Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Voadam" data-source="post: 7945132" data-attributes="member: 2209"><p><strong>3.5</strong></p><p></p><p>3.5 Compilation[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces. (SRD 3.5)</p><p>Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror)</p><p>Child of Chemosh Improved Create Spawn ability. (Bestiary of Krynn Revised)</p><p>Child of Chemosh Greater Create Spawn ability. (Bestiary of Krynn Revised)</p><p>Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead. (Book of Exalted Deeds (3.5))</p><p>Nerull’s followers desecrate ancient tombs looking for lost lore, establish cults to provide willing food for vampires, and raise undead armies to terrify the world of the living. (Complete Divine)</p><p>The souls of characters who die in specific ways sometimes become undead. (Complete Divine)</p><p>Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. (Complete Divine)</p><p>As another interesting plot twist, the PCs could storm the laboratory of a necromancer just in time to disrupt a crucial part of an Chemosh is the creator and ruler of the undead. Chemosh raises and animates corpses and imprisons souls by tempting mortals with promises of eternal “life,” dooming them to a horrible existence as his undead slaves. (Dragonlance Campaign Setting)</p><p>Undead can arise under other circumstances as well: Slain enemies are animated as guardians of their killers, and victims of strife and predators rise as slavering ghouls that wander the streets. (Drow of the Underdark (3.5))</p><p>Residents of the neighborhood give the place a wide berth, out of fear of contagious guild members and their leader, said to be a victim of the [suppurating pox] disease who perished and was raised as an undead creature. (Drow of the Underdark (3.5))</p><p>House Jorasco believes that something within Delera Omaren’s tomb is preventing the dead from resting in peace. (Eberron City of Stormreach (3.5))</p><p>The Shrouds are run by an unusually tall elf woman who calls herself Whisper. Nearly seven feet in height and incredibly long-limbed, Whisper is an imposing figure draped in perfumed shrouds. She is a priest of the Keeper, and her talents at intimidation are nearly as impressive as her deadly touch and ability to animate the dead. (Eberron City of Stormreach (3.5))</p><p>The hunter became obsessed with necromantic arts after discovering an old tome devoted to blood rites during an excursion in Xen’drik, and now he enjoys animating his dead enemies to serve him. (Eberron City of Stormreach (3.5))</p><p>Jolan’s notes fetch a pretty penny from experimenters in the necromantic arts, divine or arcane, though their sale opens a Pandora’s box. Jolan’s experiments were devoted to finding ways of raising more intelligent and more self-sustaining undead than prior methods allowed. (Eberron City of Stormreach (3.5))</p><p>Every month when the moon is full, those who died on the Crying Fields are returned to life as undead horrors, and they battle each other until sunrise. (Eberron Five Nations)</p><p>Using the necromantic arts at their disposal, the Vol priests called Karrnath’s fallen warriors back from the grave, setting the stage for the rest of the long, long war. (Eberron Five Nations)</p><p>The corpse collectors seem to be collecting bodies from specific bloodlines, trying to reanimate them with powers beyond the norm for undead. (Eberron Five Nations)</p><p>In the heart of the Crimson Monastery is an immense necromantic laboratory where the high priest Malevanor spends almost all his time. Corpses—some animate, some not—lie on tables and biers throughout the cavernous room. Channels carved into the floor hold a steady stream of blood that drains into catch basins at the room’s edge. Unless he’s leading a worship service, Malevanor is here as well, creating more undead minions for the Blood of Vol. (Eberron Five Nations)</p><p>The Karrnathi in Shadukar animated dead Karrns and Thranes to reinforce their dwindling ranks. (Eberron Five Nations)</p><p>Karrnath’s lead necromancer, Count Vedim ir’Omik, still maintains secret laboratories throughout the country side for the express purpose of creating new types of undead to protect the borders of Karrnath—or perhaps to expand those borders should the opportunity arise. (Eberron Magic of Eberron (3.5))</p><p>The Blood of Vol has established quite a foothold in the lands of Karrnath. Its leaders continue to seek new ways to expand their power base at the behest of their organization’s powerful lich leader. The cult continually recruits new undead, as well as exploring the creation of new types of undead, much as Count Vedim ir’Omik does. (Eberron Magic of Eberron (3.5))</p><p>Test of Death: The massive skull of a black dragon rests in the center of this chamber, signifying the baleful majesty of Falazure. Its eyes flash red as anyone enters, calling forth heinous undead to harry good folk. Evil beings might find a boon here instead, such as the secret of becoming one of the free-willed undead, if they are willing to risk death to acquire it. (Eberron Secrets of Sarlona)</p><p>Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie). (Eberron Secrets of Sarlona)</p><p>If no sentient races inhabit the caverns, then PCs might encounter entombed undead animated by the demise of Izzdelth. When the great necromancer died, his power seeped into the surrounding area, animating the corpses of the fallen. (Eberron Secrets of Xen'Drik)</p><p>During the spring and summer of 898, new armies arose within the catacombs of the City of Night, as necromancers and corpse collectors created the first undead Legion of Atur. (Eberron The Forge of War)</p><p>In mid-994, Cyre launched a deep-strike invasion of Karrnath aimed at the undead-producing crypts of Atur. (Eberron The Forge of War)</p><p>Next, the flashback PCs find themselves dispatched to investigate why an entire town in Thrane has fallen silent. Their discovery is horrific: The townsfolk have been wiped out by a virulent plague, very much like the one they faced years ago. Some of the townsfolk have not remained dead, and the PCs must prevent the spread not of plague, but of plague-spawned undead! (Eberron The Forge of War)</p><p>The larakens are not the only dangerous creatures dwelling in Akhlaur Swamp. Snakes, crocodiles, and schools of piranhas hide in the shallow areas, and numerous undead—some the results of Akhlaur’s strange experiments and others spawned from doomed expeditions—lurk everywhere in the interior of the swamp. (Forgotten Realms Shining South (3.5))</p><p>Somewhere in the middle of the swamp lies a ruined city. Few have managed to reach the ruins and return with any details, but those who did come back revealed that the city was built by elves before the swamp existed. For reasons unknown, a trio of powerful Halruaan wizards diverted a river that normally flowed into the Bay of Azuth and flooded the elf community. (Forgotten Realms Shining South (3.5))</p><p>The elves attempted to battle the wizards, hoping to drive them away so that they could restore the river to its normal course, but they could not prevail. Their community was destroyed, and the slain elves rose as undead creatures. Their festering negative energy eventually pervaded the entire swamp, saturating it with foul diseases, twisted and corrupted creatures, and still more undead. (Forgotten Realms Shining South (3.5))</p><p>Soldiers and adventurers alike have tried time and again to rid the swamp of this foul pestilence, but until recently, almost every effort served only to make the swamp more deadly. To quote a common Zalazuu expression, “The swamp helps keep the number of fools in town low.” A few months ago, however, the magehound Kiva took a group of Jordaini into the swamp and destroyed the green sphere (an artifact created by the necromancer Akhlaur) that had been responsible for their creation. (Forgotten Realms Shining South (3.5))</p><p>Szass Tam creates a vast army of undead to cross the frozen Umber Marshes. The animated corpses crash like waves against the Watchwall but fail to overcome the fortification. (Forgotten Realms Unapproachable East (3.5))</p><p>It’s whispered that many of the slain have been reanimated as undead troops in the Rotting Man’s army. (Forgotten Realms Unapproachable East (3.5))</p><p>The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death")</p><p>Ebondeath, who cared more for gaining personal power than for Strongor's vision, was slavishly served by the cultists (each of whom, upon death, was transformed into an undead servitor by his fellows). (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death")</p><p>Upon Myrkul's death, the god's avatar exploded high above the Sea of Swords. Much of his might rained down on the waters to slowly collect on the sea floor, and the god's essence survives in the Crown of Horns, but a small fraction of the god's power coalesced atop the waves. This floating patch of bone dust drifted north, and -- perhaps by chance, perhaps by dark design -- recently entered the Mere, where Myrkul's fading power animated a leaderless legion of undead from the countless fallen bodies that lie unburied beneath the dark waters. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death")</p><p>Shadow Wood remained in peace until one day clerics of Takhisis, commanding a vast army of undead, tried to the wood to an ancient ritual called The Curse of the Carrion Land. Their plan was to transform the woods into a stronghold of evil. (War of the Lance (3.5))</p><p>Recognizing her peril, the Forestmaster struck an alliance with Peris, a king from a nearby land, to protect the wood from the evil forces. The king and his men stood guard faintfully until, bored with his task, Peris made a pact with the White Stag to hunt down the Forestmaster. (War of the Lance (3.5))</p><p>Once the soldiers left their posts, the dark clerics were able to enter the wood and perform the curse. The ritual deepened the natural shadows to permanent darkness, and created undead from those unfortunates killed inside the wood. (War of the Lance (3.5))</p><p>They also differ from the Orthodox belief when it comes to the concept of reincarnation. They believe souls do not go to be with the Bear, nor do they appear from nothing. When a creature dies, its soul is reborn in another creature. When deaths outnumber births and no newborn creature is prepared to accept the spirit, an undead creature arises. (Divine Masters: The Faiths and Followers of Tellene)</p><p>The Congregation of the Dead is a special case. Final Word teaches that undeath is a blessing for the faithful. Those who worship the Harvester and strive to further his ends in life may be rewarded with undeath, according to how many sacrifices they claimed in the service of the Harvester. (Divine Masters: The Faiths and Followers of Tellene)</p><p>“You must embrace death, surrounding yourself with it, to understand how it works. At this point, you can work to avoid it, or to embrace it. Devote your life to one purpose – delivering souls to our god, and he will grant you undeath – to remain here forever, doing his work.” (Divine Masters: The Faiths and Followers of Tellene)</p><p>The [Final Word] book’s chapters, called Lives, each describe the level of undeath a cleric [of The Congregation of the Dead] can earn by harvesting the souls of others. While few quantitative references are given, commentary seems to imply that it takes over 10,000 slayings to earn the coveted state of lichdom. (Divine Masters: The Faiths and Followers of Tellene)</p><p>The Harvesters know that through their actions and devotion to the King of the Undead they will be rewarded at death by being granted undead status. The number and strength of the souls that a cleric takes directly reflect on his future undead status and dying while attempting to take a soul is said to grant automatic undeath. However, many clerics fear dying before harvesting enough souls, and thus attaining only zombie status. Therefore, there is a great tension between risking an early death to slay powerful foes that presumably have strong souls, or going the safe (but slow) route of butchering helpless peasants and children. The ultimate goal, of course, is never to actually die, but to become a lich. (Divine Masters: The Faiths and Followers of Tellene)</p><p>Besides the obvious taxes, churches might gain revenue from tolls on roads through church-owned territory, fees for spellcasting and other services, or the sale of real or imagined benefits relevant to the faith (the Congregation of the Dead often sells “souls”, so that a wealthy patron might not have to actually commit murder in order to gain greater undead status after death). (Divine Masters: The Faiths and Followers of Tellene)</p><p>Serun rarely appears on the Prime Material Plane. The Servants of the Swift Sword say that he led a charge of angels against the inhabitants of the Khydoban Desert in the early days of the Dynaj Empire. This battle so devastated that kingdom that it became the wasteland it is today and gave rise to the undead creatures rumored to exist there now. Other faiths have their own interpretation of these distant events, of course. (Divine Masters: The Faiths and Followers of Tellene)</p><p>According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on. (Svimohzia: The Ancient Isle)</p><p>They sometimes animate their victims to serve as undead guardians for the most profane chambers in their temples. (Svimohzia: The Ancient Isle)</p><p>What the PCs soon learn is the merchant is Ssrith Ko’s rival, and he plans to use the relic to raise an army of undead and scour the land clean of human infestation. (Svimohzia: The Ancient Isle)</p><p>As another interesting plot twist, the PCs could storm the laboratory of a necromancer just in time to disrupt a crucial part of an experiment. Perhaps this creates a powerful or previously unknown variant of undead. (Villain Design Handbook)</p><p>Over the centuries, many tragic tales arise of people swallowed up or seduced by dark forces. Not truly alive, not quite dead, these walking corpses roam the land for their own purposes, haunting and horrifying those who remain among the living (especially those whom they have left behind). In general, those who become undead do not do so of their own free will. They are merely corpses reanimated through dark and sinister magic, doing their master’s bidding without fear or hesitation. However, some villains seek to gain an undead template (such as a lich) so that they can pursue their mad goals throughout eternity. (Villain Design Handbook)</p><p>On Tellene, it is common knowledge (among the well educated) that the Congregation of the Dead treats undeath as a reward, not a curse. What is not generally known is that the number and strength of the souls that a cleric takes directly reflects on his future undead status. Dying while attempting to take a soul is said to grant automatic undeath. Those outside the Congregation of the Dead must find another path, but regardless of the technique, all that seek this dark knowledge must pay homage to the King of the Undead. (Villain Design Handbook)</p><p>Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Whether the caster is the recipient or not, the recipient must be willing to undergo the transformation. Additionally, the caster must spend the spell’s XP cost and material components worth no less than 10,000 gp. This can be a gem-studded piece of artwork honoring the Harvester of Souls, and it is destroyed in the casting. (Villain Design Handbook)</p><p>As the final step, the caster must kill the recipient of the spell (if this is the caster himself, he must commit suicide). The newly formed undead creature retains his original class abilities, adding the appropriate undead template (see below). Note that if the recipient is not the caster, any time the caster gives the new undead a command, it must make a Will save as if the caster had used control undead to obey. Furthermore, the recipient suffers a –8 circumstance penalty to any save against an actual control undead spell or any other relevant magic that controls undead. If the caster tries to turn, command or rebuke the undead he created, treat the undead as if it had half its number of Hit Dice. (These limitations apply only when the creator of the undead uses these abilities. Other clerics and spells affect the undead normally.) (Villain Design Handbook)</p><p>Those without access to such overwhelming magical forces can choose to unlock the secrets of certain rituals to become a specific type of undead. Villains trying to obtain the necessary components for these processes must be very secretive. Heroes and even other villains usually want to prevent them from gaining any of the undead templates, and some of the combinations of components for these processes are quite recognizable. (Villain Design Handbook)</p><p>Unless otherwise specified, discovering the process of becoming a free-willed undead requires a Knowledge (arcana) or Knowledge (undead) skill check against DC 25. (Villain Design Handbook)</p><p>An open scroll depicted the very sphere now in use to be some type of soul collector. From a brief scan of the document, Lorash determined that this evil wizard was harvesting the humanoids’ souls to then power a spell that would raise their corpses as undead under his control. (Behind the Spells: Compendium)</p><p>An open scroll depicted the very sphere now in use to be some type of soul collector. From a brief scan of the document, Lorash determined that this evil wizard was harvesting the humanoids’ souls to then power a spell that would raise their corpses as undead under his control. (Behind the Spells: Dispel Magic)</p><p>It is not uncommon for a crypt wyrm to use the crypt as a breeding ground to attract other prey to kill and animate, or to set its undead out to collect more victims. (Bestiary Nefarious - Monsters of The East)</p><p>An undead is a once-living creature animated by spiritual or supernatural forces. (Book of Templates Deluxe 3.5)</p><p>Wandering the world and meeting in hidden places – caves carved into temples, catacombs of lost cathedrals, dungeons from ancient kingdoms – these cultists celebrate the horror and splendor of death. They pray to Mormekar, the only power that matters, calling for his might to enter into them. They raise the undead, and their mightiest members become liches. (Book of the Righteous)</p><p>Created by a unique undead known as the Raja Ambuchar Devayam, the dowagu usually travel alone carrying out the Raja's orders. Only six dowagu exist at any given time, and should one be destroyed, the Raja replaces it as soon as possible. Their main duty is to wander the world and mark favorable targets with a dark tattoo know as the Stamp of Tan Chin. Marked victims become undead upon their death and march to join the Raja's army. (Creature Catalog)</p><p>As a full round action, a dowagu may place a dark tattoo upon a helpless creature. This mark cannot be removed through anything short of divine intervention or the destruction of the dowagu's master, the Raja Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange or alter self, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form. Upon the marked victim's death, it becomes a zombie (or greater undead, at the DMs discretion) under the control of the Raja Ambuchar Devayam. The new undead will immediately seek out the Raja to receive orders. (Creature Catalog)</p><p>Few mortal creatures have ever attempted to eat an entire dirgewood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary - some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. (Creature Collection III)</p><p>The passage of the black phoenix causes the dead to rise, randomly imbuing corpses below it with varying degrees of unholy might. It is attracted to places of death, disease, and oppression, where, as it passes, ghouls, skeletons, vampires, and other fell beings rise up from among the dead. (Creature Collection III)</p><p>Any corpse or skeleton within a black phoenix's aura of undeath or that the phoenix casts its shadow upon as it flies overhead may rise up as some type of undead. (Creature Collection III)</p><p>ear of Ralʹs Fury (Free Year –2,257) (Dark Sun 3 3.5 r7)</p><p>Infuriated at her lack of progress, Rajaat turns research of the Inner Planes over to Qwithʹs subordinates. Shortly after an accident of unknown origins opens a gate to the Inner Planes, and obsidian flows across the land for hundreds of miles in each direction until the gate is closed by the Seventh Tree. Thousands die in the disaster. Those killed by obsidian rise as undead through a mysterious power from the Inner Planes. (Dark Sun 3 3.5 r7)</p><p>When some survivors of the massacres of the southlands amassed a large force of meorties and others and attacked the research facility, one of the researchers miscast a gate spell and opened a portal to the paraelemental plane of magma. This portal caused magma to spew out, stretching out for miles and miles, until it covered the land in a thick layer of obsidian. These planes eventually became known as the Deadlands, as everything living on the vast expanse of obsidian woke to find itself undead and in a strange and terrible new world. (Dark Sun 3 3.5 r7)</p><p>Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. (Epic Monsters)</p><p>But, since their reanimation, the Whitebeards have taken to worshiping Paraelemental Magma, rather than their traditionally beloved Elemental Earth (the Elements reject undead clerics); with this change in faith came new enhanced over death and the reanimation of undead. If they wished, the Whitebeards could animate a host of dead gnomes as Thinking Zombies (and other types of undead) to defend their home and defeat their murderers; the only thing stopping them is their slowly waning faith in Elemental Earth. (Faces of the Dead Lands)</p><p>Esmila has never recovered her mental equilibrium. She used her undead and psionic abilities to make the goblins she was sent to interrogate into undead, which obey her absolutely. (Faces of the Forgotten North)</p><p>The executions commanded by Daskinor’s armies during the Cleansing Wars created several unique types of undead. (Faces of the Forgotten North)</p><p>Despite every possible contingency, some spirits fail to pass into the next world, remaining trapped in an unnatural state between life and death. Some powerful individuals consciously aspire to achieve undead status, but most unwillingly join their ranks either through death at the hands of such a creature, through the magical intervention of a mortal or via the unfortunate circumstances surrounding their earthly demise. (Into the Black)</p><p>Perhaps the gravest casualty due to the Great Earthquake happened with the inhabitants of the rhul-thaun village of Mir-Sath, killing most of its inhabitants and turning the others into undead creatures. (Life-Shaping Handbook)</p><p>General History of Mir-Sath (Life-Shaping Handbook)</p><p>When the Great Earthquake shook the small rhul-thaun village of Mir-Sath, the ledges that sustained the village crumbled and fell into the swamp at the bottom of the Jagged Cliffs, taking most of the community and its entire population of 2,000 individuals with them. Since no rhul-thaun community ever heard news from it since, they assumed the worst and never visited the place again, afraid of more landslides. (Life-Shaping Handbook)</p><p>Secret History of Mir-Sath (Life-Shaping Handbook)</p><p>What most people don't know, however, is that several rhul-thaun did not die in that accident, but rather became undead. (Life-Shaping Handbook)</p><p>Once the Charioteer of the Sun, Nemamiah ruled a lush and green domain, a paradise. That changed when a madman shattered the magic mirrors that heated the domain. The land perished in the frigid night, as did Nemamiah’s will. He underwent a most grievous transformation, taking the epithet The Leper. Slipping into a hopeless darkness, Nemamiah transformed the dead inhabitants of his domain into undead, and to them laid the task of seeking his absolute oblivion. (Oathbound Arena)</p><p>The caverns contain numerous labs, libraries, and undead creation pits that continually swell the ranks of his lifeless militia. (Oathbound Arena)</p><p>This famous conflict lasted for ninety years, until the eighth lord of Barrowhold, Eliaures, a dark sorcerer, poured the life force of an entire one of his cantons into a single enchantment. Eliaures killed tens of thousands of his own people, but spelled the ultimate doom of Doravum. To this day, any who die within the former bloodhold’s borders rise again within a day as an undead being. (Oathbound Wrack & Ruin)</p><p>It is unknown whether or not Lord Zelvyr still exists, but it is known that his lab contained detailed instructions for creating almost every known type of undead. (Oathbound Wrack & Ruin)</p><p>Alfheirn’s top advisors were transformed into undead to keep him company, but he is otherwise locked away with all of his magic items, which are almost completely useless to him now. (Oathbound Wrack & Ruin)</p><p>The mansion is staffed and protected by undead, which are created and overseen by the liches that serve Hadroth. (Oathbound Wrack & Ruin)</p><p>Annoxus also enchanted and sealed the tower, imprisoning the cruel Zenonelis and his retainers inside for all time. Eventually the vindictive Bloodlord and followers would become foul undead, transformed by the wild and unpredictable magics that permeate the Undercity. (Oathbound Wrack & Ruin)</p><p>The Dead Lands is the name of the Dragon’s kingdom. The souls of anyone killed by the Dragon are drawn to his domain to serve him for all times. (Secrets of the Dead Lands)</p><p>In his urgency Nakkash decided to try to access the Paraelemental Plane of Magma. He was careless in his haste - he reached the “Demiplane of Obsidian” instead. Calling Ur-hafri to help him, Nakkash began to apply some of the new spells he had developed for taming the obsidian. One, then another, obsidian elemental came forth - the defilers sent them out to fight. Yet the battle was still going against Qwith's researchers: clearly a much larger elemental was needed. Heedlessly Nakkash and Ur-hafri started trying to enlarge the gate, succeeding both in increasing its size and drawing forth an enormous elemental. (Secrets of the Dead Lands)</p><p>Ur-hafri directed the massive obsidian elemental out of the summoning chamber, into the courtyard where it waded into the fray, striking down meorty Defenders and Qwith's defilers with equal fury. At the same time, Pandruj and the Tetrarchs, also raised to undeath, saw their chance for revenge and attacked. In the confusion, many of Pandruj’s and G’dranav’s followers attacked each other as well as Qwith’s servants. (Secrets of the Dead Lands)</p><p>Ur-hafri escaped the sudden attack of Pandruj and his undead, returning to the chamber to find Nakkash desperately trying to regain control of the gate - the experimental magicks he and Ur-hafri had used to expand it had rendered it unstable, pulsing with energy, like a living thing. The two men tried, and failed, to reassert control. The first of the burning roofing beams crashed down, crushing Ur-hafri's skull. (Secrets of the Dead Lands)</p><p>What happened next has never been completely explained, and the memories of all the undead who were there are now hopelessly entangled with fiction and self-delusion, so the truth may never be known. Nakkash maintains that his summoning spells performed correctly, and should have stabilized the gate. Qwith long blamed herself, believing that she should have supervised her apprentices more closely, since one of them obviously miscalculated the summoning. Gretch once claimed that he was responsible. In an instant of decisive summoning, the gate was accidentally opened fully to the supposed “demiplane,” with explosive results - the gate shattered. (Secrets of the Dead Lands)</p><p>Millions of tons of molten obsidian poured into the compound, cresting the walls and sweeping aside defilers and Defenders alike. The obsidian, smoking and gurgling, flooded through the city from the magical portal. No one escaped. Outside the city walls, beyond the ring of ruins of old Nagarvos', the farmers and laborers who served Qwith were distracted by the screams of battle, but relaxed when silence fell - clearly another experiment had just failed, and been contained. When the black wave burst out of the city walls and overwhelmed them, the obsidian was utterly silent, rushing over the land. (Secrets of the Dead Lands)</p><p>It also poured into the Pallid Mere, the salty sea stretching north to south on the eastern side of the Navel which once had been the Sagramog swamps, gushing down the escarpment in a terrible cascade. Gouts of steam roiled up, the sea flash-boiled by the molten obsidian. Great bergs of obsidian were frozen instantly as they crashed into the sea, but more kept coming, a waterfall of death that even the sea itself could not quench. The Pallid Mere boiled, sending forth thick clouds of salty spume, blown east by the suddenly savage winds. The chunks of obsidian, tumbling in the rushing tide, pushed to the southeast, coming to rest on the southeastern shores of the Pallid Mere in mounded walls of fractured blackglass. (Secrets of the Dead Lands)</p><p>The obsidian consumed the sea, bubbling and foaming as it boiled the water into briny steam. It also devoured the land, flowing west and north, burning and burying everyone and everything in its path. The wave was faster than the news – few were aware of sudden death before it closed over them, its black glassy maw enfolding all of Ulyan. The Hoarwall, that great wall of ice which had for millenia marked the southern extent of the known world, repelled the first wave of obsidian, acting as a levee running east to west east to west and dividing the Black Basin from the Zagath homeland to the south. The obsidian, like a hungry predator, would not be denied its prey. It grew taller and stronger as the gate pumped ever more molten glass into Athas, and flooded over the Hoarwall, rushing south to consume the cold lands of the deep reaches. (Secrets of the Dead Lands)</p><p>When the obsidian cooled, it formed a vast basin of blackglass, hundreds of miles across. Both the Navel and the ruins of Nagarvos upon which it had been built were utterly buried. None of the wizards survived, and their research perished with them. (Secrets of the Dead Lands)</p><p>But then, the dead wizards gradually arose. The obsidian which poured through the gate from the Paraelemental Plane of Magma and the negative energy which infected it extracted a strange toll on those who died under its influence – it bound them to the Prime Material Plane as undead. So Qwith and all of Rajaat's minions and those of the city rose in undead form as zhen, a name imprinted on their minds when they awoke, to become the eventual rulers and servants of this new land. Nearly all those slain in the deadly tide rose as undead, though not all were zhen. (Secrets of the Dead Lands)</p><p>Let it be said that no death is final in the Dead Land. Every being killed will rise again, sometimes mere seconds after death occurs. But the negative energy still lingering in the obsidian also has an effect on those living things that die here of other causes. Living humanoids or animals which die in the Dead Lands who are touching the obsidian will arise 24 hours later as a zhen or other appropriate type of undead (depending on who or what killed them). (Secrets of the Dead Lands)</p><p>161st King's Age (-2,258) (Secrets of the Dead Lands)</p><p>Ral’s Fury (-2,258): A fight over the Gate breaks it, creating a leak into the Obsidian Demiplane. The Gate explodes, releasing the flow of obsidian that would claim the entirety of Ulyan and the surrounding lands. Thus, the Boiling Ruin begins. Rajaat himself presumes all lost and refocuses all attention on the by now so-called Cleansing Wars. (Secrets of the Dead Lands)</p><p>What happens after the explosion is hard to determine – all factions have a different story. However, the Gate is blocked by an unknown entity a short time after it opens, preventing the flood from covering the entire continent, including the Tablelands. The Zagath Hoarwall has melted down. (Secrets of the Dead Lands)</p><p>Silt’s Contemplation (-2,250): The obsidian finally settles and cools. (Secrets of the Dead Lands)</p><p>Enemy’s Vengeance (-2,249): The first zhen (see Terrors of the Dead Lands, page 75) claw their way out of the obsidian, discovering a barren land of blackglass. Nearly all slain in the Boiling Ruin rose as undead, but not all as zhen. (Secrets of the Dead Lands)</p><p>Something else occurred, however – the Obsidian Wave raised into undeath many of those who had fallen in the cleansing of Ghash-naarg, both human and orc alike. (Secrets of the Dead Lands)</p><p>Gretch hated his role but excelled at it. He collected all the corpses from the Tforkatch River battlefield and soon assembled a vast horde of undead troops. (Secrets of the Dead Lands)</p><p>Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undead creature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice. (Strange Lands: Lost Tribes of the Scarred Lands)</p><p>Deities who rule over death have the right to claim living creatures, send spirits back to the mortal realm as undead, authorise reincarnation and rule over the world’s afterlife. They lend portions of this authority to their Immortal servants, usually in a piecemeal fashion. (The Book of Immortals)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (The Dread Codex)</p><p>Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead.</p><p>Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead. (The Dread Codex)</p><p>While he waits to dig into the Negative Energy Plane, the King of Dark Places amuses himself by developing new blends of undeath and shadow. (The Book of the Planes)</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. (The Dread Codex)</p><p>It is time to discuss the Void: the source of all darkness, the driving force that gives life to the undead and caresses their cold flesh with soothing hands of shadow. (The Lords of the Night Vampires)</p><p>The Void is pure darkness. It is the force that drives the undead, the power of evil and shadow. It corrupts the mind and slowly destroys the soul. (The Lords of the Night Vampires)</p><p>This book is about hunger, about being slowly consumed from within. It’s about stealing life from beyond the grave, and facing the consequences for extending your existence beyond its natural lifespan. It’s about evading death’s grip; returning from the dead; completing your last quest; whispering a curse on death’s door and haunting the living. All of these things may bring back a creature from the dead. (The Lords of the Night: Zombies)</p><p>When Gariach was experimenting with the dead and their endless internment in the grave, he discovered that some cadavers naturally animate, for reasons unknown. (The Lords of the Night: Zombies)</p><p>Sentient undead are the blessed of Neroth; only those whose souls are close to purity can live on as beings of pure intellect, free to contemplate spiritual perfection, unhindered by the demands of living flesh. (The Player's Guide to Arcanis)</p><p>Within the church of Neroth there is an Order, not even spoken of outside of Canceri, and even then only in whispers, known to outsiders as the Order of the Still Heart. To those within, they call it the Blessed Path of Neroth. To most Nerothians, Neroth’s gift is to be sought after, and treasured if it is given. To these ambitious people, however, unlife is not a gift to be given, but a secret to be discovered, and taken. Once a willing soul is taken through the rituals to begin this process, there is no stopping it – he will become an undead creature, dying and rising again. (The Player's Guide to Arcanis)</p><p>In the world of Arcanis, undead are created differently than suggested by the core rules. Therefore, all undead do not automatically radiate as evil creatures. Unless stated otherwise, undead radiate like any other creature (as described above) regardless of their origins. This change affects no other aspect of undead other than alignment and all other spells affect undead normally. Unless detailed otherwise, undead are created with negative energy. However, some undead on Onara are animated through the use of positive energy. (The Player's Guide to Arcanis)</p><p>Intelligent undead are created by using the soul of the person as the fuel that powers the transformation. (The Player's Guide to Arcanis)</p><p>Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds. (Tome of Horrors III)</p><p>All of the original inhabitants are undead, walking the halls because of botched funeral rites long ago. (Ultimate Toolbox)</p><p>Any who fall within will rise to be added to the tomb’s selection of undead patrolmen. (Ultimate Toolbox)</p><p>Betrayed by someone loyal. (Ultimate Toolbox)</p><p>Bitten by a vampire. (Ultimate Toolbox)</p><p>Buried in desecrated grave. (Ultimate Toolbox)</p><p>Completed complex ritual to become undead. (Ultimate Toolbox)</p><p>Cursed. (Ultimate Toolbox)</p><p>Dead body was never found. (Ultimate Toolbox)</p><p>Died in honor-bound service to a king. (Ultimate Toolbox)</p><p>Died under intense circumstances. (Ultimate Toolbox)</p><p>Drained by a mummy or wraith. (Ultimate Toolbox)</p><p>Drowned. (Ultimate Toolbox)</p><p>Hell doesn't want you. (Ultimate Toolbox)</p><p>Left behind something of value. (Ultimate Toolbox)</p><p>Magic. (Ultimate Toolbox)</p><p>Murdered in particular violent fashion. (Ultimate Toolbox)</p><p>Oath to serve forever. (Ultimate Toolbox)</p><p>Returned to protect wards left behind. (Ultimate Toolbox)</p><p>Ritual sacrifice or murder. (Ultimate Toolbox)</p><p>Terrified (to dead) by a ghost. (Ultimate Toolbox)</p><p>Unavenged death. (Ultimate Toolbox)</p><p>Unfinished task or unfulfilled oath. (Ultimate Toolbox)</p><p>An evil cleric raises some or all of the cemetery's residents as undead. (World's Largest City)</p><p>The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead. (World's Largest City)</p><p>The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated. (World's Largest City)</p><p>They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead. (World's Largest City)</p><p>The situation is that the Baron's guilt, brought on by years of leading a militia of thieves and robbers, has finally caught up to him with the murder of one of his servants. The Baron feels that the murder is his fault, and has spent the past few months holed up in his room, brooding over his fallen mistress. This time in isolation and depression, coupled with the corruption already present in his soul and a drinking habit which has hampered his body to fight off infections, has hastened his becoming a wight. Meanwhile his men have splintered into factions, each with its own lieutenant-leader, and the castle has been looted, which has caused unrest in his buried elders. They too have risen as undead to restore the family to its once proud status as a merchant house. (Claw Claw Bite 3)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Claw Claw Bite 3)</p><p>The people became so downtrodden that many succumbed to mental illnesses, which, after burial, led to an undead state. (Claw Claw Bite 5)</p><p>One of the many unmentionable acts inflicted by Duke Szeffrin’s forces involved the priests, who used unholy rites to create various undead of the bodies of those slain in defending the keep. (Oerth Journal 22)</p><p><em>Kiss of the Vampire</em> spell. (Spell Compendium)</p><p><em>Oath of Blood</em> spell. (Heroes of Horror)</p><p>Ether Zombie's Minions of the Dead power. (The Lords of the Night: Zombies)</p><p>Deathbringer's Life Beyond Life power. (The Player's Guide to Arcanis)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p>Order of the Still Heart's Death and Rebirth power. (The Player's Guide to Arcanis)</p><p>Royal Animator Animator Secret Raising Curse secret. (Prestige Class Appendix Vol 2)</p><p>Moderate Necromancy backfire. (Substandard Magic Items)</p><p>Frozen Heart immortal gift. (The Book of Immortals)</p><p>Deathcalm magical weather. (The Book of the Sea)</p><p>Lost Magewind magical weather. (The Book of the Sea)</p><p><strong>Allip:</strong> An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. (SRD 3.5)</p><p>Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness. (Bestiary of Krynn Revised)</p><p>Those driven to suicide by madness become allips. (Complete Divine)</p><p>Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown. (Complete Divine)</p><p>The allip is the spirit of someone driven to suicide by madness. (Dragon 336)</p><p>Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity. (Dragon 336)</p><p>For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead. (Dragon 336)</p><p>A phaergrinn that has successfully grappled an opponent can permanently drain 1 point of Wisdom per round from its foe. A victim drained to 0 Wisdom or less is slain and rises in 1d3 days as an allip. (Bestiary Nefarious - Monsters of The East)</p><p>The allip is an incorporeal undead creature formed from a person who committed suicide due to madness. (The Lazy GM: Undead and Other Fell Foes)</p><p><strong>Bodak:</strong> Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil. (SRD 3.5)</p><p>Humanoids who die from a bodak’s death gaze attack are transformed into bodaks 24 hours later. (SRD 3.5)</p><p>A humanoid who dies from [Gorguth's Death Gaze] attack is transformed into a bodak 24 hours later. (Elder Evils (3.5))</p><p>An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. (Elder Evils (3.5))</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). (Elder Evils (3.5))</p><p>Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well. (Dragon 336)</p><p>A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect. (Dragon 336)</p><p>Humanoids who die from this [bodak's death gaze] become bodaks 24 hours later. (The Lazy GM: Undead and Other Fell Foes)</p><p><em>Bodak's Glare</em> spell. (Planar Handbook (3.5))</p><p><em>Bodak's Glare</em> spell. (Spell Compendium)</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Devourer:</strong> Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger. (Bestiary of Krynn Revised)</p><p>Undead sand giants—some vampires, some mummified, others cursed to exist as devourers—rise from the dunes to prey on travelers. (Eberron Dragons of Eberron (3.5))</p><p>Creating a devourer requires the body of a medium humanoid. Animating this body as a devourer requires an elaborate ritual, binding the new undead to either the Astral Plane or the Ethereal Plane. During this ritual, the body grows tall and gaunt, leaving the Devourer’s distinctive chest cavity. (Kobold Quarterly 7)</p><p>At the completion of the ritual, the devourer may be provided with an essence from a soul trapped using other means (such as magic jar or trap the soul), or via the sacrifice of a living creature. The devourer can be created without a trapped essence but will be unable to use its spell-like abilities until it can trap an essence for itself. (Kobold Quarterly 7)</p><p>CL 13th; Craft Undead, magic jar, planar binding (any), enlarge person, enervation, spectral hand; Market Price 2,000 gp; Cost to Create 1,000 gp + 80 XP (Kobold Quarterly 7)</p><p><em>Create Greater Undead</em> spell. (SRD 3.5)</p><p><em>Create Greater Undead</em> spell. (Complete Divine)</p><p><em>Create Greater Undead</em> spell caster level 20th or higher. (Player's Handbook (3.5))</p><p><em>Create Greater Undead</em> spell. (Divine Masters: The Faiths and Followers of Tellene)</p><p><em>Create Greater Undead</em> spell. (Advanced Player's Manual)</p><p><em>Create Greater Undead</em> spell. (Advanced Race Codex Drow)</p><p><em>Create Greater Undead</em> spell. (Trojan War)</p><p><em>Create Undead</em> spell. (True Sorcery)</p><p><em>Create Undead Greater</em> spell, caster level 20th or higher. (Ultimate Divine Spellbook)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Ghost:</strong> Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. (SRD 3.5)</p><p>“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6. (SRD 3.5)</p><p>Ghosts are similar to - though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Libris Mortis)</p><p>“Ghost” is an acquired template that can be applied to any living creature. (Libris Mortis)</p><p>Ghosts are encountered in many forms, kept back on Krynn for wrongs left unrighted, love unresolved, or perhaps desires left unpursued. (Bestiary of Krynn Revised)</p><p>Ghosts are similar to- though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Denizens of Dread)</p><p>“Ghost” is an acquired template that can be applied to any living creature. (Denizens of Dread)</p><p>Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead. (Book of Exalted Deeds (3.5))</p><p>Some souls gather incorporeal ectoplasm around themselves and become ghosts. This process often takes days or months. No one knows why some souls pass on to the Outer Planes and others are “stuck” where they die, but a typical ghost has an instinctive sense of why it specifically exists as a ghost rather than passing on. Usually there’s an unresolved situation that prevents the soul from resting in peace, such as a lover who hasn’t returned from a far-off war or a killer who hasn’t been brought to justice. (Complete Divine)</p><p>Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown. (Complete Divine)</p><p>The “Lake of Death” occupies the area where the capital city of Qualinost once stood. The White-Rage River empties into the lake. It is likely that some of the buildings in the ruined city still stand far beneath the surface of the water, along with the carcass of the alien green dragon Beryllinthranox. Many say the ghosts of those who died on both sides haunt the lake. (Dragonlance Campaign Setting)</p><p>When Dolurrh is coterminous, slippage can sometimes occur between the Material Plane and the Realm of the Dead. Ghosts become common on Eberron because it is as easy for spirits to remain in the world of the living as it is for them to pass to Dolurrh. Spells to bring back the dead work normally, but run the risk of calling back more spirits than the one desired. Whenever a character is brought back from the dead while Dolurrh is coterminous, roll on the following table. (Eberron Campaign Setting)</p><p>d% Result</p><p>01–50 Spell functions normally.</p><p>51–80 1d4 ghosts (CR = raised character’s level) appear near the raised character.</p><p>81–90 As above, but the wrong spirit claims the risen body and the intended spirit returns as a ghost.</p><p>91–99 The spell functions normally, but a nalfeshnee possesses the raised character.</p><p>100 The spell does not function; instead, a nalfeshnee animates the body. (Eberron Campaign Setting)</p><p>Dolurrh is coterminous for a period of one year every century, precisely fifty years after each period of being remote. (Eberron Campaign Setting)</p><p>Some of the scavengers believe that the ghostbeasts are guardian spirits left behind by the royal family of Cyre to protect the city. Others say that they are the ghosts of the city’s dead. (Eberron Campaign Setting)</p><p>Other rumors speak of a pirate wizard who arrived on the island with his captain and crew. After the pirates hid their treasure on the mountain, they betrayed and murdered the wizard, adding his magical possessions to their hoard. The wizard returned as a ghost and slew them all, and now pirate ghosts wage eternal war in the sky. (Eberron Player's Guide to Eberron)</p><p>In the weeks after the fire, the Knights of Thrane and their cleric allies struggled to destroy the remaining undead and rid the city of its Karrnathi stench, but the damage and loss of life were staggering. The city never recovered, and most today believe it is haunted by the ghosts of its burned residents. (Eberron The Forge of War)</p><p>Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War)</p><p>The citizens of Valin never stood a chance. Their few defenders were swiftly overrun by the Knights of Thrane, and those who died by the sword or the lance were the fortunate ones. At Kronen’s orders, the survivors were rounded up, impaled, and burned, their bodies scattered across the surrounding fields in symbols of great occult significance that Kronen believed were honoring the Silver Flame. Ash and boiling blood spilled over the fields; screams drowned out the crackling of flames and the shrieks of crows in the sky, come to feast on the body. (Eberron The Forge of War)</p><p>Legends disagree on the reason for what happened next. Did the ghosts of the dying call down vengeance on their attackers? Did the land itself rebel against the horrors committed upon it? Did the Silver Flame punish those who committed such atrocities in its name? Whatever the cause, the carrion birds and scavengers—crows and vultures, dogs and wolves—turned talons and jaws not upon the bodies, but upon the soldiers of Thrane. To the last individual, everyone who followed Kronen’s mad orders was ripped apart and consumed. Of Kronen himself, no trace was found, except for his emblem of the Silver Flame, scored and defaced by the raking of a thousand claws. (Eberron The Forge of War)</p><p>If a magelord’s tower was shattered during a spectacular spell-battle, perhaps her vengeful ghost still haunts its ruins. (Forgotten Realms Lost Empires of Faerûn (3.5))</p><p>Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence. (Dragon 336)</p><p>All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters. (Dragon 336)</p><p>In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead. (Dragon 336)</p><p>Ghosts are the spectral remains of dead creatures that stubbornly refuse to leave the world of the living. Though many adventurers are stubborn, they are no more likely to return as ghosts than normal people are -- perhaps because adventurers often have access to raise dead and therefore expect to be brought back to life eventually. Nevertheless, an occasional adventurer does force herself into an undead state through sheer willpower when the life force leaves her body. Like all ghosts, such an adventurer must have a strong reason for persisting in an undead form. Thus, a player wishing to play a ghost character should consult with the DM to develop a suitable reason for the ghost's existence and determine appropriate circumstances under which she can rest in peace. (Savage Progressions Ghost and Werewolf Template Classes)</p><p>"Ghost" is an acquired template usually gained upon an intelligent creature's death. Such a creature can advance in the ghost template class and develop her powers slowly if desired. (Savage Progressions Ghost and Werewolf Template Classes)</p><p>The reason for their flight is apparent enough, as today the ruins are known to be haunted by the people who tragically died on the day Istar fell. They still dwell in the ruins, cursed to an agonizing existence as wraiths and ghosts. (War of the Lance (3.5))</p><p>Ghosts haunt the site of the new Church of the Life's Fire. Manifesting during religious events and holy days, they seem to impart some dire warning, though no one has been able to identify what it is they say. Some speculate they carry the message of the Raiser, while others believe they are doomed spirits of thieves who thought to steal from the church’s tithes, killed by the high cleric when discovered. The church affirms the former and denies the latter. They uphold the belief the church is blessed by the Raiser and the spirits are divine servants come to bless the people. (Svimohzia: The Ancient Isle)</p><p>Vaporshrouds can also be found in ancient battlefields where the soul-energy of the dead are not strong enough to form ghosts. (Bestiary Nefarious - Monsters of The East)</p><p>The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes. (Complete Book of Denizens)</p><p>Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident. (Manual of Monsters)</p><p>The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment. (Monster Encyclopaedia 2 Dark Bestiary)</p><p>A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life. (Monster Encyclopaedia 2 Dark Bestiary)</p><p>A child killed by the [cursed item the lost] doll’s effects cannot be raised or resurrected. Such victims may return as ghosts themselves. (Nemesis VII: Unsettled Spirits)</p><p>The carnage blighted the vale and all who lived within it. The soil could no longer support life; creatures within the vale could not heal or give birth. Worse, the first full night after the great battle revealed a further horror; the men who fought and died in the valley continued on their war as ghosts. (The Book of Immortals)</p><p>Hades does not allow the dead to walk again except as invisible, immaterial spirits.