain. A sakathan can create spawn out of reptilian humanoids it slays with blood drain or energy drain. The victim rises from death as a sakathan spawn in 1d4 days, under the control of the sakathan that created it, and remains enslaved until its master’s destruction.[/spoiler] [URL=https://www.drivethrurpg.com/product/148983/Mythic-Monsters-27-COLOSSAL?affiliate_id=17596]Mythic Monsters 27: COLOSSAL[/URL][spoiler] [b]Mythic Zombie Titan:[/b] ? [b]Fast Zombie:[/b] Whenever a non-mythic creature with fewer than 10 Hit Dice dies within 30 feet of a mythic zombie titan, that creature rises again 1 round later as a fast zombie (DC 15 Fortitude negates). These zombies are uncontrolled but do not attack the zombie titan. If a mythic titan zombie expends one use of mythic power as an immediate action when a creature dies within 30 feet, the save DC increases to 20 and it can affect mythic creatures and creatures with 10 or more Hit Dice. Mythic creatures add their mythic rank or tier as a bonus on this saving throw.[/spoiler] [URL=http://www.drivethrurpg.com/product/161708/Mythic-Monsters-31-Daemons?affiliate_id=17596]Mythic Monsters 31: Daemons[/URL][spoiler] [b]Mythic Ghast Advanced:[/b] Humanoid creatures slain by a mythic meladaemon must succeed on a DC 23 Will save or rise as mythic ghasts (see Mythic Undead) with the advanced template on their next turn. [/spoiler] [URL=http://www.drivethrurpg.com/product/164450/Mythic-Monsters-32-Shadow?affiliate_id=17596]Mythic Monsters 32 Shadow[/URL][spoiler] [b]Mythic Nighwalker:[/b] ? [b]Mythic Shadow:[/b] ? [b]Shadow:[/b] A humanoid creature killed by a mythic shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds. [/spoiler] [URL=https://drivethrurpg.com/product/166412/mythic-monsters-33-norse?affiliate_id=17596]Mythic Monsters #33: Norse[/URL][spoiler] [b]Undead Creature:[/b] ?[/spoiler] [URL=https://drivethrurpg.com/product/168474/mythic-monsters-34-egypt?affiliate_id=17596]Mythic Monsters #34: Egypt[/URL][spoiler] [b]Mythic Cursed King:[/b] Many mythic cursed kings were false prophets or apostates in life, and because of their twisted origins, all mythic cursed kings are heretical simply by their very existence. [b]Mythic Pharaonic Guardian:[/b] A mythic pharaonic guardian is bound to a particular location when it is created, which is the location that it guards for its entire undead existence. [b]Mythic Cursed King, Desiccated Figure:[/b] ? [b]Mythic Pharaonic Guardian, Translucent Humanoid Figure, Bound Guardian:[/b] ? [b]Non-Mythic Cursed King, Mummified Cursed King:[/b] ? [b]Non-Mythic Pharaonic Guardian, Eternally Vigilant Pharaonic Guardian:[/b] ? [b]Undead:[/b] ? [b]Undead Creature With a Body of Flesh:[/b] ? [b]Skeletal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Mummy:[/b] ? [b]Mythic Mummy:[/b] If a creature dies while it retains any negative levels inflicted by this [mythic pharaonic guardian's soul-rending wings] ability, it rises as a mythic mummy under the mythic pharaonic guardian’s control after 1d4 rounds.[/spoiler] [URL=https://preview.drivethrurpg.com/en/product/172746/mythic-monsters-36-mesoamerica?affiliate_id=17596]Mythic Monsters #36: Mesoamerica[/URL][spoiler] [b]Mythic Guecubu:[/b] ? [b]Mythic Tzitzimitl:[/b] ? [b]Mythic Zuvembie:[/b] ? [b]Mythic Guecubu, Skeletal Carcass:[/b] ? [b]Mythic Tzitzimitl, Immense Skeletal Figure, Apocalyptic Harbinger:[/b] ? [b]Mythic Zuvembie, Withered Old Corpse, Zombie Master:[/b] ? [b]Undead:[/b] ? [b]Mindless Undead:[/b] ?[/spoiler] [URL=https://drivethrurpg.com/product/189196/mythic-monsters-38-china?affiliate_id=17596]Mythic Monsters #38: China[/URL][spoiler] [b]Mythic Jiang-Shi Vampire:[/b] “Mythic jiang-shi” is an aquired template that can be added to any creature with the jiang-shi template. [b]Mythic Jiang-Shi Vampire, Risen Corpse:[/b] ? [b]Jiang-Shi, Hopping Vampire:[/b] At 8th rank, creature with 5 or more Hit Dice killed by a mythic jiang-shi’s drain chi ability rises from death as a jiang-shi in 1d4 days. [b]Jiang-Shi Enslaved Spawn:[/b] At 8th rank, creature with 5 or more Hit Dice killed by a mythic jiang-shi’s drain chi ability rises from death as a jiang-shi in 1d4 days. This jiang-shi is under the command of the mythic jiang-shi that created it, and remains enslaved until its master’s destruction. [b]Jiang-Shi Free-Willed Undead:[/b] At 8th rank, creature with 5 or more Hit Dice killed by a mythic jiang-shi’s drain chi ability rises from death as a jiang-shi in 1d4 days. This jiang-shi is under the command of the mythic jiang-shi that created it, and remains enslaved until its master’s destruction. A mythic jiang-shi may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead.[/spoiler] [URL=https://drivethrurpg.com/product/191587/mythic-monsters-39-slavic?affiliate_id=17596]Mythic Monsters #39: Slavic[/URL][spoiler] [b]Mythic Vukodlak:[/b] ? [b]Mythic Vukodlak, Feral Black-Furred Creature:[/b] ? [b]Vukodlak, Hungry Vukodlak:[/b] ? [b]Vukodlak, Beast From the East:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/193282/Mythic-Monsters-40-North-America?affiliate_id=17596]Mythic Monsters #40: North America[/URL][spoiler] [b]Giiwedin, Full-Fledged Free-Willed Giiwedin:[/b] Giiwedin (GHEE-weh-din) are the desolate spirits of those who died deserted and alone out in the trackless tundra or the high ice. Their bodies flayed by the polar winds and their minds torn apart by the skirling gale, the spirit of a giiwedin clung to its existence even as its life slipped away. If the master giiwedin is destroyed, any of its surviving spawn lose their spawn penalties and become full-fledged and free-willed giiwedins. The first giiwedin were outcasts from their tribes, some say because of their dealings with demonic spirits and others that corrupted clanmates turned on them and betrayed them, racking them across the high ice and pinned on death’s door in ritual torment that sought to either drive out the demons within, or to infuse the demon spirits into them after death, depending on which tale you believe. In either case the result was the same, and the tortured souls of the giiwedin became one with the far polar winds that carried their echoing screams far across the tundra and into the uttermost ends of the world. Giiwedins have slowly spread their curse, so that few of the original giiwedins are left. Most are unfortunate travelers trapped in the trackless wastes until creeping, chilling death overcame them. Many roam the fringes of snowy battlefields, stealing the dying breath from those unfortunates left on the field of battle and calling new recruits into their bitter company. [b]Giiwedin, Pale Translucent Shade, Hostile Spirit, Spirit of Desolation and Despair, Being of Frustration and Death, Tormented Spirit of the Northern Winds, Horrid Howling Gale of Doom:[/b] ? [b]Giiwedin, Desolate Spirit of One Who Died Deserted and Alone Out in the Trackless Tundra:[/b] ? [b]Giiwedin, Desolate Spirit of One Who Died Deserted and Alone Out in the High Ice:[/b] ? [b]Giiwedin Spawn:[/b] If a host dies with a giiwedin inside his lungs, it rises 24 hours later as a frost wight. Such frost wights are free-willed and not under the giiwedin’s control unless it uses its ability to command undead. If the giiwedin expends one use of its mythic power as its victim dies, it can instead cause the creature’s spirit to rise as a giiwedin spawn under its control. [b]Undead:[/b] ? [b]Ghost:[/b] ? [b]Frost Wight:[/b] If a host dies with a giiwedin inside his lungs, it rises 24 hours later as a frost wight. [b]Frost Wight, Frozen Dead:[/b] ? [b]Zombie:[/b] Bone Knife of Servitude magic weapon. BONE KNIFE OF SERVITUDE PRICE 9,302 GP Slot none; CL 7th; Weight 2 lbs. Aura moderate necromancy [evil] This +1 vicious dagger has a bone blade, which is engraved with detailed and intricate patterns, that glow with a pale red light when the weapon is held by someone with murderous intent. Whenever a humanoid creature is slain by a bone knife of servitude, there is a 20% chance that the weapon bursts into a thousand pieces, dealing 2d6 points of piercing damage to its bearer, and rendering it permanently destroyed, beyond even the ability of make whole to fix. Otherwise, the slain creature must succeed on a Fortitude save (DC 16) or rise as a zombie after 1d4 rounds, as though animated with the spell animate dead. The zombie obeys the wielder of the bone knife of servitude, and counts against the number of Hit Dice worth of undead that the weapon’s wielder can control with animate dead and similar effects. If the bone knife of servitude is ever destroyed, or the bearer loses it, he also loses control over zombies created in this way. Craft Magic Arms and Armor animate dead; or Craft Scrimshaw (DC 17)[/spoiler] [URL=https://www.drivethrurpg.com/product/195280/Mythic-Monsters-41-India?affiliate_id=17596]Mythic Monsters 41: India[/URL][spoiler] [b]Mythic Bhuta:[/b] ? [b]Mythic Rajput Ambari:[/b] ? [b]Ghoul:[/b] ? [b]Bhuta:[/b] ?[/spoiler] [URL=https://drivethrurpg.com/product/142370/divine-power-4e?affiliate_id=17596?affiliate_id=17596]Mythic Monsters #42: Halloween[/URL][spoiler] [b]Mythic Attic Whisperer:[/b] ? [b]Mythic Beheaded, Floating Beheaded:[/b] ? [b]Mythic Crawling Hand, Creeping Crawling Hand:[/b] ? [b]Mythic Giant Crawling Hand:[/b] ? [b]Mythic Deathweb:[/b] ? [b]Mythic Nightshade Nightwing, Soaring Nightwing:[/b] ? [b]Mythic Attic Whisperer, Thing, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head:[/b] ? [b]Mythic Beheaded, Humanoid Head, Disembodied Body Part:[/b] ? [b]Mythic Crawling Hand, Severed Hand:[/b] ? [b]Mythic Giant Crawling Hand, Giant Rotting Hand:[/b] ? [b]Mythic Deathweb, Animated Husk From an Enormous Spider:[/b] ? [b]Mythic Nightshade Nightwing, Enormous Bat-Like Creature:[/b] ? [b]Undead:[/b] ? [b]Ghost:[/b] ? [b]Non-Mythic Nightwing:[/b] ? [b]Greater Shadow:[/b] ? [b]Vampire:[/b] ? [b]Plague Zombie:[/b] Creatures that die while infected [with zombie rot disease] rise as plague zombiesB1 in 2d6 hours. Zombie Rot disease. Zombie Rot B1: claw—injury; save Fortitude DC 16; onset immediate; frequency 1/day; effect 1d2 Con damage (this cannot be healed until the disease is cured); cure 2 consecutive saves. Creatures that die while infected rise as plague zombiesB1 in 2d6 hours.[/spoiler] [URL=https://www.drivethrurpg.com/product/202847/Mythic-Monsters-45-Middle-East?affiliate_id=17596]Mythic Monsters #45: Middle East[/URL][spoiler] [b]Mythic Dybbuk:[/b] ? [b]Mythic Dybbuk, Spirit of the Dead, Grinning Spectre:[/b] ? [b]Undead, Undead Creature:[/b] ?[/spoiler] [URL=https://drivethrurpg.com/product/206528/mythic-monsters-46-japan?affiliate_id=17596]Mythic Monsters #46: Japan[/URL][spoiler] [b]Mythic Bakekujira, Terrifying Bakekujira:[/b] ? [b]Mythic Gashadokuro, Towering Skeletal Gashadokuro:[/b] ? [b]Mythic Harionago, Long-Haired Harionago:[/b] ? [b]Mythic Yuki-Onna, Pale Snow Maiden Yuki-Onna:[/b] ? [b]Mythic Bakekujira, Hulking Rotted Mass of Pale Blubber and Bone:[/b] ? [b]Mythic Gashadokuro, Massive Skeleton, Avatar of Purest Death:[/b] ? [b]Mythic Harionago, Deathly Pale Beauty:[/b] ? [b]Mythic Yuki-Onna, Beautiful But Sad-Looking Woman:[/b] ? [b]Undead Creature:[/b] ? [b]Undead Parasite:[/b] ? [b]Undead Fish:[/b] ? [b]Undead Sea Bird:[/b] ?[/spoiler] [URL=https://drivethrurpg.com/product/209699/mythic-monsters-47-greek?affiliate_id=17596]Mythic Monsters #47: Greek[/URL][spoiler] [b]Undead:[/b] ? [b]Skeletal Champion:[/b] Dread Fangs of the Hydra magic item. [b]Invincible Skeletal Champion:[/b] Dread Fangs of the Hydra magic item. DREAD FANGS OF THE HYDRA 4,500 GP Slot none; CL 9th; Weight 2 lbs. Aura strong necromancy These enchanted teeth function as teeth of the hydra, but when sown create a squad of 1d4+1 skeletal championsB1 to serve the sower. If the user of the dread fangs of the hydra cannot channel negative energy, the skeletal champions attack him until slain and then attack the nearest living creatures until destroyed. A mythic creature can force the skeletal champions to obey by expending one use of mythic power when sowing the teeth. A mythic creature with the ability to channel negative energy can expend two uses of mythic power when sowing the teeth to grant the skeletal champions the invincible mythic simple templateMAdv. CONSTRUCTION REQUIREMENTS COST 2,250 GP Craft Wondrous Item, summon monster V[/spoiler] [URL=https://www.drivethrurpg.com/product/214545/Mythic-Monsters-49-South-Pacific?affiliate_id=17596]Mythic Monsters #49: South Pacific[/URL][spoiler] [b]Mythic Manananggal, Dismembered Manananggal:[/b] At 7th rank, a mythic penanggalen can expend one use of mythic power when using create spawn to cause the victim to rise as undead in 1 hour instead of at the next sunset. The mythic penanggalen can expend two uses of mythic power when using create spawn to create a mythic manananggal or a non-mythic penanggalen instead of a non-mythic manananggal. [b]Muthic Penanggalen, Dismembered Penanggalen:[/b] “Mythic Penanggalen” is an acquired template that can be added to any creature with the penanggalen template. [b]Mythic Penanggalen Human Oracle 5 MR2:[/b] ? [b]Penanggalen:[/b] At 7th rank, a mythic penanggalen can expend one use of mythic power when using create spawn to cause the victim to rise as undead in 1 hour instead of at the next sunset. The mythic penanggalen can expend two uses of mythic power when using create spawn to create a mythic manananggal or a non-mythic penanggalen instead of a non-mythic manananggal. [b]Mananggal:[/b] At 7th rank, a mythic penanggalen can expend one use of mythic power when using create spawn to cause the victim to rise as undead in 1 hour instead of at the next sunset. The mythic penanggalen can expend two uses of mythic power when using create spawn to create a mythic manananggal or a non-mythic penanggalen instead of a non-mythic manananggal. [b]Mythic Polong, Bloodthirsty Polong:[/b] A mythic polong is bound to a bottle as part of the ritual to create it. [b]Mythic Manananggal, Disembodied Female Torso, Deathless Horror:[/b] ? [b]Muthic Penanggalen, Deathless Horror:[/b] ? [b]Mythic Polong, Crimson Spectral Creature, Deathless Horror:[/b] ?[/spoiler] [URL=https://drivethrurpg.com/product/235357/mythic-monsters-50-celtic?affiliate_id=17596]Mythic Monsters #50: Celtic[/URL][spoiler] [b]Mythic Death Coach, Terrifying Death Coach:[/b] ? [b]Mythic Nehmhain, Spirit-Swarming Nehmhain:[/b] ? [b]Mythic Cyhyraeth, Elder Doom Spirit Cyhyraeth:[/b] ? [b]Mythic Death Coach, Ornate Ghostly Carriage:[/b] ? [b]Mythic Nehmhain, Ghostly Desiccated Corpse:[/b] ? [b]Mythic Cyhyraeth, Ghostly Figure, Minister of Mortality:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/267494/Mythic-Treasures?affiliate_id=17596]Mythic Treasures[/URL][spoiler] [b]Undead:[/b] ? [b]Mindless Undead:[/b] ? [b]Mindless Non-Mythic Undead:[/b] ? [b]Mythic Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Sentient Undead:[/b] ? [b]Ghost:[/b] ? [b]Lich, Full Lich:[/b] ? [b]Atrophied Lich:[/b] ? [b]Demilich:[/b] ? [b]Skeletal Champion:[/b] Dread Fangs of the Hydra magic item. [b]Invincible Skeletal Champion:[/b] Dread Fangs of the Hydra magic item. [b]Skeleton:[/b] ? [b]Zombie:[/b] ? Dread Fangs of the Hydra PRICE 4,500 GP SLOT — CL 9th WEIGHT 2 lbs. AURA strong necromancy These enchanted teeth function as teeth of the hydra, but when sown create a squad of 1d4+1 skeletal championsB1 to serve the sower. If the user of the dread fangs of the hydra cannot channel negative energy, the skeletal champions attack him until slain and then attack the nearest living creatures until destroyed. A mythic creature can force the one use of mythic power when sowing the teeth. A mythic creature with the ability to channel negative energy can expend two uses of mythic power when sowing the teeth to grant the skeletal champions the invincible mythic simple templateMAdv. Construction Requirements Cost 2,250 gp Craft Wondrous Item, Mythic Crafter, summon monster V[/spoiler] [URL=https://www.drivethrurpg.com/product/199835/Nemesis-Unleashed?affiliate_id=17596]Nemesis Unleashed[/URL][spoiler] [b]Corpsetearer:[/b] The vaguely canine Corpsetearer is a collective undead created from the mingled and fragmentary souls of those killed en masse. They might emerge upon distant battlefields, at the sites of horrid genocides or mining collapses, rising unsteadily from the earth. [b]Emperor of the Burning Eye, Cruel Paranoid, Tyrant, Ghost of Flame and Shadow, Colossal Imposing Figure, Shadow Within Armor, Skillful Commander, Daring General:[/b] Using his vast mastery of magic and own fertile imagination, the Emperor transformed himself into something like a deathless God, and transformed his subjects into foul war-creatures. The Emperor’s first defeat was a near thing, only accomplished by a potent coalition of every good hearted creature on the plane, and many of the nobler monsters as well. That defeat cost the Emperor his beauty and the last remnants of his fading Elven nature. However, the great spells the Emperor worked preserved his existence as a ghost of flame and shadow, skulking the halls of his black fortress. [b]Gilded Necromancer:[/b] The path of the Gilded Necromancer is a dark rival to the better understood rites of lich-hood. [b]Perch, Undead Remnants of a Thief Betrayed By Their Own:[/b] Perches are the undead remnants of thieves betrayed by their own- framed, ratted out to the law, or simply throat-slit by some bastard who wanted the thief’s cut. A season in Hell only pissed the Perch off more, and the soul made some foul bargain that allows it revenge and more. [b]Riotblood:[/b] Though called Riotblood, these nasty little undead can congeal anywhere large amounts of blood are spilled in anger. A street riot might produce a few Riotblood, while the grand melee of a gladiatorial arena might spawn dozens, and a horde of hundreds might congeal in the wake of an especially horrific battle. Riotblood are masses of blood, saliva, broken bones, spit teeth and other ichors animated by a dim and malicious instinct. [b]Wax Ghoul:[/b] A Wax Ghoul formed from an articulated and mostly complete human-like skeleton, joined together by expensive golden wire, which is dipped in viscous, milky wax. Wax Ghouls are only dimly intelligent, but it’s a common rumor among necromancers that a soul whose body was used to animate a Wax Golem burns forever. Thus, many necromancers sculpt defeated rivals into Wax Golems for the sheer malicious pleasure of the deed, even if they have far more powerful undead at their disposal. [b]Corpsetearer, Collective Undead, Bloated Rancid Mastiff The Size of a Rhino:[/b] ? [b]Gilded Necromancer, Withered Corpse, Undead Carcass, Dark General, Proud Richly Robed Overlord:[/b] ? [b]Gilded Necromancer, Dark Necrophilic General:[/b] ? [b]Perch, Vicious Utterly Remorseless Vigilante:[/b] ? [b]Late-Stage Perch, Infamous Serial Killer, Boogey-Man:[/b] ? [b]Perch, Gaunt Figure:[/b] ? [b]Riotblood, Nasty Little Undead, Mass of Blood Saliva Broken Bones Spit Teeth and Other Ichors, Vile Slick of Bloody Tissue:[/b] ? [b]Wax Ghoul, Horror:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Good-Aligned Undead:[/b] ? [b]Good Undead:[/b] ? [b]Heroic Undead:[/b] ? [b]Dark Undead Knight:[/b] ? [b]Undead Ally:[/b] ? [b]Undead Minion:[/b] ? [b]More Powerful and Intelligent Servant:[/b] The majority of their rotting, shambling army is pitiful and weak, but Gilded Necromancers possess the necromantic mastery to animate more powerful and intelligent servants. [b]Ghoulish Cohort:[/b] When stitching together their ghoulish cohorts, Gilded Necromancers choose exquisitely beautiful bodies, murdered in humane ways that do not deform the flesh. [b]Ghoul:[/b] ? [b]Far More Powerful Undead:[/b] ? [b]Lich:[/b] ? [b]Graveknight:[/b] ? [b]Human Skeleton:[/b] The Gilded Necromancer is surrounded by a dark, necrotic aura that clings to her gilded body like black fog. Buried corpses within 100 ft of her dead less than two years rise from their graves or barrows as if animated by animate dead. Corpses less than two weeks old arise as human zombies (B1), and those between two weeks and two years dead animate as human skeletons (B1). [b]Skeleton:[/b] ? [b]Human Zombie:[/b] The Gilded Necromancer is surrounded by a dark, necrotic aura that clings to her gilded body like black fog. Buried corpses within 100 ft of her dead less than two years rise from their graves or barrows as if animated by animate dead. Corpses less than two weeks old arise as human zombies (B1), and those between two weeks and two years dead animate as human skeletons (B1). [b]Zombie:[/b] ? [b]Fast Zombie:[/b] A creature slain by the Rotwing’s negative energy rays rises as a fast zombie within one hour of its demise, unless the Rotwing consumes the corpse first. [b]Akaname:[/b] ? [b]Goryohime:[/b] ? [b]Neverborn:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/269804/Nemesis-Unleashed-Volume-II?affiliate_id=17596]Nemesis Unleashed Volume II[/URL][spoiler] [b]Candle Corpse:[/b] Candle Corpses are created as patrolling guardians by powerful necromancers. [b]Damnation Book:[/b] Damnation Books are strange, studious undead with genius intellects, constructed by wealthy necromancers, liches and vampire royalty as librarians, tutors, castellans and major domos. [b]Gutted:[/b] An especially viscous killer or heretic executed by disembowelment might claw their way back from Hell as a Gutted. These horrid souls, minds and souls broken beyond repair by the sheer messy horror of their end possess their own spilled guts. Over several stinking, flatulent hours, the intestines replicate themselves over and over, knotting themselves into the rough approximation of a man’s form. [b]Hela, Queen of the Dead, Goddess of Death and the Undead, Fairly Poor Combatant, Skilled Crafter, Primordial Model, Cruel Capricious Goddess of Death Entropy and Undeath, Well-Built Physically Powerful Eeerily Perfect Woman With Corpse-White Skin:[/b] ? [b]Infantis:[/b] The Infantis is all that remains of the dying consciousness of a small child. Infantis are exceptionally horrid undead that arise from the dying, panicked thoughts of the stillborn and infants killed by neglect or exposure. [b]Osteon:[/b] It takes months of costly toil to assemble an Osteon, as layer upon layer of powdered bone is lacquered to a skeletal frame until the scorpion-tailed killer takes shape. Each Osteon is expertly planed, sanded and carved, until they are as ornately elegant as a church chandelier. The creature’s unique shape is a mark of pride for its necromancer master. [b]Riotblood:[/b] Though called Riotblood, these nasty little undead can congeal anywhere large amounts of blood are spilled in anger. A street riot might produce a few Riotblood, while the grand melee of a gladiatorial arena might spawn dozens, and a horde of hundreds might congeal in the wake of an especially horrific battle. [b]Totem Ghul:[/b] The species has walked the planes so long their true origins are unknown. [b]Work Wraith, Unquiet Ghost of a Child Laborer Who Died On the Factory Floor Ripped Apart by Unceasing and Uncaring Machines:[/b] Work Wraiths are the unquiet ghosts of child laborers who died on the factory floor, ripped apart by unceasing and uncaring machines. [b]Candle Corpse, Shambling Corpse:[/b] ? [b]Candle Corpse, Patrolling Guardian:[/b] ? [b]Candle Corpse, Ideal Watchman:[/b] ? [b]Damnation Book, Strange Studious Undead, Mediocre Combatant, Huge Leather-Bound Tome Whose Cover is Bound in the Tanned Hide of an Intelligent Being:[/b] ? [b]Damnation Book, Librarian:[/b] ? [b]Damnation Book, Tutor:[/b] ? [b]Damnation Book, Castellan:[/b] ? [b]Damnation Book, Major Domo:[/b] ? [b]Gutted, Rough Approximation of a Man's Form:[/b] ? [b]Infantis, Exceptionally Horrid Undead:[/b] ? [b]Infantis, Dead and Decaying Carrion Bird With the Putrefying Head of a Newborn:[/b] ? [b]Riotblood, Nasty Little Undead, Masses of Blood Saliva Broken Bones Spit Teeth and Other Ichors, Vile Slick of Bloody Tissue:[/b] ? [b]Totem Ghul, Other-Dimensional Predator, Utterly Selfish Hedonistic Undead, Connoisseur of Anthro Flesh, Tall Proud Being With Bruised-Violet Skin and Sharp Features, Expert Dimensional Traveller, Solitary Horror:[/b] ? [b]Work Wraith, Ghostly Spirit of a Poor Child, Monster, Childlike Sadist:[/b] ? [b]Undead, Undead Creature:[/b] Any creature slain by [Hela's] breath weapon arises as an undead with Hit Die roughly equal to the slain creature and under Hela’s control within 1d6 rounds. Hela may choose which undead are created from each slain creature. Hela is a goddess of death and the undead. She may call and create undead servants with an ease, and in numbers impossible for mortal necromancers. It only requires one minute for Hela to use create undead, and only a single hour for her to use create greater undead. In addition to the normal options provided by the spell, she may create any undead desired up to CR 25 in this manner. [b]Powerful Undead, Powerful Undead Creature:[/b] ? [b]Low-Level Undead:[/b] ? [b]Mid-Level Undead:[/b] ? [b]Dead Warrior:[/b] ? [b]Dead Murderer:[/b] ? [b]Dead Monstrosity:[/b] ? [b]Summoned Undead:[/b] ? [b]Lesser Undead:[/b] ? [b]Non-Intelligent Undead:[/b] ? [b]Ghost:[/b] ? [b]Lich:[/b] ? [b]Skeleton:[/b] [i]Call of the Dead[/i] spell. [i]Call of the Dead Legions[/i] spell. [b]Burning Skeleton:[/b] As a full round action, Hela may use either animate dead or call of the dead. She may always choose to create burning or bleeding skeletons with call of the dead without increasing the casting time. [i]Call of the Dead[/i] spell. [i]Call of the Dead Legions[/i] spell. [b]Bleeding Skeleton:[/b] As a full round action, Hela may use either animate dead or call of the dead. She may always choose to create burning or bleeding skeletons with call of the dead without increasing the casting time. [i]Call of the Dead[/i] spell. [i]Call of the Dead Legions[/i] spell. [b]Skeleton, Lesser Undead:[/b] ? [b]Skeleton, The Rusty Meat Cleaver of Undead Minions:[/b] ? [b]Skeleton, Shambling Soldier:[/b] ? [b]Burning Skeleton, Shambling Soldier:[/b] ? [b]Bleeding Skeleton, Shambling Soldier:[/b] ? [b]Vampire:[/b] ? [b]Zombie, Lesser Undead:[/b] ? [b]Zombie:[/b] ? [b]Emperor of the Burning Eye:[/b] ? Call of the Dead School necromancy (evil) Level cleric 8, oracle 8, sorc/wiz 9 Casting Time four hours Components V, S, M (skull of a powerful undead creature and onyx gemstone worth at least 5,000 gp/DC 23) Range medium (100 ft + 10 ft/level) Duration 1 hour/ level (D) Saving Throw none Spell Resistance no A dark, necromantic ritual calls forth the buried dead, emptying entire graveyards and turning the corpses into shambling soldiers in your undead army. You cause all corpses in the area to rise up as skeletons under your command; this spell affects corpses buried underground as well, up to a depth of 10 ft, though such undead take 1d4 minutes to claw their way to the surface. These skeletons may be made into burning or bleeding skeletons at the time of casting by reducing the spell’s duration to 10 minutes/level. These undead do not count against your HD limit for the amount of undead you control. These undead must be commanded as a group and cannot be split up to perform multiple tasks. If you are slain, these undead immediately crumble to dust. Call of the Dead Legions School necromancy (evil) Level cleric 10, oracle 10, sorc/wiz 10 Casting Time eight hours Components V, S, M (skull of a powerful undead creature and onyx gemstone worth at least 50,000 gp/DC 31) Range ½ mile radius per level This spell functions identically to Call of the Dead, save that it causes all corpses in an enormous area to rise as skeletons under your command.[/spoiler] [URL=http://www.drivethrurpg.com/product/194977/NeoExodus-Campaign-Setting-PFRPG?affiliate_id=17596]NeoExodus Campaign Setting[/URL][spoiler] [b]Mercy of Nyssa:[/b] The necromancer Xon had fallen madly in love with the empress of the Caneus Empire. When he learned of her death, he snatched her body in the night and brought her back to Unthara, where he used his darkest, most powerful magic to turn her into a unique undead creature. [b]Xon:[/b] Xon was a necromancer in service to the Confederacy during the Twilight War, who bolstered Confederate forces by raising entire legion of undead horrors. But his methods revolted even the brutal Confederates, and in 69 BU the generals turned on him, destroying his army and killing him. After the fight, though, Xon’s undead followers took his body away and raised him as a lich. [b]Advanced Undead:[/b] Creating undead with all three chapters from the Black Notebook of Xon. [b]Haru Anon:[/b] Haru Anon is a bizarre form of undead. It was forged of the souls of every person killed by Makesh’s death touch, as none of them could travel to the afterlife. BLACK NOTEBOOK OF XON Aura strong necromancy; CL 15th Slot —; Price 5,000 gp (per chapter; a full book costs 15,000 gp) DESCRIPTION These black notebooks are considered holy to the Xonists. A notebook has three chapters, which give magical and alchemical formulas for creating more powerful undead. Having multiple chapters increases the potency of the created undead. The book benefits any method of creation, be it alchemical, arcane, or divine magic. When creating an undead with one chapter, the user doubles the number of undead he can control. When creating an undead with two chapters, the user may also add a +2 bonus to one ability score. The undead’s channel resistance increases by the user’s spellcasting ability—or by his Intelligence modifier, if the undead are not created by magic. When creating an undead with all three chapters, the resulting creature becomes advanced. The book also provide many tricks and substitutes, reducing the cost of any undead creation spell requiring material components to 20% of its original cost. CONSTRUCTION Requirements Craft Wondrous Item, Scribe Scroll, creator must be Xon or a Xonist priest[/spoiler] [URL=https://www.drivethrurpg.com/product/212686/Noble-Cause-Bloodied-Hands-PF-5E?affiliate_id=17596]Noble Cause Bloodied Hands[/URL][spoiler] [b]Orron Fisket, Ghost Half-Elf Bard 7, Undead Bard, Ghost Bard, Ghostly Form Cerulean Translucent Shade, Braying Spirit, Half-Elven Jongleur of Some Renown, Renowned Jongleur:[/b] The Fisket family returned early this morning after being dropped off by a local carriage service. Orron went upstairs, sending his children to their room while he went to his own bedchamber to unpack. Echrie was downstairs in the kitchen, preparing to make a hot meal after days of being on the cold road. The ticks attacked her as soon as she walked into the pantry. At the same time Oren and Ulyrie were ambushed by the spiders. Hearing the screams of his family, Orron rushed to his children’s room. To his horror, the bard saw his children lying on the floor, giant arachnids covering them. Rooted to the spot by the terror and savagery before him, Orron was blindsided by two other spiders. He was bitten repeatedly before he was able to pull himself away from the creatures’ fangs. Frantic to get away, Orron slammed his children’s bedroom door on the pursuing spiders. Disoriented by the venom in his veins and shamed by his cowardice in not aiding his loved ones, Orron crawled back to his own bedchamber and slowly died, the waning screams of his doomed family riving his soul as he exhaled his last breath. Orron Fisket’s fall, both physical and spiritual, caused him to spontaneously reemerge as a ghost. Tied to his bedchamber by his shame, the undead bard periodically belts out ballads of bleakness, for he senses the arachnids are still in the household feeding off the corpses of his family. “Died? A poor jest, you fobbing scut. That rump-fed attitude will not get you far on stage, coxcomb. My trip with the family did leave me exhausted. I could barely keep up with my children as they bounded up the staircase, ready to play with their new toys I bought while we were on the road. I went to put some clothes away, then… Oren! Ulyrie! Eyes! FANGS! Biting my children! I tried to reach them, but more of the fiends attacked me! Couldn’t fight them! Couldn’t face THEM! I slammed the door on them and crawled away. I slammed the door on my children because of my cowardice! My shame! My heart was seizing up, but my ears, the ears of my mother, heard my little ones’ cries! Why won’t they END?” [b]Skeletal Champion Human Warrior 1:[/b] ? [b]Advanced Skeletal Champion:[/b] ? [b]Spellgorged Zombie:[/b] ? [b]Attic Whisper:[/b] ? [b]Undead:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/89634/Northlands-PFRPG?affiliate_id=17596]Northlands[/URL][spoiler] [b]Hjalmar the Patient Human Vaettir Fighter 8:[/b] ? [b]Vaettir:[/b] “Vættir” is an acquired template that can be added to any humanoid or monstrous humanoid creature with 6 or more Hit Dice.[/spoiler] [URL=http://www.drivethrurpg.com/product/95099/Oathbound-Bestiary?affiliate_id=17596]Oathbound Bestiary[/URL][spoiler] [b]Lector:[/b] It is not entirely known how a lector forms, though it is believed that a lector is created when an ordinary skeletal undead creature comes into contact with a powerful evil object. [b]Lector Old:[/b] ? [b]Lector Venerable:[/b] ? [b]Mirajii Newborn:[/b] Victims whose Constitution scores are reduced to zero by means of a mirajii’s ability drain become full powered mirajiis the following dusk. Such a change is permanent and can only be reversed by a wish or miracle followed by a true resurrection. [b]Mirajii:[/b] Newly spawned mirajiis retain their living resemblance for about one week, after which they quickly take on their true form. [b]Mirajii Blademaster:[/b] ? [b]Nightsong Apparition Despondent:[/b] ? [b]Nightsong Apparition:[/b] Nightsong apparitions are the tortured spirits of hosshin driven to madness and suicide by the loss of connection with their god on being drawn into the Forge. Their anguish is so profound that their spirits know no rest and continue on in misery, unable to pass on to the next world. [b]Nightsong Apparition Wrathful:[/b] ? [b]Ruin Zombie:[/b] A ruin zombie is the animated corpse of someone who has died a horrible death in the undercity of Penance—and not a quick or painless death in any case, but one where the victim suffered a ghastly end. This category includes, but is by no means limited to, suffocation, starvation, drowning, torture, immolation, and mutilation. The intense anguish felt by the victim in the final moments of life acts as a catalyst for the extraordinary magic of the maze, transforming the newly-deceased creature to an undead being that rises again to wreak havoc on the living, who they now despise with every fiber of their being. [b]Greater Ruin Zombie Wizard:[/b] ? [b]Greater Ruin Zombie Bard:[/b] ? [b]Skeletal Ravager:[/b] Skeletal ravagers are a powerful form of undead, first created by the Spectral Hand, a necromantic organization originating in The Vault. These monstrosities can be built from the skeletal remains of any sentient being (almost all are humanoid due to availability of parts), and are imbued with large quantities of negative energy. [b]Skeletal Ravager Maddened:[/b] ? [b]Skeletal Ravager Greater:[/b] ? [b]Wisp:[/b] Wisps are the souls of lost, abused, or neglected children who seek companionship. Such spirits sometimes remain behind because they want to be loved so badly that they cannot rest until they find affection, and because at their young age, they may not yet believe strongly in a religion so as to encourage their passing on. Such spirits become wisps, merging with the material of their surrounding environment in order to fulfill their last desire. [b]Mist Wisp:[/b] ? [b]Sand Wisp:[/b] ? [b]Water Wisp:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/123802/Obsidian-Apocalypse-PFRPG?affiliate_id=17596]Obsidian Apocalypse[/URL][spoiler] [b]Shambling Zombie:[/b] A new kind of undead rose soon after the meteor strike, when the Nightwall fell. Shambling zombie is a template that can be applied to any corporeal fey, humanoid, or monstrous humanoid. Any corporeal fey, humanoid, or monstrous humanoid that dies while infected with shambling rot rises as a shambling zombie in 2d6 hours. [b]Shambling Zombie Goblin:[/b] ? [b]Shambling Zombie Human:[/b] ? [b]Shambling Zombie Ogre:[/b] ? [b]Shambling Zombie Selkie:[/b] ? [b]Shambling Zombie Hill Giant:[/b] ? [b]Shambling Zombie Fire Giant:[/b] ? [b]Asi Magnor, Human Mummy Cleric 10/Fighter 15:[/b] When the Cataclysm struck and the great meteor fell from the sky, Asi Magnor—who had once rejected the idea of his own undeath—rose from the grave. With him came also the warrior kings interred elsewhere, along with their servants, their soldiers, their wives and concubines, their horses, and everything once living contained in their tombs. The sacred geometry of the necropoli amplified the energy of the meteor, driving the legions of the dead to pour from their tombs under the command of Asi Magnor. [b]Calix Sabinus, Human Vampiric Lich Aristocrat 2/Necromancer 20/Eldritch Knight 10:[/b] In time, Sabine revealed the reason for her enthusiastic interest in the dark arts. She was a vampire—and she needed him to find a cure for her condition. He was torn: his studies had twisted his mind and he had become obsessed by undeath and immortality, but here was the woman he loved rejecting the very things he sought. Their argument raged and Sabine nearly killed Calix, but the scholar finally relented. Parting company with the woman, he promised to search for a cure. When his love returned to him two years later, Calix swore that he had found how to restore her mortality, and so they renewed their relationship. However, he soon revealed the steely core of treachery and self-interest that would serve him so well in later years. Once he lured her into his laboratory, he rendered her helpless with magics. Taking her blood, Calix turned himself undead—becoming all that he had ever wished to be—before he destroyed her. While a cunning and deadly fighter, Calix couldn’t take on Magnor’s armies in a full frontal assault. Realizing this, he turned toward defense to give himself time enough to complete his magical studies. With his forces beaten back almost to his stronghold, Calix reemerged—transformed once again by magic, this time into the first and only vampiric lich. [b]Dark Cherub:[/b] Though they look like infant skeletons with bat-like wings, dark cherubs are made from the bones of many creatures and are akin to homunculi. [b]Shadow Ripper:[/b] When necromantic energy combines with shadow magic, the results can be horrific—the deadly shadow rippers are a leading example. What started as an experiment in creating an undead assassin turned tragic as the first shadow rippers turned on their creators and escaped into the wild, spreading their affliction far and wide. A shadow ripper can be created with create greater undead by a caster of at least 18th level. [b]Undead:[/b] Undead raise due to the necromantic energy in the meteor. The new Obsidian Veil bars all divine traffic of souls and prayer, preventing any deity from seeing or hearing a thing, and cutting them off from gaining power from their followers. The souls of the departed do not pass the Obsidian Veil into other worlds; they either dissipate into the ravaged world-aura of the planet or become infused with negative energy and return as the motivating forces for yet more undead. Abaddon is a world of final destinations, from which even the souls of the dead cannot escape. Those who fall are doomed to rise and join the ever-swelling ranks of the undead. [b]Skeleton:[/b] Animation by Touch feat. [b]Zombie:[/b] Animation by Touch feat. [b]Vampire:[/b] Calix can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days. Animation by Touch [Necromantic] You may now animate corpses into skeletons or zombies merely by touching them—such is the power you hold in manipulating negative energy. Prerequisites: Ability to cast the animate dead spell, Death Touch. Benefit: This necromantic feat works in all respects as the animate dead spell, except that you need only touch a corpse and no material component is needed. Only one undead creature may be animated every time this feat is used, though you may still control multiple creatures. The maximum number of undead created in this way that you may control is equal to 2 HD per caster level, and count toward your limit for animate dead, regardless of other sources. Shambling Rot (Ex): slam; save Fort DC 10 + shambling zombie’s Charisma modifier + 3 per shambling zombie within 5 feet; onset 1d4 hours; frequency 1/day; effect 1d4 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Any corporeal fey, humanoid, or monstrous humanoid that dies while infected rises as a shambling zombie in 2d6 hours.[/spoiler] [URL=http://www.drivethrurpg.com/product/164053/Obsidian-Apocalypse-Sinful--Vile-Feats-PFRGP?affiliate_id=17596]Obsidian Apocalypse: Sinful & Vile Feats[/URL][spoiler] [b]Mob of Gold-Clad Skeletal Champions:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/178647/Occult-Archetypes?affiliate_id=17596]Occult Archetypes[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Caller in Darkness:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/173265/Occult-Character-Codex-Mediums?affiliate_id=17596]Occult Character Codex Mediums[/URL][spoiler] [b]Berbalang Medium 8, Diegga:[/b] ? [b]Berbalang Medium 12, Mazza:[/b] ? [b]Berbalang Medium 16, Vakka:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/167797/Occult-Character-Codex-Occultists?affiliate_id=17596]Occult Character Codex Occultists[/URL][spoiler] [b]Advanced Baykok, Soltegu:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/170767/Occult-Rituals-of-the-Necronomicon-Vol-1-Undead?affiliate_id=17596]Occult Rituals of the Necromicon: Vol. 1 Undead[/url][spoiler] [b]Mummy Lord:[/b] Many cultures practice the sacred art of mummification, though the sinister magical techniques used to imbue corpses with undead vitality are far less widespread. In certain ancient lands, such blasphemous techniques have been refined through centuries of ceremony and countless deaths, giving rise to mummies of terrible power. On rare occasions, if the deceased was of great rank and exceeding malevolence, he might undergo such elaborate rituals, rising from his tomb as a fearful mummy lord. Similarly, a ruler known for his malice or who died in a moment of great rage might spontaneously arise as such a vengeful despot. “Mummy lord” is an acquired template that can be added to any living corporeal creature that has at least 8 Hit Dice. The process of creating a mummy lord requires 50,000 gp worth of rare herbs, oils, and other mummification materials. [I]Sand of Flesh[/i] ritual. [b]Zombie:[/b] [i]Land of the Damned[/i] ritual. Flesh of Sand School Necromancy; Level 8 CASTING Casting Time 8 Hours Components V, S, M (bandages and spices), F (rare herbs, oils, and other mummification materials worth at least 50,000 GP [as described in template]) Skill Checks Heal DC 30, 3 successes; Knowledge (planes) DC 30, 2 successes, Knowledge (religion) DC 30, 3 successes EFFECT Range Self Duration Permanent Saving Throw None; Spell Resistance no Backlash Caster gains 2 permanent negative levels Failure The caster is exhausted and suffers from Mummy Rot DESCRIPTION With several hours of preparation, the caster seals themselves into an occult symbol covered coffin filled with sand. The ritual slowly drains the life force from the caster, and replaces it with the powers of the undead. Hours later, the caster rises from the coffin, with the powers and abilities of a Mummy Lord. Land of the Damned School necromancy; Level 9 CASTING Casting Time 9 hour Components V, S, M (Sea Salt), F (Onyx statue of death worth 10,000GP) Skill Checks Knowledge (arcana) DC 33, 3 successes; Knowledge (nature) DC 33, 3 success; Knowledge (religion) DC 33, 3 success EFFECT Range touch Duration permanent Saving Throw none; Spell Resistance no Backlash Caster is exhausted Failure the caster is afflicted with a more potent version of the Zombie Rot disease (DC 17; 2 saves; 1d2 Con; 1/day). DESCRIPTION Under the light of a waning moon, the caster makes a large circle of occult symbols with the sea salt. Inside this circle, the caster buries the onyx statue beneath the soil, while performing an ancient curse. Any creatures of Small size or larger killed within a one mile radius of the buried statue rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies. [/spoiler] [URL=https://www.drivethrurpg.com/product/133032/Path-of-Dragons?affiliate_id=17596]Path of Dragons[/URL][spoiler] [b]Undead Creature:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/254971/Path-of-the-Mystic?affiliate_id=17596]Path of the Mystic[/URL][spoiler] [b]Undead Creature:[/b] ? [b]Incorporeal Undead, Incorporeal Undead Creature:[/b] ? [b]Intelligent Undead, Intelligent Undead Creature:[/b] ? [b]Mindless Undead:[/b] ? [b]Ghost:[/b] ? [b]Haunt:[/b] ?[/spoiler] [URL=https://www.jessesdnd.com/sites/default/files/EpicPathfinder1.6.pdf]Pathfinder Epic-Level Handbook, v1.6 [/URL][spoiler] [b]Undead, Undead Creature:[/b] Macabre Spell feat. [b]Mindless Undead:[/b] ? [b]Controlled Undead:[/b] ? [b]Ghoul:[/b] [i]Demise Unseen[/i] spell. [b]Lich:[/b] ? [b]Skeleton:[/b] Restless Death magic item. [b]Zombie:[/b] Restless Death magic item. Demise Unseen School: Necromancy [Death]; Level: cleric/oracle 12, sorcerer/wizard 12 Casting Casting Time: 1 standard action Components: V, S Effect Range: medium (100' + 10'/level) Target: One creature Duration: Instantaneous Saving Throw: Fort negates; Spell Resistance: Yes The caster instantly slays a single target with no more than 10hp per caster level and at the same moment animates the body so that it appears that nothing has happened to the creature. The target’s companions (if any) do not realize what has transpired. The target receives a Fortitude save to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under the caster's control. The target’s companions notice nothing unusual about the state of the target until they interact with it, at which point each receives a Will save to notice discrepancies. The ghoul serves the caster indefinitely. The caster cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the caster to exceed the normal limit for controlled undead work just as well with undead created with demise unseen. Restless Death [strong necromancy, CL 21st] The holder of this rod can channel negative energy as if he or she were four levels higher. The rod doesn’t grant the ability to channel negative energy if the holder doesn’t already have it. In addition, the wielder may speak a command word to cast animate dead. Any skeletons or zombies animated by the rod’s power are automatically controlled by the rod, up to the rod’s maximum limit of 42 HD, and they follow the orders of the rod’s wielder. These undead don’t count toward the wielder’s limit of controlled undead. Finally, the wielder can speak a second command word to cast slay living (heightened to 10th level; DC 25). Prerequisites: Craft Epic Rod, animate dead, command undead, slay living Market Price: 625,000 gp Macabre Spell [Metamagic] Prerequisites: Spell Focus (Necromancy). Benefit: A macabre spell raises any victims slain by the spell as undead. It raises any number of undead up to an HD total equal to twice the user's caster level. It can raise them as any type of undead, though no one individual can have more HD than the spell's original level. A macabre spell uses up a spell slot six levels higher than the spell's actual level.[/spoiler] [URL=http://www.drivethrurpg.com/product/230439/Pathways-BestiaryPFRPG?affiliate_id=17596]Pathways Bestiary[/URL][spoiler] [b]Dread Banshee Creature:[/b] Like a normal banshee, a dread banshee is the enraged spirit of a female creature who either betrayed those she loved or was herself betrayed. “Dread banshee” is an acquired template that can be added to any living, intelligent creature. [b]Rhysssla the Releaser, Dread Banshee Serpentfolk:[/b] ? [b]Dread Crucifixion Spirit:[/b] Dread crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their souls or spirits having not entirely departed the Material Plane, have risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner. “Dread crucifixion spirit” is an acquired template that can be added to any living creature whose body could be subject to crucifixion (for example one could not crucify a gibbering mouther). Any creature with a Charisma score of 15 or higher that is killed by a dread crucifixion spirit’s crucify soul rises as a crucifixion spirit in 1d4 rounds. [b]Malaki the Martyr, Dread Crucifixion Spirit Four-Armed Gargoyle:[/b] ? [b]Dread Phantom Armor:[/b] Dread Phantom Armor arises only from the corpses of a trusted ally who murders his comrades in a sudden betrayal, the armor also must have been a gift from his former allies. “Dread Phantom Armor” is an acquired template that can be added to any creature that can wear armor (including barding). This usually means it is corporeal and has a humanoid or equine figure of some kind, though this is not always the case. [b]Hollow of the Hallow, Dread Phantom Armor Cold Giant:[/b] ? [b]Dread Revenant:[/b] A dread revenant is the animate remains of a sentient creature whose desire to fulfill a special goal is so powerful it allows it to return from beyond the grave. This can also happen when a powerful deity or ethos returns a dead champion from ages past, disturbing the champion’s well-earned rest, forcing the dread revenant to go on a quest that no living mortal would dare to undertake. “Dread revenant” is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature). [b]Revered Father Kal'fa, Pillar of Faith, Dread Revenant Roper:[/b] ? [b]Dread Sayona:[/b] Stories of their origins claim that the first was a vain human who grew old and whose lover left for a younger paramour; the spurned human gained revenge by bathing in the blood of the faithless lover’s children, then committed suicide. Cursed by the gods for such a vile act, dread sayona now wander the world crying tears of blood and preying on beautiful young creatures—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share the dread sayona’s fate. “Dread Sayona” is an acquired template that can be added to any creature with an Intelligence score of 3 or greater (referred to hereafter as the base creature). When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this. [b]Llorona, Dread Sayona Scorpionfolk:[/b] ? [b]Iron Lich:[/b] Some creatures, in order to gain power and immortality, exchange their mortal flesh for a complex mechanical apparatus that sustains their existence. Its soul-powered furnace powers its intricate system of pumps and pistons granting it mobility and massive strength. “Iron Lich” is an acquired template that can be added to any living creature capable of creating the required mechanical body, or to any standard lich. [b]Soultill, Iron Lich Human Sorcerer 7/Harrower 7:[/b] ? [b]Lostling:[/b] Lostlings are the pitiful corpses of disoriented individuals who died in the wilderlands from starvation, accident, or madness. “Lostling” is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature). Any creature killed by a lostling, including those that die as an indirect result of its aura of disorientation, rises as a lostling in 1d4 days If a lostling creature is CR 11 or higher this changes to 1d4 rounds. [b]Unvoliant the Vanishing Venom, Lostling Phase Spider:[/b] ? [b]Red Jester:[/b] Red jester creatures are the undying remnants of court jesters who were executed by their ruler, though it is worth noting that humans are not the only race to employ fools. Some legends tell that the Demon Prince of the Undead creates them to serve as his court fools, though he often turns them out once he grows bored with them. “Red Jester” is an acquired template that can be added to any creature with and Intelligence of 13 or higher and the ability to draw cards from a deck of many things. This usually means it is corporeal and has a humanoid figure of some kind along with the wit to amuse folk, though this is not always the case. [b]The Court Fool of the Pit of Bones, Red Jester Balor:[/b] ? [b]Witchfire:[/b] The fell powers of undeath rejoice when an exceptionally vile hags, harpy, or witch dies, transforming these wicked crones into incorporeal undead known as witchfires. Though most witchfire creatures are female, male witches and the rare male hag or harpy can also become a witchfire creature. Witchfire creature is an acquired template that can be added to any living, intelligent, creature that has hexes or hex-like abilities, or innate spell-like abilities of 2nd level or higher, or innate abilities to curse or charm foes. [b]Mabyn The Burning Silence, Witchfire Mute Hag:[/b] ? [b]Undead:[/b] Agent of Chaos Creature's Chaos field power mishap number 50. Undead are once-living creatures animated by spiritual or supernatural forces. [b]Nightshade:[/b] Nightshades are monstrous undead composed of shadow and evil. Agent of Chaos Creature's Chaos field power mishap number 50. 50 If the target is slain within 1 day per level of the spell, the target rises as an undead immediately (undead type is subject to GM adjudication).[/spoiler] [URL=https://www.drivethrurpg.com/product/235597/Players-Guide-to-Kaidan?affiliate_id=17596]Player's Guide to Kaidan[/URL][spoiler] [b]Undead, Undead Creature, Yurei, Restless Dead:[/b] Necrotic Warrior Undead Champion power. [b]Jikininki, Flesh-Eating Undead, Ghoul:[/b] ? [b]Hungry Ghost:[/b] ? [b]Ghost:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Dracula:[/b] ? Undead Champion (Su): At 20th level, the negative energies coursing through the body of the necrotic warrior have changed him so completely, he can no longer be considered alive. He gains the undead type and all undead immunities. His Hit Dice, saving throws and abilities remain unchanged, though he no longer has a Constitution score; his Charisma modifier now serves to replace his Constitution modifier in all cases, including hit points. In the case of his Fortitude save, his Charisma modifier counts twice, due to the effects of the Unnatural Fortitude ability. The necrotic warrior is now immune to aging and all aging related effects, except those he has already experienced; but if brought to below 0 hit-points he is slain immediately.[/spoiler] [URL=https://www.drivethrurpg.com/product/294279/Players-Guide-to-the-World-of-Xoth-Pathfinder-Edition?affiliate_id=17596]Player's Guide to the World of Xoth (Pathfinder Edition)[/URL][spoiler] [b]Undead:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/125583/Ponyfinder--Campaign-Setting?affiliate_id=17596]Ponyfinder Campaign Setting[/URL][spoiler] [b]Undead:[/b] Vampiric Sorcerer Bloodline Ruler of the Night power. Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living. [b]Unfulfilled:[/b] Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance.[/spoiler] [URL=http://www.drivethrurpg.com/product/182116/Ponyfinder--Everglow-Bestiary?affiliate_id=17596]Ponyfinder Everglow Bestiary[/URL][spoiler] [b]Skeletal Pony Slinger, Pony Skeletal Champion Warrior 1:[/b] ? [b]Zombie Pony, Pony Zombie Warrior 2:[/b] Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear.[/spoiler] [URL=https://www.drivethrurpg.com/product/384271/Ponyfinder--Races-of-Everglow--Second-Edition?affiliate_id=17596]Ponyfinder - Races of Everglow - Second Edition[/URL][spoiler] [b]Undead:[/b] ? [b]Lich:[/b] ? [b]Gregory von Grimoire, God of Knowledge and Power, Powerful Lich:[/b] Obsessed with revenge against the multi-hued pony goddess, he found his own way to immortality. Shedding his mortal flesh, Grimoire became a powerful lich, calling himself ‘Grimoire, god of knowledge and power’ in clear defiance of Luminace. [b]Dead Griffon:[/b] Shedding his mortal flesh, Grimoire became a powerful lich, calling himself ‘Grimoire, god of knowledge and power’ in clear defiance of Luminace. He built a sprawling army of griffons, living and dead, as well as a horde of constructs.[/spoiler] [URL=http://www.drivethrurpg.com/product/133780/Primeval-Thule-Campaign-Setting-for-the-Pathfinder-Roleplaying-Game?affiliate_id=17596]Primeval Thule Campaign Setting[/URL][spoiler] [b]Frost Corpse:[/b] Those killed by a polar eidolon rise the next day as frost corpses unless their bodies are kept warm for 24 hours. [b]Minotaur Skeleton:[/b] ? [b]Ogre Skeleton:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/131282/Psionic-Bestiary?affiliate_id=17596]Psionic Bestiary[/URL][spoiler] [b]Caller in Darkness:[/b] Usually formed upon the death of an innocent who was slowly and painfully tortured until its demise. [b]Cerebremorte:[/b] A cerebremorte is often the result of a psion that has been killed by a powerful death effect, such as psychic crush or slay living or other similar powers or spells.[/spoiler] [URL=http://www.drivethrurpg.com/product/148587/Psionics-Augmented-Mythic-Psionics?affiliate_id=17596]Psionics Augmented: Mythic Psionics[/URL][spoiler] [b]Mythic Caller in Darkness:[/b] A caller in darkness that has absorbed the essence of a divine entity or demi-god becomes a true nightmare.[/spoiler] [URL=http://www.drivethrurpg.com/product/151567/Psionics-Augmented-Seventh-Path?affiliate_id=17596]Psionics Augmented: Seventh Path[/URL][spoiler] [b]Slamming Portal:[/b] ? [b]Orbs:[/b] ? [b]Cold Spot:[/b] ? [b]Choking Hands:[/b] ? [b]Mad Monk:[/b] ? [b]Baleful Apparition:[/b] ? [b]Deathless Defenders:[/b] ? [b]Ghastly Whispers:[/b] ? [b]Ectoplasmic Miasma:[/b] ? [b]Headless Horseman:[/b] ? [b]Spectral Carriage:[/b] ? [b]Hungry Earth:[/b] ? [b]Gjenganger:[/b] ? [b]Keening Suicides:[/b] ? [b]Ghost:[/b] Bond of Death power. Bond of Death Discipline: Athanatism; Level: Conduit 2 Display: Mental Manifesting Time: 5 minutes Range: Touch Target: One willing animal companion or familiar touched with 3 HD or less Duration: 1 day/level Saving Throw: None; Power Resistance: Yes (harmless) Power Points: 3 You reinforce the bond between a master and servant, allowing them to join in undeath. If the target’s master dies and is animated as any kind of intelligent undead, the target immediately dies. They reanimate as a ghost, retaining all of the same benefits they had in life as a familiar or animal companion, including the bond to their master. Augment: For every additional power point spent, the maximum HD of creature that this power can target is increased by 1.[/spoiler] [URL=http://www.drivethrurpg.com/product/124276/Pure-Steam-Campaign-Setting?affiliate_id=17596]Pure Steam Campaign Setting[/URL][spoiler] [b]Reanimated Corpse:[/b] Reanimated Corpses are forced into the vile state by mad scientists who use illegal reagents. “Reanimated” is an acquired template that can be added to any corporeal creature (other than an undead). [b]Reanimated Human:[/b] ? [b]Fast Reanimated Corpse:[/b] ? [b]Plagued Reanimated Corpse:[/b] These reanimated corpses carry a terrible disease that perpetuates their undead lineage—those infected by a plagued reanimated corpse’s contagion rise as reanimated corpses themselves when they perish. Anyone who dies while infected with unliving rot rises as a plagued reanimated corpse in 2d6 hours. Unliving rot: slam; save Fort DC = 10 + 1/2 the reanimated’s Hit Dice + the reanimated’s Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plagued reanimated corpse in 2d6 hours.[/spoiler] [URL=http://www.drivethrurpg.com/product/122023/The-Quid-Novi-Collection?affiliate_id=17596]Quid Novi Collection[/URL][spoiler] [b]Maskek:[/b] ? [b]Bog Mummy:[/b] Any humanoid that dies from a Maskek's bog rot disease becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works).[/spoiler] [URL=https://www.drivethrurpg.com/product/78038/Races-of-Obsidian-Twilight-PFRPG?affiliate_id=17596]Races of Obsidian Twilight[/URL][spoiler] [b]Calix Sabinus:[/b] ? [b]Vampire:[/b] ? [b]Ghost:[/b] The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time. Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living. [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Wight:[/b] ? [b]Zombie:[/b] ? [b]Ghast:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/68948/Races-of-Obsidian-Twilight-Harrowed-PFRPG-Preview?affiliate_id=17596]Races of Obsidian Twilight: Harrowed[/URL][spoiler] [b]Undead:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/69074/Races-of-Obsidian-Twilight-Osirian-PFRPG-Preview?affiliate_id=17596]Races of Obsidian Twilight: Osirian[/URL][spoiler] [b]Zombie:[/b] The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs. [b]Skeleton:[/b] The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs. [b]Ghost:[/b] The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs.[/spoiler] [URL=https://www.drivethrurpg.com/product/77991/Races-of-Obsidian-Twilight-Raijin-PFRPG-Preview?affiliate_id=17596]Races of Obsidian Twilight: Raijin[/URL][spoiler] [b]Ghost:[/b] The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time. In the beginning many of these were mindless spectres, the traumatised dead from what seemed like the end of the world but over time these have been winnowed down and replaced with the new dead. Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living. [b]Lich:[/b] ? [b]Vampire:[/b] ? [b]Ghast:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/232980/Racial-Profiles-Expanded-Hungry-Souls?affiliate_id=17596]Racial Profiles Expanded Hungry Souls[/URL][spoiler] [b]Undead:[/b] Failed save on critical from Vex. Failed save on critical from weapon with undeath quality. Vex: This +3 keen miasma undeath dagger was once the vile tool used by Vex, an undead necromancer, who claimed he was alive during the fall of some ancient civilization, some millenia ago, back before he became a sentient dagger of death. It's not as though anyone can prove otherwise. This deadly looking obsidian dagger not only deals an extra 1d6 points of negative energy damage with every blow, but upon a successfully confirmed critical attack, Vex deals an additional 1d10 points of negative energy damage, forcing the target of the attack to make a Fortitude save, (DC 10 + the damage dealt by the negative energy) or become undead, the effect of which is permanent. Once turned undead they then make a Will save, (DC 10 + the damage dealt by the negative energy) or be subject to the will of the wielder. On a successful Fortitude save, the target resists the transformation and takes the negative energy damage normally. The target of the attack gains the undead template, and gains a negative energy affinity; however this effect may be reversed by the spell remove curse. Undead Vexaction (Su): This ability functions as the spell create greater undead, and may be used once per day while Vex is active. Undeath (+5 Bonus): Upon a successfully confirmed critical attack, this enchantment deals an additional 1d10 points of negative energy damage, forcing the target to make a Fortitude save, (DC 10 + the damage dealt by the negative energy) or become undead, and must make a Will save, (DC 10 + the damage dealt by the negative energy) or be subject to the will of the wielder, the effect of which is permanent. On a successful Fortitude save, the target resists the transformation and takes the negative energy damage normally. The target of the attack gains the undead template, and gains a negative energy affinity; however this effect may be reversed by the spell remove curse. This enchantment may only be used on piercing or slashing weapons.[/spoiler] [URL=https://www.drivethrurpg.com/product/112607/2012-Rappan-Athuk-Bestiary--Pathfinder?affiliate_id=17596]Rappan Athuk Bestiary - Pathfinder[/URL][spoiler] [b]Devouring Mist:[/b] Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. [b]Zombie Horde:[/b] When gathered together in a horde, these mindless creatures are a terror to behold. [b]Mordnaissant:[/b] Occasionally when a gravid woman dies violently in a place infused with unholy or negative energies, the unborn child within her does not perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. The earth mother idol is a massive emerald-and-bamboo construction standing 15-ft.-tall in the center of a jungle clearing. A low altar of black igneous rock stands before the statue of the earth goddess. Piled emerald stones form her head, shoulders and arms. Sharpened bamboo branches curve to form her fertile belly. Her legs are stone arches rising from the ground. The superstitious villagers sacrifice the virgins each full moon by tying the women to the fast-growing bamboo. The sharp shoots slowly impale and kill the struggling women. Skeletons are still entwined in the thick bamboo, with more bones littering the jungle floor around the statue. Unfortunately for the villagers, the last woman sacrificed was not a virgin. She was a few months pregnant, but hid her condition from the villagers. When the woman died on the sharpened stakes, her unborn child became a mordnaissant that inhabits the idol’s barren bamboo womb. [b]Sword Wight:[/b] These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul. [b]Meat Puppet:[/b] Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. “Meat puppet” is an acquired template that can be added to any corporeal creature (other than an undead) that had a skeletal system at one point, but had its bones extracted or completely crushed. [b]Human Meat Puppet:[/b] ? [b]Otyugh Meat Puppet:[/b] The unfortunate otyugh, which the laboratory’s alchemist used as waste disposal, suffered from a necromantic explosion in the lab. The catastrophe transformed the creature into its current undead state. [b]Vampire Spawn:[/b] Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. [b]Vampire:[/b] Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. [b]Zombie:[/b] If the zombie horde takes enough individual damage to break it up, up to a dozen of the creatures continue on their rampage of destruction, until finally they too must be slain. When the zombie horde swarm is reduced to 0 hit points or lower and breaks up, unless the damage was dealt by area-affecting attacks, then 2d6 surviving members of the horde continue their attack, though now only as individual creatures.[b]Undead Ooze:[/b] ? [/spoiler] [URL=http://www.drivethrurpg.com/product/200752/Reliquarium-Eldoria?affiliate_id=17596]Reliquarium Eldoria[/URL][spoiler] [b]Undead:[/b] There are those Telarci who are unlucky enough to find themselves picked up by ships, sent forth by the Goddess Sirrith, to collect those who stray from Tarrisada. Shadowland is one of the realms located in the Unending Sea and the Goddess directs her minions to collect the souls of the unfaithful and bring them to her thralldom. Here, their form is corrupted by the power of the Vorg. They are bound with negative energy and can then be sent back into Enshar to do the bidding of the Goddess. In this way, many of the Undead who have physical shape are created. There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature. By 1800R, the Sirrith clergy in Odressi became bolder in its practices and encouraged the ritual of ‘purification’ amongst its acolytes. In this ceremony, zealots offered themselves up to be bled dry and to have their dead body reanimated with the power of the Shadow. [b]Ghost:[/b] There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature. [b]Wraith:[/b] There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature. [b]Vampire:[/b] Lord Varren was made a vampire at Sirrith’s command. [b]Zombie Lord:[/b] Priests who seek to embrace the power of the Vorg and become Undead undergo a ceremony whereby they are hung upside-down over the temple Purification Pit and bled dry. The High Priest officiates and imbues the dead body with the energy of the Shadow, using the Skull of Vargranda (an ancient artefact said to have been given to the cult at the Dawn of Time, by Sirrith herself. Cultists resurrected this way become a Zombie Lord. [b]Zombie:[/b] Slain by Dreadsteel. DREADSTEEL Strong necromancy; CL 18th; weight 8lb The leader of the group was attired in crimson-stained armor and, as I fought my attackers, I saw him strike his black sword against Hallen’s gorget; the evil blade giving off a hideous metallic scream as it bit into the metal. He had pierced Hallen’s armor and my comrade fell, blood gushing from the wound. I dealt quickly with my two opponents, driving my blade through the midriff of one and hamstringing the other. I turned, in time to defend myself from an attack launched by the crimson knight and managed to catch his terrible weapon on my own sword. As we tested our strength against each other, I saw Hallen, slowly recovering and standing up behind my foe. He was alive and planning to strike our enemy a mortal blow from behind! Suddenly the crimson knight mouthed the words, “Kill him!” and I saw the awful, vacant look upon Hallen’s face. He had risen as some creature of the Undead, controlled by my enemy and now intent on helping him dispatch me. This is a legendary blade, forged of Vurgonmir iron, once wielded by the Wraithlord Ikaradis during the Wars of the Serpent Kings. It is a +2 shortsword with the ability to animate the dead (as per the Level 3 CL spell). Any intelligent humanoid that dies as a result of a killing blow caused by Dreadsteel rises as a zombie, under the control of the wielder of the sword. The sword’s power allows the wielder to control a maximum number of zombies equal to their charisma score. Dreadsteel suffers the penalties common to all weapons made from Vurgonmir. Humanoids killed by Dreadsteel rise as zombies within 1d4 rounds. Apply the zombie template when creating them (Refer Pathfinder Bestiary Book One).[/spoiler] [URL=http://www.drivethrurpg.com/product/64312/Remarkable-Races-Compendium-of-Unusual-PC-Races?affiliate_id=17596]Remarkable Races Compendium of Unusual PC Races[/URL][spoiler] [b]Timber Wight:[/b] Among the oaklings, death is often considered an inconvenience. In their emotionless pursuit of personal gain, quite a few oaklings experiment with necromancy to prolong their lives. The timber wight is the horrible end result. [/spoiler] [URL=https://www.drivethrurpg.com/product/180610/The-Rhune-Dawn-of-Twilight-Campaign-Guide?affiliate_id=17596]Rhune Dawn of Twilight Campaign Guide[/URL][spoiler] [b]Whisper Ghoul:[/b] ? [b]Undead Dwarf:[/b] ? [b]Undead Lord:[/b] ? [b]AElven Ghost:[/b] Many ælves also believe that the runes other races carve into jötunstones to create storm-tech engines harm their racial connection to their spiritual afterlife in the same way as the Bilröst Gate—they believe every stormtech engine created binds the ælven hosts more strongly to cursed unlife on Midgard. [b]Undead:[/b] The largest concentration of the undead is among the Ruined Cities in the South, all of which have been animated by the Ghoul Stone (and the necromantic energy it channels from Neinferth directly into Midgard). The Ghoul Stone was raised above the former cities in 166 YUR by invading cultists, draining the life force from the cities below it and leaving South Pointe, Way Pointe, and Way Station undead wastelands. Today, many Vitkarr believe the Ghoul Stone acts as a giant magical gate, one that links Neinferth to Midgard, channeling negative energy directly into the former cities and damning all who enter to a fate worse than death. While all of the Thrall Lords were transformed into their current states in the awful crucible of the Great Void, Felashurann is the one among their number who chose to remain behind, and so became the closest thing Neinferth has to a master. He is perhaps the most active of the Thrall Lords within his chosen domain, endlessly on the hunt for new flesh to warp and transform into the undead horrors with which he bolsters his army for the coming final battle of gods and men. Many Vitkarr believe that the Ghoul Stone that hovers above the Ruined Cities on Midgard draws its power directly from Neinferth, acting as a conduit for this twisted realm. While none know for sure, this realm clearly displays ties to the entropic energies that animate the dead. [b]Ghoul:[/b] ? [b]Wraith:[/b] Lady Y'Draah's fateful vision led her, alongside her followers, to build the Bilröst Gate so that they could travel the Great Tree in search of the gods. Later, when they opened the gate, the ælves realized the irony of their actions. For the Thrall Lords, most evil of the ancient giants, had twisted her visions, and everything she designed carried a fell purpose. An unprecedented blend of rune lore and nascent clockwork technology, when the Gate was opened it consumed the life force of nearby ælves in an uncontrolled wave of runic magic. Some survived, hideously changed and separated from their true nature. These became the ash elves. Others perished utterly and in the ensuing years it became clear that their fate was darker than any natural death. Rather than progress to the Halls of the All-Father, as had all previous ælves killed by misadventure or war, the spirits of those killed by Lady Y'Draah's gate were trapped in Midgard. The spirits of the fallen did not progress to their promised afterlife, instead became beings of loss and darkness, ill-fated wraiths haunting the once fair city of Summer Night. The Raven and the Wolf—This constellation contains thirteen stars, which appear to depict a raven resting atop the face of a wolf. While many starwatchers say this is a bit of an exaggeration, a great number of ælven druids look to this constellation with both awe and wonder, some going so far as to say that it the true resting place of their dead, calling the spirits and wraiths of Summer Night City little more than cursed shells. Some whisper they have learned to summon wraiths, strange ælven-like spirits cursed to wander Midgard until Ragnarök. [b]Lich:[/b] Some of her southerner worshipers, however, look to her as a goddess who can give them life beyond death, forestalling the great bane of mortality. While this state of affairs does not necessarily sit well with the Mistress of the Grave, the benefits she reaps in converts is well worth the ideological sacrifice of allowing some few of her faithful the selfish indulgence of undead existence for a few centuries. For every one who learns the secrets of lichdom or vampirism, for instance, scores or even hundreds look to the example of the few and believe, in vain, that they, too, might know such power. [b]Vampire:[/b] Some of her southerner worshipers, however, look to her as a goddess who can give them life beyond death, forestalling the great bane of mortality. While this state of affairs does not necessarily sit well with the Mistress of the Grave, the benefits she reaps in converts is well worth the ideological sacrifice of allowing some few of her faithful the selfish indulgence of undead existence for a few centuries. For every one who learns the secrets of lichdom or vampirism, for instance, scores or even hundreds look to the example of the few and believe, in vain, that they, too, might know such power. [b]Ghast:[/b] ? [b]Zombie:[/b] Draugir Cap magic item. Meatwalker Serum Alchemical Item. Draugir Caps Weight 1lb per cap; Price 400 gp per cap These hook-lined skullcaps come attuned to a command cap. By affixing the cap to a Small- or Medium-sized corpse as a full round action that provokes attacks of opportunity, the wearer of the command cap may spend a minute concentrating and make a DC 20 Concentration check (caster level is equal to character level in this case) to alchemically animate the corpse. This corpse functions as a zombie (see the Pathfinder® Roleplaying Game Bestiary™) except is it unharmed (although not healed) by channeling positive energy. Channeling negative energy still damages the corpse. Once the zombie reaches 0 hit points, it is destroyed and cannot be reanimated. Removing the draugir cap is also a full-round action, which provokes attacks of opportunity. Controlling the corpse is a move-equivalent action that does not provoke attacks of opportunity. A corpse can be given instructions as per animal tricks, and performs the command until destroyed or until the wearer of the command cap issues a new command. The wearer of a command cap is limited to a number of zombies equal to their character level. Meatwalker Serum Weight —; Price 250 gp This substance creates an alchemically driven zombie. One dose animates a single Medium-sized creature, or two Small-sized creatures over the course of a round. These zombies are statistically identical to zombies in the Pathfinder® Roleplaying Game Bestiary™, but remain unharmed (and not healed) by channeling positive energy. Channeling negative energy damages still damages the corpse. Once the zombie reaches 0 hit points, it is destroyed and cannot be reanimated. When used in combination with corpse fitted with a draugir cap, the character wearing the command cap does not need to spend a minute of concentration to control the corpse. Otherwise, these zombies shuffle around aimlessly for three days, until the serum becomes inert and the corpses become inanimate. The serum also provides a side benefit of acting as a gentle repose spell while active.[/spoiler] [URL=https://www.drivethrurpg.com/product/321110/Rise-of-the-Drow-Campaign-Primer?affiliate_id=17596]Rise of the Drow: Campaign Primer[/URL][spoiler] [b]Undead Virus:[/b] ? [b]Udodelig, Lich, Undead Progenitor:[/b] ? [b]Undead:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/98982/Riyals-Research-Haunts-PFRPG?affiliate_id=17596]Riyal's Research: Haunts[/URL][spoiler] [b]Haunt:[/b] My master, who instructed me in the arcane arts, explained that a location which was plagued by a ghost or similar incorporal spirit over the course of decades and centuries may transform into a haunt. A haunt is the negative energy of a ghost that has lost its sense of self. A newly-formed ghost possesses its life memories. But as time moves on, these memories fade away and only the strongest remains - that of its death or one holding overwhelming emotion which helped to create the ghost in the first place. During this process, the ghostly form loses much of the shape that reflected its life memory and becomes more and more distorted. The negative energy of this now unrecognizable unlife force slowly becomes fused with the object or location that is associated with the single defining memory of the fading ghost. Eventually, the ghost is gone and only the haunt remains. So to sum up what a haunt is, I would say a tethered undead spirit that has lost its creatureliness. The ghost-to-haunt process may take as little as a year or two or may encompass several centuries. My research revealed the existence of a 1021 year old ghost – Homley Trakasta – whose essence is now known as the Idarian Firestar. While I concede the possibility that a ghost may never complete the haunt process or be too weak in spirit [a pun - hee, hee] to leave behind a haunt, I believe that not to be the common case. Further research is required in Shadowsfall on this matter. [b]Color Steal:[/b] ? [b]The Howling:[/b] ? [b]Misty River:[/b] ? [b]Flooding Falls:[/b] ? [b]Flame Shadows:[/b] ? [b]Pain and Hate:[/b] ? [b]Blind Man's Alley:[/b] ? [b]Rising Coffins:[/b] ? [b]Breathless Gasps:[/b] ? [b]Silent Pig Pen:[/b] ? [b]Cursing Skulls:[/b] ? [b]Death Chills:[/b] ? [b]Cries of Despair:[/b] ? [b]Rust Dust:[/b] ? [b]Eternal Henge:[/b] ? [b]Words of Asmodeus:[/b] ? [b]Corrosive Fog:[/b] ? [b]Deadly Knowledge:[/b] ? [b]Cliffs of Insanity:[/b] ? [b]Death's Flowers:[/b] ? [b]Ice Queen's Gaze:[/b] ? [b]Home Fires Burning:[/b] ? [b]Vengeful Clouds:[/b] ? [b]Bone Garden:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/183156/Royal-Class?affiliate_id=17596]Royal Class[/URL][spoiler] [b]Mindless Undead:[/b] ? [b]Undead, Undead Creature:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/118475/Rule-Zero-Underlings?affiliate_id=17596]Rule Zero: Underlings[/URL][spoiler] [b]Ghost Underling:[/b] ? [b]Ghoul Underling:[/b] ? [b]Mummy Underling:[/b] ? [b]Skeleton Underling:[/b] ? [b]Vampire Underling:[/b] ? [b]Zombie Underling:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/119315/Rule-Zero-Underlings-Bonus?affiliate_id=17596]Rule Zero: Underlings Bonus[/URL][spoiler] [b]Undead Underling:[/b] Undead Lord feat. [b]Skeleton Underling[/b] ? Undead Lord You can easily create and control undead underlings. Prerequisite: Spell Focus (necromancy). Benefit: Whenever you calculate the total number of undead creatures you control, every four undead underlings of the same type count as one creature (using their group CR as the creature’s Hit Dice). Any remaining undead underlings of the same type also count as a single creature. For example, 7 skeleton underlings would count as two creatures. In addition, whenever you create undead using animate dead, you can create underlings, counting four underlings as one creature in terms of the total number of Hit Dice you can create and the cost of casting the spell. You must possess a number of bodies equal to the number of underlings created.[/spoiler] [URL=http://www.drivethrurpg.com/product/241231/Sandy-Petersens-Cthulhu-Mythos--Pathfinder?affiliate_id=17596]Sandy Petersen's Cthulhu Mythos - Pathfinder[/URL][spoiler] [b]Mythos Undead:[/b] “Mythos undead” is an acquired template that can be added to any living, corporeal creature. Evil creature drinking gorgondy. Dying from constitution drain from Hastur's possession. In rare cases, when certain alchemical techniques are applied to an exceptionally fresh corpse (or even to whole parts of fresh corpses) who, in life, possessed a singularly powerful and focused mind, the result is in an undead creature that retains its intellect; in such a case, create the creature as a Mythos undead. [i]Zyngaya[/i] spell. [b]Ghost of Ib Cleric 10:[/b] ? [b]Undead:[/b] Where the King in Yellow walks, the dead rise and follow. Whenever the King in Yellow comes within 20 feet of a dead body, that body rises as an undead creature of the King’s choosing. The undead created can be of any type, so long as its CR is equal to or less than the King in Yellow’s CR-6 (minimum of 1). Living creatures who die within 20 feet of the King in Yellow arise as undead one round later. The King in Yellow’s footstep brings the dead to life. They can return as a wide variety of undead—from simple zombies or ghosts to more powerful vampires. His horde always accompanies him. [b]Deathless Sorcerer, Old Human Mythos Undead Sorcerer 12:[/b] ? [b]Insane Dead:[/b] Certain alchemical techniques can reanimate recently slain bodies, but while these methods restore the semblance of life to the victim, the passage of death to life always results in insanity. [b]Risen Witch, Mythos Undead Human Witch 20:[/b] ? [b]Leng Ghoul:[/b] Leng Ghoul Fever and 12+ Hit Dice. [b]Ghoul:[/b] Leng Ghoul Fever and less than 12 Hit Dice. ZYNGAYA School necromancy [evil]; Level cleric 7, shaman 7, sorcerer/wizard 7 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth 50 gp per HD of the undead to be created) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no You turn the corpse into a Mythos undead if the creature had fewer Hit Dice than your caster level. It is loyal to the King in Yellow. Although it recognizes you as its creator, it works with you only insofar as you serve the purposes of the King in Yellow. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. GORGONDY Weight 2 lbs. Price 7,500 gp; Craft (alchemy) DC 35 This dark, evil liquor must be kept in strong, heavily armored iron bottles to retain its potency. When drunk, it changes the drinker's alignment one step closer to evil. Class abilities based on alignment change to match (unless the new alignment results in losing the ability altogether due to incompatible alignment). If the drinker is evil before drinking it, the drinker's soul will be destroyed upon death and the drinker's corpse will arise as a Mythos undead. The drinker can negate all these effects with a successful DC 15 Will save upon drinking. Disease (Ex) Leng Ghoul Fever: Bite—injury; save Fort DC 22; onset immediate; effect 1d3 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.[/spoiler] [URL=https://www.drivethrurpg.com/product/193014/Scarred-Lands-Players-Guide-Pathfinder?affiliate_id=17596]Scarred Lands Player's Guide (Pathfinder)[/URL][spoiler] [b]Undead, Undead Creature, Undead Entity:[/b] When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. However, their mastery is so great that they can force spirits back into the material realm to create undead seemingly at will. Surrounding the city of Lokil, this wasteland was once the westernmost boundary of the great nation of Zathiske. Today, the broken plains teem with undead and angry wandering spirits, some of whom were once travelers themselves seeking the city of necromancers, Hollowfaust, which rests at the northern end of the fields. Like the Devil’s March to the west, this region played host to several great battles during the Titanswar, and countless fallen warriors have been risen up by the necromantic energies of the nearby March, as well as Hollowfaust and Glivid-Autel to the north and east. Unfailing Deathless power. [b]Intelligent Undead:[/b] ? [b]Undead Eidolon:[/b] ? [b]Undead Servant:[/b] ? [b]Powerful Undead Spirit:[/b] ? [b]Undead Follower:[/b] ? [b]Undead Trooper:[/b] ? [b]Sinplest Undead Creature:[/b] ? [b]Disposable Servant:[/b] ? [b]Undead Minion:[/b] ? [b]Rogue Undead:[/b] ? [b]Grotesque Undead Experiment:[/b] ? [b]Undead Guardian:[/b] ? [b]Ghoulish Undead:[/b] ? [b]Mythic Undead:[/b] ? [b]Undead Spirit:[/b] ? [b]Undead Servitor:[/b] ? [b]Ghost, Spirit of a Fallen Legionnaire Officer, Ghostly Legionnaire:[/b] ? [b]Kaav, Ghost:[/b] Atop the Pillar of Non, one fragment of Aurimar remains, the bell tower of the imperial palace. The ghost of Kaav, the last bell ringer of Aurimar, inhabits the decrepit, crumbling tower. He is the last member of the titan cult, left to curse the gods who showed no mercy to his people or his empire. The smiting of the city destroyed all but a handful of the tower’s bronze bells, yet, infused with the power of Kaav’s hatred and amplified by that of the titans he worshiped, those remaining bells toll at his bidding. [b]Inhuman Ghoul:[/b] ? [b]Ghoul King of Termana:[/b] ? [b]Ice Ghoul:[/b] ? [b]Ilkusthra the Autmn King, Autumn King of Khet, Lich Druid 20/Hierophant 10:[/b] ? [b]Shadow, Undead Shadow, Actual Shadow:[/b] [i]Shadow Traitor[/i] spell. [b]Shadow, Hostile Undead Shadow:[/b] ? [b]Shadow, Shadow Creature:[/b] ? [b]Shadow, Spirit of a Fallen Legionnaire Officer:[/b] ? [b]Skeletal Template:[/b] ? [b]Skeleton, Undead Skeleton:[/b] [i]Animate Dead Minor[/i] spell. [i]Leech Field[/i] spell. Eternal Army true ritual. [b]Skeleton, Lesser Undead:[/b] ? [b]Tremendously Tough Skeleton:[/b] [i]Adamantine Bones[/i] spell. [b]Skeletal Champion:[/b] Eternal Army true ritual. [b]Skeletal Champion, Lieutenant:[/b] ? [b]Specter, Spirit of a Fallen Legionnaire Officer:[/b] ? [b]Wight:[/b] ? [b]Wraith, Spirit of a Fallen Legionnaire Officer:[/b] ? [b]Zombie:[/b] [i]Animate Dead Minor[/i] spell. [i]Leech Field[/i] spell. Eternal Army true ritual. [b]Zombie, Lesser Undead:[/b] ? [b]Zombie Lord:[/b] Eternal Army true ritual. [b]Zombie Lord, Lieutenant:[/b] ? ANIMATE DEAD, MINOR A common spell known by many aspiring necromancers before they advance to more powerful effects, minor animate dead allows the magician to briefly imbue a single corpse with unlife. Much more necromantic power is needed to animate even the simplest undead creature permanently, but even powerful necromancers sometimes find use in quickly creating a disposable servant. School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1; Domain Death 1* Casting Time 1 standard action Components V, S, M Range touch Target one corpse Duration 1 hour/level Saving Throw none; Spell Resistance no This spell functions as animate dead, except that it creates one skeleton or zombie, which remains animate for only 1 hour per level. * Worshipers of Chardun who have the Death domain may take this spell as their 1st-level domain spell in place of cause fear. LEECH FIELD Necromancers of the Society of Immortals created this spell when they broke from Hollowfaust; in fact, leech field was instrumental in that conflict. Years later, it was shared with the Phylacteric Vault in Darakeene by persons unknown (although many suspect it was a faction antagonistic to Hollowfaust). School necromancy [death]; Level sorcerer/wizard 8, witch 8 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area 10-foot-radius spread Duration 1 round/level (D) Saving Throw Fortitude half; Spell Resistance yes A field of negative energy coalesces at the desired location, manifesting as what looks like a wispy purple fog. Any living creature within the area of effect as the spell is cast or that ends its turn in the fog suffers 10d6 points of negative energy damage. A successful Fortitude saving throw reduces this damage by half. All damage dealt this way, for each creature affected, is absorbed by the spell and maintained in a single leech pool. For example, the spell damages three creatures for 35 points of damage each, but one makes its saving throw, taking only 17 points; the leech pool gains 35 + 35 + 17 = 87 points. For this purpose, do not count damage that reduced a creature below 0 hit points. If a creature has 12 hit points and this spell deals 35 points of damage to it, then that creature dies, but you count only 12 points toward the leech pool for that creature. At the start of your turn, you may choose to distribute any number of points currently in the leech pool, divided evenly among any number of target undead creatures you control, as long as those undead are within 30 feet of either yourself or the leech field. For example, if leech field deals a total of 87 points of damage to several creatures when you cast it, then at the start of your next turn, you may disburse up to 87 points of healing among your undead minions, divided evenly among any number of undead you choose. If you use only 40 points (to cure four of your undead minions for 10 points each), then the remaining 47 points remain in the leech pool, rolling over until your next turn. Over the course of the next round, if the spell dealt another 58 points of damage, then the leech pool would have a total of 47 + 58 = 105 points. The leech pool cannot hold more points than 10 x your caster level at any given time. Any excess points absorbed from living creatures are lost. The leech field is unaffected by wind, but it can be dispelled normally. Mythic: Your leech pool may hold up to 20 points per caster level. Augmented (2nd): If you expend one use of mythic power, any creature killed by this spell immediately rises as a skeleton or zombie under your control. You can control a maximum of 4 HD worth of undead creatures per caster level at any one time, just as if you had created them using animate dead. SHADOW TRAITOR There is no need to spend energy to attack an opponent with a sword or staff when you can simply have the victim harm herself. Using shadow traitor, the caster animates his target’s shadow to attack her. School illusion (shadow) [shadow]; Level sorcerer/wizard 5, witch 5 Casting Time 1 standard action Components S Range close (25 ft. + 5 ft./2 levels) Target one corporeal, living creature Duration instantaneous Saving Throw none; Spell Resistance yes The caster causes the target’s own shadow to animate as an undead shadow. Until it is destroyed, the shadow attacks the target each round until it or the target creature is destroyed. If the shadow slays the target, that creature rises as an actual shadow under the control of the caster. Any shadows controlled by the caster as a result of this spell contribute to the usual 4 HD per level maximum, as noted in the animate dead spell. ETERNAL ARMY During a crucial battle in the Titanswar, Chardun’s armies took heavy losses against a rampaging titanspawn horde; the Great General had barely a moment to savor his hard-won victory when he determined that the titan Thulkas was approaching his position with another titanspawn force. The Slaver knew that his remaining troops would not be enough to withstand another attack, so he decided to bring back his original troops. Chardun taught his most gifted clerics how to bring the dead back to the fight as “Chardun-slain.” The ritual lasted all night and into the day, as Chardun’s remaining troops gave their lives to protect the clerics from their foes. When the sun finally set, hundreds of the slaughtered soldiers rose back up, fell upon the titanspawn, and destroyed them. Many races have condemned raise the eternal army as unholy black magic, but that has not stopped a number of generals and rulers from seeking out knowledge of the ritual for their own campaigns. School necromancy [evil, mythic, true ritual]; Level cleric/ oracle 5 Ritual Type divine Casting Time 12 hours Components V, S, DF, M (a jeweled scepter worth at least 2,500 gp) Secondary Casters four (5th) Proxies no Range medium (100 ft. + 10 ft./level) Target one battlefield, graveyard, or burial place Duration one day/level (or special; see text) Saving Throw none; Spell Resistance no Assuming there are enough corpses or remains present, this ritual animates a horde of skeletons or zombies, bypassing the normal restrictions on the maximum number of controllable undead set by the animate dead spell. These skeletons are highly organized, each armed and armored, as determined by the equipment present. They are instantly aware of any commands issued by the primary caster, regardless of range. The ritual creates 10 HD of undead per caster level, plus one skeletal champion or zombie lord (use stats for a 5th-level warrior with the appropriate template) as a lieutenant for every 20 HD of lesser undead. The lesser undead receive a +1 profane bonus on attack rolls when within 30 feet of a lieutenant. When using mass combat rules, this ritual instead creates a skeleton or zombie horde, as noted below. Caster Level Horde Created 9th Large skeleton horde or Medium zombie horde 13th Huge skeleton horde or Large zombie horde 17th Gargantuan skeleton horde or Huge zombie horde When the ritual ends, all undead created by it are destroyed immediately. The ritual normally lasts for one day per caster level. However, if the undead are created for one specific achievable purpose, such as attacking or defending for one particular battle or siege, they may last indefinitely, until the task is complete. In some cases, should completing the event become impossible after the ritual is cast, the duration effectively becomes permanent. Deathless (Su): The unfailing gains Diehard as a bonus feat at 1st level. At 8th level, whenever the unfailing would normally die after being reduced to a negative amount of hit points equal to her Constitution modifier, she instead fights on until she reaches a negative amount of hit points equal to twice her Constitution score. During this time, her type changes to undead and she gains the staggered condition. If the unfailing is reduced beyond a negative amount of hit points equal to twice her Constitution score, she dies instantly. This ability replaces the bonus feats gained at 1st and 8th levels.[/spoiler] [URL=http://www.drivethrurpg.com/product/102463/Scions-of-Evil?affiliate_id=17596]Scions of Evil[/URL][spoiler] [b]Ghast Hordelings Advanced Ghoul Fighter 2/Rogue 3:[/b] ? [b]Hordeling Leader Advanced Ghoul Fighter 4/Rogue 3:[/b] ? [b]A Memory of Allwinter, Awakened Demilich Druid 15:[/b] In a time before the ken of fire, the prehistoric peoples of this land dug a long barrow into the frozen earth to hold the remains of their dead. The ancients abandoned their dead at the tomb’s mouth for wild animals to strip the flesh from their bones before the shamans reverently placed the skulls of the ancestors along the wall of the long tunnel into the earth; a tunnel they dug deeper into the earth with crude stone tools as each millennia passed. The barrow, holding twenty thousand years of ancestors’ skulls, was forgotten when foreigners brought agriculture from across the sea, driving the hunting folk before them with the sprawl of proto‐civilisation. The old gods of the dark forest and biting frost of ice ages died with the last of the hunting folk. The afterlife of the hunters collapsed with their deities’ waning, casting their souls adrift. Some of the abandoned souls returned to the deep barrow over the passing eons, coalescing into a single awakened demilich, A Memory of Allwinter. [b]Gahlgax Atarrith Balor Lord, Vampire Balor Fighter 1:[/b] One of the most powerful Abyssal balor lords, Orcus himself blessed him with undeath a score of centuries ago. Orcus personally gifted him with vampirism after Gahlgax slew a rival balor that sought (foolishly) to supplant the Prince of the Undead. In truth, the now long‐forgotten balor did nothing of the sort, Gahlgax manipulated and miss‐reported his rival’s actions so that it appeared he sought to steal Orcus’ famed wand. Slaying the balor, he then (humbly) presented his evidence to Orcus. Orcus, in rare good mood after torturing and dismembering a particularly obnoxious and strident paladin-hero, drank deeply of Gahlgax’s blood to create the unholy abomination that now serves him. Gahlgax has been blessed by his patron with the powers of undeath and has all the standard undead immunities in addition to those enjoyed by normal demons. [b]Sword of Orcus, Graveknight Marilith Antipaladin 2:[/b] ? [b]Vilran Azanae Elf Vampire Wizard 14:[/b] After two years of searching, during which his estate fell into disrepair, Vilran found what he had been searching for – a way to extend his life beyond a mortal’s span – when he discovered a vampire laired in a nearby town. Vilran tracked down the creature and struck a deal – allowing himself to be turned into a vampire. [b]Paradar Levien Human Lich Sorcerer 15:[/b] Desperate to prolong his existence in order to master his draconic heritage, he undertook the lengthy, complicated and costly ritual to transform himself into a lich. With the ritual complete, Parardar found that it had granted him unusual boons – the ability to breathe fire as his forebear and to sprout wings. [b]Lillian Orxal Human Spectre sorcerer 10:[/b] Slain by a secretive cult, Lillian searches for her killers so that she might enact a terrible revenge upon them. [b]Caulenfel Wyrxin Human Mummy Fighter 2/Sorcerer 2/Dragon Disciple 8:[/b] Calaunfel Wyrxin exists because his spirit raged against those who murdered and entombed him amid ritual and superstition. Created by the murderous, but ultimately misdirected vengeance, of terrified peasants Calaunfel Wyrxin is obsessed with vengeance against all those who doomed him to unimaginable torments. Calaunfel was beaten, tied up and then – under the instruction of a village elder schooled as a shaman – mummified. While he yet lived, the butchers cut Calaunfel open and removed his major organs. His body was swathed in linen and buried in a shallow grave in his cave. The townsfolk toiled through the next night to seal his cave with boulders and heavy stones. [b]Decapitated Plague Zombie, Spriggan Plague Zombie:[/b] ? [b]Tregreth Faull, Human Vampire Wizard 5/Loremaster 8:[/b] Cold‐hearted and pragmatic she only ever attached herself to those of value to her. Her last target was the hermit mage Kevern Tangye who dwelled in the Tower of Night, a fabled site dominating the skyline of a mighty city. Swiftly divining his vampiric nature, Tregereth continued her pursuit of the mage, who finally granted her request to bestow his dark gift upon her. [b]Daveth Goninan, Half-Orc Vampire Fighter 10:[/b] Traoth Lathil, an ancient elven vampire, dwelt within. Easily dispatching the attacking orcs, he transformed Daveth into a vampire and forced him to destroy his former tribe. [b]Margh Vosper, Human Vampire Aristocrat 4/Bard 9:[/b] Sadly, fate then intervened in the guise of a wandering vampire that slaughtered much of the troupe including Margh’s beloved. Incensed by this Margh attacked the vampire; his insane desire to kill the abomination amused the vampire and so it chose to create him as a spawn. [b]Terl Yarg, Doppelganger Vampire Rogue 5/Shadowdancer 2:[/b] Created by Merat, a vampiric gargoyle, who laired in an abandoned manor house. [b]Kulan Wyr Guardian, Human Skeletal Champion Monk 11:[/b] ? [b]Kulan Wyr Champion, Human Skeletal Champion Warrior 12:[/b] ? [b]Greater Vampire Spawn:[/b] ? [b]Cadan Negus, Human Vampire Sorcerer 7:[/b] ? [b]Spectre:[/b] Humanoids Lillian slays become spectres (with a –2 penalty on all d20 rolls, –2 hp per HD and only drain one level on a touch) in 1d4 rounds. [b]Vampire Spawn:[/b] Gahlgax can create a spawn when he slays a creature with blood drain or energy drain. Vilran can create a spawn when he slays a creature with blood drain or energy drain. Tregereth can create a spawn when she slays a creature with blood drain or energy drain. Daveth can create a spawn when he slays a creature with blood drain or energy drain. Margh can create a spawn when he slays a creature with blood drain or energy drain. Terl can create a spawn when he slays a creature with blood drain or energy drain. Vampires can create spawn of the same type (humanoid, monstrous humanoid and so on), from those it slays with its blood drain or energy drain attacks. The victim rises in 1d4 days. Cadan can create a spawn when he slays a creature with blood drain or energy drain. [b]Plague Zombie:[/b] A target slain by a plague zombie's death burst rises as a plague zombie in 2d6 hours.[/spoiler] [URL=https://www.drivethrurpg.com/product/216822/Secret-Soldiers]Secret Soldiers[/URL][spoiler] [b]Bellamorte, Graverobber, Cyborg, Next-Gen Prototype Graverobber, Frankenstein's Monster of Upgraded Genetics and Agility Enhancing Cyber Systems, Blood-Drenched Ballerina of Death, Fastest Bipedal Creature on the Planet, Private Military Contractor, Metamorphosis North’s Most Trusted Highly Favored Agent, Liason to Puzzle Ops, Outsider, Undead Shock Trooper, Mean-Spirited Sadistic Adrenaline Junkie, Hyperspeed Cannibal Boss, Corpse-White Female:[/b] Bellamorte is a next-gen, prototype Graverobber, a Frankenstein’s monster of upgraded genetics and agility enhancing cyber systems. [b]Bleeding Wraith:[/b] Bleeding Wraiths are the souls of those Bleeding Ghosts who died during the hated Cultureborn’s first strike against their race and homeworld. Transformed into howling, psionic apparitions of shadow and freezing scarlet blood, undeath has made the Bleeding Wraiths both incredibly cruel and incredibly canny. A Blood Possessed Creature with at least 8 HD undergoes a horrific and terrifying transformation 1d4 rounds after its death or destruction. The creature’s body explodes into superheated chunks of blood, gore and bone shards, and a Bleeding Ghost with full HP appears in the creature’s square. The Bleeding Ghost acts as if hasted for one round after appearing in this manner. The Bleeding Ghost possesses all the knowledge possessed by the Blood Possessed creature. Hosts with fewer than 8 HD are too weak to host a full grown Bleeding Ghost, and do not gain this quality. Hosts with signifigantly higher HD than the norm might spawn a Bleeding Wraith, or a more powerful creature, at the game master’s discresion. [b]Domina:[/b] ? [b]Elizabeth Vose, Dread Devourer, Iconic Setting Villain, Attractive Serious Woman, Something Alien and Inhuman, Ravenous Cannibalistic Soul Eater, Desiccated Undead Queen:[/b] Vose approached the Bleeding Ghosts and allowed their leaders to transform her into something alien and inhuman, [b]Graverobber:[/b] Project: Graverobber began in the late sixties, using the remains of American soldiers killed in Vietnam and Cambodia as ‘test-beds’ for cybernetics experimentation and surgical re-animation trials. Within a few months, Puzzle Ops medics were able to successfully ‘resurrect’ a human corpse as an unfeeling and efficient undead supersoldier. Graverobbers are created by a highly-classified procedure that blends science and ancient necromancy, which returns a fallen American soldier to life as something both more and less than human. Remorseless, relentless and neuro-conditioned for obedience, Graverobbers emerge from their birth-coffins as ideal soldiers. Graverobbers are military Undead created by technooccultists for use as disposable shock-troops. [b]Graverobber Bulletstopper, Graverobber Fighter 2:[/b] Graverobber Bulletstoppers are the lowest rung of Graverobber supersoldier, created from the bodies of young enlisted men slaughtered in America’s most recent wars. These soldiers are considered disposable in the extreme, and can be assembled from fresh corpses quickly and cheaply. [b]Graverobber Infantry, Psychic Warrior 4/Rogue 4:[/b] Graverobber Infantry are sociopathic but well trained and dangerously professional combat zombies created from the corpses of America’s most decorated special forces troops. These elite, undead soldiers had a full military career with all the attendant decorations, up to and including the Medal of Honor, awarded posthumously, before Puzzle Ops cyber-surgeons repaired their bodies and wiped most the memories of their first lives. They are fully masked, concealing their scars and the crude cyberorgans that brought them back from the dead. [b]Graverobber Silencer, Cryptic 5, Gravedigger Silencer:[/b] Gravedigger Silencers are returned to (un)life through a more advanced, less visibly damaging process than ordinary Gravedigger soldiers. Rather than frontline toops, Silencers are trained and programmed to serve as assassins and spies. The corpses of female soldiers are used exclusively, and the process that resurrects a Silencer incorporates vampire DNA. [b]Hellrider:[/b] Hell Riders are insufferably arrogant street racers who died behind the wheel and crawled out of hell, still burning and screaming, because they hadn’t won enough midnight races in life. [b]Irish Magdalene, Paladin 15:[/b] Irish Magdalenes are the unquiet ghosts of a dark period in Irish history. Each is a composite of dozens of souls, mingled memories and destiny of long dead women and unwanted children. Each Irish Magdalene was once an inhabitant of a Magdalene Asylum – a Catholic-run home for unwed mothers and their children, a kind of Catholic prison beyond the reach of Irish law. The old asylums were shuttered during the 1960s, and the first Irish Magdalenes appeared roughly three decades later. [b]Lady Entropia, Fabulously Beautiful Stunningly Cold Undead Queen, Nihilistic Undead, Stunningly Beautiful Woman More Than Nine Feet in Height:[/b] Her true nature and origin is unknown, but occasionally she speaks of a Dark Mother that she serves. [b]Deddy Teddy, Teddy Dourif, Diminutive Stuffed Teddy Bear, Minion, Eerie Haunted Teddy Bear:[/b] Spree killer Teddy Dourif was gunned down by police while fleeing the scene of a multiple lust-murder at a sundrenched Florida apartment complex. However, thanks to Lady Entropia’s tampering, the loathsome murder’s soul transmigrated into a classic ‘Talkin’ Teddy’ stuffed bear on the nightstand of one of his victims. [b]Killwatt, Fred Craven, Prison-Buff Man Dressed in Bright Orange Convict Garb, Talkative Killer, Minion:[/b] ? [b]Mr. Sandman, Eddie Eugland, Horrific Gaunt Undead Man, Satanic Version of Fred Astaire, Undead Childkiller, Minion:[/b] ? [b]Necrofficer:[/b] In life, Necrofficers were dedicated patriots… professional military men and women who weren’t afraid of committing war-crimes in the name of the national good. The temptation and corruption of a Necrofficer candidate can take decades, and is usually accomplished by a single Hellgrin, who shadowed the candidate, in various guises, through their entire career. The same Hellgrin might assume the shape of the rat bastard recruiter whose lies first enlisted the candidate, then a succession of drill sergeants, commanding officers and handlers. When the candidate finally falls (in a suicide mission the Hellgrin CO never bothered to tell its subordinate was a suicide mission), that same Hellgrin personally escorts their soul to torture in the Abyss. After an eternity of torture and mystical surgeries that imbue the soul with dark power, the newly minted Necrofficer is released back into the mortal realm with its former identity wiped away. The tortures they endured in the Abyss toughened their hides until their dead flesh was tougher than Kevlar. [b]Sekhmet Ammt, The Great Manipulator of the Time Stream, Cybernetic Pharaoh-Queen, The First Cyborg, Cosmic Template For All Full and Partial Reconstruction Borgs, Cosmic Matriarch, Dark Devourer of Time, Goddess of Entropy Time Travel and Paradox, Mockery:[/b] Her origins are paradoxical in the extreme; once the most brilliant temporal physicist among the Culture species, she mastered tactical time travel. Then she expanded her knowledge of space-time manipulation beyond the immediate and became a galactic conquorer. After carving out a stellar empire for herself, Sekhmet Ammt mastered strategic time travel, and in that moment, she realized the conquest of 17 systems was as nothing; she had conquered one grain of sand in the endless desert of time. With grim determination, Sekhmet Ammt set out to conquer all the rest. To aid her grand dreams of conquest, Sekhmet Ammt wove an intricate web of parallel realities and temporal paradoxes. She created the parallel reality that her race was born in, in the distant, unremembered past, and spawned other parallel presents and false futures. In a grand scheme that manipulated the Great Watchmakers themselves, Sekhmet Ammt transformed a long-ago Ethiopian warlord into an incarnate God and turned him loose on Earth. At the dawn of galactic history, Sekhmet Ammt performed the first cyborg conversion. Eventually, she gave birth to herself, and granted herself the cybernetic and temporal might that was her destiny. She became paradoxical and immortal. Her personal history is fluid, but there is one constant; a currently serving Psi-Watch agent will one day travel cross-time to help the Culture’s parallel universe ancestors to develop spaceflight. [b]Cool Ghoul, Bard 3/Rogue 3, Urban Protector, Vigilante:[/b] Less than a year ago, the Cool Ghoul was living the ideal early 1990s life. He had a garage grunge-band that was getting pretty popular and playing decent gigs every weekend and half ownership of a hip record shop/coffee bar. He even had somebody to love, a boyfriend or girlfriend twice as hip, smart and stylish as he was. Then something went wrong and death hit the stage. Somehow, whether through divine intervention, a deal with some minor devil, or just sheer love-of-life and willpower, the Cool Ghoul returned the grave. [b]Leather Zombie, Fighter 5/Rogue 2:[/b] Sometimes when a soldier who’s done black-bag killing for decades finally dies, his soul is strong enough to survive the inevitable condemnation to Hell. The soldier claws and bites his way back to the world of the living, reanimating the dead flesh of his armor-clad corpse as a Leather Zombie. [b]Vivisect:[/b] The long experimental process to create a psionic god began with animal testing. Tens of thousands of test animals were atomized in breeder reactors and particle accelerators, in hopes their deaths would unlock the secret of post-nuclear immortality. Vivisects are created when an animal consciousness, often canine or lupine, survives its physical atomization, albeit in broken and fragmentary form. Only a single Vivisect might emerge out of ten thousand test killings. [b]Cyber-Zombie:[/b] Cyber-Zombies are disposable shock troops that can be assembled by any half-way competent surgeon with ready access to mostly intact corpses, factory-reject cybersystems, some off-the-shelf electronics and a few miles of rubber tubing to replace the circulatory system. [b]Reborn Graverobber, Extreme Hero Graverobber Psychic Warrior 4/Rogue 4:[/b] ? [b]Rot Soul:[/b] A Rot Soul is the result of a powerful Mutant warrior’s refusal to accept the death of their body. Their soul shriveled by hunger and greed, the Rot Soul returns to life as a visibly rotting mockery of their former self. A creature slain by the Rot Soul’s energy drain while lifelinked, rises as a Rot Soul undead within 1d4 minutes. A creature slain by the Dead Claw’s energy drain while lifelinked, rises as a Rot Soul undead within 1d4 minutes. A creature slain by the Rotting Eugenicist’s energy drain while lifelinked, rises as a Rot Soul undead within 1d4 minutes. [b]Dead Claw, Deadclaw, Rot Soul Catscratcher:[/b] Dead Claws are what happens with a feral-blooded Mutant dies horribly. The most savage part of the creature’s nature reanimates the corpse, overwhelming every good and merciful impulse the Catscratcher had in life. [b]Rotting Eugenicist, Rot Soul Eugenicist Demon:[/b] A Rotting Eugenicist is a failed, self aware occult-tech clone of a truly and permanently slain Eugenicist Demon, a last desperate chance at survival that almost succeeded. Awakening in a cloning tube with all the memories, education and ambition of her genetic forebear, the Rotting Eugenicist quickly realized that she was an inferior creation. She could not contain the etheral energy of life: her cloned body began rotting within hours of her removal from the stasis tube. [b]Bleeding Wraith, Howling Psionic Apparition of Shadow and Freezing Scarlet Blood, Combination of Warlord and Incarnate God-Thing, Leader:[/b] ? [b]Domina, Psionic Vampire, Connoisseur and Sybarite Without Compare, Tall Impossibly Beautiful Human:[/b] ? [b]Pale-Skinned Domina:[/b] ? [b]Darker-Skinned Domina:[/b] ? [b]Graverobber, Unfeeling Efficient Undead Supersoldier, Ideal Soldier, Artificial Species, Military Undead, Disposable Shock-Trooper:[/b] ? [b]Graverobber Soldier, Ordinary Graverobber Soldier:[/b] ? [b]Graverobber Soldier, Expendable Combat Trooper:[/b] ? [b]Graverobber Soldier, Emergency Reinforcement:[/b] ? [b]Graverobber Soldier, Slumbering Zombie-Warrior:[/b] ? [b]Graverobber Bulletstopper, Lowest Rung of Graverobber Supersoldier, Soldier, Bulletstopper Trooper:[/b] ? [b]Graverobber Infantry, Sociopathic But Well Trained and Dangerously Professional Combat Zombie, Undead Warrior, Deniable Operative:[/b] ? [b]Graverobber Silencer, Assassin and Spy, Adept Seductress:[/b] ? [b]Hellrider, Master Car Thief, Masterful Undead Street Racer, Plague, Undead Man:[/b] ? [b]Irish Magdalene, Unquiet Ghost, Composite of Dozens of Souls Mingled Memories and Destiny of Long Dead Women and Unwanted Children, Highly Capable Demon Hunter and Vampire-Killer, Courageous Strong-Minded Holy Warrior, Stunningly Beautiful Red-Haired Woman in Her Late 20s:[/b] ? [b]Necrofficer, Undead Soldier, Powerful American Undead Soldier:[/b] ? [b]Leather Zombie, Fierce Combat-Ready Undead, Powerful Tactical Asset:[/b] ? [b]Vivisect, Damaged Hound:[/b] ? [b]Rot Soul, Visibly Rotting Mockery, Uncontrolled Free-Willed Undead:[/b] ? [b]Dead Claw, Solitary Hunter:[/b] ? [b]Rotting Eugenicist, Inferior Creation, Sadist:[/b] ? [b]Undead, Undead Creature:[/b] The Sentencer Devil can use its baleful polymorph ability to transform a victim into virtually any form it wishes, often transforming the victim into 1 HD animated objects, elementals, constructs or undead rather than animals. [b]Military-Trained Undead:[/b] ? [b]Dangerous Undead:[/b] ? [b]Impressive Undead Specimen:[/b] ? [b]Nihilistic Undead:[/b] ? [b]Horror Movie Undead:[/b] When her latest ‘pet’ is inevitably killed by police or executed for their crimes, Lady Entropia imbues their corrupt soul with a miniscule fragment of her power, and they rise again as horror movie undead. [b]Undead Snake Cultist:[/b] ? [b]Devourer, Normal Devourer:[/b] ? [b]Ghast, Normal Ghast:[/b] Any creature killed by the Leather Zombie that lies undisturbed until the next midnight rises as a ghast at that time. The new ghast is not under the control of its creator. A protection from evil or gentle repose spell cast on the corpse prevents its conversion. [b]Ghoul, Normal Ghoul:[/b] ? [b]Graveknight:[/b] ? [b]Lich:[/b] ? [b]Shadow:[/b] ? [b]Greater Shadow:[/b] ? [b]Vampire:[/b] ? [b]Wraith, Normal Wraith:[/b] Any creature slain by a Bleeding Wraith’s CON drain or incorporeal touch attack rises as a wraith in 1d4 rounds. A Bleeding Ghost that shows even a second’s mercy or hesitation [d]ies at the Wraith’s smoky talons, its soul trapped forever as another wraith haunting the halls of an ancient warship. [b]Fast Zombie:[/b] ? [b]Zombie Soldier:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/105641/Shadows-over-Vathak?affiliate_id=17596]Shadows Over Vathak[/URL][spoiler] [b]Blood Shadow:[/b] A humanoid creature with 10 HD or more, which is killed by a blood shadow becomes a lesser blood shadow under the control of its killer 1d4 rounds after its death. [b]Kindrian Gaunt:[/b] Any humanoid slain by a kindrian gaunt rises as a kindrian gaunt at the next midnight. In the icy wastes of northern Vathak, there lurks the undead spirits of those who tragically have frozen to death during the harsh winters. When animated these corpses become intelligent undead tied to the lands that claimed their lives.