</p><p>When people die, their spirits descend to the Underworld to the kingdom of Hades. Not all spirits go right away, and some do not stay there peacefully. If the individual died before completing some task, or if the fate of his family remains at risk, he may wander the world as a ghost. (Trojan War)</p><p>Ghosts in this context are defined as the psychic remnants of creatures who died while experiencing extreme emotion, be that pain, fear, love or hatred. This emotion has bound them to the physical world, preventing the transition to the planes beyond that they rightly should have made. They remain bound to the ethereal plane. It is not enough merely to destroy the ghost’s form. The circumstances that keep it bound to the place must be investigated and dealt with properly if it is ever to be banished completely. An abandoned lover who committed suicide may need to be reconciled with a mortal descendant of the man who jilted her, a murdered child might wish its murderer to be brought to justice and a wholly malevolent spirit might need to be destroyed with an especially sacred weapon. (Ultimate Prestige Classes Vol 2)</p><p>The victims of a ghastly massacre. (Ultimate Toolbox)</p><p>It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. (World's Largest City)</p><p>Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. (Kobold Quarterly 7)</p><p><em>Hold the Spirit</em> spell. (The Player's Guide to Arcanis)</p><p>Ghostmaker magic weapon. (Villain Design Handbook)</p><p>Reading from the Scroll of Uncertain Provenance relic. (Complete Divine)</p><p>Ghost Pill item. (Ultimate Equipment Guide, Volume II)</p><p>Mastery of the Dead feat. (Eberron Player's Guide to Eberron)</p><p><strong>Ghoul:</strong> An afflicted humanoid with less than 4 HD who dies of ghoul fever rises as a ghoul at the next midnight. (SRD 3.5)</p><p>Most humanoids who engage in such activities and return from the grave are mere ghouls. (Libris Mortis)</p><p>An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Drow of the Underdark (3.5))</p><p>A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. (Drow of the Underdark (3.5))</p><p>The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves. Undead can arise under other circumstances as well: Slain enemies are animated as guardians of their killers, and victims of strife and predators rise as slavering ghouls that wander the streets. (Drow of the Underdark (3.5))</p><p>Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War)</p><p>Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed. (Eberron The Forge of War)</p><p>An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. (Elder Evils (3.5))</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). (Elder Evils (3.5))</p><p>Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul. Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. (Fiendish Codex I Hordes of the Abyss)</p><p>Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul. (Fiendish Codex I Hordes of the Abyss)</p><p>A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls. (Fiendish Codex I Hordes of the Abyss)</p><p>The subject of a spawn screen spell does not rise as an undead spawn should it perish from an undead’s attack that normally would turn it into a spawn, such as from the bite of a ghoul (MM 118). (Spell Compendium)</p><p>Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin. (Dragon 336)</p><p>The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death")</p><p>Humanoids killed by a guraah (and not eaten) rise as normal ghouls in 1d12 hours. Casting protection from evil on a body before that time will avert the transformation. (Villain Design Handbook)</p><p>The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. (Advanced Bestiary)</p><p>An afflicted humanoid who dies of elevated 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 the elevated ghoul or 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, not a ghoul. (Creature Catalog)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with two or three class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghoul. (Creature Collection III)</p><p>An afflicted humanoid who dies of a ghoul hound's ghoul fever rises as a ghoul at the next midnight. (Creature Collection III)</p><p>An afflicted humanoid who dies of a ghoul overghast's ghoul fever rises as a normal ghoul at the next midnight. (Creature Collection III)</p><p>An afflicted humanoid who dies of a poisonbearer ghoul's ghoul fever rises as a normal ghoul at the next midnight. (Creature Collection III)</p><p>An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight. (Monster Geographica Forest)</p><p>Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls. (Monster Geographica Forest)</p><p>An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight. (Monster Geographica Plains and Desert)</p><p>An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days. (Monster Geographica Marsh and Aquatic)</p><p>The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever. (Monster Geographica Underground)</p><p>Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect. (Monster Geographica Underground)</p><p>An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight. (Monster Geographica Underground)</p><p>A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul. (Monster Geographica Underground)</p><p>Also at the Games Master’s discretion, the captain [of a death hulk] may be made into a more powerful form of undead such as a ghoul, wight, or something even more powerful. This is only likely to occur when the ship has been raised through supernatural means, and not the use of a raise death hulk spell. (Seas of Blood)</p><p>An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight. (The Dread Codex)</p><p>An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex)</p><p>An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex)</p><p>Anyone dying from ghoul fever rises as an ordinary ghoul at next midnight (or as ghast if 4HD or more). (The Lazy GM: Undead and Other Fell Foes)</p><p>Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul. (The Dread Codex)</p><p>Humanoids who die from a demonling nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised)</p><p>Humanoids who die from a mature nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised)</p><p>The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated. (World's Largest City)</p><p>The creation of a ghoul requires an intact or nearly intact humanoid corpse. It becomes imbued with the unnatural hunger that characterizes these undead horrors. (Kobold Quarterly 7)</p><p>CL 3rd, Create Undead, ghoul touch, animate dead I; Market Price 250 gp; Cost to Create 125 gp + 10 XP (Kobold Quarterly 7)</p><p><em>Create Undead</em> spell. (SRD 3.5)</p><p><em>Create Undead</em> spell caster level 11th or lower. (Player's Handbook (3.5))</p><p><em>Field of Ghouls</em> spell. (Libris Mortis)</p><p><em>Field of Ghouls</em> spell. (Spell Compendium)</p><p><em>Ghoul Gauntlet</em> spell. (Libris Mortis)</p><p><em>Ghoul Gauntlet</em> spell. (Spell Compendium)</p><p><em>Change Zombie</em> spell. (The Dread Codex)</p><p><em>Create Undead</em> spell. (Advanced Player's Manual)</p><p><em>Create Undead</em> spell. (Advanced Race Codex Drow)</p><p><em>Create Undead</em> spell. (Trojan War)</p><p><em>Create Undead</em> spell. (True Sorcery)</p><p><em>Create Undead</em> spell, caster level 11th or lower. (Ultimate Divine Spellbook)</p><p><em>Create Undead Burst of Undeath</em> spell. (True Sorcery)</p><p><em>Feast of Flesh</em> spell. (The Quintessential Wizard)</p><p><em>Saturn's Seal</em> spell. (Codex Superno)</p><p><em>The Ring of Brimer</em> spell. (Codex Superno)</p><p><em>Animate Undead I</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead II</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead III</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IV</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead V</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VI</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p><em>Bonfire of Insanity</em> epic spell. (Forgotten Realms Champions of Ruin (3.5))</p><p>Gem of Corpse Dancing magic item. (True Sorcery)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p>Deathcalm magical weather. (The Book of the Sea)</p><p><strong>Lacedon:</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. (Tome of Horrors Revised)</p><p>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. Soul reapers have no ties to the land of the living, in that they have always existed and have always been. (Tome of Horrors III)</p><p>An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul. (Strange Lands: Lost Tribes of the Scarred Lands)</p><p>Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul. (Strange Lands: Lost Tribes of the Scarred Lands)</p><p><strong>Ghast:</strong> An afflicted humanoid with 4 or more HD who dies of ghoul fever rises as a ghast at the next midnight. (SRD 3.5)</p><p>If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. (Libris Mortis)</p><p>Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. (Libris Mortis)</p><p>An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Drow of the Underdark (3.5))</p><p>A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. (Drow of the Underdark (3.5))</p><p>Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed. (Eberron The Forge of War)</p><p>The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast. (Dragon 336)</p><p>If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. (Denizens of Dread)</p><p>Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. (Denizens of Dread)</p><p>The ghasts are thought to be former clergy of the temple, killed during the Mendarn invasion. (Svimohzia: The Ancient Isle)</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. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath. (Advanced Bestiary)</p><p>A creature killed by a ghast-lord rises as a form of ghast 1d4 days after death. The victim returns as a ghast if it was a humanoid with 6 or fewer HD and as a ghastly creature if it was a giant or monstrous humanoid or a humanoid with 7 or more HD. (Creature Catalog)</p><p>An afflicted humanoid who dies of elevated 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 the elevated ghoul or 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, not a ghoul. (Creature Catalog)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with four or more class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghast. (Creature Collection III)</p><p>A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast. (Monster Geographica Forest)</p><p>Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts. (Monster Geographica Forest)</p><p>An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight. (Monster Geographica Plains and Desert)</p><p>The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. (Nemesis VII: Unsettled Spirits)</p><p>An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul. (Strange Lands: Lost Tribes of the Scarred Lands)</p><p>An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight. (The Dread Codex)</p><p>Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast. (The Dread Codex)</p><p>Anyone dying from ghoul fever rises as an ordinary ghoul at next midnight (or as ghast if 4HD or more). (The Lazy GM: Undead and Other Fell Foes)</p><p>The creation of a ghast is exactly like creating a ghoul, but it requires a stronger bond to the negative energy plane. (Kobold Quarterly 7)</p><p>CL 5th, Create Undead, ghoul touch, animate dead I; Market Price 500 gp; Cost to Create 250 gp + 20 XP (Kobold Quarterly 7)</p><p><em>Create Undead</em> spell. (SRD 3.5)</p><p><em>Create Undead</em> spell caster level 12th-14th. (Player's Handbook (3.5))</p><p><em>Create Undead</em> spell. (Advanced Player's Manual)</p><p><em>Create Undead</em> spell. (Advanced Race Codex Drow)</p><p><em>Create Undead</em> spell. (Trojan War)</p><p><em>Create Undead</em> spell. (True Sorcery)</p><p><em>Create Undead</em> spell, caster level 12th to 14th. (Ultimate Divine Spellbook)</p><p><em>Animate Undead III</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IV</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead V</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VI</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p>Deathcalm magical weather. (The Book of the Sea)</p><p><strong>Lich:</strong> A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life. (SRD 3.5)</p><p>“Lich” is an acquired template that can be added to any humanoid creature provided it can create the required phylactery. (SRD 3.5)</p><p>The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.</p><p>An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. (SRD 3.5)</p><p>Each lich must make its own phylactery, which requires 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 and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. (SRD 3.5)</p><p>As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence. (SRD 3.5)</p><p>The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor). (SRD 3.5)</p><p>Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency. (SRD 3.5)</p><p>When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. A dread necromancer who is not humanoid does not gain this class feature. (Heroes of Horror)</p><p>Liches surface from time to time as a result of Wizards of High Sorcery lured into false promises of power by Chemosh. (Bestiary of Krynn Revised)</p><p>Liches are characters who’ve voluntarily transformed themselves into undead, trapping their souls in skeletal bodies. (Complete Divine)</p><p>Many clerics of Chemosh hold their positions for generations, using their powers to cling to control even after death by transforming themselves into liches or other dread beings. (Dragonlance Campaign Setting)</p><p>In rare instances, the gift has endured beyond death when contingencies were in place to facilitate a quick transition to an undead state (such as when a drow dies and becomes a lich). (Drow of the Underdark (3.5))</p><p>Shortly before the fall of Shantar Othreier, a powerful moon elf high mage foresaw his nation’s inevitable defeat and placed himself and his small force of soldiers into a state of mystical stasis that would last until he could rally the defenders of Shantar Othreier once again. But the spell went disastrously wrong. (Forgotten Realms Lost Empires of Faerûn (3.5))</p><p>Although it did place the high mage and his forces in a deep slumber and tether their souls to their bodies, it did not halt the ravages of time. Now, after centuries of half-dead slumber, the high mage and his ghastly followers have arisen again, and they think the Crown Wars are still in progress. (Forgotten Realms Lost Empires of Faerûn (3.5))</p><p>They wish to enter the Necrotic Cradle to transform themselves into liches so that they need not fear sunlight, but they haven’t yet been able to get past the guardian. (Player's Handbook II)</p><p>The comparable rite for clerical liches involves create undead, harm, and unhallow. (Dragon 336)</p><p>The lich template class has two special requirements. First, the base character must have the Craft Wondrous Item feat so that she can make a phylactery to hold her life force. The would-be lich must craft her phylactery over time, as described below. Second, she must be able to cast spells at a caster level of 11th or higher. It is this power, coupled with the knowledge of the process required, that allows the transformation to occur. (Savage Progressions Lich and Weretiger Template Classes)</p><p>To complete her transformation to a lich, the character must create a phylactery using the Craft Wondrous Item feat. The phylactery is crafted in three stages, and the lich transfers a bit more of her life force to it at each stage. It does not, however, grant her any of the normal benefits of a phylactery until it is fully completed. (Savage Progressions Lich and Weretiger Template Classes)</p><p>Paying the cost of each stage of its construction is a prerequisite for the corresponding level in the lich template class. Thus, to take the 2nd level in this class, the lich must invest 40,000 gp and 1,600 XP in her phylactery. She must spend the same amount again to take the 3rd level, and once again to take the 4th level (for a total investment of 120,000 gp and 4,800 XP). She can complete the phylactery early if she wishes, though doing so does not grant her any additional abilities until she takes the appropriate levels in the template class. (Savage Progressions Lich and Weretiger Template Classes)</p><p>For the purpose of determining item saving throws, the phylactery has a caster level equal to that of the lich at the time she completed the most recent stage of work. For example, if a human wizard 11/lich 1 crafts the first stage of her phylactery, it is caster level 11th. She gains three more wizard levels before finishing the second stage of construction, giving it caster level 14th. At that point, she takes the 2nd level of the template class. She then takes one more level of wizard and completes the phylactery, which is thereafter caster level 15th. (Savage Progressions Lich and Weretiger Template Classes)</p><p>The most common physical form for a phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is a Tiny object with 40 hit points, hardness 20, and a break DC of 40. Other kinds of phylacteries can also exist, such as rings, amulets, or similar items. (Savage Progressions Lich and Weretiger Template Classes)</p><p>The [Final Word] book’s chapters, called Lives, each describe the level of undeath a cleric [of The Congregation of the Dead] can earn by harvesting the souls of others. While few quantitative references are given, commentary seems to imply that it takes over 10,000 slayings to earn the coveted state of lichdom. (Divine Masters: The Faiths and Followers of Tellene)</p><p>Perhaps the evil wizard discovered an ancient ritual that transformed him into a lich. (Villain Design Handbook)</p><p>The template system makes it easy to quickly create these special types and understand how they work, but there is little detail about the villain’s actual preparations to become such a creature. After all, the villain doesn’t just go down to his laboratory, drink a magic potion and instantly become a lich. It takes time, hard work and the use of unnatural magical powers. (Villain Design Handbook)</p><p>Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. (Villain Design Handbook)</p><p>Becoming a Lich (Villain Design Handbook)</p><p>To become a lich, the base creature must prepare his phylactery himself. This requires he begin with an object worth 120,000 gp. While he need not construct the entire object, he must participate in the creation, assisting the craftsman. Most often, the phylactery takes the form of a sealed metal box with strips of parchment holding magically transcribed phrases. At least one of these phrases must be a special, rare prayer to the Harvester of Souls. (Evil non-followers of the Bringer of the Grave have been known to kill for these prayers. Without this special prayer to Tellene’s god of the undead, the ritual is ineffective.) The box is typically attached to a leather strap to be worn on the forehead or arm. Whatever form the object takes, every aspect must be of the finest materials and workmanship. (The box phylactery is Tiny and has a Hardness of 20, along with 40 hit points and a Break DC 40.) The phylactery can also take the form of a ring, amulet or other object. (Villain Design Handbook)</p><p>Once the object is prepared, the potential lich applies his Craft Wondrous Item feat. It takes at least 12 days to complete the complex process of enchanting the phylactery, and uses all of the sorcerer or wizard’s spell slots from magic jar, permanency and possibly limited wish for that entire time. (Though clerics can become a lich through this process, the majority of those who attempt it are wizards or sorcerers.) (Villain Design Handbook)</p><p>The preparer may use outside help for reincarnation or raise dead (instead of limited wish). Usually this involves using a ring of spell storing. Another caster charges the desired spell into the ring and the creator of the phylactery then need only use it once, but thereafter that spell can never be placed in that ring of spell storing again. (Any attempt uses the spell slot, but has no effect.) (Villain Design Handbook)</p><p>THE FINAL STEP TO LICHDOM (Villain Design Handbook)</p><p>Additionally, the caster must have a certain potion for the final ceremony. Most casters refuse to leave the creation of such a potion to anyone else, but the imbiber need not be the one who brews it. The potion can be prepared up to one year before the final ceremony. It must be a lethal concoction, and all the following spells must then be cast upon it: permanency, chill touch, fear, hold monster, protection from energy (cold) and animate dead. (Villain Design Handbook)</p><p>The final rite is performed at midnight after the phylactery is complete. The base creature must find a secluded area (often an area cursed by the Harvester of Souls or one of his temples) and, with the phylactery within range of the magic jar, complete the process. This involves drinking the potion. The imbiber must make a Will save (DC 16). If he fails, he is permanently dead. If he succeeds (and the phylactery is not destroyed in the intervening time), he rises as a lich in 1d10 days. (Villain Design Handbook)</p><p>A few scholars have suggested that adding certain other spells to the concoction can grant the imbiber a bonus (and presumably also penalties) to his Will save. No villains volunteered for experimentation regarding this possibility (i.e. it is up to the DM). (Villain Design Handbook)</p><p>Prerequisites: Minimum 11th level sorcerer, wizard or cleric; Craft Wondrous Item feat; magic jar, permanency, reincarnate or raise dead or limited wish; GP Cost: 120,000 (phylactery, caster level = caster’s current level in the appropriate class); XP Cost: 4,800 XP. (Villain Design Handbook)</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. (3rd Era Freeport Companion)</p><p>Wandering the world and meeting in hidden places – caves carved into temples, catacombs of lost cathedrals, dungeons from ancient kingdoms – these cultists celebrate the horror and splendor of death. They pray to Mormekar, the only power that matters, calling for his might to enter into them. They raise the undead, and their mightiest members become liches. (Book of the Righteous)</p><p>To become one, an evil spellcaster must knowingly consume a potion that will end his life only to resurrect him as an unliving vessel of pure evil. (Complete Guide to Liches)</p><p>Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal. (Complete Guide to Liches)</p><p>No one knows for certain how the first liches came to be. (Complete Guide to Liches)</p><p>Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood. (Complete Guide to Liches)</p><p>The creation of a lich requires a willing, living subject. (Complete Guide to Liches)</p><p>The process of becoming a lich is a dark and arduous one. The secrets and spells that must be learned in order to create a lich are numerous and difficult – it can take a lifetime alone just to learn all that is required. (Complete Guide to Liches)</p><p>In order to create a lich or a lich variant, two simple elements are essential above all others: a skilled spellcaster to create the lich, and a willing subject to become the lich. (Complete Guide to Liches)</p><p>The spellcaster can be any high-level spellcaster, including epic-level paladins and rangers. (Complete Guide to Liches)</p><p>Spellcasting: Caster level 11</p><p>Feats: Craft Wondrous Item</p><p>The subject must be a willing subject. Should the subject not truly desire to become a lich, or understand and object to the fact that becoming a lich involves actually dying and being reborn as an undead creature, the subject will never become a lich or lich variant. Suggestion, charm, or any other sorts of magic spells and psionics used to convince a subject that becoming a lich is a good idea are not enough, nor is misleading the subject about what the lich creation process entails. Only a subject that chooses to be a lich of his own free will can ever successfully become a lich. (Complete Guide to Liches)</p><p>Once both the spellcaster and the subject are ready and willing, a phylactery must be created to begin the process of lichdom. (Complete Guide to Liches)</p><p>Creating the phylactery requires the Craft Wondrous Item feat. This phylactery costs a minimum of 120,000 gp and 4,800 XP to create, and possesses a caster level equal to that of its creator when it is made. (Complete Guide to Liches)</p><p>With the phylactery (and, optionally, the vessel) in place, a ritual is required to bind the soul to the phylactery. Different cultures and magical traditions have developed slightly different rituals for spellcasters who wish to become liches. (Complete Guide to Liches)</p><p>The Potion of Undead Life: A potion of undead life slays the drinker unless he succeeds a Fortitude save (DC 20). A creature so slain cannot be brought back from the dead by anything short of a wish or miracle. If a creature has undergone the necessary ritual to bind its soul to a phylactery (and optionally, its mind to a vessel), the potion of undead life does not immediately slay the drinker; instead, it causes the creature’s physical body to rapidly decompose, turning into little more than dust and ash in less than two days. This is often to the horror of the lich, who cannot be certain the ritual was effective. But 1d10 days after the subject’s body drops dead from drinking a potion of undead life, he returns as a lich, looking very similar to the way he did in life. (Complete Guide to Liches)</p><p>Binding the Twin Winds: For this ritual, the prospective lich must find a windy cave, which acts as his phylactery. A ritual binds his soul to the cave, but to make the bonding permanent, he must die amid the cries of both mourning friends and victorious foes – the twin winds of the ritual. After the prospective lich takes its last living breath, his body is suffused with a black miasma of negative energy that slowly dissolves his body. Only once there are no breathing creatures within a hundred feet will the lich be reanimated. Though a difficult ritual to perform, the benefit is that the lich’s phylactery is nearly impossible to steal or destroy. Though the cave only has hardness 8, it has tens of thousands of hit points. (Complete Guide to Liches)</p><p>The Sultan’s Curse: A thousand years ago, the sultan of a desert nation was blessed by a djinni to be able to invoke a curse of his choice once during his reign. That curse was lain upon a foreigner who defiled the holiest city of the land, and he was struck down by a bolt from the heavens. But the foreigner’s magic allowed him to steal a bit of the divine essence of the lightning bolt, bonding his soul with the twisted glass created when the lightning seared the desert sands. His body reformed from the sands of where he died, and he lives to this day seeking revenge. Similarly, if a mage prepares the proper ritual, and if he is slain by a spell channeling positive energy, he can corrupt that energy and use it to propel himself into the undeath of lichdom. (Complete Guide to Liches)</p><p>The Diary of Riddles: Many loremasters, feeling their pursuit of knowledge is yet incomplete, craft textual phylacteries, recording in extreme detail the events of their lives, typically in a well-bound tome. The mage seeking to become immortal must include at least one mystery he seeks to solve in his undeath, though additional mysteries may later be added to the book. He then writes an account of his own death into the tome, at which point he dies, his soul binding with the pages. (Complete Guide to Liches)</p><p>Aqua mortis has one additional use, that of solving the Riddle of Death. For those alchemists who have an inclination for the study, necromancy is a fascinating topic yielding many breakthroughs in the application of negative humours and ephemera. Eventually, the threat of an alchemist’s own mortality catches up with him and if he is so inclined, he seeks a way out. The search for an end to the threat of mortal demise, also called the Riddle of Death, can take an alchemist decades to solve and the answer presented here may never occur to him if he is not willing to trade his mortality for undeath. (Heroes of Fantasy)</p><p>For those who are, a dose of aqua mortis crafted from an alchemist’s own blood and subjected to an extremely complex process can provide a form of immortality. Though the secret can be gained at 9th level, the skill to actually complete the transformation is usually not attained until much later. (Heroes of Fantasy)</p><p> Alchemists capable of solving the Riddle of Death generally hold off actually doing so until all of their mortal affairs are in order and the formula they have created is their only hope of survival. This concoction requires one month of constant work, a dose of aqua mortis made from the alchemist’s blood, 5,000 gold pieces in additional materials and rare equipment and an Craft (alchemy) check (DC 45). Failure at the check ruins everything used in the experiment. Success creates a potion that, when consumed, kills the alchemist and revives him as a lich as per the template in the MM. A phylactery must be constructed before the alchemist can actually become a lich. (Heroes of Fantasy)</p><p>With this seed, the PCs can be recruited to Dierdre’s aid for purposes of acquiring a necromantic tome she requires to move forward with her plans of lichdom. (Nemesis VIII: Cults of Personality)</p><p>Anyone killed by a bite attack from a godhusk arises as a zombie under the control of the husk. Clerics and other divine spellcasters instead become liches serving the husk. (The Book of the Sea)</p><p>It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. (World's Largest City)</p><p>The sorcerer or wizard with an unnatural lifespan has been the subject of tales and fables throughout the ages; a thousand, thousand stories hint at their dark beginnings. One of the best known tales tells the story of the Cabal of Unsleep – a cabal of wizards who worked towards the single goal of immortality. (Kobold Quarterly 3)</p><p>The Cabal ruled kingdoms eons ago, and all its members were tyrants of renowned cruelty. While they waged war with each other on the surface – they secretly held true as a brotherhood, using their squabbles to gain influence in other lands until, at last, no part of the world was untouched by their icy fingers. This cabal, it is rumored, were among the first to discover the Dreadful Pact and thus were the first liches. (Kobold Quarterly 3)</p><p>Liches are created, not born, and their only method of reproduction is the creation of a new lich. (Kobold Quarterly 3)</p><p>The lich monster description casually mentions that the process of becoming a lich is unspeakably evil, and that it can only be undertaken by a willing character. In his great work Arcanum, Manse Hoff describes three methods through which a lich can be created, although he hints that some three dozen methods were once catalogued in the great Monstorum Sorcerus. The three known to most are the Dreadful Pact, the Hideous Sacrifice, and the Ripping. (Kobold Quarterly 3)</p><p>The Dreadful Pact – in this method, the would-be-lich’s soul is ripped from the body and placed into the phylactery by the self-destruction of the spell caster. The caster creates the phylactery and takes his own life, hoping that the magic that he has used to make the phylactery is strong enough to draw the soul into it. (Kobold Quarterly 3)</p><p>This method is quick but has the drawback that unless the phylactery has been prepared perfectly, the soul of the caster is simply drawn away. Some surmise that souls drawn in this way do not simply pass onwards, but move to some unspeakable nether place where they spend eternity wandering in madness. (Kobold Quarterly 3)</p><p>The Hideous Sacrifice – this method draws the soul into the phylactery through a variant of the magic jar spell. However, the lich-initiate must cast the spell at the precise moment of his death, and this requires extraordinary timing on behalf of the spellcaster. (Kobold Quarterly 3)</p><p>As a consequence, this method is the one most fraught with the chance for mishap - the soul can be drawn before death, trapping the caster in his own spell; the caster can fail to complete the spell and die prematurely, or (in the worst case) the caster’s soul is drawn into entirely the wrong place. In this last case, the lich might end up trapped within a nearby creature or object, such as an accomplice, building, or item. (Kobold Quarterly 3)</p><p>The Ripping – the most dreadful method requires a trustworthy and willing volunteer. The ripping is spiritual warfare; the soul is driven from the body into the phylactery through force of pain inflicted on the spellcaster. (Kobold Quarterly 3)</p><p>This method is the most sure of success, but it is also the longest and most painful, and requires extraordinary determination on the part of the spellcaster. (Kobold Quarterly 3)</p><p>Once the transformation from lich-initiate has been withstood, three further stages remain in the life cycle of a lich: the Journey, the Fading, and the Corruption. (Kobold Quarterly 3)</p><p>The Journey (Kobold Quarterly 3)</p><p>Only some lich-initiates complete the Beginning and become liches. Those that are lost are variously referred to in arcane works as NetherLiches, the Lost or simply Fallen. Those who do survive acquire the lich template and can look forward to eternal life – and eternal waking. (Kobold Quarterly 3)</p><p><strong>Mohrg:</strong> Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. (SRD 3.5)</p><p>Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger. (Bestiary of Krynn Revised)</p><p>Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution. (Dragon 336)</p><p>Only the spell create undead can form a mohrg from a corpse that is not a murderer. (Dragon 336)</p><p>A mohrg is the animated corpse of a mass murderer or some similarly horrific (and unatoned) villain whose inherent evil enables it to continue its depredations well beyond the grave. (Elite Opponents Mohrgs)</p><p>The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. (Nemesis VII: Unsettled Spirits)</p><p>Mohrgs are undead formed from the corpses of murderers and, although zombie-like in appearance, they are fast and agile, with a disturbing paralyzing tongue. (The Lazy GM: Undead and Other Fell Foes)</p><p>The creation of a mohrg requires a humanoid corpse. While the corpse is only partially animated, it is imbued with an utter hatred of the living through unspeakable ritualized torture that converts its entrails into a hideously oversized tongue. (Kobold Quarterly 7)</p><p>CL 10th, Create Undead, raise dead, speak with dead, symbol of pain; Market Price 1,500 gp; Cost to Create 750 gp + 60 XP (Kobold Quarterly 7)</p><p><em>Create Undead</em> spell. (SRD 3.5)</p><p><em>Create Undead</em> spell caster level 18th or higher. (Player's Handbook (3.5))</p><p><em>Create Undead</em> spell. (Advanced Player's Manual)</p><p><em>Create Undead</em> spell. (Advanced Race Codex Drow)</p><p><em>Create Undead</em> spell. (Trojan War)</p><p><em>Create Undead</em> spell. (True Sorcery)</p><p><em>Create Undead</em> spell, caster level 18th or Higher. (Ultimate Divine Spellbook)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. (SRD 3.5)</p><p>Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. (Heroes of Horror)</p><p>Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place. (Heroes of Horror)</p><p>For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit. (Heroes of Horror)</p><p>The cleric can use create undead to turn these corpses into mummies. (Complete Divine)</p><p>The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik)</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik)</p><p>Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse. (Dragon 336)</p><p>On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage. (Dragon 336)</p><p>This tomb houses 4 mummies who have risen from their graves after their descendants were attacked while bringing offerings to them. (Claw Claw Bite 3)</p><p>The creation of a mummy requires an intact humanoid corpse. The body must be embalmed or preserved, requiring a DC 15 Heal check. The traditional method is via organ removal, drying, and wrapping, but other preservation methods are possible. (Kobold Quarterly 7)</p><p>CL 7th, Create Undead, death ward, cause fear, bestow curse; Market Price 1,000 gp; Cost to Create 500gp + 40 XP (Kobold Quarterly 7)</p><p><em>Create Undead</em> spell. (SRD 3.5)</p><p><em>Create Greater Undead</em> spell from pestilence domain. (Complete Divine)</p><p><em>Create Undead</em> spell caster level 15th-17th. (Player's Handbook (3.5))</p><p><em>Create Undead</em> spell. (Advanced Player's Manual)</p><p><em>Create Undead</em> spell. (Advanced Race Codex Drow)</p><p><em>Create Undead</em> spell. (Trojan War)</p><p><em>Create Undead</em> spell. (True Sorcery)</p><p><em>Create Undead</em> spell, caster level 15th to 17th. (Ultimate Divine Spellbook)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p><strong>Mummy Lord: </strong>Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. (SRD 3.5)</p><p><strong>Nightshade:</strong> Nightshades are powerful undead composed of equal parts darkness and absolute evil. (SRD 3.5)</p><p>Even as he died, Izzdelth was animated by the arcane energy he wielded. (Eberron Secrets of Xen'Drik)</p><p>Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler. (Dragon 336)</p><p>Negative Energy Plane; passing through the shadows serves to bolster both their shapes and strength. These spirits are the nightshades. (The Book of the Planes)</p><p><strong>Nightcrawler:</strong> Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 27 or more, as a nightcrawler. (Dragon 336)</p><p>The nightcrawler is a gigantic wormlike variant of the nightshade class of creatures, powerful beings composed of negative energy and darkness. (The Lazy GM: Undead and Other Fell Foes)</p><p><strong>Nightwalker:</strong> Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 19 to 26, as a nightwalker. (Dragon 336)</p><p><strong>Nightwing:</strong> Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. From 11 to 18, the creature might rise as a nightwing. (Dragon 336)</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a shadow becomes a shadow within 1d4 rounds. (SRD 3.5)</p><p>Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds. (Libris Mortis)</p><p>Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness. (Bestiary of Krynn Revised)</p><p>However, anyone who is slain by exposure to the life-draining blackness [of utter darkness] rises as a shadow 1d4 rounds later. (Drow of the Underdark (3.5))</p><p>Any humanoid reduced to Strength 0 by a shadow guardian becomes a shadow under the control of its killer within 1d4 rounds. (Forgotten Realms Champions of Ruin (3.5))</p><p>In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow. (Dragon 336)</p><p>The shadows are undead remains of the worshipers inside the temple at the time of the slaughter. (Svimohzia: The Ancient Isle)</p><p>Halfast’s kin attack all miners with equal fervor, savoring their screams and eventual transformation into shadows to fill their numbers. (Svimohzia: The Ancient Isle)</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. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds. (Advanced Bestiary)</p><p>Ether shadows are the progenitors of lesser and greater shadows. (Creature Catalog)</p><p>Any humanoid reduced to Strength 0 by an ether shadow dies and becomes a shadow under the control of its killer within 1d4 rounds. (Creature Catalog)</p><p>Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds. (Monster Geographica Forest)</p><p>A collection of shadows and wraiths, disenfranchised from the humanoid undead kingdoms, unwelcome among the bugdead, call the Forbidden Mountains their home. These spirits are those of an ancient tribe of giants which once lived in Ulyan. The bare plains provided little for them to eat, however, and the giants gradually died out, long before the Cleansing Wars. (Secrets of the Dead Lands)</p><p>The giant tribe had called the pre-Ruin hills which originally stood here home, and it was here that they laid their tired and hungry bones as they starved to death. (Secrets of the Dead Lands)</p><p>Any creature slain by a psi-shadow becomes an undead shadow in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Terrors of Athas)</p><p>Some sages theorize that psi-shadows are the source of the creation of all undead shadows. (Terrors of Athas)</p><p>A creature’s death determines which type of undead it becomes and what special powers or weaknesses it acquires in undeath. (Terrors of the Dead Lands)</p><p>The type of undead a creature becomes depends on the cause of its death or the motive behind it. </p><p>Create Undead undead special ability. (Terrors of the Dead Lands)</p><p>Endless darkness, endless monochrome blackness… it stains the soul. Stay too long amid the shadows, and sanity itself becomes a shadow. For every day spent on the Plane of Shadow without seeing real light, a character must make a Will save (DC 10 + 1 per day). If the save is failed, the character loses one point of Wisdom until he leaves the Plane of Shadow. A character reduced to zero Wisdom forgets the existence of light and goes utterly mad. When he dies, he becomes a shadow. (The Book of the Planes)</p><p>Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds. (The Dread Codex)</p><p>Shadows are creatures composed of living shadow and negative energy. (The Lazy GM: Undead and Other Fell Foes)</p><p>Any humanoid reduced to 0 Str by a shadow dies and becomes a shadow under the control of its killer within 1d4 rounds. (The Lazy GM: Undead and Other Fell Foes)</p><p>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. (Tome of Horrors Revised)</p><p>Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds. (Claw Claw Bite 14)</p><p>The creation of a shadow requires a soul. The soul is merged with its shadow-plane duplicate, creating an unliving shade. (Kobold Quarterly 7)</p><p>CL 5th, Create Undead, deeper darkness, desecrate; Market Price 400 gp; Cost to Create 200 gp + 16 XP (Kobold Quarterly 7)</p><p>Ilvitreus took two greater shadows and eight shadows created by Cyril, two shadow umber hulks as well as a dozen trolls. (Oerth Journal 25)</p><p><em>Create Greater Undead</em> spell. (SRD 3.5)</p><p><em>Create Greater Undead</em> spell. (Complete Divine)</p><p><em>Create Greater Undead</em> spell caster level 15th or lower. (Player's Handbook (3.5))</p><p><em>Create Greater Undead</em> spell. (Divine Masters: The Faiths and Followers of Tellene)</p><p><em>Shadow Touch</em> spell. (Villain Design Handbook)</p><p><em>Create Greater Undead</em> spell. (Advanced Player's Manual)</p><p><em>Create Greater Undead</em> spell. (Advanced Race Codex Drow)</p><p><em>Create Greater Undead</em> spell caster level 16. (Terrors of the Dead Lands)</p><p><em>Create Greater Undead</em> spell. (Trojan War)</p><p><em>Create Undead</em> spell. (True Sorcery)</p><p><em>Create Undead Greater</em> spell, caster level 15th or lower. (Ultimate Divine Spellbook)</p><p><em>Saturn's Seal</em> spell. (Codex Superno)</p><p><em>Animate Undead III</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IV</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead V</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VI</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p><strong>Shadow Greater:</strong> In this room the ancient wizards first contacted and lured Pandorym to this reality. The chamber barely survived its arrival: The annihilating body of the ultraplanar being instantly blew a 30-foot-wide sphere out of existence, along with several of its summoners. In a last act of freedom as the survivors strove to divert it into its prison, Pandorym lashed out at its betrayers. It utterly destroyed the bodies of a handful of mages and their assistants, leaving their suddenly insatiable souls intact. Panic ensued. A few summoners managed to escape, sealing the chamber against dimensional travel. The ghostly remnants of the rest fed on their former allies and coconspirators, bolstering their numbers. Now a dozen angry greater shadows (MM 221) remain trapped within. (Elder Evils (3.5))</p><p>Queen No’Ris was a powerful dwarf warrior who ruled with an iron fist long before an earthquake formed the Iceclutch Swamp. A bitter foe of the elf nations, she led a series of brutal wars that reduced both the dwarf and elf populations of the region. The Queen’s spirit has long since fled, but the shadows of her former followers are cursed to guard her tomb. (Forgotten Realms Champions of Ruin (3.5))</p><p>Ether shadows are the progenitors of lesser and greater shadows. (Creature Catalog)</p><p>Ilvitreus took two greater shadows and eight shadows created by Cyril, two shadow umber hulks as well as a dozen trolls. (Oerth Journal 25)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. (SRD 3.5)</p><p>“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. (SRD 3.5)</p><p>A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. (Monster Manual V)</p><p>A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. (Dangerous Denizens The Monsters of Tellene)</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Denizens of Dread)</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Libris Mortis)</p><p>The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves. (Drow of the Underdark (3.5))</p><p>The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik)</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik)</p><p>Restless Dead (Elder Evils (3.5))</p><p>“Too long have we reveled in our wickedness, too long have we sampled the forbidden—now the gods shun us, sealing the gates to heaven and leaving us lost among the dead.” (Elder Evils (3.5))</p><p>When this sign appears, the demarcation between life and death grows ever more blurry. After souls depart, their bodies stir in a wretched existence neither alive nor dead. The sign of the restless dead first makes itself known by isolated occurrences of zombies and skeletons in the community. As it strengthens, the undead plague increases. Corpses pull themselves free from graves, slaughtering former friends and lovers and swelling their ranks until only the shuffling dead remain. (Elder Evils (3.5))</p><p>Effect: In the early stages of this sign, only a few of the dead spontaneously animate. Necromancy magic becomes more efficacious, while healing magic is suppressed. As the sign intensifies, more and more corpses rise, growing stronger all the while. (Elder Evils (3.5))</p><p>Details: Atropus (Chapter 2) is associated with this sign. (Elder Evils (3.5))</p><p>SIGN: RESTLESS DEAD (Elder Evils (3.5))</p><p>Atropus’s presence in the sky causes the dead to rise from their graves. (Elder Evils (3.5))</p><p>Faint: Necromancy spells and spell-like abilities are cast at +2 caster level. Whenever a living creature dies, a 20% chance exists that it will spontaneously rise as a zombie (MM 265) in 1d4 rounds. (Elder Evils (3.5))</p><p>Moderate: As faint, but the chance of spontaneous animation increases to 40%. In addition, the entire campaign setting is affected as if by a desecrate spell (PH 218). Casting consecrate removes this effect in the spell’s area until its duration expires. (Elder Evils (3.5))</p><p>Strong: As moderate, but the chance of spontaneous animation increases to 80%. Even creatures that died before this sign manifested begin to rise as skeletons or zombies, depending on the condition of their corpses. In addition, the campaign setting is affected as if by an unhallow spell (PH 297). Casting hallow removes this effect in the spell’s area. (Elder Evils (3.5))</p><p>All conjuration (healing) spells and similar spell-like abilities are impeded, meaning that a caster must succeed on a Spellcraft check (DC 20 + the level of the spell) or lose the spell or spell slot without effect. (Elder Evils (3.5))</p><p>Overwhelming: As strong, but any creature that dies automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies. All undead creatures gain an extra 2 hit points per Hit Die. In addition, they gain turn resistance equal to one-quarter of their Hit Die total (1–7 HD grants +1 turn resistance, 8–15 HD grants +2, 16–23 HD grants +3, and so on). This bonus stacks with any turn resistance a creature already possesses. (Elder Evils (3.5))</p><p>A creature swallowed by the scion of Kyuss takes 1d8 points of Constitution drain each round. Upon death, the victim gains the skeleton template and remains dormant until the scion vomits it up. (Elder Evils (3.5))</p><p>Creatures killed by the scion[ of Kyuss]’s breath weapon gain the skeleton template and rise to fight on the following round. (Elder Evils (3.5))</p><p>The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death")</p><p>By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play. (Trove of Treasure Maps)</p><p>Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran). (Villain Design Handbook)</p><p>First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template. (Villain Design Handbook)</p><p>Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. (Villain Design Handbook)</p><p>The animate dead spell normally only creates zombies, skeletons, or bugdead. (Athasian Emporium)</p><p>After a number of years’ work, Kritak was ready to join a clan again—by creating his own. Not long before his exile, a great battle was fought between some forgotten human king’s army and a fierce gnoll clan of great number. Who won isn’t important—well, maybe to historians, but not to Kritak. The first field test of corpse soldiers (animate dead’s predecessor) spell took place amidst the snow covered swamps not far from Kritak’s home. During a ritual which lasted for a full hour, the corpses of the human soldiers slain in the battle rose from their watery graves in answer to the gnoll’s call. After the spell was completed, nearly 150 skeletal warriors were assembled outside the swamp. (Behind the Spells: Animate Dead)</p><p>When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them. (Behind the Spells: Animate Dead)</p><p>After a number of years’ work, Kritak was ready to join a clan again—by creating his own. Not long before his exile, a great battle was fought between some forgotten human king’s army and a fierce gnoll clan of great number. Who won isn’t important—well, maybe to historians, but not to Kritak. The first field test of corpse soldiers (the predecessor of animate dead) took place amidst the snow covered swamps not far from Kritak’s home. During a ritual which lasted for a full hour, the corpses of the human soldiers slain in the battle rose from their watery graves in answer to the gnoll’s call. After the spell was completed, nearly 150 skeletal warriors were assembled outside the swamp. (Behind the Spells: Compendium)</p><p>When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them. (Behind the Spells: Compendium)</p><p>If a weapon with this quality [animating] inflicts enough damage to bring a living target below zero hit points, the target must succeed a Fortitude save (DC 20) or be instantly turned into a skeleton or zombie (wielder’s choice). (Behind the Spells: Compendium)</p><p>Those slain by the effects of the skulleon’s bite rise as skeletons under the control of the skulleon, their flesh sliding from their bodies as they are animated. (Bestiary Malfearous)</p><p> A gore wretch can spit a bile-like fluid out in a 5-foot wide line 10 feet long. Those caught in the area of effect must make a Reflex save (DC 12) or suffer 2d4 negative energy. If the gore wretch spits this bile on the carcass of a dead being or creature, the corpse will animate as a skeleton 50% of the time. (Bestiary Nefarious - Monsters of The East)</p><p>Likewise, the Lord of Nightmares can cause any dead creature within 30 feet to suddenly rise and animate as a zombie or skeleton. (Bestiary Nefarious - Monsters of The East)</p><p>Any living creature with a skeletal structure that dies from the Constitution drain of a desiccated creature rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A desiccated creature can only create skeletons from creatures that have fewer Hit Dice than it does. (Book of Templates Deluxe 3.5)</p><p>Any living creature with a skeletal structure that dies from the Constitution drain of a duneshambler rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A duneshambler can only create skeletons with 14 or fewer Hit Dice. (Book of Templates Deluxe 3.5)</p><p>As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Complete Minions)</p><p>Le Grand Zombi is continuously surrounded by an aura of negative energy to a range of 40 feet. This functions as a desecrate spell centered on Le Grand Zombi, who is considered to be a permanent fixture dedicated to a deity (thus granting a –6 profane penalty on turning checks, +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD for undead in the area). Additionally, all corpses within the area arise as zombies or skeletons (depending on the freshness of the corpse), under the command of Le Grand Zombi. (Creature Catalog)</p><p>A master lich possesses great power over lesser undead, and can quickly create an army of undead skeletons and zombies from any corpses it finds. (Creature Catalog)</p><p>Battle rams that fall honorably in battle are resurrected by the powers of Chardun and continue to serve him as undead. (Creature Collection III)</p><p>In the same manner as humanoid followers of Chardun, battle rams serve their evil god loyally and, if slain in battle, rise from the dead after 30 days. A risen battle ram gains the skeleton template.