[/spoiler] [URL=https://www.drivethrurpg.com/product/224293/Shadows-over-Vathak-Hauntlings--Enhanced-Racial-Guide?affiliate_id=17596]Shadows Over Vathak: Hauntlings – Enhanced Racial Guide[/URL][spoiler] [b]Skeleton:[/b] [i]Release From Flesh[/i] spell. Release From Flesh School necromancy [evil]; Level cleric 5, shaman 5, witch 5 Casting Time 1 round Components V, S, M/DF (the heart of a humanoid creature) Range touch Target one living creature Duration 1 round/level (D) Saving Throw Fortitude negates, see below; Spell Resistance yes You cause a living target’s flesh to rot off its body. Each round at the start of the creature’s turn, until it makes a successful Fortitude save, it takes 1d4+1 points of Constitution damage. A creature dies under the effects of the spell is transformed into a skeleton under your control. This skeleton counts towards the total amount of Hit Dice of undead you can control with spells like animate undead. If the skeleton exceeds the total amount of Hit Dice of undead you can control, it crumbles to dust.[/spoiler] [URL=https://www.drivethrurpg.com/product/220147/Shadows-over-Vathak-Inaoth--Gamemasters-Guide?affiliate_id=17596]Shadows Over Vathak Ina'oth Gamemaster's Guide[/URL][spoiler] [b]Ghost Aging special attack:[/b] The ghost died either young or very old. [b]Ghost Drowning special attack:[/b] The ghost died drowning, either accidently or as a result of murder. [b]Ghost Elemental Body special attack:[/b] The ghost died through painful exposure to one of the following elements—acid, cold, electricity, or fire. [b]Ghost Firestarter special attack:[/b] The ghost died tragically in a fire. [b]Ghoul Variant:[/b] Most Vathakian ghouls are of the standard variety, however, the presence of the Old Ones invariably causes mutations. [b]Ghoul Corpse Loved:[/b] One of the strangest variant ghouls is the corpse bride or corpse groom. While most ghouls arise from cannibalistic impulses, these ghouls result from their loved ones excessively pining over them, feeding the corpse as though their lover still lived. [b]Ghoul Dark Rider:[/b] ? [b]Shroud Mummy:[/b] Ancient rituals, alternately attributed to the Nosferatu Kings and bhriota shamans, seek to preserve the body and the mind after death. Rare oils anoint the subject and an enchanted funerary shroud protects them from the degradations of time. Although, properly executed, the rites should result in a mummy that retains or even increases its mortal intelligence, most subjects become lesser shroud mummies. [b]Incorporeal Undead:[/b] The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead. [b]Ghost:[/b] The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead. Ghosts represent one of the most tragic forms of undead. Tied to the material plane with unfinished business, they find themselves bound to a specific area, usually associated with their death. Ghosts are powerfully psychological creatures to face bound by strong emotions of anger, fear, love, and resentment. [b]Ghoul:[/b] Ghouls roam the countryside in vast numbers, increasing their kind with ghoul fever. As citizens turn to cannibalism, new ghouls are born even within the safest walls. Cannibalistic undead who can turn the living into one of their kind, ghouls increasingly menace the lands of Ina’oth. The sweeping plagues that leave behind ravaged towns force desperate survivors to consume one another to stay alive. When these survivors, in turn, succumb to disease or murder, they arise again with an insatiable hunger. The increasing foulness of the Old Ones aids in this transformation and finds fertile ground in plague infested Ina’oth where the ghoul problem is the worst in Vathak. Although official church doctrine suggests ghouls are the product of the Old Ones’ interference, few ghouls bend knee to those powers. Experts in the occult and undeath, particularly reanimators, believe ghoul fever can arise spontaneously in cases of cannibalism. However, they’ve yet to find a natural explanation for the increasing number, variety, and intelligence of Inaothian ghouls. Cursed disease. [b]Zombie:[/b] Cursed disease. [b]Ghast:[/b] Cursed disease. [b]Shadow:[/b] Cursed disease. [b]Wight:[/b] Cursed disease. [b]Wraith:[/b] Cursed disease. Cursed: Dark powers are at work in Vathak and the dead do not rest easy. Cursed diseases cannot be removed through magical means unless the victim is first treated with remove curse (with a DC equal to the disease’s Fortitude save DC). Creatures that succumb to a cursed disease arise within 24 hours as the following type of undead (unless the disease already spawns an undead such as ghoul fever). d6 Undead Type 1 Zombie 2 Ghoul 3 Ghast 4 Shadow 5 Wight 6 Wraith[/spoiler] [URL=https://www.drivethrurpg.com/product/179876/Sherwood-The-Legend-of-Robin-Hood-Pathfinder--Edition?affiliate_id=17596]Sherwood: The Legend of Robin Hood (Pathfinder Edition)[/URL] [b]Ghost:[/b] They rarely act toward an end, rather being manifestations of some evil act or long forgotten treachery. [b]Human Ghost Aristocrat 7:[/b] ? [b]Banshee, Fairy Woman:[/b] ? [b]Undead:[/b] ? [b]Ghast:[/b] [i]Create Undead[/i] spell. [b]Ghoul:[/b] [i]Create Undead[/i] spell. [b]Mohrg:[/b] [i]Create Undead[/i] spell. [b]Mummy:[/b] [i]Create Undead[/i] spell. [b]Banshee, Beautiful Young Woman:[/b] ? [b]Banshee, Bent Crone:[/b] ? [b]Banshee, Fat Matronly Mother:[/b] ? [b]Banshee, Washerwoman:[/b] ? [b]Ghost, Portent of Great Evil:[/b] ? [b]Ghost, Manifestation of Some Evil Act:[/b] ? [b]Ghost, Manifestation of Some Long Forgotten Treachery:[/b] ? [b]Ghost, Portent of Great Evil:[/b] ? [b]Ghost, Harbinger of Death:[/b] ? [b]Ghost, Sad Tribute to the Wrongly Murdered:[/b] ? [b]Ghost, Frightening Specter:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/357951/Shotguns--Sorcery-The-Pathfinder-Conversion?affiliate_id=17596]Shotguns & Sorcery: The Pathfinder Conversion[/URL][spoiler] [b]Boneless:[/b] ? [b]Alcina, Human Vampire Sorceress 8, Dark-Haired Woman With Reddish Eyes and Pale Skin Plus Retractable Fangs:[/b] ? [b]Last Breath:[/b] The last breath is an amalgamation of angry spirits and magical essences, a byproduct of the secretive body disposal process which takes place in the back rooms of the Dragon Emperor’s highest tower. In a sense, that makes the last breath a kind of undead, but it has been classified here as a magical construct of the Dragon Emperor’s making instead—even if he may not be entirely aware of the process himself. [b]Last Breath, Mindless Beast Made of Smoke:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Predator:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Mummy:[/b] ? [b]Revenant:[/b] ? [b]Skeletal Champion, Skeletal Warrior:[/b] ? [b]Specter:[/b] ? [b]Vampire Spawn, Vampire Thrall:[/b] ? [b]Vampire Lord:[/b] ? [b]Zombie, Standard Zombie:[/b] ? [b]Simple Humanoid Zombie:[/b] ? [b]Zombified Creature:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/154199/Sidebar-6--5-Haunted-Items?affiliate_id=17596]Sidebar 6 - 5 Haunted Items[/URL][spoiler] [b]Royal Blood Diamond:[/b] Greedy, spoiled, and covetous, the Princess Gelledona was not a person to be denied what she demanded. Already extremely rich, she owned an impressive collection of jewels, gems, and precious things when she spotted the Royal Blue diamond worn by a visiting princess from a far off realm. The diamond was the largest she had ever seen, set into a magnificent necklace of silver and surrounded by dark sapphires. The blue glow that came from the diamond was enchanting, and Princess Gelledona did all she could to convince the foreign princess to give it to her. After all the offers of money, land, and other fine jewels were rejected, Gelledona paid the visiting princess’s own guards kill her for it. Savage in their work, the princess died clutching the diamond after being stabbed repeatably. Princess Gelledona was able to have her own staff clean up the mess after she secretly claimed the diamond for herself, her diplomats putting the blame on another nation already at war with the dead princess’s realm. [b]The Busty Maid Stool:[/b] Ballis Yellowtusk was a deadly highwayman and local outlaw. He was caught at his favorite tavern, the Busty Maid, eating a fine meal at his regular spot at the bar. He went quietly when the soldiers came, not putting up a fight as they carried him away, nor while he was sentenced to hang for his crimes. His last request was to have the stool from his favorite spot in the Busty Maid be the thing he stood on for his hanging. Before the stool was pulled from his feet he smiled and promised to haunt anyone who would sit in his spot at the tavern. He grinned as the stool was yanked out from under him, and kept grinning even after he was long dead. [b]Hardnook Plantation Mirror:[/b] The Hardnook family was one of the wealthiest plantation owners in their area. Unfortunately Vande, the head of the family, was a cruel man and abused all of the slaves and workers who worked for him. Angry at his actions and riled by an accident that killed a young child, the slaves eventually revolted and the family was forced to barricade themselves in the plantation manor. After three nights waiting for help Vande was fatally wounded and his wife, Seadora, grew insane from the constantly shouted threats and attacks. In her crazed delirium, she tied nooses around her husband’s neck, her neck, and the neck of each of her children. Then she threw each one over the banister in the entryway of the manor before jumping herself. The last thing each of them saw was the reflection of their struggling and gasping bodies in the large silver mirror that hung in that entryway. [b]The Willow's Doll:[/b] The exact origins of the doll are uncertain but the last owners, the Willow family, discovered it along the side of the road near their home. The doll is expertly made, with a smiling face and a body stuffed with soft feathers. [b]Sir Vincent's Portrait:[/b] Sir Vincent was a rich, arrogant, aristocrat who had great pride in his appearance and was known to be hot-headed about a disfiguring burn scar on his neck. Anyone who pointed it out would be shouted at, or even attacked if he was in a foul mood. When it came time to do his portrait he hired only the best in the land, but demanded that the scar be left out. Fabelli, the painter, refused the demand because he painted his subjects as he saw them. Sir Vincent was so furious at the sight of his scar in the portrait that he attacked Fabelli on the spot, grabbing a small stone bust in his anger and repeatedly beating Fabelli over the head with it. As he died, Fabelli left a single bloody handprint in the bottom corner of the portrait, his last words too gargled with blood for anyone to hear them. Sir Vincent simply ordered that the scar and handprint be painted over before anyone could hang it in the ballroom, paying off all witnesses to his crime.[/spoiler] [URL=https://www.drivethrurpg.com/product/199449/Slaughter-at-Splinterfang-Gorge-PF-5E?affiliate_id=17596]Slaughter at Splinterfang Gorge (PF/5E)[/URL][spoiler] [b]Undead:[/b] The bodies of fallen elven warriors were harnessed by necromantic magic and thrown into the fray against their living kin. [b]Spragnokk, The Scourge of Rewlunrain, Bugbear Mummy, Hulking Clearly Undead Bugbear, Imposing Figure:[/b] As they descended the Gorge, the goblinoids discovered an odd tomb. After ransacking the sepulcher, the acolytes placed Spragnokk’s body inside. The clerics did not perform the final rites for their leader’s passing though; they poured runes of malice and revenge over his corpse, preparing for his necromantic return instead. A century ago the goblinoid followers of Spragnokk uncovered Haspsnapper’s tomb, unceremoniously chucked the dwarf’s corpse out of his sarcophagus, and sealed their leader inside. Now, with the skies in the full throes of the Garnet Gales Aurora, Rhekular has invoked the ritual to revive Spragnokk with the life essence of innocents… Once PCs arrive at the area, Rhekular will have reached the end of his portion of the ritual, the uttering of eldritch runes invoking Spragnokk’s necromantic revival. If the PCs reached the gorge during daylight hours, the northern winds will have picked up to 20 mph (no effect on ranged attacks) over the chasm while the inside remains eerily still. If the party arrives at night, the Garnet Gales Aurora will be in full bloom and the color of blood. As the party gets within a hundred or so feet of the gorge, read or paraphrase the following: The bugbear trail leads through a wide plane of uneven grassland. Up ahead you see an immense, jagged wound in the earth. The gap, preceded by an odd array of stones to the east, widens out at perhaps one hundred feet as it continues to run west. You can hear the cries of infants coming from within the fissure. If the party looks down into the gorge before or after confronting the bugbear guards at Area 1, read or paraphrase the following: The gorge, lined with steep, slick walls, descends gradually into the earth, the end of the downward slope not easily identifiable. The angled floor of the gorge is strewn with boulders large and small. At a point where you deem the ravine’s slope is 50’-to-60’ below the earth’s surface, a cloud of fog can be seen hugging an area not far from the north wall of the fissure. The wails of the infants are much stronger now, the acoustics of the gorge amplifying their outcries. Rhekular (Area 2) had a premonition about the enemy forces arriving to disrupt Spragnokk’s return. Rhekular read off a scroll of obscuring mist (4th level, 2 minutes remaining) to hide both himself and the tomb’s entrance (Area 2a) so he could finish the ritual’s last remaining verses in relative peace. He tied up the elven infants one at a time to his shield and then lowered them into the tomb via 2a. Once the infant reached the bottom of the shaft, Rhekular upended the shield via ropes so the young would roll off onto the floor into Area 3 (no damage). The PCs arrive just as Rhekular drops in the last offering. The ritual revived not only Spragnokk, but five bugbear guards as well. The elven hide scroll Rhekular carries once held the divine runes responsible for Spragnokk’s revival, but the writing on the foul parchment faded away once the ritual was fully cast. [b]Spragnokk, The Scourge of Rewlunrain, Fully Restored Bugbear Mummy:[/b] The foul rite has empowered Spragnokk with the ability to absorb the souls of his enemies for the remaining duration of the Garnet Gales Aurora. Rhekular brought only half of the ten kidnapped infants to the gorge so he would have a bargaining chip of sorts to keep Spragnokk in check; the bugbear warlord of old was renowned for killing his own kind whenever it suited him. Rhekular knows that undeath will likely amplify his ancestor’s base nature. Rhekular doesn’t want to deal with a fully restored Spragnokk (a 10th level cleric) until he sees how the bugbear mummy reacts to being brought back. Spragnokk’s temporary soul absorption ability is not limited to elven young; he can just as easily suck the energy out of PCs as well. Spragnokk is a perspicacious adversary though, thus will not disrupt combat to harvest soul energy as long as one opponent is still on his or her feet within the tomb. Woe to downed PCs left behind by their party! A single elven PC can restore one level of cleric back to Spragnokk; alternately two nonelven PCs must be harvested to grant Spragnokk one level in cleric. Characters actually slain in combat will be useless to Spragnokk’s reaping. A Fortitude DC 25 is required for the dying PC to resist the absorption. PCs who resist the absorption will be ripped apart by Spragnokk and his minions. Spragnokk can max out as a 10th level cleric while the Garnet Gales Aurora is taking place, but only if he has enough victims to harvest. [b]Bugbear Ghoul, Undead Bodyguard, Newly Risen Undead, Lesser Undead:[/b] The ritual revived not only Spragnokk, but five bugbear guards as well. The five were murdered by Spragnokk’s acolytes and stowed in 3 to watch over their lord. Rhekular’s ritual infused negative energy into the guards’ corpses, turning them into ghouls. The ghouls were once bugbear guards of Spragnokk, sacrificed by his acolytes to protect their lord during his “brief departure.” The acolytes were not powerful enough to grant the corpses of the guards with unlife at the time, but these lesser priests foresaw the sentinels rising up during the second coming of Spragnokk, so the servants’ blades were left just in case.[/spoiler] [URL=http://www.drivethrurpg.com/product/154327/Southlands-Bestiary?affiliate_id=17596]Southlands Bestiary[/URL][spoiler] [b]Accursed Defiler:[/b] Accursed defilers are the lingering remnants of an ancient tribe that desecrated a sacred oasis inhabited by spirits of the desert. For their crime, the wrathful spirits wrought upon the tribe a terrible curse, so that they would forever wander the wastes attempting to quench an insatiable thirst. [b]Angatra:[/b] In certain jungle tribes, the breaking of tribal taboos, especially by tribal leaders or elders, invites terrible retribution from the tribe’s ancestral spirits. The transgressor is cursed, cast out, and executed, and then wrapped head to toe in lamba cloth to soothe the spirit and bind it within its mortal husk. Placed in a sealed tomb far from traditional burial grounds so none may disturb the deceased and so that their unclean spirits will not taint the blessed dead, the taboo-breakers’ bodies are visited every 10 years. At that time, the tribe performs a famadihana ritual, replacing the lamba bindings and soothing the deceased’s suffering. Over generations, the repeated performance of this ritual by the descendants of the damned expiates their guilt, until at long last the once-accursed person is admitted into the gates of the afterlife. However, if its descendants forget the lessons of the taboo and abandon their task, or if the sealed tomb is violated and desecrated in some other way, the penance of the ancestor turn in upon itself and the accursed soul becomes an angatra. Animated by the malice of wrong ancestors, the creature’s form undergoes a horrible metamorphosis within the cocoon of its decaying bonds. Its fingernails grow into vicious claws, while its skin becomes hard and leathery and its withered form is imbued with unnatural speed and agility. [b]Edimmu:[/b] Desert tribes often exile their criminals to wander the desert alone. A banished criminal who dies of thirst sometimes rises as an edimmu (eh-DIH-moo), a hateful undead who blames all sentient living beings for their fate and craving the life-giving water contained in their bodies [b]Gray Thirster:[/b] The greatest danger to people traversing the deep deserts of the Southlands is thirst, and even the best-prepared travelers can find themselves without water in the middle of the desert. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days before their tortured bodies give up. These souls often rise from the sands as gray thirsters, driven to inflict the torment they suffered upon other travelers. [b]Mummy Venomous:[/b] These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs, and to serve as the agents of the goddess’s retribution. [b]Rotting Wind:[/b] A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within the countless lost tombs and grand necropolises of the Southlands deserts. [b]Sand Silhouette:[/b] Sand silhouettes are spirits of those who died in desperation that have seeped into the sand. [b]Sarcophagus Slime:[/b] Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy-creation ritual gone horribly wrong; giving life to the congealed contents of the canopic jars rather than the mummified body. Others maintain it was purposefully created by a powerful necromancer pharaoh bent on formulating the perfect alchemical sentry to guard his accursed crypt. [b]Skin Bat:[/b] Skin bats are undead creatures created from the skin flayed from the victims of sacrificial rites, often in the name of Camazotz, Bat Lord of the Underworld. They are given a measure of unlife by a vile rituals involving immersion in flesh-filled vats. [/spoiler] [URL=http://www.drivethrurpg.com/product/153189/Southlands-Campaign-Setting?affiliate_id=17596]Southlands Campaign Setting[/URL][spoiler] [b]Mummy Animated Shroud:[/b] Animated shroud mummies are not merely cadavers that have become undead through the mummification process. Rather, their whole being—corpse, wrappings, and all—become part of the creatures’ conscious. [b]Mummy Hollow Men:[/b] Hollow men mummies are created using a particularly brutal ceremony where the human within the wrappings is boiled alive within the shrouds using a specially prepared elixir of natron. The subsequently created undead is nothing more than the animated wrappings of the ceremony, infused with the spirit of the murdered person. [b]Mummy Indestructible:[/b] These creatures keep their souls within a canopic jar, which acts in a similar way to a lich’s phylactery. So long as the jar remains intact, the mummy cannot be permanently destroyed and rises again, fully healed at dusk of the day upon which it was destroyed. The most common type of canopic jar is made of tough metal sealed with lead and containing both the viscera and strips of parchment upon which the magical phrases used to create the mummy are inscribed. [b]Mummy Revenant-Cursed:[/b] Murdered during its creation, the revenant-cursed mummy exists to exact revenge; whether against an individual, a dynasty or even a god. The enemy is chosen at the time of its creation and can never be altered. [b]Mummy Scarab-Infested:[/b] The foul scarab-infested mummy is created by a ceremony involving placing a fertilized scarab beetle into the stomach of a mummified victim. As the eggs hatch, they feast upon the enwrapped host, slowly riddling the cadaver with a particularly monstrous blight: a swarm of scarab beetles. [b]Monkey Swarm Mummified Creature:[/b] ? [b]Mummy Bog and Peat Beast:[/b] These creatures are created when the host falls into, drowns, or is otherwise engulfed in a deep bog or expanse of peat. [b]Mummy Frozen Kin:[/b] These mummies are created by exposure to ice; whether that be through falling into a freezing lake, into a glacier or through simple death through cold damage. [b]Mummy Salt:[/b] Salt mining is a very dangerous operation often carried out by the underclasses, slaves, or prisoners. In such treacherous work the mortality rate is high and many miners are buried alive. Salt mummies are spontaneous mummies created after such accidents. [b]Mummy:[/b] Although the majority of mummies are created through special ritual, some arise spontaneously, usually based on the location of their death. If such a location—be it bog or arid desert—has sufficient latent necromantic auras, the person who died there may rise as a mummy. Some cult members request burial in a particular way and involving a special ceremony that echoes that used to create mummies. The cults regard this method of burial (always while still living) as a way to immortality. Some orders and religions believe that the mummy is created to watch over her reincarnated kin and that they animate when they are called by those kin, often subliminally and sometimes centuries later. These mummies seek out their kin to protect them from harm—often something the kinsman is totally unaware of and may be horrified by. In darker cases, the mummy sees in that person the image of a dead lover and wishes to rekindle that love once more. Rarely, some mummies are created either through a voluntary death pact between lovers because the pair wish to continue even into undeath, or through two lovers who are forced as a punishment to endure rebirth as undead. [/spoiler] [URL=https://www.drivethrurpg.com/product/130782/Sovereign-Stone-Campaign-Setting-Core-Rulebook?affiliate_id=17596]Sovereign Stone Campaign Setting Core Rulebook[/URL][spoiler] [b]Vrykyl, Evil Vrykyl:[/b] Vrykyl are vampiric, undead creatures of immense power, created by Dagnarus, Lord of the Void. To become a Vrykyl, the subject agrees to willingly serve the Void. Once Dagnarus hears this vow, he murders the unsuspecting person with the Dagger of the Vrykyl, a powerful Void artifact. The dagger draws out the victim’s life essence and transfers it to Dagnarus. In return, the victim is given a terrible “unlife” by the Void. In a Sovereign Stone campaign, light and darkness are epitomized respectively by the Dominion Lords and Vrykyl. The former approved by the gods themselves, the latter selected to embrace the Void as its elite warriors by Dagnarus; both wielding powers rivaling those of the mightiest creatures prowling Loerem. Rumors of their whereabouts abound, but only another Vrykyl and his creator, Dagnarus, know exactly where a Vrykyl is stationed, his objective and orders. These fearsome creatures are men and women murdered by Dagnarus, who uses the Dagger of the Vrykyl to steal their lives to lengthen his own. Through the Dagger, an artifact of the Void, Dagnarus brings his victims back as undead warriors who must in turn steal living souls to sustain their own unholy existence. [b]Jedash, Vrykyl Dunkargan Rogue 7/Mythic Trickster 1:[/b] ? [b]Svetlana, Vrykyl Vinnengaelean Elemental Sorcerer Earth 2/ Elemental Sorcerer Void 10/ Mythic Archmage 2, Undead Minion:[/b] She sought to seduce Dagnarus, but the Lord of the Void had no need for lovers; he did have a need for Vrykyl. He murdered Svetlana with the Dagger of the Vrykyl, stealing her life essence and turning her into one of his undead minions. [b]Shakur, Vrykyl, The First Vrykil, Senior General, Creature of the Void, Dark Counterpart of the Dominion Lords:[/b] Long ago, Shakur was a criminal murdered by Dagnarus with the Dagger of the Vrykyl. He became the first Vrykyl and Dagnarus’ senior general. Shakur is loyal to Dagnarus, the person who, through the Void, gave him the magical powers of the Vrykyl. I am Shakur. Two hundred years ago, I was given the chance for immortality. All I had to do was let myself be killed. It seemed like a good deal at the time. I knelt before Dagnarus, Lord of the Void, and pledged my allegiance to the Void. In his treachery, he took my life with the Dagger of the Vrykyl and gave me in return the unholy life of a Vrykyl. [b]Skig:[/b] Creations of a failed Void experiment, these hideous undead creatures hate all living things. The Temple mages have done a great research into the skigs’ creation, hoping to find a way to destroy them for good. The Temple of New Vinnengael is known to store the log of the Void wizard responsible for their creation but, for fear of another Void mage revisiting the same experiment, it is accessible only to a select few. [b]Vrykyl, Terrible Minion, Undead Knight, Fearsome Accursed Creature of the Void, Elite Warrior, Mythic Character, Vampiric Undead Creature of Immense Power, Master of Void Magic, Evil Undead Knight, Fearsome Creature, Undead warrior, Void Creature:[/b] ? [b]Vrykyl, Commander:[/b] ? [b]Skig, Creation of a Failed Void Experiment, Hideous Undead Creature, Formidable Warrior:[/b] ? [b]Undead, Undead Creature:[/b] Necromancy: These spells deal with death, dying, decay, despair, disease, communication with spirits beyond the grave, the unnatural manipulation of bodies (living or dead), the transference of life essence, and the creation of undead. [b]Powerful Undead Witch:[/b] ? [b]Undead Servant:[/b] ? [b]Ghost:[/b] ? [b]Ghost of a Dead Vinnengaelean, Spirit:[/b] ? [b]Ghost of a Little Girl:[/b] ? [b]Ghoulish Form of a Powerful Mage Who Has Embraced the Void:[/b] ? [b]Skeleton, Animated Skeleton of an Ancient Dunkargan Warrior, Skeletal Body of a Long-Dead Warrior, Skeleton of a Warrior, Skeleton-Warrior, Skeletal Figure:[/b] ? [b]Zombie:[/b] The zombie ogre made short work of the two burly villagers. Then these two were also drafted into the ranks of the void Wizards’ undead servants. He does this to distract the people of Ordent from his activities in the graveyard, where he is creating more zombies to serve him. After the battle is over, the party might be able to hear the faint sound of chanting in the distance with a Perception check (DC 20). It is Kellis, animating more zombie corpses in the cemetery. If they hurry toward the noise, they will catch him in the act. [i]Gaze of the Void[/i] spell. [b]Zombie, Graveyard Zombie:[/b] ? [b]Zombie Ogre:[/b] He [the elderly Void Wizard Kellis] trapped the huge beast under a rock fall, drained its life, and created an undead ogre guardian. [b]Zombie Ogre, Undead Ogre Guardian:[/b] ? [b]Zombie, Undead Guardsman, Undead Servant, Zombie Guardsman:[/b] ? [b]Giant Zombie:[/b] ? [b]Bahk Zombie:[/b] ? GAZE OF THE VOID School: necromancy Level: sorcerer/wizard 6 Element: Void Casting Time: 1 standard action Components: V, S Range: personal Target: you Duration: 1 round/level (D) Saving Throw: Fort partial Spell Resistance: yes Upon completing this spell your eyes become black wells of darkness that channel the power of the Void through your gaze. Upon meeting your gaze, any living creature of 3 HD or less must make a saving throw or is instantly slain and become a zombie under your control. Otherwise it deals 1d6 points of damage per 2 caster level (maximum 10d6) to those successfully saved or creatures of 4 HD or greater. The creatures can still die due to damage from this spell, but they do not become zombies. Because death is instantaneous and there is no decay, the victim’s companions may not realize he is dead; the only signs are the slow, clumsy movement of a zombie and its vacant stare. Survivors of this spell claim they feel the chill of the grave as they look into the Void mage’s ebon eyes.[/spoiler] [URL=https://www.drivethrurpg.com/product/322425/Spheres-Bestiary-Fey-and-Feyfolk?affiliate_id=17596]Spheres Bestiary: Fey and Feyfolk[/URL][spoiler] [b]Undead:[/b] Mass Reanimate Death Sphere talent. Reanimate Death Sphere talent. [b]Raised Undead:[/b] ? [b]Wraith:[/b] ? • reanimate, touch; raise one corpse as undead for 8 minutes, up to 16 HD, 1 sp ◊ Mass Reanimate; raise up to 5 corpses, 1 sp[/spoiler] [URL=https://www.drivethrurpg.com/product/223758/Spheres-of-Might?affiliate_id=17596]Spheres of Might[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Undead Slave:[/b] ? [b]Mindless Undead:[/b] ? [b]Sentient Undead:[/b] ? [b]Humanoid Zombie:[/b] Technician Mad Scientist Archetype Reanimation power. Necrotic Poison Legendary Alchemy Talent. [b]Vampire, Monster Who Combines Physical Strength With Magical Support and Unique Abilities:[/b] ? Reanimation: Rather than create a device, the mad scientist may create a humanoid zombie with a number of Hit Dice equal to his technician level. The zombie possesses no proficiencies except its natural weapons, but has an Intelligence of 3 + 1 per 2 technician level the mad scientist possesses, 2 skill points per level (reduced to 1 for lack of Intelligence), and feats and attribute increases as if it were a PC. The zombie does not gain additional Hit Dice for its size, and may spend a feat to lose the staggered condition. The zombie begins speaking one language the mad scientist speaks and is loyal to him and obeys all commands, but is more akin to an animal companion than an undead slave; if not treated well (especially as it gains more intelligence), it very well may abandon the mad scientist in pursuit of its own goals. The zombie can be made from any humanoid creature, but only if the appropriate corpse can be found, and only if the creature’s racial Hit Dice does not exceed 1 per technician level. Prerequisite: A body’s worth of humanoid corpse pieces, with a brain that has been dead for no more than a day. Necrotic Poison (toxin) Prerequisites: Alchemy sphere, Craft (alchemy) 10 ranks. Whenever a creature fails their Fortitude saving throw against this poison, they gain 1 temporary negative level that lasts for 24 hours, making another save at that time or the negative level becomes permanent. Additionally, if they fail their saving throw against this poison, they must pass another Fortitude save at the beginning of their next turn or gain another temporary negative level and need to save the following round or gain another. If a creature dies due to the effect of this poison, they rise 1 minute later as a zombie. This talent is a death effect.[/spoiler] [URL=https://www.drivethrurpg.com/product/129448/Spheres-of-Power?affiliate_id=17596]Spheres of Power[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]True Horror:[/b] It was beautiful. Death and its possibilities had always fascinated Soren, but Deema’s creations were something else entirely; undead creatures transformed into true horrors, easily the match of whatever beasts Warsong kept in his employ. Soren may have been the more powerful magician of the duo (indeed, few creatures this side of mortality could match his raw eldritch potency), but Deema’s finesse with the magical arts was truly worthy of legends. [b]Unintelligent Undead Creature:[/b] ? [b]Intelligent Undead, Intelligent Undead Creature:[/b] ? [b]Aligned Undead:[/b] ? [b]Greater Form of Undead:[/b] Greater Undead power. [b]Undead Familiar:[/b] The Bloodworks 15 TPA, 1 CPA: Transform the character’s familiar into an undead version of its living self. This change requires an 8-hour ritual. The familiar’s type changes to undead but it retains all of its other familiar abilities. This does not work on familiars of the construct or outsider type (such as imps and quasits from the Improved Familiar feat). [b]Undead Homuculus:[/b] The Bloodworks 20 TPA, 2 CPA: Gain the service of an undead homunculus. This creature has all the abilities of a standard (construct) homunculus except its type is undead. The character must pay for all the normal costs associated with creating a homunculus. [b]Extraplanar Undead:[/b] ? [b]Corporeal Intelligent Undead:[/b] The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual. [b]Particularly Powerful Undead Creature:[/b] ? [b]Allip:[/b] Allips are the spirits of insane suicides. Greater Undead power. [b]Allip, Greater Form of Undead, Spirit of an Insane Suicide:[/b] ? [b]Banshee:[/b] Greater Undead power. [b]Banshee, Greater Form of Undead:[/b] ? [b]Banshee, Spirit of Female Elf Who Betrayed a Lover:[/b] ? [b]Banshee, Spirit of Female Elf Who Was Betrayed by a Lover:[/b] ? [b]Bodak:[/b] Bodaks are extraplanar undead created in the Abyss. Greater Undead power. [b]Bodak, Greater Form of Undead, Extraplanar Undead Created in the Abyss:[/b] ? [b]Ghost:[/b] Soul Weaver Gravewalker power. [b]Ghost, Controlling Life Force:[/b] ? [b]Ghost, Incorporeal Creature:[/b] ? [b]Geshin Win, Ghost Human Soul Weaver 20:[/b] ? [b]Ghoul:[/b] The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual. [b]Ghoul, Corporeal Intelligent Undead:[/b] ? [b]Lich:[/b] ? [b]Lich, Particularly Powerful Undead Creature:[/b] ? [b]Lich, Adopted Father:[/b] ? [b]Mummy:[/b] The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual. [b]Mummy, Corporeal Intelligent Undead:[/b] ? [b]Poltergeist:[/b] ? [b]Shadow:[/b] ? [b]Greater Shadow:[/b] ? [b]Shadow, Incorporeal Creature:[/b] ? [b]Skeletal Champion:[/b] The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual. [b]Skeletal Champion, Corporeal Intelligent Undead:[/b] ? [b]Skeleton:[/b] The Bloodworks 5 TPA, variable CPA: Purchase magical service from the following list of rituals: animate dead (4 CPA, up to 10 HD of uncontrolled skeletons or zombies), clone (24 CPA), desecrate (1 CPA), false life (1 CPA), inflict critical wounds (2 CPA), inflict serious wounds (1 CPA). Animate Dead ritual. Reanimate power. [b]Bloody Skeleton:[/b] Expanded Necromancy power. [b]Burning Skeleton:[/b] Expanded Necromancy power. [b]Vampire:[/b] Greater Undead power. [b]Vampire Greater Form of Undead, Particularly Powerful Undead Creature:[/b] ? [b]Anatak, Vampire:[/b] ? [b]Vampire Father:[/b] ? [b]Wraith:[/b] ? [b]Dread Wraith:[/b] ? [b]Zombie:[/b] The Bloodworks 5 TPA, variable CPA: Purchase magical service from the following list of rituals: animate dead (4 CPA, up to 10 HD of uncontrolled skeletons or zombies), clone (24 CPA), desecrate (1 CPA), false life (1 CPA), inflict critical wounds (2 CPA), inflict serious wounds (1 CPA). Animate Dead ritual. Consume power. Reanimate power. [b]Fast Zombie:[/b] Expanded Necromancy power. [b]Plague Zombie:[/b] Expanded Necromancy power. [b]Zombie Lord:[/b] The Bloodworks 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual. [b]Zombie Lord, Corporeal Intelligent Undead:[/b] ? Animate Dead Sphere Death; Ritual Level 3 Casting Time 30 minutes Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) Description This functions as the animate dead spell, except undead created with this ritual count towards the caster’s Death sphere limit. Gravewalker (Su): At 20th level, a soul weaver has become so adept at walking the paths of life and death, that both become evident in her body and soul. The soul weaver gains immunity to nonlethal damage, ability drain, and energy drain. Unintelligent undead ignore the soul weaver, treating her as another undead creature unless provoked. If the soul weaver should die, she may choose to rise 2d4 days later as a ghost. Consume: At 14th level, the soul weaver may use lesion to kill a target rather than damage it or take control of it. The target dies instantly (Fortitude negates) and raises the next round as a zombie under the soul weaver’s control for 1 hour per level. After the time is up, the body collapses and becomes simply another dead body. On a successful save, the target still suffers 1d6 damage per soul weaver level. Expanded Necromancy When you reanimate a creature, you may reanimate it as a bloody skeleton, burning skeleton, fast zombie, or plague zombie. When reanimating a creature in this way, they count as twice their Hit Dice against the total amount you may have reanimated at once. Greater Undead Prerequisites: Death Sphere, Lingering Necromancy, Permanent Undead, 15th caster level or higher. You may spend 3 spell points and 1 hour to reanimate a body as a greater form of undead, including banshees, vampires, wrights, and others. This is always an instantaneous effect, creating permanent undead that cannot be dispelled. These undead are not automatically under your control; alternate means of control must be established beyond your usual HD limits. Many undead have specific requirements for their creation listed in their descriptions (banshees are the spirits of female elves who either betrayed a lover or were betrayed by one, Bodak’s are extraplanar undead created in the Abyss, Allip’s are the spirits of insane suicides, etc.). These prerequisites must be met in order to create a specific kind of undead. Reanimate: As a standard action, you may touch an intact dead body and spend a spell point to reanimate it as a zombie or skeleton (depending on the composition of the body in question) for 1 minute per caster level. This creature gains the zombie or skeleton template and obeys your commands, although only simple commands such as “go”, “stay”, “attack”, or “guard” are understandable. A reanimated body cannot speak and has no knowledge or ability to think and so cannot answer questions or reveal anything it knew in life. When the duration expires, the body collapses until reanimated again. It does not regain hit pints between reanimations. If reduced to 0 hp, the body collapses and is destroyed; it cannot be reanimated again. You may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed twice your caster level. If you attempt to reanimate a creature that would push your total beyond this limit, your reanimated creatures cease to be reanimated sequentially from oldest to newest until the Hit Dice total is low enough to permit the new reanimated creature. You cannot reanimate a creature with more Hit Dice than twice your caster level, and creatures with more than 20 racial Hit Dice can never become skeletons or zombies. Reanimate Range: Touch Duration: 1 round/caster level. Effect: Reanimate a corpse into a skeleton or zombie of no more than 1 HD per caster level.[/spoiler] [URL=https://www.drivethrurpg.com/product/166020/Spooky-Gardens-Halloween-Special?affiliate_id=17596]Spooky Gardens Halloween Special[/URL][spoiler] [b]Gloom Bough, Skeleton Tree, Evil Gloom Bough:[/b] Watered with blood and rooted in death, gloom boughs are nearly as much undead as they are plants. They grow from seedlings lodged in the corpse of a violently slain humanoid and feed on the emotions of living creatures. Typically originating at the scene of horrific wilderness battles, skeleton trees often seek out a small cemetery and lurk at its fringes. [b]Vengeful Creature:[/b] “Vengeful” is an acquired template that can be applied to any undead creature. Gloom bough heartwood can be used as a power component for several spells relating to haunts or the undead. Create Undead (M): Undead created with the spell have the Vengeful Creature template. [b]Vengeful Ghast:[/b] ? [b]Vengeful Bones, Human Vengeful Skeleton Champion Warrior 5:[/b] ? [b]Vengeful Wraith:[/b] ? [b]Vengeful Skeleton:[/b] Gloom bough heartwood can be used as a power component for several spells relating to haunts or the undead. Animate Dead or Lesser Animate Dead (F): Skeletons or Zombies created with the spell have the Vengeful Creature template. [b]Vengeful Zombie:[/b] Gloom bough heartwood can be used as a power component for several spells relating to haunts or the undead. Animate Dead or Lesser Animate Dead (F): Skeletons or Zombies created with the spell have the Vengeful Creature template. [b]Persistent Haunt A Murder of Spirits:[/b] While most haunts are created by the death of intelligent humanoids, a bird killed in the proximity of an emotion-boosting gloom bough may be enough to spawn this dangerous phenomenon. [b]Item-Bound Haunt Despair of Victory:[/b] Sometimes a weapon, wielded by a warrior who gives in to despair as she realizes she’s doomed to die, becomes tainted with the vestiges of her hopelessness. [b]Increased Area Persistent Haunt Grasping Dead:[/b] When the graves in a cemetery are exposed to the corrupting influence of a powerful evil creature such as an undead or aberration sometimes a grasping dead haunt can be created. [b]Belligerent Spiteful Haunt Suffer No Apologies, Cruel Haunt:[/b] The cold-blooded slaying of a penitent after his confession of a crime often results in this cruel haunt. Such is not uncommon at the feet of a gloom bough, thanks to its aura’s inflaming the passions of a vengeful inquisitor. [b]Cruel Haunt:[/b] ? [b]Increased Area Persistent Haunt Thundering Death:[/b] This haunt was formed when a group of bandits was discovered by the authorities and simply ridden down in an ambush, with no chance to surrender to face trial. Their abandoned corpses likely nurtured a gloom bough, which grew to maturity in the confines of the haunt. [b]Possessing Haunt Together in Death:[/b] The unexpected death of a loved one may sometimes lead to this tragic haunt, which can wipe out entire families before it is discovered. It is often created at a funeral in close proximity to a gloom bough. [b]Gloom Bough, Tree With Ties to Haunts and Undead, Bone-White Tree:[/b] ? [b]Vengeful Ghast, Humanoid Creature:[/b] ? [b]Human Vengeful Skeleton Champion Warrior 5, Skeletal Warrior:[/b] ? [b]Vengeful Wraith, Ghostly Creature:[/b] ? [b]Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Skeletal Creature:[/b] ? [b]Animated Skeleton:[/b] ? [b]Wraith, Typical Wraith:[/b] ? [b]Wraith Spawn:[/b] A humanoid slain by a vengeful wraith becomes a wraith in 1d4 rounds. [b]Free-Willed Wraith:[/b] Spawn are under the command of the vengeful wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. [b]Haunt:[/b] A gloom bough’s emotional swell aura increases the anguish suffered by dying creatures, increasing the likelihood that their demise spawns a haunt. Typically originating at the scene of horrific wilderness battles, skeleton trees often seek out a small cemetery and lurk at its fringes. They feed parasitically off visitors to the graves, savoring their sorrow. Inevitably, though, their aura overwhelms grief-stricken mourners and provokes a haunt-creating suicide, leading to the gloom bough’s discovery. The presence of a Gloom Bough can often spur the creation of a haunt when a creature dies in close proximity to it.[/spoiler] [URL=https://www.drivethrurpg.com/product/213591/Stargates?affiliate_id=17596]Stargates[/URL][spoiler] [b]Haunt:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/204420/Starjammer-Core-Rules?affiliate_id=17596]Starjammer Core Rules[/URL][spoiler] [b]Tardigrade Undead:[/b] ?[/spoiler] [URL=https://drivethrurpg.com/product/248131/strange-magic-2-pfrpg?affiliate_id=17596]Strange Magic 2 (PFRPG)[/URL][spoiler] [b]Puppetter Zombie:[/b] When one unit of puppeteer is blown into the face of a living Medium creature within 60 feet, that creature is permanently raised as a zombie under the mycologist’s control should it die before this plant’s duration expires. [b]Undead, Undead Creature:[/b] ? [b]Creature Without a Functioning Anatomy:[/b] ? [b]Creature Without a Functioning Central Nervous System:[/b] ? [b]Unliving Creature:[/b] ? [b]Vampire:[/b] ? [b]Vampire Spawn:[/b] ? [b]Zombie:[/b] If the creature onto which the grave moss is latched dies over the course of the plant’s duration, that creature is temporarily raised as a zombie under the control of the herbalist, provided the resulting zombie would fulfill the following requirements. 1: The resulting zombie’s Hit Dice must either be less than or equal to three-quarters the herbalist’s class level, or less than or equal to 1. 2: The creature must be of a type that can be raised as a zombie. (not a construct, not already undead, and so on) Zombies raised in this fashion remain raised for 1 minute per herbalist level, at which point the magic in the grave moss simply runs out and the dead corpse collapses to the ground once more. If not destroyed while temporarily raised by grave moss, a corpse may be raised once more using more pedestrian animation techniques, such as animate dead or raise dead.[/spoiler] [URL=https://www.drivethrurpg.com/en/product/126473/studies-of-decay-ghouls-pfrpg?affiliate_id=17596]Studies of Decay: Ghouls (PFRPG)[/URL][spoiler] [b]Bugbear Ghoul:[/b] ? [b]Centaur Ghoul:[/b] ? [b]Choker Ghoul:[/b] ? [b]Crag Linnorm Ghoul:[/b] ? [b]Cyclops Ghoul:[/b] ? [b]Dire Wolf Ghoul:[/b] When he fell in battle, I insisted that his corpse be given to me. I raised him from death, hoping ghoulification would maintain some semblance of his intelligence. [b]Doppelganger Ghoul, Ghoulish Doppelganger:[/b] Ghoulish doppelgangers are easily one of the most insidious of my creations. [b]Frost Giant Ghoul, Ghoulish Frost Giant:[/b] ? [b]Gnoll Ghoul, Ghoulish Gnoll:[/b] ? [b]Gnome Ghoul, Gnomish Ghoul:[/b] ? [b]Harpy Ghoul:[/b] ? [b]Hill Giant Ghoul:[/b] ? [b]Lizardfolk Ghoul:[/b] My memory of the next few hours is ragged and imperfect. I awoke exhausted, unable to eke out the most basic of spells. The scaled ones were raised from death and scorched by flame. [b]Medusa Ghoul. Ghoulish Medusa:[/b] ? [b]Minotaur Ghoul:[/b] After Raising the Creature from death, there was a fantastic opportunity to acquire data on this creature's performance in combat. [b]Ogre Ghoul:[/b] ? [b]Owlbear Ghoul:[/b] ? [b]Black Phoenix:[/b] ? [b]Satyr Ghoul:[/b] ? [b]Tengu Ghoul:[/b] ? [b]Greater Ghoul:[/b] “Greater Ghoul” is an acquired template that can be added to any corporeal creature (other than an undead). Often these undead arise after torturous deaths from starvation, but some say that they can be created with the correct spell. In truth, the additional jolt required for a ghoul to retain their memories is a simple application of blood biography while performing the rituals necessary for the create undead spell. It goes without saying that the mage must be more experienced than to just create a basic ghoul, as the juxtaposition of these spells can be difficult to perform concurrently. [i]Create Undead[/i] spell, caster level 15th or higher. [b]Jahbur, Bugbear Ghoul, Boon Companion:[/b] ? [b]Crag Linnorm Ghoul, Ghoulish Pet:[/b] ? [b]Centaur Ghoul, Hooved Creation:[/b] ? [b]Doppelganger Ghoul, Instrument:[/b] ? [b]Frost Giant Ghoul, Massive Ghoul:[/b] ? [b]Hill Giant Ghoul, Ghoulish Giant:[/b] ? [b]Minotaur Ghoul, Pet:[/b] ? [b]Satyr Ghoul, Pawn, Former Satyr:[/b] ? [b]Greater Ghoul, Hungering Dead, Tortured Being:[/b] ? [b]Undead:[/b] ? [b]Undead Minion:[/b] ? [b]Undead Ogre:[/b] ? [b]Ghoul, Normal Ghoul, Standard Ghoul, Basic Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [i]Create Undead[/i] spell, caster level 11th or lower. [Ghoul, Horrific Creature, Horror, Unholy Abomination, Beast:[/b] ? [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [i]Create Undead[/i] spell, caster level 12th to 14th. [b]Mohrg:[/b] [i]Create Undead[/i] spell, caster level 18th or higher. [b]Mummy:[/b] [i]Create Undead[/i] spell, caster level 15th to 17th. [b]Zombie:[/b] My magics have wrought unlife that shall pass far beyond the extent of the plains of the Wyldelands or the fields of Elsidor. [b]Rabid Dog Zombie:[/b] One of my favorite creatures was a rabid dog I converted to a zombie. [b]Rabid Dog Zombie, Mindless Undead:[/b] ? [b]Zombified Ogre:[/b] ? Create Undead School necromancy [evil] Level cleric 6, sorcerer/wizard 6 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none Spell Resistance no A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 11th or lower Ghoul 12th–14th Ghast 15th or higher Greater Ghoul 15th–17th Mummy 18th or higher Mohrg You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night.[/spoiler] [URL='https://www.drivethrurpg.com/en/product/120339/studies-of-decay-zombies-pfrpg?affiliate_id=17596']Studies of Decay: Zombies (PFRPG)[/URL][spoiler] [B]Ankheg Zombie:[/B] The feared Ankheg leaves much to be desired when transformed through the ritual of reanimation. [B]Dire Bat Plague Zombie:[/B] ? [B]Giant Crab Zombie:[/B] Luring them to the coast, I created the first zombie giant crab to grapple the lead soldier while I handled the Conjurer and priest myself. [B]Dire Crocodile Zombie:[/B] ? [B]Rabid Dog Zombie:[/B] The poor mongrel was wandering around drooling and barking at nothing. I quickly dispatched it and performed the standard ritual to reanimate the bitch. [B]Dragon Turtle Zombie:[/B] ? [B]Ettin Fast Zombie:[/B] ? [B]Gargoyle Bile Zombie:[/B] ? [B]Bile Zombie:[/B] So I created the bile zombie through the addition of the elemental body ritual to the animate dead ritual, and a large jug filled with acid as the catalyst for both spells. The onyx gem does not dissolve in the acid, and the jug is difficult to install in the body without a skilled hand at surgery (or perhaps taxidermy). [B]Girallon Zombie:[/B] ? [B]Goblin Zombie, Zombified Goblin:[/B] ? [B]Griffon Zombie:[/B] ? [B]Horror of Weaverstorm, Kraken Zombie:[/B] I reanimated the kraken, and walked briskly alongside while it climbed onto the beach and began pulling itself along the ground by its tentacles. [B]Manticore Zombie:[/B] ? [B]Ogre Zombie:[/B] ? [B]Purple Worm Zombie:[/B] ? [B]Rat Plague Zombie:[/B] So with glee I made a single rat plague zombie. [B]Shambling Mound Zombie:[/B] My first agent was a nearly bipedal mass of moss and intertwined ivy the locals call a Shambler. I thought, erroneously, that the mysterious creature was some sort of animal underneath all of the sludge and flora. Regardless of the creature's nature, it reanimated perfectly through the standard ritual. [B]Colossal Spider Zombie:[/B] ? [B]Treant Plague Zombie:[/B] ? [B]Troll Fast Zombie:[/B] ? [B]Wyvern Zombie:[/B] ? [B]Ankheg Zombie, Giant Skittering Creature, Marvelous Follower, Bug, Beast:[/B] ? [B]Dire Bat Plague Zombie, Flying Mount, Mount:[/B] ? [B]Giant Crab Zombie, Aquatic Undead, Highly-Armored Juggernaut:[/B] ? [B]Dire Crocodile Zombie, Beast:[/B] ? [B]Rabid Dog Zombie, Useful Companion, Strange Dog:[/B] ? [B]Dragon Turtle Zombie, Massive Reptile, Beast:[/B] ? [B]Ettin Fast Zombie, Massive Brute:[/B] ? [B]Girallon Zombie, Incredible Bodyguard:[/B] ? [B]Girallon Zombie, Four-Armed Friend:[/B] ? [B]Girallon Zombie, Beast, Undead Primate:[/B] ? [B]Goblin Zombie, Damned Greenskin Corpse:[/B] ? [B]Treant Plague Zombie, Undead Tree, Undead Oak:[/B] ? [B]Nightsky, Wyvern Zombie, Legend:[/B] ? [B]Undead:[/B] ? [B]Quite Powerful Undead:[/B] ? [B]Ghost:[/B] ? [B]Lich:[/B] ? [B]Plague Zombie:[/B] Necromancers had made so-called Plague Zombie before; by adding the invocations and materials of the contagion spell to the ritual of making zombie, one may create a zombie capable of spreading the state of zombification to its victims. Anyone who dies while infected [with zombie rot] rises as a plague zombie in 2d6 hours. [B]Zombie, Typical Zombie:[/B] ? [B]Troll Zombie:[/B] ? [B]Zombie Servant:[/B] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/85832/Tales-of-the-Old-Margreve-Web-Compilation?affiliate_id=17596]Tales of the Old Margreve Web Compilation[/URL][spoiler] [b]Cocooned Corpses:[/b] Cocooned Corpses are the desiccated remains of creatures wrapped in the cocoons of giant spiders. Horror and death throes animate the corpses. [b]Whispering Demons:[/b] Whispering Demons are alien mutterings that take form and flight in the deep Margreve.[/spoiler] [URL='https://www.drivethrurpg.com/product/181916/Technology-Unleashed?affiliate_id=17596']Technology Unleashed[/URL][spoiler] [B]Undead:[/B] ? [B]Light-Vulnerable Undead:[/B] ? [B]Ghost:[/B] ?[/spoiler] [URL='https://drivethrurpg.com/product/403929/terralundis-monstrous-collection?affiliate_id=17596']Terralundis Monstrous Collection[/URL][spoiler] [B]Daemonwraith:[/B] ? [B]Eeseye:[/B] Eeseyes are diminutive sprites that have been turned undead by dark rituals. [B]Leshy Witherthorn:[/B] ? [B]Zhendrayarg Ghost, Scion of Vengeance:[/B] When a zhendrayarg is slain, its lifeforce and hate are so strong that they often remain in the mortal realm, haunting their killer relentlessly. The mountains of Cyl are haunted by numerous zhendrayargs that were slain in the war against Rhyzen Thal. When reduced to 0 hp, [a zhendrayarg] explodes dealing 15d4 force damage to all creatures within a 20-foot radius (reflex DC 22 for half). It has a 25% chance of remaining as a zhendrayarg ghost. Zhendrayargs are large, vicious, hateful, birdlike humanoid creatures with an insatiable desire to kill. So strong is their desire for vengeance that they often rise from the dead as ghosts to avenge their own deaths. [B]Daemonwraith, Incorporeal Spirit, Gargantuan Inky Black Mist Roughly in the Shape of a Balor, Incorporeal Undead Demon, Ghostly Demon, Tactical-Minded Creature, Undead Extraplanar Daemon:[/B] ? [B]Daemonwraith, General:[/B] ? [B]Daemonwraith, Tactician:[/B] ? [B]Daemonwraith, Heavy Artillery:[/B] ? [B]Eeseye, Sprite, Diminutive Sprite, Diminutive Undead Sprite:[/B] ? [B]Leshy Witherthorn, Undead Variety of Vine Leshy:[/B] ? [B]Zhendrayarg Ghost, Ghost of a Ten-Foot Tall Vaguely Humanoid Bird-Man With a Partial Blood-Red Carapace Over Coarse Mottled Red Feathers With Feathered Wings On Its back:[/B] ? [B]Undead, Undead Creature:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Undead Mibakinmeui:[/B] ?[/spoiler] [URL='https://drivethrurpg.com/product/383983/terralundis-player-s-guide?affiliate_id=17596']Terralundis Player's Guide[/URL][spoiler] [B]Undead, Undead Creature:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Spectre:[/B] ? [B]Wraith:[/B] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/146468/Terrors-of-Obsidian-Apocalypse-Haunts-PFRPG?affiliate_id=17596]Terrors of Obsidian Apocalypse: Haunts[/URL][spoiler] [b]Bell Tower:[/b] A bell-ringer fell down in this tower. Before he died he wished that the fall hadn’t happened... [b]Creeping Ectoplasm:[/b] ? [b]Dead Tree:[/b] The dead tree is a haunted leftover of a garden, an orchard, or a last patch of a forest—a single dead tree standing amid a barren landscape. [b]Doors to Damnation:[/b] A soldier guarded this door against overwhelming forces and cursed the invaders with his dying breath when he finally fell. [b]Devouring Mists:[/b] A pack of ghouls ambushed and devoured a group of people when they were passing this bridge on a foggy night. Memory of this event still lingers and hungers for flesh of the living. [b]Forbidden Library:[/b] Some books are not meant to be read, and some people dedicate their lives to prevent others from reading such forbidden books. Sometimes such dedication extends beyond life. [b]Hangman's Jig:[/b] A desperate prisoner was incompetently hanged in this small cell. An echo of his painful death lingers and haunts anyone visiting the room. [b]Heart of Embers:[/b] Cinders of a dead fire elemental slowly smolder until roused into a short burst of mindless rage against living beings. [b]Hungry Grave:[/b] A petty villain was punished by being buried alive in this grave. Now his soul desires to share his misery with others. [b]Last Dance:[/b] A mad aristocrat was isolated in this lavish chamber. The inhabitant’s spirit still haunts the room, yearning to dance, an obsession which was denied to him during his many years of isolation. [b]Lessons of the Past:[/b] This was a place of teaching, where a respected sage told didactic stories to children and youngsters. [b]Master's Admonition:[/b] A cruel and petty teacher of wizardry left a painful imprint on his long-abandoned study, still lashing out against anyone who messes with his things. [b]Memory of the Late Mistress:[/b] A woman died, choked to death by her jealous lover on this bed, forever tainting it with ghostly malice toward the living. [b]Might Over Magic:[/b] A magician was killed here by brute force, leaving a spiteful vestige driven by hatred of the magic that failed him. [b]Quarry of the Endless Toil:[/b] This old quarry was a place of misery and death for numerous prisoners and slaves. Even now their spirits are bound to suffer, sharing their weariness with the living who disturb their endless toil. [b]Screams of a Forlorn Mother:[/b] Screams of a forlorn mother formed because of a woman that died a sudden death while mourning her child. [b]Swordsman Betrayed:[/b] Here a master swordsman fought and won many duels until he was betrayed and stabbed in the back by an ally. A trace of his spirit still lingers here, mistaking anyone entering the courtyard for a challenger. [b]Touch of Hunger:[/b] The denizens of this dwelling starved to death. Their last thoughts were focused on the door to the empty pantry, which to their deluded minds appeared filled with supplies. [b]Warlock's Doom:[/b] This haunt is the lingering residue of a powerful magician’s final stand—slivers of his spirit and the last spell he ever cast bound together in a volley of destruction unleashed against the world.[/spoiler] [URL=http://www.drivethrurpg.com/product/89637/The-Baykok-PFRPG?affiliate_id=17596]The Baykok[/URL][spoiler] [b]Baykok:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/223869/The-Bleak-Harvest-PF-5E?affiliate_id=17596]The Bleak Harvest (PF/5E)[/URL][spoiler] [b]Grave Risen:[/b] A humanoid killed by a grave-risen rises 24 hours later as another grave-risen under the control of its murderer. [b]Undead:[/b] ? [b]Ghost:[/b] ? [b]Lich:[/b] ? [b]Spectre:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/218399/The-Blight--Pathfinder?src=hottest_filtered?affiliate_id=17596]The Blight - Pathfinder[/URL][spoiler] [b]Alchemic-Unliving Creature:[/b] Those who wish to live forever sometimes take this dark path through use of the proprietary means available with the elixir of life. Those who take this draught by choice hope to join the alchymic-undying*; those who fail in this endeavour are cursed to become the alchymic-unliving*. Those who are forced to take the elixir by cruel masters or terms of indenture almost invariably end up among the alchymic-unliving. The alchymic-unliving are creatures tainted by the curse of undeath through exposure to elixir of life. Those who partake in the forbidden fruits of such alchymic experimentation face a dismal future. It is true that death, or at least mortal death by aging, is no longer a concern, but the life left is bleak and bereft of any of the joys of the living. “Alchymic-Unliving Creature” is an acquired template that can be added to any living creature that fails its Fortitude saving throw when exposed to elixir of life. There are also those who take the elixir of life but whose bodies do not react well to the unnatural infusion. Instead of shedding the shackles of ordinary mortality as alchymic-undying, these unlucky souls instead find themselves cursed with a progressive form of undeath that not only steals away their vitality and ability to experience sensation, but also their very reason and personality as well. These cursed folk are the alchymic-unliving, and when their curse becomes advanced enough, they lose every last shred of who they were and become simply one more zombie shuffling mindlessly to its master’s commands. Lucien died of consumption despite Lady Grey’s fanatical attempts to keep him alive, and her mind finally and fully snapped. Convinced that she must educate her child to spread the word of the Panacea, Lady Grey set about taking the natural path for her — to make the perfect child in Lucien’s image. From that time on, Lady Grey has been experimenting, becoming a homunculi wife set upon creating a perfect child. She has dabbled with cadavers, creating alchymic undead from some of the corpses of children Sprat and Marrow supplied her with. The chimney wing is Lady Grey’s latest addition to the manse. It contains her crucible where she creates alchymic undead, tries to raise children, and makes abominations. The sphere is the Cuckoo Womb Lady Grey uses to carry out her work. She binds her victims in the sphere, to make Staff of Life worms (see below) or to release them on some creature she intends to make into an alchymic undead or an abomination. To make an abomination, she bloats the worms on the blood of the creature she wishes to conjoin with the trapped creature and waits to see what happens. If she uses the works to try to create an alchymic undead, she uses worms fed on pigs or, if she can get them, fresh, healthy human, ideally without blemish or sickness. In her twisted mind, the purer the flesh, the better. The dose of Staff of Life worms is worth 150 gp or could be used to make an alchymic undead. The PCs hear more shouting at street corners, particularly the words “Staff of Life” and “the Elixir.” The foul substance is being used to make alchymic undead, many of whom are now being forced to work in manufacturies and mines after being killed in horrible accidents. Elixir of Life magic item. [b]Stoic Guardian, Alchymic-Unliving Ogre Warrior 1:[/b] Created by Illuminati mages to guard entrances to their chapterhouses, stoic guardians simply stand and stare as their minds slowly slip away. [b]Between Incarnate Nosferatu Sorcerer 8:[/b] ? [b]Bileborn:[/b] The bileborn is an undead creature born of alchemical and necromantic experimentation. Its purpose and the identity of its creator are unknown, but the mistakes of this master have long since been paid, as the original bileborn ultimately escaped and slew its creator, incorporating his body among the rest. bileborn seeks to increase its mass by absorbing creatures into its body. This does not increase the creature’s size or change it in any fundamental way, but the crowd of body parts grows denser at its center. Then at some indeterminate point, the creature reproduces by fission. The fused conglomeration of rotten body parts splits down the middle, forming two bileborns of equal size and power. [b]Ragefire:[/b] Ragefire spawn are under the control of the ragefire elemental that created them and remain enslaved until its death, or until they feed and become ragefire elementals themselves. [b]Ragefire Spawn:[/b] As a full-round action, a Huge, greater, or elder ragefire elemental can create ragefire spawn by incinerating the corpse of a non-evil humanoid of at least 5 HD that it has killed within the last 10 rounds. [b]Small Ragefire Elemental:[/b] As a full-round action, a Tiny, Small, Medium, or Large ragefire elemental can incinerate the corpse of a non-evil humanoid of at least half the elemental’s HD that it has killed within the last 10 rounds to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, Fortitude and Reflex saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, the DC for its burn special ability and its CR increase by +1. When a Tiny ragefire elemental gains 1 growth point, or a Small, Medium or Large ragefire elemental reaches 4 growth points, it increases in size, losing all of its growth points (and bonuses) but gaining the stats for a ragefire elemental of the next larger size. [b]Medium Ragefire Elemental:[/b] As a full-round action, a Tiny, Small, Medium, or Large ragefire elemental can incinerate the corpse of a non-evil humanoid of at least half the elemental’s HD that it has killed within the last 10 rounds to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, Fortitude and Reflex saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, the DC for its burn special ability and its CR increase by +1. When a Tiny ragefire elemental gains 1 growth point, or a Small, Medium or Large ragefire elemental reaches 4 growth points, it increases in size, losing all of its growth points (and bonuses) but gaining the stats for a ragefire elemental of the next larger size. [b]Large Ragefire Elemental:[/b] As a full-round action, a Tiny, Small, Medium, or Large ragefire elemental can incinerate the corpse of a non-evil humanoid of at least half the elemental’s HD that it has killed within the last 10 rounds to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, Fortitude and Reflex saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, the DC for its burn special ability and its CR increase by +1. When a Tiny ragefire elemental gains 1 growth point, or a Small, Medium or Large ragefire elemental reaches 4 growth points, it increases in size, losing all of its growth points (and bonuses) but gaining the stats for a ragefire elemental of the next larger size. [b]Huge Ragefire Elemental:[/b] As a full-round action, a Tiny, Small, Medium, or Large ragefire elemental can incinerate the corpse of a non-evil humanoid of at least half the elemental’s HD that it has killed within the last 10 rounds to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, Fortitude and Reflex saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, the DC for its burn special ability and its CR increase by +1. When a Tiny ragefire elemental gains 1 growth point, or a Small, Medium or Large ragefire elemental reaches 4 growth points, it increases in size, losing all of its growth points (and bonuses) but gaining the stats for a ragefire elemental of the next larger size. [b]Greater Ragefire Elemental:[/b] It is not known how a greater or elder ragefire elemental is created, but it is speculated that a Huge ragefire elemental that causes a large enough loss of sentient life may advance to these states. [b]Elder Ragefire Elemental:[/b] It is not known how a greater or elder ragefire elemental is created, but it is speculated that a Huge ragefire elemental that causes a large enough loss of sentient life may advance to these states. [b]Undead Horse:[/b] ? [b]Animated Insect:[/b] ? [b]Unliving Stole:[/b] ? [b]Undead Moth:[/b] ? [b]Undead Fox:[/b] ? [b]Land of Long Night:[/b] ? [b]Undead Sea Gull:[/b] ? [b]Uriah:[/b] The Heaths rely upon the fierce reputation of their brutal former leader Uriah to do their work for them; Uriah had a dreadful reputation for violence and his name still causes fear among locals, who are convinced he is either not dead or will return as undead or alchymic-undying soon. [b]Undead Bat Swarm:[/b] ? [b]Undead Beetle:[/b] ? [b]Undead Insect:[/b] ? [b]Undead Minor Mammal:[/b] ? [b]Undead Mouse:[/b] ? [b]Undead Crow:[/b] ? [b]Undead Roper:[/b] ? [b]Undead Young Rat:[/b] ? [b]Undead Rat:[/b] ? [b]Undead Cat:[/b] ? [b]Undead Bird:[/b] ? [b]Undead Spider:[/b] ? [b]Undead Cricket:[/b] ? [b]Undead Dwarf Monkey:[/b] ? [b]Undead Kitten:[/b] ? [b]Her Gracious Occularis Paladin Lady Rachel Birch, Human Ghost Inquisitor of Mother Grace 9:[/b] She returned from the dead as a ghost. With that in mind, you might want to consider her death. It is too soon for her — she is tortured by the Beautiful and what it is offering but is an inquisitor and remains so until the ultimate end. Such a furious internal conflict is a good way to become a ghost. [b]Mister Smyle, Gnome Ghost Expert 11:[/b] One of the most famous features of the city, the Clockwork House Inn is a strange invention created and continually expanded by its owner a Mister Smyle (LN gnome ghost expert 11). Smyle made his fortunes with his unique clockwork puppets, and when he retired he began work on his famous tavern. Entering the House is a curious experience. A clockwork hare doffs a walking cane, clockwork foxes stare from above the bar, and clockwork mice run across the ceiling. A trio of great clocks beat out the time, and from each a single clockwork (stuffed) dodo appears on the hour, pulls out a large pocket watch and squawks once for each hour. Some people find this garish mixture of stuffed animal, beast, and clockwork to be rather ghoulish, and as each room has its own curious feature (a room with a clockwork raven that wears a suit, a room with a clockwork rat chasing a clockwork cat with a carving knife, a room with a clock trio of magpies fighting over a clockwork rabbit and various others) there is no escape from the inventor’s madness. Unfortunately, the work took its toll on Smyle as well, he hanged himself from the bar in 1567. He haunts the place now as a reclusive ghost. [b]Sister Oblivion, Ghoul Bard 4:[/b] ? [b]Marriana Ragg, Ghoul Rogue 4:[/b] ? [b]Grace Spindleshanked, Ghoul Rogue 1:[/b] ? [b]Liza, Ghoul:[/b] ? [b]Maude, Ghoul:[/b] ? [b]Ghoul Pig:[/b] The straw is for 3 ghoul pigs the ghouls have infected with ghoul fever; one is little more than a piglet, and all show signs of being tormented. [b]Slaken, Ghoul:[/b] ? [b]Molly, Ghoul:[/b] ? [b]Letty, Ghoul:[/b] ? [b]Grace, Ghoul:[/b] ? [b]Jacob, Ghoul:[/b] ? [b]Logg, Ghoul:[/b] ? [b]Sprat, Natural Wererat Ghoul Rogue 2:[/b] ? [b]Urias Kemp, Ghast Expert 4:[/b] Following a disastrous appearance at the Crippled Lamb Gin House that resulted in a month-long protest boycott of the venue by all the local talent agents, Queenie had him thrown down a manhole. Having lain unconscious in the dark tunnel below for some time, Kemp was awoken by a weak old ghoul that, believing him already dead, had begun to feast upon one of his legs. Kemp smashed its head in with a chunk of masonry but the damage was done: at first, he was in too much pain to escape his plight, and then the ghoul fever took hold, sealing his fate. [b]Guelder Winter, Ghast Bard 4/Rogue 3:[/b] ? [b]The Only, Mother Mantis, Ghast Witch 4/Cleric of Lucifer 5:[/b] ? [b]Master Trough, Swyne Ghast, Advanced Swyne Ghoul:[/b] A trio of insanely terrified swyne ghasts, the remains of visitors who once attended a filth feast, lurk herein but may be encountered anywhere in the palace. [b]Young Grog, Swyne Ghast, Advanced Swyne Ghoul:[/b] A trio of insanely terrified swyne ghasts, the remains of visitors who once attended a filth feast, lurk herein but may be encountered anywhere in the palace. [b]Mistress Binge, Swyne Ghast, Advanced Swyne Ghoul:[/b] A trio of insanely terrified swyne ghasts, the remains of visitors who once attended a filth feast, lurk herein but may be encountered anywhere in the palace. [b]Lacedon Ghast:[/b] ? [b]Count Strord, Lich Cleric of Flense 11:[/b] ? [b]Musgrove I the Dead-Hearted, Lich-Like Monstrosity:[/b] Musgrove the Cold-Hearted, the very same uncle, reluctantly assumed the throne. Musgrove did not rule for long: his research into the properties of alchymic undeath — some say based upon research previously pursued by Quintus Cognate — led to his accidental self-poisoning and death after only eight years of power. It became a Castorhagi legend that his funeral was the only time the sealer of the Royal Crypt smiled while performing his duties. His son Musgrove II succeeded the father and immediately set about undoing many of the draconian measures that Musgrove I had put into place. Musgrove II’s reign was doomed to be short as well, however, for his father’s research had borne deadly fruit. Musgrove I emerged from his tomb as a lich-like monstrosity after resting for only four years, slew his own son — whom he named as the Usurper — and resumed his reign. Now, he styled himself as Musgrove the “Dead-Hearted,” rather than his former “Cold-Hearted.” [b]Jonas Long-Tongue, Mohrg:[/b] ? [b]The Watcher in the Shadows, Mohrg:[/b] ? [b]Number Six, Human Skeleton:[/b] ? [b]Beltane, King of Thorns, Master of Impaling, God Emperor of the Fetch, Karlingen Borxia, Vampire:[/b] Karlingen Borxia encounters Underguild, transformed into vampire. [b]Princess Lilly, Vampire Aristocrat 4:[/b] ? [b]The Gable-Man, Vampire, The Great Cleric Anthony Mackus:[/b] Rumour has it that Mackus is now none other than the Gable-Man, a vampire of legend that eats the happiness of old people, and that he was struck down by vampirism by none other than Beltane himself. [b]Perdition, Dread Queen of Unbirth, Old Human Vampire Medium 9:[/b] ? [b]The Brackish King, Between Vampire Rogue 7/Assassin 3:[/b] ? [b]Young Human Vampire Commoner 1:[/b] ? [b]Selene, Vampire Bride:[/b]Beltane visited Queen Selene in the night, twice, while the family made its preparations for departure, each time leaving her one step closer to immortal undeath. On the third night, Beltane stepped upon the ship’s deck to see the island suddenly sinking beneath the waves. He dove in and swam to the Queen’s chamber where he found her upon the verge of drowning — and bestowed upon her his final life-draining kiss. He then buried her deep in the sea mud to await the next night. When she arose as a vampire at the next nightfall, she found that Beltane had fashioned a coffin from her furnishings in the palace. [b]The Singed Man, Infernal Tyrant, Vampire Lord:[/b] ? [b]Father of Castorhage Qeudecce III, Vampire:[/b] ? [b]Elisabeth Marnier, Human Vampire Bard 8:[/b] In fact, Elisabeth Marnier (N female human vampire bard 8) was infected with vampirism while festering in the lower jails within the Capitol, but escaped and fled here. [b]Master of Ceremonies Rudyard Hasp, Human Vampire Bard 4:[/b] ? [b]Qui, Human Vampire Sorcerer 6:[/b] ? [b]Albie Otiose, Halfling Vampire Rogue 3:[/b] ? [b]Xianbi, Grace of the Smiling Slumbering Dragon, Human Vampire Aristocrat 2/Illusionist 11:[/b] ? [b]Callwell Carver, Human Vampire Ranger 4:[/b] ? [b]Madame Rosetta Violet, Human Vampire Aristocrat 7:[/b] ? [b]Blessed One, Young Human Vampire Rogue 4:[/b] The dates and causes of the fires have varied over the centuries, with the earliest recorded instance occurring as far back as –1322 R.C., and several of the later instances having inexact dates due to loss of early city records. The most recent instance, the Sixth Great Fire of Town Bridge, occurred in 1509 and charred stumps and the smell of ash are still reported in some parts of the current bridge. Scholars of the arcane and esoteric have speculated that the calamity, and rumours of the discovery of ragefire* — a malevolent living flame — are curiously similar in date, and, thus, appoint the Great Fire as the first encounter between men and ragefire itself. However, the truth is stranger. For in 1509, paladins of the Trinity of Life (see AQ17 in Chapter 2) hoping to discover and destroy Beltane, captured the boy who would become the Blessed One, then only a human but a thrall of one of the Fetch’s Deceivers. The vampire-hunting paladins carried a flask of the newly discovered ragefire with them for use against the vampire god-emperor when they found him. Underestimating the homeless waif they had captured, the hunters let down their guard only for a moment, but it was long enough for the child to turn their weapon against them and smash the flask upon the leader of the paladins (already their 187th mushaff*). The ragefire consumed the screaming paladins and grew larger before feasting upon the rest of the structure and thousands of Town Bridge’s residents. The resulting conflagration raged for a week and a day, and near consumed the entire bridge before a section collapsed beneath the ragefire and sent it to its doom in the waters of the Lyme below, and the rest of the blaze finally spent its fuel. Tales among the Fetch, tell that the boy only survived by falling, blazing, into the river below, where he was found by Beltane himself and blessed with the gift of unlife in reward for his loyalty. The Blessed One himself has stalked the streets of Town Bridge for centuries and it was he that was responsible for the last Great Fire to sweep Town Bridge 2 1/2 centuries ago (see sidebox). That fire caused terrible burns on the Blessed One when he was still living that healed into a terrible disfigurement with his resurrection as a vampire. [b]Lady Mulminil Skarn, Hill Dwarf Vampire Aristocrat 5:[/b] ? [b]Chamomile Bramble, Human Vampire Aristocrat 4:[/b] ? [b]His Holiness the Droge of the Great Mother, Vampire Ex-Cleric of Mother Grace 9:[/b] ? [b]Lady Fidelia Flax Shortstone, Gnome Vampire Aristocrat 6:[/b] ? [b]Lord Hemlock, Human Vampire Aristocrat 7:[/b] ? [b]Between Vampire:[/b] Between vampires do not have the ability to create spawn, but Threnody is one of the rare examples of her kind that can create a new generation of Between vampires. Every century or so, she becomes obsessed with reproduction. No act of procreation is required for such an event to occur and conclude. When it occurs, she grows to Large size as she bloats with a host of young, and her hunger to feed becomes almost a madness. She requires living hosts into which her young are birthed and prefers them to be sentient creatures of the mundane world. When birthed, the young occupy a large cyst in their host’s body where they feed for 1d3 days until they grow rudimentary wings 1d3 days later. At that point, they finish feeding upon the host and burrow out to make their escape, maturing to become full-grown Between vampires in a matter of weeks. When they first emerge from the host they are virtually helpless (AC 10, hp 1, fly 10 ft. [poor]), but after that they begin to gain HD at the rate of 1 per week and develop the natural abilities of their kind during this time. [b]Wither, Human Vampire Aristocrat 1/Sorcerer 6:[/b] ? [b]The Empty One, Human Weakened, Vampire Aristocrat 2/Fighter 4:[/b] The Empty One was once a knight who tried to destroy Wither. The vampire broke him on a wheel, ensuring that the calamity that remained was at the edge of death when it returned as a full-fledged vampire. The thing that was left, which Wither named the Empty One, is a broken, mangled creature. [b]Threnody, Hungry Mother, Old Tenome Between Vampire:[/b] ? [b]Ambergris, Human Vampire Fighter (Archer) 6:[/b] ? [b]Elthanor Thorn, Human Vampire Aristocrat 4/Rogue 5:[/b] ? [b]Battle-Duke Ormand, Vampire Spawn:[/b] ? [b]Archibald Hegg, The Shadowy Tumbler, Vampire Spawn Bard 2:[/b] ? [b]Nectra, Human Vampire Spawn Cleric of Lucifer 4:[/b] ? [b]Algernon Alfonse Leptonia, Human Vampire Spawn Aristocrat 4:[/b] ? [b]Gideon Murkwid, Human Vampire Spawn Expert 3:[/b] Ambergris is the “mother” (at least that is the term she uses) of Gideon Murkwid. [b]Madame Kale, Human Vampire Spawn Illusionist 4:[/b] A member of the Panacea and vampire spawn child of Lord Hemlock, Madam Kale has a chamber here, which she uses to meet with Sallow and Algernon, discuss gossip at the Weary Palace, and to store secrets she does not wish Hemlock to discover. [b]The Burnt One, Human Vampire Spawn Fighter 3:[/b] ? [b]Spawn of Wither, Human Vampire Spawn Rogue 3:[/b] Consider that Wither can raise one spawn per night. [b]Between Vampire Spawn:[/b] Meanwhile in the slums of the city, the other prepares her nest, ready for the birthing of a new brood. She calls herself Threnody, and Threnody is hungry. A Between vampire does not just take the lifeblood from a victim: They take everything, devouring the mind, the memories and the talents of their victims until they become bloated and monstrous. Most, thankfully, go mad and crawl into the dark to suffer. Threnody does not; she is ready to birth and slithers into the night to gather hosts for her brood. In Toiltown, she grows and lays her eggs into the warm flesh of those who will serve as the first meal of her thousand children. Threnody slips into the slums and begins, gathering hosts and stealing memories and loves and anger and lusts as she does so. Seeking a strong cover for her brood, after testing and tasting two accomplices of a petty street gang, she settles upon the mind of the most powerful local crime lord Uriah Strange, leader of the Renders. Devouring his soul and mind, she embarks upon an orgy of flesh, gathering hundreds to form the hosts of her children. And as she gathers, so she reaps, sending messages to confuse the followers and allies of Strange, weaving a web of deceit to hide her new brood behind. Strange’s closest allies are devoured or dominated, and the rest left leaderless, their suspicions growing stronger by the day. Even as Threnody stirs and steals and feasts, her touch festers into a sickness from Between, a misery that creates, not destroys, a pestilence that hungers and changes, rather than slays. They call the sickness the mocking plague as it distorts its victim’s humanity. It rips their faces into mocking grins and sick, distended smiles, when it leaves them with flesh at all. In three days, her brood will birth, and if they do, a plague of undeath that wears sickness as its skin will infect the city. There are scores of stacked bodies here and dangling in HS8 below, and each contains a germinating Between vampire spawn. The young Between vampires birth at a set time. The mother of the Darkest Day is being called the Hungry Mother in the slums of Toiltown where she has already birthed her brood, and this clutch of terror now suckles somewhere in the dark waiting for their eyes to open. They must not do so. The Hungry Mother has birthed hundreds of her vampire spawn from Between who are but a legend amongst the older stories of the Fetch. [b]Advanced Wight:[/b] One of the statues has birthed an undead that slowly mumbles to itself, much to Algernon’s amusement. If quizzed, Algernon claims that his genius breathes life into his creations from time to time, as does Sallow’s. The creature, an advanced wight, is held rigid by the substance it is embalmed in, but if the object’s skin is breached, the shell shatters and the creature within emerges and attacks, raving as it does. If Algernon or Sallow are present, the creature ignores all other opponents in preference to them. In truth, Algernon purchased 4 inmates of a sanatorium who suffered from elephantiasis from Stompton, Hogg and Gryme — Corpse Purveyors at great expense, and these are what he regards as his finest creations — so far. [b]Juju Zombie House Cat:[/b] ? [b]Zombie Horse, Undead Dray, Advanced Zombie Horse:[/b] ? [b]Zombie Mule:[/b] ? [b]Dead Cat, Zombie Cat:[/b] ? [b]Young Human Fast Zombie:[/b] ? [b]Rullan Bread, Human Zombie:[/b] ? [b]Dark Creeper Fast Zombie:[/b] ? [b]Created, Zombie:[/b] The other figures are a mixture of statues made by Algernon Alfonce Leptonia (see L4: Decay), except that these figures move, albeit very slowly. The others figures are disgusting creations that have had life breathed into them. They are part carcass, part art, and each has animal and monster and human parts but, unless attacked, they merely follow the PCs, perhaps touching their hair or fingers. If attacked, use Medium zombie statistics. [b]Black Swan Zombie, Fast Zombie Swan:[/b] ? [b]Forgotten Princess, Greater Banshee:[/b] The Forgotten Palace fell in a single night, and her occupants did not notice until it was too late. In truth, some still deny the truth, particularly the Forgotten Princess, who still resides here preparing to meet her betrothed for the very first time. [b]Magnus Melancholy, Human Nosferatu Necromancer 10:[/b] ? [b]Meadow, The Bride, Coffer Corpse:[/b] ? [b]Mocking Gull, Between-Touched Goul-Stirge:[/b] ? [b]The Child of Folly, Unique Advanced Undead Ooze:[/b] ? [b]Penitent One, Blight Ghoul Rogue 7:[/b] ? [b]Egger Kask, Human Blight Ghoul Brawler 9:[/b] ? [b]Fecule, Blight Ghoul Rogue (Spy) 8:[/b] ? [b]His Tattered Majesty, Grim-Cakor I, Dwarf Blight Ghoul Fighter 7/Rogue 3:[/b] Grim-Cacor (literally the “Deep Demon”) was once the chief steward of Grim-Mathen’s thane but personally devoured his liege after the first few months of enforced isolation as the ghoul fever began to take hold among the entrapped populace and assumed control of those who remained as undead. [b]Isaac Maggot, Human Blight Ghoul Rogue (Thug) 7/Assassin 2:[/b] ? [b]Abomination Essay Swarm:[/b] ? [b]Undead:[/b] Butcher’s Bride This madwoman vanished into the night about ten years ago and has remained unseen since. Her speciality was disembowelling her victims and creating undead statuary from them. The creatures that dwell here are feral, unlikely to be humanoid, and are joined by myriad types of undead that occupy the swamp due to the long practice of bog burials conducted by the Great Cemetery in the Hollow and Broken Hills. His small cult, the Cult of Revenants, actively seeks to bring the unwary to their destined vengeance much sooner than their natural lifespan would otherwise warrant. If they catch a lone victim, they force this doctrine upon him by sacrificing him to “unleash their thwarted justice.” That these victims rarely volunteer and that the undead creature created from the sacrifice simply serves as a slave to a member of the cult is disregarded by its members. All those who worship the god are bound by a terrible dark pact they commit to in blood and soul when they become an acolyte of Flense. The pact grants the worshipper a terrible retribution. Upon dying, the devotee of Flense is reborn anew as a “revenant” creature, torn from the mortal body of his unworthy subject to become a thing of vengeance. The creature the devotee rises as is always free-willed and equal to the CR of the cleric in life +1. Such new forms are not bound by a requirement to be undead (though frequently they are undead) and can come in any form the god chooses on a whim. Usually the form given is most commonly associated in some way with the life or personality of the deceased follower. For example, a follower who lives far away from civilisation may return as a dire animal bent upon vengeance. In addition to all of the above, since the passage of The Corpse [Laying to Rest] Act of 1770, the Carcass has also served as a repository of stinking, rotting bodies claimed by the City for failure to pay the Death Duty, but for which it currently has no immediate use. Instead, tens of thousands of mouldering corpses lie heaped in niches, half-made catacombs, abandoned wells and oubliettes and virtually every other sort of space imaginable, while the infestation of rats, ghouls, and Blight ghoulsTOBH, and many spontaneously forming undead, is almost unthinkable. He believes Mother Grace brought undead into the world to cleanse it of its mortal sins, but keeps this belief secret. Inside, the place is crammed with Leptonia and Sallow’s artwork. The vampire spawn has a peculiar artistic trick involving abducting waifs and strays, drugging them with a concoction or chloroform* and oil of taggit, and embalming them in a substance made from equal parts lime concrete, clay, and an alchemic discovery known as Blight grasp. This substance hardens very quickly (in a matter of minutes), and Algernon has been using it to create living statues — slowly engulfing his victims in the stone substance over a period of weeks, and eventually covering them completely, thoughtfully providing an air hole for them to breathe through to enjoy his work to the last and infuse the statues with the occasional angry spirits. That this process occasionally creates an undead merely adds to Algernon’s belief that he is a living (or more accurately, unliving) genius. Mists cloak the isle above, and the dour spirits of the fallen, the regretful, the wicked, and the innocent sing through the air. These only occasionally manifest as undead, but feel free to have shapes and faces loom out of the mist. [b]Incorporeal Undead:[/b] ? [b]Ghost:[/b] The Old Dockyard is barely used these days, the piers are dangerously rotten, and the pools below are infamous for quicksand. A small group of local dandies and artists have made their home here, these struggling dilettantes revel in their self-enforced poverty. The occasional pie shop or opium den opens up here to serve the aristocrats but generally doesn’t last long. Some say the old docks are haunted by the ghosts of shipbuilders from the past, and most infamously the Lady Rose, a gigantic ship that burnt during construction, killing 118 and eight workers, for which the first ironclad dreadnought Lady Ruin was later named (itself sunk in the Battle of the Kraken’s Teeth in 1751). Parts of the Lady Rose’s hulk can still be seen when the waters of the Lyme (rarely) clear, its skeletal black timbers lurking at the furthest pier in the docks, a perilous place to reach even in the best weather. [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Lacedon:[/b] The Great Whale is indeed big enough to accommodate people living inside it, and these unwelcome squatters live within the rear parts of the vast whale’s mouth, dwelling in safe havens they have fashioned into crude fleshy dwellings that form air pockets whilst the whale is beneath the sea. They are not alone. So vast is the thing that lacedons — the undead remains of sailors who have lived and died here — also dwell within it. [b]Lich:[/b] ? [b]Mohrg:[/b] Ornamie Elias Hogg (1722–?), city’s longest-serving Watch Inspector. Disappeared Chill 17th, 1772, while chasing Jonas Long-Tongue, the feared mohrg assassin capable of infecting his victims with his own form. [b]Mummy:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] The spirits of two nest hunters who fell while hunting for eggs long ago haunt the cliffs here. [b]Vampire:[/b] ? [b]Vampire Spawn:[/b] ? [b]Wight Spawn:[/b] Any humanoid creature that is slain by an advanced wight becomes a wight spawn itself in only 1d4 rounds. [b]Wight:[/b] Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. [b]Wraith:[/b] ? [b]Zombie:[/b] For in Castorhage, the great experimenters discovered the great possibility and cheap availability of necromancy, not simply in the obvious sense of animating legions of zombie labourers, but rather in its application through necrocraft and golem innovation. While the many technological innovations that power Castorhage incorporate steam power or clockworks, at the core is their reliance preservation and animation of once-living flesh to supply their labour and energy needs. These cursed folk are the alchymic-unliving, and when their curse becomes advanced enough, they lose every last shred of who they were and become simply one more zombie shuffling mindlessly to its master’s commands. These cursed folk are the alchymic-unliving, and when their curse becomes advanced enough, they lose every last shred of who they were and become simply one more zombie shuffling mindlessly to its master’s commands. An alchymic-unliving creature that reaches 0 Intelligence loses the alchymic-unliving template and gains the zombie template. [b]Human Zombie:[/b] ? [b]Fast Zombie:[/b] Slain zombies are engulfed by the undead ooze and can be reanimated and expelled again in 1d2 hours. [b]Demi-Lich:[/b] ? [b]Draugr:[/b] ? [b]Pickled Punk:[/b] ? [b]Apparition:[/b] A humanoid slain by an apparition becomes an apparition itself in 1d4 rounds. Spawn so created are less powerful than typical apparitions, and suffer a –2 penalty on all d20 rolls and checks. They also receive –2 hp per HD, and a –2 penalty to the Will save DC of their spectral strangulation ability. Spawn are under the command of the apparition that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed apparitions. Shortly before arriving at O12, the PCs become aware of a woman’s voice calling out, asking if one of the PCs is “Pherran, my love.” The woman’s voice ignores any answers that are given, but continues to ask, becoming more urgent and claiming that she has come for her true love. Eventually she cries out, “Don’t make me do it again! I flung myself from the Wall once to be with you in death! Don’t ask it of me again!” She then breaks down into sobs and begins to complain of the cold and the feel of her skin. She begs a male character not to be angry with how she looks now, that her rose has withered but her soul remains his. Eventually, this bittersweet apparition emerges through the gloom, her undead body drawn into unlife to look for her true love. [b]Bog Mummy:[/b] ? [b]Bogeyman:[/b] ? [b]Brykolakas:[/b] ? [b]Cadaver:[/b] ? [b]Corpse Candle:[/b] ? [b]Draug:[/b] ? [b]Ghoul-Stirge:[/b] ? [b]Shadow Rat:[/b] ? [b]Brine Zombie:[/b] ? [b]Ghoul Wolf:[/b] ? [b]Blight Ghoul:[/b] A creature that dies of Blight ghoul fever rises as a Blight ghoul at the next midnight. Blight Ghoul Fever disease. ELIXIR OF LIFE Aura faint necromancy; CL varies Slot none; Price varies; Weight — DESCRIPTION A living creature that does not have the outsider or ooze type that is injected with elixir of life (an infusion process that takes an hour and requires either a helpless or willing recipient) must make an immediate Fortitude save based on the quality of the elixir. Creatures that are immune to poison or death magic are not affected by the elixir. If the save is successful, the creature dies and rises again in 1d4 hours as a “Reborn” with the alchymic undying template. If the save is failed, the individual immediately dies and rises in 1d10 minutes as an undead creature with the alchymic unliving template. If the elixir is applied to a creature of the appropriate types (as described above) that has died within the last 24 hours but whose corpse is still relatively intact, the creature still gets a Fortitude save as if it were still alive with outcome of becoming either an alchymic undying or an alchemic unliving creature, but the saving throw is made at a cumulative –1 penalty for every 2 hours since it died (not including the hour required for infusion). If used in conjunction with a Cuckoo Womb and pieces of only partial cadavers in order to create a new-made form of life (as adjudicated by the GM), the elixir likewise has a quality-based saving throw to determine the stability of this outcome. If this saving throw is successful, the resulting creature is stable as a new type of living creature. If the save is unsuccessful, the new-made creature is unsuccessful, is in extensive pain, and dies in 1d4 days as its body literally falls apart. Anything of medium-grade elixir or lower is unpredictable, short lived, and prone to sudden violent unravelling. For each year of life or unlife for low-grade elixir, each month for pig-grade elixir, and each week for street-grade elixir, the initial Fortitude save must be made again or the creature rapidly (and often revoltingly) unmakes itself just as if a new-made creature had failed its initial saving throw. There are some exceptional cases (again at the GM’s discretion), where such an unmaking does not fully destroy the creature but instead forces it to live in a pain-filled, half-life of indeterminate length and horror. CONSTRUCTION Requirements Craft Wondrous Item, poison, raise dead, Between worms; Cost 10,000 gp (true elixir), 5,000 gp (medium-grade elixir), 500 gp (low-grade elixir), 250 gp (pig-grade elixir), 50 gp (street-grade elixir) Disease (Su) Blight Ghoul Fever: Bite—injury; save Fort DC 17; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A creature that dies of Blight ghoul fever rises as a Blight ghoul at the next midnight. [/spoiler] [URL=http://www.drivethrurpg.com/product/219024/The-Book-of-Many-Things?affiliate_id=17596]The Book of Many Things[/URL][spoiler] [b]Lich:[/b] Necromancer Necromantic Epiphany power. [b]Humanoid Skeleton:[/b] ? [b]Humanoid Zombie:[/b] ? Necromantic Epiphany (Su): The necromancer knows well what happens to the godless when they die, and he intends to avoid such a terrible fate. At 20th level, the necromancer constructs a phylactery that he then uses to turn herself into a lich.[/spoiler] [URL=https://www.drivethrurpg.com/product/239962/The-Book-of-Many-Things-Volume-2-Shattered-Worlds?affiliate_id=17596]The Book of Many Things Volume 2: Shattered Worlds[/URL][spoiler] [b]Soulrent Reborn:[/b] Soulrent reborn are raised into unlife by the champions of death from Volwryn. [b]Undead:[/b] Sun-Dead feat. [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Ghost:[/b] ? Sun-Dead (Elf) Your destroyed lifeforce continues on, driven by an undead craving. Prerequisite: Sun-Drained, Con 11, Cha 13, character level 11th, elf. Benefit: You become an undead creature. You have no Constitution score and use your Charisma to calculate your hit points, Fortitude saves, and any special ability that relies on Constitution. You gain Darkvision out to 60 feet, all undead traits, immunities, and weaknesses.[/spoiler] [URL=https://www.drivethrurpg.com/product/243805/The-Book-of-Metal?affiliate_id=17596]The Book of Metal[/URL][spoiler] [b]Undead Animal Companion:[/b] ? [b]Kobold Skeleton:[/b] Goblet of Gore magic item. [b]Half-Elf Zombie:[/b] Goblet of Gore magic item. [b]Half-Orc Zombie:[/b] Goblet of Gore magic item. [b]Elf Zombie:[/b] Goblet of Gore magic item. [b]Orc Zombie:[/b] Goblet of Gore magic item. [b]Dwarf Zombie:[/b] Goblet of Gore magic item. [b]Gnome Zombie:[/b] Goblet of Gore magic item. [b]Halfling Zombie:[/b] Goblet of Gore magic item. [b]Hobgoblin Zombie:[/b] Goblet of Gore magic item. [b]Gnoll Zombie:[/b] Goblet of Gore magic item. [b]Ogre Zombie:[/b] Goblet of Gore magic item. [b]Minotaur Zombie:[/b] Goblet of Gore magic item. [b]Fire Giant Zombie:[/b] Goblet of Gore magic item. [b]Hill Giant Zombie:[/b] Goblet of Gore magic item. [b]Spirit:[/b] Emperor of Murder's Ghostspawn Curse power. [b]Grandma:[/b] “Grandma” was a matron of the house. Many times did she comfort the family with her signature tea. She was slain when one of her grandsons turned against her, but thanks to the power of Amon, she never truly died. [b]Them:[/b] Whenever a humanoid dies within the House of Amon, its ghost rises within 1d4 weeks to join the manor’s spectral host known only as Them. [b]Nameless Ghoul:[/b] All that remains of Papa Emeritus’ flock are a group of Nameless Ghouls he’s raised up to replace his long lost worshippers. [b]Undying Crusader:[/b] The undying crusader was once a mortal hero whose order of righteous warriors suffered devastating losses in their pursuit of a resourceful and conniving foe. The order’s mission to bring their quarry to justice ended in dismal failure – as well as the crusader’s death. Yet such was the crusader’s resolve that he clung to this world after death, having vowed to continue his fight for justice for as long as the flame of life burns within the realms. [b]Undead:[/b] ? [b]Skeleton:[/b] Once per day, whenever the Noc-Lar remains stationary and channels its power for one minute, it can create any of the following effects in a mile radius: - Animate all humanoid corpses as skeletons or zombies. [i]Reign of Madness[/i] spell. Staff of Carnage magic item. [b]Zombie:[/b] Once per day, whenever the Noc-Lar remains stationary and channels its power for one minute, it can create any of the following effects in a mile radius: - Animate all humanoid corpses as skeletons or zombies. As a last resort when all other methods fail, They can enter and possess their own former bodies to go and fight. Their cadavers burst out from coffins in the manor basement (or graves in the backyard, etc) and begin shambling toward the party’s location (use the statistics for zombies except they have an Intelligence of 10). [i]Reign of Madness[/i] spell. Goblet of Gore magic item. Staff of Carnage magic item. [b]Human Zombie:[/b] Goblet of Gore magic item. [b]Ghost:[/b] ? [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; those who become a ghoul in this way retain none of their abilities possessed in life. They are not under the control of other ghouls, but they hunger for the flesh of the living and behave like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; those who become a ghoul in this way retain none of their abilities possessed in life. They are not under the control of other ghouls, but they hunger for the flesh of the living and behave like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Lich:[/b] ? [b]Wraith:[/b] ? Reign of Madness School conjuration (summoning); Level cleric/oracle 9, shaman 9, sorcerer/wizard 8, witch 8 Casting Time 1 round Components V, S, M (crushed gemstones worth 6,666 gp) Range long (400 ft. + 40 ft./level) Effect 100-ft. radius storm of brutality Duration concentration (maximum 5 rounds) (D) Saving Throw see text; Spell Resistance yes You call forth energy from the Planes of Mayhem to unleash waves of madness and destruction. Discordant screams echo across the battlefield forcing all creatures in the area to make a Will save or become confused for 1d4+3 rounds. Each round you continue to concentrate, you suffer 3d6 damage (no save) and the spell generates additional effects as noted below. Each effect occurs on your turn. 2nd Round: Treads of iron and mechanical appendages reach out through the planes and smash up to one creature of your choice per three caster levels, dealing 10d8 bludgeoning damage. A creature targeted can attempt a Reflex save to avoid this damage. Creatures who fail their Reflex saving throw must also roll a Fortitude save; if they fail, they become stunned for 1 round. 3rd Round: Scorching fire rains from above, dealing 1d6 points of fire damage per caster level to all creatures in the area; a successful Reflex save halves this damage. 4th Round: A festering sickness takes hold over the area, affecting all living creatures with a disease of your choice unless they succeed on a Fortitude save, as per the Contagion spell. 5th Round: A wave of negative energy smothers all creatures in the area, dealing 1d6 points of negative energy damage per two caster levels. A successful Will save halves this damage. Furthermore, all applicable corpses in the area rise to become undead skeletons or zombies (randomly determined). Unlike with an Animate Dead spell, these undead are not under your control, and are instead hostile to all living creatures. When the spell ends (regardless of how it ends), wracking pain surges through your form and you must immediately succeed on a Fortitude save against the spell DC or suffer a -4 penalty on attack rolls, skill checks, and ability checks for 1 hour. Goblet of Gore This jeweled chalice teems with profound and inexplicable carnage. Organs ooze from a pool of bubbling blood that cascades down the goblet's smooth surface. Aura strong necromancy and transmutation Artificers and magisters of the realms have accomplished many prodigious tasks, but nothing quite like the Goblet of Gore which could not have been made by mortal hand. Nay: such a twisted and profane artifact could have only been birthed in the horror-filled halls of Crystal Mountain, where evil takes its form.... Chambers of Blood: The Goblet of Gore can be permanently imprinted with corpses for use as everlasting components for Animate Dead and similar spells. A living creature slain within the last hour, who is a legal target for Animate Dead or Create Undead, can be stuffed into the goblet. Once stuffed, the Goblet slurps the remains into its bowels and thereafter the wielder of the Goblet can treat any imprinted corpse type as a corpse component for Animate Dead and Create Undead, with an unlimited number of corpses available. For example, if the Goblet was stuffed with a kobold, a 5th level Cleric casting Animate Dead could create 10 kobold skeletons using the Goblet. Note that, while there is no limit to how many corpses can be imprinted into the Goblet of Gore, the wielder of the Goblet can only use it for corpses they have personally stuffed into it; the corpse of a long-dead race interred by some ancient user will not be available to a different wielder in another time. Zombie Ritual: Even a character with no necromantic powers of their own can create zombies by merely drinking from the Goblet of Gore. Drinking from the goblet is a standard action and, unless the character is immune to disease, they must succeed on a Fortitude save (DC 15) or become nauseated for 1 round and sickened for 2d6 hours as their intestines reel with horror at their newfound ingestion. Regardless of success or failure, the character immediately vomits forth a writhing stream of blood and guts that coalesces into fully formed zombies within mere seconds. This instantly creates a number of 4 HD humanoid zombies equal to 1/2 the imbiber's Hit Dice under the imbiber's control. As the zombies animate, this temporarily suspends the flow of the goblet so that it stops spewing succulent sinews and loses the ability to perform Zombie Rituals. After 8 hours, any remaining zombies melt into goo and the goblet can create zombies this way again. When creating zombies, the DM either chooses the species of zombie that manifests or decides by rolling on the table below. 1-45: Human 76-80: Halfling 46-50: Half-elf 81-85: Hobgoblin 51-55: Half-orc 86-90: Gnoll 56-60: Elf 91-93: Ogre 61-65: Orc 94-96: Minotaur* 66-70: Dwarf 97-99: Fire giant* 71-75: Gnome 100: Other* *Since these zombies would have more than 4 HD, the DM may wish to adjust the number of zombies created accordingly. For example, a 6th level character who would normally create three 4 HD zombies should only be able to create two 6 HD minotaur zombies, or one 12 HD hill giant zombie. The Goblet of Gore always creates at least one zombie this way, even if it would be too powerful for a necromancer of that level to control. Zombies created in excess of twice the character's hit dice might spurn his naive attempts at control and go on an indiscriminate brain-eating rampage. Undead created by Zombie Rituals do not count against the character's control limit of undead from other spells and class abilities. Staff of Carnage Images of severed limbs and viscera decorate this obsidian staff, which is perpetually warm, slick and slimy to the touch. Aura strong necromancy and transmutation; CL 15th; Price 235,000 gp The first Staff of Carnage was created by a cabal of Brutalmancers who, once again borrowing essence from the Planes of Mayhem, sought to make a relic that would invoke the most savage and violent dweomers known to wizardry. Given how staves of this nature circulated through the realms causing scenes of maddening horror, it’s no surprise that various cults and dark powers would catch on to the secrets of their construction. Those who spread the knowledge of the staff’s craftsmanship, however, do so with a stern warning - for it is understood that somewhere in the creation process, something else, far beyond the accounting or purview of the original artificer, slips in… and waits to claim a short-sighted wielder. As a magic staff, this item allows the use of the following spells: • Hunger for Flesh (1 charge) • Symbol of Exsanguination (1 charge) • Undead Anatomy I (1 charge) • FleshWall (2 charges) • Raining Blood (2 charges) • Undead Anatomy III (2 charges) • Death Clutch (3 charges) • Undead Anatomy IV (3 charges) • Massacre (5 charges) As a weapon, a Staff of Carnage functions as a +2 vicious wounding quarterstaff. A Staff of Carnage also emits a 30’ radius aura of gratuitous violence, increasing the damage multiplier for all critical hits by one (this affects both allies and enemies). Furthermore, any creature slain within the aura dies in the most bloody and grotesque way imaginable for their cause of death. As a standard action, the wielder may break the Staff of Carnage to release a nova of profound violence. The nova spreads out in all directions for a number of feet equal to 5 times the staff’s remaining charges (so a staff with 40 charges would create a nova out to 200 feet). All creatures in the area become slathered in necrotic energy, suffering 666 points of damage; half of this damage is negative energy, and the other half is sheer, destructive power. A successful Will save (DC 27) reduces the damage by half. If the Staff of Carnage has 20 or more charges left at the time of its destruction, creatures reduced to 0 hit points or fewer are killed and instantly reanimated as zombies or skeletons (if they would normally leave behind remains suitable for raising such creatures). If the Staff of Carnage has less than 20 charges, creatures reduced to 0 hit points or fewer are merely killed with their bodies being reduced to questionable piles of bone and goo. Any wielder foolish and desperate enough to break a Staff of Carnage has a 50% chance of merely being eradicated in a legendarily gruesome and spectacular fashion, but if they do not, they instead become transformed into a monstrous, omnicidal abomination that exists between life and death; alternatively, they might be whisked away into the darkness between planes where they are awaited by an unspeakable fate, far worse than destruction. Construction Requirements Craft Magic Arms and Armor, Craft Staff, death clutch, flesh wall, hunger for flesh, massacre, raining blood, symbol of exsanguination, undead anatomy IV; Cost 117,500 gp Ghostspawn Curse (Su): Once per day, the Emperor of Murder can place a terrible curse upon a living creature which may cause a ghost of them to rise against their former allies. As a swift action, the Emperor of Murder chooses a single living creature within 100 feet; that creature must succeed on a Will save (DC 26) or be affected by the curse for 3 rounds. At the start of each of their rounds, the creature suffers 1 point of negative energy damage per hit die they possess. If the creature is reduced to 0 hit points during the curse’s duration, they are instantly killed and their lifeforce is used to animate a spirit which rises over the spot of their death. The save DC is Charisma-based. This spirit fights like a lesser version of the slain creature. It functions almost identically to a duplicate created by the Simulacrum spell, with the following differences: Unlike an illusory duplicate, this spirit is very real. It gains the undead type and incorporeal subtype. It resembles the original’s likeness, including the armor and clothing worn when the original creature was killed, but has a pale, ghostly hue that clearly sets it apart. The spirit is completely under the Emperor of Murder’s control; while it may be intelligent, it is devoid of free will and personality and serves only to inflict pain and destruction for the Emperor. The spirit rises with a spectral copy of any weapon or implement that the original creature was holding when it died (if applicable). If this results in the spirit possessing a manufactured weapon, that weapon functions as a +1 Ghost Touch weapon of its type. The spirit’s natural attacks are likewise treated as magic for the purpose of overcoming damage reduction, and as though they had the Ghost Touch special quality. Magical items the creature may have held (such as staves or wands) do not otherwise retain their properties or serve any function in the spirit’s hands. After 1 minute, or if reduced to 0 hit points, the spirit dissipates with a hoarse wail along with any equipment that had been created with it. While the spirit is animate, the slain creature cannot be brought back to life, and the Emperor of Murder gains a +4 profane bonus to Strength and Charisma.