</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. (Creature Collection III)</p><p>Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches)</p><p>Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods)</p><p>As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton. (Monster Encyclopaedia 2 Dark Bestiary)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest)</p><p>As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Monster Geographica Underground)</p><p>As a full round action, an undead ooze can expel the skeletons in its body. (Monster Geographica Underground)</p><p>Death hulks may be created through the use of a raise death hulk spell or through supernatural events – it is said many death hulks still sail the world, powered only by the eternal desire of their captain to complete some unfinished voyage, or to exact revenge upon those who originally sent his ship to the bottom of the ocean. (Seas of Blood)</p><p>Crew are now either skeletons or zombies, at the Games Master’s discretion. (Seas of Blood)</p><p>Any type of ship may be raised this way [by a raise death hulk spell] and it will have a full complement of crew, usually zombies, though skeletons may also appear if the ship has lain at the bottom of the sea for more than a year. The Games Master is the final arbitrator of the ship type and the nature of its crew. (Seas of Blood)</p><p>Elsavos’s entry halls were flooded with molten obsidian during the Shining Tide, but when the wave recoiled from the cliffs, enough air reached the lower elevations to speed the cooling. As a result, the first flush of obsidian hardened rapidly and the inner chambers were not fully flooded. The obsidian also raised many of the city’s former dead to unlife, though the deterioration of the remains has resulted in most of the city’s undead being not zhen but skeletons. (Secrets of the Dead Lands)</p><p>Bugdead swarms often eat rotting flesh, consuming zombies found anywhere in the Black Basin. These attacks rarely destroy the undead, for the bugdead simply strip the rancid flesh while leaving bone intact; the zombies become skeletons (or exoskeletons). (Terrors of the Dead Lands)</p><p>Athas has its mindless undead, of course, animated automatons created to serve their masters. These undead are usually skeletons and zombies animated from any bones, huge beasts or small rodents, fallen warriors or spellcasters, returned in undeath to serve as slaves. (Terrors of the Dead Lands)</p><p>If a victim dies while engulfed by a bone slime, it becomes a skeleton. (The Dread Codex)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex)</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. (Tome of Horrors Revised)</p><p>The creation of a skeleton requires an intact skeleton. If flesh remains on the bones, it may be left to rot away naturally or be stripped from the bones with a DC 5 Heal or Profession (butcher) check. (Kobold Quarterly 7)</p><p>Caster level equal to half the HD of the skeleton, Create Undead, cause fear; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD (Kobold Quarterly 7)</p><p><em>Animate Dead</em> spell. (SRD 3.5)</p><p><em>Animate Dead</em> spell. (Player's Handbook (3.5))</p><p><em>Plague of Undead</em> spell. (Libris Mortis)</p><p><em>Plague of Undead</em> spell. (Heroes of Horror)</p><p><em>Plague of Undead</em> spell. (Spell Compendium)</p><p><em>Animate Dead</em> spell. (Divine Masters: The Faiths and Followers of Tellene)</p><p><em>Animate Dead</em> spell. (Advanced Player's Manual)</p><p><em>Animate Dead</em> spell. (Advanced Race Codex Drow)</p><p><em>Animate Dead</em> spell. (Dark Sun 3 3.5 r7)</p><p><em>Animate Dead</em> spell. (Ultimate Divine Spellbook)</p><p><em>Corpse Soldiers</em> spell. (Behind the Spells: Animate Dead)</p><p><em>Corpse Soldiers</em> spell. (Behind the Spells: Compendium)</p><p><em>Create Undead</em> spell. (True Sorcery)</p><p><em>Create Undead Bones and Flesh</em> spell. (True Sorcery)</p><p><em>Mark of Thralldom</em> spell. (The Player's Guide to Arcanis)</p><p><em>My Life for Yours</em> spell. (The Dread Codex)</p><p><em>Puppets of Death</em> spell. (Complete Guide to Liches)</p><p><em>Raise Death Hulk</em> spell. (Seas of Blood)</p><p><em>Risen Armies</em> spell. (Ultimate Divine Spellbook)</p><p><em>Animate Undead I</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead II</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead III</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IV</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead V</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VI</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Crew</em> spell. (The Book of the Sea)</p><p><em>Horrible Army of the Dead</em> epic spell. (Epic Insights Compiled and Updated)</p><p><em>Horrorswell</em> spell. (The Book of the Sea)</p><p>Animating Door magic item. (Forgotten Realms Shining South (3.5))</p><p>Animating weapon quality. (Behind the Spells: Animate Dead)</p><p>Skeleton Crew magic item. (Faces of the Forgotten North)</p><p>Stanchion of Second Birth Greater magic item. (Athasian Emporium)</p><p>Stanchion of Second Birth Lesser magic item. (Athasian Emporium)</p><p>Undead Generation Plinth magic item. (The Book of Strongholds & Dynasties)</p><p>The Dead Walk warlock lesser invocation. (Complete Arcane)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p>Zone of Animation feat. (Complete Divine)</p><p><strong>Human Warrior Skeleton:</strong> <em>Skeletal Guard</em> spell. (Spell Compendium)</p><p><strong>Wolf Skeleton:</strong> ?</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Troll Skeleton:</strong> A dread boneyard can summon undead creatures from its own body once per day. After 1d10 rounds, 3–6 troll skeletons or 2–4 young adult red dragon skeletons appear and serve for 1 hour before being reabsorbed into the dread boneyard’s body. (Elder Evils (3.5))</p><p><strong>Chimera Skeleton:</strong> ?</p><p><strong>Ettin Skeleton:</strong> ?</p><p><strong>Advanced Megaraptor Skeleton:</strong> ?</p><p><strong>Cloud Giant Skeleton:</strong> ?</p><p><strong>Young Adult Red Dragon Skeleton:</strong> A dread boneyard can summon undead creatures from its own body once per day. After 1d10 rounds, 3–6 troll skeletons or 2–4 young adult red dragon skeletons appear and serve for 1 hour before being reabsorbed into the dread boneyard’s body. (Elder Evils (3.5))</p><p><strong>Spectre:</strong> Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. (SRD 3.5)</p><p>Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later) (3.5 epic srd)</p><p>The former high priest of the Monastery of the Unyielding Shield has become a spectre. (Eberron Faiths of Eberron)</p><p>The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik)</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik)</p><p>Any humanoid slain by a spectral creature rises as a normal spectre under the control of its killer instead. (Forgotten Realms Dragons of Faerun)</p><p>Four thousand years ago, at the time of the slave uprising, a Mulan overseer named Imket (see area 6), who was loyal to Sonjar, forced a handful of slaves into their barracks (area 5a) before returning to his own quarters. Trapped in their room when Sonjar died, the four slaves perished of starvation, only to rise later as spectres. (Forgotten Realms Lost Empires of Faerûn (3.5))</p><p>A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death. (Dragon 315)</p><p>When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on. (Dragon 336)</p><p>Spectres are born from sudden acts of violence. (Dragon 336)</p><p>According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on. (Svimohzia: The Ancient Isle)</p><p>Any humanoid slain by the Gray Wraith becomes a spectre in 1d4 rounds. (War of the Lance (3.5))</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. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds. (Advanced Bestiary)</p><p>Any humanoid slain by a gargantua spectre becomes a (normal) spectre in 1d4 rounds. (Creature Catalog)</p><p>The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>The crypts of Dunmorgause went untouched by the Fey, who find human bones in iron caskets deeply distasteful. However, when the castle became disjoined from the Material Plane, the strong atmosphere of death in the crypts transformed all the graves into portals to the Negative Material Plane. The dead of the line of Daen awoke as a host of wraiths and spectres. (The Book of the Planes)</p><p>Any humanoid slain by a spectre rises as a spectre in 1d4 rounds. Spawn are under control of the spectre that created them until it dies. (The Lazy GM: Undead and Other Fell Foes)</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 on the corpse before such time. (Tome of Horrors Revised)</p><p>The victims of a ghastly massacre. (Ultimate Toolbox)</p><p>Creating a spectre requires a soul. The soul is forced to relive the moment of its death over and over while being exposed to vast amounts of negative energy. Eventually, its pain and misery force it to arise as a spectre. (Kobold Quarterly 7)</p><p>CL 9th, Create Undead, magic jar, feeblemind, bestow curse; Market Price 1,400 gp; Cost to Create 700 gp + 56 XP (Kobold Quarterly 7)</p><p><em>Create Greater Undead</em> spell. (SRD 3.5)</p><p><em>Create Greater Undead</em> spell. (Complete Divine)</p><p><em>Create Greater Undead</em> spell caster level 18th-19th. (Player's Handbook (3.5))</p><p><em>Create Greater Undead</em> spell. (Divine Masters: The Faiths and Followers of Tellene)</p><p><em>Create Greater Undead</em> spell. (Advanced Player's Manual)</p><p><em>Create Greater Undead</em> spell. (Advanced Race Codex Drow)</p><p><em>Create Greater Undead</em> spell. (Trojan War)</p><p><em>Create Undead</em> spell. (True Sorcery)</p><p><em>Create Undead Greater</em> spell, caster level 18th to 19th. (Ultimate Divine Spellbook)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Aspect of Atropus Negative Energy Aura power. (Elder Evils (3.5))</p><p>Atropal Negative Energy Aura power. (Oerth Journal 24)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). (SRD 3.5)</p><p>If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a vampire if it had 5 or more HD. (SRD 3.5)</p><p>Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath. (Monster Manual V)</p><p>He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day. (Monster Manual V)</p><p>Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven. (Heroes of Horror)</p><p>Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. (Complete Divine)</p><p>If a vampiric dragon drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. (Draconomicon)</p><p>Dragons slain by Arstyvrax’s energy drain, or young adult or younger dragons slain by Arstyvrax’s blood drain, rise as zombie dragons. Other creatures slain by Arstyvrax’s blood drain return as vampire spawn (if they had 4 or fewer HD), or as vampires (if they had 5 or more HD). (Eberron Dragons of Eberron (3.5))</p><p>Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD. (Eberron Five Nations)</p><p>In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition. (Eberron Player's Guide to Eberron)</p><p>It is rumored that the secretive elven sect of the Qabalrin gave birth to the first vampires, and that these undead lords still sleep in hidden vaults. (Eberron Secrets of Xen'Drik)</p><p>An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. (Elder Evils (3.5))</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). (Elder Evils (3.5))</p><p>The former vampire was refused atonement because he would not return to the Necrotic Cradle and fight his old companions, who had refused rebirth after he had turned them into vampires. (Player's Handbook II)</p><p>For example, a warforged fighter (a living construct from the EBERRON campaign setting) can’t become a vampire, since that template can be applied only to humanoids and monstrous humanoids. (Player's Handbook II)</p><p>Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire. (Dragon 336)</p><p>Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh. (Dragon 336)</p><p>A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Elite Opponents Creatures That Cannot Be)</p><p>"Vampire" is a fairly common acquired template among adventurers. When an adventuring party is attacked by a vampire, those slain by its special abilities may rise as vampires themselves if the proper measures are not taken. (Savage Progressions Gaining a Template Midcampaign)</p><p>A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Savage Progressions Gaining a Template Midcampaign)</p><p>Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. (Villain Design Handbook)</p><p>Deliberately becoming a vampire can be as simple as inviting one to drain your life energy. Of course, few villains volunteer for such treatment as it leaves them under the control of the vampiric “parent.” Those seeking to become a first generation vampire tread a dangerous path, but such is the risk for a dedicated villain. (Villain Design Handbook)</p><p>One method of becoming a first-generation vampire is for the villain to sell his soul to Zazimash, Lord of the Underworld (also known as the Harvester of Souls). Assuming that the deity does not simply destroy the villain on a whim, Zazimash may very well grant the villain’s desire. The second, and safer, way to become a first-generation vampire is by means of an ancient Svimohzish ritual. This ritual can be discovered through roleplaying or by succeeding at a Knowledge (arcane) check (DC 25). (Villain Design Handbook)</p><p>The ritual requires a special potion for use in the actual ceremony. Creating this potion requires the Brew Potion and Craft Wondrous Item feats. This potion requires three base components. First, at least one quart of blood from a magical creature (dragon, magical beast, outsider or shapechanger, but NOT any creature with the Fire subtype). The blood must also come from a creature whose Hit Dice at least equal that of the creature seeking to become a vampire. Second, the potion requires dust from the ashes of a burned vampire the villain had a hand in slaying. Third, the villain must spend 4,200 XP. Finally, the brewer must collect other rare and exotic ingredients</p><p>for the potion (typical lists include bat’s eyes, wolf ’s heart, rat brains, tears of a good cleric, a holy symbol dipped in human blood and a pound of dried mosquito or tick husks). The total value of these items if purchased (though that is rarely possible) is at least 16,000 gp. (Villain Design Handbook)</p><p>The caster level of the potion must be equal to or greater than that of the potential new vampire. Once the potion has been successfully brewed, the new base creature must stand within a greater magic circle against good and sacrifice a living creature, mixing its blood with the potion. It then drinks the entire potion from a human skull, and finishes off the sacrifice by drinking as much of the remainder of the sacrificed creature’s blood as it can stand. This part of the ceremony must be completed in less than ten minutes and in an area no better lit than the equivalent of a fading twilight. During the entire ceremony, when not actually drinking, the creature must recite prayers to the Lord of the Underworld. Theories suggest that the more prayers he knows, the better his chances of success are (the DM may declare a +1 to the save for every two prayers the character knows beyond the tenth). (Villain Design Handbook)</p><p>Finally, the creature must kill himself while standing in a coffin full of grave dirt, into which he falls after death. The preferred method is slashing the throat with a magical or ceremonial dagger. (Villain Design Handbook)</p><p>After all this, the base creature makes a single Will saving 0throw (DC 18). If he succeeds, he dies and becomes a free-willed vampire. If he fails, he simply dies (and is permanently deceased). If the potential base creature is NOT the brewer of the potion and his Will save comes up 1, he does become a vampire, but he is under the total control of the brewer of the potion. (Villain Design Handbook)</p><p>The new vampire rises from his coffin at nightfall 1d6 nights after the completion of the ceremony. (Villain Design Handbook)</p><p>Prerequisites: Brew Potion, Craft Wondrous Item feats; blood sacrifices; GP Cost: 16,000 gp (blood from a magical creature, dust from a vampire, one pound of mosquito/tick husks); XP Cost: 4,200. (Villain Design Handbook)</p><p>Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse. (Advanced Bestiary)</p><p>Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. (Advanced Bestiary)</p><p>If a variant vampire drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. (Book of Templates Deluxe 3.5)</p><p>The vampire is a powerful undead monster that spawns its own followers from living humans. (Complete Guide to Vampires)</p><p>Veldrane mold vampires spawn others of their kind, but a small fraction of their spawn are mutants: They are standard vampires. (Complete Guide to Vampires)</p><p>When a creature that breathed in a Veldrane vampire's spores is slain by a Veldrane mold vampire, it will rise in 6 days as a new Veldrane mold vampire. There is a 1% chance that it will rise as a standard vampire instead of a Veldrane mold vampire. (Complete Guide to Vampires)</p><p>A humanoid or monstrous humanoid slain by Dracula's energy drain or reduced to Constitution to 0 or lower through blood drain rises as a vampire 1d4 days after burial. (Creature Catalog)</p><p>If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. If the victim is a drow elf with 8 or more HD they return as a drow vampire. (Creature Catalog)</p><p>When one of his cohorts has proven himself to be one of his most dedicated and loyal followers, Gilden rewards him by making him a vampire. (Oathbound Wrack & Ruin)</p><p>Creatures drained to 0 Con [by a vampire] become spawn (=<4HD) or vampire (5HD+) under control of vampire. (The Lazy GM: Book of Brutes)</p><p>Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. (Kobold Quarterly 7)</p><p>When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse. (Kobold Quarterly 11)</p><p>One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire. (Kobold Quarterly 11)</p><p>When someone dies from a vampire bite, friends and family have little time to save their loved one’s soul. If they destroy the sire before the deceased rises as a vampire in 1-4 days, vampirism never settles on the corpse and the deceased’s soul remains free. (Kobold Quarterly 11)</p><p><strong>Vampire Spawn:</strong> Vampire spawn are undead creatures that come into being when vampires slay mortals. (SRD 3.5)</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. (SRD 3.5)</p><p>If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD. (SRD 3.5)</p><p>By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn. (Monster Manual V)</p><p>A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis)</p><p>If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. (Libris Mortis)</p><p>A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis)</p><p>If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. (Libris Mortis)</p><p>Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Libris Mortis)</p><p>A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. (Libris Mortis)</p><p>If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Libris Mortis)</p><p>If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit. (Libris Mortis)</p><p>An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. (Libris Mortis)</p><p>If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD. (Libris Mortis)</p><p>A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. (Libris Mortis)</p><p>A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. (Denizens of Dread)</p><p>If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. (Denizens of Dread)</p><p>A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. (Denizens of Dread)</p><p>If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. (Denizens of Dread)</p><p>Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Denizens of Dread)</p><p>A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. (Denizens of Dread)</p><p>If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Denizens of Dread)</p><p>If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit. (Denizens of Dread)</p><p>An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. (Denizens of Dread)</p><p>If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD. (Denizens of Dread)</p><p>A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. (Denizens of Dread)</p><p>A humanoid or monstrous humanoid slain by a vampiric dragon’s energy drain attack rises as a vampire spawn 1d4 days after death. (Draconomicon)</p><p>If a vampiric dragon instead drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. (Draconomicon)</p><p>Humanoids or monstrous humanoids slain by Arstyvrax’s energy drain rise as vampire spawn 1d4 days after death. Dragons slain by Arstyvrax’s energy drain, or young adult or younger dragons slain by Arstyvrax’s blood drain, rise as zombie dragons. Other creatures slain by Arstyvrax’s blood drain return as vampire spawn (if they had 4 or fewer HD), or as vampires (if they had 5 or more HD). (Eberron Dragons of Eberron (3.5))</p><p>Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD. (Eberron Five Nations)</p><p>A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Elite Opponents Creatures That Cannot Be)</p><p>A humanoid or monstrous humanoid slain by the vampiric vine horror's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Elite Opponents Creatures That Cannot Be II)</p><p>A humanoid or monstrous humanoid slain by the vampire night twist's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Elite Opponents Creatures That Cannot Be II)</p><p>A humanoid or monstrous humanoid slain by a monstrous vampire's energy drain rises as a vampire spawn 1d4 days after burial. If the monstrous vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Elite Opponents Variant Unicorns)</p><p>A humanoid or monstrous humanoid slain by Nadezda 's energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Fight Club The Vampire Werewolf)</p><p>A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Savage Progressions Gaining a Template Midcampaign)</p><p>For example, a junior cleric that offers great treasures to a vampire if the vampire destroys a rival cleric is committing an error. First, the cleric is helping the vampire by giving it wealth or magic. Second, the vampire might spawn the rival, worsening the problem. (Divine Masters: The Faiths and Followers of Tellene)</p><p>A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability. (Villain Design Handbook)</p><p>A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise. (Book of Templates Deluxe 3.5)</p><p>If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. (Book of Templates Deluxe 3.5)</p><p>A humanoid or monstrous humanoid slain by a drow vampire’s Con drain rises as a vampire spawn 1d4 days after burial. (Creature Catalog)</p><p>If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. If the victim is a drow elf with 8 or more HD they return as a drow vampire. (Creature Catalog)</p><p>The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. (Nemesis VII: Unsettled Spirits)</p><p>Creatures drained to 0 Con [by a vampire] become spawn (=<4HD) or vampire (5HD+) under control of vampire. (The Lazy GM: Book of Brutes)</p><p>Sir Milton funds Fellnacht's experiments through several layers of unscrupulous moneylenders, keeping his personal involvement to a minimum. He does, however, provide one key function for his very own mad scientist: producing vampire spawn as experimental fodder. H'kuk will kidnap a subject and place him or her in the cage, whereupon Sir Milton will drain the subject's blood and transform him or her into a vampire spawn. (World's Largest City)</p><p>When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse. (Kobold Quarterly 11)</p><p>One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire. (Kobold Quarterly 11)</p><p>Vampiric Armor magic armor. (Villain Design Handbook)</p><p><strong>Wight:</strong> Any humanoid slain by a wight becomes a wight in 1d4 rounds. (SRD 3.5)</p><p>A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. (SRD 3.5)</p><p>Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds. (Libris Mortis)</p><p>Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. (Complete Divine)</p><p>A humanoid that dies from this [evolved atropal scion's death gaze] attack is transformed into a wight 24 hours later. (Elder Evils (3.5))</p><p>Shortly before the fall of Shantar Othreier, a powerful moon elf high mage foresaw his nation’s inevitable defeat and placed himself and his small force of soldiers into a state of mystical stasis that would last until he could rally the defenders of Shantar Othreier once again. But the spell went disastrously wrong. (Forgotten Realms Lost Empires of Faerûn (3.5))</p><p>Although it did place the high mage and his forces in a deep slumber and tether their souls to their bodies, it did not halt the ravages of time. Now, after centuries of half-dead slumber, the high mage and his ghastly followers have arisen again, and they think the Crown Wars are still in progress. (Forgotten Realms Lost Empires of Faerûn (3.5))</p><p>Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim. (Dragon 336)</p><p>Any humanoid or monstrous humanoid slain by a vostarr becomes an undead thrall in 1d4 rounds. Spawn are under the command of the vostarr that created them and remain enslaved until its death. These spawn are normal wights as described in the Monster Manual and as such retain none of the abilities they had in life. (Villain Design Handbook)</p><p>Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds. (Advanced Bestiary)</p><p>After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens)</p><p>Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches)</p><p>Any humanoid slain by a barrowe becomes a wight in 1d4 rounds. (Creature Catalog)</p><p>Occasionally, a creature drained of all energy by a wight doesn't arise as a full wight. These unfortunate victims are known as half-wights. Until they drain enough energy from the living, the half-wight remains in this lesser state. (Creature Catalog)</p><p>Living creatures hit by a half-wight’s slam attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the half-wight gains 1 hit dice. When the half-wight reaches 4 HD it transforms into a wight. (Creature Catalog)</p><p>Any humanoid slain by a neglected ancestral spirit becomes a free-willed wight in 1d4 rounds. (Creature Catalog)</p><p>Any humanoid slain by a wailing wight becomes a wight in 1d4 rounds. (Creature Catalog)</p><p>Any humanoid slain by a king-wight becomes a wight in 1d4 rounds. (Creature Catalog)</p><p>Any humanoid slain by a Mystaran gargantua wight becomes a wight in 1d4 rounds. (Creature Catalog)</p><p>Any creature killed by the Gray Man’s energy drain rises as a wight under the control of the Gray Man 1d4 rounds after being slain. (Creature Collection III)</p><p>The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. (Nemesis VII: Unsettled Spirits)</p><p>Also at the Games Master’s discretion, the captain [of a death hulk] may be made into a more powerful form of undead such as a ghoul, wight, or something even more powerful. This is only likely to occur when the ship has been raised through supernatural means, and not the use of a raise death hulk spell. (Seas of Blood)</p><p>Humanoid slain by wight becomes wight under control of its killer in 1d4 rounds. (The Lazy GM: Undead and Other Fell Foes)</p><p>It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. (World's Largest City)</p><p>The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead. (World's Largest City)</p><p>Unfortunately, the denizens of the graveyard are restless, and seek to haunt the Baron until he embraces the family law. (Claw Claw Bite 3)</p><p>They have been haunted by their faded family name, and have withered into wights like their corrupt descendant. (Claw Claw Bite 3)</p><p>Any humanoid slain by the Baron becomes a wight in 1d4 rounds. (Claw Claw Bite 3)</p><p><em>Create Undead</em> spell. (True Sorcery)</p><p><em>Animate Undead III</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IV</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead V</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VI</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p><em>Animus Blizzard</em> epic spell. (Frostburn (3.5))</p><p>Scion of Atropus Negative Energy Aura power. (Elder Evils (3.5))</p><p><strong>Wraith:</strong> Wraiths are incorporeal creatures born of evil and darkness. (SRD 3.5)</p><p>Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (SRD 3.5)</p><p>Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (SRD 3.5)</p><p>Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds. (Heroes of Horror)</p><p>Wraiths kill mortally wounded Shrouds to turn them into new wraiths. (Eberron City of Stormreach (3.5))</p><p>The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik)</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik)</p><p>An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. (Elder Evils (3.5))</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). (Elder Evils (3.5))</p><p>Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. (Elder Evils (3.5))</p><p>When its leaders refused to join the new empire, the Nentyarch of Tharos destroyed the city. Today, the ruins are haunted by hundreds of wraiths and dread wraiths—the victims of the ancient nentyarch’s merciless wrath. (Forgotten Realms Lost Empires of Faerûn (3.5))</p><p>Any humanoid or monstrous humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. (Forgotten Realms Serpent Kingdoms (3.5))</p><p>If a creature is slain by this drain [from a wraith doorway dread doorway minor artifact], it rises as a wraith 1d4 rounds later. (Forgotten Realms Shining South (3.5))</p><p>A creature whose Constitution is reduced to 0 by Stygian ice rises as a wraith in 2d4 rounds. (Frostburn (3.5))</p><p>Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell. (Dragon 336)</p><p>The reason for their flight is apparent enough, as today the ruins are known to be haunted by the people who tragically died on the day Istar fell. They still dwell in the ruins, cursed to an agonizing existence as wraiths and ghosts. (War of the Lance (3.5))</p><p>A wraith, once an elven maiden corrupted by her own greed for magic, is permanently haunting this area. (War of the Lance (3.5))</p><p>According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on. (Svimohzia: The Ancient Isle)</p><p>Any humanoid or monstrous humanoid slain by an avildar becomes a wraith in 1d4 rounds. (Villain Design Handbook)</p><p>Any humanoid slain by a ghost mount's drain rider ability becomes a free-willed wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Creature Catalog)</p><p>Any humanoid slain by a wraith-king becomes a wraith in 1d4 rounds. (Creature Catalog)</p><p>Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert)</p><p>A collection of shadows and wraiths, disenfranchised from the humanoid undead kingdoms, unwelcome among the bugdead, call the Forbidden Mountains their home. These spirits are those of an ancient tribe of giants which once lived in Ulyan. The bare plains provided little for them to eat, however, and the giants gradually died out, long before the Cleansing Wars. (Secrets of the Dead Lands)</p><p>The giant tribe had called the pre-Ruin hills which originally stood here home, and it was here that they laid their tired and hungry bones as they starved to death. (Secrets of the Dead Lands)</p><p>Things changed – somewhat – in the burbling aftermath of the Obsidian Flood. The Nameless Shaman rose easily to the surface of the obsidian, and he liked what he saw. The jagged glaciers of blackglass, tumbled and razor-sharp, seemed to him a vast improvement over the hills of Ulyan. Surely all who dwelt in this land were now as dead as he and his people! Indeed, many of the giant’s people, their bones incinerated by the obsidian, rose to join him as lesser wraiths, many of them crimson-tinged through the shaman’s own taint. (Secrets of the Dead Lands)</p><p>If a creature is reduced below 0 level by negative energy [from an immortal's invoke the end of all things power] it rises from the dead as a wraith under the Immortal’s personal control within 1d4 days. (The Book of Immortals)</p><p>Matter cannot endure here [in the Uttermost Abyss], unless it is protected by a death ward. Unprotected characters or objects quickly disintegrate – objects become dust, creatures become wraiths. (The Book of the Planes)</p><p>The crypts of Dunmorgause went untouched by the Fey, who find human bones in iron caskets deeply distasteful. However, when the castle became disjoined from the Material Plane, the strong atmosphere of death in the crypts transformed all the graves into portals to the Negative Material Plane. The dead of the line of Daen awoke as a host of wraiths and spectres. (The Book of the Planes)</p><p>Negative Dominant planar trait. (The Book of the Planes)</p><p>After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (The Dread Codex)</p><p>Any humanoid slain by wraith becomes wraith in 1d4 rounds, under control of creating wraith. (The Lazy GM: Undead and Other Fell Foes)</p><p>The creation of a wraith requires a soul. Twisting the soul into a wraith requires an elaborate ritual that suffuses the soul with the essence of darkness and evil. (Kobold Quarterly 7)</p><p>CL 7th, Create Undead, darkness, enervation, gaseous form; Market Price 1,000 gp; Cost to Create 500gp + 40 XP (Kobold Quarterly 7)</p><p><em>Create Greater Undead</em> spell. (SRD 3.5)</p><p><em>Create Greater Undead</em> spell. (Complete Divine)</p><p><em>Create Greater Undead</em> spell caster level 16th-17th. (Player's Handbook (3.5))</p><p><em>Create Greater Undead</em> spell. (Divine Masters: The Faiths and Followers of Tellene)</p><p><em>Create Greater Undead</em> spell. (Advanced Player's Manual)</p><p><em>Create Greater Undead</em> spell. (Advanced Race Codex Drow)</p><p><em>Create Greater Undead</em> spell. (Trojan War)</p><p><em>Create Undead</em> spell. (True Sorcery)</p><p><em>Create Undead Call Wraith</em> spell. (True Sorcery)</p><p><em>Create Undead Greater</em> spell, caster level 16th to 17th. (Ultimate Divine Spellbook)</p><p><em>Animate Undead V</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VI</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Her Fury magic weapon. (Advanced Race Codex Drow)</p><p>Major Spectral magic weapon. (Advanced Gamemaster's Guide)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p><strong>Dread Wraith:</strong> The oldest and most malevolent wraiths. (SRD 3.5)</p><p>When its leaders refused to join the new empire, the Nentyarch of Tharos destroyed the city. Today, the ruins are haunted by hundreds of wraiths and dread wraiths—the victims of the ancient nentyarch’s merciless wrath. (Forgotten Realms Lost Empires of Faerûn (3.5))</p><p>The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. (Player's Handbook II)</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>The house is actually the former dwelling of a group of demonic cultists who sought favor with the Demon Prince Demogorgon. When the murders in the tenements occurred this group was to blame, but rather than reward his adherents, Demogorgon cursed them to become dread wraiths and delighted as they fell upon one another as the roof to their dwelling caved in, burying them alive. (Oerth Journal 23)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Zombie:</strong> Zombies are corpses reanimated through dark and sinister magic. (SRD 3.5)</p><p>“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). (SRD 3.5)</p><p>Creatures killed by a mohrg rise after 1d4 days as zombies. (SRD 3.5)</p><p>If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. (SRD 3.5)</p><p>As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies. (Monster Manual III)</p><p>As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies. (Monster Manual III)</p><p>Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage. Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch. (Monster Manual V)</p><p>Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds. (Libris Mortis)</p><p>Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. (Libris Mortis)</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Libris Mortis)</p><p>Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. (Libris Mortis)</p><p>Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. (Libris Mortis)</p><p>Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. (Libris Mortis)</p><p>Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror)</p><p>Child of Chemosh Greater Create Spawn ability. (Bestiary of Krynn Revised)</p><p>Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. (Denizens of Dread)</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Denizens of Dread)</p><p>Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. (Denizens of Dread)</p><p>Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. (Denizens of Dread)</p><p>The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves. (Drow of the Underdark (3.5))</p><p>The funerary tradition of House Xaniqos is to summon a fiendish monstrous spider to enshroud the dead in webbing, which preserves the bodies until they can be transported back to the caverns beneath the Xaniqos estate. There, spiders drain the corpses of fluids at their leisure, and the husks are animated to serve the house as zombie slaves. (Drow of the Underdark (3.5))</p><p>Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. (Denizens of Dread)</p><p>Wraiths kill mortally wounded Shrouds to turn them into new wraiths; if this fails, the gang’s leader raises the dead Shroud as a zombie. (Eberron City of Stormreach (3.5))</p><p>Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie). (Eberron Secrets of Sarlona)</p><p>The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik)</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik)</p><p>Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War)</p><p>Restless Dead (Elder Evils (3.5))</p><p>“Too long have we reveled in our wickedness, too long have we sampled the forbidden—now the gods shun us, sealing the gates to heaven and leaving us lost among the dead.” (Elder Evils (3.5))</p><p>When this sign appears, the demarcation between life and death grows ever more blurry. After souls depart, their bodies stir in a wretched existence neither alive nor dead. The sign of the restless dead first makes itself known by isolated occurrences of zombies and skeletons in the community. As it strengthens, the undead plague increases. Corpses pull themselves free from graves, slaughtering former friends and lovers and swelling their ranks until only the shuffling dead remain. (Elder Evils (3.5))</p><p>Effect: In the early stages of this sign, only a few of the dead spontaneously animate. Necromancy magic becomes more efficacious, while healing magic is suppressed. As the sign intensifies, more and more corpses rise, growing stronger all the while. (Elder Evils (3.5))</p><p>Details: Atropus (Chapter 2) is associated with this sign. (Elder Evils (3.5))</p><p>SIGN: RESTLESS DEAD (Elder Evils (3.5))</p><p>Atropus’s presence in the sky causes the dead to rise from their graves. (Elder Evils (3.5))</p><p>Faint: Necromancy spells and spell-like abilities are cast at +2 caster level. Whenever a living creature dies, a 20% chance exists that it will spontaneously rise as a zombie (MM 265) in 1d4 rounds. (Elder Evils (3.5))</p><p>Moderate: As faint, but the chance of spontaneous animation increases to 40%. In addition, the entire campaign setting is affected as if by a desecrate spell (PH 218). Casting consecrate removes this effect in the spell’s area until its duration expires. (Elder Evils (3.5))</p><p>Strong: As moderate, but the chance of spontaneous animation increases to 80%. Even creatures that died before this sign manifested begin to rise as skeletons or zombies, depending on the condition of their corpses. In addition, the campaign setting is affected as if by an unhallow spell (PH 297). Casting hallow removes this effect in the spell’s area. (Elder Evils (3.5))</p><p>All conjuration (healing) spells and similar spell-like abilities are impeded, meaning that a caster must succeed on a Spellcraft check (DC 20 + the level of the spell) or lose the spell or spell slot without effect. (Elder Evils (3.5))</p><p>Overwhelming: As strong, but any creature that dies automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies. All undead creatures gain an extra 2 hit points per Hit Die. In addition, they gain turn resistance equal to one-quarter of their Hit Die total (1–7 HD grants +1 turn resistance, 8–15 HD grants +2, 16–23 HD grants +3, and so on). This bonus stacks with any turn resistance a creature already possesses. (Elder Evils (3.5))</p><p>An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. (Elder Evils (3.5))</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). (Elder Evils (3.5))</p><p>Worms: These spaces contain the worms of Kyuss. A character moving through one of these spaces becomes infested with a worm. The worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. At the end of the character’s next turn, the worm burrows into its host’s flesh (a creature with a +5 or greater natural armor bonus is immune to this effect). The worm makes its way to its victim’s brain, dealing 1 point of damage each round for 1d4+1 rounds. At the end of that period, it reaches the brain, where it deals 1d2 points of Intelligence damage each round until it’s killed or it slays its host, which occurs when the victim’s Intelligence is reduced to 0. (Elder Evils (3.5))</p><p>A remove curse or remove disease effect destroys the worm while it’s within the host. Dispel evil or neutralize poison delays the worm’s progress for 10d6 minutes. A successful DC 20 Heal check extracts the worm and kills it in the process. (Elder Evils (3.5))</p><p>A Small, Medium, or Large creature slain by the worm rises as a spawn of Kyuss (MM2 186) 1d6+4 rounds later. Smaller creatures rot away, while larger creatures gain the zombie template. (Elder Evils (3.5))</p><p>The Guild of Portagers used to charge outrageous prices to move goods, three hundred or more years ago. The Red Wizards of the time grew frustrated with the arrangement—homicidally so. They killed most of the portagers and animated them as zombies. (Forgotten Realms Unapproachable East (3.5))</p><p>Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful into normal zombies. (Dragon 336)</p><p>a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size. (Dragon 336)</p><p>Most dragons who drink directly from the Well of Dragons are stricken down and die immediately, animating as mindless zombie dragons in 1d4 days. (Dragon 344)</p><p>Creatures killed by a shadow mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs)</p><p>Creatures killed by a spellstitched mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs)</p><p>Creatures killed by the fiendgrafted mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs)</p><p>Creatures killed by Kurge rise after 1d4 days as zombies under his control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs)</p><p>As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 10 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. (Fight Club Voidmind Rot Reaver)</p><p>As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver fighter 4 can animate 14 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. (Fight Club Voidmind Rot Reaver)</p><p>As a standard action, the voidmind rot reaver fighter 8 can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 18 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. (Fight Club Voidmind Rot Reaver) </p><p>The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death") </p><p>The Harvesters know that through their actions and devotion to the King of the Undead they will be rewarded at death by being granted undead status. The number and strength of the souls that a cleric takes directly reflect on his future undead status and dying while attempting to take a soul is said to grant automatic undeath. However, many clerics fear dying before harvesting enough souls, and thus attaining only zombie status. (Divine Masters: The Faiths and Followers of Tellene)</p><p>By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play. (Trove of Treasure Maps)</p><p>Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. (Villain Design Handbook)</p><p>Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran). (Villain Design Handbook)</p><p>First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template. (Villain Design Handbook)</p><p>He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each). (Villain Design Handbook)</p><p>Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead. (Villain Design Handbook)</p><p>Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature. (Villain Design Handbook)</p><p>Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template. (Villain Design Handbook)</p><p>Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds. (3rd Era Freeport Companion)</p><p>Any creature killed by a dread mohrg rises as a zombie in 1d4 days. (Advanced Bestiary)</p><p>The animate dead spell normally only creates zombies, skeletons, or bugdead. (Athasian Emporium)</p><p>When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them. (Behind the Spells: Animate Dead)</p><p>When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them. (Behind the Spells: Compendium)</p><p>If a weapon with this quality [animating] inflicts enough damage to bring a living target below zero hit points, the target must succeed a Fortitude save (DC 20) or be instantly turned into a skeleton or zombie (wielder’s choice). (Behind the Spells: Compendium)</p><p>The spell focused a considerable electrical charge into Vask’s palm; a charge that took the shape of any symbol the sorcerer chose. In this case, Vask chose his personal symbol—a stylized “V” within a circle—with which to brand his newly acquired property. Each adult male was branded on the back of the left-hand wrist. As if this humiliation was not enough, the magical electricity was quite painful and some men did not survive the procedure. These, Vask coolly noted to the others, were not worthy of his lordship. After dismissing his newly minted slaves, he raised the slain men as zombies to serve inside the keep aside the unseen servants Vask commonly used. (Behind the Spells: Compendium)</p><p>The spell focused a considerable electrical charge into Vask’s palm; a charge that took the shape of any symbol the sorcerer chose. In this case, Vask chose his personal symbol—a stylized “V” within a circle—with which to brand his newly acquired property. Each adult male was branded on the back of the left-hand wrist. As if this humiliation was not enough, the magical electricity was quite painful and some men did not survive the procedure. These, Vask coolly noted to the others, were not worthy of his lordship. After dismissing his newly minted slaves, he raised the slain men as zombies to serve inside the keep aside the unseen servants Vask commonly used. (Behind the Spells: Shocking Grasp)</p><p>A cavern crawler is a peculiar undead creature that resembles the animated exoskeleton of a gigantic centipede. What makes the creature so deadly is that its bite transforms its victims into zombies under its control. (Bestiary Nefarious - Monsters of The East)</p><p>The bite of a cavern crawler injects the victim with a deadly poison that transforms the victim into a zombie under the cavern crawler's control if the save is failed (injury; DC 15; Init: 1d4 Con; Sec: Transformation) (Bestiary Nefarious - Monsters of The East)</p><p>Likewise, the Lord of Nightmares can cause any dead creature within 30 feet to suddenly rise and animate as a zombie or skeleton. (Bestiary Nefarious - Monsters of The East)</p><p>The claw attack of an urqi drains the vital energy of victims that it touches. Each successful energy drain bestows one negative level. If an attack that includes an energy drain scores a critical hit, it drains twice the given amount. The urqi gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. After 24 hours, the victim must make a DC 14 Fort