[/spoiler] [URL=https://www.drivethrurpg.com/product/222909/The-Celestial-Host?affiliate_id=17596]The Celestial Host[/URL][spoiler] [b]Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]Ruadan, Human Ghost Aristocrat 5:[/b] ? [b]Ghost:[/b] ? [b]Cursed Dead:[/b] King Lygari was a pirate warlord, and his massive fleet was the terror of the North Sea. He had heard tales of Skidbladnir, the vessel the gnomes had created for the gods. Although he longed to capture it and use it as his flagship, he knew he could never get it away from the Æsir. Instead, he abducted the children of the gnomes and threatened to kill them unless they built him a ship even finer than Skidbladnir. Unknown to Lygari, the gnomes used the flames of Smiðja af Fordæmda to create his ship, the Skelfing. A massive longship, cunningly shaped like a sea-dragon, it could easily hold 200 men. Its sails looked like wings; carved to look like clawed limbs, its oars rowed by themselves; and the prow sported a fierce dragon’s head capable of breathing fire. Pleased with the ship, the warlord returned the captive children. In the very first battle Lygari fought as captain of the Skelfing, the twisted magic from the forge activated, exactly as the gnomes intended. The ship acted with a mind of its own, attacking enemy ships and Lygari’s own fleet with equal ferocity, ramming ships on both sides and setting dozens of them on fire. In desperation, Lygari struck the neck of the dragon’s head with an axe, hoping to sever it and regain control of the ship. Instead, the final trap was sprung: the ship dove beneath the waves, taking King Lygari and all his warriors with him. This has led to a Norse version of the “Flying Dutchman” myth. Some believe the Skelfing resurfaced and continues to sail with a crew of the cursed dead and the shade of King Lygari condemned to command it forever. [b]King Lygari, Shade:[/b] King Lygari was a pirate warlord, and his massive fleet was the terror of the North Sea. He had heard tales of Skidbladnir, the vessel the gnomes had created for the gods. Although he longed to capture it and use it as his flagship, he knew he could never get it away from the Æsir. Instead, he abducted the children of the gnomes and threatened to kill them unless they built him a ship even finer than Skidbladnir. Unknown to Lygari, the gnomes used the flames of Smiðja af Fordæmda to create his ship, the Skelfing. A massive longship, cunningly shaped like a sea-dragon, it could easily hold 200 men. Its sails looked like wings; carved to look like clawed limbs, its oars rowed by themselves; and the prow sported a fierce dragon’s head capable of breathing fire. Pleased with the ship, the warlord returned the captive children. In the very first battle Lygari fought as captain of the Skelfing, the twisted magic from the forge activated, exactly as the gnomes intended. The ship acted with a mind of its own, attacking enemy ships and Lygari’s own fleet with equal ferocity, ramming ships on both sides and setting dozens of them on fire. In desperation, Lygari struck the neck of the dragon’s head with an axe, hoping to sever it and regain control of the ship. Instead, the final trap was sprung: the ship dove beneath the waves, taking King Lygari and all his warriors with him. This has led to a Norse version of the “Flying Dutchman” myth. Some believe the Skelfing resurfaced and continues to sail with a crew of the cursed dead and the shade of King Lygari condemned to command it forever. [b]Wight, Vaettir:[/b] ? [b]Draugr:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/163773/The-Complete-Nemesis-Bestiary?affiliate_id=17596]The Complete Nemesis Bestiary[/URL][spoiler] [b]Bone Griffin:[/b] “A griffon that feeds upon undead carrion, or upon a creature slain by the unholy rapidly sickens and dies. Upon the next new moon, the griffon’s rotting carcass animates. Such immature Bone Griffon are slow and clumsy, until they make their first kill, at which point the transition to undead is complete, and a new Bone Griffon- fast, agile and darkly beautiful is truly born.”-Ecosystems of the Unliving, Chapter 4: Patterns of Predation [b]Charnellux:[/b] “A mass grave was discovered beneath the Pale Temple of Ulsitor, where the priests once buried plague victims. Death was so common in those years that atrophic rituals were haphazard, and most of the dead were interred with no real ceremony. The consequences were felt eighteen months after the plague officially ended, when a composite horror known as a Charnellux rose from the quicklime and rot, to devour the village’s pitifully few survivors.”-Adventurer’s Almanac, Volume XIX “Forgotten Stories of the Great Plague Years” [b]Dramatis Personae[/b] A creature with either a Charisma score of 18+ or at least one Bard level, who is slain by the Dramatis Personae’s energy drain rises as a Dramatis Personae in 1d6 rounds. “What do you think happens to a failed actor who chooses a silk noose rather than poverty and obscurity? Or an understudy who dies before ever winning a staring role of her own? Or any other brand of theatrical failure? If they can’t win fame in life, they’ll do so as beautiful ghosts.”-Sarmaera Fishwife Grestergrin, Gnomish theater critic [b]Tortured Hound:[/b] “Tie a dog down and than break every bone in its body. Keep it alive just long enough it feels every single hammer hit, and than you snap its spine. Do it right, bury the carcass long enough, and the thing will rise as a Tortured Hound. It’s magic of the nastiest sort, but its simple enough even the stupidest gobley tribe can work it. That’s the worst of it.”- Tom Yorkshire, ranger [b]Lantern Lich:[/b] “Lantern Liches are what remains of wizards who felt the call to lichdom when they were still too young, too ignorant of magic, and of life to survive the transition into undeath. The corpses they hoped to ride into eternity disintegrated. The only options became two: the lantern, or the coffin. None of them realize the lantern is just another kind of coffin.”-Jonah the Starcloaked, chronicler of matters arcane “Iron has always impeded magic; rare indeed is the wizard who goes about his business in field plate. But a handful of wizards, determined to cheat death and having less stomach for the corpse work of necromancy, build new iron bodies for themselves. To be sure, these iron shells are strong and durable, but every time a spell dies because the iron fingers were too clumsy to cast it properly, the soul inside the iron dies a little more. Soon, all that is left is rage and self loathing, expressed as flame.”-Wyl the Lich Queen [b]Pyre Legion:[/b] “No one soul forms a Pyre Legion. Instead, the Legion is the collective agony, dread and rage of multitudes condemned to death by immolation. I tell any executioner I meet that they must not burn more than one condemned with the same wood. They do that, the world will see fewer Pyre Legions. Few listen; you see the result.”-Rutger Goldspear, Dwarven inquisitor and monster hunter “Leave any settlement plagued by a Pyre Legion to its fate, for they are guilty of a great sin. Such unquiet spirits only form when an innocent dies by judicial fire. Allow the Pyre Legion to have its vengeance.”-Raethelli legal codes concerning Pyre Legions [b]Skull Soldier:[/b] The Skull Soldier can hack the head from the (mostly intact) corpse of any recently slain humanoid or monstrous humanoid creature of Size Medium and affix a defleshed animal skull. The process takes an hour of effort. At the end of this time, the slain creature rises as a Skull Soldier, with none of the knowledge or abilities he had in life. A 12th level caster can create a Skull Soldier with the spell Create Undead. Skull Soldiers are created from the remains of muscular warriors ritually decapitated. Their powerful bodies are wrapped in the hides of black wolves. Each Skull Soldier has had its mortal head replaced with the defleshed skull of some fearsome beast-often a great raptor, panther, dire wolf, or nightmare. “I had a comrade fall to a platoon of these laughing horrors. As he was dying, the things violated him, laughing the whole time. Then they cut his head from his corpse, and dragged it away to their lair. Made him one of them.”-Galanis, mercenary warrior [b]Taxidermy Revenant:[/b] Taxidermy Revenants are horrid composite undead created from a chimerical assortment of hunting trophies animated by malign intelligence. “I knew a Druid once, claimed Taxidermy Revenants are nature’s punishment of trophy hunters, and those damn fool nobles who go traipsin’ into the wilderness with half an army behind ‘em to get a hart’s head for their wall. I don’t know if I agree or not, but unless it’s common folk hurt by one, I never pick up my blades against a Taxidermy Revenant. Let the damn nobles prove how great of hunters they are by taking one on.”-Tom Yorkshire, ranger [b]Unremembered:[/b] “They say that a hunting dog who is slain and not buried properly, because, after all, ‘tis only a brute animal, will sometimes rise again as melancholy spirit. Loyalty and courage, even the bestial courage of a scent hound or terrier, must be honored, and a sacrifice no matter how humble, must e’er be remembered.”-Soloquial Quorseres, Elven breeder of fine scent hounds and retrievers “Cowards and scavengers-the souls of those who fled battle in life and seek only raw flesh, taken in ambush, in death. Worthless offal…”-Sir Tarson Guiles, planar trophy hunter without equal [b]Vertebral Migrant:[/b] “My old master told me that the Migrants were the bones of fools who died of dehydration, but I also heard tale that they were souls of caravaneers who were murdered by their mates after stealing more than their share of water and bread.”-Father Kieller Wayne, wandering cleric [b]Whore Eater:[/b] “In the trading city of Rasfar, when a prostitute dies, she may not be buried on hallowed ground. Instead, her body is chained, and she is buried at a cross roads far from the city walls, in hopes that she will not rise again. Roses and oranges placed above the grave are said to prevent her from rising again.”-From the Travelogues of Wilhelm Villers. [b]Bone Griffin, Impressive Hybrid of Raptor and Lion,Thing:[/b] ? [b]Charnellux, Fog of Congealed Blood Vaporized Gore and Twisted Dead Limbs, Dead Thing, Monster, Composite Horror:[/b] ? [b]Dramatis Personae, Mannequin-Like Assemblage of Scraps Found in a Theater or Opera House, Unquiet Spirit, Beautiful Ghost:[/b] ? [b]Tortured Hound, Bruised Mass of Shattered Bones and Torn Ligaments:[/b] ? [b]Lantern Lich, Behemoth Creations of Iron Steam and Fire Housing the Skeletal Remains of a Once-Mortal Spellcaster, Great Machine, Iron Machine, Mechanical Monster, Unholy Machine:[/b] ? [b]Pyre Legion, Fiery Undead, Hulking Skeletal Figure Made From Charred Bone and Blackened Wood Ash Arranged in a Mockery of Human Form, Unquiet Spirit:[/b] ? [b]Skull Soldier, Unliving Creature, Rotter, Laughing Horror:[/b] ? [b]Taxidermy Revenant, Harmless Stuffed Hunting Trophy, Composite Undead:[/b] ? [b]Unremembered, Melancholy Spirit, Dog-Like Man, Coward, Scavenger, Worthless Offal:[/b] ? [b]Vertebral Migrant, Defleshed Skull, Pile of Old Bones:[/b] ? [b]Particularly Dangerous Vertebral Migrant:[/b] ? [b]Whore Eater, Hideous Undead Woman:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Created Undead:[/b] ? [b]Newly Created Undead:[/b] ? [b]Ghoul:[/b] Any humanoid or monstrous humanoid slain by the Bone Griffon rises in 1d6 minutes as a ghoul. Humanoid or monstrous humanoids with 4 or more Hit Dice rise as a specter instead. [b]Lich:[/b] ? [b]Specter:[/b] Any humanoid or monstrous humanoid slain by the Bone Griffon rises in 1d6 minutes as a ghoul. Humanoid or monstrous humanoids with 4 or more Hit Dice rise as a specter instead. [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Greater Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/115649/The-Deluxe-Guide-to-Fiend-Summoning-and-Faustian-Bargains?affiliate_id=17596]The Deluxe Guide to Fiend Summoning and Faustian Bargains[/URL][spoiler] [b]Shaldifos, Vine's Mount:[/b] ? [b]Murmur:[/b] ? [b]Ghost:[/b] Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. [b]Lich:[/b] Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. [b]Vampire:[/b] Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. Hammer of the Unworthy: Belial wields a powerful specific weapon called the hammer of the unworthy. The hammer of the unworthy is a +5 warhammer that, upon a successful critical hit, causes the target to gain 1d6 negative levels. After 24 hours, the affected creature must succeed on a Fortitude save (DC 24) or the negative levels become permanent. Any creature suffering from one of these negative levels when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. The undead creature obeys the wielder’s commands as though it were affected by the spell control undead, except that the effect is permanent. This weapon can only be wielded by the fiend Belial, and in the hands of any other creature it merely functions as a +5 warhammer.[/spoiler] [URL=https://www.drivethrurpg.com/product/242859/The-Devils-Sand-Box?affiliate_id=17596]The Devil’s Sand Box[/URL][spoiler] [b]Danzibus, Lich, Mad Lich, Evil Lich, Madman:[/b] ? [b]Skeleton, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian:[/b] ? [b]Skeletal Champion, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian:[/b] ? [b]Gaki, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian:[/b] ? [b]Skeleton Warrior, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian:[/b] ? [b]Huecuva, Mummified Being:[/b] ? [b]Mummy, Mummified Being:[/b] ? [b]Mummy Lord, Mummified Being:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/296936/The-Drowned-CR-5-an-Unsettling-Encounter-for-Pathfinder-and-5E?affiliate_id=17596]The Drowned (CR 5): an Unsettling Encounter for Pathfinder and 5E[/URL][spoiler] [b]Drowned:[/b] Formed by the tormented souls of those who became trapped underwater and drowned, the Drowned are forever imprisoned in their most desperate moment of agony and seek only the momentary release the stolen breath of the living might offer them, however fleeting… [/spoiler] [URL=http://www.drivethrurpg.com/product/139143/The-Genius-Guide-to-Gruesome-Dragons?affiliate_id=17596]The Genius Guide to Gruesome Dragons[/URL][spoiler] [b]Bone Adults:[/b] Bone dragons arise when a dead dragon retains a powerful emotional connection to the world of the living. The deceased dragon might still jealously guard an ancient treasure trove, or thirst for revenge against its mortal slayers who believe it forever vanquished. There are many reasons for a dragon’s soul to survive the grave, but the only outcome of such a manifestation is misery and death for the world around it. “Bone” is an acquired template that can be added to any corporeal dragon of at least Large size. [b]Bone Adult Blue Dragon:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/115546/The-Genius-Guide-to-Gruesome-Undead-Templates?affiliate_id=17596]The Genius Guide to Gruesome Undead Templates[/URL][spoiler] [b]Carrier:[/b] Carrier undead are normally a result of someone dying of disease under the same conditions that might normally create an undead – lack of proper burial, evil magic, negative material energy, or strong negative emotions. Less commonly, carrier undead may be the result of an undead disease – either from necromantic magics or from infection from a ghoul bite or similar undead injury. A manifestation of undead disease. [b]Flayed:[/b] Most often flayed undead are those who were tortured to death and lost their skin as part of that torture, or those who carry heavy self-hate and guilt and as a result manifest as bodies lacking the natural protection of their outer hide. Flayed undead can also be created intentionally by necromancers who like to use the skin of undead to create books of necromantic knowledge. [b]Fungal:[/b] Fungal undead often come into existence when undead dwell in damp, underground places. Leaky tombs and crypts, sunken ships, swampland battlefields, and towns destroyed by flooding are all likely locations for these gruesome creatures. The fungi attached to such animate corpses are themselves undead, making them immune to effects that target or protect from plants. Occasionally an undead fungus spreads from its point of origin, infecting undead and spreading through colonies of necromantic creatures to create a horde of fungal undead. [b]Gaping:[/b] Gaping undead may be the remains of creatures that died screaming in agony, or of those with strong ties to singing, speaking, or sound, or may just be a gruesome mutation of the normal undead creation process. They could easily be found in places where innocents died in large numbers while terrified and hurt (such as an abandoned bardic academy that is also the site of a slaughter), or places where negative energy is strong and effects the development of undead created there (such as the demiplane of a necromancer who foolishly drew on the negative plane). [b]Racked:[/b] Racked undead were subject to merciless stretching prior to death. Most often they are the result of being put on the rack as torture and pulled at wrists and ankles, but a racked undead might have died by being drawn by horses, caught in a clockwork device that tore it slowly apart, or been ripped limb from limb by a carnivorous ape. [b]Whispering:[/b] Whispering undead are normally either undead spellcasters who have never given up seeking knowledge, or the remains of someone killed after betraying a secret it swore to keep to itself.[/spoiler] [URL=http://www.drivethrurpg.com/product/107298/The-Genius-Guide-to-Horrific-Haunts?affiliate_id=17596]The Genius Guide to Horrific Haunts[/URL][spoiler] [b]Bruja Cauldron:[/b] A bruja cauldron is a haunt tied to an object, generally a large cauldron used by a coven of hags or witches for brewing poisons and evil potions. When a hag in the coven dies he or she is boiled within the cauldron and fed to the other members of the coven. The spirits of the consumed witches remain bound to the cauldron, and can be called upon to grant their power to others. [b]Drowned Doxie:[/b] This haunt most commonly occurs when someone is drowned by a trusted friend or loved one, and their body is weighted down and left in the water. The classic version of this is when a man drowns a low-class lover when she becomes an impediment to an arranged marriage with a wealthy woman of high station. Similar haunts are often created when mothers drown children to hide their existence, innocents are drowned by friends for witnessing some crime, or citizens are drowned by the guards or elders they trusted either for uncovering corruption or as part of a deal to surrender the town to an enemy force. [b]Unending Laboratory:[/b] When an alchemist or spellcaster dedicates a laboratory to creating golems, sometimes shreds of the elemental spirits of animation used to power golems built there infuse the laboratory itself. The tools, forges, and walls themselves take on a life of their own.[/spoiler] [URL=https://www.drivethrurpg.com/product/177625/The-Genius-Guide-to-More-Witch-Talents?affiliate_id=17596]The Genius Guide to More Witch Talents[/URL][spoiler] [b]Undead Creature:[/b] Blessing of Unlife major witch talent. [b]Corporeal Undead Creature:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Ghost:[/b] Monkey's Paw grand witch talent. [b]Shadow:[/b] Animate Shadow major witch talent. [b]Shadow, Incorporeal Undead:[/b] ? Animate Shadow (Su)*: The witch endows the shadow of a creature within 60 feet with fell power. A Will save negates this effect. On a failed save, the creature’s shadow animates into the incorporeal undead of the same name (see Pathfinder Roleplaying Game: Bestiary for details). The shadow automatically moves with the cursed creature to always remain adjacent, cannot create spawn, and attacks the creature each round on the witch’s turn until it is destroyed. The shadow is automatically destroyed if the creature enters an area of bright light, complete darkness, or its victim dies (from Strength damage or other means). At 16th level, this talent instead creates a greater shadow and it is not destroyed in bright light or complete darkness. Whether or not the save is successful, a creature cannot be the target of this talent again for 1 day. Blessing of Unlife (Su)*: The witch grants a creature within 60 feet many of the benefits of undeath. This talent lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. An unwilling creature receives a Will save to negate this effect. The target gains the undead creature type with all associated immunities. The creature can only be healed by negative energy, and does not lose its Constitution score if it possesses one. Whether the creature is willing or unwilling, a creature cannot be the target of this talent again for 1 day. Monkey’s Paw (Su)*: As an immediate action, the witch can twist the spoken desires of a creature within 60 feet into the worst possible outcome. The victim must verbally express some heartfelt desire in the form of a wish, prayer, or earnest request in a language the witch can understand (although it does not need to be directed at the witch). The witch then grants the creature’s wish, but the results are always the worst imaginable. The specific outcome of this talent’s use is subject to GM discretion, but it can accomplish any effect allowable by a miracle or wish spell, or any other witch talent. For example, a creature wishing his dead love resurrected might become haunted by her ghost or someone praying to be young again might begin suffering as the youth’s curse talent. A witch can only use this talent once per day.[/spoiler] [URL=http://www.drivethrurpg.com/product/87722/The-Genius-Guide-to-Simple-Monster-Templates?affiliate_id=17596]The Genius Guide to Simple Monster Templates[/URL][spoiler] [b]Ghul:[/b] Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing. A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead. [b]Draghul Adult White Dragon Ghul Creature:[/b] ? [b]Ghoul:[/b] Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing. [b]Ghoul Ghast:[/b] Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing. A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead. [b]Zombie:[/b] A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead.[/spoiler] [URL='https://www.drivethrurpg.com/product/210492/The-Genius-Guide-to-the-Talented-Bestiary?affiliate_id=17596']The Genius Guide to the Talented Bestiary[/URL][spoiler] [B]Vampire Bat Swarm:[/B] Curious or bored vampires might experimently create spawn from blood-consuming animals. Most attempts fail, but bats can sometimes become true vampiric abominations. [B]Carnivorous Cat Swarm:[/B] Any Tiny size or smaller feline animal killed by the carnivorous cat swarm arises as an undead that joins the swarm, healing it for 1d6 points of damage. When at least 300 felines have been killed, and raised, they become a separate carnivorous cat swarm. Cats are a constant companion to humanoids, and an inescapable presence within most cities. Sometimes an individual’s obsession with felines can lead to a home filled to bursting with far too many mouths. When the owner dies, their soul can refuse to abandon their beloved pets, while hunger drives the trapped cats to consume the corpse. The lingering spirit of the dead master saturates the felines, cursing them with unlife, and an urge to add to their number. [B]Devourer Agitator:[/B] A creature with as many negative levels as Hit Dice because of an agitator rises as an agitator in 1d4 days. [B]Ghoul Dreadmaw:[/B] A dreadmaw ghoul arises when a humanoid dies of starvation in an area infused with negative energy and space-distorting magic. Its gullet becomes twisted out of the normal fabric of space. An insatiable hunger drives the creature, but no matter how much it eats it can never fill the void. [B]Mohrg Genocidal:[/B] When a morhg kills hundreds of humanoids in a single bloody day, the rush of power swells the undead to giant proportions. [B]Night Hag Heartless:[/B] A night hag can enact a dark ritual where she cuts out her own heart to replace it with her heartstone. While the hag still dies, the gem captures her soul like a lich phylactery. Only the mad or desperate would go to such lengths, as she curses herself with eternal hunger for the souls she once brokered. [B]Ame, Nightmare Death, Horse-Like Apparition, Ghost:[/B] She claims to be the ghost of the first creature with an awareness of death, but has been known to tell other tales. [B]Abrinahl, Nightmare Famine, Tall Skeletal Steed, Cerebral Tactician:[/B] When a daemon ascends to the throne of Famine, a unique nightmare crawls free of its stomach. Formed of the daemon’s own flesh, the famine nightmare is a foul dead thing that spreads hunger and torment in the Harbinger’s name. [B]Nightmare Famine, Abrinahl, Tall Skeletal Steed:[/B] ? [B]Shadow Blast:[/B] Terrible alchemical or technological explosions can spawn blast shadows from the charred black remnants of innocent victims. [B]Spectre Dethroned:[/B] The bloodiest warlords achieve the heights of dominance over the corpses of thousands. They maintain power in the same manner, ruthlessly executing any sign of opposition. Some might survive dozens of assassination attempts, before old age claims them. Even in death, these brutal kings and queens refuse to loosen their iron grip, and arise as dethroned spectres. [B]Wight Brokenbone:[/B] In a gory process involving a significant investment of negative energy, a wight can survive the breaking of most of its bones. Necromantic infusions allow the undead to persist past the destruction of its skeleton, but only through continual repair. Rarely, an ordinary wight can evolve in this manner, but it requires a crushing accident in a negative energy dominant plane. [B]Wraith Dread:[/B] A wraith that persists for centuries feeding on the life force of hundreds undergoes a terrible transformation into a dread wraith. [B]Yeth Hound Moonburned:[/B] A moonburned yeth hound emerges from the corpse of a yeth hound slain in the light while barred from returning to its home plane. The maliciousness of the hound’s spirit melds with its damaged body, creating a creature made to haunt moonbeams in the twilight hours. [B]Soldier Wight:[/B] While it is rare, it is not unheard of for a free-willed wight to regain memories and abilities lost during death and animation. This is most likely to occur when mortal armies face massive undead hordes. Not only are the wights created likely to become free-willed, but the significant numbers make it possible that at least one might be an outlier. [B]Vampire Bat Swarm, Hundreds of Black-Winged Bats With Glowing Red Eyes, True Vampiric Abominations:[/B] ? [B]Carnivorous Cat Swarm, Decaying Cats:[/B] ? [B]Devourer Agitator, Skeletal Humanoid, Particularly Spiteful Devourer:[/B] ? [B]Ghoul Dreadmaw, Sallow-Skinned Emaciated Corpse, Relentless Hunter:[/B] ? [B]Mohrg Genocidal, Lurching Skeletal Giant:[/B] ? [B]Night Hag Heartless, Sharp-Fanged Crone:[/B] ? [B]Nightmare Famine, Tall Skeletal Steed, Foul Dead Thing:[/B] ? [B]Shadow Blast, Oily Black-Green Shadow:[/B] ? [B]Spectre Dethroned, Lordly Spectral Figure, Great Spectre:[/B] ? [B]Wight Brokenbone, Skittering Crawling Corpse:[/B] ? [B]Wraith Dread, Enormous Ghostly Creature, Massive Powerful Force for Death, Sadistic Creature, Merciful Angel of Death:[/B] ? [B]Yeth Hound Moonburned, Warped Four-Foot Tall Canine, Creature Made to Haunt Moonbeams in the Twilight Hours:[/B] ? [B]Undead, Undead Creature:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. Create Spawn monster ability. Perhaps a player character gets killed by an undead, and arises as an intelligent freewilled spawn. [I]Create Greater Undead[/I] spell. [I]Create Undead[/I] spell. [B]Incorporeal Undead:[/B] ? [B]Intelligent Undead:[/B] ? [B]Ghoul, Normal Ghoul:[/B] A humanoid slain [by an outsider's Death-Stealing Gaze] immediately transforms into a ghoul under the outsider’s control. A humanoid slain [by a corps purrodaemon's death-stealing gaze] immediately transforms into a ghoul under the daemon’s control. A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid of 4 Hit Dice or more rises as a ghast. [B]Ghoul, Deadly Adversary:[/B] ? [B]Ghast:[/B] A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid of 4 Hit Dice or more rises as a ghast. [B]Lich, Intelligent Undead:[/B] ? [B]Mohrg, Normal Mohrg:[/B] Humanoid creatures killed by a genocidal mohrg rise immediately as normal mohrgs under the genocidal mohrg’s control. [B]Shadow, Normal Shadow:[/B] A humanoid creature killed by a blast shadow’s Strength damage or radiation poisoning becomes a normal shadow under the control of its killer in 1d4 rounds. A humanoid creature killed by a woojie weg become a shadow under the control of the woojie weg after 1d4 days. [B]Skeletal Undead:[/B] ? [B]Skeleton, Undead Skeleton:[/B] [I]Animate Dead[/I] spell. [B]Spectre, Normal Spectre:[/B] Creatures killed by the death nightmare immediately arise as spectres. The creature must be within one size category of the death nightmare, and are under her absolute command. Any humanoids slain by a dethroned spectre become a normal spectre themselves immediately. [B]Curious Vampire, Master:[/B] ? [B]Bored Vampire, Master:[/B] ? [B]Wight, Ordinary Wight:[/B] Any humanoid within one size category of the brokenbone wight slain by a wight arises as an ordinary wight after 1-minute. At 3rd level, any humanoid creature slain by the [soldier] wight’s energy drain ability becomes a wight itself after 1 minute. [B]Free-Willed Wight:[/B] ? [B]Wraith:[/B] A humanoid slain by a dread wraith becomes a wraith immediately. [B]Free-Willed Wraith:[/B] A humanoid slain by a dread wraith becomes a wraith immediately. Spawn are under the command of the wraith that created them until its death, at which point they become free-willed wraiths. [B]Zombie, Undead Zombie:[/B] Every mohrg it spawns creates zombies in return. [I]Animate Dead[/I] spell. [B]Nightshade:[/B] Nightshades are monstrous undead composed of shadow and evil. Animate Dead School necromancy [evil]; Level cleric 3, sorcerer/wizard 4 Casting Time 1 standard action Components V, S, M (an onyx gem worth at least 25 gp per HD of the undead) Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none; Spell Resistance no This spell turns corpses into undead skeletons or zombies that obey your spoken commands. Skeletons are created as skilled focus creatures and zombies are created as combat (barbaric) focus creatures with a CR equal to ½ the HD of the corpse used (minimum ½, maximum ½ your caster level). Undead created with this spell gain the following abilities and weaknesses only, and do not gain any additional ability points or abilities. The size of the corpse affects the size of the undead for the purposes of CR and base statistics. Skeletons: undead creature type, mindless, DR 5/bludgeoning, Immune (cold), natural attack (claw), and bonus feat (Improved Initiative). Zombies: undead creature type, mindless, staggered, DR 5/slashing, natural attack (slam as creature of +1 size), bonus feat (Toughness). The undead can be ordered to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again. Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. Create Undead School necromancy [evil]; Level cleric 6, sorcerer/wizard 6 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more customized and intelligent sorts of undead. Undead created must be of the combat focus (either barbaric or soldier) and receive ability points for you to distribute as appropriate. The creature must possess the undead creature type and cannot possess the incorporeal subtype. You may create undead of varying sizes, and it impacts the undead’s final CR, base statistics, and available ability points as normal for monster creation. You may create an undead with a final CR no greater than ½ your caster level. You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. Create Greater Undead School necromancy [evil]; Level cleric 8, sorcerer/wizard 8 This spell functions like create undead, except that you can create more powerful and versatile sorts of undead. Undead created may have either the skilled or spellcaster (arcane or divine) focus so long as they possess an Intelligence score. Additionally, the undead may have the incorporeal subtype. The undead’s maximum CR is still equal to ½ your caster level. Disease (Su) Ghoul Plague: Bite or Breath Weapon—injury or inhalation; save Fort DC 22; onset immediate; frequency 1/day; effect 1d6 Con and 1d6 Dex damage; cure 1 save. The save DC is Constitution-based. A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. CREATE SPAWN (SU, 2 AP): Prerequisites: undead or evil subtype; Benefit: Creatures killed by the undead arise as creatures of the same type and CR as the undead, provided that the creature is within one size category of the undead. Spawn created in this manner are under the absolute command of the undead that created them. The spawn created arise in 1d4 days. Enhancements • The creation of spawn heals the undead of 1d6 hit points per HD possessed by the slain creature and hastes (as the haste spell) the undead for the round following the spawn’s creation for an additional +2 AP. • The duration of the time required for the spawn to arise is decreased to 1 day or 1d6 hours for an additional +1 AP, 1 hour or 1d6 minutes for +2 AP, 1 minute or 1d4 rounds for +3 AP, or immediately for +4 AP. Flaws • The undead can only creature spawn from creatures of a certain type (1 AP). • The create spawn ability is tied to a disease that the creature inflicts and creatures killed by the disease are subject to the create spawn ability (2 AP). The disease must be purchased separately. • Spawn created by the undead are less powerful than itself and are built as undead with a CR of ½ the CR of the undead that created them or less (2 AP). • The undead may have Hit Dice of enslaved spawn totaling no more than twice its own HD; any spawn it creates that exceed this limit become free-willed. The undead may free an enslaved spawn in order to enslave a new spawn, but once freed the spawn cannot be enslaved again (1 AP). • The undead has no control over spawn it creates (2 AP). Format: create spawn; Location: Special Attacks DEATH-STEALING GAZE (SU, 5 AP): Prerequisites: outsider (evil); Benefit: As a free action once per day, the outsider can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a Fortitude save (DC 10 + ½ the outsider’s HD + outsider’s Cha modifier) or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the outsider’s control. The outsider’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the outsider picks which human becomes a ghoul. Enhancements • The outsider gains an additional use of death-stealing gaze for every additional +1 AP spent. • The outsider can create any number of ghouls per round for an additional +2 AP. • When an outsider creates a ghoul with death-stealing gaze, it gains a growth point for an additional +7 AP. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, its caster level for spell-like abilities increases by 1, and it gains an additional use of death-stealing gaze. For every 2 growth points, its natural armor bonus, SR (if any), and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check—success indicates it matures. It loses all growth points and its statistics improve by +1 CR within its focus. The outsider can have a maximum of 20 growth points—it automatically matures if it has not done so already when it reaches 20 growth points. It may repeat this process to continually grow in power. Format: death-stealing gaze; Location: Special Attacks Death-Stealing Gaze (Su) Up to six times per days as a free action, a corps purrodaemon can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 24 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the daemon’s control. The save DC is Charisma-based.[/spoiler] [URL=https://www.drivethrurpg.com/product/176162/The-Genius-Guide-to-the-Talented-Witch?affiliate_id=17596]The Genius Guide to the Talented Witch[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Intelligent Undead, Intelligent Undead Creature:[/b] ? [b]Undead Minion:[/b] ? [b]Ghost:[/b] ? [b]Ghost of a Humanoid Creature:[/b] ? [b]Isitoq:[/b] ? [b]Ectoplasmic Compsognathus Dinosaur:[/b] ? [b]Mummified Cat:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/80724/The-Great-City-Urban-Creatures--Lairs?affiliate_id=17596]The Great City: Urban Creatures & Lairs[/URL][spoiler] [b]Zaelemental:[/b] A zaelemental forms when the sleeping goddess Kindrogga Zael allows one of her cultists to mix moordsap—the blood infused dirt formed by sacrificing in her unholy name—with sewage. [b]Zaelemental Greater:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/57932/The-Great-City-Campaign-Setting?affiliate_id=17596]The Great City Campaign Setting[/URL][spoiler] [b]Bay Zombie:[/b] The Bay Zombie is a by-product of the failed experiments of the Imperial Guild of Arcanists and Engineers. The Emperor and the Blood Triperium is very interested in finding a way to extend its dominion to all corners of the world and long suffered through various trials to introduce magically modified creatures capable of taking the battle to the depths of the sea. Periodically, the guild dumps these horrifically maimed and reconstructed creatures off the coast, sinking them to the bottom of the ocean where they rarely survive for very long. The source of bay zombies remains unknown, but those with long memories cannot help notice that many bear uncanny resemblance to Azindralean political prisoners (albeit modified with tentacles and claws) taken for speaking out against Lord Othorion Atregan and his re-conquest. [b]Sklaverredisanos Lich Wizard 12 Assassin 5:[/b] ? [/spoiler] [URL=http://www.drivethrurpg.com/product/112210/The-Mad-Doctors-Formulary-Portrait?affiliate_id=17596]The Mad Doctor's Formulary[/URL][spoiler] [b]Undead:[/b] Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. [b]Allip:[/b] Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. [b]Ghost:[/b] Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. [b]Spectre:[/b] Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres.[/spoiler] [URL=http://www.drivethrurpg.com/product/112179/The-Nemesis-Bestiary-Volume-One?affiliate_id=17596]The Nemesis Bestiary Volume One[/URL][spoiler] [b]Whore Eater:[/b] In the trading city of Rasfar, when a prostitute dies, she may not be buried on hallowed ground. Instead, her body is chained, and she is buried at a cross roads far from the city walls, in hopes that she will not rise again. Roses and oranges placed above the grave are said to prevent her from rising again. [/spoiler] [URL=https://www.drivethrurpg.com/product/125306/The-Nemesis-Bestiary-Volume-Two?affiliate_id=17596]The Nemesis Bestiary Volume Two[/URL][spoiler] [b]Pyre Legion:[/b] “No one soul forms a Pyre Legion. Instead, the Legion is the collective agony, dread and rage of multitudes condemned to death by immolation. I tell any executioner I meet that they must not burn more than one condemned with the same wood. They do that, the world will see fewer Pyre Legions. Few listen; you see the result.”-Rutger Goldspear, Dwarven inquisitor and monster hunter “Leave any settlement plagued by a Pyre Legion to its fate, for they are guilty of a great sin. Such unquiet spirits only form when an innocent dies by judicial fire. Allow the Pyre Legion to have its vengeance.”-Raethelli legal codes concerning Pyre Legions “Archeological excavation of the Hurnga Lakebed, now dried after the dam’s construction, found more than a dozen brass chests, each containing wood fragments and ash mixed with burnt human bones. The locals revealed the casks were the remains of burnt witches and their pyres, sunk into the lake to prevent fiery demons from rising from the remains.”-Adventurer’s Almanac, volume XXVII “The Dry Hurnga Lakebed and its Horrors” [b]Skull Soldier:[/b] A 12th level caster can create a Skull Soldier with the spell Create Undead. Additional Skull Soldiers created by Mutilation and Recruitment are considered undead under the caster’s control for the caster’s HD limit on control. Skull Soldiers are created from the remains of muscular warriors ritually decapitated. Their powerful bodies are wrapped in the hides of black wolves. Each Skull Soldier has had its mortal head replaced with the defleshed skull of some fearsome beast- often a great raptor, panther, dire wolf, or nightmare. “I had a comrade fall to a platoon of these laughing horrors. As he was dying, the things violated him, laughing the whole time. Then they cut his head from his corpse, and dragged it away to their lair. Made him one of them.”-Galanis, mercenary warrior Mutilation and Recruitment power. Mutilation and Recruitment (SU) The Skull Soldier can hack the head from the (mostly intact) corpse of any recently slain humanoid or monstrous humanoid creature of Size Medium and affix a defleshed animal skull. The process takes an hour of effort. At the end of this time, the slain creature rises as a Skull Soldier, with none of the knowledge or abilities he had in life.[/spoiler] [URL=https://www.drivethrurpg.com/product/125631/The-Nemesis-Bestiary-Volume-Three?affiliate_id=17596]The Nemesis Bestiary Volume Three[/URL][spoiler] [b]Lantern Lich:[/b] “Lantern Liches are what remains of wizards who felt the call to lichdom when they were still too young, too ignorant of magic, and of life to survive the transition into undeath. The corpses they hoped to ride into eternity disintegrated. The only options became two: the lantern, or the coffin. None of them realize the lantern is just another kind of coffin.”-Jonah the Starcloaked, chronicler of matters arcane “Iron has always impeded magic; rare indeed is the wizard who goes about his business in field plate. But a handful of wizards, determined to cheat death and having less stomach for the corpse work of necromancy, build new iron bodies for themselves. To be sure, these iron shells are strong and durable, but every time a spell dies because the iron fingers were too clumsy to cast it properly, the soul inside the iron dies a little more. Soon, all that is left is rage and self loathing, expressed as flame.”-Wyl the Lich Queen [b]Taxidermy Revenant:[/b] Taxidermy Revenants are horrid composite undead created from a chimerical assortment of hunting trophies animated by malign intelligence. “I knew a Druid once, claimed Taxidermy Revenants are nature’s punishment of trophy hunters, and those damn fool nobles who go traipsin’ into the wilderness with half an army behind ‘em to get a hart’s head for their wall. I don’t know if I agree or not, but unless it’s common folk hurt by one, I never pick up my blades against a Taxidermy Revenant. Let the damn nobles prove how great of hunters they are by taking one on.”-Tom Yorkshire, ranger[/spoiler] The Perfect Storm[spoiler] [b]Storm Wraith:[/b] Slain by a stroke of lighting, these bitter spirits have been fed on the energy of stormy weather and perpetuate the storm that slew them so that it never abates. Driven mad by their sudden death, the lighting that thunders in their ears, and the winds that unceasingly buffet their soul, storm wraiths seek to slay any they encounter and entrap their souls within the swirling clouds that surround them.[/spoiler] [URL=http://www.drivethrurpg.com/product/103168/The-Rogues-Gallery-The-Cloven-Hoof-Syndicate?affiliate_id=17596]The Rogues Gallery: Cloven Hoof Syndicate[/URL][spoiler] [b]Aymielle Human Skeletal Champion Rogue 5/Sorcerer 5:[/b] ? [/spoiler] [URL=https://www.drivethrurpg.com/product/109406/The-Secrets-of-Adventuring-PFRPG?affiliate_id=17596]The Secrets of Adventuring (PFRPG)[/URL][spoiler] [b]Gunslinger Wraith, Gunwraith:[/b] The pure grit of some gunslingers will not let them pass beyond the veil of death; part of their essence remains behind, infused into their favorite firearm. “Gunslinger Wraith” is an acquired template that can be added to any living creature that has the grit class feature or the Amateur Gunslinger Feat and a Charisma score of at least 6. A creature with the grit class feature or the Amateur Gunslinger feat slain by a gunslinger wraith becomes a gunslinger wraith in 1d4 rounds. [b]Spirit, Spirit of the Dead:[/b] ? [b]Defensive Spirit:[/b] When the aetherurgist summons a spirit, they must choose to make the spirit a defensive spirit or an offensive spirit. [b]Offensive Spirit:[/b] When the aetherurgist summons a spirit, they must choose to make the spirit a defensive spirit or an offensive spirit. [b]Arcanovore Spirit:[/b] Arcanovore Spirit aetherurgist revelation. [b]Grasping Spirit:[/b] Grasping Spirit aetherurgist revelation. [b]Spirit of Communal Pain:[/b] Spirit of Communal Pain aetherurgist revelation. [b]Undead, Undead Creature:[/b] Priests of undeath serve as conduits of unholy power for their masters, bestowing undeath, through spells, to those followers who have pleased them and their lord. [b]Intelligent Undead, Intelligent Undead Creature:[/b] ? [b]Spawning Undead:[/b] ? [b]Ghost:[/b] ? [b]Ghoul, Spawning Undead:[/b] ? [b]Dread Lich:[/b] ? [b]Dark Emperor Korvak Cynmark, The Immortal Emperor, Dread Lich:[/b] ? [b]Shadow, Spawning Undead:[/b] ? [b]Vampire, Spawning Undead:[/b] ? Arcanavore Spirit (Su): When summoning an offensive spirit, you may instead choose to summon an arcanavore spirit. These spirits act just like offensive spirits, except as follows. Instead of the ranged touch attack, the arcanavore spirit casts dispel magic as a spell-like ability using the aetherurgist’s caster level to determine all effects. Each time it successfully dispels an effect, it loses half of its current hit points. This is a spirit modifying revelation. You must be at least 11th level to select this revelation. Grasping Spirit (Su): When summoning a defensive spirit, you may instead choose to summon a grasping spirit. These spirits act just like defensive spirits, except as follows. A grasping spirit does not possess the warding spirit ability. Instead, all terrain within a radius of 5 feet per two spirit mastery points is treated as difficult terrain as dozens of ethereal hands rise up from the ground and writhe about, eager to grasp on to almost anything living. The aetherurgist who summoned this spirit is not affected by the difficult terrain caused by this spirit. This is a spirit modifying revelation. Spirit of Communal Pain (Su): When summoning a defensive spirit, you may instead choose to summon a spirit of communal pain. These spirits act just like defensive spirits, except as follows. The deflection bonus to AC from the warding spirit ability is equal to half of the spirit mastery score. In addition, whenever a non-spirit ally within 10 feet times your spirit mastery score takes 5 or more damage, the ally takes 5 less damage and the spirit takes 5 points of damage. This is a spirit modifying revelation. You must be at least 7th level to take this revelation.[/spoiler] [URL=http://www.drivethrurpg.com/product/99008/The-Spellweaver-PFRPG-Edition?affiliate_id=17596]The Spellweaver PFRPG Edition[/URL][spoiler] [b]Weavehaunt:[/b] Any humanoid creature drained to 0 Intelligence by a Weave haunt has its spirit bound to the Weave as a Weave haunt. A Weave haunt is an incorporeal creature typically created when a spellweaver is slain due to his extreme failure to successfully wield the Weave’s magic. At the time of death, the connection to the Weave drew the spellweaver’s spirit into itself and infused it with its own energies, capturing the spirit at the moment of painful death and forever entangling the lost soul in the Weave’s threads. Being slain by strand grubs can also lead to the victim becoming a Weave haunt. A victim that is reduced to zero remaining spell slots or no remaining daily spellweaves from strand grub infestation must attempt an additional DC 17 Will save per minute this situation remains. Failure means the creature dies, causing the grubs to once again pour out of its body. Furthermore, unless the corpse is destroyed (or raised or the like) before the passing of 24 hours, the victim will become a weave haunt at the end of that time.[/spoiler] [URL=https://www.drivethrurpg.com/product/219983/The-Blight-Tome-of-Blighted-Horrors-5e?affiliate_id=17596]The Tome of Blighted Horrors[/URL][spoiler] [b]Bileborn:[/b] The bileborn is an undead creature born of alchemical and necromantic experimentation. Its purpose and the identity of its creator are unknown, but the mistakes of this master have long since been paid, as the original bileborn ultimately escaped and slew its creator, incorporating his body among the rest. [b]Bog Lantern:[/b] Whether the bog lantern is simply an undead will-o’-wisp raised by some odd negative energy current within the Great Lyme River or a separate creature that is superficially similar is unknown. The only traits the bog lantern seems to share with its potential cousin, however, are its appearance and a desire to lure passers-by off the relative safety of the roads and paths meandering through the bog lands that surround the Lyme. [b]Gravid Ghoul:[/b] The gravid ghoul is an undead creature of the foulest nature. In the darkest alleys of inner cities, there are humanoids who will pay for the touch and bed of an undead creature. Whether out of fascination, fetish, or illness of the mind, these couplings on occasion have been known to develop into a gravid ghoul. The ghoul harlot typically is unaware of its pregnancy, until it is far too late. The fetal ghoul that grows inside the undead mother awakens with blood lust and the hunger of a newborn. The only warning the ghoul mother receives is an increase in its own feeding instinct and a slight swelling of the midsection before the small ghoul-thing bursts from the mother’s abdomen. The newborn creature sits within the gaping cavity of the mother’s broken body, which is folded in half in a backbend to serve as a perch and means of mobility for the offspring. Despite its appearance as vehicle and driver of a sort, the offspring and mother are a single creature and cannot be separated without destroying both. [b]Alchymic-Unliving Creature:[/b] The alchymic-unliving are creatures tainted by the curse of undeath through exposure to elixir of life. Those who partake in the forbidden fruits of such alchymic experimentation face a dismal future. “Alchymic-Unliving Creature” is an acquired template that can be added to any living creature that fails its Fortitude saving throw when exposed to elixir of life. [b]Stoic Guardian, Alchymic-Unliving Ogre Warrior 1:[/b] Created by Illuminati mages to guard entrances to their chapterhouses, stoic guardians simply stand and stare as their minds slowly slip away. [b]Between-Incarnate Nosferatu Sorcerer 8:[/b] ? [b]Between Vampire:[/b] Some say the first of these creatures was a vampire’s reflection stolen by the Devil aeons ago and left to fester in the mad realm of Between. Things composed of stolen memories and talents, Between vampires are rarely seen outside of Between; they prefer the warmth and safety of their shadowy homes. Between vampire is an acquired template that can be added to any living creature with 5 or more HD, an Intelligence of 3 or more, and a Charisma of 10 or more that originated in Between. [b]Between Vampire Nymph:[/b] ? [b]Blight Ghoul:[/b] In the Blight, a variant of ghoul fever does not fully strip away the identity of the victim but rather twists it toward evil and an obsession with eating of the rotting flesh of sentient creatures. “Blight Ghoul” is an acquired template that can be added to any living creature. A creature that dies of Blight ghoul fever rises as a Blight ghoul at the next midnight. A creature that dies of Blight ghoul fever rises as a Blight ghoul at the next midnight. (The Blight - Pathfinder) Blight Ghoul Fever disease. Blight Ghoul Fever disease. (The Blight - Pathfinder) [b]Fetch Abductor, Human Blight Ghoul Commoner 7:[/b] ? [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. Ghoul Fever disease [b]Ghast:[/b] A humanoid of 4 Hit Dice or more who dies from ghoul fever rises as a ghast. Ghoul Fever disease [b]Zombie:[/b] An alchymic-unliving creature that reaches 0 Intelligence loses the alchymic-unliving template and gains the zombie template. Ghoul Fever: Bite, Tongue, and Contact—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. Blight Ghoul Fever: Bite—injury; save Fort; onset 1 day; frequency 1/ day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A creature that dies of Blight ghoul fever rises as a Blight ghoul at the next midnight.