save per level drained or the drain becomes permanent. A victim who gains a number of negative levels that exceeds it hit dice or character level is instantly slain and rises in 1d4 rounds as a zombie under the urqi’s control. (Bestiary Nefarious - Monsters of The East)</p><p>After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens)</p><p>Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. (Complete Minions)</p><p>As a full round action, a dowagu may place a dark tattoo upon a helpless creature. This mark cannot be removed through anything short of divine intervention or the destruction of the dowagu's master, the Raja Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange or alter self, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form. Upon the marked victim's death, it becomes a zombie (or greater undead, at the DMs discretion) under the control of the Raja Ambuchar Devayam. The new undead will immediately seek out the Raja to receive orders. (Creature Catalog)</p><p>Le Grand Zombi is continuously surrounded by an aura of negative energy to a range of 40 feet. This functions as a desecrate spell centered on Le Grand Zombi, who is considered to be a permanent fixture dedicated to a deity (thus granting a –6 profane penalty on turning checks, +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD for undead in the area). Additionally, all corpses within the area arise as zombies or skeletons (depending on the freshness of the corpse), under the command of Le Grand Zombi. (Creature Catalog)</p><p>A master lich possesses great power over lesser undead, and can quickly create an army of undead skeletons and zombies from any corpses it finds. (Creature Catalog)</p><p>Any humanoid or monstrous humanoid slain by a zombire becomes a zombie in 1d4 rounds. Zombie spawn are under the command of the zombire that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a zombire instead become free-willed zombires. (Creature Catalog)</p><p>For several minutes after the bleak crow captures a soul, its plumage becomes luminescent, emitting a soft, eerie light and giving the bird an almost ghostly appearance. The body of an individual whose soul is thus captured rises as a mindless undead creature under the Crow’s control. (Creature Collection III)</p><p>As a standard action, a bleak crow can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the crow must be able to see the body to use this ability. The crow makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the crow captures the soul, and the body immediately rises as an undead servant of the crow. (Creature Collection III)</p><p>The undead servant is identical with a zombie of equal size. (Creature Collection III)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. (Creature Collection III)</p><p>An opponent slain in any way by the Gray Man other than by energy drain animates as a zombie under the Gray Man’s control 1d4 rounds after being slain. (Creature Collection III)</p><p>Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies. (Creatures of Freeport)</p><p>Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. (Creatures of Freeport)</p><p> Any living creature slain by an undead dsaliq’s poison becomes a zombie in 1d4 rounds. (Faces of the Dead Lands)</p><p>Ral‘nat can animate one deceased creature within 30 feet as a swift action into a zombie. Ral‘nat can [not animate and control more than] 20 HD of undead this way. (Faces of the Forgotten North)</p><p>Every time the time stop effect [of the Confronter Orb of Kalid-Ma artifact] is activated, all dead creatures in the area of effect are reanimated as zombies as if by the animate dead spell, except the possessor or the Orb has no control over the animated creatures. (Legends of Athas)</p><p>Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods)</p><p>Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. It does not possess any of the abilities it had in life. (Monster Geographica Underground)</p><p>The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie. (Monster Geographica Underground)</p><p>Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds. (Monster Geographica Marsh and Aquatic)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest)</p><p>As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook. (Monster Geographica Plains and Desert)</p><p>The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefit of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook. (Monster Geographica Plains and Desert)</p><p>On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. (Monster Geographica Plains and Desert)</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert)</p><p>Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2)</p><p>Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2)</p><p>Death hulks may be created through the use of a raise death hulk spell or through supernatural events – it is said many death hulks still sail the world, powered only by the eternal desire of their captain to complete some unfinished voyage, or to exact revenge upon those who originally sent his ship to the bottom of the ocean. (Seas of Blood)</p><p>Crew are now either skeletons or zombies, at the Games Master’s discretion. (Seas of Blood)</p><p>Any type of ship may be raised this way [by a raise death hulk spell] and it will have a full complement of crew, usually zombies, though skeletons may also appear if the ship has lain at the bottom of the sea for more than a year. The Games Master is the final arbitrator of the ship type and the nature of its crew. (Seas of Blood)</p><p>A creature reduced to 0 Constitution by a gray touched creature‘s attacks rises as a zombie under that creature‘s control 24 hours later. (Terrors of Athas)</p><p>Athas has its mindless undead, of course, animated automatons created to serve their masters. These undead are usually skeletons and zombies animated from any bones, huge beasts or small rodents, fallen warriors or spellcasters, returned in undeath to serve as slaves. (Terrors of the Dead Lands)</p><p>Hails of arrows [from an undead bonecage] are normally followed up with a barrage of necromantic spells, turning any fallen sailors into zombies. (The Book of the Sea)</p><p>Anyone killed by a bite attack from a godhusk arises as a zombie under the control of the husk. Clerics and other divine spellcasters instead become liches serving the husk. (The Book of the Sea)</p><p>Deathcalm magical weather. (The Book of the Sea)</p><p>Living creatures killed by a deadwood tree rise in 16 rounds as zombies. (The Dread Codex)</p><p>Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies. (The Dread Codex)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex)</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (The Dread Codex)</p><p>Creatures slain by mohrg rise as zombies under its control in 1d4 days. (The Lazy GM: Undead and Other Fell Foes)</p><p>When you imagine a zombie, I imagine you picture a shambling, rotting corpse animated by the forces of necromancy. It will help us both if you put that image to one side for now – yes, what you believe is certainly true, but it is only a part of what I mean when I talk of the Risen. (The Lords of the Night: Zombies)</p><p>Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One. (The Lords of the Night: Zombies)</p><p>If frost zombies are placed in warmer climes, they lose 1 hit point per minute until they collapse, rising 1d6 rounds later as a standard zombie. (The Lords of the Night: Zombies)</p><p>There are many types of zombie, each created differently. While most are corpses held together by magic, this is not always the case. The form of creation determines how long a zombie will remain in existence. Zombies animated by magic can last considerably longer than those created by a disease or through more natural means. (The Lords of the Night: Zombies)</p><p>A character reduced to -1 hit points from the Black Shivering, rises up as a standard zombie in 1d3 days. (The Lords of the Night: Zombies)</p><p>A character that dies while suffering from Contagion rises up as a standard zombie within 1d4 days. (The Lords of the Night: Zombies)</p><p>A character reduced to 0 Constitution from the Entropy disease, rises up as a standard zombie in 24 hours. (The Lords of the Night: 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. (Tome of Horrors Revised)</p><p>Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. (Tome of Horrors Revised)</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>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). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails. (Tome of Horrors II).</p><p>A zombie requires an intact, or nearly intact, fleshy corpse. A dismembered corpse can be stitched back together with a DC 15 Heal check, but all body parts must come from the same corpse. (Kobold Quarterly 7)</p><p>Caster level equal to half the HD of the zombie, Create Undead, gentle repose; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD (Kobold Quarterly 7)</p><p><em>Animate Dead</em> spell. (SRD 3.5)</p><p><em>Animate Dead</em> spell. (Player's Handbook (3.5))</p><p><em>Greater Seed of Undeath</em> spell. (Complete Mage)</p><p><em>Plague of Undead</em> spell. (Libris Mortis)</p><p><em>Plague of Undead</em> spell. (Heroes of Horror)</p><p><em>Plague of Undead</em> spell. (Spell Compendium)</p><p><em>Seed of Undeath</em> spell. (Complete Mage)</p><p><em>Animate Dead</em> spell. (Divine Masters: The Faiths and Followers of Tellene)</p><p><em>Animate Crew</em> spell. (The Book of the Sea)</p><p><em>Animate Dead</em> spell. (Advanced Player's Manual)</p><p><em>Animate Dead</em> spell. (Advanced Race Codex Drow)</p><p><em>Animate Dead</em> spell. (Dark Sun 3 3.5 r7)</p><p><em>Animate Dead</em> spell. (Ultimate Divine Spellbook)</p><p><em>Corpse Soldiers</em> spell. (Behind the Spells: Animate Dead)</p><p><em>Corpse Soldiers</em> spell. (Behind the Spells: Compendium)</p><p><em>Create Undead</em> spell. (True Sorcery)</p><p><em>Create Undead Bones and Flesh</em> spell. (True Sorcery)</p><p><em>Grave Storm</em> spell. (The Quintessential Wizard)</p><p><em>Horrorswell</em> spell. (The Book of the Sea)</p><p><em>Kidnap Soul</em> spell. (Ultimate Divine Spellbook)</p><p><em>Mark of Thralldom</em> spell. (The Player's Guide to Arcanis)</p><p><em>My Life for Yours</em> spell. (The Dread Codex)</p><p><em>Necromantic Aura</em> spell. (Ultimate Divine Spellbook)</p><p><em>Puppets of Death</em> spell. (Complete Guide to Liches)</p><p><em>Power Word Reanimate</em> spell. (The Lords of the Night: Zombies)</p><p><em>Raise Death Hulk</em> spell. (Seas of Blood)</p><p><em>Risen Armies</em> spell. (Ultimate Divine Spellbook)</p><p><em>Rite of Returning</em> spell. (The Lords of the Night: Zombies)</p><p><em>Animate Undead I</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead II</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead III</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IV</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead V</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VI</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead VIII</em> spell. (Kobold Quarterly 7)</p><p><em>Animate Undead IX</em> spell. (Kobold Quarterly 7)</p><p>Blessed Spawn of Kyuss Bestow Worm power. (Elder Evils (3.5))</p><p>Ether zombie's Echoes of Life power. (The Lords of the Night: Zombies)</p><p>Kasha Lom's Deathless Master's Touch power. (Oerth Journal 24)</p><p>Animating Door magic item. (Forgotten Realms Shining South (3.5))</p><p>Animating weapon quality. (Behind the Spells: Animate Dead)</p><p>Dnulper magic weapon. (3rd Era Freeport Companion)</p><p>Elixir of the Unfailing Servant magic item. (Drow of the Underdark (3.5))</p><p>Emerald Reanimator Eldritch Machine magic item. (Eberron Campaign Setting)</p><p>Stanchion of Second Birth Greater magic item. (Athasian Emporium)</p><p>Stanchion of Second Birth Lesser magic item. (Athasian Emporium)</p><p>Undead Generation Plinth magic item. (The Book of Strongholds & Dynasties)</p><p>Zombie Missile magic item. (Oathbound Arena)</p><p>Grave Rot disease. (Advanced Gamemaster's Guide)</p><p>Zombie Rage disease. (Bestiary Nefarious - Monsters of The East)</p><p>The Dead Walk warlock lesser invocation. (Complete Arcane)</p><p>Create Undead feat. (Kobold Quarterly 7)</p><p>Zone of Animation feat. (Complete Divine)</p><p>Die Again Executioner power. (Faces of the Forgotten North)</p><p><strong>Zombie Bugbear:</strong> ?</p><p><strong>Zombie Gray Render:</strong> ?</p><p><strong>Zombie Human Commoner:</strong> Gravewind keeps a pack of 10 zombies animated from the crews of other ships he has successfully plundered here. (Oerth Journal 19)</p><p><strong>Zombie Kobold:</strong> ?</p><p><strong>Zombie Minotaur:</strong> ?</p><p><strong>Zombie Ogre:</strong> Though initially there was all the jockeying and violence that comes from such brutes trying to determine a pecking order among themselves, the ogres have established themselves well enough to work together and regard one another as kin. The process, however, left quite a few of them dead. This didn’t concern the Daughters, who used the available corpses to master their covey ability to cast animate dead. (Stormwrack (3e))</p><p>Upon forming a true covey, the Daughters of Mahogra wasted no time applying their newly acquired animate dead ability to animate the corpses of their ogre servants who died, continuing the usefulness of those mighty guardians in death. (Stormwrack (3e))</p><p>Their preparations for animation take place in the dead-chamber. The ogres are shaved of every bit of hair, and the hair twisted into rope. The limbs of the corpse are braided with driftwood and twisted hair-rope to give them rigidity and strength, for the hags believe that the source of a creature’s strength is in its hair. The zombies’ mouths are sewn shut before they are animated so that the animating spirit the hags instill in their servants cannot escape. (Stormwrack (3e))</p><p>The hags’ zombie servitors are prepared here in the dead-chamber, shaved of all hair, driftwood lashed to limbs by twisted hair-rope, and mouths sewn shut. (Stormwrack (3e))</p><p><strong>Zombie Troglodyte:</strong> ?</p><p><strong>Zombie Umber Hulk:</strong> ?</p><p><strong>Zombie Wyvern:</strong> ?</p><p></p><p>[/spoiler]</p><p></p><p>3.5 WotC[spoiler]</p><p>SRDs[spoiler]</p><p>SRD 3.5:</p><p>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Allip:</strong> An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.</p><p><strong>Bodak:</strong> Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.</p><p>Humanoids who die from a bodak’s death gaze attack are transformed into bodaks 24 hours later.</p><p><strong>Devourer:</strong> ?</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Ghost:</strong> Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.</p><p>“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.</p><p><strong>Ghoul:</strong> An afflicted humanoid with less than 4 HD who dies of ghoul fever rises as a ghoul at the next midnight.</p><p><em>Create Undead</em> spell.</p><p><strong>Lacedon:</strong> ?</p><p><strong>Ghast:</strong> An afflicted humanoid with 4 or more HD who dies of ghoul fever rises as a ghast at the next midnight.</p><p><em>Create Undead</em> spell.</p><p><strong>Lich:</strong> A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.</p><p>“Lich” is an acquired template that can be added to any humanoid creature provided it can create the required phylactery.</p><p>The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.</p><p>An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force.</p><p>Each lich must make its own phylactery, which requires 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 and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.</p><p>As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence.</p><p>The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor).</p><p>Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency.</p><p><strong>Mohrg:</strong> Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.</p><p><em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.</p><p><em>Create Undead</em> spell.</p><p><strong>Mummy Lord: </strong>Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature.</p><p><strong>Nightshade:</strong> Nightshades are powerful undead composed of equal parts darkness and absolute evil.</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a shadow becomes a shadow within 1d4 rounds.</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Shadow Greater:</strong> ?</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.</p><p>“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>Human Warrior Skeleton:</strong> ?</p><p><strong>Wolf Skeleton:</strong> ?</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Chimera Skeleton:</strong> ?</p><p><strong>Ettin Skeleton:</strong> ?</p><p><strong>Advanced Megaraptor Skeleton:</strong> ?</p><p><strong>Cloud Giant Skeleton:</strong> ?</p><p><strong>Young Adult Red Dragon Skeleton:</strong> ?</p><p><strong>Spectre: </strong>Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. </p><p><em>Create Greater Undead</em> spell.</p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).</p><p>If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a vampire if it had 5 or more HD.</p><p><strong>Vampire Spawn:</strong> Vampire spawn are undead creatures that come into being when vampires slay mortals.</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.</p><p>If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD.</p><p><strong>Wight:</strong> Any humanoid slain by a wight becomes a wight in 1d4 rounds.</p><p>A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight.</p><p><strong>Wraith: </strong>Wraiths are incorporeal creatures born of evil and darkness.</p><p>Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Dread Wraith:</strong> The oldest and most malevolent wraiths.</p><p><strong>Zombie:</strong> Zombies are corpses reanimated through dark and sinister magic.</p><p>“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).</p><p>Creatures killed by a mohrg rise after 1d4 days as zombies.</p><p>If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside.</p><p><em>Animate Dead</em> spell.</p><p><strong>Kobold Zombie:</strong> ?</p><p><strong>Human Commoner Zombie:</strong> ?</p><p><strong>Troglodyte Zombie:</strong> ?</p><p><strong>Bugbear Zombie:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Minotaur Zombie:</strong> ?</p><p><strong>Wyvern Zombie:</strong> ?</p><p><strong>Umber Hulk Zombie:</strong> ?</p><p><strong>Gray Render Zombie:</strong> ?</p><p></p><p><em>Animate Dead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 3, Death 3, Sor/Wiz 4</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</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 or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.</p><p>The undead 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 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.) 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.</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 true anatomy.</p><p>Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.</p><p></p><p><em>Create Undead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</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 create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is 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>Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.</p><p></p><p><em>Create Greater Undead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 8, Death 8, Sor/Wiz 8</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 you can create is 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>[/spoiler]</p><p></p><p>3.5 Psionics SRD:</p><p>[spoiler]</p><p><strong>Undead Psionic Creature:</strong> ?</p><p><strong>Caller in Darkness:</strong> A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror.</p><p><strong>Caller in Darkness:</strong> A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror. (Psionics Unbound)</p><p>[/spoiler]</p><p></p><p>3.5 Epic SRD:</p><p>[spoiler]<strong>Atropal:</strong> ?</p><p><strong>Demilich: </strong>“Demilich” is a template that can be added to any lich.</p><p>A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part.</p><p>The process of becoming a demilich can be undertaken only by a lich acting of its own free will.</p><p>Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich.</p><p><strong>Hunefer:</strong> ?</p><p><strong>Lavawight:</strong> Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds.</p><p><strong>Shadow of the Void:</strong> ?</p><p><strong>Shape of Fire:</strong> ?</p><p><strong>Winterwight: </strong>Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds.</p><p></p><p><strong>Mummy 18 HD: </strong>A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (srd 3.5 epic)</p><p>A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (Epic Monsters)</p><p><em>Mummy Dust</em> epic spell (srd 3.5 epic)</p><p></p><p><strong>Spectre:</strong> Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later).</p><p></p><p>Mummy Dust</p><p>Necromancy [Evil]</p><p>Spellcraft DC: 35</p><p>Components: V, S ,M, XP</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Effect: Two 18-HD mummies</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>To Develop: 315,000 gp; 7 days; 12,600 XP. Seed: animate dead (DC 23). Factors: 1-action casting time (+20 DC). Mitigating factors: burn 400 XP (–4 DC), expensive material component (ad hoc –4 DC).</p><p>When the character sprinkles the dust of ground mummies in conjunction with casting mummy dust, two Large 18-HD mummies (see below) spring up from the dust in an area adjacent to the character. The mummies follow the character’s every command according to their abilities, until they are destroyed or the character loses control of them by attempting to control more Hit Dice of undead than he or she has caster levels.</p><p>Material Component: Specially prepared mummy dust (10,000 gp).</p><p>XP Cost: 2,000 XP.</p><p>Mummy, Advanced: CR 8; Large undead; HD 18d12+3; hp 120; Init -1; Spd 20 ft.; AC 20, touch 8, flat-footed 20; Base Atk +9; Grp +24; Atk +20 melee (1d8+16 plus mummy rot); Full Atk +20 melee (1d8+16 plus mummy rot); Space/Reach 10 ft./10 ft.; SA Despair, mummy rot; SQ Damage reduction 5/–, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort +8, Ref +7, Will +13; Str 32, Dex 8, Con --, Int 6, Wis 14, Cha 15. Skills and Feats: Hide -5, Listen +9, Move Silently +10, Spot +9; Alertness, Blind-Fight, Great Fortitude, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (slam).</p><p>Despair (Su): At the sight of a mummy, the viewer must succeed at a Will save (DC 21), or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy’s despair ability for one day. Mummy Rot (Su): Supernatural disease—slam, Fortitude save (DC 21), incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.</p><p>An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>WotC Books[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/148765/Monster-Manual-35?affiliate_id=17596" target="_blank">Monster Manual:</a>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Allip:</strong> An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.</p><p><strong>Bodak:</strong> Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.</p><p>Humanoids who die from this attack are transformed into bodaks 24 hours later.</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghost:</strong> Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.</p><p>“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature must have a Charisma score of at least 6.</p><p><strong>Ghost Human Fighter 5:</strong> ?</p><p><strong>Ghoul:</strong> Ghouls are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul.</p><p>An afflicted 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, not a ghoul.</p><p>Ghoul Fever.</p><p><strong>Lacedon:</strong> ?</p><p><strong>Ghast:</strong> An afflicted 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, not a ghoul.</p><p>Ghoul Fever.</p><p><strong>Lich:</strong> A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.</p><p>Even the least of these creatures was a powerful person in life, so they often are draped in once-grand clothing.</p><p>“Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery.</p><p>The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.</p><p>An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force.</p><p>Each lich must make its own phylactery, which requires 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 and 4,800 XP 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. Other forms of phylacteries can exist, such as rings, amulets, or similar items.</p><p><strong>Lich Human Wizard 11:</strong> ?</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Lich Nonhumanoid:</strong> ?</p><p><strong>Mohrg:</strong> Mohrgs are reahe animated corpses of mass murderers or similar villains who died without atoning for their crimes.</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.</p><p><strong>Mummy Lord:</strong> Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death.</p><p>Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature.</p><p><strong>Nightshade:</strong> Nightshades are powerful undead composed of equal parts darkness and absolute evil.</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.</p><p>“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>Human Warrior Skeleton:</strong> ?</p><p><strong>Wolf Skeleton:</strong> ?</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Chimera Skeleton:</strong> ?</p><p><strong>Ettin Skeleton:</strong> ?</p><p><strong>Advanced Megaraptor Skeleton:</strong> ?</p><p><strong>Cloud Giant Skeleton:</strong> ?</p><p><strong>Young Adult Red Dragon Skeleton:</strong> ?</p><p><strong>Spectre:</strong> Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.</p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.</p><p>If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD.</p><p><strong>Vampire Human Fighter 5:</strong> ?</p><p>The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. (Player's Handbook II)</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Vampire Half-Elf Monk 9/Shadowdancer 4:</strong> ?</p><p>The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. (Player's Handbook II)</p><p><strong>Vampire Spawn:</strong> Vampire spawn are undead creatures that come into being when vampires slay mortals.</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.</p><p>If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD.</p><p><strong>Wight:</strong> Wights are undead creatures given a semblance of life through sheer violence and hatred.</p><p>Any humanoid slain by a wight becomes a wight in 1d4 rounds.</p><p><strong>Wraith:</strong> Wraiths are incorporeal creatures born of evil and darkness.</p><p>Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p><strong>Dreadwraith:</strong> The oldest and most malevolent wraiths.</p><p><strong>Zombie:</strong> Zombies are corpses reanimated through dark and sinister magic.</p><p>“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system</p><p>Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control.</p><p><strong>Kobold Zombie:</strong> ?</p><p><strong>Human Commoner Zombie:</strong> ?</p><p><strong>Troglodyte Zombie:</strong> ?</p><p><strong>Bugbear Zombie:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Minotaur Zombie:</strong> ?</p><p><strong>Wyvern Zombie:</strong> ?</p><p><strong>Umber Hulk Zombie:</strong> ?</p><p><strong>Gray Render Zombie:</strong> ?</p><p></p><p>Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.</p><p>An afflicted 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, not a ghoul.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/25927/Monster-Manual-III-35?cPath=9730_9731&it=1&affiliate_id=17596" target="_blank">Monster Manual III:</a>[spoiler]</p><p><strong>Boneclaw:</strong> The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms.</p><p>Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws.</p><p>Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faerûn. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later.</p><p>Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims. (Dragon 336)</p><p>This rite requires the spells create undead (caster level 15+) and greater magic fang. (Dragon 336)</p><p><strong>Bonedrinker:</strong> Terrible undead created in a horrid ritual reminiscent of mummy creation, bonedrinkers wander the dark places of the world, seeking new creatures to feed upon. Hobgoblin wizards originally developed the ritual to create these monstrosities, using the fallen corpses of goblin and bugbear warriors to create the first lesser bonedrinkers and bonedrinkers. The tradition of using bugbears and goblins became habit, and nearly all bonedrinkers previously lived as one of these two goblinoid races. In theory, other humanoid creatures could be converted into bonedrinkers, but this would require twisting and adapting the original ritual.</p><p>The ritual that turns a bugbear corpse into a bonedrinker requires the <em>create undead</em> spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years.</p><p>Many hobgoblin warlords and their bodyguards became bonedrinkers as a result of unorthodox burial rituals.</p><p><strong>Bonedrinker Lesser:</strong> Lesser bonedrinkers result from applying the necromantic bonedrinker ritual to goblins.</p><p>The ritual that turns a bugbear corpse into a bonedrinker requires the <em>create undead</em> spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). Transforming a goblin corpse into a lesser bonedrinker is a similar but less exacting process, requiring create undead cast by a caster of 12th level or higher with 7 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years.</p><p><strong>Charnel Hound:</strong> Charnel hounds are a stunning achievement of some crazed necromancer or god of death.</p><p>The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper. (Dragon 336)</p><p>No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation. (Dragon 336)</p><p>The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell). (Dragon 336)</p><p>On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull. (Dragon 336)</p><p>Crying Fields. (Eberron Five Nations)</p><p><strong>Deathshrieker:</strong> The deathshrieker is an undead spirit that embodies the horrible cries and shrieks of the dying as they utter their last gasps of life. It roams lonely and forgotten battlefields, charnel houses, or sites of terrible plagues, filling the air with its mournful and soul-sapping screams. It relives the final moments of those who have died from slow, agonizing deaths due to violence, disease, or some other tragedy. Typically, the larger the death and despair of an area, the larger the deathshrieker, although relatively small areas that hosted truly despicable acts of violence can bring one into being as well.</p><p><strong>Deathshrieker Advanced:</strong> Truly cataclysmic battles sometimes spawn deathshriekers of incredible power.</p><p><strong>Drowned:</strong> The drowned lost their lives in the watery deep. The evidence of their gasping death always saturates their clothing and flesh, and fills the air around them. Many drowned came to their current circumstances when their ships went down at sea with all hands. Others, more ancient, first arose when their island homes sank beneath the waves ages ago, drowning all.</p><p>Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today. (Dragon 336)</p><p><strong>Dust Wight:</strong> Dust wights are hateful creatures formed by a conjunction of elemental earth and negative energy.</p><p><strong>Ephemeral Swarm:</strong> Ephemeral swarms are the ghostly collections of many little creatures that suffered a common death. Just as when a spirit of a particular creature lingers on as a ghost, when many small creatures die a violent death, they may linger on as a vengeful ephemeral swarm. The undead swarm is composed of the psychic agony and anguish of the newly departed.</p><p>Ephemeral swarms sometimes manifest in cities recovering from a terrible animal or vermin infestation. These undead swarms are the remnants of one or more swarms that were previously exterminated.</p><p><strong>Grimweird:</strong> Grimweirds are weak, withered, paranoid former humanoids who have tapped into the energy of the Negative Energy Plane.</p><p><strong>Necronaut:</strong> Necronauts are created by demons on plains of bones in the Abyss.</p><p>Necronauts form near sinister planar rifts that haunt the Mournland.</p><p><strong>Plague Spewer:</strong> ?</p><p>they are rumored to be the undead remains of giants whom the great dragons of Argonnessen cursed with a foul plague.</p><p><strong>Salt Mummy:</strong> Salt mummies are preserved corpses of ancient humanoids who were accidentally buried too close to veins of white, brittle salt. Of course, salt alone is not sufficient to suffuse a body with undead vigor; often, such a creature has taken a great sin with it to its subterranean grave, the horror of which eventually creates a linkage to the Negative Energy Plane.</p><p>Clerics of the Blood of Vol sometimes seal the corpses of slain assassins, corrupt officials, and criminals in caskets packed with salt in hopes of spurring the transformation of those corpses into salt mummies. Most salt mummies, however, are found underground—the remains of evil adventurers, goblinoids, and other humanoid creatures killed in Khyber and ravaged by the salt deposits.</p><p><strong>Vasuthant:</strong> ?</p><p>Although their empire perished more than ten thousand years before Dale reckoning, the remains of many Aryvandaar sorcerers continue to haunt their empire’s ancient ruins as vasuthants—ambitious, power-hungry sun elves consumed by utter darkness.</p><p><strong>Vasuthant Horrific:</strong> A horrific vasuthant has grown massive and terrifying after centuries of absorbing life energy.</p><p></p><p><strong>Zombie:</strong> As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies.</p><p>As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/51646/Monster-Manual-IV-35?cPath=9730_9731&affiliate_id=17596" target="_blank">Monster Manual IV:</a>[spoiler]</p><p><strong>Bloodhulk:</strong> Bloodhulks are corpses reanimated through an infusion of the blood of innocent victims in a dark and horrible ritual. Their bloated bodies are filled with viscous gore and unholy fluids, providing them with the endurance to absorb an amazing amount of punishment before falling.</p><p>A bloodhulk is created through a foul ritual that saturates a creature’s flesh with the blood of sacrificed victims.</p><p>Creating a bloodhulk requires a ritual of bloody sacrifice culminating in a spell of animation. Most living corporeal beings can be made into these horrors.</p><p>The animate dead spell normally allows the creation of only skeletons and zombies. It can also create bloodhulks, though the process is more difficult.</p><p>• You can create bloodhulk warriors, giants, or crushers based solely on the size of the corpse you wish to animate:</p><p>A Medium corpse is required for a bloodhulk fighter, Large for a giant, and Huge for a crusher. Smaller and larger corpses cannot be made into bloodhulks. The creation of a bloodhulk changes the original corpse too much for it to retain most of its original features.</p><p>• In addition to the usual material components, you must supply blood from three recently slain creatures the same size as the potential bloodhulk.</p><p>• Bloodhulks are considered to have double their Hit Dice for the purpose of creating and controlling them. Thus, the number of bloodhulks you can create is equal to your Hit Dice (instead of twice your Hit Dice) if you are not in a desecrated area. You can control no more than 2 HD worth of bloodhulks per caster level; if you are attempting to control different sorts of undead creatures, the bloodhulks are considered to have twice as many Hit Dice as are shown in their entries for the purpose of determining the total number of undead you can control.</p><p><strong>Defacer:</strong> A defacer arises when a spellcaster creates an undead being from the corpse of a doppelganger or other creature that assumes others’ visages.</p><p>A spellcaster of 14th or higher level can create a defacer by casting create undead on the corpse of a creature that mimics other creatures, such as a doppelganger.</p><p>Changelings turned into undead sometimes spontaneously rise as defacers instead of what their creators intended. When Dolurrh is coterminous, dead changelings become defacers under circumstances when they might otherwise become ghosts.</p><p><strong>Necrosis Carnex:</strong> A necrosis carnex is created from several corpses bound together with cold iron bands.</p><p>They have a simple and stark existence, stemming entirely from their origin as purposefully created undead.</p><p>A spellcaster of 11th level or higher can create a necrosis carnex with an animate dead spell. To do so requires three corpses from Medium creatures and cold-hammered iron bands worth 200 gp. None of this material is consumed in the casting and but instead becomes the undead amalgam of the carnex. When used to create a necrosis carnex, the animate dead spell has a casting time of 10 minutes.</p><p><strong>Plague Walker:</strong> A plague walker is an undead weapon created by evil mages and clerics.</p><p>As undead creatures crafted for use in war, plague walkers have no place in the natural environment. Tales claim that they arise as the result of a rare contagion, but in truth any diseased corpse serves to produce these monstrosities.</p><p>Creating a plague walker is a relatively simple process, though its cost prevents most spellcasters from producing the creatures in great numbers outside of wartime. Any arcane or divine caster of 6th level or higher who can cast necromancy spells can craft a plague walker. Doing so involves performing a horrific ritual that requires 800 gp worth of unholy water, the corpses of four Medium creatures that died of disease, and two days of prayer. (Two Small corpses are equivalent to one Medium corpse, and one Large body counts as two Medium corpses.) At the end of the ritual, the remains meld into a single plague walker, which obeys its creator’s commands to the best of its ability.</p><p><strong>Web Mummy:</strong> “Web mummy” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid.</p><p>When ready to reproduce, a tomb spider finds a suitable corpse (or kills such a creature), implants its eggs, and wraps the corpse in webbing. The host corpse animates as a web mummy and protects its creator.</p><p>Web mummies are undead creatures animated by a spider with a connection to negative energy.</p><p>A tomb spider lays its eggs in a humanoid, monstrous humanoid, or giant’s body, animating the corpse as a web mummy.</p><p><strong>Vitreous Drinker:</strong> The creatures were reputedly created by Vecna for some nefarious purpose.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/54391/Monster-Manual-V-35?cPath=9730_9731&affiliate_id=17596" target="_blank">Monster Manual V:</a>[spoiler]</p><p><strong>Blackwing:</strong> The orcs caught and brutalized eagles for sport until their depraved mystics discovered the necessary ritual to create powerful undead servitors—the first blackwings.</p><p>The necromantic ritual used to create blackwings requires the intact body of a giant eagle.</p><p>Blackwings are created from the corpses of giant eagles. The corpse must be buried within the area of an unhallow spell for at least six months. Then, a spellcaster of 18th level or higher must cast create undead on the remains.</p><p><strong>Deadborn Vulture Zombie:</strong> When a deadborn vulture is reduced to 0 hit points, it immediately dies and becomes a deadborn vulture zombie that retains the vulture’s disease ability.</p><p>A deadborn vulture reanimates as a zombie after it dies.</p><p><strong>God-Blooded Orcus-Blooded:</strong> Orcus-blooded” is an acquired template that can be added to any evil undead creature. The sacrifice of good-aligned creatures totaling 20 or more Hit Dice causes an aspect of Orcus to appear and bathe the petitioner with black, tarry blood poured from a golden chalice. The undead creature covered in this blood then grows goatlike horns and gains the Orcus-blooded template.</p><p><strong>Haunt:</strong> Haunts are spirits that left unfi nished business in life and have returned to seek recompense.</p><p><strong>Bridge Haunt:</strong> A bridge haunt is a ghostly undead that lingers near the bridge where it came into being after the death of the living creature it once was.</p><p>This is a bridge haunt, the incorporeal spirit of someone who died at this bridge.</p><p><strong>Forest Haunt:</strong> Forest haunts are the spirits of fey-touched trees that seek vengeance on intruders within their forest domain. When a dryad is killed, she can curse those who slew her with her dying breath. This curse fuels the spirit of the oak to which she is tied, causing it to stalk the forest until her killers are slain, and sometimes beyond.</p><p>This is a forest haunt, the spirit of a tree touched by the fey. When a dryad is destroyed and speaks a curse with her dying breath, a forest haunt is born.</p><p><strong>Taunting Haunt:</strong> A taunting haunt is the twisted, jealous spirit of a deceased bard, jester, or other performer.</p><p>This is a taunting haunt, the bitter spirit of a troubadour, jester, or bard.</p><p><strong>Phantom:</strong> “Phantom” is an acquired template that can be applied to any corporeal creature</p><p><strong>Phantom Ghast Ninja:</strong> By using a secret ritual, Kugan’s master granted him the phantom template for his years of honorable and successful service.</p><p><strong>Sanguineous Drinker:</strong> Occasionally, small packs of three to nine individuals form in areas of intense death and suffering.</p><p>Necromancers and cunning undead spellcasters create sanguineous drinkers.</p><p>Necromancers create them from corpses boiled in blood. Particularly evil and bloodthirsty creatures might spontaneously rise as sanguineous drinkers if they die in an environment soiled with blood and corrupted by negative energy.</p><p>A spellcaster of 15th level or higher can use the create undead spell to animate a sanguineous drinker.</p><p><strong>Skull Lord:</strong> Dark rumors speak of the skull lords, powerful undead beings created by the magic unleashed at the death of the mighty necromancer Vrakmul.</p><p>The twelve skull lords arose from the ashes of the Black Tower of Vrakmul. Whether they were created intentionally by that mad necromancer or came forth spontaneously from the foul energies of his fallen sanctum, none can say.</p><p>Alternatively, skull lords might simply be a powerful new form of undead with no specific background or number. Skull lords might be the result of failed attempts at achieving lichdom, the undead remains of a race of three-headed beings, or a single creature formed from the magical amalgamation of three corpses.</p><p>The Battle of Bones is a popular destination for Faerûn’s necromancers, and it is rumored that the first skull lords were spawned in that cursed place.</p><p><strong>Bonespur:</strong> Bonespurs are animalistic monstrosities created only for fighting and killing.</p><p>A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.</p><p>A spellcaster of 8th level or higher can create a bonespur using the create undead spell. Creating a bonespur requires skeletal remains equivalent to six Medium creatures.</p><p><strong>Serpentir:</strong> Serpentirs are dreadful snakelike undead formed from several skeletons.</p><p>A spellcaster of 10th level or higher can create a serpentir using the create undead spell. Creating a serpentir requires skeletal remains equivalent to six Medium creatures.</p><p>A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.</p><p><strong>Spectral Rider:</strong> Each spectral rider is born of particular circumstances.</p><p>Blackguards and evil knights are the individuals who most commonly become spectral riders after death. However, even the holiest of paladins can be polluted by foul necromantic magic and twisted into these dark warriors. The rituals that create a spectral rider involve unspeakable desecrations of the corpse. In the case of paladins or holy knights, deception is used to lure the spirit back to its body, binding a pure soul to tainted dead flesh.</p><p>A spellcaster of 12th level or higher can create a spectral rider using a create greater undead spell. The PC must fi nd a suitable subject corpse—a mounted warrior of at least 6th level at the time of his or her death.</p><p>Once per month, a skull lord can engage in a 12-hour ritual under the dark moon to create a spectral rider from the remains of a mounted warrior.</p><p></p><p><strong>Skeleton:</strong> A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.</p><p><strong>Vampire:</strong> Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath.</p><p>He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day.</p><p><strong>Vampire Spawn:</strong> By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn.</p><p><strong>Zombie:</strong> Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage.</p><p>Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/51645/Libris-Mortis-The-Book-of-Undead-35?cPath=9730_9731&affiliate_id=17596" target="_blank">Libris Mortis:</a>[spoiler]</p><p><strong>Angel of Decay:</strong> ?</p><p><strong>Atropal Scion:</strong> Atropal scions are clots of divine flesh given form and animation by bleak-hearted gods of death. When a stillborn godling rises spontaneously as an undead, a great abomination is born. If that abomination is defeated, but any fragment or cast-off bit of flesh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature.</p><p><strong>Blaspheme:</strong> Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians.</p><p>Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifi ces to evil powers.</p><p><strong>Bleakborn:</strong> Sometimes a newly created bleakborn spawn becomes a bleakborn instead of a mere zombie, though the wiles of the dark gods determine such instances.</p><p><strong>Blood Amniote:</strong> If a blood amniote deals as many points of Constitution damage during its existence as its full normal hit point total, it self spawns, splitting into two identical blood amniotes, each with a number of hit points equal to the original blood amniote’s full normal total.</p><p><strong>Bloodmote Cloud:</strong> ?</p><p><strong>Bone Rat Swarm:</strong> ?</p><p><strong>Boneyard:</strong> ?</p><p><strong>Brain in a Jar:</strong> The ritual of extraction, the spells of formulation, and the alchemical recipes of preservation are closely guarded secrets held by only a few master necromancers.</p><p><strong>Cinderspawn:</strong> Cinderspawn are burnt-out undead remnants of creatures of elemental fire.</p><p><strong>Corpse Rat Swarm:</strong> ?</p><p><strong>Crypt Chanter:</strong> Any humanoid slain by a crypt chanter through its draining melody becomes a crypt chanter 1d4 rounds later.</p><p><strong>Deathlock:</strong> Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave.</p><p><strong>Dessicator:</strong> Desiccators are the dried-out undead remnants of creatures of elemental water.</p><p><strong>Dream Vestige:</strong> The original dream vestige was born from the nightmares of an entire city, as all of its citizens died in cursed sleep (a curse that some attribute to Orcus). Since then, that creature has spawned itself many times over.</p><p>When a dream vestige gains a number of temporary hit points equal to its full normal hit point total, it self spawns, splitting into two identical dream vestiges, each with a number of hit points equal to the original dream vestige’s full normal total.</p><p><strong>Entomber:</strong> Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants.</p><p><strong>Entropic Reaper:</strong> Entropic reapers are undead that arise in Limbo.</p><p><strong>Evolved Undead:</strong> An evolved undead is an undead whose body is flushed with more negative energy than normal due to an exceptionally long lifetime.</p><p>When an intelligent undead creature survives for 100 years or more (or when the DM decides to create an undead monster with a twist), there is a 1% chance that its connection to the Negative Energy Plane grows more mature. When this “evolution” occurs, the undead gains this template. Each additional 100 years of existence affords an additional 1% chance of a more mature connection, plus an additional 1% chance for each previous evolution.</p><p>“Evolved undead” is an acquired template that can be added to any undead with an Intelligence score.</p><p><strong>Forsaken Skin:</strong> Creatures killed by a forsaken shell slough their skins after 1d4 rounds. These sloughed skins are new forsaken shells under the spawner’s control.</p><p><strong>Ghost Brute:</strong> Ghost brutes are the spectral remnants of animals, magical beasts, and sentient plants—creatures without the minimum Charisma needed to become normal ghosts.</p><p>A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid’s animal companion.</p><p>However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction.</p><p>“Ghost brute” is an acquired template that can be added to any animal, magical beast, or plant with a Charisma score below 8.</p><p>Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War)</p><p><strong>Gravetouched Ghoul:</strong> Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a gravetouched ghoul.</p><p>In rare occasions the creation of a ghoul briefly draws the attention of Doresain, King of the Ghouls. When this happens, the newly formed ghoul does not possess the standard Monster Manual statistics for a ghoul, but instead the base creature gains the gravetouched ghoul template.</p><p>“Gravetouched ghoul” is an acquired template that can be added to any corporeal aberration, fey, giant, humanoid, or monstrous humanoid with Intelligence and Charisma scores of 3 or higher.</p><p><strong>Hulking Corpse:</strong> ?</p><p><strong>Mummified Creature:</strong> Mummies are undead creatures, embalmed using ancient necromantic lore.</p><p>“Mummified creature” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid.</p><p>The process of becoming a mummy is usually involuntary, but expressing the wish to become a mummy to the proper priests (and paying the proper fees) can convince them to bring you back to life as a mummy—especially if some of your friends make sure the priests do what you paid them to do.</p><p><strong>Murk:</strong> A murk that bestows a negative level on a 1 HD creature kills the creature, which becomes a murk under the control of its killer within 1d4 rounds.</p><p><strong>Necromental:</strong> A necromental is the undead remnant of an elemental creature.</p><p>“Necromental” is an acquired template that can be added to any elemental.</p><p><strong>Necropolitan:</strong> Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration.</p><p>“Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid.</p><p>Any living humanoid or monstrous humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea.</p><p>The Ritual: The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner’s fingers and up the arms is not what finally ends the petitioner’s mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death’s chill enter their bodies, many have second thoughts, but it is far too late to go back—the cursed nails and chanting of the ritual ensures that the Crucimigration is completed.</p><p>The ceremony that lasts for 24 hours—the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner’s last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate.</p><p><strong>Plague Blight:</strong> Plague blights are animated corpses of humanoids who died from plague or rot.</p><p><strong>Quell:</strong> ?</p><p><strong>Raiment:</strong> A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim.</p><p><strong>Revived Fossil:</strong> Revived fossils are the remains of animals or monsters that were preserved in a petrified state. Fossils are found encased in stone or other geological deposits, but revived fossils are the freed and animated remains of the dead.</p><p>Revived fossils cannot be created with the animate dead spell, but instead are created through special necromantic rituals that vary depending on the fossil to be revived.</p><p>“Revived fossil” is an acquired template that can be added to any corporeal creature.</p><p><strong>Skin Kite:</strong> When a skin kite has absorbed 4 points of Charisma (through its steal skin ability), it attempts to retreat to a safe place where it can take a full-round action to spawn a new skin kite with the stolen skin.</p><p><strong>Skirr:</strong> ?</p><p><strong>Skulking Cyst:</strong> A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host (see the necrotic cyst spell).</p><p><em>Necrotic Cyst</em> spell.</p><p><strong>Slaughter Wight:</strong> Slaughter wights are undead that have been specially touched by dark gods, endowing them with a vicious hatred of life that goes beyond that of simple walking dead.</p><p>Sometimes a newly created slaughter wight spawn becomes a slaughter wight instead of a mere wight, though the wiles of the dark gods determine such instances.</p><p><strong>Slaymate:</strong> Slaymates are undead creatures given a semblance of life when a guardian’s betrayal, either outright or through negligence, leads to death.</p><p><strong>Spectral Lyricist:</strong> In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them.</p><p><strong>Swarm-Shifter:</strong> “Swarm-shifter” is an acquired template that can be added to any corporeal undead with an Intelligence score.</p><p><strong>Tomb Motes:</strong> Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials.</p><p><strong>Umbral Creature:</strong> “Umbral creature” is an acquired template that can be added to any aberration, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8.</p><p><strong>Visage:</strong> The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders.</p><p>Any evil outsider slain by a visage becomes a visage 24 hours after death.</p><p><strong>Voidwraith:</strong> ?</p><p><strong>Wheep:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead.</p><p><strong>Ghost:</strong> Most humanoids who engage in such activities and return from the grave are mere ghouls.</p><p>Ghosts are similar to - though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Libris Mortis)</p><p>“Ghost” is an acquired template that can be applied to any living creature. (Libris Mortis)</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds.</p><p><strong>Wight:</strong> Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds.</p><p><strong>Zombie:</strong> Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3724/Heroes-of-Horror-35?affiliate_id=17596" target="_blank">Heroes of Horror:</a>[spoiler]</p><p><strong>Jonah Parsons Human Ghost Expert 4:</strong> Less than a year ago, Jonah and Annalee Parsons were a happy couple in a happy community. They had just found out that they were expecting a child. While Jonah, a researcher and scribe by profession, was working overtime to provide for all that they would soon need, Annalee was busily converting their unused barn into a study for her husband, now that his former study was going to become the new baby’s room.</p><p>Not long into the pregnancy, however, Jonah began to notice a change in his wife. She wasn’t doing anything different or unusual, but she just didn’t seem like the same person. The one person in whom he could confide his concerns blamed them on the combination of the changes of pregnancy and the anxiety felt by every expectant father. But Jonah was not convinced, and he began to investigate his wife’s condition. Within three months, Jonah was dead—stabbed to death by town guards in his own study; records indicate that he was “slain while attempting to resist a lawful arrest.”</p><p>What actually happened is that Jonah began to suspect that something had infected his wife’s mind, soul, or both. But before he could discover what was really going on, and perhaps find a way to bring back the Annalee he once knew, the thing inside her sensed his suspicion and contrived a way to silence him. The unholy scion made its mother, now some five months pregnant, scratch and beat herself before running in terror to the local constable. She claimed her husband had gone mad and locked himself into his study after nearly killing her. When the soldiers arrived, they took Jonah by surprise and, in the confusion, mortally wounded him.</p><p>The story picks up some five months after the death of Jonah Parsons. His daughter, Eve, was born recently, and with her birth came the return of her father as a ghost. What Jonah had begun to uncover is that inside his barn dwelled a dark entity that began to take over the unborn child growing inside his wife as she worked to convert the site into a study for him. Unknown to anyone, the site had once been the location of a shrine dedicated to Cas, the demigod of spite, and that lingering taint was an open invitation to demonic forces to take up residence in Cas’s absence.</p><p>Cas, rarely one to forgive a slight of any kind, offered Jonah’s restless soul a glimpse of what the Lord of Spite would see as hope. Jonah arose as a ghost, filled with the knowledge that the source of his wife’s madness and his own death was the child she had borne in her womb.</p><p><strong>Haunting Presence:</strong> Sometimes when undead are created they come into being without a physical form and are merely presences of malign evil. Haunting presences usually occur as the result of atrocious crimes. Tied to particular locations or objects, these beings might reveal their unquiet natures only indirectly, at least at first.</p><p>As a haunting presence, an undead is impossible to affect or even sense directly. A haunting presence is more fleeting than undead who appear as incorporeal ghosts or wraiths, or even those undead enterprising enough to range the Ethereal Plane. Each haunting presence is tied to an object or location and can only be dispelled by exorcism or the destruction of the object or location. Despite having no physicality, each haunting presence still possesses the identity of a specific kind of undead. For instance, one haunting presence might be similar to a vampire, while another is more like a wraith.</p><p><strong>Bane Wraith:</strong> They result when someone dies a violent and gruesome death, accompanied by the deaths of his family, friends, and everything he loved and worked for. Bane wraiths develop most frequently, but not exclusively, in or near tainted regions.</p><p><strong>Bloodrot:</strong> While sages originally believed that bloodrots were slain oozes animated by necromantic spells, they have now come to understand that the bloodrot is not a true ooze at all, despite its oozelike form. Rather, a bloodrot is formed from the remaining fluids of a creature dissolved in acid or otherwise liquefied.</p><p><strong>Tainted Minion:</strong> A tainted minion is a mortal who has been transformed into a horrific undead servant of evil.</p><p>“Tainted minion” is an acquired template that can be added to any humanoid or monstrous humanoid creature with at least mild levels of both corruption and depravity (referred to hereafter as the base creature). It is most often applied to a creature that dies because its corruption score exceeds the maximum for severe corruption for a creature with its Constitution score.</p><p><strong>Tainted Minion Human Fighter 5:</strong> ?</p><p></p><p><strong>Undead:</strong> Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect.</p><p><em>Oath of Blood</em> spell.</p><p><strong>Lich:</strong> When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich.</p><p>A dread necromancer who is not humanoid does not gain this class feature.</p><p><strong>Mummy:</strong> Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place.</p><p>For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit.</p><p><strong>Skeleton:</strong> <em>Plague of Undead</em> spell.</p><p><strong>Vampire:</strong> Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven.</p><p><strong>Wraith:</strong> Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds.</p><p><strong>Zombie:</strong> Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect.</p><p><em>Plague of Undead</em> spell.</p><p><strong>Corpse Gatherer:</strong> Mass graves and charnel pits sometimes give rise to large undead formed from multiple corpses, such as corpse gatherers.</p><p></p><p>OATH OF BLOOD</p><p>Necromancy</p><p>Level: Cleric 5, sorcerer/wizard 5</p><p>Components: V, S, M, DF</p><p>Casting Time: 1 minute</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One living creature</p><p>Duration: See below</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>Oath of blood functions only when cast on a creature that has recently been subject to a geas or similar spell. It extends the reach of the geas beyond death. If the individual subject to the geas dies before completing the task, oath of blood animates him as an undead creature in order that he might continue his quest. The nature of the undead creature is determined by the caster level of this spell, as per create undead. Once the task is complete or the original geas (or similar spell) expires, the magic animating the subject ends and he returns to death.</p><p>Material Component: Grave dirt mixed with powdered onyx worth at least 40 gp per HD of the target.</p><p></p><p>PLAGUE OF UNDEAD</p><p>Necromancy [Evil]</p><p>Level: Cleric 9, dread necromancer 9, sorcerer/wizard 9</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Targets: One or more corpses within range</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell unleashes great necromantic power, raising a host of undead creatures. Plague of undead turns the bones or bodies of dead creatures within the spell’s range into undead skeletons or zombies with maximum hit points for their Hit Dice. The undead remain animated until destroyed. (A destroyed zombie or skeleton can’t be animated again.)</p><p>Regardless of the specific numbers or kinds of undead created with this spell, a single casting of plague of undead can’t create more HD of undead than four times your caster level.</p><p>The undead you create remain under your control indefinitely and follow your spoken commands. However, no matter how many times you use this spell or animate dead, you can only control 4 HD worth of undead creatures per caster level; creatures you animate with either spell count against this limit. If you exceed this number, newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Anytime this limit causes you to release some of the undead you control through this spell or animate dead, you choose which undead are released.</p><p>The bones and bodies required for this spell follow the same restrictions as animate dead. All the material to be animated by this spell must be within range when the spell is cast.</p><p>Material Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/25928/Book-of-Exalted-Deeds-35?affiliate_id=17596" target="_blank">Book of Exalted Deeds (3.5)</a>[spoiler]</p><p><strong>Deathless:</strong> Deathless is a new creature type, describing creatures that have died but returned to a kind of spiritual life. They are similar in many ways to both living creatures and undead. However, while undead represent a mockery of life and a violation of the natural order of life and death, the deathless merely stave off the inevitability of death for a short time in order to accomplish a righteous purpose. While undead draw their power from the Negative Energy plane, the deathless are strongly tied to the Positive Energy plane, the birthplace of all souls. In fact, the deathless are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state.</p><p><strong>Crypt Warden:</strong> Unlike animated undead that stand eternal guard over their haunts, crypt wardens lie inanimate until their tombs are disturbed. When intruders enter, the crypt warden’s spirit returns from its enjoyment of the Seven Mounting Heavens of Celestia, animating its corpse in deathless form to protect the holy ground it guards. When the threat is over, its soul returns to its rest.</p><p><strong>Sacred Watcher, Sacred Guardian:</strong> When a character of great virtue dies while another person is in her care, she sometimes clings to a form of life as a sacred watcher. Not undead but deathless, a sacred watcher is very similar to a ghost. Rather than haunting the place of her death or otherwise harassing the living, however, a sacred guardian continues to watch over her ward until someone else can assume that responsibility.</p><p>“Sacred watcher” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant of good alignment.</p><p><strong>Sacred Watcher Human Fighter 5:</strong> ?</p><p><strong>Risen Martyr:</strong> Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead. By contrast, a risen martyr is an exalted character who continues in his earthly existence after his martyrdom, rather than entering the ranks of the petitioners on the celestial planes, in order to finish some unfulfilled task. Within a short time of his martyrdom (usually 1d4+1 days), a risen martyr returns in a spiritual body to complete the holy task that led to his martyrdom.</p><p>In general, a character who is actively involved in an adventure that involves an exalted goal, and who is martyred for the sake of that purpose, has a sufficient holy purpose to return as a risen martyr. Appropriate holy purposes for a risen martyr might include aiding in the downfall of an evil tyrant or villain, locating a relic or holy artifact in order to stave off a great evil, or defending a city from a plague of ghosts. The goal need not be extremely short-term, and might even be the focus of a whole campaign. However, a risen martyr’s time on the Material Plane is limited.</p><p>Risen martyrs are very rare, and they actually appear as player characters more often than as NPCs, simply because player characters are generally the ones who pursue the most important and holy quests that can lead to a risen martyr’s existence.</p><p>To qualify to become a risen martyr, a character must fulfill all the following criteria.</p><p>Alignment: Any good.</p><p>Base Save Bonuses: Fort +2, Ref +2, Will +2.</p><p>Skills: Any one skill 9 ranks, Speak Language (Celestial).</p><p>Feats: Nimbus of Light, any one other exalted feat.</p><p>Special: The character must have suffered martyrdom and must not have been returned to life. As a special feature of this prestige class, the character rises with the abilities of a 0-level risen martyr added to the character’s previous abilities. When the character earns enough experience points to advance another level, he must become a 1st-level risen martyr.</p><p><strong>Deathless Guardian:</strong> Death from Constitution drain from the Cup of Al'Akbar major artifact.</p><p>Death from Constitution drain from the Talisman of Al'Akbar major artifact.</p><p><strong>Deathless, Creature That Has Died But Returned to a Kind of Spiritual Life:</strong> ?</p><p><strong>Crypt Warden, Protector of the Resting Place of a Saint:</strong> ?</p><p><strong>Crypt Warden, Protector of the Resting Place of a Hero:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead.</p><p><strong>Undead Possessor:</strong> ?</p><p><strong>Evil Undead:</strong> ?</p><p><strong>Animated Undead:</strong> ?</p><p><strong>Ghost:</strong> Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead.</p><p><strong>Ghost Capable of Possession:</strong> ?</p><p><strong>Ghost Human Fighter 5:</strong> ?</p><p><strong>Revenant:</strong> Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead.</p><p><strong>Skeleton, Mindless Skeleton:</strong> ?</p><p><strong>Vampire, Vamiric Nemesis:</strong> ?</p><p><strong>Vampire, Creature That is Harmed by Sunlight:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p>Cup and Talisman of Al’Akbar: This pair of holy artifacts first appeared in the desert city of Khaibar shortly after a great devastation. Sultan Amhara of Khaibar sent agents to retrieve the cup and talisman after they were stolen from a local temple by bandits. Fearing a great invasion, the sultan concealed the artifacts in two different areas of his palace, but they were found and stolen yet again. Their current whereabouts are unknown.</p><p>The Cup of Al’Akbar: This chalice is made of hammered gold, chased with silver filigree and set with twelve great gems (apparent value 75,000 gp). It does not radiate magic, although it glows with a warm golden light. Seven times per day, the cup can turn ordinary water into a potion of cure light wounds (1d8+1). The potion must be imbibed directly from the cup; it reverts to ordinary water if poured into another vessel. The holder of the cup can also use a bless spell once per day (cast at 20th level).</p><p>A non-good keeper of the cup takes 1 point of permanent Constitution drain each day the cup remains in his custody. This drain cannot be restored by any means except a wish or miracle spell. If the keeper’s Constitution drops to 0, he dies and turns into a deathless guardian (see the deathless creature type in Chapter 8: Monsters) bound to the cup. This ability score drain is cumulative with the drain from the Talisman of Al’Akbar (see below).</p><p>The Talisman of Al’Akbar: The talisman is made of hammered platinum in the shape of an eight-pointed star, chased with gold inlays, and with a small gem tipping each point. The star depends from a chain of gold set with silver beading (apparent value 25,000 gp). Like the cup, the talisman does not radiate magic. However, the wearer can use the following spells: At will—remove disease; 1/day—remove curse.</p><p>A non-good keeper of the talisman takes 1 point of permanent Constitution drain each day the cup remains in his custody. This drain cannot be restored by any means except a wish or miracle spell. If the keeper’s Constitution drops to 0, he dies and turns into a deathless guardian (see the deathless creature type in Chapter 8: Monsters) bound to the cup. This ability score drain is cumulative with the drain from the Cup of Al’Akbar (see above).</p><p>Resonating Effect (Cup and Talisman): A creature wearing the talisman and holding the cup can cast resurrection three times per week. Casting the spell requires a 10-minute ritual during which a vial of holy water must be poured into the cup and poured over the remains of the creature to be resurrected. The spell works only on non-evil creatures and ignores the usual material component cost.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51630/Complete-Adventurer-35?affiliate_id=17596" target="_blank">Complete Adventurer</a>[spoiler]</p><p><strong>Vampire, Malkan Ry-Ul:</strong> ?</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3733/Complete-Arcane-35?affiliate_id=17596" target="_blank">Complete Arcane</a>[spoiler]</p><p><strong>Spellstitched:</strong> Spellstitched creatures are undead that have been powerfully enhanced and fortified by arcane means.</p><p>Spellstitched creatures can be created only by a wizard or sorcerer with the Craft Wondrous Item feat and of sufficient level to cast the spells to be imbued within the undead’s body. The creation process takes a number of days equal to the Wisdom score of the undead creature being spellstitched (so a minimum of 10 days) and requires the expenditure of 1,000 gp for carving or tattooing materials in addition to 500 XP x the undead creature’s Wisdom score.</p><p>Undead with arcane spellcasting abilities can spellstitch themselves.</p><p>“Spellstitched” is an acquired template that can be added to any corporeal undead with a Wisdom score of 10 or higher (referred to hereafter as the base creature).</p><p><strong>Spellstitched Ghast:</strong> ?</p><p><strong>Spellstitched Skeleton:</strong> ?</p><p><strong>Vecna, The Whispered One, The Maimed Lord:</strong> ?</p><p></p><p><strong>Skeleton:</strong> The Dead Walk warlock lesser invocation.</p><p><strong>Zombie:</strong> The Dead Walk warlock lesser invocation.</p><p><strong>Bodak:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p></p><p>THE DEAD WALK</p><p>Lesser; 4th</p><p>You can turn the bones or bodies of dead creatures into undead skeletons or zombies (as the animate dead spell). Unless you include the normal material component for the spell (an onyx gem worth 25 gp per Hit Die of the undead) as part of the process, undead created by this ability crumble into dust after 1 minute per caster level.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28308/Complete-Divine-35?affiliate_id=17596" target="_blank">Complete Divine</a>[spoiler]</p><p><strong>Skeleton Animal:</strong> Blighter's Undead Wild Shape power.</p><p>Blighter's Animate Dead Animal power.</p><p><strong>Skeleton Animal Large:</strong> Blighter's Undead Wild Shape power 5th level.</p><p><strong>Skeleton Animal Huge:</strong> Blighter's Undead Wild Shape power 9th level.</p><p><strong>Zombie Animal:</strong> Blighter's Animate Dead Animal power.</p><p><strong>Lich Wizard 15, Herald of Vecna:</strong> ?</p><p><strong>Nightwalker, Herald of Nerull:</strong> ?</p><p><strong>Vampiric Drow Cleric:</strong> ?</p><p><strong>Vecna, God of Secrets, Maimed One:</strong> ?</p><p><strong>Kas:</strong> ?</p><p></p><p><strong>Undead:</strong> Nerull’s followers desecrate ancient tombs looking for lost lore, establish cults to provide willing food for vampires, and raise undead armies to terrify the world of the living.</p><p>The souls of characters who die in specific ways sometimes become undead.</p><p>Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence.</p><p><strong>Allip:</strong> Those driven to suicide by madness become allips.</p><p>Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown.</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Ghost:</strong> Some souls gather incorporeal ectoplasm around themselves and become ghosts. This process often takes days or months. No one knows why some souls pass on to the Outer Planes and others are “stuck” where they die, but a typical ghost has an instinctive sense of why it specifically exists as a ghost rather than passing on. Usually there’s an unresolved situation that prevents the soul from resting in peace, such as a lover who hasn’t returned from a far-off war or a killer who hasn’t been brought to justice.</p><p>Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown.</p><p>Reading from the Scroll of Uncertain Provenance relic.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Lich:</strong> liches are characters who’ve voluntarily transformed themselves into undead, trapping their souls in skeletal bodies.</p><p><strong>Lich Wizard 11:</strong> ?</p><p><strong>Mummy:</strong> The cleric can use create undead to turn these corpses into mummies.</p><p><em>Create Greater Undead</em> spell from pestilence domain.</p><p><strong>Nightshade:</strong> ?</p><p><strong>Shadow:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Skeleton:</strong> Zone of Animation feat.</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Vampire:</strong> Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence.</p><p><strong>Vampire Monk 9/Shadowdancer 4:</strong> ?</p><p><strong>Wight:</strong> Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence.</p><p><strong>Wraith:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Zombie:</strong> Zone of Animation feat.</p><p></p><p>Zone of Animation [Divine] [Epic]</p><p>You can channel negative energy to animate undead.</p><p>Prerequisite: Cha 25, Undead Mastery, ability to rebuke or command undead.</p><p>Benefit: You can use a rebuke or command undead attempt to animate corpses within range of your rebuke or command attempt. You animate a total number of HD of undead equal to the number of undead that would be commanded by your result (though you can’t animate more undead than there are available corpses within range). You can’t animate more undead with any single attempt than the maximum number you can command (including any undead already under your command). These undead are automatically under your command, though your normal limit of commanded undead still applies.</p><p>If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.</p><p></p><p>Undead Wild Shape (Sp): At 3rd level, the blighter gains a version of the wild shape ability. Undead wild shape functions like the druid’s wild shape ability, except that the blighter adds the skeleton template to the animal form he chooses to transform into. The blighter’s animal form is altered as follows:</p><p>— Type changes to undead.</p><p>— Natural armor bonus is +0 (Tiny animal), +1 (Small), +2 (Medium or Large), or +3 (Huge).</p><p>— +2 Dexterity, no Constitution score.</p><p>— Immunity to cold.</p><p>— Damage reduction 5/bludgeoning.</p><p>The blighter gains one extra use per day of this ability at every even blighter level after 3rd. In addition, she gains the ability to take the shape of a Large skeletal animal at 5th level and a Huge skeletal animal at 9th level.</p><p></p><p>Animate Dead Animal (Sp): This ability, gained at 6th level, functions like an animate dead spell, except that it affects only corpses of animal creatures and requires no material component. It is usable once per day.</p><p></p><p>Scrolls of Uncertain Provenance: These bundles of rough parchment have long been associated with Wee Jas, although even her lorekeepers don’t know where the first ones came from. Their name is something of a misnomer: The scrolls of uncertain provenance are not spells stored in written form. Instead, they are a collection of death-obsessed writings in an unknown hand. Those who can command the lore with a set of scrolls of uncertain provenance, it is said, have power over life and death itself.</p><p>But there are several barriers to understanding the lore of the scrolls. To begin with, they’re written in nearly every language, ancient and modern, and they sometimes switch languages within the same sentence. One hour of reading allows a DC 20 Knowledge (religion) check to learn anything useful from the scrolls, with a +2 bonus for every language the reader speaks. Multiple readers can assist one another in translation, lending the languages they know automatically, but they share in the risk as well (detailed below). Read magic and comprehend languages spells don’t help a reader understand the scrolls, so cryptic are their wisdom. A reader—or at least one reader if a group is translating together—must worship Wee Jas to get anything at all from the scrolls.</p><p>The second barrier to reading scrolls of uncertain provenance is that the reader often draws near to the border between life and death himself. Whenever someone spends an hour reading scrolls of uncertain provenance, they must roll on the following table whether or not they learn anything useful.</p><p>d% Effect</p><p>01–10 DC 20 Will save or go insane (as the insanity spell).</p><p>11–30 DC 20 Will save or the scrolls bestow greater curse upon you.</p><p>31–60 DC 20 Will save to receive a geas/quest to perform for Wee Jas.</p><p>61–90 Take 1d6 negative levels as energy drain (DC 20 Fort save negates after 24 hours)</p><p>91–100 DC 20 Fortitude save or become a ghost for a year and a day.</p><p>While the risks of reading scrolls of uncertain provenance are great, so too are the rewards. A character who successfully reads from the scrolls for the listed time can choose from the following benefits.</p><p>Time Benefit</p><p>1 hour Renewal pact for yourself</p><p>2 hours Renewal pact for another</p><p>3 hours Death pact for yourself</p><p>4 hours Death pact for another</p><p>6 hours True resurrection (and the scrolls disappear)</p><p>To use this relic, at least one reader must worship Wee Jas and either sacrifice an 8th-level divine spell slot or have the True Believer feat and at least 15 HD.</p><p>Strong necromancy; CL 15th; Sanctify Relic, Craft Wondrous Item, death pact, renewal pact, true resurrection, creator must worship Wee Jas; Price 118,000 gp; Weight 10 lb.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51631/Complete-Mage-35?affiliate_id=17596" target="_blank">Complete Mage:</a>[spoiler]</p><p><strong>Zombie:</strong> <em>Seed of Undeath</em> spell.</p><p><em>Greater Seed of Undeath</em> spell.</p><p></p><p>SEED OF UNDEATH</p><p>Necromancy</p><p>Level: Cleric 4, sorcerer/wizard 4</p><p>Components: V, S, M</p><p>Casting Time: 1 full round</p><p>Range: Touch</p><p>Target: Living humanoid or animal touched</p><p>Duration: 1 day/level (D)</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>The subject’s face briefly takes on a gaunt, pale look and a death’s-head rictus before returning to normal.</p><p>You plant a kernel of negative energy in a subject, which is held in check by the positive energy inherent to the subject’s own life force. Seed of undeath does not in and of itself, harm the subject. Should the subject die before the spell expires, however, it rises as a zombie 1 round later (as per the animate dead spell), as long as a sufficient corpse remains.</p><p>Any undead created in this manner are automatically under your control. At any given time, you can have a number of HD worth of undead animated through seed of undeath equal to your own HD, and they count against the maximum number of HD worth of undead you can control at any time (as described under animate dead).</p><p>Material Component: A black onyx gem worth 25 gp per HD of the subject.</p><p></p><p>SEED OF UNDEATH, GREATER</p><p>Necromancy</p><p>Level: Cleric 7, sorcerer/wizard 7</p><p>Components: V, S, M</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Area: 40-ft.-radius emanation</p><p>Every creature in the area briefly takes on a corpselike appearance, then returns to normal.</p><p>This spell functions like seed of undeath, except it applies to any humanoid or animal that dies in the area while the spell is in effect.</p><p>Corpses of creatures that died before you cast the spell, or that died outside the area and were then carried within, are unaffected.</p><p>Material Component: A black onyx worth at least 5,000 gp.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1750/Complete-Warrior-35?affiliate_id=17596" target="_blank">Complete Warrior</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich Lord:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Vecna:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/25831/Draconomicon-The-Book-of-Dragons-35?affiliate_id=17596" target="_blank">Draconomicon:</a>[spoiler]</p><p><strong>Undead Dragon:</strong> It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.</p><p><strong>Dracolich:</strong> The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will.</p><p>The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body.</p><p>A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse.</p><p>If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich.</p><p>“Dracolich” is an acquired template that can be added to any evil dragon.</p><p>A proto-dracolich transforms into a full-fledged dracolich in 2d4 days.</p><p>It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.</p><p>The Order of the Emerald Claw has sent a mad wizard to raise an army of dracoliches from the battlefields of the Age of Demons. (Eberron Campaign Setting)</p><p>Sammaster created his first dracolich in the Year of Queen’s Tears (902 DR), and the ranks of the Cult of the Dragon soon swelled. (Forgotten Realms Dragons of Faerun)</p><p>While exploring the Well of Dragons, Reveilaein came across a group of ogres hauling rubble from a dig. Tossing the dirt everywhere, the ogres were mindless of what might be found in the turned soil. Their taskmaster, a Wearer of Purple named Arleanda (LE female Chondathan human cleric [Velsharoon] 6/wearer of purple 5) wasn’t particularly interested in the excavation—being a more academic type—and failed to notice a tablet amid the dirt. Reveilaein was much more alert, and he secreted away the artifact before anyone discovered it. (Forgotten Realms Dragons of Faerun)</p><p>In between hours of monotonous work as an apprentice, Reveilaein found time to translate the writings on the tablet—an ancient artifact sacred to the draconic demigod Kalzareinad, the nefarious dragon god of dark secrets. The writings detailed a process through which a half-dragon could undergo a transformation into a dracolich known as the Kaemundar. (Forgotten Realms Dragons of Faerun)</p><p>The magic used to create dracoliches is a powerful and well-controlled secret, but it does result in occasional unforeseen consequences. (Forgotten Realms Dragons of Faerun)</p><p><strong>Ancient Blue Dracolich:</strong> ?</p><p><strong>Proto-Dracolich:</strong> A proto-dracolich comes into being when a dracolich’s spirit possesses any body other than the corpse that was created when the dragon consumed its dose of dracolich brew.</p><p>The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will.</p><p>The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body.</p><p>A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse.</p><p>If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich.</p><p><strong>Ghostly Dragon:</strong> Ghostly dragons are most often created when a powerful dragon is slain and its hoard looted.</p><p>“Ghostly” is an acquired template that can be added to any dragon. The creature must have a Charisma score of at least 8.</p><p>It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.</p><p><strong>Ghostly Adult Green Dragon:</strong> ?</p><p><strong>Skeletal Dragon:</strong> Skeletal dragons are created via the animate dead spell and function as normal skeletons in most ways, though they retain a few of their draconic abilities and qualities even after death.</p><p>“Skeletal” is an acquired template that can be applied to any dragon.</p><p><strong>Skeletal Mature Adult Black Dragon:</strong> ?</p><p><strong>Vampiric Dragon:</strong> Thankfully, such creatures are rare in the extreme, most often created by energy draining effects or unique confluences of negative energy.</p><p>“Vampiric” is a template that can be added to any dragon of at least adult age.</p><p>An adult or older dragon slain by a vampiric dragon’s blood drain returns as a vampiric dragon.</p><p>It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.</p><p><strong>Vampiric Mature Adult Red Dragon:</strong> ?</p><p><strong>Zombie Dragon:</strong> A zombie dragon is created by use of the animate dead spell or by a vampiric dragon.</p><p>“Zombie” is a template that can be added to any dragon of at least adult age.</p><p>Young adult or younger dragons slain by a vampiric dragon's blood drain attack, or any dragons slain by its energy drain attack, rise instead as mindless zombie dragons.</p><p><strong>Zombie Young Adult White Dragon:</strong> ?</p><p></p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by a vampiric dragon’s energy drain attack rises as a vampire spawn 1d4 days after death.</p><p>If a vampiric dragon instead drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD.</p><p><strong>Vampire:</strong> If a vampiric dragon drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD.</p><p></p><p>Dracolich Brew: This ingested poison (Fortitude DC 25; 2d6 Con/2d6 Con) is created specifically for a dragon who wishes to become a dracolich. It automatically slays the dragon for which it is prepared (no save allowed).</p><p>Moderate necromancy; CL 11th; Brew Potion, Knowledge (arcana) 14 ranks; Price 5,000 gp.</p><p></p><p>Dracolich Phylactery: A dracolich’s phylactery is crafted from a solid, inanimate object of at least 2,000 gp value. Gemstones, particularly ruby, pearl, carbuncle, and jet, are commonly used for the phylactery, since they must be able to resist decay.</p><p>When a dracolich first dies, and any time its physical form is destroyed thereafter, its spirit instantly retreats to its phylactery regardless of the distance between that and its body. A dim light within the phylactery indicates the presence of the spirit. While so contained, the spirit cannot take any actions except to possess a suitable corpse; it cannot be contacted or attacked by magic. The spirit can remain in the phylactery indefinitely.</p><p>Strong necromancy; CL 13th; Craft Wondrous Item, control undead, gem or similar item of minimum value 2,000 gp; Price 50,000 gp plus value of gem; Cost 25,000 gp plus value of gem + 2,000 XP.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51634/Dragon-Magic-35?affiliate_id=17596" target="_blank">Dragon Magic:</a>[spoiler]</p><p><strong>Undead Dragon:</strong> ?</p><p><strong>Dracolich:</strong> ?</p><p><strong>Ghost Dragon:</strong> ?</p><p><strong>Vampiric Dragon:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28592/Dragonlance-Campaign-Setting-35?affiliate_id=17596" target="_blank">Dragonlance Campaign Setting:</a>[spoiler]</p><p><strong>Death Knight of Krynn:</strong> Death knights are terrifying corruptions of those who once served as champions of a god. Only a handful of such beings have existed in Krynn’s history, most of whom were Knights of Solamnia in life. Gods of Evil create death knights in return for terrible acts on the part of those who have spurned the protection of the deities of Good.</p><p>“Death knight” is a template that can be added to any humanoid creature of 6th level or higher.</p><p><strong>Lord Ausric Krell, Death Knight Fighter 5, Knight of the Lily 7:</strong> A Nordmaarian youth recruited directly by Lord Ariakan, Lord Ausric Krell rose to hold the rank of “Night Warrior” in the Knights of Takhisis, serving and fighting directly under Lord Ariakan himself during the Chaos War. Dishonoring himself and disobeying every tenet of the Dark Knights, Ausric secretly plotted against his lord, finally poisoning Ariakan’s mount before the last, fateful battle with the forces of Chaos.</p><p>Anyone who might have discovered Ausric’s treachery died in the battle, and he too was overwhelmed and killed by the enemy. The goddess Zeboim, however, found out about the murder of her son and was determined to avenge him. She cursed Ausric to eternal, tormented life.</p><p><strong>Fireshadow:</strong> Any living creature reduced to Constitution 0 by the green flame of a fireshadow becomes a fireshadow within 1d4 rounds.</p><p><strong>Skeletal Warrior:</strong> Skeletal warriors were dangerous combatants in life who are forced to battle on after death.</p><p>To be considered for transformation to a skeletal warrior, a character must be at least 3rd level.</p><p>“Skeletal warrior” is a template that can be added to any humanoid creature.</p><p>If a death knight creates a skeletal warrior, it must serve its master until either the death knight or skeletal warrior is destroyed. When a skeletal warrior is created through arcane or divine magic, however, its soul is trapped in a golden circlet, which can then be used to command the creature. Unless commanded against it, a skeletal warrior will do anything in its power to recover the golden circlet and ensure its own free will. A skeletal warrior’s golden circlet is much like a lich’s phylactery.</p><p>The spellcaster creating the golden circlet must be a cleric, mystic, sorcerer, or wizard of at least 6th level who possesses the Craft Wondrous Item feat. The golden circlet costs 60,000 stl and 2,400 XP to create and has a caster level equal to that of its creator at the time of its creation.</p><p>Physically, golden circlets are unremarkable bands of gold with a circumference large enough to fit around the creator’s head. The golden circlet has a hardness rating of 10, 20 hit points, and a break DC of 20.</p><p>Here Sir Ausric Krell, a death knight served by a group of skeletal warriors, is imprisoned, battered by a perpetual storm. Fighting loneliness and boredom, he might keep captives alive for a time before killing them. He forces those he kills to serve him forever as skeletal warriors.</p><p><strong>Grimix, Skeletal Warrior Barbarian 4:</strong> A minotaur warrior who survived a shipwreck upon the island of Storm’s Keep, Grimix found himself challenged by the death knight, Lord Ausric. Never one to back down, Grimix fought the death knight and was quickly dispatched. Ausric admired the minotaur’s bravery in the face of overwhelming odds, and raised him as a skeletal warrior to serve in the death knight’s growing retinue.</p><p><strong>Spectral Minion:</strong> A spectral minion is the soul of an intelligent humanoid who died before she could fulfill an important vow. Even in death, spectral minions are bound by the vow or quest placed upon them while they were alive.</p><p>“Spectral minion” is a template that can be added to any humanoid, monstrous humanoid or giant creature.</p><p>Spectral minions may have been anything in life, from a lowly clerk to a mighty heroic paladin.</p><p><strong>Dedrinch, Spectral Minion Expert 5:</strong> This spectral minion was a former scribe and archivist who turned to forgery as a way to make more money. Although he can provide helpful advice or information to adventurers who encounter him in his buried library ruins, his overriding goal is to create perfect forgeries of all the volumes in his collection.</p><p><strong>Lord Soth, Death Knight:</strong> When Lord Soth was cursed for his crimes at the moment of the Cataclysm, he became a death knight.</p><p><strong>Fistandantilus, Demilich:</strong> ?</p><p><strong>Undead Dragon:</strong> ?</p><p><strong>Shadow Wight:</strong> ?</p><p><strong>Frost Wight:</strong> ?</p><p></p><p><strong>Undead:</strong> Chemosh is the creator and ruler of the undead. Chemosh raises and animates corpses and imprisons souls by tempting mortals with promises of eternal “life,” dooming them to a horrible existence as his undead slaves.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Lich:</strong> Many clerics of Chemosh hold their positions for generations, using their powers to cling to control even after death by transforming themselves into liches or other dread beings.</p><p><strong>Banshee:</strong> ?</p><p><strong>Ghost:</strong> The “Lake of Death” occupies the area where the capital city of Qualinost once stood. The White-Rage River empties into the lake. It is likely that some of the buildings in the ruined city still stand far beneath the surface of the water, along with the carcass of the alien green dragon Beryllinthranox. Many say the ghosts of those who died on both sides haunt the lake.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/54308/Drow-of-the-Underdark-35?affiliate_id=17596" target="_blank">Drow of the Underdark (3.5)</a>[spoiler]</p><p><strong>Husk Vermin:</strong> Husk vermin are undead creatures formed from the carapaces of monstrous vermin, animated by evil spirits.</p><p>“Husk vermin” is an acquired template that can be added to any vermin.</p><p>A living vermin of any size slain by a husk vermin gains the husk vermin template in 1d4 hours.</p><p>Husk vermin are exclusively made from vermin creatures.</p><p>Priestesses of Lolth often create husk vermin as favored companions or mounts.</p><p>Many husk vermin haunt their former territory, transforming their living fellows into husk vermin, until they establish an entire colony of undead.</p><p>When given the opportunity, a husk vermin preys on its own kind to create more undead, and some regions of the Underdark are infested by entire colonies of these abominations.</p><p>A character can create a husk vermin by casting a create greater undead spell.</p><p>Husk vermin are almost exclusively found in the jungles of Xen’drik, where the drow transform monstrous scorpions in profane rituals celebrating Vulkoor.</p><p>Husk vermin, specifi cally husk spiders, are animated by evil spirits conjured from the realm of Kiaransalee.</p><p>A living vermin of any size slain by a Huge husk scorpion gains the husk vermin template in 1d4 hours.</p><p>A living vermin of any size slain by a Medium husk spider gains the husk vermin template in 1d4 hours.</p><p>A living vermin of any size slain by a husk widowmaker gains the husk vermin template in 1d4 hours.</p><p><strong>Huge Husk Scorpion:</strong> ?</p><p><strong>Medium Husk Spider:</strong> Drow priestesses sometimes create husk spiders from particularly beloved pets to ensure they are never without their favored companion. Also, the drow are quick to turn slain spiders into undead to prove their devotion to the Spider Queen.</p><p><strong>Husk Widowmaker:</strong> Drow necromancers raise widowmakers specifically to transform into husk vermin.</p><p><strong>Husk Vermin, Foul Undead Horror:</strong> ?</p><p><strong>Husk Vermin, Soldier:</strong> ?</p><p><strong>Husk Vermin, Favored Companion:</strong> ?</p><p><strong>Husk Vermin, Mount:</strong> ?</p><p><strong>Husk Vermin, Guardian:</strong> ?</p><p><strong>Husk Vermin, Companion:</strong> ?</p><p><strong>Husk Widowmaker, Massive Spider, Ideal Mount, Violent Destructive Monster:</strong> ?</p><p><strong>Husk Widowmaker, :</strong> ?</p><p><strong>Huge Husk Scorpion, Massive Scorpion, Relentless Hunter:</strong> ?</p><p><strong>Huge Husk Scorpion, Largest Husk Scorpion, Massive War Platform:</strong> ?</p><p><strong>Medium Husk Spider, Big Spider, Undead Vermin, Undead Mockery:</strong> ?</p><p><strong>Husk Spider, Guardian:</strong> ?</p><p><strong>Husk Spider, Mount:</strong> ?</p><p><strong>Husk Spider, Companion:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Undead can arise under other circumstances as well: Slain enemies are animated as guardians of their killers, and victims of strife and predators rise as slavering ghouls that wander the streets.</p><p>Residents of the neighborhood give the place a wide berth, out of fear of contagious guild members and their leader, said to be a victim of the [suppurating pox] disease who perished and was raised as an undead creature.</p><p><strong>Mindless Undead, Dangerous Distasteful Resource:</strong> ?</p><p><strong>Free-Willed Undead:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Undead Labourer:</strong> ?</p><p><strong>Guardian:</strong> ?</p><p><strong>Undead Soldier:</strong> ?</p><p><strong>Undead Vermin, Guardian:</strong> ?</p><p><strong>Undead Vermin, Mount:</strong> ?</p><p><strong>Undead Vermin, Companion:</strong> ?</p><p><strong>Foul Being:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Autonomous Undead:</strong> ?</p><p><strong>Undead Troll Bodyguard:</strong> ?</p><p><strong>Self-Willed Undead:</strong> ?</p><p><strong>Undead Lover:</strong> ?</p><p><strong>Ghast:</strong> Ghoul Fever disease.</p><p><strong>Ghostly Spider:</strong> ?</p><p><strong>Duergar Ghost:</strong> ?</p><p><strong>Maeletaurus, Ghost of an Ancient Drow Warrior:</strong> ?</p><p><strong>Abyssal Ghoul:</strong> ?</p><p><strong>Ghoul:</strong> The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves. Undead can arise under other circumstances as well: Slain enemies are animated as guardians of their killers, and victims of strife and predators rise as slavering ghouls that wander the streets.</p><p>Ghoul Fever disease.</p><p><strong>Slavering Ghoul:</strong> ?</p><p><strong>Ghoul, Hungry Undead, Rotting Creature, Shambling Creature:</strong> ?</p><p><strong>Hungry Ghoul:</strong> ?</p><p><strong>Lich:</strong> In rare instances, the gift has endured beyond death when contingencies were in place to facilitate a quick transition to an undead state (such as when a drow dies and becomes a lich).</p><p><strong>Lich, Undying Spellcaster, Self-Willed Undead:</strong> ?</p><p><strong>Vecna, Lich-God:</strong> ?</p><p><strong>Moressus, Lich Wizard 16, Drow Lich:</strong> ?</p><p><strong>Shadow Companion:</strong> ?</p><p><strong>Shadow:</strong> However, anyone who is slain by exposure to the life-draining blackness [of utter darkness] rises as a shadow 1d4 rounds later.</p><p><strong>Skeleton:</strong> The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves.</p><p><strong>Medium Skeleton:</strong> ?</p><p><strong>Elf Skeleton:</strong> ?</p><p><strong>Drider Vampire:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Vampire, Unofficial Ruler:</strong> ?</p><p><strong>Khovad, Vampire Half-Drow Fighter 13, Occupant, Former Minion:</strong> ?</p><p><strong>Telagos, Vampire Warlord, Master, Older Creature, Older Master:</strong> ?</p><p><strong>Vampire, Self-Willed Undead:</strong> ?</p><p><strong>Nyvaela, Vampire Drow Cleric 10, Former Drow Priestess, Leading Member:</strong> ?</p><p><strong>Zombie:</strong> The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves.</p><p>The funerary tradition of House Xaniqos is to summon a fiendish monstrous spider to enshroud the dead in webbing, which preserves the bodies until they can be transported back to the caverns beneath the Xaniqos estate. There, spiders drain the corpses of fluids at their leisure, and the husks are animated to serve the house as zombie slaves.</p><p>Elixir of the Unfailing Servant magic item.</p><p><strong>Small Zombie:</strong> ?</p><p><strong>Kobold Zombie:</strong> ?</p><p><strong>Zombie, Zombie Slave:</strong> ?</p><p><strong>Death Knight:</strong> drow blackguard seeks to become a death knight and must sacrifice two heroes to complete the process.</p><p><strong>Walking Dead:</strong> ?</p><p></p><p>Ghoul Fever (Su) Disease—bite, Fort DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex.</p><p>An afflicted 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, not a ghoul.</p><p></p><p>ELIXIR OF THE UNFAILING SERVANT</p><p>Price (Item Level): 750 gp (3rd)</p><p>Body Slot: — (held)</p><p>Caster Level: 8th</p><p>Aura: Moderate; (DC 19) necromancy</p><p>Activation: Standard (manipulation)</p><p>Weight: —</p><p>Inside this bone flask is a noxious black fluid that stinks of rot. The flask itself resembles a screaming face, with a fat stopper in its mouth.</p><p>An elixir of the unfailing servant ensures that minions keep fighting, even in death. If you consume this vile concoction, any time within the next 8 hours that your hit points are reduced to 0 or lower, you are instantly slain. On the following round, you rise as a zombie (MM 265) with the instructions to attack any non-drow you encounter.</p><p>Prerequisite: Craft Wondrous Item, animate dead, death knell, evil.</p><p>Cost to Create: 375 gp, 30 XP, 1 day.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28474/Eberron-Campaign-Setting-3e?affiliate_id=17596" target="_blank">Eberron Campaign Setting:</a>[spoiler]</p><p><strong>Deathless:</strong> Deathless is a new creature type, describing creatures that have died but returned to a kind of spiritual life.</p><p>The deathless are strongly tied to the plane of Irian, the Eternal Day, the birthplace of all souls. In fact, the death less are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state.</p><p>In the center of the island-continent lies a region where necromantic energy flows easily, and it was here that the elf Priests of Transition discovered the rites and rituals required to preserve their elders beyond death.</p><p>The Aereni preserve their greatest heroes as deathless. (Eberron Player's Guide to Eberron)</p><p>The Aereni elves preserve their greatest heroes through magic and devotion, and these deathless elves have provided protection and guidance for thousands of years. (Eberron Player's Guide to Eberron)</p><p>In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition. (Eberron Player's Guide to Eberron)</p><p><strong>Ascendant Councilor:</strong> ?