[/spoiler] [URL='https://www.drivethrurpg.com/product/202523/The-Wise--the-Wicked-2nd-Edition-Pathfinder?affiliate_id=17596']The Wise & the Wicked 2nd Edition (Pathfinder)[/URL][spoiler] [B]Expulsed:[/B] The Expulsed, undead mortals cursed and excommunicated by the gods for their crimes. Sometimes, the gods can be just as foolish as any mortal. Deities can become so smitten with a person that they grant him or her special attention and favors. These beloved of the gods are often faster, smarter, swifter, or more beautiful than any other child, and most go on to become mighty warriors, gifted poets, holy men, and others whom the gods expect to live up to these great gifts. In some rare cases, though, a gifted mortal betrays a god’s trust. With a single act, these blessed individuals turn their backs on their sacred pacts and are utterly forsaken. These tormented spirits, however, linger on in the world of the living. They cling to hate, to hubris, to the supernal knowledge of the self, and they are so arrogant that they believe it was the god(s) who failed them. They become the Expulsed, and their influence can topple kingdoms, destroy nations, and lead whole flocks astray from the divines’ light. “Expulsed” is an acquired template that can be added to any humanoid of 10 HD or higher. [B]Expulsed Faithless Knight:[/B] The faithless knight was once [a] bold and mighty warrior who, in an act of rashness or cowardice, committed such a violation of his faith’s tenets that he is forever accursed. [B]Expulsed False Lover:[/B] A person of great charm and beauty in life, a false lover is (or was once) counted among the most exquisite people in the world. Her name and her face inspired multitudes. She may have started wars with her beauty or ended them with her grace. Ultimately, though, shattered lives and heartbroken lovers have followed in her wake. [B]Expulsed Forsaken Priest:[/B] For most gods, there is no greater crime than to forsake one’s holy vows and lead others away from faith. A forsaken priest has used the divine powers entrusted to him to mislead the world. The forsaken priest has betrayed the highest offices and the most sacred oaths, now wandering the world toppling churches from within or creating heretical sects that subvert the will of the gods. [B]Expulsed Treacherous Thief:[/B] Some people are blessed with incredible luck and skill. Occasionally such a one betrays the gods who granted those gifts, defrauding those who trusted her and taking everything from those who cannot afford to give. The treacherous thief lies, cheats, and steals everything she can, even going so far as to steal from the gods. Now, in death, the thief suffers in the knowledge that no treasure she misappropriates can ever buy her way out of damnation. [B]Rizzenspawn, Belsameth Spider:[/B] The process of becoming a Belsameth spider is gruesome. A victim bitten by the Belsameth Spider, Loren Rizzen, or by one of that accursed creature’s spawn has a chance of becoming one himself. If this happens, the poor victim’s head is dissevered at the neck and sprouts a spider’s body. “Rizzenspawn” is an acquired template that can be applied to any humanoid. In Chern’s final hours, he inflicted a final ignominy upon Scarn: He cursed one of his attackers, a human priest of Madriel whom the titan decapitated even as he fled into the ocean toward Termana. This mighty curse caused the dead priest’s severed head to regain the semblance of life and grow spider legs. The resulting creature attacked everything it faced, and those it bit shared its curse. It roamed the continent, spreading its terrible, gruesome form of undeath to all races, until eventually it drew the goddess Belsameth’s attention; she found a purity of distortion in the creature and became its patroness. The sad creature and its many spawn are thus now known as “Belsameth spiders.” Curse of Rizzen curse. [B]Shadow Arm, Shadow Familiar, Shadowy Replacement:[/B] Thanks to Barconius, he lost one arm, but he has long since created a shadowy replacement for it by grafting his shadow familiar to his body. [B]Galdor the Deathless, Ravager of Lede, Undead Lord Warpriest 16/Marshall 3, Terrifying Undead Warrior, Vangal's Twisted Evil Tool, The Ravager's Most Powerful Herald, Undead Warlord, Unliving Thing:[/B] In time, adversaries appeared to contend Galdor’s supremacy, including clerics of Madriel and warriors and paladins of Corean, but ultimately, it was jealous traitors from the warlord’s own ranks that would prove his undoing. For years, all challengers had failed; their severed heads decorated the banner poles and saddles of Galdor’s horde. Ultimately, though, one of Galdor’s most trusted lieutenants made secret pacts with agents of Vesh and led a faction of the warlord’s own forces in rebellion. Taken by surprise, Galdor was cornered and defeated at the Battle of Horsehead Canyon. Before he was finally brought down, the furious warpriest slew nearly 100 foes, including his treacherous lieutenant. Their lord slain, the horde disintegrated, its members fleeing headlong into the plains. And that would have been the end of the matter, had Vangal himself not intervened. No one knows precisely why Vangal brought Galdor back. The Ravager usually forgets his slain champions, nurturing new followers rather than resurrecting old ones, but not so with Galdor. Within a few years of the warlord’s fall, travelers began reporting the appearance of a terrifying, undead warrior riding the plains, gathering recruits and once more uniting the clans into a single horde. Investigating these reports, Mithril’s paladins discovered the awful truth: the new warlord was none other than Galdor himself, animate and unliving, Vangal’s twisted and evil tool. His vanity and pride are limitless, even though he is an unliving thing, presumably created and kept afoot on Ghelspad by the will of Vangal alone. [B]Bruticus, Juju Zombie Warhorse, Mount, Mighty Steed, Undead Warhorse:[/B] ? [B]Jerhard Landereaux, Expulsed Bard 10, False Lover, Thing, Shallow Empty Shell, Former Bard, Undead Bard, Lover:[/B] Fifty years after the Divine War, in a world still reeling from that catastrophic conflict, the name “Jerhard Landereaux” was known far and wide. Jerhard was a peerless singer and performer who brought joy and hope to the lives of all who saw him. He sang of great heroes, told inspiring tales, and gave people the strength they needed to prevail in what felt like a dying world. Beloved of Tanil the Bard, Jerhard began to let the fame and fortune get to his head. He grew proud, ever more arrogant, demanding increasingly large sums of money for his performances, even at charitable events put on at the temples of his own patron. He grew more inclined to use his transcendent gifts only for disaffected nobility and others who could pay his exorbitant fees. Then, in Shelzar, his greatest crime involved a priestess of Madriel. There, in the fabled City of Sin, Jerhard agreed to entertain the temple’s visitors — the poor, the sick, and the underprivileged — saying that his performances would heal them and inspire them to great deeds. Yet his true motivation was his lust for High Priestess Iona. Jerhard first tried to extort her for the money taken in on his performances, and then he committed the ultimate sin against Tanil and Tanil’s daughter, Idra: He forced himself upon the virgin priestess. For that crime and for his incredible hubris, the two goddesses inflicted a terrible curse. [B]Loren Rizzen, The Belsameth Spider, Serious Threat, Tool of Retribution, Faithful Pet, Spidery Thing, Former Priest:[/B] In Chern’s final hours, he inflicted a final ignominy upon Scarn: He cursed one of his attackers, a human priest of Madriel whom the titan decapitated even as he fled into the ocean toward Termana. This mighty curse caused the dead priest’s severed head to regain the semblance of life and grow spider legs. The resulting creature attacked everything it faced, and those it bit shared its curse. It roamed the continent, spreading its terrible, gruesome form of undeath to all races, until eventually it drew the goddess Belsameth’s attention; she found a purity of distortion in the creature and became its patroness. The sad creature and its many spawn are thus now known as “Belsameth spiders.” The curse that created Rizzen is an old thing borne of the titans, and Chern may still exert some influence over the spidery thing. [B]Necazzar, Skeletal Raven Familiar, Undead Raven Familiar, Bird:[/B] ? [B]Regias Juvnal, The Hunter of Vesh, Rakash Jekkar, Masked Killer:[/B] Few know the true identity of the masked killer called the Hunter of Vesh. Many rumors circulate about him and his origin, though, and authorities throughout the nation struggle to uncover the reasons behind his fanatical hatred of the vigilants. Some say that he is the son of a bandit lord whom the vigilants slew or captured. Others suggest that he is a titanspawn or titan worshiper who fights in the name of one of the fallen, such as Mormo or Hrinruuk. Rumor also has it that he has been collecting vigil medallions on behalf of the evil Archduke Traviak. Still others suggest that he is actually the Dark Motak Vigil’s master, who supposedly perished after betraying his fellows but who now lives on (or is one of the undead), seeking vengeance. [B]Eboe, Skeletal Viper Familiar, Skeletal Snake:[/B] ? [B]Expulsed, Undead Mortal Cursed and Excommunicated by the Gods For Their Crimes, Tormented Spirit, Terrifying Example of What Happens When One Is Cursed to Live Outside of Natural Laws:[/B] ? [B]Expulsed Faithless Knight, Craven Being:[/B] ? [B]Expulsed Faithless Knight, Uncaring Being:[/B] ? [B]Rizzenspawn, Severed Humanoid Head Attached to the Body of a Spider, Foul Creature, Abomination:[/B] ? [B]Rizzenspawn, Servant of the Goddess Belsameth:[/B] ? [B]Rizzenspawn, Spy of the Goddess Belsameth:[/B] ? [B]Undead, Undead Creature:[/B] ? [B]Bolstered Undead Minion:[/B] ? [B]Undead Minion, Shock Trooper:[/B] ? [B]Undead Minion, Undead Titanspawn:[/B] ? [B]Undead Slave:[/B] ? [B]Undead Servitor:[/B] Now, with many calling him the “Black Messiah,” Lucian Daine feels he has at last garnered the power and influence that he always craved, and his experiments grow more and more elaborate. He is currently working on a true ritual intended to slay the entire population of a town or village and transform them into undead servitors. [B]Insubstantial Undead Creature:[/B] ? [B]Powerful Undead Servitor:[/B] ? [B]Uncontrolled Mindless Undead:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Undead Servant:[/B] ? [B]Undead Familiar:[/B] Crypt Lord Undead Familiar power. [B]Skeletal Familiar:[/B] Crypt Lord Undead Familiar power. [B]Zombie Familiar:[/B] Crypt Lord Undead Familiar power. [B]Shadow Familiar:[/B] Penumbral Lord Living Shadow power. [B]Mindless Uncontrolled Undead:[/B] ? [B]Free-Willed Undead:[/B] ? [B]Undead Minion:[/B] ? [B]Alliastra Denier, Maiden of the Grove, Ghost:[/B] ? [B]Spirit of Departed Bird, Spirit of a Bird, Ghost:[/B] ? [B]Spirit of Departed Animal, Spirit of an Animal, Ghost:[/B] ? [B]Ghost:[/B] ? [B]Lich:[/B] ? [B]Mummy:[/B] Canopic Urn of the Undead magic item. [B]Mummy, Elite Undead Bodyguard:[/B] ? [B]Powerful Mummy:[/B] ? [B]Mummy, Portable Undead Servant, Conjured Mummy:[/B] ? [B]Shadow, Undead Shadow:[/B] ? [B]Shadow Creature:[/B] ? [B]Skeleton, Elite Undead Bodyguard:[/B] ? [B]Advanced Skeleton:[/B] ? [B]Specter, Elite Undead Bodyguard:[/B] ? [B]Vampire, Elite Undead Bodyguard:[/B] ? [B]Arrach, Wight-Lord:[/B] ? [B]Wraith, Insubstantial Undead Creature:[/B] ? [B]Zombie, Elite Undead Bodyguard:[/B] ? [B]Zombie:[/B] ? Canopic Urn of the Undead (Wondrous Item) Necromancers across the Scarred Lands create these crude clay urns to fashion a portable undead servant. The necromancer places the specially prepared heart and ashes of a murdered humanoid within the urn, which has been treated [with] dark alchemical mixtures and powerful necromantic magic. Aura strong necromancy; CL 15th Slot none; Price 32,400 gp; Weight 6 lbs. DESCRIPTION Once per day, when the urn is opened and the command word is spoken, a mummy rises up out of the urn to serve the owner of the vessel. The urn’s owner is immune to the conjured mummy’s despair aura. The mummy serves for up to 1 hour. If the mummy is destroyed, a necromancer may craft a new mummy for the empty urn at one-quarter the normal cost and time to craft a new canopic urn. If the urn is destroyed while the mummy is active (AC 12, hardness 2, 10 hp), the mummy becomes uncontrolled. CONSTRUCTION Requirements Craft Wondrous Item, command undead, create undead; Cost 16,200 gp Curse of Rizzen (Su) Bite—injury; save Fort DC 23; frequency 1/round for 5 rounds; effect 1d6 Con; cure 2 consecutive saves. A humanoid killed by this effect becomes a Rizzenspawn 1d4 hours after dying. Curse of Rizzen (Su): Bite—injury; save Fort DC 10 + 1/2 the Rizzenspawn’s HD + Charisma modifier; frequency 1/round for 5 rounds; effect 1d4 Con; cure 1 consecutive save. A humanoid killed by this effect becomes a Rizzenspawn 1d4 hours after dying. Living Shadow (Ex): Your own shadow becomes your familiar, which follows the normal rules for advancement and has the following base statistics. Instead of gaining bonuses to its natural armor, the shadow familiar gains bonuses to its deflection bonus. You no longer cast a shadow whenever your familiar is active or beyond your reach. Undead Familiar: At 1st level, the crypt lord either attracts an undead familiar or performs a ritual that augments his existing familiar. Either way, the crypt lord gains a familiar of his choice, as a wizard of the same level. The familiar gains either the skeleton or zombie template. A skeletal familiar does not lose its fly speed, but its maneuverability drops to clumsy. A zombie familiar does not gain the staggered quality. For the purpose of determining the familiar’s statistics, powers, and abilities, the crypt lord’s class levels stack with any existing levels in classes that also grant a familiar.[/spoiler] [URL=http://www.drivethrurpg.com/product/123976/Thunderscape-the-World-of-Aden-Campaign-Setting?affiliate_id=17596]Thunderscape: the World of Aden: Campaign Setting[/URL][spoiler] [b]Wasted:[/b] There are few fates more horrible than death by the Wasting, but becoming one of the Wasted is one of them. Perhaps one in a hundred victims of the Wasting rises as these walking dead, its manite implants somehow seizing control of the corpse it is installed in and lashing out with blind fury. No one yet has been able to determine if wasted are a side-effect of golemization itself, or if they are caused by the Darkfall manipulating fears of golemoids. “Wasted” is an acquired template that can be added to any corporeal creature with one or more manite implants. [b]Human Wasted:[/b] ? [/spoiler] [URL=http://www.drivethrurpg.com/product/147944/Tomb-Raiders?affiliate_id=17596]Tomb Raiders[/URL][spoiler] [b]Human Vampire Cleric 11, Kanefrah:[/b] Desperate for a way to punish the heathen invaders, Kanefrah turned to rites long forbidden by her church. Kanefrah resurrected the Court of Slaughter, a heretical cult dedicated to Sekhmet’s most brutal and violent aspect. Just as Sekhmet feasts upon the blood of men who disrespect Ra, so too the Court of Slaughter fed upon the living. They transformed themselves into monsters—unholy abominations that preyed upon the faithless. These profane rituals brought about the end of Kanefrah’s first life, transforming her into a child of the night. [b]Mummified Human Slayer 11, Djenmett of the Many Eyes:[/b] As a mortal man, Djenmet of the Many-Eyes served the then-living Kanefrah as a member of her elite guard. When Kanefrah joined the Court of Slaughter and became the monster she is today, Djenmet was one of the few servants who remained faithful to his mistress. It was Djenmet who kept vigil over her sarcophagus as she slept through the day, and Djenmet who lost his life to the blades of the traitorous acolytes. To conceal Djenmet’s murder, the acolytes interred him alongside his mistress, beginning the process of mummification so that he might serve his lady in the afterlife. The acolytes were slain before they could complete the process, leaving Djenmet’s body disfigured and his soul trapped in his body, unable to pass on to the next world. Moved by his loyalty, Kanefrah completed the process of his mummification upon awaking from her torpor so that he might serve her in death as faithfully as he did in life. [b]Human Skeletal Champion Bloodrager 8, Mighty Bozhrak:[/b] Bozhrak’s death came when Kanefrah, in her guise as a courtier, invited his troupe to entertain her entourage. Bozhrak was immediately smitten with the vampire, and abandoned his carnival to join Kanefrah’s court and pledge his eternal love for the “noble lady.” Though initially repulsed by the advances of a foreigner, Kanefrah realized that the brute possessed a strength and “moral flexibility” that she could put to use. Kanefrah revealed her true nature to Bozhrak, and offered him a place by her side at the cost of his mortality. Bozhrak accepted, and was stripped of his flesh, becoming the skeletal champion he is today. [b]Human Ghost Bard 8, Reginell Carthworth III:[/b] Having died a violent death, with his great work still unfinished, Reginell’s soul persisted in this world after his death.[/spoiler] [URL=https://www.drivethrurpg.com/product/97423/Tome-of-Adventure-Design?affiliate_id=17596]Tome of Adventure Design[/URL][spoiler] Pathfinder/Swords and Wizardry [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.drivethrurpg.com/product/93671/Tome-of-Horrors-Complete--Pathfinder-Edition?affiliate_id=17596]Tome of Horrors Complete[/URL][spoiler] [b]Apparition:[/b] A humanoid slain by an apparition becomes an apparition itself in 1d4 rounds. Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. A humanoid slain by an apparition becomes an apparition itself in 1d4 rounds. Spawn so created are less powerful than typical apparitions, and suffer a –2 penalty on all d20 rolls and checks. They also receive –2 hp per HD, and a –2 penalty to the Will save DC of their spectral strangulation ability. Spawn are under the command of the apparition that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed apparitions. (The Blight - Pathfinder) Shortly before arriving at O12, the PCs become aware of a woman’s voice calling out, asking if one of the PCs is “Pherran, my love.” The woman’s voice ignores any answers that are given, but continues to ask, becoming more urgent and claiming that she has come for her true love. Eventually she cries out, “Don’t make me do it again! I flung myself from the Wall once to be with you in death! Don’t ask it of me again!” She then breaks down into sobs and begins to complain of the cold and the feel of her skin. She begs a male character not to be angry with how she looks now, that her rose has withered but her soul remains his. Eventually, this bittersweet apparition emerges through the gloom, her undead body drawn into unlife to look for her true love. (The Blight - Pathfinder) [b]Bhuta:[/b] When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. Since the transformation into unlife is almost instant (occurring within 1-2 hours after death), the bhuta appears as it did in life. [b]Bloody Bones:[/b] Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings. [b]Bog Mummy:[/b] Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works). When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy. [b]Bogeyman:[/b] Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The apparitional bogeyman’s ties to the land of the living are a result of these stories. [b]Brykolakas:[/b] Their true origin remains a mystery to even the most learned of sages though stories among the learned speak of dark necromantic arts involving ancient magicks and packs of ghouls. [b]Cadaver:[/b] Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example). [b]Coffer Corpse:[/b] The coffer corpse is an undead creature formed as the result of an incomplete death ritual. [b]Corpse Candle:[/b] Corpse candles are formed when creatures are sacrificed by ritualistic drowning to a sea or water deity. The fear of dying coupled with the hatred of the ones performing the ritual infuses the victims’ spirit with energy that often lingers in the area and empowers the corpse with unlife, raising it as a corpse candle. [b]Crucifixion Spirit:[/b] Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner. [b]Crypt Thing:[/b] Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area. Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement. (Mountains of Madness) [i]Create Crypt Thing[/i] spell. [b]Crypt Guardian:[/b] ? [b]Darnoc:[/b] Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds. The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life. [b]Demi-Lich:[/b] A demi-lich is an advanced lich of great power. When the life force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull. [b]Demiurge:[/b] The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain. [b]Draug:[/b] The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Draug Ship:[/b] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Fear Guard:[/b] Any living creature reduced to Wisdom 0 by a fear guard is slain and becomes a fear guard under the control of its killer in 1d6 rounds. Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location. [b]Fetch:[/b] When a murdered person is buried on frozen ground, it often returns from the grave as a fetch, an evil undead monster with a hatred of fire and the living. [b]Fire Phantom:[/b] When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burned flesh and elemental fire. [b]Fye:[/b] When a traumatic event occurs within the vicinity of a temple or other holy place, energy often lingers in the area polluting and contaminating an object or the ground itself. This sometimes leads to the formation of a mindless entity—the fye. [b]Ghoul Cinder:[/b] A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after the deed. [b]Ghoul Dust:[/b] When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies (see City of Brass by Necromancer Games), there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth. [b]Ghoul-Stirge:[/b] The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and (thought to be) insane necromancers. [b]Grave Risen:[/b] They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen. [b]Groaning Spirit:[/b] The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. [b]Hanged Man:[/b] A hanged man is the restless corpse of an evil humanoid that was hanged or the spirit of one wrongfully accused of a crime and hanged. [b]Haunt:[/b] The haunt is the spirit of a person who died before completing some vital task. [b]Hoar Spirit:[/b] Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture. [b]Huecuva:[/b] Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead. The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas. (Mountains of Madness) [b]Lantern Goat:[/b] Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. [b]Gruff Lantern Goat:[/b] The gruff lantern goat is an advanced-HD lantern goat. [b]Lich Shade:[/b] The road a spellcaster travels in his or her quest for lichdom is not without danger. During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual—a lich shade. Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between—something in between mortal life and eternal unlife. [b]Mortuary Cyclone:[/b] A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally). [b]Mummy of the Deep:[/b] It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep. [b]Murder Crow:[/b] These creatures are formed in desolate areas where the formless souls of birds condense into a solitary creature—a murder crow. [b]Murder-Born:[/b] Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit. [b]Ooze Undead:[/b] When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. [b]Ooze Vampiric:[/b] The vampiric ooze is thought to have been created by a great undead spellcaster using ancient and forbidden magic. Some believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it. [b]Phantasm:[/b] While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil. [b]Phasma:[/b] A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result. [b]Poltergeist:[/b] Poltergeists are undead spirits that haunt the area where they died. [b]Shadow Rat:[/b] ? [b]Shadow Rat Dire:[/b] ? [b]Rawbones:[/b] A rawbones is an undead creature that comes into being when a tortured person rises from the grave. [b]Red Jester:[/b] Red jesters are thought to be the undead form of court jesters having been put to death for telling bad jokes, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another legend speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince has chosen to pay special attention to. The actual truth to their origin remains a mystery. [b]Shadow Lesser:[/b] According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows. Unlike normal shadows, lesser shadows do not create spawn (though it is rumored that a variant of the lesser shadow can in fact create spawn). [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 death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. [b]Skulleton:[/b] Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless). The skulleton is thought to have been created to frighten off would-be tomb plunderers, or convince them they have defeated the skulleton’s creator rather than a minor servitor and tomb guardian. Construction A skulleton’s body consists of a humanoid skull and the bones and dusty remains of its body. The false jewels are worthless, but do require a jeweler of some skill to properly cut and mount them to lend them an air of authenticity. Additional rare powders and incense worth 3,500 gp are also needed to complete the process. SKULLETON CL 9th; Price 8,000 gp Requirements animate dead, contagion, fly, stinking cloud, creator must be caster level 9th; Skill Craft (jeweler) DC 15; Cost 4,000 gp [b]Soul Reaper:[/b] Soul reapers have no ties to the land of the living, in that they have always existed and have always been. Their origins are unknown, but speculation says they stepped from the great void at the beginning of creation. It is thought that only six or seven of these creatures exist (and most living beings are thankful of that). [b]Swarm Raven Undead:[/b] ? [b]Swarm Shadow Rat:[/b] A shadow rat swarm is simply a massive number of shadow rats that have cluttered or banded together for survival or food. [b]Wight Barrow:[/b] Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. At the time of her son’ s death, his mother beseeched her priests to prevent others from animating her son’s corpse as an undead abomination, but they could do nothing to quell the evil that burned within his malevolent soul. The wicked thane underwent the transformation into a barrow wight shortly after being sealed in his coffin. (Mountains of Madness) Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. (Mountains of Madness) [b]Wight Blood:[/b] When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight. Blood wights generally detest living creatures, but if created by a clerical or necromantic ritual, the created blood wight will not harm its creator (unless attacked first). [b]Wolf Ghoul:[/b] ? [b]Dire Wolf Ghoul:[/b] ? [b]Wolf Shadow:[/b] ? [b]Zombie Brine:[/b] Brine zombies are the remnants of a ship’s crew that has perished at sea. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. Brine zombies are the remnants of a ship’s crew that has perished at sea.If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. [b]Bleeding Horror:[/b] Created by the axe of blood. “Bleeding Horror” is an acquired template that can be added to humanoid, monstrous humanoid, magical beast, or outsider that dies as a result of feeding the axe of blood. Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror in 1d4 minutes under the command of its creator. [b]Bleeding Horror Minotaur:[/b] ? [b]Corpsespun Creature:[/b] Corpsespun are undead creatures formed when a living creature is slain by a corpsespinner. “Corpsespun” is an acquired template that can be added to any corporeal creature slain by a corpsespinner. Creatures slain by a corpsespinner but not devoured rise in 1 hour as a corpsespun creature. [b]Corpsespun Human Fighter 10:[/b] ? [b]Corpsespun Minotaur:[/b] ? [b]Paleoskeleton Creature:[/b] Paleoskeletons are the fossil remains of long-dead creatures animated by necromantic rituals. “Paleoskeleton” is an acquired template that can be added to dinosaur or prehistoric animal. [b]Paleoskeleton Triceratops:[/b] ? [b]Skeleton Warrior:[/b] The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet. “Skeleton Warrior” is an acquired template that can be added to any humanoid creature. [b]Human Skeleton Warrior Fighter 13:[/b] ? [b]Spectral Troll:[/b] “Spectral Troll” is an acquired template that can be added to any troll. [b]Spectral Rock Troll:[/b] ? [b]Undead Lord:[/b] “Undead Lord” is an inherited template that can be added to any undead creature. [b]Cadaver Lord:[/b] ? [b]Zombie Juju:[/b] Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain, enervation, or similar spell or spell-like ability, it may rise as a juju zombie. “Juju zombie” is an acquired template that can be added to any humanoid or monstrous humanoid. [b]Human Juju Zombie Fighter 3:[/b] ? [b]Zombie Spellgorged:[/b] It is the ultimate humiliation for a spellcaster to be reduced to a mindless, rotting husk used only to store the spells of a rival. Created with the use of a create greater undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster. “Spellgorged Zombie” is an acquired template that can be added to character capable of casting arcane or divine spells. If this occurs, the troubled wizard calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies. (Mountains of Madness) [b]Spellgorged Zombie Sample:[/b] ? [b]Phantom:[/b] Phantoms are translucent spirits of creatures that died a particularly violent death. [b]Undead:[/b] Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. [b]Ghoul Lacedon:[/b] A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Shadow:[/b] According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. [b]Skeleton:[/b] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. Any living creature with less than 10 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a zombie or skeleton in 1d4 rounds. [b]Spectre:[/b] Any living creature with 16-20 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a spectre in 1d4 rounds. Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless or consecrate on the corpse before such time. [b]Wraith:[/b] Any living creature with 11-15 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a wraith in 1d4 rounds. [b]Wraith Dread:[/b] Any living creature with more than 20 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a dread wraith in 1d4 rounds. [b]Zombie:[/b] A creature whose brain is devoured by a cerebral stalker is ejected from the ground and animates as a zombie in 1d4 rounds. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell). When a living creature is placed into the iron maiden and the lid is closed the blades impale the unfortunate victim, causing an agonizing death. Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie. Any living creature with less than 10 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a zombie or skeleton in 1d4 rounds. Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. Create Crypt Thing School necromancy [evil]; Level cleric 7, sorcerer/wizard 7 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 300 gp) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no This spell allows you to animate a single Medium or Large corpse of a creature 18 HD or less into a crypt thing. This spell must be cast in the area the creature is to guard or it fails. The corpse must be mostly intact and must be humanoid-shaped and have a skeletal system or structure. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. The black gem is placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed. Minor Artifact: The Axe of Blood Aura necromancy; CL 20th Slot none; Weight 6 lb. DESCRIPTION Legend holds that the axe of blood was lost on a quest to another plane of existence. The axe itself is rather nondescript, being made of dull iron. Only the large, strange rune carved into the side of its double–bladed head gives any immediate indication that the axe may be more than it seems. The rune is one of lesser life stealing, carved on it long ago by a sect of evil sorcerers. This is, in fact, the only remaining copy of that particular rune, thus making the axe a valuable item. Further inspection reveals another strange characteristic: the entire length of the axe’s long haft of darkwood is wrapped in a thick leather thong stained black from years of being soaked in blood and sticky to the touch. When held, the axe feels strangely heavy but well balanced, and it possesses a keenly sharp blade. POWERS At first blush, the axe appears to be no more than a +1 keen battleaxe and until activated, the axe is just that. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not evil but is instead neutral. Bound inside it is a rather savage earth spirit. The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn. Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. In this ritual, the wielder sacrifices Constitution to the axe. For each point of Constitution sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls (maximum of +5 on each) with the axe. Constitution points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed Constitution is regained. Note that the axe retains its keen quality when powered. If the axe is powered to an amount less than the full +5 during the morning ritual and the wielder subsequently wishes that day to power the axe further, he may again wound himself (a full-round action dealing 1d6 points of damage) to sacrifice additional Constitution. In this instance where such a “second feeding” is done, the wielder must sacrifice 2 points of Constitution per additional +1 on attack rolls and weapon damage rolls (up to the same maximum of +5). There is a chance that the Constitution sacrificed to the axe is lost permanently. If the wielder always skips a day in between powering the axe and always powers the axe with the morning ritual, there is no chance of permanent loss. If, however, the axe is fed on consecutive days or powered in a second feeding, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that Constitution sacrificed to the axe on that day is actually permanent ability drain. This check must be made for each point of Constitution sacrificed to the axe that day. If reduced to Constitution 0 as a result of feeding the axe, the wielder becomes a bleeding horror. Note: An undead creature can use its Charisma ability score (since it doesn’t have a Con score) to power the axe. Charisma damage heals at the rate of 1 point per day. An undead that reduces its Cha to 0 is destroyed. DESTRUCTION If a wielder of the axe with the lawful or chaotic subtype and 20 or more Hit Dice willingly uses it to reduce himself to Constitution 0, the axe is destroyed and the slain wielder does not rise as a bleeding horror.[/spoiler] [URL=http://froggodgames.com/tome-horrors-4] Tome of Horrors 4[/URL][spoiler] [b]Aswang: ?[/b] [b]Banshee Lesser:[/b] Lesser banshees are the spirits of departed women (especially of elven heritage) that were cruel and evil in life. [b]Shadow Dire Bear:[/b] Its origin lies in the strange result of a shadow’s create spawn ability affecting an animal. How such an outcome occurred is anyone’s guess, but sages in the lore of undeath have been unable to recreate it since. [b]Bone Delver:[/b] Bone delvers were in life graverobbers that died whilst performing their nefarious tasks. Some may have inadvertently awoken undead creatures in their graves, others were outwitted by cunning traps placed in well protected mausoleums. [b]Burning Ghat:[/b] The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. [b]Cimota:[/b] Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota are created by evil energy. [b]Guardian Cimota:[/b] Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota are created by evil energy. [b]High Cimota:[/b] Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota are created by evil energy. [b]Dark Custodian:[/b] Dark custodians are the undead remains of evil clerics tasked to remain behind after death and guard the sacred places of their vile worship. [b]Devouring Mist:[/b] Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. [b]Ekimmu:[/b] An ekimmu is the evil ghost of one who has been denied entrance to the underworld and is doomed to wander the earth. [b]Flayed Angel:[/b] On some rare occasions when an extremely powerful angel is captured, tortured to death and subjected to particularly vile rituals, dark gods of evil will intervene and prevent that being’s essence from returning to its celestial home, instead trapping it within the mutilated corpse as a horrifyingly profane undead abomination. A flayed angel is horribly mutilated, its skin flayed away, its wings crippled, and its head removed. The preparation ritual also involves the introduction of an acidic embalming fluid that mingles with the blood left in its body as a continually-leaking, caustic brew. [b]Galley Beggar:[/b] Galley beggars are the ghostly remains of travelers who met their demise before their journey was complete. [b]Ghirru:[/b] Ghirru are undead efreet, returned to the land of the living by efreeti necromancers through foul and dark magic. [b]Glacial Haunt:[/b] The icy wastes sometimes grant unlife to those who freeze to death at her unforgiving hands. The result is a glacial haunt. [b]Gloom Haunt:[/b] Gloom haunts are vile evil creatures, who seem to have no ties to the living (i.e., scholars cannot find any reasonable explanation as to why they exist), though a few learned sages believe gloom haunts to be the spiritual remains of paladins who were sacrificed by evil clerics to their vile and dark gods. [b]Grave Mount:[/b] The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world. These undead creatures are rare and usually created when a death knight rises from the grave to ride the steed he owned in his former life, though a few necromancers are also able to raise a grave mount given time and study. [b]Grey Spirit:[/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. A grey spirit, usually female, is the shade of someone who died heartbroken and alone, pining away on shore and ultimately dying of a broken heart while waiting for the return of a loved one from across the sea. [b]Grimshrike:[/b] Grimshrikes are native to a dark demiplane about which little is known other than its terrible history. The place was once vibrant and full of life every bit as diverse and beautiful as the Material Plane. Centuries ago, however, all that changed. Something rent the boundaries between that placid demiplane and the Negative Energy Plane. Dark energies spilled forth unchecked, fouling the very essence of which the demiplane was created. In a matter of hours, all life in that plane ceased to exist. The primary inhabitants of the demiplane, a race of twin-tailed gargoyles, were reanimated as the tortured servants of the nightshades. [b]Hooded Horror:[/b] A hooded horror is an undead creature believed to have been created by Orcus in order to subjugate and corrupt paladins and good-aligned priests. Though often found wandering the Undead Lord’s great abyssal palace, the hooded horror itself is not native to that plane, as Orcus created and unleashed them on the Material Plane (if the legends are to be believed). [b]Zombie Horde:[/b] Zombies are one of the most used and abused of the mindless undead. Singly, a zombie may be dealt with by experienced adventurers. When gathered together in a horde, these mindless creatures are a terror to behold. [b]Kamarupa:[/b] Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity. [b]Knight Gaunt:[/b] A knight gaunt is an undead creature created when a paladin falls in battle. [b]Lurker Wraith:[/b] ? [b]Mimic Undead:[/b] Undead mimics are believed to be the result of experimentation on mimics by insane necromancers. What possessed them to create an undead version of a truly horrid creature is beyond most scholars’ comprehension. [b]Ghoul Monkey:[/b] These monkeys often appear in jungle areas where there is great residue of evil and chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath. [b]Mordnaissant:[/b] Occasionally when a gravid woman dies violently in a place infused with unholy or negative energies, the unborn child within her does not perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. [b]Mummy Asp:[/b] Similar in many respects to standard mummies, asp mummies are created to guard tombs of regal kings and nobles. Some believe these creatures even have a spark of the divine mixed in with their creation and are appointed by the gods themselves to watch over their favored followers. Asp mummies are known to be favored as guardians among the followers of Set. The creation of an asp mummy follows the same procedure as a standard mummy, save that many small asps are placed into the hollowed corpse along with the herbs and flowers. [b]Naga Death:[/b] Death nagas are what remains of dark or spirit nagas slain by powerful negative energy. It is unknown why or how these nagas return as undead versions of their former selves. [b]Necro-Phantom:[/b] A creature that dies (either of its own accord or one that is killed) in an area poisoned by necromantic magic sometimes returns to the land of the living as a necro-phantom. [b]Oozeanderthals:[/b] Undead creatures created from a lost form of magic. [b]Rat-Ghoul:[/b] The foulest form of common vermin, rat-ghouls are abnormally large rats that have been infused with necrotic energy, either from proximity to a source of foulness, or feasting upon necrotic flesh. The rat-ghoul is created when normal or dire rats feast on undead flesh, or being inundated with black magic or necrotic forces. [b]Screamer:[/b] These terrible undead are the remnant of soldiers who have fallen to the horrors of mass conflict and warfare. Whether each of these creatures is the remains of a single fallen soldier or a conglomerate of the scarred psyches of several such casualties remains up for debate [b]Shattered Soul Impaled Spirit:[/b] Shattered souls are the ghostly spirits of living beings executed through brutal torture: impalement, disembowelment, or worse. Their souls having not entirely departed the Material Plane, they have risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for having forsaken them and allowed them to die in such a ghastly manner. Impaled spirits are the ghostly remains of living beings executed through impalement; a brutally slow and extremely painful form of execution. [b]Skin Feaster:[/b] When a humanoid dies as a result of being skinned alive, it often returns to the land of the living as a skin feaster. [b]Skull Child:[/b] A juvenile humanoid slain by a skull child rises the following night as a free-willed skull child. A bless spell cast on the body before that time ceases the transformation. Adults and non-humanoids killed by a skull child do not rise as undead. [b]Soul Knight:[/b] A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. [b]Spider Lich:[/b] The true origin of the spider lich is shrouded in mystery. Scholars argue constantly about its origins and how it came into existence. Some stand by the theory that intelligent giant spiders, perhaps phase spiders or some offshoot race of that dreaded creature, discovered the path to lichdom. Others contend a spider lich is the byproduct of a failed sorcerer’s attempt at lichdom. Still others argue that the spider lich is simply a spellcaster’s chosen form once it achieved lichhood. An integral part of becoming a spider lich is the creation of the phylactery in which the creature stores its spirit. The only way to get rid of a spider lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a spider lich can rejuvenate after it is killed. The typical spider lich phylactery is a gemstone of not less than 1,000 gp value. The spider lich hides the gemstone in a safe place and wraps it securely in a complex mesh of super strong webbing (DR 10/—, 24 hp). [b]Swarm Bone:[/b] A bone swarm is created when multiple animated skeletons are destroyed more or less simultaneously, either through a single powerful area attack or by simply being smashed to pieces in melee. The bones of the skeletons are scattered and smashed, but the necromantic magic that animated them lingers on, pulling the bones back together in a mass of clattering fragments. [b]Swarm Skeletal:[/b] Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass. [b]Troll Undead:[/b] Sometimes when a troll dies, the evilness within the creature raises it as an undead troll; a mockery of life and even more evil than it was before (if such is possible). [b]Undead Elemental Fire:[/b] Occasionally a horrible tragedy befalls a summoned fire elemental such that it is destroyed but is not permitted to return to its plane of origin. When this happens, what can eventually form is a horrendous creature composed of its original element infused with raw negative energy. [b]Vampire Spawn Feral:[/b] Sometimes when vampires create minions something horrible happens to the creature causing a fate worse than even that of a typical vampire spawn. On these occasions whether by accident or design, upon waking to its new undead existence the newly created spawn finds itself trapped within its coffin or tomb and unable to free itself even in gaseous form. In these instances the spawn rages and struggles to escape as it slowly goes insane, a victim of its all-consuming hunger. When the master vampire finally deigns to release its new spawn or it finally manages to break free — sometimes years after its creation — the spawn is feral and nearly mindless, though with a much greater strength due to its incessant rage. [b]Wight Sword:[/b] These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul. [b]Zombie Pyre:[/b] Pyre zombies are the sad, tortured remains of those who were killed just before being burned alive. When the soul departed, their body was taken over by some malignant spirit. The spirit fortified the body from destruction by the fire, and the undead form escape the pyre to wreak its vengeance on the living. [b]Zombyre:[/b] A zombyre is a living creature that drowned in the River Styx, reanimated by the magic of the Stygian waters for some unknown purpose. [b]Death Knight:[/b] “Death knight” is an acquired template that can be applied to any lawful humanoid or monstrous humanoid with 5 or more Hit Dice. Doomed to devastate the world they once cherished and sought to protect, death knights are the result of damning curses visited upon once noble knights who fell from grace at the moment of death. [b]Human Death Knight Cavalier 9:[/b] ? [b]Undead Horse Mount:[/b] ? [b]Meat Puppet:[/b] Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. “Meat puppet” is an acquired template that can be added to any corporeal creature (other than an undead) that had a skeletal system at one point, but had its bones extracted or completely crushed. [b]Human Meat Puppet:[/b] ? [b]Otyugh Meat Puppet:[/b] ? [b]Zombie Hungry:[/b] Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. [b]Human Zombie Hungry:[/b] ? [b]Undead:[/b] Cemeteries and graveyards are well known for their concentration of negative energy and it is this, rather than the mere presence of the buried dead, that can cause all manner of creatures to rise from their graves to haunt the living. [b]Ghoul:[/b] A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. [b]Ghoul Ghast:[/b] A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. [b]Vampire:[/b] Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. [b]Vampire Spawn:[/b] Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. [b]Dread Wraith:[/b] Any male humanoid slain by a banshee’s death wail or energy drain rises to become a dread wraith in 1d4 rounds. [b]Banshee:[/b] The spirit of any female humanoid that is slain by a lesser banshee’s death wail or energy drain rises to become a banshee in 1d4 rounds. [b]Shadow Animal:[/b] Any animal reduced to Strength 0 by a shadow dire bear becomes a shadow animal within 1d4 rounds. [/spoiler] [URL=http://www.drivethrurpg.com/product/91432/PFRPG-Tome-of-Monsters?affiliate_id=17596]Tome of Monsters[/URL][spoiler] [b]Apparition:[/b] An apparition is a ghostly visage of someone who died while in the midst of crippling fear. Apparitions often arise from those who were tortured and executed, from those who were chased before being slain, from women who were raped before being murdered or from soldiers who turned cowardly on the battlefield. Apparitions commonly come into existence in areas inhabited by much more powerful undead, such as vampires and liches. [b]Bhoot:[/b] A bhoot was a person who, in life, was wrongfully executed, or driven to commit suicide when they would not have otherwise done so. Because of this wrong, the individual has become a self-aware undead creature, rising from the grave a year after their death. On the Indian subcontinent, bhoot is generally used in modern literature to refer to a type of ghost that arises when someone dies a very violent death or leaves behind unfinished business. [b]Chindi:[/b] A humanoid of 4 HD or more that is slain by a chindi becomes a chindi in 1d3 days. A powerful humanoid that is slain by a chindi will rise as one in 1d3 days unless the slain individual is resurrected, reincarnated, or the remains are buried in a blessed grave sprinkled with holy water. [b]Drekavac:[/b] The drekavac (often called simply “the screamer”) is an undead creatures risen from a child that died of violence or neglect before its fifth birthday. [b]Nightmarcher:[/b] A humanoid slain by a nightmarcher becomes a nightmarcher the following night. The cursed spirits of fallen soldiers. [b]Rusalka:[/b] A humanoid child of either sex or an adult female humanoid slain by a rusalka becomes a rusalka the following night. Adult male humanoids and all other creatures slain by a rusalka do not rise as rusalka. Rusalka are the spirits of women and children who died by drowning. No one knows why men who die in the same manner do not become rusalka, but there are no documented males other than children. Not every woman who drowns will become rusalka, nor every child. [b]Scarecrow:[/b] Whenever starvation takes a person, he can rise as a scarecrow if not blessed and buried quickly. Luckily, they do not create spawn when they kill others. They can also be raised by necromancers or evil priests from the bodies of those who died of starvation. [b]Scarecrow Wastrel:[/b] These undead can create spawn from those they bite but do not consume. Wastrels are much rarer than common scarecrows and said to come into existence only when a powerful necromancer’s magic is combined with the purposeful starvation of victims. Wasting Disease: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of wasting disease rises as a wastrel the next night. [b]Ziburnis:[/b] Every time a ziburinis is hit in combat, the phosphorescent moss covering its skeleton releases a cloud of bright green spores, which coat anyone within five feet of the ziburinis. Those coated with the spores must make a DC 12 Fortitude save or the spores attach, sending tendrils into the victim’s flesh. Once this happens, the victim takes 1d3 Strength and 1d3 Constitution damage each round the spores remain until the victim dies. Once the spores are set they can only be removed with a remove disease spell or by burning them off (and the infected victim suffers 2d4 fire damage in the process). The victim then rises the next night as a ziburinis. Ziburinis are a hideous form of skeletal undead covered in phosphorescent moss-like plant life. The moss releases deadly spores that attach to a victim and eat the flesh away, and the victim then rises as a ziburinis the next night. “Ziburinis” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.[/spoiler] [URL='https://www.drivethrurpg.com/product/297635/Totems-of-the-Horde-God?affiliate_id=17596']Totems of the Horde God[/URL][spoiler] [B]Undead Servant:[/B] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/114145/Treasures-of-NeoExodus-Claw-of-Xon-PFRPG?affiliate_id=17596]Treasure of NeoExodus: Claw of Xon[/URL][spoiler] [b]Shadow:[/b] This weapon’s dark origins were steeped in blood; foul necromantic rituals gave it the power to tear forth the souls of men, turning them into ghostly specters that hungered for the living. Then, testing a new process using his disturbing necromantic magic, he extracted the iron from the blood of hundreds of slaves and prisoners to forge a new weapon for his new general, befitting his power. Weaving even darker and fouler magic into this weapon he imparted it the power to not just tear flesh and pulp bone, but also rend the very soul from a body to serve the weapon’s wielder before passing on. Claw of Zon DESCRIPTION AND CONSTRUCTION A Claw of Xon is a terrifying weapon to behold. The weapon’s grip is a plain iron chain flecked with blood and ending in a large metal loop. The head is a smooth and heavy iron ball with four-inch spikes jutting out at regular intervals. A trio of wailing ghostly figures swirl and dance about the head, casting a pale green light over the entire weapon. Aura strong necromancy and transmutation; CL 15th Slot none; Price 96,015 gp; Weight 10 lbs. DESCRIPTION This +1 wounding blood iron heavy flail is constantly swarming with spectral images of screaming faces. The tortured screams that emanate from the weapon make stealth impossible for the wielder and cause any creature within 30 ft. of the weapon except the wielder to become shaken. A creature slain by a Claw of Xon has its soul torn from its body and imprisoned within the weapon, up to 3 souls may be imprisoned in this manner. As a standard action, up to three times per day, the wielder of a Claw of Xon can force a soul out of the weapon and control it. The soul has the same stats as a shadow and appears in a square adjacent to the wielder. A creature whose soul is contained within the weapon is not able to be restored to life, even by clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or wish. Only by destroying the weapon can a trapped soul be set free. CONSTRUCTION Requirements Craft Magic Arms and Armor, bleed, cause fear, create greater undead, trap the soul; Cost 48,708 gp[/spoiler] [URL=https://www.drivethrurpg.com/product/181277/Treasury-of-Winter?affiliate_id=17596]Treasury of Winter[/URL][spoiler] [b]Zombie:[/b] Invader's Bugle magic item. [b]Haunt:[/b] ? [b]Incorporeal Undead:[/b] ? INVADER’S BUGLE PRICE 59,000 GP Slot none; CL 10th; Weight 2 lbs. Aura moderate necromancy This antique military horn is tarnished from age and exposure to the harsh elements, like a relic left behind by once-glorious army defeated by the cruel winter of the endless steppe. An invader’s bugle appears to be of very fine quality beneath the wear and grime, but all attempts to polish or restore it only tarnish it further. Twice per day as a standard action, the wielder may blast one note on the bugle as a standard action, causing the ground in a 30-foot cone-shaped spread to become muddy and soft, as soften earth and stone. This chilling mud is bitter cold, and creatures beginning their turn within the area must succeed on a DC 13 Fortitude save (DC 15 if they are prone) or take 1d6 points of nonlethal cold damage and become fatigued for 1 minute. Additional failed saves cause damage but do not increase fatigue to exhaustion. After 1 minute, the mud is still cold to the touch but no longer causes damage or fatigue. In addition, once per day the trumpet can sound a mournful note, animating corpses within 60 feet of the horn and no more than two feet underground are animated under the control of the wielder, as animate dead, to a maximum of 20 HD worth of creatures. These undead fall into rank behind the sounder of the invader’s bugle and only obey commands to attack, halt, or march; other commands are ignored. These zombies remain animate for 24 hours, though the user can sound the horn again each day to keep them animated. These zombies are covered in frozen mud, gaining fire resistance 10, and when destroyed they collapse into a pile of chilling mud filling their space, as if soften earth and stone had been cast upon that square, and the mud is bitter cold, as described above. When used as part of a bardic performance or raging song, an invader’s bugle increases the range of a dirge of doom or frightening tune performances to 60 feet. CONSTRUCTION REQUIREMENTS COST 29,500 GP Craft Wondrous Item, creator must have 3 ranks in Perform (wind instruments), animate dead, ice storm, soften earth and stone[/spoiler] [URL=http://www.drivethrurpg.com/product/83953/Two-Dozen-Dangers-Curses-PFRPG?affiliate_id=17596]Two Dozen Dangers: Curses[/URL][spoiler] [b]Ghoul:[/b] A target reduced to 0 Dexterity by the Necromancer's Lethargy curse suffocates, and returns to unlife as a ghoul. NECROMANCER’S LETHARGY Necromancy is the study of the dead, and of the black negative light that animates them. Prolonged exposure to necromantic radiations can have debilitating effects on the body, and all veteran necromancers watch themselves carefully for the first signs of this curse, which always begin with muscular weakness and palsy in the hands. Type curse; Save Will DC 22 negates Frequency 1/day Effect The target suffers 1d4 Dexterity damage per day. A target reduced to 0 Dexterity by this curse suffocates, and returns to unlife as a ghoul.[/spoiler] [URL=http://www.drivethrurpg.com/product/84165/Two-Dozen-Dangers-Drugs-PFRPG?affiliate_id=17596]Two Dozen Dangers: Drugs[/URL][spoiler] [b]Undead:[/b] Ghostwater Drug creation. Ghost Water (spirit water, life water) Description: This drug appears as clean, clear water which reflects light in a dazzling manner. It is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature. A user can extend their lifespan many years in a very short period with this drug, but it is easy to become addicted and withdrawal from the drug is a terrible thing. Drug DC: 30 Primary Effect: A single dose of this drug extends the limit of each age category of the user by 1 year, as well as the user’s maximum age. Also, the user will not physically age for 1 year after taking a dose. Secondary Effect: None. Addiction: 2 doses are required to duplicate the effects of a single dose for an addicted creature. Withdrawal: A creature suffering from withdrawal from ghost water feels constantly haunted by the souls which were sacrificed in order to extend its life. Strange but minor (and usually disturbing) events constantly happen around such a creature- blood appears on things it touches, screams are heard as it smiles, and so on. The creature must pass a Will save against the drug’s DC in order to gain a restful night’s sleep. Finally, if a creature finally breaks its addiction to ghost water, the work of the drug is undone: overnight, the creature ages a number of years equal to those granted by all of the doses of the drug they have taken in their life, from this addiction and past addictions. The creature’s lifespan remains extended, but this aging process brings it much closer to its death and can even kill a creature that has lived longer than its allotted time. Cure: 1 year (365 days) of withdrawal Price: 1,000 gp[/spoiler] [URL=http://www.drivethrurpg.com/product/82992/Two-Dozen-Dangers-Haunts-PFRPG?affiliate_id=17596]Two Dozen Dangers: Haunts[/URL][spoiler] [b]Arcane Rift:[/b] An arcane rift is not a true Haunt, in that no death caused its existence. Rather, an arcane rift is a flaw in the underlying structure of the universe, a place where the laws of magic and causality twist and die. Arcane rifts occur in places where great battles occurred, where dozens of warrior-mages unleashed their spells, where artifacts were forged, and where gods incarnated. [b]Baron Culver's Balcony:[/b] Baron Archimedes Culver was a pathetic and lonely man towards the end of his long life. His vast fortune long since squandered, his political capital equally reduced, Baron Culver found himself banished from the royal court and the intrigue he so loved. The old Baron died, halfway senile, in a tattered silk bathrobe after falling from the balcony of his equally ragged country home. [b]Bigot's Spire:[/b] In life, the half-elven wizard Comas Delesas was defined by his bigotry. The arrogant mage despised regular humanity as barely civilized idiots, and openly called for the extinction of what he called the underfolk: Dwarves, Gnomes, Goblins and Kobolds among many other burrowing species. His adventuring days long past, and his fortune assured, Comas eventually murdered those who helped him gain his wealth and retired to a library-tower he built for himself on the edge of a major human freehold. The local folk saw his servants occasionally, when they went into town for provisions, but Comas himself refused to associate with the common herd. When a blast of lightning as brilliant as the sun struck the tower one rainy night, most of the townsfolk said good riddance. The matter would of rested there, if not for the fact something of Comas Delesas’ hatred remains, and occasionally, the broken tower belches lethal black smoke. [b]Black Taskmaster:[/b] The Black Taskmaster is an old ironshod whip taken from an infamous slaver and displayed in the library of the Sandoval College of Necromancy. [b]Boartooth's Righteous Rampage:[/b] When Brom Boartooth’s sons died of a disease that 10 gp worth of medicine would of cured, he finally became the monster that his fully human neighbors feared all his life. Previously a simple rancher, the half-orc found depths of hatred and violence in himself he never knew existed. He slaughtered his home town’s hedge wizard and the alchemist who refused to treat his sons, the town’s sheriff and three of the settlement’s wealthiest merchants before an angry mob finally ended his rampage. [b]Butcher's Hill:[/b] The Butcher’s Hill had another name before the war between two neighboring fiefdoms ended there. By the time the day long battle was over, more than 3,000 men and women lie dead atop the hill, and the ground was literally stained red with their blood. Even though priests from a dozen temples sanctified the ground, that much anger and pain never truly goes away. [b]Camel's Graveyard:[/b] There is a point of no return in the Gronnel Desert, a place almost exactly between two oasis cities, where supplies are far more than half exhausted, and the only way to survive is to press forward. Over the years, hundreds of caravans have ended some where near this mythical point of no return, and the bleached and sandblasted bones of hundreds of camels are half buried by the dunes. Animals fear and hate this place, and often turn on their masters, leading to their death and the deaths of the men who depended on them for survival. [b]Cast Upon the Rocks:[/b] The merchant galleon Escarda Din went down in a sudden squall and its sunken frame now rests on an undersea plateau. [b]Devil's Anvil:[/b] This black iron anvil sits in a back corner of the ruined remnants of a smithy, half buried in rubble. According to local legend, the blacksmith, a fat and ignorant man named Hodge hammered swords for pit-fiends on his anvil. Eventually, doing hell’s work caught up with him, and Hodge and his three idiot sons died in an unexplainable blaze. [b]Donovan's Kiln:[/b] Ten years ago, this ruin was a busy potter’s shop. In better days, Bria Donovan was a fat and cheerful woman who, with her two nephews, ran a profitable business out of a small, neat cottage at the edge of town. The center of Bria’s business was the enormous wood burning kiln that took up most of the cottage, and which she kept stoked day and night. She died along with her youngest nephew Micah when the kiln exploded. [b]Fatfinger's Last Dance:[/b] Terkin Fatfinger, brigand, rapist, counterfeiter and cattle rustler, was the last thief to hang justly on the old oak gallows outside Fort Nails. When asked for last words, the bastard laid down curses so vile, so profane and so tarrying the garrison’s master at arms didn’t wait for him to finish, just kicked the stool out from under him. [b]Gremlin's Hovel:[/b] ? [b]Grigori Chair:[/b] The Grigori Chair is a massive oak throne once used by the nation’s royalty. The entirety of the chair was originally carved with scenes from a great battle- heroic knights battling back barbaric foreign armies. When the last rightful scion of the bloodline was murdered- on the chair itself- the crimson oak cracked and blackened. The heroic carvings became something horrible. The chair was locked away in a forgotten storeroom, and even after the dynasty was restored, the original throne was forgotten and left to darkness. [b]Gut's Revenge:[/b] When the ancient slime the tavern-folk called simply “Guts” was finally ended a fragment of the ooze’s simple hunger-based consciousness survived extermination. Guts’ ghostly presence still lingers along the treacherous and rocky shoreline where its vast amoeboid bulk eventually washed up. [b]Judge Wargrave's Bench:[/b] Judge Agar Wargrave was a peevish old man, but had an uncanny knack for ferreting out the truth about defendants brought before him. He died of a stroke before passing sentence in the case of a man who murdered his family, and by virtue of a legal oversight the murderer went free. [b]Laughter Freezes:[/b] Nestled against the side of a forested mountain, the noble estate “Laughter and Gold” has been a hunting lodge of excellent reputation for generations. Owned by one of the kingdom’s most prominent families, the 23 room mansion is best known for its massive grand ball room, where the trophies of a hundred hunts or more are proudly displayed. The heads of great beasts, taxidermies recreation of impossible monsters and the captured arms of noble-born humanoid foes line the walls, and are lit by a chandelier made from the bones of a juvenile green dragon. The newest trophy to be displayed though, is one the owners of the house wish would simply go away. On an expedition to the far north, one of the lodges’ greatest hunters brought back the dorsal ganglia of a polar worm. Since the dramatic trophy was hung on one wall, the temperature within Laughter and Gold has dropped by a few degrees each night. Already bitterly cold, occasionally the ballroom is sheathed in a carapace of killing ice, and the roaring of the great northern worms can be heard. [b]Mugglesant's Endless Anger:[/b] The goblin Mugglesant was a good thief but eventually her luck caught up with her. While burgling a mansion in the city of Ulstar, a spiderbite ended the tiny thief’s life. She choked to death in the space between the house’s walls, and all the inhabitants knew was that some vermin died in the walls. They hired a local hedge wizard to purify the air with a few cantrips, and forgot about the whole matter. That indignity, more than her accidental death enraged Mugglesant’s spirit. [b]Old Jonas' Critique:[/b] Old Jonas the woodcarver had a reputation as one of the finest craftsmen in his small village. He made tools, toys for the settlement’s wealthiest children, shelves, fence posts and a dozen other useful things and earned a tidy living. After his death, Jonas’ nephew took over the business, but his lack of skill angered the ghostly carpenter. [b]Purple Pig Tavern:[/b] The Purple Pig used to be a decent tavern, until a payment dispute between the barkeep and a wandering gnome troubadour ended in the little minstrel’s murder. The barkeep stuffed the gnome and his rat of a familiar feet first into a keg of rot gut and rolled it down into the cellar. [b]Rapist's Mile:[/b] This stretch of forest marks the place where a gang of brigands brought down a peasant girl, violated and eventually killed her. The girl’s bones still lie half buried under the leaf mould beneath one of the towering pine. Her angry spirit, coupled with the psychic echoes of her murderers’ lust have cursed this place: those venturing through this stretch of forest become as slow and exhausted as she was when the thugs finally ran her to ground. [b]Scribe Du Rayneil's Odd Bequest:[/b] The scribe Claudette Du Rayneil died in the library she had tended her entire adult life. Her death wasn’t murder or tragedy; she was simply found one early morning fallen amid the stacks, her 90 year old heart having finally given out. She was buried with minor honors, her private collection of more than 30 texts donated to the library she so loved and life went on. And a few months after her death, strange things began happening in the library. [b]Stores of Goodwatch Keep:[/b] Three summers ago, earthquake transformed a limestone quarry into tomb for a dozen human and Dwarven miners. Since then the mine has been reopened, the dead recovered and buried, and life in the mining town nearby slowly and painfully returned to normal. Limestone harvested from the quarry has been shipped across the realms to make mortar, but structures built mortar from the Winter Fall Mine have been plagued by bad luck. The mine’s current generation of workers hear the tales from travelers, and among themselves, whisper that the unquiet ghosts of their former colleagues are having their revenge. [b]Surbicah the Apostate's Stone Pyre:[/b] Long ago, the druidess Surbicah renowned her faith and accepted the teachings of a passing cleric, even allowing some of her circle’s most sacred mysteries to be transcribed into the common tongue. The druid grove she betrayed took its vengeance on Surbicah, lashing her between the stones of their great stone menwhir, where she was cruelly tortured for a day and a night before a bolt of lightning ended her misery. [b]Thirsting Gorge:[/b] Years and years ago, a prospector and his mule fell into a desert gorge. Miles from any assistance, they died alone and unremembered from thirst and starvation. [b]Ghost:[/b] When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. [b]Wraith:[/b] When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. [b]Undead:[/b] When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. [b]Haunt:[/b] When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead.[/spoiler] [URL='https://www.drivethrurpg.com/product/150095/Ultimate-Commander?affiliate_id=17596']Ultimate Commander[/URL][spoiler] [B]Undead:[/B] Hordelord Descent to Undeath ability. [B]Lich:[/B] Hordelord Descent to Undeath ability. [B]Zombie Horde, Relentless Zombie Horde:[/B] ? [B]Humanoid Zombie:[/B] ? Descent to Undeath (Ex): The hordelord’s transformation is complete. At 20th level, the hordelord’s type turns to be undead, and she applies a single undead template to herself. If the template requires additional preparation, like becoming a lich, she must have completed said preparation before selecting the template. Once the template is selected, it cannot be changed.[/spoiler] [URL=http://www.drivethrurpg.com/product/138511/Ultimate-Evil-PFRPG?affiliate_id=17596]Ultimate Evil[/URL][spoiler] [b]Undead:[/b] Ultimate Cruelty feat. [b]Sir Gregar Berengar, Knight of Flames, Hman Graveknight Antipaldin 17:[/b] Sir Gregor Berengar is a tragic figure. He once stood as the greatest single follower of Diadem, the greatest god of duty, honor, and loyalty. He served Diadem as an absolutely faithful follower for most of his life, standing as a symbol of what it truly means to respect order and structure. Sadly, in his final years in the order he began to display signs of impending madness. He began to take the teachings of Diadem to further and further extremes, ultimately getting lost within his own twisted maze of what is order and what is duty and what the world has become when left to its own devices. He decided that order must be imposed before man destroys the greatest gift given to him, the very world man inhabits. To this end he assumed control over the land he once served, declaring that all must follow his commands, to the letter, or be slain. The church of Diadem quickly determined that Gregor had lost his mind. They prayed extensively to Diadem for guidance and wisdom but all they gleaned was that either Gregor must be destroyed, or his will is good- that is, if he is allowed to succeed then it is the will of Diadem that he does so. The church could not allow this to happen and so formed a plot to see to his demise. Even his own children saw the monster he had become and decided to work with the church and so the plot was hatched to entrap Gregor within the temple, along with his foul steed Morgari, at which point the church would be destroyed by fire, removing all remnants of Gregor from the world. With his dying breath, Gregor swore a new oath, that to serve Thuel until his ultimate destruction. Thuel is the god of battle, rage, anger, lust, and revenge and this more than adequately served Gregor’s needs. Thuel happily accepted Gregor’s oath and thus was born a new Sir Gregor, [b]Morgari:[/b] Sir Gregor Berengar is a tragic figure. He once stood as the greatest single follower of Diadem, the greatest god of duty, honor, and loyalty. He served Diadem as an absolutely faithful follower for most of his life, standing as a symbol of what it truly means to respect order and structure. Sadly, in his final years in the order he began to display signs of impending madness. He began to take the teachings of Diadem to further and further extremes, ultimately getting lost within his own twisted maze of what is order and what is duty and what the world has become when left to its own devices. He decided that order must be imposed before man destroys the greatest gift given to him, the very world man inhabits. To this end he assumed control over the land he once served, declaring that all must follow his commands, to the letter, or be slain. The church of Diadem quickly determined that Gregor had lost his mind. They prayed extensively to Diadem for guidance and wisdom but all they gleaned was that either Gregor must be destroyed, or his will is good- that is, if he is allowed to succeed then it is the will of Diadem that he does so. The church could not allow this to happen and so formed a plot to see to his demise. Even his own children saw the monster he had become and decided to work with the church and so the plot was hatched to entrap Gregor within the temple, along with his foul steed Morgari, at which point the church would be destroyed by fire, removing all remnants of Gregor from the world. With his dying breath, Gregor swore a new oath, that to serve Thuel until his ultimate destruction. Thuel is the god of battle, rage, anger, lust, and revenge and this more than adequately served Gregor’s needs. Thuel happily accepted Gregor’s oath and thus was born a new Sir Gregor, [b]Moira de Ananke, Banshee Bard 9:[/b] Moira is the ghost of a famous entertainer killed by her husband after he slit her throat so he could be exclusively with his mistress. Before she died she led a very successful career as a bard, playing for famous nobles and wealthy merchants. Since her death she has been solely focused on destroying all men whom she now sees as a curse upon the world. [b]Bloodknight:[/b] A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the bloodknight’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more than twice its own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full-fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire. [b]Vampire:[/b] A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the bloodknight’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more than twice its own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full-fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire. ULTIMATE CRUELTY By using your touch of corruption, you can bring back the dead as an undead servitor. Prerequisite(s): Cha 19, touch of corruption, cruelty class feature. Benefit(s): You can expend 10 uses of touch of corruption to turn a dead creature into an undead creature, as per create undead with caster level equal to your antipaladin level. You must provide the material components or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the 24 hour duration to expire. [/spoiler] [URL=https://www.drivethrurpg.com/product/82161/Ultimate-Spell-Decks-Obsidian-Twilight-Spell-Cards-PFRPG?affiliate_id=17596]Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG)[/URL][spoiler] [b]Skeleton Animal:[/b] [i]Animate Vermin[/i] spell. [i]Necromancer's Touch[/i] spell. [b]Zombie Animal:[/b] [i]Animate Vermin[/i] spell. [i]Necromancer's Touch[/i] spell. [b]Ghoul:[/b] [i]Transform Dead[/i] spell. [b]Skeleton:[/b] [i]Undead Crew[/i] spell. Animate Vermin Necromancy; Level: Clr 0,Sor/Wiz1; Components: V, S, M; Casting Time: 1 action; Range: Short (25 ft. + 5 ft/2 levels); Target: 1 animal corpse; Duration: 1 day/level; Saving Throw: None; Spell Resistance: No This spell allows the caster to animate one animal, of no more than one hit die, as per the spell Animate Dead. The corpse will follow simple commands, but is typically useful only for menial tasks and utterly useless in combat. After 1 day per level of the caster, the corpse disintegrates, consumed by the necromantic energies flowing through it. Material components: The corpse to be animated and an onyx gem worth at least 5 gp. Necromancer’s Touch Necromancy; Level: Clr 7, Sor/Wiz 8; Components: V, S, M; Casting Time: 1 standard action; Range: Touch; Target: Creature touched; Duration: 1 minute/2 levels; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless) You bestow upon the creature touched the ability to animate dead, as per the spell of that name, for a number of times equal to your caster level, for the spell’s duration. When the spell expires, any skeletons or zombies created by spell recipient immediately fall under your control. The limit of undead that you may control increases by 4 HD per level of the spell recipient. Undead created by the spell recipient crumble to dust 24-hours after their creation, at which point the total number of HD of undead that you may control reverts to normal. Material Components: The hand of a slain necromancer. Transform Dead Necromancy [Evil]; Level: Sor/Wiz 6; Components: V, S, M; Casting Time: Whole round; Range: Touch; Target: One zombie; Duration: Instantaneous; Saving Throw: Fortitude negates; Spell Resistance: Yes The caster touches a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls. Material Components: A bone from a ghoul and a black onyx gem worth at least 100 gp. Undead Crew Necromancy; Level: Brd 5, Sor/Wiz 6; Components: V, S, M; Casting Time: 10 minutes; Range: Close (25 ft. + 5 ft./2 levels); Target: One ship; Duration: 1 hour/level. Concentration discharge (D); Saving Throw: None; Spell Resistance: No This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead will automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew though encouraging singing of sea songs. Up to 5 undead crew men may be summoned per caster level. These crewmen are treated as Medium-sized skeletons with the additional ability of Profession (sailor) +5. These crewmen will not fight or otherwise engage an enemy in combat, though they can and will operate ballistae or catapults, firing such machinery as Ist-level warriors. Material Components: The bones or remains of at least 5 drowned men.[/spoiler] [URL=https://www.drivethrurpg.com/product/258668/Ultimate-Strongholds?affiliate_id=17596]Ultimate Strongholds[/URL][spoiler] [b]Incorporeal Undead, Incorporeal Undead Creature:[/b] ? [b]Undead:[/b] ? [b]Animated Undead:[/b] ? [b]Skeleton:[/b] [i]Deathless Defenders[/i] spell. [b]Skeleton, Skeletal Defender:[/b] ? [b]Zombie:[/b] [i]Deathless Defenders[/i] spell. [b]Zombie, Zombie Defender:[/b] ? DEATHLESS DEFENDERS School necromancy [stronghold]; Level antipaladin 4, cleric 4, paladin 4, shaman 4, sorcerer/wizard 5 Casting Time 1 standard action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Targets one or more corpses Duration 1 round/level Saving Throw none; Spell Resistance no This spell functions as animate dead except as noted above, but the skeletons and zombies you raise can take no actions other than attacking creatures you designate. Your deathless defenders have the same alignment you do, and when you cast this spell the spell gains alignment subtypes to match your alignment. Deathless defenders do not count against the Hit Die limit for animated undead you create. Deathless defenders gain a +4 bonus to their CMD against combat maneuvers to bull rush, drag, overrun, reposition, or trip them. Any skeletons or zombies that leave the area of your stronghold begin crumbling to dust, taking 2d6 points of damage per round until they return to the stronghold or are destroyed. A corpse that has been animated with deathless defenders and then destroyed cannot be reanimated by this spell or by animate dead.[/spoiler] [URL=https://www.drivethrurpg.com/product/134425/Ultimate-War?affiliate_id=17596]Ultimate War[/URL][spoiler] [b]Undead:[/b] ? [b]Plague Zombie:[/b] Siege Shot Zombie magic item. [b]Apocalypse Zombie:[/b] Siege Shot Zombie Apocalypse magic item. SIEGE SHOT, ZOMBIE PRICE 4,000 GP Slot — CL 10th Weight variable Aura moderate conjuration Description This mass of corpses is lashed together and imbued with dreadful necromantic power. When used to perform a plague bombardment during the Ranged Phase, during the Melee Phase the corpses animate as 20 plague zombies. These zombies are treated as a temporary squad (see Table 3: Army SizeUB) with ACR 1 that attacks for one Battle Phase and then is automatically destroyed. In addition, if the zombies damage an army with their melee attack, the kingdom’s Stability check to resist that army contracting disease takes a -2 penalty and the chance of a Plague event in the city is increased to 15%. In an adventuring situation on the battlefield, the plague zombies have normal statistics for creatures of their kind as described in the Pathfinder Roleplaying Game Bestiary and attack all nearby living creatures until destroyed. Construction Requirements Cost 2,000 gp Craft Magic Arms and Armor, animate dead, contagion SIEGE SHOT, ZOMBIE APOCALYPSE PRICE 8,000 GP Slot — CL 10th Weight variable Aura moderate conjuration Description This mass of corpses is lashed together and imbued with dreadful necromantic power. When used to perform a plague bombardment during the Ranged Phase, during the Melee Phase the corpses animate as 20 apocalypse zombies. These zombies are treated as a temporary platoon (see Table 3: Army SizeUB) with ACR 4 that attacks for one Battle Phase and then is automatically destroyed. In addition, if the apocalypse zombies damage an army with their melee attack, the kingdom’s Stability check to resist that army contracting disease takes a -4 penalty and the chance of a Plague event in the city is increased to 25%. In an adventuring situation on the battlefield, the apocalypse zombies have normal statistics for creatures of their kind as described on d20pfsrd.com (and the bestiary section of Adventure Path #45) and attack all nearby living creatures until destroyed. Construction Requirements Cost 4,000 gp Craft Magic Arms and Armor, animate dead, contagion[/spoiler] [URL=http://www.drivethrurpg.com/product/64339/Undefeatable-3-Bards-PFRPG?affiliate_id=17596]Undefeatable 3: Bards[/URL][spoiler] [b]Undead:[/b] Dance of the Dead feat. DANCE OF THE DEAD Your movements and rhythm has the power to enervate all that watch you, including the dead! Prerequisite: Bard Level 12th Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance. Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Peroformance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your Bard level (rounded down).[/spoiler] [URL=http://www.drivethrurpg.com/product/79155/Undefeatable-12-Arcane-Archer-PFRPG?affiliate_id=17596]Undefeatable 12: Arcane Archer[/URL][spoiler] [b]Skeleton:[/b] Necrotic Arrow feat, Arcane Archer level 3 [b]Zombie:[/b] Necrotic Arrow feat, Arcane Archer level 5 [b]Ghoul:[/b] Necrotic Arrow feat, Arcane Archer level 7 [b]Ghast:[/b] Necrotic Arrow feat, Arcane Archer level 9 Necrotic Arrow Your arrows not only have the ability to destroy your foes, but they can also reanimate them as your allies. Your foes can only look on in terror as the man that was formerly their comrade-in-arms is now an undead creature attacking them! Prerequisite: Arcane Archer Level 3rd Benefit: Whenever you strike a killing blow against an enemy, once per week, you can automatically resurrect the newly dead enemy as an undead creature on that combat round. The undead creature is completely loyal to you and will follow any commands that you give it. The creature is ready to take orders the round after it is raised. The type of creature that you can raise depends on your level of arcane archer. At Arcane Archer levels 3 and 4 you can raise a Medium Skeleton, at 5 and 6 you can raise a Medium Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 you can raise a Ghast.[/spoiler] [URL=http://www.drivethrurpg.com/product/79582/Undefeatable-13-Assassin-PRPG?affiliate_id=17596]Undefeatable 13: Assassin[/URL][spoiler] [b]Skeleton:[/b] Murderous Necromancy feat. [b]Zombie:[/b] Murderous Necromancy feat. Murderous Necromancy Your death attacks cause your victims to become your undead servants. Prerequisites: 7+ ranks in Spellcraft, death attack and true death class features, ability to cast animate dead Benefit: When you slay a creature with a death attack, you can cause that creature to immediately reanimate (as if you cast animate dead on it) by making a successful Spellcraft check with a DC equal to 10 plus the creature’s HD. You do not need to have the spell prepared for this effect to occur, but you do need to either know the spell or have it scribed into your spellbook (for arcane casters) or have it on your spell list (for divine casters) and be high enough level to cast it. Undead created with this ability do count against the total HD of undead you are able to control, but you may control an additional 2 HD of undead with animate dead per level of assassin you possess.[/spoiler] [URL=http://www.drivethrurpg.com/product/81401/Undefeatable-20-Shadowdancer-PFRPG?affiliate_id=17596]Undefeatable 20: Shadowdancer[/URL][spoiler] [b]Shadow:[/b] Spawn of the Shadows feat. Spawn of the Shadows You may create ephemeral shadows which do your bidding from those you slay while in the shadows. Prerequisites: Shadowdancer level 6th Benefit: Whenever you slay an opponent while you and the opponent are within a dimly lit (or darker) area, you may create an undead shadow to serve you. This creature is created as if through a create undead spell, except it is a shadow instead of one of the normal undead that may be created with this spell, and the shadow is destroyed automatically after 1 minute per shadowdancer level has elapsed, if it has not already been destroyed. Your caster level for this effect is equal to your shadowdancer level, and you may use this ability once per day per 3 levels of shadowdancer you possess.[/spoiler] [URL=http://www.drivethrurpg.com/product/89769/Undefeatable-The-Collected-Feats-Sourcebook-PFRPG?affiliate_id=17596]Undefeatable: The Collected Feats Sourcebook[/URL][spoiler] [b]Undead:[/b] Dance of the Dead feat. [b]Skeleton:[/b] Murderous Necromancy feat. Necrotic Arrow feat, Arcane Archer level 3 [b]Zombie:[/b] Murderous Necromancy feat. Necrotic Arrow feat, Arcane Archer level 5 [b]Ghoul:[/b] Necrotic Arrow feat, Arcane Archer level 7 [b]Ghast:[/b] Necrotic Arrow feat, Arcane Archer level 9 [b]Shadow:[/b] Spawn of the Shadows feat. DANCE OF THE DEAD Your movements and rhythm has the power to enervate all that watch you, including the dead! Prerequisite: Bard Level 12th Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance. Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Performance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your Bard level (rounded down). Murderous Necromancy Your death attacks cause your victims to become your undead servants. Prerequisites: 7+ ranks in Spellcraft, death attack and true death class features, ability to cast animate dead Benefit: When you slay a creature with a death attack, you can cause that creature to immediately reanimate (as if you cast animate dead on it) by making a successful Spellcraft check with a DC equal to 10 plus the creature’s HD. You do not need to have the spell prepared for this effect to occur, but you do need to either know the spell or have it scribed into your spellbook (for arcane casters) or have it on your spell list (for divine casters) and be high enough level to cast it. Undead created with this ability do count against the total HD of undead you are able to control, but you may control an additional 2 HD of undead with animate dead per level of assassin you possess. Necrotic Arrow Your arrows not only have the ability to destroy your foes, but they can also reanimate them as your allies. Your foes can only look on in terror as the man that was formerly their comrade-in-arms is now an undead creature attacking them! Prerequisite: Arcane Archer Level 3rd Benefit: Whenever you strike a killing blow against an enemy, once per week, you can automatically resurrect the newly dead enemy as an undead creature on that combat round. The undead creature is completely loyal to you and will follow any commands that you give it. The creature is ready to take orders the round after it is raised. The type of creature that you can raise depends on your level of arcane archer. At Arcane Archer levels 3 and 4 you can raise a Medium Skeleton, at 5 and 6 you can raise a Medium Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 you can raise a Ghast. Spawn of the Shadows You may create ephemeral shadows which do your bidding from those you slay while in the shadows. Prerequisites: Shadowdancer level 6th Benefit: Whenever you slay an opponent while you and the opponent are within a dimly lit (or darker) area, you may create an undead shadow to serve you. This creature is created as if through a create undead spell, except it is a shadow instead of one of the normal undead that may be created with this spell, and the shadow is destroyed automatically after 1 minute per shadowdancer level has elapsed, if it has not already been destroyed. Your caster level for this effect is equal to your shadowdancer level, and you may use this ability once per day per 3 levels of shadowdancer you possess.[/spoiler] [URL=https://www.drivethrurpg.com/product/236679/Vathak-Terrors-Cured-of-Ursatur?affiliate_id=17596]Vathak Terrors: Cured of Ursataur[/URL][spoiler] [b]Anna's Forgotten:[/b] In the hills above Ursatur, a vindari doctor named Anna Schafer worked frantically to find a cure for the Plague of Shadows. From the city’s poorest corphans to members of ancient noble houses, everyone approached Doctor Schafer for treatment. Some blame her for the deaths of many poor bhriota and romni children as she tried experimental treatments, while others choose to focus on the children she saved and believe each time she failed was a personal tragedy. In either case, hundreds of children under Schafer’s care eventually died either from the Plague of Shadows or from side effects of her treatments. Although the death toll has long haunted the memories of Ina’oth, darker rumors began stirring following Doctor Schafer’s canonization as St. Anna. [b]Extergeist:[/b] During the Plague of Shadows, Inaothians tried many rituals to ward off the disease, but among the most effective was simply staying clean and washing regularly. However, even cleanliness can be dangerous in large amounts and the horrible pressure of the Plague of Shadows was not conducive to measured responses. Many who died as a result of their own attempts to avoid the plague linger as extergeists, bound to Vathak by their desire to avoid diseases that can no longer take hold in their bodiless forms. Although many extergeists applied questionable tonics or applied harsh alchemical agents to clean themselves, others simply couldn’t bring themselves to eat possibly contaminated food or suffered an accident trying to avoid the infected.[/spoiler] [URL=http://www.drivethrurpg.com/product/148088/Vathak-Terrors-Horrors-of-Halsburg?affiliate_id=17596]Vathak Terrors Horrors of Halsburg[/URL][spoiler] [b]Vaquire:[/b] In an effort to further advance the vampire race, Ivar von Houlsmann recently conducted several experiments designed to prevent vampires that were submerged in running water from being destroyed. Some of von Houlsmann’s more successful trials involved exposing his spawn to a cocktail of alchemical reagents and spells before casting them into a river: they still dissolved, but the chemical reaction preserved their undead spirits, merging them with the water that had disintegrated their bodies and devastated their minds. This result was not von Houlsmann’s ultimate objective, however, so he abandoned each of the watery undead once they were created. Thus, the first vaquires were born.[/spoiler] [URL=http://www.drivethrurpg.com/product/172275/Veranthea-Codex-Radical-Pantheon?affiliate_id=17596]Veranthea Codex Radical Pantheon[/URL][spoiler] [b]Veradardzy Unique Advanced Totenmaske:[/b] ? [b]Death's Child:[/b] The Grim Reaper has countless offspring across Veranthea, both above and below the surface of the world, but few are as large and dangerous as Death’s Child. [b]Bhrasta Unique Advanced Sayona:[/b] ? [b]Darisodhaka Unique Chosen Pale Stranger:[/b] This favored scion of the Grim Reaper was once a legendary Dragonminded that quelled the forces of the dark deities but finally lost his life in a disastrous suicidal mission during a raid on the Impossibules Clan underneath Trectoyri. Renouncing Sciemaat the Shattered with his dying breath, Darisodhaka reached out to Death and was found to be a kindred soul. Raised as a powerful gunslinger, the undead has since been the Divine Terminator’s explorer, sent to The Veil to discover what lay behind the obscured walls of the Tesseract. [b]Pattedari Unique Geist:[/b] While traveling through an abandoned Trekth enclave an entire adventuring party of leugho fell prey to ancient, powerful traps left by the progenitors. Their fractured minds and the combined potency of thousands of fragmentary souls drew Death’s attention when it coalesced as a geist and seeing the potential for such a resolute will, the Grim Reaper took it into its deific confidence. [b]Yodha Unique Giant Dread Gholdako:[/b] Once the leader of a cyclopean kingdom that reigned beneath the surface of Veranthea thousands of years in the distant past, Yodha saw the end of her peoples’ civilization with the coming of the Trekth. Sacrificing all of the souls of their slaves to Death, the giants became servants to the Grim Reaper and its primary footsoldiers in what would become the Dead Empire. [b]Cora Zlodej Unique Chosen Gaki:[/b] The goblin thief Cora Zlodej was quickly outed by her human accomplices when the Dynasty Purges came to Urethiel and among the first to be slain. Her spirit—consumed with the greed that plagued so much of her mortal life—changed into a gaki. [b]Boris the Green Avenger Lich Giant Half-Orc Sorcerer 6/Barbarian 1/Dragon Disciple 10:[/b] [b]H'Gal, Grand Lich of Proxima 3 Licj Necromancer 13:[/b] H’gal managed to finally blend artifice and magic when he created his phylactery—an arcane womb of sorts, the alterran transformed one of his species’ repurposing vats into his means of unending rebirth. From the outside this grey metal cylinder looks like a column or barrel, but the inside is scribed heavily with the runes and immaterial anchors required to draw H’gal back from the Abyss, that he may fulfill his dark purposes.[/spoiler] [URL=http://www.drivethrurpg.com/product/103386/Villainous-Pirates?affiliate_id=17596]Villainous Pirates[/URL][spoiler] [b]Poltergeist Bard 2 Old Benaz:[/b] In life, Old Benaz served as a pirate and met his demise at the end of the cat after stealing rations. Pining after his long‐suffering wife his soul rested uneasily, returning as a gruesome poltergeist.[/spoiler] [URL=http://www.drivethrurpg.com/product/92095/Villains-II?affiliate_id=17596]Villains II[/URL][spoiler] [b]Ghast Hordelings Advanced Ghoul Fighter 2/Rogue 3:[/b] ? [b]Hordeling Leader Advanced Ghoul Fighter 4/Rogue 3:[/b] ? [b]Vilran Azanae Elf Vampire Wizard 14:[/b] After two years of searching, during which his estate fell into disrepair, Vilran found what he had been searching for – a way to extend his life beyond a mortal’s span – when he discovered a vampire laired in a nearby town. Vilran tracked down the creature and struck a deal – allowing himself to be turned into a vampire. [b]Paradar Levien Human Lich Sorcerer 15:[/b] Desperate to prolong his existence in order to master his draconic heritage, he undertook the lengthy, complicated and costly ritual to transform himself into a lich. With the ritual complete, Parardar found that it had granted him unusual boons – the ability to breathe fire as his forebear and to sprout wings. [b]Caulenfel Wyrxin Human Mummy Fighter 2/Sorcerer 2/Dragon Disciple 8:[/b] Calaunfel Wyrxin exists because his spirit raged against those who murdered and entombed him amid ritual and superstition. Created by the murderous, but ultimately misdirected vengeance, of terrified peasants Calaunfel Wyrxin is obsessed with vengeance against all those who doomed him to unimaginable torments. Calaunfel was beaten, tied up and then – under the instruction of a village elder schooled as a shaman – mummified. While he yet lived, the butchers cut Calaunfel open and removed his major organs. His body was swathed in linen and buried in a shallow grave in his cave. The townsfolk toiled through the next night to seal his cave with boulders and heavy stones.[/spoiler] [URL=https://www.drivethrurpg.com/product/103831/PFRPG-Viridian-Legacy-GMs-Guide?affiliate_id=17596]Viridian Legacy GM's Guide[/URL][spoiler] Pathfinder 1e [b]Taraathalorm Wormmother, Green Dragon Ghost:[/b] A green dragon long dead but clinging to the world as a vengeful ghost.[/spoiler] [URL=https://www.drivethrurpg.com/product/182990/Wardens-of-the-Wild-PF-5e?affiliate_id=17596]Wardens of the Wild (PF/5e)[/URL][spoiler] [b]Undead:[/b] ? [b]Wandering Undead, Denizen of the Shadows:[/b] ?[/spoiler] [URL='https://paizo.com/products/btpy9tdt?Wayfinder-Bestiary']Wayfinder Bestiary[/URL][spoiler] [B]Alchemical Dreadnought:[/B] An alchemical dreadnought is a towering composition of many fused corpses. The first alchemical dreadnoughts were accidentally created from mass graves on battlefields where horrific alchemical weapons were used. [B]Aridnyk:[/B] When a healer of considerable power and selflessness dies from exposure to negative energy, there is a minute chance that the healer’s soul will cling to this world as an aridnyk. Born from the spirit’s regrets and unfinished duties, aridnyks crave above all else to heal the injured, cure the sick, and bolster the weak. Aridnyks cannot be created by conventional necromancy. Attempts to engineer one (by deliberately killing a cleric of a good deity with massive amounts of negative energy, for example) always fail. [B]Charnel Pit:[/B] Charnel pits rise from the spirits of the dead at sites of terrible slaughter or mass graves, in particular at battlefields where the still living were interred with the newly dead. At Castle Scarwall (see Pathfinder Adventure Path #11: Skeletons of Scarwall), a charnel pit formed within the courtyard where a legion of orcs was destroyed by the undead raised by Mandraivus’s curse. The skeletal defenders of the castle erupted from the courtyard beneath the legion and dragged them under the ground to die in agony. Encountered at area 9 in Castle Scarwall, its spirits are a mixture of orc and human. [B]Contra-Legem:[/B] A Contra-Legem creature is an intelligent undead who in life made a deal with the powers of hell for its soul but, by accident or design, became an undead and escaped. Hell doesn’t let go of its prizes easily, instead infusing the new undead with power and a sense of loyalty. It serves Hell on the material plane, gaining more infernal powers but losing some of its free will. “Contra-Legem Creature” is an acquired template that can be added to any intelligent undead. [B]Contra-Legem Devourer:[/B] ? [B]Desert Fury:[/B] The deserts of northern Garund, Casmaron, and other hot, dry places on Golarion are littered with the remains of those who were unprepared to travel into such harsh climates or who fell victim to sudden vicious storms against which no preparation could defend them. Too often, these tragedies do not end in the swift death of one or two people, but in the slow, anguished decline of an entire party. As their numbers dwindle, survivors of such groups must watch friends and loved ones perish, one by one, all the while knowing that their time is coming and there is nothing they can do to stop it. In the end, one last survivor remains from an entire caravan of doomed souls. The animated corpse of that final victim lurks at the heart of a desert fury. [B]Disemboweled Prophet:[/B] Troll soothsayers practice a grisly form of divination; reading their own constantly regenerating entrails. Trollish regeneration is powerful, but it is no guarantee against death. Still, the trolls who conduct such auguries sometimes possess a strength of will that animates them even after they have fallen prey to accident, illness, old age, starvation, magical backlash, or a competitor’s curse. The augur’s unquenchable thirst for information drawn from the hidden forces of the world transforms them into undead abominations. [B]Doomed Derelict:[/B] Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. [B]Einherjar, Lone Warrior, The Honored Dead:[/B] Einherjar (“lone warriors”) are the honored dead of the Ulfen, many of them former Linnorm Kings who were restored to a semblance of life following their arrival at Valenhall. “Einherjar” is an acquired template that can be added to any living, corporeal humanoid. Most einherjar die on a field of battle and rise from the ashes of their pyres during their funeral celebrations, bereft of the visitation of a valkyrie to guide their soul to the outer planes. Although there have been einherjar for far longer than Cayden Cailean has been a god, some outsiders (including some followers of the Drunken Hero) believe that he is responsible for the creation of the einherjar. In truth, while many einherjar are more than willing to raise a mug to Cayden, the beliefs of the lone warriors run the whole gamut of Ulfen faiths. Besides Ragadahn, it is likely that the einherjar have ties to another of the Eldest, but which is up to speculation. The energy which animates their forms seeps through the thin barrier separating the First World from Valenhall, but there is a directing force which selects which of the honored dead that arrive at those halls will rise as einherjar. [B]Einherjar Human Barbarian 5:[/B] ? [B]Ferrywight:[/B] When a humanoid drowns in desperation to cross a body of water, it may rise again as a ferrywight. The presence of ferrywights is a tragic feature of many waterways in the River Kingdoms as the turmoil in those lands lead to many desperate river crossings and many drownings. [B]Ghoul Bloated Devourer:[/B] In rare circumstances, a newly risen ghoul gorges itself on tainted flesh, especially the corpses of other ghouls, resulting in a terrible transformation. The alchemist-necromancers of the ghoul kingdom of Nemret Noktoria studied this phenomenon and, with experimentation and practice, learned how to feed ghouls necrotic flesh and alchemical concoctions, forcing them to mutate into a stronger but dumber breed of ghoul to serve as workers, soldiers and walking reservoirs of negative energy. [B]Ghoul Gaunt Ascetic:[/B] Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. However, among those rare few, some choose to delve into the depths of deathless hunger. There they find darkmork enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings. They learn that appeasing hunger only blinds one to the truth, stopping a ghoul from achieving more. [B]Grave Guard, Typical Grave Guard:[/B] Grave guards are undead often created by clerics worshipping deities with death in their portfolio as guardians of libraries, temples and tombs. A cleric of at least 12th level can use create undead to construct a grave guard. [B]Variant Grave Guard:[/B] ? [B]Osirian Tomb Guard, Advanced Variant Grave Guard:[/B] Grave guards were originally created in Osirion, and many of these skeletal creations have the heads of large dogs, birds, or other animals. They serve as guardians of sacred vaults and tombs, often replacing their bastard swords with khopeshes. [B]Grave Knight of Geb, Large Advanced Grave Guard:[/B] In his wars with the Nex, Geb created his own potent version of the grave guards, using them to defend his libraries and other secret caches across the land. Never content to let an undead remain something less than great, Geb infused the bones of ogres with the same ritual that produced the original grave guards [B]Grim Harvester:[/B] Grim harvesters are the degenerate successors of a long forgotten order dedicated to the preservation of knowledge in ancient Azlant. Turning to foul necromantic rituals, these abominable creatures not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead. [B]Hearth Wraith:[/B] Hearth wraiths are born from the souls of dying travelers longing for home who have felt the touch of unholy fire. Many Mendevian crusaders returning from or deserting the war find dark fates on their journeys home and rise again to haunt the living. [B]Mummy Pesh:[/B] Learning the arts of mummification and reanimation from an Osirian necromancer compatriot, the leader of the cult of Hastur in Katapesh created these odd variants to guard the cult’s properties and sow chaos and woe among the populace at the appointed time to herald the arrival of the King in Yellow. Pesh mummies are made through a long, complicated procedure during which all the body’s internal organs are removed and its internal cavities lined with pesh. The body is then wrapped with linens soaked in pesh whey, and smoked with burning pesh to preserve the body. The creator then finishes the ritual with a create undead spell. [B]Nachzehrer, Typical Nachzehrer:[/B] Legend states that they arise from the bodies of those who die from an accident or sickness with great regrets in their hearts. [B]No-Life King:[/B] No-life kings are the remains of ancient and powerful warriors who became fixated on reaching martial perfection in their lives. They left civilization to train and fight monsters, for their mortal peers no longer posed a challenge to them. When such a warrior is denied their death in battle and dies due to starvation, hypothermia, dehydration, or disease, their soul is anchored to their body, and they are reborn into a being who lives only to train and defeat more powerful opponents. [B]Obour:[/B] They are the remnants of evil humanoids who in life sought to emulate the feeding habits of vampires, and this all-consuming thirst for blood remains when an obour spirit returns from death. [B]Ravening Jackal:[/B] Occasionally, the jackal-headed god Set notes when jackals die of starvation and uses the bodies of his rival Anubis’s sacred animals for his own ends. Set infuses them with the souls of cultists who disappointed him in life and gives them another chance to serve him in the form of ravening jackals. [B]River Wraith:[/B] “River-wraith” is an acquired template that can be added to any living, corporeal creature [B]Rusalka:[/B] The Witch Queen of Irrisen demands a lifetime of service from every subject—even those who die unnaturally are forced to remain in Irrisen for the length of a natural lifetime. Rusalka are perhaps the most tragic of these undead: spirits of young women who die heartbroken or murdered by their lovers. Such bodies inevitably find their ways into nearby waterways and birth a rusalka. [B]Scarwall Guard:[/B] The skeletal remains of Kazavon’s elite minotaur guards, the Scarwall guards arose after the hero Mandraivus defeated the blue dragon and cursed its remains. [B]Segruchen, The Fallen King, The Iron Gargoyle, Crumbling Statue, Undead Recreation:[/B] Segruchen the Iron Gargoyle was once called the King of the Barrowood, and his reign of cruelty inspired fear in the hearts of those who dared live near the wood’s dreaded boughs. As her Third Act, Iomedae dismembered Segruchen’s wings during an amazing aerial battle, leaving a crater where he fell, then finished him off. Centuries later, evil stirred within that crater. His hatred and the last of his lifeblood infused his undying vengeance into the earth, and the stone twisted into a crumbling statue of his former self, with gouts of blood oozing from the stumps of his wings. [B]Skinshroud:[/B] A skinshroud with a sharp instrument can spend 4 hours flaying a dead body and use its own black blood as a necromantic catalyst to create another skinshroud. One of the grisly drow experiments in Orv’s Bloodforge was the first skinshroud, which became self-replicating. [B]Sphinx Riddleborn:[/B] They derive from particularly cruel gynosphinxes that spent a lifetime asking fiendishly difficult riddles and devouring all whom they deemed too witless. As a gynosphinx’s lair becomes littered with bones and treasures, it also fills with the misery of unanswered riddles. This misery manifests itself in negative energy that reanimates the gynosphinx’s corpse after its death, leaving little but a savage hunger for riddles. [B]Taotaomona:[/B] “Taotaomona” is an acquired template that is added to any living creature that died defending their communities or family and has a Charisma score of at least 6. [B]Anufat, Human Taotaomona Savage Barbarian 9, Translucent Warrior:[/B] Anufat was a mighty warrior in his tribe, surviving countless battles, even a spear blow through his head. Eventually he did fall in combat, the last warrior standing against an attack by a rival tribe. Though his body had failed him, his spirit lifted itself from his corpse and continued to fight on. [B]Thespis:[/B] When dedicated performing artists are unable to complete their masterpieces due to an untimely demise, their souls sometimes become so frustrated by the unfulfilled ambition that they manifest as malevolent spirits known as thespi. [B]Ustrel:[/B] If a stillborn child sired by a vampire is not burned or buried in consecrated ground, they sometimes return from the grave as an ustrel—an undead infant with a vampire’s craving for blood. [B]Varkolak:[/B] A creature of Shoanti legend, a varkolak sometimes forms when a Shoanti warrior dies alone in the wilderness after betraying his quah through murder or treachery. [B]Wraith Coin:[/B] Coin wraiths are the unquiet spirits of individuals whose hearts were consumed by avarice. Those who covet personal wealth or attempted to steal it—bandits, bankers, grasping nobles, misers, profiteers, thieves, and despots—all have the potential to become coin wraiths following their deaths. Followers of Abadar, Besmara, Gyronna, Shax, and Mammon are often cursed with this existence for failure to show proper devotion. [B]Alchemical Dreadnought, Titanic Humanoid Form, Towering Composition of Many Fused Corpses:[/B] ? [B]Aridnyk, Floating Crystalline Mass, Especially Malicious Undead, Spirit, Mass of White Shining Crystal, Rare Unusual Undead, Naturally Occurring Wellspring of Unholy Power:[/B] ? [B]Contra-Legem, Intelligent Undead:[/B] ? [B]Contra-Legem Devourer, Corpse:[/B] ? [B]Desert Fury, Furious Cyclone of Sand, Animated Corpse, Desiccated Husk, Animated Husk, Desert Fury Husk:[/B] ? [B]Disemboweled Prophet, Dried Troll Husk, Undead Abomination:[/B] ? [B]Doomed Derelict, Ship:[/B] ? [B]Einherjar, The Honored Dead, Undead Warrior:[/B] ? [B]Einherjar, Guardian:[/B] ? [B]Ferrywight, Bipedal Figure, Wretched Being:[/B] ? [B]Ghoul Bloated Devourer, Worker:[/B] ? [B]Ghoul Bloated Devourer, Soldier:[/B] ? [B]Ghoul Bloated Devourer, Walking Reservoir of Negative Energy:[/B] ? [B]Ghoul Gaunt Ascetic, Skeletally Thin Humanoid With Pale Skin Inscribed With Arcane Symbols:[/B] ? [B]Grave Guard, Skeletal Creature, Skeletal Creation:[/B] ? [B]Grave Guard, Guardian of a Library:[/B] ? [B]Grave Guard, Guardian of a Temple:[/B] ? [B]Grave Guard, Guardian of a Tomb:[/B] ? [B]Grave Guard, Guardian of a Sacred Vault:[/B] ? [B]Advanced Variant Grave Guard, Sickle-Bladed Bronze Armored Skeletal Creature:[/B] ? [B]Large Advanced Grave Guard, Hulking Monstrosity, Construct:[/B] ? [B]Grim Harvester, Cowled Humanoid Figure, Degenerate Successors of a Long Forgotten Order Dedicated to the Preservation of Knowledge in Ancient Azlant, Abominable Creature:[/B] ? [B]Hearth Wraith, Ghostly Figure:[/B] ? [B]Mummy Pesh, Humanoid Form Wrapped Tightly in Strips of Linen, Odd Variant:[/B] ? [B]Greater Variety of Mummy Pesh:[/B] No greater varieties of pesh mummy have yet been created, though nothing is beyond the mad dreams of the cult or its leader. [B]Nachzehrer, Peculiar Undead:[/B] ? [B]No-Life King, Ancient Skeleton:[/B] ? [B]Obour, Invisible Vampire Spirit, Vampire-Spirit:[/B] ? [B]Ravening Jackal, Man-Sized Jackal, Abomination:[/B] ? [B]Rusalka, Stunning Young Woman:[/B] ? [B]Rusalka, Spirit of a Young Woman Who Died Heartbroken:[/B] ? [B]Rusalka, Spirit of a Young Woman Who Died Murdered by Her Lover:[/B] ? [B]Scarwall Guard, Skeletal Minotaur, Skeletal Remains of an Elite Minotaur Guard:[/B] ? [B]Skinshroud, Humanoid-Shaped Sack of Flesh, Grisly Drow Experiment, Undead Dermis of a Humanoid Turned Inside-Out and Covered in Black Blood:[/B] ? [B]Sphinx Riddleborn, Skeletal Sphinx, Undead Abomination:[/B] ? [B]Taotaomona, Free-Willed Undead:[/B] ? [B]Thespis, Translucent Apparition, Malevolent Spirit:[/B] ? [B]Ustrel, Cooing Human Infant, Abomination of Rotting Filth-Caked Flesh Sharp Claws and a Maw of Jagged Shark-Like Teeth, Undead Infant With a Vampire’s Craving for Blood:[/B] ? [B]Varkolak, Feral Red-Eyed Creature, Creature of Shoanti Legend, Rotting Vaguely Wolf-Like Beast With a Craving for Human Blood:[/B] ? [B]Wraith Coin, Whirling Maelstrom of Coins and Treasure, Undead Who Manifest in a Physical Body Composed of Floating Coins and Treasure, Unquiet Spirit of an Individual Whose Heart Was Consumed by Avarice:[/B] ? [B]Undead, Undead Creature, Undead Being:[/B] Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. Crew members who have proven themselves especially terrible in life remain on board the ship as undead mockeries of their former selves. Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. However, among those rare few, some choose to delve into the depths of deathless hunger. There they find dark enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings. [B]Sentient Undead:[/B] ? [B]Undead Mockery, Undead Crew Member:[/B] ? [B]Undying Denizen:[/B] ? [B]Ghast:[/B] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. [B]Ghost, Regular Ghost:[/B] ? [B]Ghoul, Normal Ghoul:[/B] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. [B]Lich:[/B] ? [B]Shadow, Undead Shadow:[/B] ? [B]Skeleton:[/B] As a standard action, a gaunt ascetic can expend a single channel energy use to animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum number of hit dice equal to the ascetic’s HD. [B]Skeletal Defender:[/B] ? [B]Dinosaur Skeleton, Undead Dinosaur, Walking Skeleton:[/B] ? [B]Vampire, True Free-Willed Vampire:[/B] An obour is rather short-lived in its invisible, incorporeal form. After it rises from the grave, the vampire-spirit haunts a community for 40 nights, after which it returns to the soil just before dawn on the 40th night to regenerate its original physical form. During this transformation period, an obour is quite vulnerable. If its resting place is discovered and its transitioning form is doused with just a vial of holy water, the obour is utterly destroyed. If the obour’s transformation isn’t interrupted by the following midnight, the creature rises from the grave as a true, free-willed vampire. [B]Wight, Typical Wight, Full-Fledged Free-Willed Wight:[/B] Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the ferrywight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. [B]Wight Spawn:[/B] Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. [B]Wraith, True Wraith:[/B] ? [B]Zombie:[/B] A fulgur beetle can animate a mostly-intact corpse, as per the spell animate dead (CL 1st), except that the zombie remains animated for only a number of rounds equal to the beetle’s HD + Constitution modifier (usually 5 rounds). A newly animated zombie acts on the fulgur beetle’s next turn. As a standard action, a gaunt ascetic can expend a single channel energy use to animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum number of hit dice equal to the ascetic’s HD. Victims drowned by a rusalka rise under the next full moon as zombies under the rusalka’s control. [B]Draugr:[/B] Any humanoid slain by a doomed derelict becomes a draugr under the control of the doomed derelict. [B]Soulbound Beheaded:[/B] When a grim harvester confirms a critical hit with a slashing weapon against an opponent, the weapon severs the creature’s head (if it has one) from its body, instantly killing it (Fort DC 22 negates). On the following round, the severed head reanimates as a soulbound beheaded (Bestiary 4 17, see below) under the grim harvester’s control. Turning to foul necromantic rituals, these abominable creatures [grim harvesters] not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead. When the time is ripe, they [grim harvesters] seek out these unfortunate souls and take their heads, lest their knowledge be lost forever. [B]Geb:[/B] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/193326/Westbound?affiliate_id=17596]Westbound[/URL][spoiler] [b]Undead:[/b] The unburied dead are not only a vector for mundane disease, but may become hosts to undead maladies.[/spoiler] [URL='https://www.drivethrurpg.com/product/221354/Winter-EternalPathfinder--The-Cities?affiliate_id=17596']Winter Eternal: Pathfinder - The Cities[/URL][spoiler] [B]Ghost:[/B] ? [B]Zombie:[/B] Dead bodies of criminals are raised and used as guards. [B]Zombie, Guard:[/B] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/180481/Winters-Roar-Vikmordere-Bestiary?affiliate_id=17596]Winter's Roar Vikmordere Bestiary[/URL][spoiler] [b]Aptrgangr Lake:[/b] Any humanoid creature that is slain by a lake aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a humanoid creature with 10 or more Hit Dice is drowned by the lake aptrgangr, they instead become a lake aptrgangr after 1d4 days. The frigid waters of Serpent Lake hold many dangers. Vikmordere legend claims a portal to the underworld lies deep beneath its surface. True warriors fear drowning here above all other deaths, for a warrior touched by the dark abyss is forever beyond the reach of the Ancestor Spirit. These cursed wretches become lake aptrgangr, driven only by a desire to draw others into the deep. [b]Aptrgangr Land:[/b] Any humanoid creature that is slain by a land aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a lawful humanoid creature with 10 or more Hit Dice is killed by the land aptrgangr, they instead become a land aptrgangr after 1d4 days if the body is left for scavengers to feast upon. Vikmordere warriors loathe the dishonorable. Cruel leaders sentence cowards and traitors to torturous ritual deaths, before leaving the body for scavengers. If the restless spirit is sufficiently strong, it can permanently possess one of the creatures devouring its corpse. The foul beast becomes the receptacle for the soul, gaining the ability to reanimate the half-eaten body, crush the wills of lesser beasts, and even usurp control over the bodies of others. However, the true spirit and will of the undead lies forever within the familiar. [b]Vaettir:[/b] The bone-chilling cold of the region breeds desperation. When supplies run low, hard choices are made. These decisions can be as simple as theft or as terrible as murderous cannibalism. Those that survive carry the guilt and pain of their actions for the rest of their lives, often remaining forever silent regarding their crimes. Those that die regardless sometimes arise as vættir, forever mindlessly guarding the place where they sinned and died. [b]Vereri Stalker:[/b] Vereri stalkers are the assassins and bounty hunters created to serve powerful liches and evil witches. [b]White Wailer:[/b] When a witch is burned alive on ground that has not been properly sanctified, a white wailer can arise from her tortured screaming soul. This most often happens when an ignorant superstitious populace takes matters in their own hands, and so the unlucky witch can just as easily be good or evil. [b]Wight:[/b] Any humanoid creature that is slain by a lake aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a humanoid creature with 10 or more Hit Dice is drowned by the lake aptrgangr, they instead become a lake aptrgangr after 1d4 days. Any humanoid creature that is slain by a land aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a lawful humanoid creature with 10 or more Hit Dice is killed by the land aptrgangr, they instead become a land aptrgangr after 1d4 days if the body is left for scavengers to feast upon.