</p><p><strong>Karrnathi Skeleton:</strong> It has been imbued with malign intelligence, and its bones have been treated alchemically to make them more resilient.</p><p>Karrnathi skeletons are created from the remains of elite Karrnathi soldiers slain in battle.</p><p>First, the priests worked with Kaius’s own court wizards to perfect the process for creating zombie and skeleton troops to bolster Karrnath’s forces. With the addition of armor and weapons, as well as a slight increase in power, these undead were stronger and more formidable than the average mindless walking corpse.</p><p>Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies. (Eberron Five Nations)</p><p><strong>Karrnathi Skeleton Archer:</strong> ?</p><p><strong>Karrnathi Zombie:</strong> It has been imbued with evil intelligence, and its desiccated flesh has been treated alchemically to make it more resilient.</p><p>Karrnathi zombies are created from the remains of elite Karrnathi soldiers slain in battle.</p><p>First, the priests worked with Kaius’s own court wizards to perfect the process for creating zombie and skeleton troops to bolster Karrnath’s forces. With the addition of armor and weapons, as well as a slight increase in power, these undead were stronger and more formidable than the average mindless walking corpse.</p><p>Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies. (Eberron Five Nations)</p><p><strong>Karrnathi Zombie Archer:</strong> ?</p><p><strong>Undying Councilor:</strong> Similar in some ways to undead mummies, undying councilors are the well-preserved corpses of ancient elves, still animated by their benevolent spirits.</p><p>An undying soldier or councilor is an undead creature, but it is charged with positive energy and sustained by the devotion of its descendants.</p><p><strong>Undying Soldier:</strong> An undying soldier or councilor is an undead creature, but it is charged with positive energy and sustained by the devotion of its descendants.</p><p><strong>Erandis d'Vol, Vol, Queen of the Dead, Elf Half-Dragon Lich Wizard 16:</strong> In life, Vol was the heir to the fortunes of House Vol. She carried the Mark of Death and proudly proclaimed her heritage as both elf and green dragon. Her half-dragon blood, once thought to be a way to end the elf-dragon wars, eventually led to the eradication of House Vol as both elves and dragons declared the mixing of the species to be an abomination. Lady Vol survived the destruction of her family, but became an undead creature—a lich.</p><p>As the Vol family was slaughtered, the matriarch used her powers over death to make sure her beloved daughter survived. Erandis became a lich, and now remains as the single memory of her family’s ancient glory.</p><p><strong>Undead Mind Flayer:</strong> ?</p><p><strong>Kaius III , Kaius I, Human Vampire Aristocrat 2, Fighter 11:</strong> When Vol, the ancient lich at the heart of the Blood of Vol cult, appeared before Kaius to collect her “considerations” for the aid her priests provided him, he had no choice but to submit. In addition to allowing the cult to establish temples and bases throughout Karrnath, Vol demanded that Kaius partake in the Sacrament of Blood. Instead of the usual ceremony, Vol invoked an ancient incantation that turned Kaius into a vampire.</p><p>The lich queen Vol turned Kaius I into a vampire, a fact that’s one of the most closely held secrets in the world. (Eberron Five Nations)</p><p><strong>Moranna, Human Vampire Aristocrat 4/sorcerer 5:</strong> ?</p><p>Kaius turned his granddaughter into a vampire. (Eberron Five Nations)</p><p><strong>Malevanor, Mummy Half-Elf Cleric 8:</strong> ?</p><p><strong>Spectral Dinosaur:</strong> ?</p><p><strong>Undead Lizardfolk Priest:</strong> ?</p><p><strong>Undead Dragon:</strong> ?</p><p><strong>Undead Rat Monstrosity:</strong> Deep in the sewers of Sharn, a mad necromancer assembles a device to transform the rats of the city into undead monstrosities.</p><p><strong>Skeletal Dragon:</strong> ?</p><p><strong>Ghostbear:</strong> Some of the scavengers believe that the ghostbeasts are guardian spirits left behind by the royal family of Cyre to protect the city. Others say that they are the ghosts of the city’s dead.</p><p></p><p><strong>Zombie:</strong> Emerald Reanimator Eldritch Machine magic item.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghost:</strong> When Dolurrh is coterminous, slippage can sometimes occur between the Material Plane and the Realm of the Dead. Ghosts become common on Eberron because it is as easy for spirits to remain in the world of the living as it is for them to pass to Dolurrh. Spells to bring back the dead work normally, but run the risk of calling back more spirits than the one desired. Whenever a character is brought back from the dead while Dolurrh is coterminous, roll on the following table.</p><p>d% Result</p><p>01–50 Spell functions normally.</p><p>51–80 1d4 ghosts (CR = raised character’s level) appear near the raised character.</p><p>81–90 As above, but the wrong spirit claims the risen body and the intended spirit returns as a ghost.</p><p>91–99 The spell functions normally, but a nalfeshnee possesses the raised character.</p><p>100 The spell does not function; instead, a nalfeshnee animates the body.</p><p>Dolurrh is coterminous for a period of one year every century, precisely fifty years after each period of being remote.</p><p>Some of the scavengers believe that the ghostbeasts are guardian spirits left behind by the royal family of Cyre to protect the city. Others say that they are the ghosts of the city’s dead.</p><p><strong>Dracolich:</strong> The Order of the Emerald Claw has sent a mad wizard to raise an army of dracoliches from the battlefields of the Age of Demons.</p><p><strong>Dust Wight:</strong> ?</p><p><strong>Ephemeral Swarm:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Necronaut:</strong> ?</p><p><strong>Vasuthant:</strong> ?</p><p></p><p>Emerald Reanimator: This gruesome device incorporates bone and undead flesh into its construction. Any creature that dies within 2 miles of this eldritch machine immediately animates as a zombie under the control of the device’s creator. An emerald reanimator must be built within a manifest zone linked to Mabar.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/57401/City-of-Stormreach-35?affiliate_id=17596" target="_blank">Eberron City of Stormreach (3.5)</a>[spoiler]</p><p><strong>Undead:</strong> House Jorasco believes that something within Delera Omaren’s tomb is preventing the dead from resting in peace.</p><p>The Shrouds are run by an unusually tall elf woman who calls herself Whisper. Nearly seven feet in height and incredibly long-limbed, Whisper is an imposing figure draped in perfumed shrouds. She is a priest of the Keeper, and her talents at intimidation are nearly as impressive as her deadly touch and ability to animate the dead.</p><p>The hunter became obsessed with necromantic arts after discovering an old tome devoted to blood rites during an excursion in Xen’drik, and now he enjoys animating his dead enemies to serve him.</p><p>Jolan’s notes fetch a pretty penny from experimenters in the necromantic arts, divine or arcane, though their sale opens a Pandora’s box. Jolan’s experiments were devoted to finding ways of raising more intelligent and more self-sustaining undead than prior methods allowed.</p><p><strong>Jolan, Necromancer 7:</strong> Killing Jolan is not as complete an end to things as some might have hoped. After his death, either in Stormreach or after he is executed in Khorvaire, he rises again as one of the undead.</p><p><strong>Rashade, Bodak, Brother:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Elf Ghost:</strong> ?</p><p><strong>Ancient Ghost:</strong> ?</p><p><strong>Drifter, Human Ghost Rogue 4, Old Spirit, Skilled Thief:</strong> Drifter does not discuss his history or reveal his true name, but most believe he was pushed into the harbor by a member of the Stormreach Guard and that his bones are still drifting in the water.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Vol, Lich Queen of the Dead, Lich Queen, Mighty Spellweaver, Mistress:</strong></p><p><strong>Ancient Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Jolan, Mummy Necromancer 7:</strong> Jolan has made himself undead.</p><p><strong>Most Powerful Mummy:</strong> ?</p><p><strong>Skeleton, Undead Skeleton:</strong> ?</p><p><strong>Giant Skeleton:</strong> The attacks are the work of a necromantic cult—perhaps a more radical wing of the Blood of Vol. This cult dug deep into the ancient chambers beneath the city and found the burial site of some long-dead giants. When these titanic bones were raised as undead skeletons, they retained the strength to shake the pillars and foundations of the city, breach its underground dungeons, and cause massive collapses in the city above.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Ancient Vampire:</strong> ?</p><p><strong>Wraith:</strong> Wraiths kill mortally wounded Shrouds to turn them into new wraiths.</p><p><strong>Wraith, Incorporeal Killer:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Unliving Force, Avatar of Despair and Self-Destruction, Spirit:</strong> ?</p><p><strong>Zombie, True Zombie:</strong> Wraiths kill mortally wounded Shrouds to turn them into new wraiths; if this fails, the gang’s leader raises the dead Shroud as a zombie.</p><p><strong>Elf Zombie:</strong> ?</p><p><strong>Intelligent Zombie:</strong> Jolan’s experiments with the undead sometimes went awry and these intelligent zombies (use mummies with full human intelligence) have enough intelligence and capability to seek revenge themselves.</p><p><strong>Infectious Zombie:</strong> Jolan’s crowning achievement is a spell that enables the creation of an infectious zombie: a creature that can spread a disease to those it harms. He has succeeded, and the PCs’ sponsors want him found and brought to their custody to so they can use this weapon of war for themselves. He has already created a number of host zombies and, if he is threatened, he releases them.</p><p><em>Animate Infectious Zombie</em> spell.</p><p>Zombie Plague disease.</p><p><strong>Infectious Zombie, Creature That Can Spread a Disease to Those it Harms, Host Zombie, Zombie That Carries a Disease in its Natural Weapons:</strong> ?</p><p></p><p>ANIMATE INFECTIOUS ZOMBIE</p><p>Necromancy [Evil]</p><p>Level: Sorcerer/wizard 4</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Targets: 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 as noted here. It raises a zombie (not a skeleton) that carries a disease in its natural weapons. Apart from the carried infection, infectious zombies are no different from their normal counterparts.</p><p>Anyone damaged by an infectious zombie’s natural weapon must make a successful DC 16 Fortitude saving throw to avoid contracting the disease, known as zombie plague (see below).</p><p>Only the initially created infectious zombie is under the caster’s control. Other infectious zombies that are created by succumbing to the disease of the first zombie are uncontrolled unless other spells are put in place to control them.</p><p></p><p>Zombie Plague: The disease carried by an infectious zombie has an incubation period of 24 hours. After that time, a victim who failed its Fortitude save loses 1d6 points of Constitution. An additional save must be attempted every day thereafter until the victim either succeeds, negating the plague, or dies, rising as an infectious zombie.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/54307/Dragons-of-Eberron-35?affiliate_id=17596" target="_blank">Eberron Dragons of Eberron (3.5)</a>[spoiler]</p><p><strong>Undead Spirit:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Draconic Undead:</strong> ?</p><p><strong>Undead Guardian, Foul Creature, Undead Minion of an Argonnesan Necromancer, Powerful Undead, Ancient Guardian:</strong> ?</p><p><strong>Undead Guardian:</strong> ?</p><p><strong>Undead Sand Giant:</strong> ?</p><p><strong>Undying Soldier:</strong> ?</p><p><strong>Deathless Elf:</strong> ?</p><p><strong>Dracolich:</strong> Chronepsis looks harshly on any magic that allows a dragon to escape his judgment, from raise dead to the undead existence of the dracolich.</p><p><strong>Epic-Level Dracolich:</strong> ?</p><p><strong>Azalakardon, Epic-Level Dracolich:</strong> ?</p><p><strong>Devourer:</strong> Undead sand giants—some vampires, some mummified, others cursed to exist as devourers—rise from the dunes to prey on travelers.</p><p><strong>Devourer, Undead Sand Giant:</strong> ?</p><p><strong>Ghost of a Fallen Dragon:</strong> Ancient battlefields are haunted by the ghosts of fallen dragons.</p><p><strong>Dragon Ghost, Spirit:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Memory of the Prophecy, Iluvira, Ghostly Mature Red Dragon, Ghostly Spirit:</strong> When a young Chamber agent uncovered four stone tablets etched with cryptic Prophecy fragments, he sent them directly to Iluvira. For almost two years, the mature adult red dragon studied the tablets, each day coming a fraction closer to comprehension. One day she excitedly announced that she was on the verge of a breakthrough; the next day, she was dead, and the tablets missing.</p><p>Iluvira’s murder was never solved, but the dragon herself is not gone. Her ghostly spirit lingers, distressed over the loss of the tablets and desperately trying to recall what fragmented information she had learned.</p><p><strong>Ghost Fighter 5:</strong> ?</p><p><strong>Ghost Necromancer 13:</strong> ?</p><p><strong>Cloud Giant Ghost:</strong> ?</p><p><strong>Mummified Sand Giant, Undead Sand Giant:</strong> ?</p><p><strong>Nightwalker, Nightwalker Nightshade:</strong> ?</p><p><strong>Greater Shadow, Chaotic and Dim Undead:</strong> ?</p><p><strong>Dragon Skeleton:</strong> ?</p><p><strong>Skeletal Dragon:</strong> Such creatures are commonly created by the powerful necromancers of the secret Shadowcasters cabal as personal bodyguards and the defenders of their secret lairs.</p><p>Zombie dragons and skeletal dragons are sometimes found at ancient sites in Argonnessen, animated by the old magic lingering in such places.</p><p><strong>Skeletal Dragon, Personal Bodyguard:</strong> ?</p><p><strong>Skeletal Dragon, Defender of a Secret Lair:</strong> ?</p><p><strong>Skeletal Black Dragon, Skeletal Mature Adult Black Dragon:</strong> ?</p><p><strong>Red Dragon Skeleton:</strong> ?</p><p><strong>Cloud Giant Skeleton:</strong> ?</p><p><strong>Frost-Laden Skeleton:</strong> ?</p><p><strong>Arstyvrax, Vampiric Old Black Dragon Necromancer 14, Undead Minion of the Blood of Vol, Vampiric Dragon Necromancer, Canny Foe, Vampiric Dragon, Bitter Foe:</strong> Arstyvrax joined the ranks of the undead some two hundred years past. Already an initiate into the necromantic arts, he was doing fieldwork in Xen’drik when he fell to a vampiric wyrm’s assault.</p><p><strong>Vampiric Wyrm, Foul Undead:</strong> ?</p><p><strong>Vampire Spawn:</strong> Humanoids or monstrous humanoids slain by Arstyvrax’s energy drain rise as vampire spawn 1d4 days after death. Dragons slain by Arstyvrax’s energy drain, or young adult or younger dragons slain by Arstyvrax’s blood drain, rise as zombie dragons. Other creatures slain by Arstyvrax’s blood drain return as vampire spawn (if they had 4 or fewer HD), or as vampires (if they had 5 or more HD).</p><p><strong>Vampire, Typical Vampire:</strong> Dragons slain by Arstyvrax’s energy drain, or young adult or younger dragons slain by Arstyvrax’s blood drain, rise as zombie dragons. Other creatures slain by Arstyvrax’s blood drain return as vampire spawn (if they had 4 or fewer HD), or as vampires (if they had 5 or more HD).</p><p><strong>Vampire, Undead Sand Giant:</strong> ?</p><p><strong>Dekaraz, Ancient Elf Vampire, Vampire Elf Necromancer 14, Minion, Forgotten Horror of Qabalrin, Qabralin Exile:</strong> ?</p><p><strong>Wind-Borne Wraith:</strong> ?</p><p><strong>Zombie Dragon:</strong> Dragons slain by Arstyvrax’s energy drain, or young adult or younger dragons slain by Arstyvrax’s blood drain, rise as zombie dragons. </p><p>Such creatures are commonly created by the powerful necromancers of the secret Shadowcasters cabal as personal bodyguards and the defenders of their secret lairs.</p><p>Zombie dragons and skeletal dragons are sometimes found at ancient sites in Argonnessen, animated by the old magic lingering in such places.</p><p><strong>Wyvern Zombie:</strong> However, the frequency with which undead creatures appear in Argonnessen hints that not all dragons are as intolerant of the necromantic traditions as the Conclave would have it. A reluctance to practice the dark art on true dragons makes wyvern zombies common creations of low-level necromancers.</p><p><strong>Tyrannosaurus Zombie:</strong> A past or present master of the Frostbreath Caverns cast animate dead on this fossil to create a zombie.</p><p><strong>Tyrannosaurus Zombie, Undead Horror:</strong> ?</p><p><strong>Gray Render Zombie:</strong> ?</p><p><strong>Zombie Young-Adult White Dragon:</strong> ?</p><p><strong>Zombie Purple Worm:</strong> ?</p><p><strong>Crisply Frozen Zombie:</strong> ?</p><p><strong>Boneclaw:</strong> ?</p><p><strong>Angel of Decay:</strong> ?</p><p><strong>Blood Amniote:</strong> ?</p><p><strong>Boneyard:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28711/EBERRON-Explorers-Handbook-35?affiliate_id=17596" target="_blank">EBERRON Explorer's Handbook (3.5)</a>[spoiler]</p><p><strong>Undead Tomb Guardian:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Experiment:</strong> ?</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Undead Remnants:</strong> ?</p><p><strong>Greater Undead:</strong> While he [Jeeryth Ritaal] prefers to watch intruders driven insane by a combination of his tricks and the Madwood’s natural properties, he will settle for simply killing them outright and animating their bodies as greater undead.</p><p><strong>Negative-Energy Charged Undead:</strong> ?</p><p><strong>Psionic Undead:</strong> The power of the [quori] monolith attracts psionic creatures from miles around. As well, normal animals and monsters living within a mile of a monolith often give birth to phrenic specimens, and even creatures that die too close to an active monolith are likely to rise as psionic undead</p><p><strong>Aal'drash, Devourer, Ancient Evil:</strong> Aal’drash was a hobgoblin prince who ruled the fertile plains of what is now northern Breland during the Age of Monsters. Not content with his kingdom of wheat, Aal’drash betrayed the Dhakaani to side with the daelkyr invaders, who promised him an empire of lamentation. He rode with his honor guard of five tentacled monstrosities, the Hand of Corruption, and slaughtered many orcs and goblins before the Gatekeepers sealed the six here in Aal’drash’s former stronghold.</p><p>Aside from the cultists, each of the leaking cysts contains a trapped creature that will spring forth if the seal is broken, including Aal’drash himself, now transformed into a devourer.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghost:</strong> Although most of Ashtakala’s buildings have collapsed into ruin, many tall towers and indomitable fortresses remain, inhabited by demons and haunted by the ghosts of everything that has perished here since the dawn of civilization.</p><p><strong>Jeeryth Ritaal, Ghost Necromancer 13, Elf Necromancer, Builder of the Madwood Citadel, Greatest Danger:</strong> The ghost of Jeeryth Ritaal still haunts these rooms, insane and prone to fits of rage. Ironically, the unfinished business that ties the elf necromancer to this plane is his burning desire to become a lich, and he spends all his time half-coherently researching a magical process that can never succeed because he is already dead.</p><p><strong>Ghost of a Storm Giant:</strong> Every night at the same time, the ghost of a female storm giant who died in the cataclysm that broke Xen’drik walks silently along the northeastern walkway, floating over those portions that have collapsed. Why she haunts the walkway is unknown, but she could likely reveal much about the ancient city to one who could successfully communicate with her.</p><p><strong>Lich:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Phrenic Shadow:</strong> ?</p><p><strong>Human Commoner Skeleton:</strong> ?</p><p><strong>Karrnathi Skeleton:</strong> ?</p><p><strong>Cloud Giant Skeleton:</strong> ?</p><p><strong>Storm Giant Skeleton:</strong> Whether these skeletons were used as undead sentries during the Age of Giants or were cursed with undeath as a result of the cataclysm that broke the fortress is unclear.</p><p><strong>Storm Giant Skeleton, Ancient Giant Skeleton, Armored Storm Giant Skeleton, Giant Skeleton, Guardian Skeleton, Undead Ally, Undead Giant, Undead Guardian, Undead Sentry:</strong> ?</p><p><strong>Vampire Human Fighter 5:</strong> ?</p><p><strong>Phrenic Wight:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Phrenic Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Zombie Giant:</strong> Even some witnesses of the long-lost Age of Giants survive after a fashion. Giants cursed with undeath after the fall of their civilization can be found in the hidden corners of the ruins.</p><p><strong>Deathless:</strong> ?</p><p><strong>Deathless Elf:</strong> ?</p><p><strong>Undying Elf:</strong> ?</p><p><strong>Undying Ancestor:</strong> ?</p><p><strong>Undying Soldier:</strong> ?</p><p><strong>Undying Councilor:</strong> ?</p><p><strong>Undying Wizard, Undead Elf:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51636/Faiths-of-Eberron-35?affiliate_id=17596" target="_blank">Eberron Faiths of Eberron:</a>[spoiler]</p><p><strong>General Raulz, Karrnathi Skeleton Cleric 9:</strong> ?</p><p><strong>Erandis d'Vol:</strong> Rather than see her daughter destroyed, Minara used her powers over life and death to transform Erandis into a lich.</p><p><strong>Kaius I, Human Vampire:</strong> Vol herself came before the king of Karrnath to claim her due. First, she demanded that her cult be allowed to establish temples and bases in his kingdom.</p><p>Second, she required Kaius to undergo the Sacrament of Blood. Kaius had heard of the ritual and knew it was harmless to participants, so he agreed. Vol deceived him, however, and used the ritual to turn Kaius into her own personal thrall as a vampire.</p><p><strong>Malevanor, Mummy Cleric 9:</strong> ?</p><p><strong>Baszilio, Human Vampire Rogue 2, Wizard 5, Cleric 3:</strong> ?</p><p><strong>Randall A leazar d’Deneith, Vampire Human Rogue 7:</strong> ?</p><p></p><p><strong>Spectre:</strong> The former high priest of the Monastery of the Unyielding Shield has become a spectre.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/121301/EBERRON-Five-Nations-35?manufacturers_id=44?affiliate_id=17596" target="_blank">Eberron Five Nations</a>[spoiler]</p><p><strong>Ghostbeast:</strong> ?</p><p><strong>Mourner:</strong> Mourners are undead native to the Mournland, the remains of soldiers who died as a consequence of a great betrayal. All verifiable mourners were once Thrane soldiers under the command of General Kalion Adara at Arjon Ford. They formed in the wake of whatever cataclysm created the Mournland.</p><p>During the Last War, a legion of Thrane soldiers marched into northern Cyre to halt the advance of several hundred living and undead soldiers from Karrnath. In the Battle of Arjon Ford, the Thrane and Karrnathi forces were about evenly matched, but the terrain and troop disposition gave Thrane a slight edge.</p><p>On the evening before battle, leaders on both sides outlined their plans and formed their strategies. Each force controlled one side of the Emerald Gleam River. The river was wide and easily crossed at the Arjon Ford.</p><p>General Delios Adara led the Thrane forces. His plan relied on the organization and cooperation of the three captains under his command: Captain Mythulan Vasiraghi, Captain Thellia Zant, and Captain Kalion Adara (Delios’s daughter). Unknown to Delios, Karrnath had sent a changeling named Qui in disguise to spy upon the Thrane military leaders. Qui gained more than just strategic and tactical information; he found a conflict among the generals that he could exploit. Kalion had long envied her father’s prestige and resented his condescension and lack of confidence in her leadership ability. The spy did what he could to play upon this bitterness.</p><p>Mere days before the Battle of Arjon Ford, Qui approached Kalion with a deal. Karrnath promised her land, titles, and a prestigious military post superior to what she held in Thrane’s army. Her instructions were to lead her troops (300 soldiers in all) back away from the river toward a narrow culvert. Karrnathi troops would cut off their escape. She agreed, on the condition that if Karrnath ever captured her father, he would not be killed but instead imprisoned to live and watch his daughter’s success.</p><p>The battle started much as expected. Mythulan feinted across the river, drawing Karrnath’s attention. As he withdrew, Thellia’s troops pressed forward. However, Kalion’s troops did not engage as planned. Lacking any opposition in the center, the Karrnathi forces wedged down the center of the field and split the Thrane forces in two.</p><p>Kalion’s soldiers had little regard for their captain, but they respected her father greatly. Told that they were circling around in a clever maneuver planned by General Adara, they entered the narrow culvert. Volleys of Karrnathi arrows rained death upon them. All three hundred of Kalion’s soldiers died. Back at Arjon Ford, the situation looked grim for Thrane. Delios worried about his daughter and the missing troops.</p><p>Karrnath, it seemed, would win the day. Then, above the din and fury of battle, he heard the sound of Cyran trumpets. Cyran soldiers and warforged attacked the Karrnathi forces from the east, pulling the enemy forces in two directions.</p><p>Heartened by the arrival of the Cyran troops, the Thrane soldiers fought with renewed vigor. The tide of battle had turned, and Thrane won a costly victory that day.</p><p>After the battle, Kalion Adara’s betrayal became known. Many believe that Kalion fled to Karrnath, but to this day she has not resurfaced, leading some to suspect that she, in turn, was betrayed and killed. The arrow-pocked bodies of the three hundred soldiers who died in the ambush were laid to rest. The bodies were interred in a mass grave, their arms and armor returned to the army for redistribution to other troops. The presiding cleric from the Church of the Silver Flame held a memorial ceremony for the betrayed soldiers.</p><p>Three days after the Battle of Arjon Ford, a cataclysm transformed Cyre into the Mournland. The soldiers killed by Kalion Adara’s betrayal rose from their mass grave as mourners. Perhaps they seek the death of Kalion, or perhaps they resent those who left them in the Mournland to rot. Whatever they want, they haven’t found it yet.</p><p><strong>Jarren Firstblood:</strong> ?</p><p><strong>Skeletal Steed, Heavy Warhorse Skeleton:</strong> ?</p><p><strong>Madox's Skeletal Steed, Heavy Warhorse Skeleton:</strong> ?</p><p><strong>Dire Wolf Skeleton:</strong> ?</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>King Kaius, Kaius III, Kaius I, Human Vampire Aristocrat 2/Fighter 11:</strong> The lich queen Vol turned Kaius I into a vampire, a fact that’s one of the most closely held secrets in the world.</p><p><strong>Charnel Hound:</strong> Crying Fields.</p><p><strong>Lich Wizard 11:</strong> Crying Fields.</p><p><strong>Dread Wraith:</strong> Crying Fields.</p><p><strong>Bodak:</strong> Crying Fields.</p><p><strong>Devourer:</strong> Crying Fields.</p><p><strong>Spectre:</strong> Crying Fields.</p><p><strong>Vampire Fighter 5:</strong> Crying Fields.</p><p><strong>Greater Shadow:</strong> Crying Fields.</p><p><strong>Undead:</strong> Every month when the moon is full, those who died on the Crying Fields are returned to life as undead horrors, and they battle each other until sunrise.</p><p>Using the necromantic arts at their disposal, the Vol priests called Karrnath’s fallen warriors back from the grave, setting the stage for the rest of the long, long war.</p><p>The corpse collectors seem to be collecting bodies from specific bloodlines, trying to reanimate them with powers beyond the norm for undead.</p><p>In the heart of the Crimson Monastery is an immense necromantic laboratory where the high priest Malevanor spends almost all his time. Corpses—some animate, some not—lie on tables and biers throughout the cavernous room. Channels carved into the floor hold a steady stream of blood that drains into catch basins at the room’s edge. Unless he’s leading a worship service, Malevanor is here as well, creating more undead minions for the Blood of Vol.</p><p>The Karrnathi in Shadukar animated dead Karrns and Thranes to reinforce their dwindling ranks.</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Lich Queen Vol:</strong> ?</p><p><strong>Karrnathi Skeleton:</strong> Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies.</p><p><strong>Karrnathi Zombie:</strong> Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies.</p><p><strong>Wight:</strong> ?</p><p><strong>Vampire Spawn:</strong> Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD.</p><p><strong>Vampire:</strong> Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD.</p><p><strong>Regent Moranna Ir-Wynarn, Human Vampire Aristocrat 4/Necromancer 5:</strong> Kaius turned his granddaughter into a vampire.</p><p><strong>Malevanor, Mummy Cleric 8:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Boneclaw:</strong> ?</p><p><strong>Salt Mummy:</strong> ?</p><p><strong>Minotaur Zombie:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p></p><p>CRYING FIELDS</p><p>Haunted Battlefield; Temperate Plains</p><p>Twenty-seven days of the month, the Crying Fields of southern Aundair are quiet grasslands notable only for the red-tinged flora and the white stone monuments and crypts that dot the landscape. But on nights when the moon is full, the Crying Fields become a twisted mockery of a Last War battlefield, with once-living soldiers battling each other to gain the victory they could not attain in life.</p><p>The Crying Fields lie east of Ghalt near the Thrane border. Thrane armies, attempting to avoid long sieges of Tower Valiant or Tower Vigilant, invaded toward Ghalt on five separate occasions during the Last War.</p><p>Each time, a bloody battle was fought among the farms of southeast Aundair—hundreds of acres of land that now comprise the Crying Fields.</p><p>Aundairian farmers long since abandoned the farms, and now the only life in the Crying Fields is the hardy, crimson-tinged grass that sprang up when the fields lay fallow. Even on the sunniest day, visitors to the Crying Fields can hear the clash of swords and cries of anguish, though muffled and distant as if issuing from another world. At night the sounds of battle grow louder and more distinct.</p><p>On the night of the full moon, the battle be comes entirely real, as undead soldiers, Aundairian and Thrane alike, emerge from the night to battle one another—and any among the living who are brave enough or unlucky enough to be in the Crying Fields on that night.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3729/Magic-of-Eberron-35?affiliate_id=17596" target="_blank">Eberron Magic of Eberron (3.5)</a>[spoiler]</p><p><strong>Urdark:</strong> Urdarks are named for their first victim, a halfling sociopath named Arven Urdark. Captured by agents of the Karrn necromancer Count Vedim ir’Omik, this dangerous criminal was quietly transferred to Vedim’s laboratory for experimentation. On questioning the notorious murderer, Vedim came to the conclusion that the halfling was utterly insane. When Urdark died in custody, Vedim was intrigued by the possibility of creating some new type of undead from his corpse, and began a series of sinister experiments that eventually resulted in the creation of the first urdark.</p><p>Spawned from the bodies of the utterly insane, urdarks are incorporeal undead that take on the form of the child within. Unfortunately, the child within most insane creatures is also utterly insane, and despite their intelligence, urdarks cannot be reasoned with. They seem to take great pleasure in creating more of their kind or simply driving rational minds to the brink of insanity (or beyond it).</p><p>Any humanoid or monstrous humanoid reduced to Wisdom 0 by an urdark becomes an urdark within 2d4 rounds. Its body remains intact and inanimate, but its spirit is torn free of its corpse and transformed.</p><p>Count Vedim ir’Omik has plans of his own. While still ostensibly loyal to King Kaius III, he misses the glory days of the Last War, when he could stride openly through court, enjoying the nervous glances of fear and respect (or loathing) from his noble peers. Relegated now to underground, underfunded laboratories, he has begun to seek ways to hurry the onset of the next chapter in the war that he never believes ended. Rather than create simply more Karrnathi zombies and skeletons, as per his orders from his liege, he has recently turned his research in new directions. The results have been more than he dreamed, and now, while seeking to create still more powerful, potent undead, he also looks for ways to use his new creations to seed the start of a new war.</p><p>So far, the creatures created by Vedim’s necrogenesis program are few. The count is far from stupid, and he knows that should the king discover his program, he might be the next victim on the altar of the Blood of Vol. The fashioned undead (urdarks and vours) are carefully controlled by Vedim, answering only to him or those he provides with specific arcane pass phrases.</p><p><strong>Vour, Face Eater:</strong> Vours are terrible undead spawned from the laboratories of Karrnath’s chief necromancer, Count Vedim ir’Omik. One of his earliest experiments, the research that led to the first vour was intended to produce a creature that could create spawn quickly, was amenable to command (but intelligent enough to follow complex orders), and had greater mobility than Karrnathi zombies or skeletons. The first experiments were failures until Vedim tried duplicating the flotation magic of the beholders. The tentacles—a completely unexpected side effect—seemed similar enough to eyestalks that Vedim quietly surmised that perhaps the beholder’s flotation and tentacles were physiologically connected in some way.</p><p>Relatively few vours have been encountered in Karrnath as yet, let alone the rest of Khorvaire. However, the creatures breed quickly, and a few of Vedim’s field tests have resulted in unrecovered corpses that later spawned more of the creatures.</p><p>The first vours were created from the terribly twisted bodies of captured wights. Vedim appreciated the wights’ energy drain ability, as well as their ability to quickly reproduce. Vours live to feed on the fl esh of the living, but some perverse accident of their creation makes them desire to eat only the faces of their fallen foes. Once a victim has succumbed to their physical attacks or energy drain, a vour carefully, almost lovingly, peels the flesh and skin from the victim’s face and devours it ravenously. In fact, newly spawned vours always tear their own faces off and devour them shortly after their creation. For this reason, the creatures are also sometimes called “face eaters.”</p><p>They are perfectly aware of their ability to create new spawn, so fresh additions to the pack are never hard to come by should a member fall in battle.</p><p>Any humanoid slain by a vour’s energy drain attack becomes a vour in 1d4 hours. Spawn are under the command of the vour that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. The transformation from corpse to vour is sudden. The victim’s arms and legs are shed from its body as writhing tentacles sprout from the gaping wounds left behind (which quickly close due to the creature’s fast healing ability). Its jaw grows and distends as extra teeth sprout from it, and if it still has a face, it quickly tears it off and devours it in a single gulp.</p><p>Count Vedim ir’Omik has plans of his own. While still ostensibly loyal to King Kaius III, he misses the glory days of the Last War, when he could stride openly through court, enjoying the nervous glances of fear and respect (or loathing) from his noble peers. Relegated now to underground, underfunded laboratories, he has begun to seek ways to hurry the onset of the next chapter in the war that he never believes ended. Rather than create simply more Karrnathi zombies and skeletons, as per his orders from his liege, he has recently turned his research in new directions. The results have been more than he dreamed, and now, while seeking to create still more powerful, potent undead, he also looks for ways to use his new creations to seed the start of a new war.</p><p>So far, the creatures created by Vedim’s necrogenesis program are few. The count is far from stupid, and he knows that should the king discover his program, he might be the next victim on the altar of the Blood of Vol. The fashioned undead (urdarks and vours) are carefully controlled by Vedim, answering only to him or those he provides with specific arcane pass phrases.</p><p><strong>Arven Urdark, First Urdark, Spirit:</strong> ?</p><p><strong>Urdark, Fashioned Undead, Karrnathi-Created Undead, Incorporeal Undead:</strong> ?</p><p><strong>Vour, Torso of Some Humanoid Creature, Terrible Undead, Fashioned Undead, Karrnathi-Created Undead:</strong> ?</p><p><strong>Vaguely Humanoid Form:</strong> ?</p><p><strong>Renegade Vour:</strong> ?</p><p><strong>Newly Spawned Vour:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Karrnath’s lead necromancer, Count Vedim ir’Omik, still maintains secret laboratories throughout the country side for the express purpose of creating new types of undead to protect the borders of Karrnath—or perhaps to expand those borders should the opportunity arise.</p><p>The Blood of Vol has established quite a foothold in the lands of Karrnath. Its leaders continue to seek new ways to expand their power base at the behest of their organization’s powerful lich leader. The cult continually recruits new undead, as well as exploring the creation of new types of undead, much as Count Vedim ir’Omik does.</p><p><strong>Dark Creature:</strong> ?</p><p><strong>More Powerful Potent Undead:</strong> ?</p><p><strong>Karrnathi-Created Undead:</strong> ?</p><p><strong>Undead Variant:</strong> Further investigation leads the PCs into the depths of the city to a research laboratory operated by a wicked gnome wizard named Yeksir Unday Dark, a lackey and lead researcher into new types of undead for Count Vedim ir’Omik. He is currently working on developing several new undead variants, making this a great time to use supplements such as Libris Mortis to spring new undead on your PCs that they have not already encountered.</p><p><strong>Undead Prey:</strong> ?</p><p><strong>Mindless Creature:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Lesser Undead:</strong> ?</p><p><strong>Undead Foe:</strong> ?</p><p><strong>Undead Inhabitant:</strong> ?</p><p><strong>Undead Specimen:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Willing Undead:</strong> ?</p><p><strong>Nonintelligent Undead:</strong> ?</p><p><strong>Undead Manifestation:</strong> ?</p><p><strong>Undead Spawned in the Laboratories of Karrnath:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Disturbing Undead:</strong> ?</p><p><strong>Terrible Undead:</strong> ?</p><p><strong>Walking Dead:</strong> ?</p><p><strong>Vol, Queen of the Dead, Powerful Lich Leader, Powerful Lich:</strong> ?</p><p><strong>Lich, Truly Dangerous Undead:</strong> ?</p><p><strong>Powerful Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Karrnathi Skeleton:</strong> ?</p><p><strong>Vampire, Truly Dangerous Undead:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Karrnathi Zombie:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/29550/Players-Guide-to-Eberron-35?manufacturers_id=44?affiliate_id=17596" target="_blank">Eberron Player's Guide to Eberron</a>[spoiler]</p><p><strong>Vol, Demilich:</strong> ?</p><p><strong>Krael Kavarat, Vampire:</strong> ?</p><p></p><p><strong>Erandis d'Vol, Vol the Lich-Queen, Queen of the Undead, Half-Dragon, Half-Elf Lich:</strong> ?</p><p><strong>Deathless:</strong> The Aereni preserve their greatest heroes as deathless.</p><p>The Aereni elves preserve their greatest heroes through magic and devotion, and these deathless elves have provided protection and guidance for thousands of years.</p><p>In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition.</p><p><strong>Vampire:</strong> In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition.</p><p><strong>Undead:</strong> ?</p><p><strong>Undying Councilor:</strong> ?</p><p><strong>Undying Soldier:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghost:</strong> Other rumors speak of a pirate wizard who arrived on the island with his captain and crew. After the pirates hid their treasure on the mountain, they betrayed and murdered the wizard, adding his magical possessions to their hoard. The wizard returned as a ghost and slew them all, and now pirate ghosts wage eternal war in the sky.</p><p>Mastery of the Dead feat.</p><p></p><p>Mastery of the Dead</p><p>You have learned to calculate the precise location of Dolurrh at any given time, and to use that knowledge to capture the souls of creatures slain with your death spells.</p><p>Prerequisite: Knowledge (the planes) 6 ranks, Spellcraft 12 ranks, Spell Focus (necromancy).</p><p>Benefit: Whenever you slay a creature with a spell that has the death descriptor, you can attempt a caster level check (DC 10 + slain creature’s HD) as a free action to transform the slain creature’s spirit into a ghost under your control.</p><p>If the check succeeds, the ghost appears in the slain creature’s space at the beginning of your next turn and acts immediately. It follows your spoken commands (even if you don’t share a language), even attacking its former allies if you so choose. It remains present for a number of rounds equal to your caster level (or until you are slain, whichever comes first). While the ghost is present, the corpse can’t be returned to life by any means.</p><p>You can’t have more than one ghost present simultaneously with this feat. If you create a second ghost while your first ghost is still present, you can choose which one remains (the other disappears, its soul freed from your control).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/27954/Races-of-Eberron-35?affiliate_id=17596" target="_blank">Eberron Races of Eberron (3.5)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Immensely Powerful Undead Creature:</strong> ?</p><p><strong>Creature Immune to Mind-Affecting Spells and Abilities:</strong> ?</p><p><strong>Thinking Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghost, Mysterious Figure:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Undying:</strong> ?</p><p><strong>Undying Soldier:</strong> ?</p><p><strong>Undying Councilor:</strong> ?</p><p><strong>Undying Warrior:</strong> ?</p><p><strong>Undying, Ancient Creature, Undead-Like Creature Filled With Positive Energy From the Plane of Irian the Eternal Day:</strong> ?</p><p><strong>Undying, Spirit of a Great Hero:</strong> ?</p><p><strong>Undying, Spirit of a Wise Loremaster:</strong> ?</p><p><strong>Undying Ancestor:</strong> ?</p><p><strong>Undying Guardian:</strong> ?</p><p><strong>Vampire Wizard, Immensely Powerful Undead Creature:</strong> ?</p><p><strong>Dust Wight:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/58527/EBERRON-Secrets-of-Sarlona-35?affiliate_id=17596" target="_blank">Eberron Secrets of Sarlona:</a>[spoiler]</p><p><strong>Old Copper Dragon Ghost:</strong> ?</p><p></p><p><strong>Undead:</strong> Test of Death: The massive skull of a black dragon rests in the center of this chamber, signifying the baleful majesty of Falazure. Its eyes flash red as anyone enters, calling forth heinous undead to harry good folk. Evil beings might find a boon here instead, such as the secret of becoming one of the free-willed undead, if they are willing to risk death to acquire it.</p><p>Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie).</p><p><strong>Zombie:</strong> Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51648/EBERRON-Secrets-of-XenDrik-35?affiliate_id=17596" target="_blank">Eberron Secrets of Xen'Drik:</a>[spoiler]</p><p><strong>Cloud Giant Skeleton:</strong> Even as he died, Izzdelth was animated by the arcane energy he wielded.</p><p><strong>Advanced Bodak:</strong> Even as he died, Izzdelth was animated by the arcane energy he wielded.</p><p></p><p><strong>Vampire:</strong> It is rumored that the secretive elven sect of the Qabalrin gave birth to the first vampires, and that these undead lords still sleep in hidden vaults.</p><p><strong>Skeleton:</strong> The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.</p><p><strong>Zombie:</strong> The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.</p><p><strong>Spectre:</strong> The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.</p><p><strong>Mummy:</strong> The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.</p><p><strong>Wraith:</strong> The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.</p><p>Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.</p><p><strong>Undead:</strong> If no sentient races inhabit the caverns, then PCs might encounter entombed undead animated by the demise of Izzdelth. When the great necromancer died, his power seeped into the surrounding area, animating the corpses of the fallen.</p><p><strong>Nightshade:</strong> Even as he died, Izzdelth was animated by the arcane energy he wielded.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28713/EBERRON-Sharn-City-of-Towers-35?affiliate_id=17596" target="_blank">Eberron Sharn: City of Towers</a>[spoiler]</p><p><strong>Feral Spirit:</strong> The legends say that these are the spirits of the warriors who fought for Lord Tarkanan in the War of the Mark. The death curse of the Lady of the Plague bound them to the hordes of vermin called up from below. However, feral spirits can be found beyond Sharn. Any region with a link to Mabar—such as the Gloaming in the Eldeen Reaches—could produce these unnatural swarms.</p><p><strong>Forgewraith:</strong> The incorporeal spirit of a powerful humanoid consigned to death in the lava furnaces below Sharn, a forgewraith is one of the most fearsome undead creatures found in the city. Some forgewraiths are actually formed from multiple weaker spirits rather than a single powerful soul.</p><p>Any humanoid slain by a forgewraith becomes a forgewraith in 1d4 rounds. Its body dissolves into ash, while its spirit is torn free from its corpse and transformed.</p><p><strong>Rancid Beetle Zombie:</strong> Rancid beetle zombies are the animated forms of humanoids who died from beetle rot or the swarm attack of a rancid beetle swarm. The growth of a rancid beetle swarm inside the corpse has caused its skin to harden like chitin, and the body is incredibly resilient.</p><p>A creature killed by a rancid beetle zombie rises as a rancid beetle zombie in 1d4+1 rounds. A creature that dies of beetle rot becomes a rancid beetle zombie in 1d4+1 days.</p><p>A rancid beetle zombie is animated by the rancid beetle swarm inside it, though they are separate creatures.</p><p>A creature that is killed by a rancid beetle swarm immediately becomes a rancid beetle zombie. A creature who dies of beetle rot becomes a rancid beetle zombie in 1d4+1 days.</p><p><strong>Lady Jesel Tarra'az, Human Vampire Monk 6:</strong> ?</p><p><strong>Gath, Human Lich Cleric 14:</strong> ?</p><p><strong>Calderus, Psionic Vampire:</strong> ?</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Death Knight:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Effigy:</strong> ?</p><p><strong>Famine Spirit:</strong> ?</p><p><strong>Gravecaller:</strong> ?</p><p><strong>Jahi:</strong> ?</p><p><strong>Spawn of Kyuss:</strong> ?</p><p><strong>Spellstitched:</strong> ?</p><p><strong>Huecuva:</strong> ?</p><p><strong>Bonedrinker:</strong> ?</p><p><strong>Plague Spewer:</strong> ?</p><p><strong>Vol:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/50151/EBERRON-The-Forge-of-War-35?affiliate_id=17596" target="_blank">Eberron The Forge of War:</a>[spoiler]</p><p><strong>Karrnathi Dread Marshall:</strong> The result of substantial necromantic experimentation was the dread marshal, an undead officer of greater skill, higher Intelligence, and a substantially stronger sense of personality, than any Karrnathi undead before.</p><p><strong>Skeletal Heavy Warhorse:</strong> ?</p><p><strong>Avlast, Ghast Fighter 2:</strong> ?</p><p><strong>Shiril, Wight Rogue 2:</strong> ?</p><p><strong>Lavro, Mummy:</strong> ?</p><p><strong>Mathir, Ghoul Adept 4:</strong> ?</p><p><strong>Woeforged:</strong> The necromancers of Karrnath have made a horrific discovery deep in the gray mist. A band of warforged once assumed to be part of the Lord of Blades’ cult are in fact nothing of the kind. Just as the warforged are “sort of” alive, they can apparently become “sort of” undead. These “woeforged,” as the necromancers have come to call them, are rusted and broken, just as normal undead are often decayed, and they show the same affinity for negative energy as other undead. Where they come from, who created them, and what they can do remain unclear.</p><p><strong>Lord Vladimar Kronen, Ghoul Fighter 5, Cleric 4:</strong> ?</p><p></p><p><strong>Undead:</strong> During the spring and summer of 898, new armies arose within the catacombs of the City of Night, as necromancers and corpse collectors created the first undead Legion of Atur.</p><p>In mid-994, Cyre launched a deep-strike invasion of Karrnath aimed at the undead-producing crypts of Atur.</p><p>Next, the flashback PCs find themselves dispatched to investigate why an entire town in Thrane has fallen silent. Their discovery is horrific: The townsfolk have been wiped out by a virulent plague, very much like the one they faced years ago. Some of the townsfolk have not remained dead, and the PCs must prevent the spread not of plague, but of plague-spawned undead!</p><p><strong>Karrnathi Skeleton:</strong> ?</p><p><strong>Karrnathi Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.</p><p><strong>Human Warrior Skeleton:</strong> ?</p><p><strong>Human Commoner Zombie:</strong> ?</p><p><strong>Bleakborn:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Ghoul:</strong> Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.</p><p>Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed.</p><p><strong>Ghost:</strong> In the weeks after the fire, the Knights of Thrane and their cleric allies struggled to destroy the remaining undead and rid the city of its Karrnathi stench, but the damage and loss of life were staggering. The city never recovered, and most today believe it is haunted by the ghosts of its burned residents.</p><p>Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.</p><p>The citizens of Valin never stood a chance. Their few defenders were swiftly overrun by the Knights of Thrane, and those who died by the sword or the lance were the fortunate ones. At Kronen’s orders, the survivors were rounded up, impaled, and burned, their bodies scattered across the surrounding fields in symbols of great occult significance that Kronen believed were honoring the Silver Flame. Ash and boiling blood spilled over the fields; screams drowned out the crackling of flames and the shrieks of crows in the sky, come to feast on the body.</p><p>Legends disagree on the reason for what happened next. Did the ghosts of the dying call down vengeance on their attackers? Did the land itself rebel against the horrors committed upon it? Did the Silver Flame punish those who committed such atrocities in its name? Whatever the cause, the carrion birds and scavengers—crows and vultures, dogs and wolves—turned talons and jaws not upon the bodies, but upon the soldiers of Thrane. To the last individual, everyone who followed Kronen’s mad orders was ripped apart and consumed. Of Kronen himself, no trace was found, except for his emblem of the Silver Flame, scored and defaced by the raking of a thousand claws.</p><p><strong>Ghost Brute:</strong> Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.</p><p><strong>Deathshrieker:</strong> ?</p><p><strong>Ghast:</strong> Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed.</p><p><strong>Spectre:</strong> ?</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51677/Elder-Evils-35?affiliate_id=17596" target="_blank">Elder Evils (3.5)</a>[spoiler]</p><p><strong>Atropus, The World Born Dead, Undead World, Moonlike Orb, Small Moonlet:</strong> [A]n undead world “born” at the moment of creation.</p><p>This moonlike orb is the stillborn afterbirth of the world’s creation, an undead entity that desires nothing less than the end of the entire multiverse.</p><p>Every sentient mortal race and culture has some explanation for its existence, some story or myth to describe the creation of the world and the birth of the ancestors. Since it is a rare case when two myths are identical, scholars of the subject sift through the rhetoric for commonalities believed to be present in all legends. Complications arise due to regional variations, translation errors, and the simple scarcity of reliable sources, all making the process of divining the roots of creation a daunting task.</p><p>Certain scholars have made breakthroughs by comparing dwarf creation myths, the oral tradition of the gray elves, and the collected writings of the lich Acererak, recovered from a strange tower deep in the Plane of Shadow. The findings have been disturbing, pointing to some primeval mishap—a horrible divine accident leading to the creation of something called the World Born Dead.</p><p>According to the writings, creation was the result of a “prime mover.” This being’s identity varies with the particular story. Most scholars agree this entity must be the force behind the gods springing forth into existence from the primeval void. This force, idea, or being is called Atropus.</p><p>Some theologians believe the appearance of these divine agencies came with a dreadful price. In order for them to take shape, there must have been a sacrifice: For life to exist, there must be death. Atropus must have caused its own death and in that sense became the afterbirth of creation, the wasted materials left over from the formation of the gods. Furthermore, since the gods are living beings, and since life relies upon energy gained from the Positive Energy Plane, Atropus must be their inversion: death incarnate, drawing its own power, such as it is, from the Negative Energy Plane.</p><p>Little remains of the prime mover that made the supreme sacrifice, nothing more than a decaying, disembodied head, leaving in its wake cast-off necromantic detritus that floats through the void.</p><p>Those few sages who even know of Atropus debate the origins of this elder evil. They agree that Atropus was spawned when Ao created the first gods, but where they differ is in how Atropus was formed. Some claim the elder evil gained awareness from the divine amniotic fluid surrounding the first god of death, while others claim Atropus was the last god Ao created, but it was stillborn.</p><p><strong>Aspect of Atropus, Extension of Atropus's Will, The Focus, Headless Human-Shaped Creature, Enormous Headless Human-Shaped Monstrosity:</strong> The focus is a headless, human-shaped creature with flesh fossilized during Atropus’s endless roaming through the cosmos.</p><p><strong>Gorguth, The Bleak General, Bodak Ranger 2/Fighter 1/Blackguard 9:</strong> ?</p><p><strong>Young Adult Red Dragon Skeleton:</strong> A dread boneyard can summon undead creatures from its own body once per day. After 1d10 rounds, 3–6 troll skeletons or 2–4 young adult red dragon skeletons appear and serve for 1 hour before being reabsorbed into the dread boneyard’s body.</p><p><strong>Dread Boneyard:</strong> ?</p><p><strong>Evolved Atropal Scion:</strong> ?</p><p><strong>Famine Spirit:</strong> A humanoid or monstrous humanoid of Medium or smaller size killed by a famine spirit rises after 1d3 days as a famine spirit under the famine spirit’s control.</p><p><strong>Angel of Decay:</strong> ?</p><p><strong>Lucather Majii, Quell Enchanter 8/Loremaster 10, Incorporeal Presence, Incorporeal Pawn, Wispy Gary-Whist Smoke Collected in a Vaguely Humanoid Form, Ghostly Form:</strong> Lucather Majii’s greatest desire was to know the truth behind the destruction of his ancestors. He explored ever more ancient and mysterious ruins in search of clues. He used his powers of persuasion to convince or to trick people into divulging secrets he desired. The culmination of that search was discovering the prison of Pandorym’s mind, but the experience stripped him of his life and free will. His mind was overwhelmed by the elder evil’s crushing power, which ripped his very soul from his body.</p><p>His encounter with the mind of Pandorym held unforeseen consequences for Lucather. In addition to stripping away his free will and instilling a hatred of divinity, constant contact with the crystalline prison also ripped his soul from his body.</p><p><strong>Advanced Deathshrieker:</strong> ?</p><p><strong>Dread Wraith:</strong> Spewing from 6-inch-diameter pits are streams of poisonous air. Characters who require air can breathe here, but each round they do, they must succeed on a DC 25 Fortitude save or take 2d6 points of Constitution damage. One minute later, they must succeed on a second save or take an additional 1d6 points of Constitution damage. Character slain by the poisonous air rise as dread wraiths (MM 258) after 1d6 rounds.</p><p>As a standard action, a mind shard of Pandorym can form a siphoning bond with a creature within 90 feet that can cast divine spells or has a divine caster level of at least 1st. The caster must make a DC 48 Will save to resist this ability. If the bond is established, the caster gains 1d4 negative levels per round. For each negative level the caster gains, the mind shard heals 20 hit points. The bond lasts for up to 10 rounds, or until the mind shard breaks it or the caster dies. A caster who receives as many negative levels as Hit Dice dies and rises as a dread wraith in the following round.</p><p><strong>Blessed Spawn of Kyuss:</strong> ?</p><p><strong>Gravecrawler:</strong> ?</p><p><strong>Scion of Kyuss, Evolved Advanced Ulgustasta:</strong> ?</p><p><strong>Forest Giant Skeleton:</strong> ?</p><p><strong>Young Adult Red Dragon Skeleton, Form of a Serpentine Horror Capped With the Skull of a Terrifying Beast:</strong> ?</p><p><strong>Evolved Atropal Scion, Clot of Rotten Flesh, Rotten Form:</strong> ?</p><p><strong>Famine Spirit, Corpulent Humanoid:</strong> ?</p><p><strong>Angel of Decay, Disgusting Figure, Vague Shape of an Angel:</strong> ?</p><p><strong>Advanced Deathshrieker, Hidden Deathshrieker, Shrieking Apparition:</strong> ?</p><p><strong>Dread Wraith, Dark Tattered Shade:</strong> ?</p><p><strong>Blessed Spawn of Kyuss, Hidden Spawn, Massive Undead Horror:</strong> ?</p><p><strong>Gravecrawler, Bloated Maggot With an Eyeless Humanlike Head:</strong> ?</p><p><strong>Scion of Kyuss, Tremendous Wormlike Creature:</strong> ?</p><p><strong>Undead, Undead Creature, Undead Entity, Undead Monster:</strong> ?</p><p><strong>Mindless Undead:</strong> An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).</p><p><strong>Twitching Undead:</strong> Atropus saps life from worlds it encounters, draining away energy as it draws ever closer to a planet. Once it comes near enough to a planet’s gravity, the celestial body that is the elder evil enters a descending orbit, sweeping closer and closer and looming larger and larger in the night skies. The effects are terrifying. As the moonlet nears a planet’s surface, the dead rise from their graves and, as Atropus fills the night sky, the twitching undead spread like a stain until nothing living remains.</p><p><strong>Horror:</strong> ?</p><p><strong>Undead Servitor:</strong> ?</p><p><strong>Horrible Undead:</strong> He relentlessly hunts for anyone who has enough mental fortitude to withstand Pandorym’s consciousness long enough to free the entity’s psyche. More than a dozen unfortunate souls met their end in this way, many of them lingering as horrible undead.</p><p><strong>Undead Guardian, Maddened Remnant, Defender:</strong> Over time, the influence of Pandorym’s mind has created undead guardians, the maddened remnants of those who failed to release it.</p><p>Every mortal being that dies in the frightful complex surrounding the crystalline prison later serves in some way as a defender of the site. And every mortal being foolish enough to enter the complex so far has breathed its last within.</p><p>An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).</p><p><strong>Intelligent Undead:</strong> An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).</p><p><strong>Incorporeal Undead:</strong> An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).</p><p><strong>Corporeal Horror:</strong> An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Grotesque Undead, Servant:</strong> ?</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Bodak:</strong> A humanoid who dies from [Gorguth's Death Gaze] attack is transformed into a bodak 24 hours later.</p><p>An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).</p><p><strong>Bodak, Corporeal Horror:</strong> ?</p><p><strong>Ghoul:</strong> An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).</p><p><strong>Ghoul, Intelligent Undead:</strong> ?</p><p><strong>Lich, Acererak:</strong> ?</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Greater Shadow:</strong> In this room the ancient wizards first contacted and lured Pandorym to this reality. The chamber barely survived its arrival: The annihilating body of the ultraplanar being instantly blew a 30-foot-wide sphere out of existence, along with several of its summoners. In a last act of freedom as the survivors strove to divert it into its prison, Pandorym lashed out at its betrayers. It utterly destroyed the bodies of a handful of mages and their assistants, leaving their suddenly insatiable souls intact. Panic ensued. A few summoners managed to escape, sealing the chamber against dimensional travel. The ghostly remnants of the rest fed on their former allies and coconspirators, bolstering their numbers. Now a dozen angry greater shadows (MM 221) remain trapped within.</p><p><strong>Greater Shadow, Angry Greater Shadow, Ghostly Remnant:</strong> ?</p><p><strong>Skeleton:</strong> Restless Dead</p><p>“Too long have we reveled in our wickedness, too long have we sampled the forbidden—now the gods shun us, sealing the gates to heaven and leaving us lost among the dead.”</p><p>When this sign appears, the demarcation between life and death grows ever more blurry. After souls depart, their bodies stir in a wretched existence neither alive nor dead. The sign of the restless dead first makes itself known by isolated occurrences of zombies and skeletons in the community. As it strengthens, the undead plague increases. Corpses pull themselves free from graves, slaughtering former friends and lovers and swelling their ranks until only the shuffling dead remain.</p><p>Effect: In the early stages of this sign, only a few of the dead spontaneously animate. Necromancy magic becomes more efficacious, while healing magic is suppressed. As the sign intensifies, more and more corpses rise, growing stronger all the while.</p><p>Details: Atropus (Chapter 2) is associated with this sign. </p><p>SIGN: RESTLESS DEAD</p><p>Atropus’s presence in the sky causes the dead to rise from their graves.</p><p>Faint: Necromancy spells and spell-like abilities are cast at +2 caster level. Whenever a living creature dies, a 20% chance exists that it will spontaneously rise as a zombie (MM 265) in 1d4 rounds.</p><p>Moderate: As faint, but the chance of spontaneous animation increases to 40%. In addition, the entire campaign setting is affected as if by a desecrate spell (PH 218). Casting consecrate removes this effect in the spell’s area until its duration expires.</p><p>Strong: As moderate, but the chance of spontaneous animation increases to 80%. Even creatures that died before this sign manifested begin to rise as skeletons or zombies, depending on the condition of their corpses. In addition, the campaign setting is affected as if by an unhallow spell (PH 297). Casting hallow removes this effect in the spell’s area.</p><p>All conjuration (healing) spells and similar spell-like abilities are impeded, meaning that a caster must succeed on a Spellcraft check (DC 20 + the level of the spell) or lose the spell or spell slot without effect.</p><p>Overwhelming: As strong, but any creature that dies automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies. All undead creatures gain an extra 2 hit points per Hit Die. In addition, they gain turn resistance equal to one-quarter of their Hit Die total (1–7 HD grants +1 turn resistance, 8–15 HD grants +2, 16–23 HD grants +3, and so on). This bonus stacks with any turn resistance a creature already possesses.</p><p>A creature swallowed by the scion of Kyuss takes 1d8 points of Constitution drain each round. Upon death, the victim gains the skeleton template and remains dormant until the scion vomits it up.</p><p>Creatures killed by the scion[ of Kyuss]’s breath weapon gain the skeleton template and rise to fight on the following round.</p><p><strong>Troll Skeleton:</strong> A dread boneyard can summon undead creatures from its own body once per day. After 1d10 rounds, 3–6 troll skeletons or 2–4 young adult red dragon skeletons appear and serve for 1 hour before being reabsorbed into the dread boneyard’s body.</p><p><strong>Spectre:</strong> Aspect of Atropus Negative Energy Aura power.</p><p><strong>Vampire:</strong> An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).</p><p><strong>Vampire, Intelligent Undead:</strong> ?</p><p><strong>Wight:</strong> A humanoid that dies from this [evolved atropal scion's death gaze] attack is transformed into a wight 24 hours later.</p><p>Scion of Atropus Negative Energy Aura power.</p><p><strong>Wraith:</strong> An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).</p><p>Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds.</p><p><strong>Wraith, Incorporeal Undead:</strong> ?</p><p><strong>Zombie:</strong> Restless Dead</p><p>“Too long have we reveled in our wickedness, too long have we sampled the forbidden—now the gods shun us, sealing the gates to heaven and leaving us lost among the dead.”</p><p>When this sign appears, the demarcation between life and death grows ever more blurry. After souls depart, their bodies stir in a wretched existence neither alive nor dead. The sign of the restless dead first makes itself known by isolated occurrences of zombies and skeletons in the community. As it strengthens, the undead plague increases. Corpses pull themselves free from graves, slaughtering former friends and lovers and swelling their ranks until only the shuffling dead remain.</p><p>Effect: In the early stages of this sign, only a few of the dead spontaneously animate. Necromancy magic becomes more efficacious, while healing magic is suppressed. As the sign intensifies, more and more corpses rise, growing stronger all the while.</p><p>Details: Atropus (Chapter 2) is associated with this sign. </p><p>SIGN: RESTLESS DEAD</p><p>Atropus’s presence in the sky causes the dead to rise from their graves.</p><p>Faint: Necromancy spells and spell-like abilities are cast at +2 caster level. Whenever a living creature dies, a 20% chance exists that it will spontaneously rise as a zombie (MM 265) in 1d4 rounds.</p><p>Moderate: As faint, but the chance of spontaneous animation increases to 40%. In addition, the entire campaign setting is affected as if by a desecrate spell (PH 218). Casting consecrate removes this effect in the spell’s area until its duration expires.</p><p>Strong: As moderate, but the chance of spontaneous animation increases to 80%. Even creatures that died before this sign manifested begin to rise as skeletons or zombies, depending on the condition of their corpses. In addition, the campaign setting is affected as if by an unhallow spell (PH 297). Casting hallow removes this effect in the spell’s area.</p><p>All conjuration (healing) spells and similar spell-like abilities are impeded, meaning that a caster must succeed on a Spellcraft check (DC 20 + the level of the spell) or lose the spell or spell slot without effect.</p><p>Overwhelming: As strong, but any creature that dies automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies. All undead creatures gain an extra 2 hit points per Hit Die. In addition, they gain turn resistance equal to one-quarter of their Hit Die total (1–7 HD grants +1 turn resistance, 8–15 HD grants +2, 16–23 HD grants +3, and so on). This bonus stacks with any turn resistance a creature already possesses.</p><p>An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).</p><p>Worms: These spaces contain the worms of Kyuss. A character moving through one of these spaces becomes infested with a worm. The worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. At the end of the character’s next turn, the worm burrows into its host’s flesh (a creature with a +5 or greater natural armor bonus is immune to this effect). The worm makes its way to its victim’s brain, dealing 1 point of damage each round for 1d4+1 rounds. At the end of that period, it reaches the brain, where it deals 1d2 points of Intelligence damage each round until it’s killed or it slays its host, which occurs when the victim’s Intelligence is reduced to 0.</p><p>A remove curse or remove disease effect destroys the worm while it’s within the host. Dispel evil or neutralize poison delays the worm’s progress for 10d6 minutes. A successful DC 20 Heal check extracts the worm and kills it in the process.</p><p>A Small, Medium, or Large creature slain by the worm rises as a spawn of Kyuss (MM2 186) 1d6+4 rounds later. Smaller creatures rot away, while larger creatures gain the zombie template.</p><p>Blessed Spawn of Kyuss Bestow Worm power.</p><p><strong>Zombie, Corpse, Shuffling Dead, Mindless Undead:</strong> ?</p><p><strong>Minotaur Zombie:</strong> ?</p><p><strong>Zombie Transformed From Blessed Spawn of Kyuss:</strong> A remove disease spell (or more powerful spell that achieves the same result) cast on a blessed spawn of Kyuss transforms it into a zombie. Use statistics for a minotaur zombie (MM 267).</p><p><strong>Atropal, Stillborn God:</strong> Little remains of the prime mover that made the supreme sacrifice, nothing more than a decaying, disembodied head, leaving in its wake cast-off necromantic detritus that floats through the void. Perhaps atropals—the stillborn gods—take their shape from these cast-off bits.</p><p><strong>Advanced Deathspeaker:</strong> ?</p><p><strong>Corpse Gatherer:</strong> ?</p><p><strong>Ragewind:</strong> ?</p><p><strong>Angel of Decay:</strong> The Ichor Sea is treated as a major negative-dominant environment. Each round, a creature within the sludge must make a DC 25 Fortitude save or gain a negative level. (For the save required 24 hours later, use the same DC.) A creature whose negative levels equal its current levels or Hit Dice is slain, becoming an angel of decay (page 30) after 1d3 rounds.</p><p><strong>Ethereal Ooze:</strong> ?</p><p><strong>Quell:</strong> An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).</p><p><strong>Quell, Incorporeal Undead:</strong> ?</p><p><strong>Forsaken Shell:</strong> An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.</p><p>Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).</p><p><strong>Forsaken Shell, Corporeal Horror:</strong> ?</p><p><strong>Spawn of Kyuss:</strong> If the PCs become involved, they track the missing citizens to a temple buried below the city. There, a mad avolakia (MM2 28) infects the captives with bright green worms to transform them into spawn of Kyuss.</p><p>A humanoid or monstrous humanoid of Medium or smaller size killed by the Worm that Walks rises after 1d4 rounds as a spawn of Kyuss (MM2 186) under the Worm’s control.</p><p>The marsh is a mess of mud, pools of brown water, and dead reeds. In its center is a still, black pool of stinking water. Just beneath the surface are the rotting remains of the villagers who lived here. The salts of the water preserve their bodies, keeping them ready for animation. As long as no one drinks the water, the pool and its contents are harmless. Consuming or touching the water exposes the characters to the tiny green worms crawling through the muck. The worms function as those bestowed by the blessed spawn of Kyuss’s bestow worm ability (see page 138).</p><p>Worms: These spaces contain the worms of Kyuss. A character moving through one of these spaces becomes infested with a worm. The worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. At the end of the character’s next turn, the worm burrows into its host’s flesh (a creature with a +5 or greater natural armor bonus is immune to this effect). The worm makes its way to its victim’s brain, dealing 1 point of damage each round for 1d4+1 rounds. At the end of that period, it reaches the brain, where it deals 1d2 points of Intelligence damage each round until it’s killed or it slays its host, which occurs when the victim’s Intelligence is reduced to 0.</p><p>A remove curse or remove disease effect destroys the worm while it’s within the host. Dispel evil or neutralize poison delays the worm’s progress for 10d6 minutes. A successful DC 20 Heal check extracts the worm and kills it in the process.</p><p>A Small, Medium, or Large creature slain by the worm rises as a spawn of Kyuss (MM2 186) 1d6+4 rounds later. Smaller creatures rot away, while larger creatures gain the zombie template.</p><p>Blessed Spawn of Kyuss Bestow Worm power.</p><p><strong>Spawn of Kyuss, Lesser Creature:</strong> ?</p><p><strong>Ulgurstasta, Lesser Creature:</strong> ?</p><p></p><p>Bestow Worm (Su) Once per round as a free action, a blessed spawn of Kyuss can bestow a worm onto its opponent. It can do this when it hits with a slam attack or by making a touch or ranged touch attack up to 10 feet away (+16 and +4 attack modifiers, respectively).</p><p>A worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. At the start of the spawn’s next turn, the worm burrows into its host’s flesh (a creature with a +5 or greater natural armor bonus is immune to this effect). The worm makes its way to its victim’s brain, dealing 1 point of damage each round for 1d4+1 rounds. At the end of that period, it reaches the brain, where it deals 1d2 points of Intelligence damage each round until it’s killed or it slays its host, which occurs when the victim’s Intelligence is reduced to 0.</p><p>A remove curse or remove disease spell destroys the worm while it’s within the host. Dispel evil or neutralize poison delays the worm’s progress for 10d6 minutes. A successful DC 20 Heal check extracts the worm and kills it in the process.</p><p>A Small, Medium, or Large creature slain by the worm rises as a new spawn of Kyuss (MM2 186) 1d6+4 rounds later. Smaller creatures rot away, and larger creatures gain the zombie template.</p><p></p><p>Negative Energy Aura (Su) All undead creatures within 30 feet gain +5 turn resistance and fast healing 5, while all living creatures gain fi ve negative levels for as long as they remain in the area unless they have some protection against negative energy effects. Living creatures that have 5 or fewer Hit Dice are slain and rise as spectres after 1d4 rounds.</p><p></p><p>Negative Energy Aura (Su) All undead in the aura including the atropal scion gain +4 turn resistance and fast healing 5. Living creatures within the aura count as having two negative levels. Living creatures that have 2 Hit Dice or fewer are slain and rise as wights (MM 255) under the atropal scion’s control 1 minute later.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/51643/Fiendish-Codex-I-Hordes-of-the-Abyss-35?affiliate_id=17596" target="_blank">Fiendish Codex I Hordes of the Abyss:</a>[spoiler]</p><p><strong>Ghoul:</strong> Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul.</p><p>Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul.</p><p>A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3730/Champions-of-Ruin-35?affiliate_id=17596" target="_blank">Forgotten Realms Champions of Ruin (3.5)</a>[spoiler]</p><p><strong>Lossarwyn the Ice Lich, Lich Druid 18/Heirophant 1, Druid Lich:</strong> ?</p><p><strong>Shadow Guardian:</strong> ?</p><p><strong>Cwuvain, Ghost Elf Fighter 7, Banshee, Undead Spirit:</strong> ?</p><p><strong>Aumvor the Undying, The Undying One, Lich Human Necromancer 15/Archmage 5/Epic Wizard 7/Netherese Arcanist 5, Perhaps the Most Legendary Lich, Netherese-Lich, Last Surviving Arcanist of Fallen Netheril:</strong> Aumvor rose to prominence during the Netherese Age of Discovery, during the heady days of the empire’s expansion across Faerûn. While other Netherese wizards sought out the stars and distant shores, Aumvor turned inward, seeking to understand the mysteries of death and dying. Aumvor earned the moniker of “the Undying” by surviving for centuries in the bowels of his black basalt castle in the heart of the Lonely Moor, attended by generation after generation of descendants, all the while untouched by the ravages of time. Instead of resorting to lichdom, the Netherese necromancer fed off the life force of a long line of “living zombies” he created as servitors, some of them from his own family.</p><p>In the Year of Sundered Webs (–339 DR), another Netherese wizard, Karsus, triggered the collapse of the Weave, which tore apart the magical underpinnings of Netheril. The momentary absence of magic decimated Aumvor’s legion of living zombies and triggered his contingency magics, whisking him to the depths of a secret lair in the heart of the High Forest and transforming him into a lich.</p><p><strong>Prince-Consort Imbrar Heltharn, Death Knight Human Ex-Paladin 8/Blackguard 10, Fallen King of Impultur, Undying Prince-Consort, Undead Prince Consort, Undead Servant:</strong> Although Imbrar and his Royal Guard fought valiantly, they were no match for the Queen of Whispers and her minions on their own turf. One by one they fell, as they fled through the treacherous mountain passes, until only Imbrar remained. Undone by his pride and dreams of valor, Imbrar realized he had squandered Soargar’s Legacy and broken the faith of his subjects. The Queen of Whispers captured him alive, and the brokenhearted king was then subjected to a stream of torments, until finally his will and faith in the Triad broke as he drew his final breath. To Soneillon’s delight, the fallen king of Impiltur then arose as a death knight and servant to her will.</p><p><strong>Shadow Guardian, Ultrapowerful Shadow:</strong> ?</p><p><strong>Undead, Undead Creature, Undead Being:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Uncontrolled Undead:</strong> ?</p><p><strong>Undead Master:</strong> ?</p><p><strong>Undead Dragon:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> <em>Bonfire of Insanity</em> epic spell.</p><p><strong>Lich:</strong> ?</p><p><strong>Dracolich:</strong> Their first goal was the creation of a dracolich, or undead dragon, a task they first accomplished in 902 DR. The rituals and components necessary to create a dracolich were transcribed in the Tome of the Dragon, a holy relic that is now used by the cult’s many cells to raise their own dracolich allies.</p><p>Aside from the Well of Dragons, several other powerful cult cells have either created a dracolich already or are well on their way to it.</p><p>The rituals and components necessary to create a dracolich were transcribed in the Tome of the Dragon, a holy relic that is now used by the cult’s many cells to raise their own dracolich allies.</p><p><strong>Dracolich, Undead Dragon:</strong> ?</p><p><strong>Torynnar Rhaevaern, Lich Baelnorn Elf Wizard 15/Archmage 4:</strong> ?</p><p><strong>The Dodkong, Crafty Stone Giant Lich:</strong> ?</p><p><strong>Szass Tam, Lich, Zulkir of Necromancy:</strong> ?</p><p><strong>The Everlasting Wyrm, Dracolich:</strong> ?</p><p><strong>The Legendary Larloch, Netherese Lich of Warlock's Crypt:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Greater Shadow:</strong> Queen No’Ris was a powerful dwarf warrior who ruled with an iron fist long before an earthquake formed the Iceclutch Swamp. A bitter foe of the elf nations, she led a series of brutal wars that reduced both the dwarf and elf populations of the region. The Queen’s spirit has long since fled, but the shadows of her former followers are cursed to guard her tomb.</p><p><strong>Bound Greater Shadow:</strong> ?</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a shadow guardian becomes a shadow under the control of its killer within 1d4 rounds.</p><p><strong>Spectral Mage:</strong> On rare occasions the lich has taken a living apprentice, assuming the student shows great promise and is of Netherese heritage, but few survive the apprenticeship. Those who do not are usually transformed into spectral magesMag and forced to serve the Undying One for eternity.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Orbakh:</strong> ?</p><p><strong>Vampiric Master:</strong> ?</p><p><strong>Crown-Wraith:</strong> In the Year of Visions (731 DR), the legendary paladin Sarshel entered the Citadel of Conjurers (which lay near the Hill of Tombs) and shattered the fabled Crown of Narfell. In so doing, he broke Orcus’s hold over the artifact and forced the army of demons led by the balor Ndulu to retreat and scatter. Although Sarshel gathered up the physical fragments of the headgear, the souls of the long-dead Nentyarchs trapped within the crown quickly fled their ancient prison in the form of powerful wraiths.</p><p><strong>Crown-Wraith, Powerful Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Death Knight:</strong> In the Year of the Adamantine Spiral (106 DR), crusaders of Myrkul from the Castle of Al’hanar attacked and (temporarily) destroyed the Everlasting Wyrm. While plundering the dracolich’s hoard, the followers of Myrkul discovered the imprisoned demon lord, and, in exchange for ninety-nine years of service to the Church of Myrkul, the crusaders agreed to release the demon lord from his binding. With Eltab’s aid, the followers of Myrkul seized control of the city of Shandaular in the Council Hills and established the theocracy of Eltabranar, encompassing most of the Eastern Shaar. The crusaders of Myrkul might have learned from Eltab the ritual of voluntarily transforming themselves into death knights, a secret the demon had long ago stolen from Demogorgon, although church dogma holds (or at least held) that the Lord of the Dead granted them the “gift” in exchange for their eternal servitude.</p><p><strong>Crawling Claw:</strong> ?</p><p><strong>Huecava, Undead Remnant:</strong> ?</p><p></p><p>Bonfire of Insanity (Ritual)</p><p>Necromancy [Chaotic, Evil, Vile]</p><p>Spellcraft DC: 217</p><p>Components: V, S, M</p><p>Casting Time: 10 minutes</p><p>Range: 1-mile radius</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates; see text</p><p>Spell Resistance: Yes</p><p>Development: 1,953,000 gp, 39 days, 78,120 XP; Seeds: animate dead (DC 23), slay (DC 25); Factors: area effect (+15) to 20-ft. radius (+2) increased 800% (+32), additional 160 HD (+160); Mitigating factors: increase casting time (–20), ghouls (–10), uncontrolled undead (–10)</p><p>A bonfire is built of human bones and burned during a rainstorm while this spell is cast. The smoke from the fire rises up and mingles with the rain clouds, filling them with vile power. As the tainted water rains down and soaks the ground, up to sixty corpses within range rise up as ghouls. Even skeletal remains are affected. The corpses receive no saving throw against the spell’s effects, not even if they are buried in consecrated ground.</p><p>Humanoids (including the spellcasters) of up to 80 HD that are touched by the vile rain must make a Fortitude saving throw or be afflicted with a magical disease that turns them into flesh-starved ghouls within 24 hours. The disease is resistant to all forms of magical healing less powerful than a heal spell.</p><p>The total Hit Dice worth of undead created from this spell, both from corpses and living creatures, is 180.</p><p>The spell does not grant the spellcaster any ability to control the undead created by the spell. These undead can be commanded, rebuked, or turned normally.</p><p>Material Component: A bonfire, at least 10 feet in diameter, made out of the remains of at least twenty humanoids. These remains are destroyed by the fire and are unaffected by the vile rain.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/25995/City-of-Splendors-Waterdeep-35?affiliate_id=17596" target="_blank">Forgotten Realms City of Splendors: Waterdeep (3.5)</a>[spoiler]</p><p><strong>Wraith Sea:</strong> Any humanoid reduced to 0 Strength by a sea wraith dies and becomes a sea wraith in 2d4 rounds unless the body is removed from the water or a protection from evil spell is cast upon the body before the transformation occurs.</p><p>The upper caverns of Umberlee’s Cache are haunted by sea wraiths, a self-propagating form of aquatic undead that continue to add to their number by transforming most interlopers into undead of a similar nature.</p><p><strong>Wraith Sea, Cloaklike Spirit, Servitor of Umberlee, Guardian, Incorporeal Creature, Self-Propogating Form of Aquatic Undead:</strong> ?</p><p><strong>Undead, True Undead, Undead Creature, Undead Monster:</strong> ?</p><p><strong>Evil Undead:</strong> ?</p><p><strong>Jandar Ilbaereth:</strong> ?</p><p><strong>Undead Plant Monster:</strong> ?</p><p><strong>Deathshrieker, Undead Horror:</strong> ?</p><p><strong>Arcturia, Half-Fey Human Worm That Walks Wizard 15, Vile Form of Undead:</strong> This level was long the private demesne of Arcturia, one of Halaster’s most ambitious apprentices. After her death during Halaster’s Higharvestide, contingency magics whisked her corpse to her sanctuary, leaving the illusion of a body in their wake. Thanks to careful preparations, Arcturia was reborn as a vile form of undead.</p><p><strong>Death Tyrant:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghost Beholder:</strong> ?</p><p><strong>Ghost Medium Animated Object:</strong> ?</p><p><strong>Ghostly Apparition of a Black Plague-Wagon, Haunting:</strong> ?</p><p><strong>Ghost of the Bathing Monk, Spirit:</strong> ?</p><p><strong>Gundwynd Ghost, Long-Dead Ghost of the Gundwynd Family:</strong> Long-dead ghosts of the Gundwynd family, who were imprisoned in the dungeon over a century ago, also haunt the Fireplace Level. A member of the Gost clan left the Gundwynds to starve in one of the beast cages so he could seize their possessions.</p><p><strong>Lich:</strong> ?</p><p><strong>Renwick “Snowcloak” Caradoon, Archlich Human Wizard 14/Arcane Devotee 5:</strong> Renwick fell in the final battle, but the eldest brother had prepared to transform into an archlich, a process he began as he lay dying. Only Samular knew that Renwick had survived his “death” in battle.</p><p><strong>Lady Alathene Moonstar, Archlich Human Wizard 15/Arcane Devotee 5:</strong> ?</p><p><strong>Faram Khaldan, Banelich:</strong> ?</p><p><strong>Umbralax, Powerful Shadow Dracolich:</strong> ?</p><p><strong>20 HD Mohrg:</strong> ?</p><p><strong>16 HD Mohrg:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Greater Shadow:</strong> Lhestyn led more than four dozen Shadow Thieves into ambushes within this court and she and her hidden allies killed all of them over seven encounters spread across a tenday. While the Shadow Thieves were physically removed from the city after that tenday, the spirits of the slain remained here. They did not manifest fully for more than two decades, but they have been infrequently active since that time as greater shadows.</p><p><strong>Greater Shadow, Spirit:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Shadowy Wraithlike Creature:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Artor Morlin, Vampire Fighter 13/Blackguard 3/Master Vampire 3, Master Vampire, Vampiric Mercenary Lord, Powerful and Cunning Vampire, Vampire Lord:</strong> ?</p><p><strong>Servitor Vampire:</strong> ?</p><p><strong>Fhang, Doppelganger Vampire Rogue 9:</strong> ?</p><p><strong>Merfolk Vampiric Spawn:</strong> At the time the Company of Crazed Venturers explored this place, a trio of banelar inhabited the waters, but Artor has since replaced them with vampiric spawn created from merfolk he kidnapped from the harbor.</p><p><strong>Huntmistress Dhusarra, Vampire Fighter 2/Cleric 14:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Crimson Death:</strong> ?</p><p><strong>Curst:</strong> During the Time of Troubles, a contingent of five Cellarers never returned from the sewers. Believed to be lost, they actually were transformed into cursts and continue to patrol the sewers.</p><p><strong>Curst Commoner 1:</strong> ?</p><p><strong>Doomsphere, Normal Doomsphere:</strong> ?</p><p><strong>Xiilqil, Slayer of Savengriff and Tzarrakyn the Elder, Doomsphere:</strong> ?</p><p><strong>Dread:</strong> ?</p><p><strong>Dread Advanced, Skeletal Hands, Frightening Killer:</strong> ?</p><p><strong>Drowned:</strong> ?</p><p><strong>Flameskull:</strong> They vanish hurriedly, though, when the Circle of Skulls appears. This spellhaunt (as wizards call it) is all that is left of some early priests of Mystra who tried to devise their own means of immortality and achieved only a lichlike state.</p><p>As Skullport grew, the Skulls learned to absorb and empower wizards they killed, transforming them into flameskullsLE. Not every arcane spellcaster was susceptible to absorption into the mantle, but enough were to create a great number of vassal skulls.</p><p><strong>Huecuva:</strong> The undercroft is haunted by a dozen or more huecuvasFF, once monks of Chauntea who hid in the abbey’s crypts rather than battle the trolls.</p><p><strong>Lord Haran Ilvastarr, Huecuva Ex-Paladin 9:</strong> The late Lord Haran Ilvastarr, granduncle of the current lord, was a noted paladin of Helm and ward civilar (captain) of the city watch in his day. During the Guild Wars, he deliberately withdrew several Watch patrols from one neighborhood, allowing an allied merchant family to attack a rival family and burn their villa to the ground. His perfidy came to light during the reign of the Lords-Magister, and as his crimes were directed at an ally of House Zoar, he was summarily tried and hung. Members of House Ilvastarr took possession of the body and hid it away in this crypt, fearful of what might arise from his remains. A cleric of Tymora cast a hallow spell herein, preventing Lord Haran from rising as an undead creature.</p><p>Should any part of Lord Haran’s mortal remains be removed from this chamber for any reason, his spirit will no longer be constrained from rising as an undead monster. Within 24 hours, his remains transform him into a LE male huecuvaFF ex-paladin 9.</p><p><strong>Skull of Skullport, Flameskull Advanced:</strong> In the Year of Sundered Webs (–339 DR), the temporary collapse of the Weave that destroyed the flying cities of Netheril left the ceiling of the Sargauth Enclave temporarily without magical support. More than two-thirds of the enclave collapsed, leaving the area (the current Level Three of Undermountain) in ruins. The survivors were twisted into magically potent undead that survive to this day as the Skulls of Skullport (see page 109).</p><p>The true history of the Skulls is known only to Halaster and a few of his apprentices. At the exact moment that the Weave faltered in the Year of Sundered Webs (–339 DR), the Netherese arcanists of the Sargauth Enclave were experimenting with the great mythal that encompassed their subterranean city. As surges of wild magic wracked the mythal, the arcanists were drawn into the magical mantle that enveloped their city. The thirteen most powerful arcanists were transformed into the Skulls of Skullport and trapped within the ruined city, while their apprentices were trapped within the twisted remnants of the mythal in the form of spellshades (treat each as CN flameskullLE sorcerer 9 with a rainbow-hued, vaguely humanoid-shaped body).</p><p>In the centuries that followed, the thirteen Skulls lurked within the ruins of their shattered enclave, unable to move more than 300 feet beyond the cavern that now houses the Port of Shadow. The mythal that held the Skulls in thrall allowed their thoughts to mingle, and over time the thirteen Skulls lost their individual identities and developed a collective consciousness that retained only fragments of its constituent personalities. While each Skull still exhibited odd habits, pet peeves, and even the occasional bit of skill or wisdom reminiscent of its original personality, for all intents and purposes the Skulls became a single entity.</p><p>Such ambitions were shattered just a few years later, when a powerful extraplanar entity named Vhostym tapped into Skullport’s mythal with an artifact known as a Weave Tap. The ensuing destruction destroyed four of the Skulls, wreaked havoc in the Port of Shadow, and transformed the remaining Skulls into true undead.</p><p><strong>Flameskull Sorcerer 9, Spellshade:</strong> The true history of the Skulls is known only to Halaster and a few of his apprentices. At the exact moment that the Weave faltered in the Year of Sundered Webs (–339 DR), the Netherese arcanists of the Sargauth Enclave were experimenting with the great mythal that encompassed their subterranean city. As surges of wild magic wracked the mythal, the arcanists were drawn into the magical mantle that enveloped their city. The thirteen most powerful arcanists were transformed into the Skulls of Skullport and trapped within the ruined city, while their apprentices were trapped within the twisted remnants of the mythal in the form of spellshades (treat each as CN flameskullLE sorcerer 9 with a rainbow-hued, vaguely humanoid-shaped body).</p><p><strong>Vassal Flameskull:</strong> ?</p><p><strong>Plague Spewer:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/57386/Dragons-of-Faerun-35?affiliate_id=17596" target="_blank">Forgotten Realms Dragons of Faerun:</a>[spoiler]</p><p><strong>Spectral Creature:</strong> “Spectral creature” is an acquired template that can be added to any aberration, animal, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8.</p><p>Any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid slain by a spectral creature rises as a spectral creature under the command of its killer in 1d4 rounds.</p><p>Create Spectral Spawn feat. (Forgotten Realms Dragons of Faerun Web Enhancement City of Wyrmshadows)</p><p><strong>Spectral Spitting Felldrake:</strong> ?</p><p>Quildan has created two undead guardians for the main supply entrance. (Forgotten Realms Dragons of Faerun Web Enhancement City of Wyrmshadows)</p><p><strong>Aghazstamn, Wyrm Blue Diembodied Dracolich:</strong> ?</p><p><strong>Alasklerbanbastos, “The Greay Bone Wyrm”, the Great Bone Wyrm of Dragonback Mountain, Great Wyrm Blue Dracolich:</strong> Alasklerbanbastos is literally just the skeleton of a great wyrm blue dragon animated by a fell intelligence that clings to existence with fierce intensity.</p><p>After Tchazzar’s apparent ascension to godhood in the Year of the Dracorage (1018 DR), Alasklerbanbastos turned to the nascent Dragon Cult cell in Mourktar in a desperate bid for additional power and underwent the transformation ritual to become a dracolich shortly thereafter.</p><p><strong>Alglaudyx, Wyrm Black Dracolich:</strong> ?</p><p><strong>Arkhelthingril, “Ice”, Old White Dracolich:</strong> ?</p><p><strong>Arlauthra Manytalons, Wyrm Black Dracolich:</strong> ?</p><p><strong>Aurgloroasa, The Sibilant Shade, First Whisperer, Wyrm Shadow Dracolich:</strong> ?</p><p><strong>Azarvilandral, “Shard”, Old Blue Dracolich:</strong> ?</p><p><strong>Azurphax, Adult Green Dracolich:</strong> ?</p><p><strong>Calathanorgoth, “The Old One”, Black Wyrm Dracolich:</strong> In the Year of the Immortals (1037 DR), Calathanorgoth transformed himself into a dracolich with the aid of the Cult, who hoped to subsume the magical might of House Orogoth.</p><p><strong>Canthraxis, Adult Blue Dracolich:</strong> ?</p><p><strong>Capnolithyl, “Brimstone”, Vampiric Advanced 36 HD Smoke Drake Dragon Sorcerer 10:</strong> ?</p><p><strong>Chardansearavitriol, “Ebondeath”, Very Old Black Disembodied Dracolich:</strong> ?</p><p><strong>Crimdrac, Ancient Red Dracolich:</strong> ?</p><p><strong>Daurgothoth, “The Creeping Doom”, First Reader, Great Wyrm Black Dracolich Wizard 20, Archmage 5:</strong> ?</p><p><strong>Dretchroyaster, “The Monarch Reborn”, Wyrm Green Dracolich:</strong> ?</p><p><strong>Eboanaflimoth, “Ebonflame”, Adult Red Dracolich:</strong> ?</p><p><strong>Garrathmaw, “Insyzor”, “Incisor”, Very Old Fang Dracolich:</strong> ?</p><p><strong>Ghaulantatra, Old Mother Wyrm, Ghostly Great Wyrm White Dragon:</strong> Thaluul was the cause of her death, but in her stronger ghostly form she managed to destroy the beholder, and now they are both fettered to the lair.</p><p><strong>Goarulskul, “the Black”, Wyrm Black Dracolich:</strong> ?</p><p><strong>Gotha, Ancient Red Dracolich:</strong> ?</p><p><strong>Greshrukk, “Red Eye”, Old Red Disembodied Dracolich:</strong> ?</p><p><strong>Halatathlaer, Ghostly Ancient Copper Dragon:</strong> ?</p><p><strong>Hethcypressarvil, “Cypress the Black”, Wyrm Black Dracolich:</strong> ?</p><p><strong>Iltharagh, “Golden Night”, Very Old Topaz Dracolich:</strong> ?</p><p><strong>Ividilandyr, “Ivy Deathdealer”, Mature Adult Green Dracolich:</strong> ?</p><p><strong>Jaxanaedegor, Very Old Green Vampiric Dragon:</strong> ?</p><p><strong>Khalahmongre, Ancient Blue Dracolich:</strong> ?</p><p><strong>Kistarianth, “The Red”, Ancient Red Dracolich:</strong> ?</p><p><strong>Kryonar, Wrym White Dracolich:</strong> ?</p><p><strong>Malygris, “The Suzerain of Anauroch”, Very Old Blue Dracolich:</strong> In the Year of the Sword (1365 DR), the Sembian cell convinced a very old blue dragon named Malygris to become a dracolich.</p><p><strong>Mornauguth, “The Moor Dragon”, Young Adult Green Dracolich Cleric 8:</strong></p><p><strong>Rauglothgor, Great Wyrm Red Dracolich:</strong> ?</p><p><strong>Sapphiraktar, “The Blue”, Wyrm Blue Dracolich:</strong> ?</p><p><strong>Saurglyce, Mature Adult White Dracolich:</strong> ?</p><p><strong>Shargrailer, “The Dark”, “The Sacred One”, Great Wyrm Red Disembodied Dracolich:</strong> Sammaster and his followers created their first dracolich, Shargrailer, in the Year of the Queen’s Tears (902 DR).</p><p><strong>Shhuusshuru, “Shadow Wing”, Great Shadowing of the Far Hills, Great Wyrm Shadow Dracolich:</strong> ?</p><p><strong>Urshula, Very Old Black Dracolich:</strong> ?</p><p><strong>Uthagrimnoshaarl, Great Wyrm Shadow Dracolich:</strong> ?</p><p><strong>Vesz’zt Auvryana, Vampiric Adult Drow-Dragon Rogue 6, Assassin 3:</strong> ?</p><p><strong>Vr’tark, Mature Adult Blue Dracolich:</strong> ?</p><p><strong>Xavarathimius, “The Everlasting Wyrm”, Great Wyrm Green Dracolich:</strong> ?</p><p><strong>Zethrindor, Ancient White Disembodied Dracolich:</strong> ?</p><p><strong>Sammaster, Lich:</strong> In the Year of Many Mists (1282 DR), Sammaster briefly returned as a lich, once criteria he had set into play three centuries before were finally resolved amid the ruined city of Harrowsmouth.</p><p><strong>Thaluul, Ghost Beholder:</strong> Thaluul was the cause of her death, but in her stronger ghostly form she managed to destroy the beholder, and now they are both fettered to the lair.</p><p><strong>White Dracolich:</strong> ?</p><p><strong>First Interpreter, Alagshon Nathaire, Banelich Human Cleric 25, Divine Disciple 5:</strong> Before his own destruction, Sammaster secretly brought Alagshon Nathaire back from the dead as a banelich.</p><p>Sammaster brought him back from the dead in the Year of Rogue Dragons (1373 DR) as a banelich, intending to make restore him to his position as Second-Speaker.</p><p><strong>Reveilaein Brant, Dracolich Half-Black Dragon Human Wizard 6:</strong> While exploring the Well of Dragons, Reveilaein came across a group of ogres hauling rubble from a dig. Tossing the dirt everywhere, the ogres were mindless of what might be found in the turned soil. Their taskmaster, a Wearer of Purple named Arleanda (LE female Chondathan human cleric [Velsharoon] 6/wearer of purple 5) wasn’t particularly interested in the excavation—being a more academic type—and failed to notice a tablet amid the dirt. Reveilaein was much more alert, and he secreted away the artifact before anyone discovered it.</p><p>In between hours of monotonous work as an apprentice, Reveilaein found time to translate the writings on the tablet—an ancient artifact sacred to the draconic demigod Kalzareinad, the nefarious dragon god of dark secrets. The writings detailed a process through which a half-dragon could undergo a transformation into a dracolich known as the Kaemundar. Fascinated by the idea of becoming immortal but aware of his human limitations, the young apprentice sought a way to transform himself into a half-dragon.</p><p>Reveilaein was aware that his master Vargo had once been a normal human but had discovered an alchemical process that turned him into a half-black dragon. The young mage concocted a scheme to steal the formula. He waited until Vargo was busy with Cult duties and ripped the page out of the mage’s notes that contained the formula. Reveilaein had the command word to bypass the wards on Vargo’s spellbook, having required it for some of his tasks as an apprentice. What he did not expect is that ripping the page also set off a ward. Vargo sensed the ripping of his spellbook and immediately transported himself back to his chambers. Reveilaein was somewhat prepared for such an eventuality. He read a scroll of teleport he had stolen from Vargo and transported himself away from the Well.</p><p>Reveilaein retreated to Arabel, where he analyzed the alchemical formula stolen from Vargo and the ritual described on the tablet. He searched out a priest of Kalzareinad, employing considerable resources to pay a diviner to locate a follower of the dark demigod. The divinations paid off, and Reveilaein located Morven Vance, a Mulan priestess of Kalzareinad. Morven was a disciple of Maldraedior (LE male great wyrm blue dragon ascendant 3) and is one of a very small number of worshipers of Kalzareinad. Tantalizing the priestess with a relic of her deity, Reveilaein convinced her to help him perform his two rituals. It occurred to him that she might seek to slay him or steal the knowledge for herself, but he was too obsessed with immortality and power to care.</p><p>Morven did indeed consider the possibility of killing the wizard or stealing the magic. In a moment of weakness, while helping him perform the ritual, she became too afraid to seize the artifact for herself. She helped Reveilaein perform the ritual to transform him into a Kaemundar.</p><p><strong>Lacedon Ghast:</strong> ?</p><p><strong>Gilgeam:</strong> The worshipers of Gilgeam have just suffered what might be their worst defeat. They managed to bring their deity back in an undead body, but the followers of Tiamat and their allies destroyed the god-king, ending any hope of his return.