[/spoiler] [URL='https://www.drivethrurpg.com/product/199524/Wizards-Academy?affiliate_id=17596']Wizard's Academy[/URL][spoiler] [B]Death Knight:[/B] Most (but not all) death knights were paladins in life, who broke their vows in such a complete and horrific way that they became the exact inverse of their formor holiness. This goes far beyond simply losing honor; only someone who has completely and utterly fallen in word, deed, and disposition could become something as horrific as a death knight. [B]Deathknight Mageknight 11:[/B] ? [B]Death Knight Lord, Great Death Knigh Lord:[/B] ? [B]Death Knight Lord Mageknight 17:[/B] ? [B]Draugr:[/B] Greater by far than anything simple magic can reproduce, draugr are naturally-occuring undead of great power, possessing intelligence, cunning, and a great hunger and hatred for the living. This crypt was built by a particularly ambitious necromancy student, who was looking for a place to hide bodies he’d stolen from the school mortuary. However, underestimating the magic that leaks from the academy above, these bodies animated on their own as draugr before he was able to make use of them, and ate him the next time he visited. [B]Storm Draugr:[/B] This crypt was built by a particularly ambitious necromancy student, who was looking for a place to hide bodies he’d stolen from the school mortuary. However, underestimating the magic that leaks from the academy above, these bodies animated on their own as draugr before he was able to make use of them, and ate him the next time he visited. [B]Devouring Draugr:[/B] This crypt was built by a particularly ambitious necromancy student, who was looking for a place to hide bodies he’d stolen from the school mortuary. However, underestimating the magic that leaks from the academy above, these bodies animated on their own as draugr before he was able to make use of them, and ate him the next time he visited. [B]Janus, Being, God of Gateways and Dualities, Great Archetype of the Undead Servant, Avatar:[/B] Janus is the god of gateways and dualities, usually associated with the gateways of death and time, but his territory extends beyond this limitation. He is also the great archetype of the undead servant; while it is virtually impossible to summon an actual god, Janus is surprisingly accomidating of mortal casters, sending an avat[a]r to the service of any caster of sufficient power to summon it. [B]Skeletal Student:[/B] ? [B]Skeletal Student Initiate:[/B] The skeleton in this room has long-since been animated by the lingering magic of the academy, and is an initiate skeletal student. He doesn’t remember anything, not even his name, except that he was thrown into this cell while alive, then everyone left and he died. [B]Skeletal Student Basic:[/B] ? [B]Skeletal Student Journeyman:[/B] ? [B]Skeletal Student Advanced:[/B] ? [B]Skeletal Student Master:[/B] ? [B]Lord Baroden de Fleur, The Lovelorn Lich, Human Lich Soulweaver 19, Professor of Both Healing and Necromancy, Most Infamous Teacher at Windfell Academy, Strictest Teacher, One of the Best Teachers, Undead Abomination Turned Teacher, Overseer of Healing Services and the Crypt, Being of Unadulterated Evil, Very Effective Teacher, More Gifted Teacher, Undead Spellcaster:[/B] ? [B]Death Knight, Truest Champion of All That is Evil in the World, Being of Undeath and Cruelty, Undead With a Mastery of Necromancy:[/B] ? [B]Draugr, Golden Standard of the Undead, Naturally-Occurring Undead of Great Power:[/B] ? [B]Storm Draugr, More Powerful Draugr:[/B] ? [B]Devouring Draugr, More Powerful Draugr:[/B] ? [B]Skeletal Student Initiate, Skeleton, Erich Child:[/B] ? [B]Skeletal Student Initiate, Skeleton, Experimental Construct:[/B] ? [B]Skeletal Servant:[/B] ? [B]Skeletal Student, Skeletal Mage:[/B] ? [B]Skeletal Student Initiate, Servant:[/B] ? [B]Skeletal Student Initiate, Skeletal Form, Undead Remains of the Maelotef:[/B] ? [B]Skeletal Student Basic Skeletal Form, Undead Remains of the Maelotef:[/B] ? [B]Skeletal Student Journeyman Skeletal Form, Undead Remains of the Maelotef:[/B] ? [B]Skeletal Student Advanced Skeletal Form, Undead Remains of the Maelotef:[/B] ? [B]Skeletal Student Master Skeletal Form, Undead Remains of the Maelotef:[/B] ? [B]Skeletal Student, Undead Monstrosity:[/B] ? [B]Undead, Undead Creature:[/B] Creating undead requires the theft of another’s body and soul, and results in the creation of a creature who inherently seeks the torture and death of all living things. [B]Intelligent Undead, Intelligent Undead Creature:[/B] ? [B]Intelligent Undead Servant:[/B] ? [B]Undead Servant:[/B] ? [B]Naturally Occurring Undead:[/B] ? [B]Undead Experiment:[/B] ? [B]Undead Experiment Unintelligent Servant:[/B] ? [B]Corporeal Undead:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Most Common Creature Found in the Employ of Wizards:[/B] ? [B]Undead Servant:[/B] ? [B]Ghost:[/B] ? [B]Lich:[/B] ? [B]Skeleton:[/B] ? [B]Vampiric Headmaster:[/B] ? [B]Vampire:[/B] ? [B]Zombie:[/B] ?[/spoiler] World of Aruneus 001 Contagion Infected Human Zombies[spoiler] [b]Zombies Contagion Infected Human:[/b] These creatures are a special type of undead Humans who have been infected by the Contagion. Once a Human has been bitten by a Contagion Infected Zombie, they themselves will turn in a matter of hours or at best, days. A single bite from a Contagion Infected Zombie will infect any Human bitten. If a Human is bitten by a Contagion Infected Zombie they will die within 1d20+4 hours. Chance of transmission of the Contagion is always 100%. A successful Will save (DC 20) will add an additional 1d10 hours of life. Once dead, the victim will reanimate as a Contagion Infected Zombie in 1d4 hours. Once a Human has contracted the Contagion they cannot be healed by any normal or magical means except the Vial of Life or a Miracle or Wish (not a Limited Wish). Once a Contagion infected Human has died, they cannot be resurrected. They will always reanimate as a Standard Contagion Infected Zombie. [/spoiler] [URL=http://www.drivethrurpg.com/product/139295/World-of-Obsidian-Apocalypse-Life-After-Undeath-PFRPG?affiliate_id=17596]World of Obsidian Apocalypse: Life After Undeath[/URL][spoiler] [b]Calix Sabinus, Vampire Lord Lich:[/b] ? [b]Asi Magnor:[/b] ? [b]Riven:[/b] For a PC to become riven, he must die and his player must succeed on a level check at the moment of death. This check represents the force of will required to preserve the connection between soul and body in death. Riven call this moment “rejecting the Threshold.” Roll 1d20 and add the dying character’s level and Charisma modifier. If the result is 25 or greater, then the character becomes riven. After the Battle of the Black Crescent, Calix Sabinus realized something curious. A few of his mortal slave soldiers should have died battling the forces of Asi Magnor, but they did not. The vampire lord quickly ascertained that they were intelligent undead—these ones called riven. The Undead Wars generated many riven. [b]Sundered:[/b] Sometimes an individual cannot reject the Threshold, but possesses too strong a will to simply dissipate into the ravaged world-aura of Abaddon. These disembodied souls are the sundered. For a PC to become sundered, she must die and her player must succeed on a level check at the moment the soul separates from body. This check represents the force of will required to preserve individuality and sanity. Sundered call this moment “the Collection.” Roll 1d20 and add the dying character’s level and Charisma modifier. If the result is less than 25, then the character dies normally. If the result is 25 or greater, then the character becomes sundered. [b]Boss Petward Mazebane, Risen Fighter 8:[/b] ? [b]Shackles Brash Shieldhart, Risen Rogue 9:[/b] ? [b]Whip Udoorin Wyvernjack, Risen Rogue 7:[/b] ? [b]Cage Cruneiros Swordhand, Risen Barbarian 8:[/b] ? [b]Eiltranna Gemviper, Sundered:[/b] ? [b]Ianven Firepeak, Risen:[/b] ? [b]Rician Swordheart, Risen:[/b] ? [b]Crulannan Tombstone, Risen:[/b] ? [b]Panrry Dragonsbane:[/b] ? [b]Zanian Tigerhelm:[/b] ? [b]Riclannan Youngsoul:[/b] ? [b]Crurry Darkbane:[/b] ? [b]Leogeon Taletreader:[/b] ? [b]Mayor Sharil Legendblood, Riven Fighter 15:[/b] ? [b]First Councilor Wielorin Fiedlorsdottir, Sundered Aristocrat 7:[/b] ? [b]Host Councilor Walry Shipsail, Sundered Fighter 6:[/b] ? [b]Guard Captain Vicgold Loyolar, Sundered Paladin 4:[/b] ? [b]Master Kevturnal Emeraldeye, Riven Wizard 7:[/b] ? [b]Mystic Marrath Outrunner, Sundered Sorcerer 5/Sundered 8:[/b] ? [b]Occluded Neristranna Shortcloak, Riven Alchemist 8:[/b] ? [b]Visionary Xanorin Dragonskin, Sundered Oracle 6:[/b] ? [b]Commander Graaver Catacomb, Riven Magus 7:[/b] ? [b]Ghost:[/b] ? [b]Lacedon:[/b] ? [/spoiler] [URL=https://www.drivethrurpg.com/product/78144/World-of-Obsidian-Twilight-PFRPG-Preview?affiliate_id=17596]World of Obsidian Twilight (PFRPG) Preview[/URL][spoiler] [b]Asi Magnor, Mummy:[/b] ? [b]Calix Sabinus, Vampire Lich:[/b] He studied, frenziedly, lost, forgotten and forbidden arts before finally empowering himself, going beyond the vampiric to also become a lich. [b]Kalbna, Ghast:[/b] ? [b]Undead:[/b] From out of the dark and forbidding heavens a great meteor, black as night itself, carved through Abaddon’s atmosphere, calved into massive sections and rained down upon the world in great shards. It obliterated cities, shattered the living rock, sent tidal waves swamping over islands and drowning the coasts, ignited volcanoes and set the ground quaking for more than a year. Over 85% of the sentient population of Abaddon was killed in moments and no sorcery, no prayer, no force of arms nor cunning with the builder’s craft could stand against the destruction. Those who survived found themselves in the ruins of civilization, surrounded by the corpses of their nations, overwhelmed by death and living beneath a soot-black sky. Their suffering did not end there. The meteor was a black, hellish thing, infused with vast amounts of necrotic energy. The survivors watched in horror as the power of the meteors fragments and its dust began to raise the dead and few of the remaining cities survived the onslaught of their own deceased. [b]Ghost:[/b] The spirits released during the cataclysm were scared, confused, barely sentient, an outpouring of pain and suffering that would lash out at anything that came close to them, little more than necromantic energy themselves, free and wild to animate the dead. In the years since the cataclysm however, the character of the dead has changed. Those who die today die with hatred for the lords on their minds, with revenge and cries of freedom on their lips. The ghosts of today are the spirits of vengeance, no allies to the lords or to Calix Sabinus. Even the dead themselves are turning against the powers that be.[/spoiler] [/spoiler] Magazines[spoiler] Claw Claw Bite[spoiler] [URL=https://www.drivethrurpg.com/product/92329/Claw---Claw---Bite--Issue-18?affiliate_id=17596]Claw Claw Bite 18[/URL][spoiler] [b]Undead:[/b] Of course, if they do happen to die in the night on Pellatarrum, there is an increased chance the victim will return as an undead. Battles at night on Pellatarrum will carry greater casualties for both sides, with the increased possibility of the dead coming back as undead. Only an idiot fights the undead at night on Pellatarrum. They are stronger, do more damage, and have increased chances of turning you and your friends into abominations. [b]Ghost:[/b] On a related note, if you're caught outdoors at night, don't bang on the door asking to be let in. You won't be, because you're clearly an undead who wants to feast on the souls of those indoors. If you're still alive in the morning, they'll take you to the local church for healing, because if they take you in, and you die later that night, you might return as a ghost and blame them for your death. [b]Drelnza, Vampire Warrior Maiden:[/b] ? [b]Suffering Soul:[/b] ? [/spoiler] [/spoiler] Fat Goblin Gazette[spoiler] [URL='https://www.drivethrurpg.com/product/154277/Fat-Goblin-Gazette-1?affiliate_id=17596']Fat Goblin Gazette #1[/URL][spoiler] [B]Vampire:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/166140/Fat-Goblin-Gazette-3?affiliate_id=17596']Fat Goblin Gazette #3[/URL][spoiler] [B]Undead, Undead Creature:[/B] ? [B]Haunt:[/B] ? [B]Vampire Lord:[/B] ? [B]Vampire King:[/B] ?[/spoiler] [/spoiler] Kobold Quarterly[spoiler] [URL=http://www.drivethrurpg.com/product/98313/Kobold-Quarterly-Magazine-20?affiliate_id=17596]Kobold Quarterly 20[/URL][spoiler] [b]Endrian's Shade, Human Ghost Paladin 5:[/b] Fifty years ago, the paladin Endrian died so far from his home plane that his gods could not find him. His soul has since wandered the planes unable to find his way to a more palatable eternity. [b]Pishtaco:[/b] The unquiet souls of conquerors who commit atrocities against native people sometimes give rise to pishtacos, undead who spirit away locals and butcher them for their organs and fat. [b]Undead:[/b] A circle of once-sacred stones has been corrupted and spawns undead from those who die nearby and corrupts benign plants into evil, aggressive flora.[/spoiler] [/spoiler] Pathways [spoiler] [URL=http://www.drivethrurpg.com/product/88913/Pathways-1?affiliate_id=17596]Pathways 1[/URL][spoiler] [b]Ziburinis:[/b] The Ziburinis is a type of skeletal undead that rises from those who die in dark forests.[/spoiler] [URL=http://www.drivethrurpg.com/product/91112/Pathways-3-PFRPG?affiliate_id=17596]Pathways 3[/URL][spoiler] [b]Kalil Tamar Human Ghost Antipaladin 16:[/b] Kalil Tamar shared the rule of the Satrapy of Ata’Tamar with his brother, Tayib the Good until insidious lies shattered the trust they shared, filling Kalil’s soul with hate and desire for vengeance. The brothers’ armies met in battle on the blood red plains of Ferr. Thousands of young men were buried under the cairns in the field. Kalil and his brother were among them. Kalil’s ghost, still burning with misplaced rage, haunts the Cairn Fields of Ferr taking out its wrath on those who seek treasures on this ancient battleground. [b]Abandoned Soldier Haunt:[/b] The dead outnumbered the living on the bloody battlefield and many corpses began to rot before they could be buried. After a week, the living abandoned the grisly task of burying their kin. Although there are hundreds of these unburied corpses, haunts manifest around only a dozen. [b]Solid Phantoms:[/b] ? [b]Cairns Without End:[/b] Over the years, many grave robbers have gotten lost in the cairn fields. The sheer horror they experienced before they felt the fingers of the undead at their throats provided sufficient negative energy to manifest as a new haunt.[/spoiler] [URL=http://www.drivethrurpg.com/product/92845/Pathways-5-PFRPG?affiliate_id=17596]Pathways 5[/URL][spoiler] [b]Dread Revenant Creature:[/b] A dread revenant is the animate remains of a sentient creature whose desire to fulfill a special goal is so powerful it allows it to return from beyond the grave. This can also happen when a powerful deity or ethos returns a dead champion from ages past, disturbing the champion’s well-earned rest, forcing the dread revenant to go on a quest that no living mortal would dare to undertake. “Dread revenant” is an acquired template that can be added to any living corporeal creature [b]Dread Revenant Roper:[/b] ? [b]Mukurokoori:[/b] Similar to zombies, mukurokoori are animated corpses brought to life in order to serve evil powers of cold and ice.[/spoiler] [URL=http://www.drivethrurpg.com/product/93623/Pathways-6-PFRPG?affiliate_id=17596]Pathways 6[/URL][spoiler] [b]Osirion Mummy:[/b] “Osirion mummy” is an acquired template that can be added to any living, corporeal creature. [i]Canopic Conversion[/i] spell. Canopic Conversion Trap Canopic Conversion School necromancy [death, evil]; Level cleric/oracle9, sorcerer/wizard 9 Casting Time 1 round Components V, S, F (four alabaster canopic jars worth 100 gp each), M (black onyx worth 100 gp per hit die of the target) Range close (25 f. + 5 f./2 levels) Target one creature Duration instantaneous Saving Throw Fortitude half; Spell Resistance yes This spell eviscerates the target, drawing forth his life essence as well as his internal organs. The target takes 1d6 hit points of damage per caster level (maximum 20d6). If this damage kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; 1d4 rounds later, the corpse revives as an undead with the Osirion mummy template. The mummy is not under your control, but the canopic jars give the bearer certain powers over it. Anyone holding one of the jars can communicate with the mummy as if they share a common language. The bearer gains the benefits of protection from evil and sanctuary, but only against that mummy. Unsealing or breaking a jar is a standard action, which dissipates its power (and protection) but lets the bearer issue a short command to the mummy, similar to a suggestion spell (Will DC 23 negates). You (and only you) may unseal all 4 jars in a 10-minute ritual to control the mummy with an effect similar to geas (Will DC 23 negates); most casters typically include a restriction that the mummy will not harm them, as unsealing the jars leaves them vulnerable. Canopic Conversion Trap CR 10 Perception DC 34; Disable Device DC 34 Effects Trigger touch Reset automatic Effect spell effect (canopic conversion, caster level 18; 18d6 damage, on death creates mummy; DC 28 Fortitude half;[/spoiler] [URL=http://www.drivethrurpg.com/product/95504/Pathways-8-PFRPG?affiliate_id=17596]Pathways 8[/URL][spoiler] [b]Dread Revenant:[/b] Dread revenants are driven by the deities of wrath and vengeance. A dread revenant rises from the grave to hunt and kill its murderer, or who in life it perceived to be its murder, for a revenant is driven by a roaring rampage of revenge, not a quest for justice. “Dread Revenant” is an acquired template that can be added to any living corporeal creature. [b]Dread Revenant Fire Giant:[/b] “The shapeshifting bastard, who had taken the form of my husband, slew me in my wedding bed. He then disguised as my chieftain and led my tribe through a trap that left them trapped between the seconds in the depths of the Obsidian Sea which lies in the lightless lands beneath Questhaven. They remain trapped there till this day. But for me there was no simple deathless sleep, trapped in time. No, my hate and grief touched Our Vicious Brother of Destruction and he sent me back for my revenge upon this nameless trickster.” Excerpt from The Tragic Tale of Sinmara Surtdottier by Qwilion of Questhaven. [i]Animate Dead Revenant[/i] spell. Animate Dread Revenant School: Necromancy [Evil]; Level: Clr 9, Sor/Wiz 9 Casting Time: 1 standard action Components: V, S, M (an onyx gem worth at least 25 gp per Hit Die of the dread revenant) Range: Touch Target: One corpse Duration: Instantaneous Saving Throw: None(see text); Spell Resistance: no You can only cast this spell on the corpse of one creature that has been slain by another living creature; it animates gaining the dread revenant creature template. If the subject's soul is not willing to return (it has no desire for vengeance), the spell does not work; therefore, a subject that wants to return receives no saving throw. The living creature that killed the dread revenant is the subject of its reason to hate special ability. Until that creature has been slain you cannot cast this spell again.[/spoiler] [URL=http://www.drivethrurpg.com/product/102794/Pathways-16-PFRPG?affiliate_id=17596]Pathways 16[/URL][spoiler] [b] Balor Lord Gahlgax Atarrith:[/b] Orcus personally gifted him with vampirism after Gahlgax slew a rival balor that sought (foolishly) to supplant the Prince of the Undead. In truth, the now long-forgotten balor did nothing of the sort, Gahlgax manipulated and miss-reported his rival’s actions so that it appeared he sought to steal Orcus’ famed wand. Slaying the balor, he then (humbly) presented his evidence to Orcus. Orcus, in rare good mood after torturing and dismembering a particularly obnoxious and strident paladin-hero, drank deeply of Gahlgax’s blood to create the unholy abomination that now serves him. Gahlgax has been blessed by his patron with the powers of undeath and has all the standard undead immunities in addition to those enjoyed by normal demons. [b]Gravenknight Marilith Antipaladin 2 Sword of Orcus:[/b] ? [b]Spectral Tarantella:[/b] The souls of the two prostitutes Madam Matilda murdered during the dance haunt this room. [b]Mek'Madius, Human Lich Wizard 15:[/b] The Obelisk Order arrived at the projected impact location of the Shard of the Sun, faced one another and began the most powerful spell ever cast by mortals. Just as the Shard of the Sun appeared overhead, Mek’Madius sacrificed his nine apprentices and began a powerful spell of his own. The Obelisk Order was unable to stop him as their ritualistic arcane protection spell required they stay focused only on the Shard of the Sun. Mek’Madius focused the soul energy into a powerful absorption spell, attempting to siphon off a portion of the magical and radiant energy from the Shard. But Mek’Madius’s evil and selfish acts came with a price; as a fragment of the Shard of the Sun broke off and tumbled toward the earth, Mek’Madius’s very soul was drawn into the fragment. Mek’Madius’s selfishness and reckless abuse of power had transformed him into an undead creature, permanently bound to the fragment, destined to experience his living death in utter isolation. Mek’Madius’s phylactery is not one he made by choice. Mek’Madius was reckless and utilized souls to engage his absorption spell, which in turn channeled energy through his own soul. At the same time as he completed his energy absorption, the Obelisk Order repelled the Sun Shard from impacting the planet, causing fragments to break off. One of the largest fragments reflected the energy absorption back into Mek’Madius, pulling his soul out of his body. His soul was sucked into the sky and slammed into the fragment as it plummeted toward the earth. Mek’Madius had been transformed into a lich, and the fragment of the Shard of the Sun his phylactery. The entire event was a complete mistake, but he soon would come to see this curse as a blessing in disguise.[/spoiler] [URL=http://www.drivethrurpg.com/product/105523/Pathways-18-PFRPG?affiliate_id=17596]Pathways 18[/URL][spoiler] [b]Ghoul:[/b] A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast). To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result. Necrotic Fever disease. [b]Ghast:[/b] A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast). To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result. Necrotic Fever disease. Necrotic Fever (Ex) Bite—injury; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d4 Con damage; cure 2 consecutive saves. A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast).[/spoiler] [URL=http://www.drivethrurpg.com/product/106485/Pathways-19-PFRPG?affiliate_id=17596]Pathways 19[/URL][spoiler] [b]Witchfire Creature:[/b] The fell powers of undeath rejoice when an exceptionally vile female monstrosity dies (especially hags and witches), transforming these wicked crones into incorporeal undead known as witchfires. “Witchfire” is an acquired template that can be added to any living, intelligent, female creature. [b]Mabyn The Burning Silence:[/b] ? [b]Black Shuck:[/b] It was many centuries ago that Black Shuck came to our world, brought on the tides of the Ancestor People of the Vikmordere. The tales of his origins are as lost as the beast itself, which wanders the land of the living, bringing only fear and death to the countryside. [/spoiler] [URL=http://www.drivethrurpg.com/product/107784/Pathways-20-PFRPG?affiliate_id=17596]Pathways 20[/URL][spoiler] [b]Iron Lich:[/b] Some creatures, in order to gain power and immortality, exchange their mortal flesh for a complex mechanical apparatus that sustains their existence. Its soul-powered furnace powers its intricate system of pumps and pistons granting it mobility and massive strength. Only the iron lich’s skull, floating inside its metallic hood, betrays its mortal origins, and announces its fell nature. “Iron Lich” is an acquired template that can be added to any living creature capable of creating the required mechanical body, or to any standard lich. [b]Soultill, Iron Lich Human Sorcerer 7/Harrower 7:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/109795/Pathways-22-PFRPG?affiliate_id=17596]Pathways 22[/URL][spoiler] [b]Screaming C:[/b] Sometimes, when a gifted bard or other performer dies a sudden, unjust death, she creates a note of pure anguish that outlives her and seeks to inflict the pain of her demise on others. [b]Poltergeist:[/b] The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life, and death could not wholly claim them. A few days after their death, these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since. [/spoiler] [URL=http://www.drivethrurpg.com/product/110806/Pathways-23-PFRPG?affiliate_id=17596]Pathways 23[/URL][spoiler] [b]Scorched Skeleton:[/b] Mek’Madius created this spell in an attempt to make a type of minor lich that was powered by the Fragment of the Sun Shard. They would be powerful, but not so powerful that he couldn’t control them. He wanted to create a new race of underlings, as the Aquamia was reticent to join him, and his shard-blessed creatures are not on his par intellectually. He wanted them to be able to think and reason like he did. Try as he might, he failed, leaving a trail of dead bodies in his wake. These bodies were taken and thrown into the cave system below the hideout and left to rot. He began trying the spell with non-mages, hoping that a warrior would spawn as a lich and could be taught. This failed as well. While Mek’Madius didn’t achieve his goal, he did create something new. What he accomplished was the creation of quasi-intelligent undead that could remember some of their previous life, but not everything. These new creatures remember some of their training and some of the skills that they learned while they were alive, but their deeper memories, such as their name, the place they were born, or who their families are, are completely wiped away. [i]Curse of the Scorched Mind[/i] spell. [b]Undead:[/b] A character suffering from the curse Death’s Disrespect has made the terrible mistake of speaking too soon the name of one who has recently died--a terrible sign of disrespect. The curse manifests via the body or spirit of the dead returning as an undead and attacking the victim of the curse. Curse of the Scorched Mind School Necromancy (evil); Level Sorcerer/Wizard 7 Casting Time 10 minutes Components V, S, M (Fragment of the Sun Shard) Range Touch Target One living creature touched Duration Instantaneous Saving Throw Fortitude partial; Will negates (see text); Spell Resistance No This spell takes a small piece of the Sun Shard Fragment’s power and transfers it through Mek’Madius and into his target, killing the target unless it succeeds on a DC 23 Fortitude save. A successful save means the target still takes 7d6 of fire damage. A failed Fortitude save means that the target must then make a DC 23 Will save, or else its soul is trapped in its body as a pseudo-intelligent undead. This spell functions like animate dead, except that it creates an advanced type of burning skeleton called a scorched skeleton. [/spoiler] [URL=http://www.drivethrurpg.com/product/115288/Pathways-27-PFRPG?affiliate_id=17596]Pathways 27[/URL][spoiler] [b]Unrotten Grott:[/b] The ogre Grott belonged to one of the Sisters of Black Ice until the crag linnorm Ponddraxithoss slew it, and the negative energies infusing the northlands brought the ogre’s body back to unlife as a frozen corpse creature.[/spoiler] [URL=http://www.drivethrurpg.com/product/116307/Pathways-28-PFRPG?affiliate_id=17596]Pathways 28[/URL][spoiler] [b]Lostling:[/b] Lostlings are the pitiful corpses of disoriented individuals who died in the wilderlands from starvation, accident, or madness. “Lostling” is an acquired template that can be added to any corporeal creature. Any creature killed by a lostling, including those that die as an indirect result of its aura of disorientation, rises as a lostling in 1d4 days. If a lostling creature is CR 11 or higher this changes to 1d4 rounds. [/spoiler] [URL=http://www.drivethrurpg.com/product/119886/Pathways-31-PFRPG?affiliate_id=17596]Pathways 31[/URL][spoiler] [b]Red Jester Creature:[/b] Red jester creatures are the undying remnants of court jesters who were executed by their ruler, but beware: humans are not the only race to employ fools. Some legends tell that Orcus, Demon Prince of the Undead creates them to serve as his court fools, though he often takes them out once he grows bored with them. “Red Jester” is an acquired template that can be added to any creature with an Intelligence of 13 or higher and the ability to draw cards from a deck of many things. [b]The Court Fool of Orcus:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/123375/Pathways-33-PFRPG?affiliate_id=17596]Pathways 33[/URL][spoiler] [b]Gnoll Bloody Skeleton Corpse Companion:[/b] ? [b]Zombie Gnoll:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/125248/Pathways-34-PFRPG?affiliate_id=17596]Pathways 34[/URL][spoiler] [b]Myvainir Sehiatier Skeletal Champion Elf Wizard 3/Cleric 3/Mystic Theurge 4:[/b] A depraved lover of death, Myvainir Sehiatier was executed by his elven brethren for certain abominable practises. Returned to unlife by his faithful, undying servants he now stalks the world wreaking his revenge on all those with elven blood he encounters. Not all Myvainir's work was destroyed when he was executed, though. A few of his trusted, sentient servants survived. Following his exacting instructions they set about returning their master to unlife.[/spoiler] [URL=http://www.drivethrurpg.com/product/129268/Pathways-38-PFRPG?affiliate_id=17596]Pathways 38[/URL][spoiler] [b]Dread Banshee Creature:[/b] Like a normal banshee, a dread banshee is the enraged spirit of a female creature who either betrayed those she loved or was herself betrayed. “Dread banshee” is an acquired template that can be added to any living, intelligent female creature. [b]Rhysslra the Releaser Dread Banshee Serpentfolk:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/130677/Pathways-39-PFRPG?affiliate_id=17596]Pathways 39[/URL][spoiler] [b]Arlon Ghast Wizard 5:[/b] He fell foul to the depraved minions of a necromancer. [b]Ghoul:[/b] A humanoid who dies of Arlon's ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Ghoul Ghast:[/b] A humanoid who dies of Arlon's ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.[/spoiler] [URL=http://www.drivethrurpg.com/product/138319/Pathways-43-PFRPG?affiliate_id=17596]Pathways 43[/URL][spoiler] [b]Dread Crucifixion Spirit Creature:[/b] Like normal crucifixion spirits, dread crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their souls or spirits having not entirely departed the Material Plane, have risen to seek vengeance on the living, particularly on clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such ghastly manners. “Dread crucifixion spirit” is an acquired template that can be added to any living creature whose body could be subject to crucifixion (for example one could not crucify a gibbering mouther). [b]Malaki the Martyr Dread Crucifixion Spirit Advanced Gargoyle:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/155649/Pathways-51-PFRPG?affiliate_id=17596]Pathways 51[/URL][spoiler] [b]Skeleton:[/b] Bonewarped Eternity disease. Bonewarped Eternity Type disease, contact; Save Fortitude DC 14 Track physical; Frequency 1/day Latency noncontagious Resistance none Virulence range 10 ft., exposure 1 minute, interval 1 hour, duration 1 day Effect No latent/carrier state. Even if the disease is removed with remove disease, the condition does not improve without greater restoration or heal. Animals, humanoids and monstrous humanoids that die from the disease are animated as skeletons contaminated with the disease. Effect (core) 1d6 Con damage that cannot be healed until the disease is cured; upon death, animals, humanoids and monstrous humanoids become skeletons contaminated with the disease Cure magic only If there were a prize given for most visually disturbing plague, then bonewarped eternity would be in the running to win. This supernatural nastiness is spread only through contact with bodily fluids, but is so virulent that it quickly contaminates the environment of its victims. The physical effects of the disease begin immediately upon infection, wracking the victim with pain as their bones slowly ripple and deform. Tiny spurs begin to jut randomly from the victim’s entire skeletal system, eventually covering the body in a series of weeping wounds. By the time of death, the victim is little more than a deformed wreck covered in blood and bony spikes. Minutes later, the flesh of the victim begins to rapidly putrefy and the malformed, now-undead skeleton tears its way out of the body to spread contagion and malevolence.[/spoiler] [URL=http://www.drivethrurpg.com/product/168127/Pathways-54-PFRPG?affiliate_id=17596]Pathways 54[/URL][spoiler] [b]Dread Phantom Armor Creature:[/b] Dread Phantom Armor arises only from the corpse of a trusted ally who murders his comrades in a sudden betrayal; the armor also must have been a gift from his former allies. “Dread Phantom Armor” is an acquired template that can be added to any creature that can wear armor (including barding). This usually means it is corporeal and has a humanoid or equine figure of some kind, though this is not always the case. [b]Hollow the Hallow:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/172354/Pathways-55-PFRPG?affiliate_id=17596]Pathways 55[/URL][spoiler] [b]Menacing Gloom:[/b] ? [b]Persistent Shadow:[/b] ? [b]Clinging Shadow:[/b] ? [b]Unnatural Darkness:[/b] ? [b]Shadow Swarm:[/b] ? [b]Flickering Dark:[/b] ? [b]Something Else Is Here:[/b] ? [b]I Told You Something Else Was Here:[/b] ? [b]Clawing Shadows:[/b] ? [b]Stairwell Haunt:[/b] ? [b]Mallir Halswain Ghast Investigator 4:[/b] Finally, he allowed himself to contract the disease, locked himself in his room forbidding his servants to enter, tied himself to his bed, died, and arose as a ghast. [b]Ghoul:[/b] A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghoul Ghast:[/b] A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.[/spoiler] [URL=http://www.drivethrurpg.com/product/177423/Pathways-56-PFRPG?affiliate_id=17596]Pathways 56[/URL][spoiler] [b]Dread Sayona Creature:[/b] Stories of their origins claim that the first was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover’s children, then killed herself. Cursed by the gods for such a vile act, dread sayona now wander the world crying tears of blood and preying on beautiful young creatures—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share the dread sayona’s fate. “Dread Sayona” is an acquired template that can be added to any creature with an Intelligence score of 3 or greater. [b]Llorona Dread Sayona Scorpionfolk:[/b] ? [b]Dread Ghoul:[/b] When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this.[/spoiler] [URL=http://www.drivethrurpg.com/product/208550/Pathways-64Music-PFRPG?affiliate_id=17596]Pathways 64[/URL][spoiler] [b]Maestrolich:[/b] While some creatures seek the state of lichdom to extend their own existence, some move to reach a state of powerful undeath purely for their art. These crazed seekers of some dread truth wish to understand death and undeath, not to extend their own power, or to gain years of time to research, or to seek wealth, but as the only way to truly understand those horrors well enough to create art that expresses the true nature of these fell powers. While this is most often the case with evil bards and skalds, anyone willing to sacrifice everything for their art has the dedication, or more accurately, the obsession, to continue to make more and more dreadful art, until they woo undeath itself, and accept that unholy condition’s embrace … in the name of music and art. The quest to become a maestrolich is a lengthy one. While construction of a masterwork piece of music that perfectly exemplifies the idea of undeath is a critical component, a prospective maestrolich must also learn the secrets of the arts that most appeal to the dead. What music and form can be drawn forth from the agony and death rattles of the tortured and dying? What noises can move even the undead, and the gods and the demons that rule over them? The exact methods for each master artist’s transformation are left to the GM’s discretion, but should involve expenditures of tens of thousands of gold pieces, numerous deadly artist explorations, and a large number of difficult skill checks over the course of months, years, or decades. Maestrolich is an acquired template that can be added to any living creature, provided it can create the required masterwork of undeath-defining art. [b]Asmevath Deathdrum:[/b] ?[/spoiler] [/spoiler] Vathak Times[spoiler] [URL='https://www.drivethrurpg.com/product/105671/Vathak-Times-for-Shadows-over-Vathak?affiliate_id=17596']Vathak Times #1[/URL][spoiler] [B]Death Hound:[/B] ? [B]Death Hound, Skeletal Creature, Beast:[/B] ? [B]Undead:[/B] ? [B]Ghoul:[/B] ? [B]Skeleton:[/B] ? [B]Vampire:[/B] ? [B]Zombie:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/105875/Vathak-Times-Issue-2-Shadows-over-Vathak?affiliate_id=17596]Vathak Times #2[/URL][spoiler] [b]Masked Ghoul:[/b] A humanoid that dies of [a masked ghoul's] ghoul fever rises as a masked ghoul at the next midnight. [b]Masked Ghoul, Beautiful Romni Girl:[/b] ? [b]Masked Ghoul, Lazy Creature:[/b] ? [b]Masked Ghoul, Pawn:[/b] ? [b]Typical Ghoul:[/b] ? [b]Lich, Powerful Undead, Master:[/b] ? [b]Vampire, Powerful Undead, Master:[/b] ? [b]Powerful Undead, Master:[/b] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/106243/Vathak-Times-Issue-3-Shadows-over-Vathak?affiliate_id=17596']Vathak Times #3[/URL][spoiler] [B]Bone Gorger, Ghoul Worm:[/B] ? [B]Bone Gorger, Worm, Giant Creature, Subterranean Creature:[/B] ? [B]Bone Gorger, Dangerous Guardian:[/B] ? [B]Bone Gorger Variant:[/B] ? [B]Bone Gorger, Horror:[/B] ? [B]Undead:[/B] ? [B]Ghoul, Standard Ghoul, Normal Ghoul:[/B] A humanoid who dies of wasting rot and is not given a proper burial rises as a standard ghoul 24 hours after the disease consumes them.[/spoiler] [URL=https://www.drivethrurpg.com/product/105672/Vathak-Times-Subscription-12-Issues?affiliate_id=17596]Vathak Times #5[/URL][spoiler] [b]Undead:[/b] ? [b]Ethereal Undead:[/b] ? [b]Ghost:[/b] ? [b]Spirit:[/b] ?[/spoiler] [/spoiler] Wayfinder[spoiler] [URL=http://paizo.com/products/btpy8ypc?Wayfinder-2]Wayfinder 2[/URL][spoiler] [b]Rusalka:[/b] The Witch Queen of Irrisen demands a lifetime of service from every subject. Even those who die unnaturally remain in Irrisen for the length of a natural lifetime, thanks to her profane laws. The rusalka embody the most tragic elements of these undead: spirits of young women who die heartbroken or murdered by their lovers, now compelled into horrific service. Through magic, nature, or fate, the bodies of Irrisen’s murdered lovers inevitably find their ways into nearby waterways, and birth a rusalka. [b]Grave Guard:[/b] Created by clerics worshiping deities with the Death domain. A cleric of at least 12th level can use create undead to construct a grave guard, choosing the weapons that the guard wields for the rest of its existence.[/spoiler] [URL=http://paizo.com/products/btpy8ype?Wayfinder-4]Wayfinder 4[/URL][spoiler] [b]Taotaomona:[/b] “Taotaomona” is an acquired template that is added to any living creature that died defending their communities or family and has a Charisma score of at least 6. [b]Anufat Human Taotaomona Savage Barbarian 9:[/b] Eventually, he did fall in combat, the last warrior standing against an attack by a rival tribe. Though his body had failed him, his spirit lifted itself from his corpse and continued to fight on. [/spoiler] [URL=http://paizo.com/products/btpy8ypf?Wayfinder-5]Wayfinder 5[/URL][spoiler] [b]Obour:[/b] Most obours are the remnants of evil humanoids who in life sought to emulate the feeding habits of vampires. [b]Ustrel:[/b] The ustrel was an undead infant who had died before receiving baptism. If a stillborn child sired by a vampire is not burned or buried in consecrated ground, they sometimes return from the grave as an ustrel—an undead infant with a vampire’s craving for blood. [b]Varkolak:[/b] The varkolak (or vorkolak) formed from the soul of an outlaw who died in the wilderness, and whose corpse was eaten by crows or wolves. A creature of Shoanti legend, a varkolak sometimes forms when a Shoanti warrior dies alone in the wilderness after betraying his quah through murder or treachery. [b]Vampire:[/b] After they rise from the grave, a vampire spirit will haunt a community for 40 nights. After 40 nights, the obour returns to the soil where it regenerates its original physical form. The next night, its transformation complete, the creature rises from the grave as a true, free-willed vampire. [/spoiler] [URL=http://paizo.com/products/btpy8ypg?Wayfinder-6]Wayfinder 6[/URL][spoiler] [b]Frost Giant Skeleton:[/b] ? [b]Einherjar:[/b] Einherjar (“lone warriors”) are the honored dead of the Ulfen, many former Linnorm Kings, who were restored to a semblance of life following their arrival at Valenhall. “Einherjar” is an acquired template that can be added to any living, corporeal humanoid. [b]No Life King:[/b] No Life Kings are the remains of ancient and powerful warriors who were no longer challenged by their typical opponents. These warriors became so fixated upon reaching martial perfection in their lives, they left civilization to train and fight monsters of legend. When such warriors are denied their death in battle, and die due to starvation, hypothermia, dehydration or disease, their souls are anchored to their bodies. [/spoiler] [URL=http://paizo.com/products/btpy8yph?Wayfinder-7]Wayfinder 7[/URL][spoiler] [b]Charnel Pit:[/b] Charnel pits rise from the spirits of the dead at sites of terrible slaughter or mass graves, in particular at battlefields where the still living were interred with the newly dead. At Castle Scarwall, a charnel pit formed within the courtyard where a legion of orcs was destroyed by the undead raised by Mandraivus’s curse. The skeletal defenders of the castle erupted from the courtyard beneath the legion and dragged them under the ground to die in agony. [b]Scarwall Guard:[/b] The skeletal remains of Kazavon’s elite minotaur guards, the Scarwall guards arose in the aftermath of Mandraivus’s curse. [b]Undead:[/b] At 20th level, the bone witch completes her transformation into a creature of unlife. She turns into an animate skeleton and gains the undead type.[/spoiler] [URL=http://paizo.com/products/btpy90n1?Wayfinder-8]Wayfinder 8[/URL][spoiler] [b]Paul Malaise Lacedon Urban Ranger 3:[/b] ? [b]Doomed Derelict:[/b] Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. Crew members who have proven themselves especially terrible in life remain on board the ship as undead mockeries of their former selves. [b]Ghoul:[/b] A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghoul Ghast:[/b] A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Draugr:[/b] Any humanoid slain by a doomed derelict becomes a draugr. [/spoiler] [URL=http://paizo.com/products/btpy91vf?Wayfinder-9]Wayfinder 9 [/URL][spoiler] [b]Kryskith Vilbyss Zombie Lord Noble Drow Magus 2/Cleric 2:[/b] Haagenti, demon lord of alchemy and transformation, chose to raise Kryskith as a zombie lord. [b]Fellclaw Fleshwarped Elven Zombie Lord:[/b] ? [b]Ghoul Bloated Devourer:[/b] In rare circumstances, a newly arisen ghoul gorges itself on tainted flesh, especially the corpses of other ghouls, resulting in a terrible transformation. The alchemist-necromancers of the ghoul kingdom of Nemret Noktoria studied this phenomenon and, with experimentation and practice, learned how to feed ghouls necrotic flesh and alchemical concoctions, forcing them to mutate into a stronger but dumber breed of ghoul to serve as workers, soldiers, and walking reservoirs of negative energy. [b]Ghoul Gaunt Ascetic:[/b] Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. But among those rare few, some choose to delve into the depths of deathless hunger. There they find dark enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings. [b]Skinshroud:[/b] A skinshroud with a sharp instrument can spend four hours flaying a dead body and use its own black blood as a necromantic catalyst to create another skinshroud. The drow experiment with black blood at a location, deep in Orv, called Bloodforge. One of their grisly experiments became the first skinshroud, but they are now self-replicating. [b]Ghoul:[/b] A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghoul Ghast:[/b] A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [/spoiler] [URL=http://paizo.com/products/btpy97u8?Wayfinder-10]Wayfinder 10[/URL][spoiler] [b]Desert Fury:[/b] At the heart of a desert fury is the animated remains of the last poor soul of a doomed caravan. [b]Mummy Pesh:[/b] Learning the arts of mummification and reanimation from an Osirioni necromancer compatriot, the leader of the cult of Hastur in Katapesh created these odd variants to guard the cult’s properties and sow chaos and woe among the populace at the appointed time to herald the arrival of the King in Yellow. Pesh mummies are created through a long, complicated procedure during which all the body’s internal organs are removed and the internal cavities lined with pesh. The body is then wrapped with linens soaked in pesh whey, and smoked with burning pesh to preserve the body. The creator then finishes the ritual with a create undead spell. [/spoiler] [URL=http://paizo.com/products/btpy97u6?Wayfinder-11]Wayfinder 11[/URL][spoiler] [b]Coin Wraith:[/b] Coin wraiths are the unquiet spirits of individuals whose hearts were consumed by avarice. Those who covet personal wealth or attempt to steal it—bandits, bankers, grasping nobles, misers, profiteers, thieves and despots—all have the potential to become coin wraiths following their deaths. Followers of Abadar, Besmara, Gyronna, Shax, and Mammon are often cursed with this existence for failure to show proper devotion. [b]Contra-Legem Devourer:[/b] ? [b]Contra-Legem Creature:[/b] A Contra-Legem creature is an intelligent undead who in life made a deal with the powers of hell for its soul but, by accident or design, became an undead and escaped. Hell doesn’t let go of its prizes easily, instead infusing the new undead with power and a sense of loyalty. It serves Hell on the material plane, gaining more infernal powers but losing some of its free will. “Contra-Legem Creature” is an acquired template that can be added to any intelligent undead. [b]Segruchen, the Fallen King:[/b] Segruchen the Iron Gargoyle was called the King of the Barrowood. His reign of cruelty inspired fear in the hearts of those who dared live near the wood’s dreaded boughs. But one day, an upstart paladin named Iomedae dismembered Segruchen’s wings, during an amazing aerial battle, leaving a crater where he fell. Iomedae finished off the maimed Segruchen, and his lifeblood spilled into the earth. Centuries later, evil stirred within that crater. His hatred and the last of his lifeblood infused his undying vengeance into the earth, and the stone twisted itself into a crumbling statue of his former self, oozing gouts of blood from the stumps of his wings. [b]Thespis:[/b] When a dedicated performing artist is unable to complete his masterpiece due to an untimely demise, his soul sometimes becomes so frustrated by the unfulfilled ambition that it manifests as a malevolent spirit known as a thespis. [b]Thespis Haunt:[/b] Thespi that dwell in the same theater for over 5 years can bond with the stage, becoming a thespis haunt. [/spoiler] [URL=http://paizo.com/products/btpy9e71?Wayfinder-12]Wayfinder 12[/URL][spoiler] [b]Hapuseneb Ghoul Cleric 6:[/b] Hapuseneb perished near an outcropping of magical lazurite and rose as a wretched ghoul. [b]Ravening Jackal:[/b] Life is harsh in the desert, even for scavengers and opportunistic hunters like jackals. Though they feast on the remains of creatures killed by other predators or the environment, sometimes these pickings are scarce and starvation ensues. Occasionally, the jackal-headed god Set takes note of these deaths and takes pleasure in using the bodies of his rival Anubis’ sacred animals for his own ends. The god infuses them with the souls of lowly cultists who disappointed him in life, giving them another chance to serve him in the forms of ravening jackals. [b]Sphinx Reborn:[/b] They derive from particularly cruel gynosphinxes that spend a lifetime asking fiendishly difficult riddles and devouring all those that they deem too witless. As a gynosphinx’s lair becomes littered with the bones of travelers, so too does it fill with the misery of 1,000 riddles that had no answer. When the sphinx at last meets its end, this misery manifests itself in a wave of negative energy that reanimates its corpse. [/spoiler] [URL=http://paizo.com/products/btpy9e73?Wayfinder-13]Wayfinder 13[/URL][spoiler] [b]Infested Ghoul:[/b] A creature killed by Constitution damage from an infested ghoul’s spore cloud rises as an infested ghoul over a period of 24 hours. [b]Zeldana Locnave Changeling Ghost Witch 8:[/b] Zeldana returned to find only corpses and a terrible curse devouring Henric’s soul. Being a powerful witch, she called on her patron to slow the artifact’s evil influence. She then created a locket to preserve his spirit, a life echo amulet, but she was too late. His soul retreated into the inn’s stone walls. In a fit of despair, Zeldana donned the amulet herself then took her own life to be with her husband in death. [b]Alchemical Dreadnought:[/b] The first alchemical dreadnoughts were accidentally created from mass graves on battlefields where horrific alchemical weapons were used. [b]Aridnyk:[/b] When a healer of considerable power and selflessness dies from exposure to negative energy, there is a minute chance the healer’s soul will cling to this world as an aridnyk. Born from the spirit’s regrets and unfinished duties, aridnyks crave above all else to heal the injured, cure the sick, and bolster the weak. [b]Nachzehrer:[/b] Legend states they arise from the bodies of those who die from an accident or sickness with great regrets in their hearts. [/spoiler] [URL=http://paizo.com/products/btpy9mrb?Wayfinder-14]Wayfinder 14[/URL][spoiler] [b]Disemboweled Prophet:[/b] Troll soothsayers practice a grisly form of divination: reading their own constantly regenerating entrails. Trollish regeneration is powerful, but it is no guarantee against death. Still, the trolls who conduct such auguries sometimes possess a strength of will that animates them even after they have fallen prey to accident, illness, old age, starvation, magical backlash, or a competitor’s curse. The augur’s thirst for information that’s drawn from the hidden forces of the world transforms them into undead abominations. [b]Grim Harvester:[/b] Grim harvesters are the degenerate successors of a long-forgotten order dedicated to the preservation of knowledge in ancient Azlant. Turning to foul necromantic rituals, these abominable creatures not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead. [/spoiler] [URL=http://paizo.com/products/btpy9mr8?Wayfinder-15]Wayfinder 15[/URL][spoiler] [b]Ferrywight:[/b] When a humanoid drowns while desperately trying to cross a body of water, it might rise again as a ferrywight. [b]Hearth Wraith:[/b] Hearth wraiths are born from the souls of dying travelers longing for home who have felt the touch of unholy fire. [b]River Wraith:[/b] Regardless of the reason, some sacrifices to Hanspur are not consumed in the ritual. They are instead transformed into river wraiths. Through a mysterious process known only to Hanspur, they are bound to become the Sellen River’s protectors and sworn avengers against those who seek to block its flow. “River wraith” is an acquired template that can be added to any living, corporeal creature. [b]Foambristles River Wraith Boar:[/b] ? [b]Wight:[/b] Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. [/spoiler] [URL='https://paizo.com/products/btpy9tda?Wayfinder-16']Wayfinder #16[/URL][spoiler] [B]Undead, Undead Creature:[/B] ? [B]AI Ghost:[/B] “If I’m right, this artifact, which the ancients called a ‘computer,’ was used to create AI ghosts.” [B]AI Ghost, Ghost Capable of Possessing Objects, Undying Spirit:[/B] ? [B]Ghost, Actual Ghost:[/B] ? [B]Shadow:[/B] Dirge of Weeping Color masterpiece. [B]Chelaxian Vampire:[/B] ? Dirge of Weeping Color (Keyboard, Produce Tones) This mournful tune leaches all color from the area and allows you to attack as a shadow. Prerequisite: Perform (keyboard) 10 ranks or Perform (produce tones) 10 ranks. Cost: Feat or 3rd-level bard spell known. Effect: As this somber piece begins, color begins to bleed from all objects within 20 feet of you. The various hues stream from all directions into your hands, saturating your skin until it is blackened, while rendering all objects around you in stark black and white. For the duration of the performance, you can make a touch attack that deals 1d6 points of Strength damage to any living creature. The creature can attempt a Fortitude save to resist this damage. Any humanoid creature killed by your Strength damage becomes a shadow under your control in 1 round. These shadows exist until you end your performance. Abilities that extend the duration of a bardic performance (such as Lingering Performance) affect this masterpiece. Use: 1 bardic performance round per round. Action: 1 full round.[/spoiler] [URL='https://paizo.com/products/btpy9tdi?Wayfinder-17']Wayfinder #17[/URL][spoiler] [B]Iron Wight:[/B] When a raging barbarian dies destroying a robot, sometimes the anger of the barbarian’s spirit is so great that it lives on in undeath as an iron wight, forming a new body from the remains of its foe. An iron wight is typically 10 feet in height and weighs 2,000 pounds. Their individual forms vary greatly, but all are generally humanoid in shape, and often incorporate pieces of the dead barbarian’s remains, most often the skull, in the new mechanical body. [B]Voltleech:[/B] On rare occasions, when a powerful android succumbs to an undead energy-draining attack, rather than rising as a spawn under the control of its sire, the deceased android turns into a voltleech—a powerful independent undead that feeds on technological power sources and the bioelectrical energy of living creatures. [B]Iron Wight, Giant Humanoid Form:[/B] ? [B]Voltleech, Horrifying Fusion of Necrotic Flesh and Technological Devices, Powerful Independent Undead that Feeds on Technological Power Sources and the Bioelectrical Energy of Living Creatures:[/B] ? [B]Mindless Undead:[/B] ? [B]Undead, Undead Creature:[/B] ? [B]Undead Hellknight Prodigy:[/B] ? [B]Undead Minion:[/B] ? [B]Spawn:[/B] On rare occasions, when a powerful android succumbs to an undead energy-draining attack, rather than rising as a spawn under the control of its sire, the deceased android turns into a voltleech—a powerful independent undead that feeds on technological power sources and the bioelectrical energy of living creatures. [B]Ghoul:[/B] “You don’t know what that will do to you!” Almelos shouts back at me. My deep blue shirt and leggings and his many-colored robe are both soaked in the blood of our friends. Our squad had been ambushed in the night. The thing hunting us, born into this world from the nightmarish Abyss, used its foul magic to paralyze us as it sucked the life from us with its terrible gaze. I watched, helpless, as my friends — my brother and sister demon-slayers — died one by one and decayed into ghoulish mockeries of their former selves. Almelos and I fled and barricaded ourselves in a nearby ruin. [B]Ghoul, Ghoulish Mockery:[/B] ? [B]Lich Lord Vordakai, Mere Puppet:[/B] ? [B]Vampire:[/B] ? [B]Fast Zombie:[/B] ?[/spoiler] [URL='https://paizo.com/products/btpya1j7?Wayfinder-18']Wayfinder #18[/URL][spoiler] [B]Gravestone Dryad:[/B] Gravestone dryads are twisted versions of their former selves, created when a dryad's tree is felled near a cemetery. The combination of the dryad's death, loss of her tree, and collective sorrow of the cemetery’s mourners calls to the dryad's soul and reunites it with its former body, which immediately sets out for the graveyard. The first gravestone dryads surfaced in Ustalav and in large battlefields near Geb, but they have since spread to all corners of Golarion. [B]Gravestone Dryad, Woman:[/B] ? [B]Undead Predator:[/B] ? [B]Undead, Undead Creature:[/B] ? [B]Zombie:[/B] A creature killed in this manner [by a gravestone dryad's entomb ability] automatically rises as a zombie, breaking free of the coffin 1 round later. In return, fey seek out gravestone dryads to destroy them permanently—though often fey fall prey to their own self-assurance and wind up as zombies under a gravestone dryad’s control. [B]Zombie, Zombie Minion:[/B] ? [B]Unliving Shadow:[/B] ? [B]Umbra, First World Greater Shadow Slayer 5:[/B] ? [B]Wight With Fey Trait, Haunted Fey Minion, Henchman:[/B] ?[/spoiler] [/spoiler] [/spoiler] [/QUOTE]
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