</p><p><strong>Dracolich Slough:</strong> The magic used to create dracoliches is a powerful and wellcontrolled</p><p>secret, but it does result in occasional unforeseen consequences. As a dracolich ages and moves around its lair, it brushes up against its treasure and rock formations; it has occasional fights with dragon slayers, and almost always wins. This daily wear and tear leads to sloughing of the rotting tissue hanging on a dracolich’s massive frame. What few know is that this sloughed carrion often has a life of its own.</p><p>Dracolich slough tends to accumulate, and due to the negative energy of the magic infusing the dracolich, it gathers in small piles.</p><p><strong>Djinni Ghost, Undead Genie:</strong> Ghazir the Deserts Edge magic item.</p><p><strong>Frost Giant Phantasm, Frost Giant Ghost, Frost Giant Spirit:</strong> Ghazir the Deserts Edge magic item.</p><p></p><p><strong>Spectre:</strong> Any humanoid slain by a spectral creature rises as a normal spectre under the control of its killer instead.</p><p><strong>Dracolich, Sacred One, Night Dragon:</strong> Sammaster created his first dracolich in the Year of Queen’s Tears (902 DR), and the ranks of the Cult of the Dragon soon swelled.</p><p>While exploring the Well of Dragons, Reveilaein came across a group of ogres hauling rubble from a dig. Tossing the dirt everywhere, the ogres were mindless of what might be found in the turned soil. Their taskmaster, a Wearer of Purple named Arleanda (LE female Chondathan human cleric [Velsharoon] 6/wearer of purple 5) wasn’t particularly interested in the excavation—being a more academic type—and failed to notice a tablet amid the dirt. Reveilaein was much more alert, and he secreted away the artifact before anyone discovered it.</p><p>In between hours of monotonous work as an apprentice, Reveilaein found time to translate the writings on the tablet—an ancient artifact sacred to the draconic demigod Kalzareinad, the nefarious dragon god of dark secrets. The writings detailed a process through which a half-dragon could undergo a transformation into a dracolich known as the Kaemundar.</p><p>The magic used to create dracoliches is a powerful and well-controlled secret, but it does result in occasional unforeseen consequences.</p><p><strong>Ghostly Dragon:</strong> ?</p><p><strong>Vampiric Dragon:</strong> ?</p><p></p><p>Ghazir the Desert’s Edge</p><p>Employed in the conquest of the Nelanther and the taming of the Cloud Peaks, Ghazir the Desert’s Edge is a legendary weapon of the Shoon Imperium with a cursed reputation.</p><p>Lore: Characters can gain the following pieces of information about Ghazir by making Knowledge (arcana) or Knowledge (history) checks.</p><p>DC 15: In the Year of the Burnished Blade (276 DR), Qysar Shoon IV of the Shoon Imperium fashioned a uniquely powerful scimitar from the shifting sands of the Calim Desert, drawing on the trove of magical lore seized from the hoard of Rhimnasarl the Shining. Shoon IV was a necromancer, unskilled in swordplay, who crafted the weapon solely to prove it could be done. The blade (named Ghazir, or “war crescent” in Alzhedo) lay unused in the royal vaults for nearly a decade after it was forged.</p><p>DC 20: In the Year of Wasted Pride (285 DR), Qysara Shoon V formally bequeathed the scimitar to a senior ralbahr (admiral), Murabir of Memnon Faruk yn Aban el Khafar yi Memnon, as a symbol of office. Faruk had long championed the conquest and colonization of the Nelanther, as the genie-haunted isles west of Zazesspur were known, and the gift was seen as a symbol of the qysara’s favor. The ensuing naval campaign was a great success; nearly a score of rogue djinn were slain, and the gale-force winds that had long prevented the safe passage of sailing ships along the Sword Coast abated. Despite the construction of the Sea Towers of Irphong and Nemessor, the subsequent colonization efforts foundered, due to the nobles’ distaste for the constant cool winds (which many attributed to the angry spirits of the djinn) and other factors of living close to the stormy Trackless Sea. Faruk was eventually cashiered in the Year of Sundered Sails (302 DR) by the qysara’s successor, Shoon VI, and Ghazir was returned to the vaults beneath the Imperial Mount of Shoonach, where it languished for nearly three decades.</p><p>DC 30: The winter that stretched from the Year of Roused Giants (330 DR) to the Year of Cold Clashes (331 DR) was one of the coldest on record in the Shoon Imperium. The Calishar Emirates were blanketed in snow, and raiding giants emerged from the mountains to plunder isolated communities. After a large tribe of frost giants began harrying the outlying farms of Athkatla, Qysar Shoon VII dispatched a large company of soldiers to deal with the menace. Ghazir was loaned to the troops’ colonel, Balak Muham yn Daud el Talhib, who used Desert’s Edge to dispatch dozens of northern behemoths.</p><p>Although Muham was hailed as a hero upon his return to Shoonach, Ghazir’s reputation was tarnished by the string of harsh winters that followed, coupled with reports that the frost giants’ spirits continued to haunt the Cloud Peaks. Rumors suggested that the weapon was in some manner cursed, and that the souls of its victims remained tethered to this world where they continued to harass the living. It was deemed politically expedient by Shoon VII’s viziers to return Ghazir to the royal vaults, where it lay untouched until the fall of the Imperium. In the Year of the Corrie Fist (450 DR), Iryklathagra seized Ghazir along with many other treasures as she plundered Shoonach, and Desert’s Edge has lain untouched in her hoard ever since.</p><p>Description: Ghazir is a great scimitar nearly 5 feet in length from tip to pommel. The glassteel blade is fashioned from the crystalline sand left in the wake of Memnon’s Crackle, a shifting region of intense heat in the Calim Desert. A curving line of fire endlessly dances within the heart of the blade. The scimitar’s smoothly polished basket and hilt are carved from the talon of a long-dead blue wyrm and engraved with magic runes encircling the sigil of Shoon IV.</p><p>Effect: Ghazir is a +2 elemental bane flaming scimitar. The weapon also absorbs the first 10 points of fire damage per attack that the wearer would normally take (similar to the resist energy spell). Once per day, the bearer can use air walk.</p><p>Finally, one curious power of Ghazir creates lingering phantoms of every creature it fells. Such ghosts are tied only to the general geographic region in which they are slain and are left with only the power to manifest themselves in two different forms (though not both concurrently). The dead victims can manifest as either visual phantoms or as natural or elemental phenomena somehow linked to their mortal lives. Although this power is little understood, it seems to have created djinni ghosts capable of manifesting as winds throughout the Nelanther and frost giant phantoms capable of manifesting as regions of bitter cold and snow in the Cloud Peaks.</p><p>Consequences: Ghazir has a fell reputation, even today, although most folk who do not understand Alzhedo think it the name of an efreeti bound into to the form of a blade. Merchants regularly curse Desert’s Edge when making a treacherous passage through the blizzard-prone Fang Pass or the fierce gales that buffet Asavir’s Channel. Should Ghazir resurface in Amn or Tethyr after being removed from Iryklathagra’s hoard, tales of vengeful frost giant ghosts and tormented undead genies will once again spread through the Nelanther and along the Sword Coast. Moreover, such rumors might be rooted in fact, for the coast of Amn and northern Tethyr will suffer increasingly fierce gales and harsh winters in the years following Ghazir’s reappearance, as each additional phantom created by the blade incites all previous phantoms to employ their remaining magical powers to the greatest effect possible. Moreover, should Desert’s Edge be used to slay other beings, tales might spread of their spirits plaguing the region as well.</p><p>The leaders of Amn and Tethyr will be forced by public opinion to seek custody of the scimitar, but the white wyrm who lairs atop Mount Speartop (Icehauptannarthanyx) will move quickly to claim Ghazir for his own hoard. He fears that the Cloud Peaks climate will grow noticeably warmer if the frost giant spirits are somehow laid to rest by destroying the scimitar. Having bargained unsuccessfully with Iryklathagra for centuries to acquire Desert’s Edge, Icehauptannarthanyx will be quick to take advantage of the opportunity afforded by a band of adventurers who acquire the scimitar.</p><p>Overwhelming conjuration; CL 20th.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28446/Lost-Empires-of-Faerun-35?affiliate_id=17596" target="_blank">Forgotten Realms Lost Empires of Faerûn (3.5)</a>[spoiler]</p><p><strong>Baneguard:</strong> The clerics of Bane first developed the method of creating baneguards and kept it secret for many years, but the technique has long since spread to other evil faiths. The Thayan branch of Bane’s church is especially fond of creating baneguards, and these creatures serve as temple guardians in Thayan trading enclaves throughout Faerûn. Because they are also quite popular among the followers of Velsharoon, demigod of liches, baneguards are found in great numbers in Skull Gorge and the Battle of Bones, at the southwestern tip of Anauroch.</p><p>A cleric of at least 14th level can create a baneguard using the create undead spell.</p><p><strong>Direguard:</strong> A Thayan improvement on the original baneguard, the direguard has both a more sinister appearance and greater magical power than its lesser cousin.</p><p>A cleric of at least 16th level can create a direguard using the create undead spell.</p><p><strong>Curst:</strong> Cursts are undead humanoids trapped under a curse that will not let them die. They are created when an evil spellcaster casts bestow curse on a dying subject, then uses create undead or create greater undead to grant the victim undeath.</p><p>“Curst” is an acquired template that can be added to any humanoid creature.</p><p><strong>Curst Human Fighter 5:</strong> ?</p><p><strong>Dread:</strong> A dread is a pair of animated skeletal arms created for use as an undead guardian.</p><p>A dread can be created with an animate dead spell, but in addition to all the normal requirements of the spell, the caster must provide a zendalure gemstone worth at least 1,000 gp.</p><p><strong>Dread Warrior:</strong> Called forth to serve in undeath through foul necromantic magic, dread warriors are undead beings created from the corpses of skilled warriors.</p><p>Dread warriors are created with the spell animate dread warrior.</p><p>“Dread warrior” is a template that can be added to any humanoid creature with at least 3 character levels.</p><p><strong>Dread Warrior Human Warrior 4:</strong> ?</p><p><strong>Flameskull:</strong> Flameskulls are undead guardians created from the fresh skulls of humanoid spellcasters.</p><p><strong>Nightshade Nighthaunt:</strong> ?</p><p><strong>Baneguard, Skeleton:</strong> ?</p><p><strong>Curst, Undead Humanoid:</strong> ?</p><p><strong>Curst, Servitor:</strong> ?</p><p><strong>Curst Human Fighter 5, White-Skinned Warrior:</strong> ?</p><p><strong>Imket, Human Curst Fighter 10, Pitiful Creature:</strong> The pitiful creature in this room was Imket, Sonjar’s favorite slave. In life, Imket was a capable hunter and a cruel overseer. During the uprising, he grew fearful of angering his master and forcibly returned a handful of slaves (see area 5a) to their barracks. Sonjar never returned to the tower, and Imket survived for years as the geode’s sole occupant. Years later, he finally died alone, still believing that his wrathful master was punishing him by cursing him and imprisoning him here.</p><p><strong>Dread, Skeletal Pair of Arms, Pair of Animated Skeletal Arms, Undead Guardian, Mindless Automaton:</strong> ?</p><p><strong>Dread Warrior Human Warrior 4, Armored Warrior:</strong> ?</p><p><strong>Flameskull, Human Skull Wreathed in Evil Green Flame, Undead Guardian, Human Skull Complete With Jawbone Surrounded by Eerie Green Flames:</strong> ?</p><p><strong>Nightshade Nighthaunt, Malignant Figure, Something Like a Gargoyle With Large Shadowy Wings Curling Horns and a Lashing Tail But Its Body Appears to be Sculpted From Purest Night and its Face is Blank Except for the Pale Lifeless Orbs of its Eyes, Malicious Sinister Creature of Unliving Darkness, Smallest Weakest of the Nightshades, Terrifying Foe, Creature of Utter Darkness:</strong> ?</p><p><strong>Undead, Undead Creature, Undead Being:</strong> ?</p><p><strong>Long-Lived Being:</strong> ?</p><p><strong>Undead Lord:</strong> ?</p><p><strong>Powerful Undead Creature:</strong> ?</p><p><strong>Guardian:</strong> ?</p><p><strong>Undead Soldier:</strong> Shortly before the fall of Shantar Othreier, a powerful moon elf high mage foresaw his nation’s inevitable defeat and placed himself and his small force of soldiers into a state of mystical stasis that would last until he could rally the defenders of Shantar Othreier once again. But the spell went disastrously wrong. Although it did place the high mage and his forces in a deep slumber and tether their souls to their bodies, it did not halt the ravages of time. Now, after centuries of half-dead slumber, the high mage and his ghastly followers have arisen again, and they think the Crown Wars are still in progress.</p><p><strong>Undead Soldier, Ghastly Follower:</strong> ?</p><p><strong>Eight-Limbed Undead Elf:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Restless Undead:</strong> ?</p><p><strong>Skeletal Undead That Choke and Gasp as if Desperately Trying to Breathe, Restless Undead Remnants:</strong> ?</p><p><strong>Undead Resident:</strong> ?</p><p><strong>Undead Spirit:</strong> When Netheril fell, the fearful dwarves of Ascore sealed off the portion of the Lowroad leading east. The undead spirits of trapped Netherese and dwarf merchants who died alongside their caravans now roam the Lowroad east of Ascore.</p><p><strong>Undead Elder Brain:</strong> Ioulaum’s intentions became clear when he created an undead elder brain from the minds of his illithid students and then merged his own sentience into it.</p><p><strong>Undead Servitor:</strong> ?</p><p><strong>Undead Jhaamdathan Royalty:</strong> ?</p><p><strong>Plague-Rotted Undead:</strong> ?</p><p><strong>Evil Creature:</strong> ?</p><p><strong>Dangerous Undead:</strong> ?</p><p><strong>Undead Remains of a Slain Dwarf Warrior:</strong> ?</p><p><strong>Ancient Undead:</strong> ?</p><p><strong>Undead Servitor of Large Size:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Ghast, Lesser Undead Follower:</strong> ?</p><p><strong>Ghost:</strong> If a magelord’s tower was shattered during a spectacular spell-battle, perhaps her vengeful ghost still haunts its ruins.</p><p><strong>Ghost, Vengeful Ghost:</strong> ?</p><p><strong>Princess Olmma, Shield Dwarf Ghost Fighter 6:</strong> ?</p><p><strong>Lady Saharel, The Sorceress of Saharelgard, Human Ghost Wizard 20/Archmage 5/Netherese Arcanist 5, Ghost Sorcereress of Spellgard:</strong> Lady Saharel, the Sorceress of Saharelgard, was once a leading member of the High Mages of Netheril. She survived the fall of the Empire of Magic as an archlichMon and lived on in the ruins of her castle, which was renamed Spellgard, for centuries thereafter.</p><p>Each archlich has a passion—one to which she devotes her life, her love, and all the power of her Art. Lady Saharel’s passion was Elminster Aumar. During the Time of Troubles, she defended the Sage of Shadowdale by slaying Manshoon and lost her own unlife in the process. Manshoon returned almost immediately by means of his stasis clone spell and, because her task was not done, Lady Saharel returned as a ghost.</p><p><strong>Mind Flayer Ghost:</strong> ?</p><p><strong>Human Ghost Fighter 10/Wizard 5/Eldritch Knight 5:</strong> ?</p><p><strong>Reluraun, Moon Elf Ghost Fighter 12, Mad Undead Creature, Two Disembodied Eyes and a Pair of Skeletal Arms and Hands:</strong> In a clearing at the heart of Ardeep Forest lies the vault of a fallen elf warrior named Reluraun (male CE moon elf ghost fighter 12), whose spirit was twisted into a mad, undead creature by evil magic during his final battle.</p><p><strong>Ghoul, Slain Plunderer in Undead Form:</strong> ?</p><p><strong>Ghoul, Lesser Undead Follower:</strong> ?</p><p><strong>Lich:</strong> Shortly before the fall of Shantar Othreier, a powerful moon elf high mage foresaw his nation’s inevitable defeat and placed himself and his small force of soldiers into a state of mystical stasis that would last until he could rally the defenders of Shantar Othreier once again. But the spell went disastrously wrong.</p><p>Although it did place the high mage and his forces in a deep slumber and tether their souls to their bodies, it did not halt the ravages of time. Now, after centuries of half-dead slumber, the high mage and his ghastly followers have arisen again, and they think the Crown Wars are still in progress.</p><p><strong>Netheres Lich:</strong> ?</p><p><strong>Archlich:</strong> ?</p><p><strong>Baelnorn:</strong> Now and then, an old and very powerful Olin Gisir chooses to sacrifice her mortal life and undergo the transformation into a baelnorn—a powerful, good-aligned elf lich who eternally guards a site important to her people.</p><p>Several of these crypts are guarded by baelnorn spellcasters—usually members of the crypt’s noble house who accepted unlife to stand guard over the dead and protect their families’ secrets.</p><p>The Guardian Paramours, lovers banned by their families from seeing each other, become the first baelnorns sworn to the coronal and Cormanthyr.</p><p><strong>Baelnorn, Powerful Good-Aligned Elf Lich, Elf Lich:</strong> ?</p><p><strong>Baelnorn, Fearsome Guardian:</strong> ?</p><p><strong>Baelnorn, Baelnorn Guardian:</strong> ?</p><p><strong>Baelnorn Spellcaster:</strong> ?</p><p><strong>Respected Baelnorn:</strong> ?</p><p><strong>Demilich:</strong> ?</p><p><strong>Human Lich Wizard 20:</strong> ?</p><p><strong>Illithilich:</strong> After the fall, Ioulaum quietly continued to choose apprentices from among the most promising Netherese refugees. Curiously, he also accepted apprentices from the nearby mind flayer city of Ellyn’taal, and his illithid students, who called themselves the Alhoon, are believed to have been the first illithiliches. Ioulaum’s intentions became clear when he created an undead elder brain from the minds of his illithid students and then merged his own sentience into it. Most of his illithilich apprentices were destroyed in this arcane ritual, but a few escaped and spread the secret of illithilich creation to mind flayer communities throughout the Realms Below.</p><p>The mind flayer eventually transformed itself into an illithilich and became consumed with the study of node magic.</p><p><strong>Lich Lord:</strong> ?</p><p><strong>Powerful Lich:</strong> ?</p><p><strong>Ambuchar Devayam, Human Lich Necromancer 18, Solon's Ruler:</strong> ?</p><p><strong>Kryonar, Dracolich Wyrm White Dragon, Renegade:</strong> ?</p><p><strong>Alarendi Eveningshine, Moon Elf Baelnorn Wizard 17/Archmage 2, Most Senior Baelnorn:</strong> ?</p><p><strong>Pharos, Moon Elf Baelnorn Wizard 24:</strong> ?</p><p><strong>Synnorha Durothil, Baelnorn:</strong> ?</p><p><strong>Moon Elf Baelnorn Wizard 13:</strong> ?</p><p><strong>Wulgreth of Netheril, Lich:</strong> –408 Year of Sleeping Dragons: Karsus discovers heavy magic. In the process of experimenting with it, he slays Wulgreth of Netheril, a renegade arcanist, and transforms him into a lich.</p><p>Long before casting his fateful spell, Karsus had experimented with a discovery he called heavy magic and, in the process, inadvertently turned another arcanist named Wulgreth into a lich.</p><p><strong>Iolaum, Lich:</strong> ?</p><p><strong>Thakloamur, Lich, Rival, Mysterious Slayer:</strong> Unbeknownst to the Helbrestans, two elders named Thakloamur and Mingaudorr, who had retired from public life many years before, were still lurking in hidden, spell-guarded rooms and passages. Eventually, they attained two different and imperfect forms of lichdom. Both forms of undeath required the liches to subsume energy (life essence for Thakloamur, and spell power for Mingaudorr) from time to time, or crumble away.</p><p><strong>Mingaudorr, Lich, Rival:</strong> Unbeknownst to the Helbrestans, two elders named Thakloamur and Mingaudorr, who had retired from public life many years before, were still lurking in hidden, spell-guarded rooms and passages. Eventually, they attained two different and imperfect forms of lichdom. Both forms of undeath required the liches to subsume energy (life essence for Thakloamur, and spell power for Mingaudorr) from time to time, or crumble away.</p><p><strong>Wulgreth of Ascalhorn, Human Lich Wizard 20/Archmage 3/Netherese Arcanist 5:</strong> 883 Year of the Giant’s Oath: Wulgreth of Ascalhorn flees Hellgate Keep and takes refuge in the ruined city of Karse. While attempting to tap the immortal power of the dead god Karsus, he is slain by his servant Jhingleshod. The magical energies unleashed upon his death create the Dire Wood and transform Wulgreth of Ascalhorn into a lich.</p><p>Wulgreth of Ascalhorn fled the destruction, accompanied only by Jingleshod the Iron Axeman, his man-at-arms. When Jingleshod realized that Wulgreth intended to exact his revenge against the demons by raising an army of undead from the ruins of Karse, the Iron Axeman finally found the courage to slay his master. Unfortunately, he did so while Wulgreth was casting his epic spell. The arcane energies that the archwizard had been molding at the moment of his death were released, transforming him into a lich and the region surrounding the ruins of Karse into the Dire Wood.</p><p><strong>Aumvor the Undying, Netherese Lich:</strong> ?</p><p><strong>Larloch of Warlock’s Crypt, Netherese Lich, Archrival:</strong> ?</p><p><strong>Lady Saharel, the Sorceress of Saharelgard, Archlich:</strong> ?</p><p><strong>Ioulaum, Oracle of Ellyn’taal, Elder Brain Lich Wizard 31/Archmage 5/Netherese Arcanist 5:</strong> After the fall, Ioulaum quietly continued to choose apprentices from among the most promising Netherese refugees. Curiously, he also accepted apprentices from the nearby mind flayer city of Ellyn’taal, and his illithid students, who called themselves the Alhoon, are believed to have been the first illithiliches. Ioulaum’s intentions became clear when he created an undead elder brain from the minds of his illithid students and then merged his own sentience into it.</p><p><strong>Rhaugilath the Ageless, Human Archlich Wizard 22/Archmage 5/Netherese Arcanist 2, Favorite Captive, Lich-King of Fallen Orbedal, Shackled Scribe of Larloch:</strong> ?</p><p><strong>Sarrukh Lich:</strong> ?</p><p><strong>Arthindol the Terraseer, Sarrukh Lich Wizard 25/Archmage 5:</strong> ?</p><p><strong>The Beast Lord, Illithilich Wizard 15:</strong> ?</p><p><strong>The Beast Lord, Mind Flayer Lich Wizard 15:</strong> ?</p><p><strong>Wulgreth of Netheril, Demilich:</strong> In time, he became a demilich.</p><p><strong>Rysellin, Lich:</strong> ?</p><p><strong>Qysar Shoon VII, Human Demilich Necromancer 31/Archmage 5:</strong> After centuries of lichdom,</p><p>Shoon VII became a demilich and was somehow imprisoned within the Tome of the Unicorn.</p><p><strong>Qysar Shoon VII, Human Lich:</strong> ?</p><p><strong>Mallin, Human Lich Evoker 14:</strong> ?</p><p><strong>Vrandak the Burnished, Lich:</strong> ?</p><p><strong>Iniarv, Lich:</strong> ?</p><p><strong>Chardansearavitriol, Great Black Wyrm Dracolich:</strong> ?</p><p><strong>Ruelve, Archlich, Senior Covenant Member:</strong> ?</p><p><strong>Daurgothoth, The Creeping Doom, Dracolich:</strong> ?</p><p><strong>Dark Mother Lalondra Worul, Lich:</strong> In the process of transforming herself into a lich, Dark Mother Lalondra Worul, the reigning high priestess of Shar, brought death to all the True Servants of Shar, whose continued health she had bound to her own.</p><p><strong>Kelthas the Dread, Mohrg Necromancer 10, Undead Necromancer:</strong> ?</p><p><strong>Mummy Lord:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>El Sadhara, Mummy Cleric 14, Undead Priestess:</strong> ?</p><p><strong>Kalloch, Human Mummy Sorcerer 9, Vengeful Undead Guardian:</strong> ?</p><p><strong>Mardava, Undead Nightshade Nightwalker:</strong> When the uprising reached its gates, the artificer Mardava unleashed a mighty spell to defend Jorhat against the Mulan slaves. The spell ended disastrously, killing both the attacking slaves and the citadel’s defenders. Furthermore, the energies unleashed transformed Mardava into an undead nightshade (CE female nightwalker), and she has prowled Jorhat’s lower levels ever since.</p><p><strong>Shadow, Former Inhabitant in Undead Form:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Skeleton, Ordinary Animated Skeleton:</strong> ?</p><p><strong>Medium Skeleton, Lesser Undead Follower:</strong> ?</p><p><strong>Skeleton, Mindless Automaton:</strong> ?</p><p><strong>Spectral Mage, Undead Remains of an Imaskari Artificer:</strong> ?</p><p><strong>Spectre:</strong> Four thousand years ago, at the time of the slave uprising, a Mulan overseer named Imket (see area 6), who was loyal to Sonjar, forced a handful of slaves into their barracks (area 5a) before returning to his own quarters. Trapped in their room when Sonjar died, the four slaves perished of starvation, only to rise later as spectres.</p><p><strong>Vampire, Slain Plunderer in Undead Form:</strong> ?</p><p><strong>Wight:</strong> Shortly before the fall of Shantar Othreier, a powerful moon elf high mage foresaw his nation’s inevitable defeat and placed himself and his small force of soldiers into a state of mystical stasis that would last until he could rally the defenders of Shantar Othreier once again. But the spell went disastrously wrong.</p><p>Although it did place the high mage and his forces in a deep slumber and tether their souls to their bodies, it did not halt the ravages of time. Now, after centuries of half-dead slumber, the high mage and his ghastly followers have arisen again, and they think the Crown Wars are still in progress.</p><p><strong>Wight, Lesser Undead Follower:</strong> ?</p><p><strong>Wraith:</strong> When its leaders refused to join the new empire, the Nentyarch of Tharos destroyed the city. Today, the ruins are haunted by hundreds of wraiths and dread wraiths—the victims of the ancient nentyarch’s merciless wrath.</p><p><strong>Dread Wraith:</strong> When its leaders refused to join the new empire, the Nentyarch of Tharos destroyed the city. Today, the ruins are haunted by hundreds of wraiths and dread wraiths—the victims of the ancient nentyarch’s merciless wrath.</p><p><strong>Swordwraith, Undead Swordwraith:</strong> Thousands of Jhaamdathan warriors drowned the night their empire fell, but death did not still their sword arms, and they rose again as undead swordwraiths.</p><p><strong>Wraith, Former Inhabitant in Undead Form:</strong> ?</p><p><strong>Zombie, Lesser Undead Follower:</strong> ?</p><p><strong>Lord Gaucelm Gonfrey, Human Death Knight Fighter 9, Undead Thief-King of Grimmantle, Servant, Lord of Grimmantle Keep:</strong> In the months preceding the Time of Troubles, the death-god Myrkul chose to bestow the gift of undeath upon Gonfrey and convert him into a death knight.</p><p><strong>Crypt Thing, Undead Crypt Thing:</strong> Once all the tombs had been buried under earthen hills, Gilgeam slaughtered the builders, raised them as undead crypt things, and set them to guard Nergal and his family.</p><p><strong>Crypt-Thing, Skeletal Undead That Choke and Gasp as if Desperately Trying to Breathe:</strong> ?</p><p><strong>Huecuva, Undead Remains of a Gilgeam Cleric:</strong> ?</p><p><strong>Caller in Darkness 22 HD:</strong> The phantom city is deserted except for a cloudlike undead creature formed from the psychic residue of the city’s sudden demise.</p><p><strong>Caller in Darkness 22 HD, Cloudlike Undead Creature, Tormented Creature, Caller in Darkness of Unusual Size and Power:</strong> ?</p><p><strong>Keening Spirit:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28709/Serpent-Kingdoms-35?affiliate_id=17596" target="_blank">Forgotten Realms Serpent Kingdoms (3.5)</a>[spoiler]</p><p><strong>Bone Naga:</strong> A bone naga is a skeletal undead creature created from a naga by a spellcaster (usually of its own race). A create undead spell can produce a bone naga from any naga subject with fewer Hit Dice than the creator.</p><p>“Bone naga” is an acquired template that can be added to any naga.</p><p>The minor subraces known as banelar nagas and bone nagas both appeared within the past two millennia. The former resulted from a magical ritual that the followers of Bane employed on water nagas, and the latter were the products of dark naga experimentation in the ebon arts of necromancy.</p><p>To gain control of the nagara, the Myth Drannan lich Druth Daern perpetrated a complex deception. Speaking through a wraithlike apparition that he created above a certain Myth Drannan altar, he claimed to be Ssharstrune, the Ghost Naga—a long-dead naga god. With Daern’s unseen help, the Ghost Naga revived the nagara who had not survived the thornbacks as bone nagas to serve their living kin.</p><p><strong>Dark Naga Bone Naga Sorcerer 6:</strong> Created by a rival hundred of years ago as a guard, this bone naga despises both its master and its condition.</p><p><strong>Deathflame:</strong> The deathflame template is the same as the death knight template, except that it can be applied to monstrous humanoids.</p><p><strong>Chassan, Fireknewt Deathflame Fighter 5/Rogue 2/Blackguard 8, Firenewt Death Knight, Firenewt Overlord, Leader, Overlord:</strong> During the Time of Troubles, Kossuth appeared in the Burning Rift beneath the Peaks of Flame and chose a firenewt blackguard named Chassan, overlord of a local tribe, as his avatar. Kossuth/Chassan led the firenewts into a brutal war with the pterafolk of the Chultengar, and the conflict lasted until the Avatar Crisis had ended. Kossuth returned to the planes, leaving the charred corpse of Chassan in his wake, but the god later rewarded Chassan’s loyalty by allowing him to return to his tribe as a deathflame.</p><p>During the Time of Troubles, Chassan served as Kossuth’s avatar. The Flamelord’s divine essence was too much for his mortal form, and all that was left of the firenewt after the god’s departure was a blackened husk. After Kossuth returned to the Elemental Plane of Fire, however, he transformed the charred remains of Chassan into a deathflame.</p><p><strong>Bone Naga, Skeletal Undead Creature Created From a Naga by a Spellcaster, Serpentine Skeleton, Undead Creature Consumed With Hatred and Malice, Undead Horror, Serpentine Skeleton With a Bone Tail Stinger, Naja'se'ssynsa, Eternal Shadow of the Ideal:</strong> ?</p><p><strong>Dark Naga Bone Naga Sorcerer 6, Skeletal Creature, Giant Undead Snake Except for its Humanlike Skull and Long Deadly Fangs:</strong> ?</p><p><strong>Terpenzi, The Guardian of Najara, Bone Faerunian Ha-Naga Naga Overlord 10:</strong> ?</p><p><strong>Free-Willed Bone Naga:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Naga:</strong> Since then, the Ghost Naga has been guiding the Seven in a hissing whisper and creating a veritable army of undead nagas.</p><p><strong>Undead Naga, Naja'se'ssynsa, Eternal Shadow of the Ideal:</strong> ?</p><p><strong>Serpentine Undead:</strong> ?</p><p><strong>Humanoid Undead:</strong> ?</p><p><strong>Undead Servitor:</strong> ?</p><p><strong>Scaled Undead Creature, Scaled Undead:</strong> ?</p><p><strong>Scaleless Undead:</strong> ?</p><p><strong>Swimming Snake Undead:</strong> ?</p><p><strong>Undead Remains:</strong> ?</p><p><strong>Ghast, Follower:</strong> ?</p><p><strong>Whispering Serpent, Ghost of a Fallen Couatl:</strong> ?</p><p><strong>Ghostly Warrior:</strong> ?</p><p><strong>Anthilar, Ghost:</strong> ?</p><p><strong>Ghoul, Follower:</strong> ?</p><p><strong>Ghoul, Scaled Undead Creature:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Ancient Sarrukh Lich, Lich King, King Oreme:</strong> In the bowels of the city, however, the few dozen sarrukh who chose to remain behind transformed themselves into liches and have clung ever since to the remnants of their empire, ruling the asabis who stayed behind to guard them.</p><p>A handful of Isstossef spellcasters embraced a form of lichdom in an effort to preserve the legacy of their empire at any cost.</p><p><strong>Fallen Archlich:</strong> ?</p><p><strong>The Old One, Black Dracolich Great Wyrm:</strong> ?</p><p><strong>Druth Daern, Ssharstrune, The Ghost Naga, Lich:</strong> ?</p><p><strong>Anthilar, Lich:</strong> ?</p><p><strong>Hssthak, Sarrukh Mummy Sorcerer 10/Archmage 5:</strong> ?</p><p><strong>Elven Mummy:</strong> ?</p><p><strong>Sword-Wielding Spell-Hurling Mummy That Practices the Ancient Traditions of Anaurian Battlemages:</strong> ?</p><p><strong>Skeleton, Follower:</strong> ?</p><p><strong>Skeletal Warrior:</strong> ?</p><p><strong>The Blood-Curdling Scream, Rock Gnome Vampire Illusionist 9:</strong> ?</p><p><strong>Wight, Follower:</strong> ?</p><p><strong>Prince Chelimber the Proud, Powerful Wight:</strong> ?</p><p><strong>Yuan-Ti Dread Wraith, Undead Consort, Yuan-Ti Abomination:</strong> ?</p><p><strong>Wraith:</strong> Any humanoid or monstrous humanoid slain by a dread wraith becomes a wraith in 1d4 rounds.</p><p><strong>Zombie, Follower:</strong> ?</p><p><strong>Death Knight:</strong> ?</p><p><strong>Jahi, Undead Three-Headed Serpent, Leader:</strong> ?</p><p><strong>Crimson Death:</strong> These voracious undead are the tortured spirits of Lapal slaves who were slaughtered many centuries ago in a vile ceremony by the yuan-ti.</p><p><strong>Crimson Death, Voracious Undead, Tortured Spirit of a Lapal Slave Who Was Slaughtered Many Centuries Ago in a Vile Ceremony by the Yuan-Ti:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3741/Shining-South-35?affiliate_id=17596" target="_blank">Forgotten Realms Shining South (3.5)</a>[spoiler]</p><p><strong>Undead, Undead Thing, Undead Creature:</strong> The larakens are not the only dangerous creatures dwelling in Akhlaur Swamp. Snakes, crocodiles, and schools of piranhas hide in the shallow areas, and numerous undead—some the results of Akhlaur’s strange experiments and others spawned from doomed expeditions—lurk everywhere in the interior of the swamp.</p><p>Somewhere in the middle of the swamp lies a ruined city. Few have managed to reach the ruins and return with any details, but those who did come back revealed that the city was built by elves before the swamp existed. For reasons unknown, a trio of powerful Halruaan wizards diverted a river that normally flowed into the Bay of Azuth and flooded the elf community.</p><p>The elves attempted to battle the wizards, hoping to drive them away so that they could restore the river to its normal course, but they could not prevail. Their community was destroyed, and the slain elves rose as undead creatures. Their festering negative energy eventually pervaded the entire swamp, saturating it with foul diseases, twisted and corrupted creatures, and still more undead.</p><p>Soldiers and adventurers alike have tried time and again to rid the swamp of this foul pestilence, but until recently, almost every effort served only to make the swamp more deadly. To quote a common Zalazuu expression, “The swamp helps keep the number of fools in town low.” A few months ago, however, the magehound Kiva took a group of Jordaini into the swamp and destroyed the green sphere (an artifact created by the necromancer Akhlaur) that had been responsible for their creation.</p><p><strong>Undead Damaged By Sunlight:</strong> ?</p><p><strong>Undead Wizard:</strong> ?</p><p><strong>Undead Servitor:</strong> ?</p><p><strong>Terrible Undead Creature:</strong> ?</p><p><strong>Undead Stalwart:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Voolad Espiral, Ghost, Spirit:</strong> Thruldar was once the last outpost city of Estagund along the trade route into Luiren. In the Year of the Shattered Altar (1264 DR), a human druid named Voolad Espiral led a surprise attack on Thruldar with the support of some of the monster chieftains of Veldorn. The druid commanded a small army of dark trees and other dangerous plant creatures, and he managed to take the city completely by surprise. Thruldar was razed and most of its inhabitants slain.</p><p>In the nearby forest, several tribes of ghostwise halflings took notice of the dark magic emanating from Thruldar and went to investigate. Upon discovering what had occurred there, the tribes organized a second surprise attack and managed to slay the druid. But the powerful evil that had given the druid purpose would not accept the defeat of its servant, and Voolad soon rose up as a ghost.</p><p>Formerly the westernmost city of Estagund, Thruldar was demolished by an evil druid and a horde of dark trees. Ghostwise halflings managed to slay the druid and magically seal his ghost and minions inside the city, but the place is now a deadly nest of fell plant creatures and undead things longing to get out.</p><p>1264 Year of the Shattered Altar: The druid Voolad Espiral, with the help of dark trees and other monsters, sacks Thruldar, an Estagundan community on the edge of the Lluirwood. Marchwardens and local ghostwise halflings slay Voolad and contain his spirit inside the ruins with magic.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Dracolich:</strong> ?</p><p><strong>The Everlasting Wyrm, Extremely Old and Powerful Dracolich:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Animated Creature:</strong> <em>Sticks and Stones</em> spell.</p><p><strong>Humanoid Skeleton:</strong> ?</p><p><strong>Skeleton:</strong> Animating Door magic item.</p><p><strong>Spectre:</strong> ?</p><p><strong>Queen Yenandra, The Nightmare Queen, The Pirate Queen, Spectral Guardian Half-Drow Rogue 3/Cleric 10/Scourge Maiden 3:</strong> The current Queen of Dambrath is Hasifir Hazm’cri (LE female half-drow wizard 12/cleric 4 of Loviatar), who—in defiance of custom—was a powerful wizard rather than a high cleric of Loviatar when she took the throne. Her selection came as a surprise to her subjects, who fully expected her mother Yenandra (LE female half-drow rogue 3/cleric 10 of Loviatar/scourge maiden 3), the so-called “Pirate Queen,” to name one of Hasifir’s sisters as successor, since both were clerics who shared their mother’s taste for sailing and pillage. But Yenandra was visibly failing from both old age and a wasting disease that baffled Dambrath’s clerics. In exchange for the throne, Hasifir offered her mother a spell that would allow her to choose the manner and time of her own death, bind her to the land she had ruled for so long, and weave her name into undying legend.</p><p>With the help of a circle of drow sorcerers and the blessing of Loviatar, Hasifir transformed Yenandra and her favorite horse into a spectral guardian and a nightmare, respectively.</p><p>1356 Year of the Worm: Queen Yenandra, suffering the ravages of old age and disease, is willingly transformed into a spectral guardian by her wizard daughter Hasifir and several drow sorcerers.</p><p><strong>Vampire, Undead Damaged By Sunlight, Evil Creature:</strong> ?</p><p><strong>Saed the Vampire Lord, Vampire, King of the City, Lord of the City:</strong> 1048 Year of the Chevalier: Saed, formerly a nawab on the council of Turelve in Durpar, is transformed into a vampire and flees to the destroyed city of Vaelen, where he quickly assumes control.</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>The Blood-Curdling Scream, Rock Gnome Vampire Illusionist 9:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Wraith:</strong> If a creature is slain by this drain [from a wraith doorway dread doorway minor artifact], it rises as a wraith 1d4 rounds later.</p><p><strong>Zombie:</strong> Animating Door magic item.</p><p><strong>Zombie Slave:</strong> As if the spiders didn’t present enough danger, a traditional story says that a terrible undead creature that steals people’s bodies and turns them into zombie slaves haunts the Sharawood.</p><p><strong>Mantimera Zombie:</strong> A mantimera was killed, brought here, and animated by the Rindorn’s cousin.</p><p><strong>Mantimera Zombie, Gruesome Creature, Guardian:</strong> ?</p><p><strong>Death Tyrant:</strong> Xianthrope has created a number of death tyrants to destroy both hin and yuan-ti who wander into their hunting grounds.</p><p></p><p>STICKS AND STONES</p><p>Necromancy</p><p>Level: Cleric 3, sorcerer/wizard 3</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One Small pile of debris</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You animate a pile of rocks, branches, limbs, and other debris into the crude shape of a skeletal creature of Medium size that immediately attacks whatever foe you designate. You can change the animated creature’s chosen target as a move action. The creature’s combat statistics are those of a 2 HD humanoid skeleton, except that it also has a wight’s energy drain supernatural ability (see the Skeleton and Wight entries in the Monster Manual for details).</p><p></p><p>Animating Door: Any dead creature that falls or is carried through a doorway of this type is temporarily animated (as the animate dead spell) for 1d6+4 rounds. The animated creatures function in all ways as either zombies or skeletons, depending on the state of decomposition (DM’s discretion) and attack any other living creatures in the area.</p><p>Moderate necromancy; CL 7th; Craft Wondrous Item, animate dead;</p><p>Price 15,000 gp.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28722/Unapproachable-East-35?affiliate_id=17596" target="_blank">Forgotten Realms Unapproachable East (3.5)</a>[spoiler]</p><p><strong>Dread Warrior:</strong> Called forth to serve in undeath through foul necromantic magic, dread warriors are undead beings usually created from the corpses of skilled warriors.</p><p>Dread warriors are created by casting the animate dread warrior spell.</p><p>“Dread warrior” is a template that can be added to any humanoid of at least 3 Hit Dice or levels.</p><p>[E]nhanced undead soldiers created by Szass Tam.</p><p><em>Animate Dread Warrior</em> spell.</p><p><strong>Dread Warrior Human Warrior 4:</strong> ?</p><p><strong>Juju Zombie:</strong> Animated by a particularly hateful brand of necromancy, juju zombies are malicious, murderous creatures enslaved by the mighty spells that created them.</p><p>A juju zombie can be created with a create undead spell cast by a 16th-level spellcaster or by certain powerful magical curses or diseases, such as the blightspawned’s blight touch.</p><p>“Juju zombie” is a template that can be added to any formerly living corporeal creature with an Intelligence score of at least 1.</p><p>Each month a creature lives as a blightspawned, it must succeed at a Fortitude save (DC 15 + 1 per previous saving throw attempted) or die. A blightspawned that dies in this fashion animates as a juju zombie.</p><p>The leader of the Umber Council is Ysvel the Black (NE female lich Drd18) who was driven mad by an ancient artifact—a rusted iron rod known as the Ironwood—that she uncovered in the sucking mud of her home marshes years ago. She killed her acolytes in their sleep and then turned them into juju zombies at the command of the device.</p><p>[E]nhanced undead soldiers created by Szass Tam.</p><p><strong>Juju Zombie Bugbear:</strong> ?</p><p><strong>Dread Warrior, Enhanced Undead Soldier:</strong> ?</p><p><strong>Juju Zombie, Malicious Murderous Creature, Enhanced Undead Soldier:</strong> ?</p><p><strong>Juju Zombie, Bloodthirsty Thing:</strong> ?</p><p><strong>Undead, Undead Monster, Undead Being, Undead Creature:</strong> Szass Tam creates a vast army of undead to cross the frozen Umber Marshes. The animated corpses crash like waves against the Watchwall but fail to overcome the fortification.</p><p>It’s whispered that many of the slain have been reanimated as undead troops in the Rotting Man’s army.</p><p><strong>Free-Willed Undead Creature:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Old Hateful Undead:</strong> ?</p><p><strong>Undead Thayan Soldier:</strong> ?</p><p><strong>Undead Foot Soldier:</strong> ?</p><p><strong>Undead Soldier:</strong> ?</p><p><strong>Undead Druid:</strong> The leader of the Umber Council is Ysvel the Black (NE female lich Drd18) who was driven mad by an ancient artifact—a rusted iron rod known as the Ironwood—that she uncovered in the sucking mud of her home marshes years ago. She killed her acolytes in their sleep and then turned them into juju zombies at the command of the device. Under its malevolent influence, she transformed herself into a lich—a rare choice among druids.</p><p><strong>Animated Corpse:</strong> Szass Tam creates a vast army of undead to cross the frozen Umber Marshes. The animated corpses crash like waves against the Watchwall but fail to overcome the fortification.</p><p><strong>Enhanced Undead Solder:</strong> [E]nhanced undead soldiers created by Szass</p><p>Tam.</p><p><strong>Dangerous Undead:</strong> ?</p><p><strong>Restless Undead:</strong> ?</p><p><strong>Unliving Spawn:</strong> Each incursion is more difficult to fend off, and large portions of the realm have been poisoned by the nilshais’ alien sorcery. From these corrupted regions horrid, unliving spawn emerge to haunt the silver woods and terrorize the citadels of the star elves.</p><p><strong>Allip:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Restless Nar Ghost:</strong> ?</p><p><strong>Nar Demonpriest Ghost:</strong> ?</p><p><strong>Great Barrow Ghost:</strong> ?</p><p><strong>Slain Tuigan Raider Ghost, Tuigan Ghost, Years-Dead Raider From the Endless Waste:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Young Adult Red Dracolich:</strong> ?</p><p><strong>Ysvel the Black, Lich Druid 18, Undead Druid:</strong> The leader of the Umber Council is Ysvel the Black (NE female lich Drd18) who was driven mad by an ancient artifact—a rusted iron rod known as the Ironwood—that she uncovered in the sucking mud of her home marshes years ago. She killed her acolytes in their sleep and then turned them into juju zombies at the command of the device. Under its malevolent influence, she transformed herself into a lich—a rare choice among druids.</p><p><strong>Dracolich:</strong> ?</p><p><strong>Szass Tam, Zulkir of Necromancy, Lich Necromancer 10/Red Wizard 10/Archmage 2/Epic 7:</strong> ?</p><p><strong>Very Old Deep Dragon Skeleton, Skeletal Dragon:</strong> The king’s primary advisor is Lady Farkattle</p><p>(LE female hobgoblin Nec11). She has managed to animate the corpse of a long-dead, very old deep dragon that once made its home here but was slain in the war that brought the old empire of Narfell to a bloody end.</p><p><strong>Kryonar, White Dracolich Wyrm:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Nightshade, Dangerous Undead:</strong> ?</p><p><strong>Shadow, Shadow Creature:</strong> ?</p><p><strong>Tiny Skeleton:</strong> ?</p><p><strong>Skeleton Medium-Size:</strong> ?</p><p><strong>Very Old Deep Dragon Skeleton:</strong> The king’s primary advisor is Lady Farkattle (LE female hobgoblin Nec11). She has managed to animate the corpse of a long-dead, very old deep dragon that once made its home here but was slain in the war that brought the old empire of Narfell to a bloody end. This skeletal dragon looks like a dracolich to the uninitiated, but it is entirely under Farkattle’s control.</p><p><strong>Very Old Deep Dragon Skeleton, Skeletal Dragon, Fearsome Monster:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie, Ordinary Zombie, Tireless Zombie:</strong> The Guild of Portagers used to charge outrageous prices to move goods, three hundred or more years ago. The Red Wizards of the time grew frustrated with the arrangement—homicidally so. They killed most of the portagers and animated them as zombies.</p><p><strong>Zombie, Mindless Shambling Corpse, Walking Dead:</strong> ?</p><p><strong>Zombie Medium-Size:</strong> ?</p><p><strong>Banedead:</strong> ?</p><p><strong>Baneguard:</strong> ?</p><p><strong>Curst:</strong> ?</p><p></p><p>ANIMATE DREAD WARRIOR</p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 6</p><p>Components: V, S, M, XP</p><p>Casting Time: 10 minutes</p><p>Range: Touch</p><p>Target: One humanoid corpse</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You transform the corpse of a skilled warrior into an undead monster under your command. The corpse in question must be that of a humanoid with at least three levels or Hit Dice and no more Hit Dice than your own, killed within the last tenday. The body must be substantially whole, although any injury short of dismemberment does not interfere with the spell.</p><p>Upon completion of the spell, the subject corpse reanimates as a dread warrior under your command. The creature serves loyally and obeys your orders to the best of its ability, although a cleric with the ability to command undead can usurp your control with a sufficiently high rebuke undead check. Upon the caster’s death, the dread warrior becomes a free-willed undead creature.</p><p>Created twenty years ago by the zulkir of Necromancy, Szass Tam, this spell is found only in the spellbooks of those Red Wizards who served as his apprentices and the apprentices of those apprentices. Szass Tam has been using this spell to steadily create a vast army of dread warriors.</p><p>Material Component: A rusted fragment of a sword blade broken in battle.</p><p>XP Cost: 250 XP per HD of the dread warrior created.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1449/Frostburn-35?affiliate_id=17596" target="_blank">Frostburn (3.5)</a>[spoiler]</p><p><strong>Entombed:</strong> The entombed are undead preserved by being encased in shells of ice—but still able to move and kill.</p><p>Entombed are human or humanoid undead entirely frozen inside an icy sheath that gives them the stature of an ogre.</p><p>Any humanoid slain by an entombed becomes an entombed in 1d4 rounds, provided it is encased in ice.</p><p>Previous members of the Ninerazers, and lesser minions who have served Azediel well, are buried here, placed in blocks of ice to be viewed by the current Ninerazers as a reminder of their fate should they fail in their duties. The proximity of the Soul Vortex has further infused these bodies with unholy power, and some of them are now full-fledged entombed.</p><p><strong>Ghost Frostfell:</strong> Ghosts are the spectral remains of intelligent beings killed in the frostfell, particularly those slain by supernatural phenomena such as blood snow, lightning pillars, or the terrible storm known as the Howl of the North.</p><p>Some ghosts created in the frostfell possess unusual powers not often found elsewhere.</p><p><strong>Ghost Frostfell Human Sorcerer 3:</strong> ?</p><p><strong>Icegaunt:</strong> Over long winters or on high mountain peaks, human remains become freeze-dried husks with perfectly preserved hair, clothes, and skin, but without any liquid remaining in their flesh. When animated, these corpses become icegaunts, intelligent undead tied to alpine glaciers and vast polar ice caps.</p><p>Icegaunts are commonly the result of sacrifices to mountain gods. In a few cases, icegaunts are created from the bodies of polar explorers, who then wander endlessly, seeking to lead others astray in a frozen death.</p><p>Any humanoid slain by an icegaunt rises as an icegaunt at the next midnight.</p><p>Uzradin spends much of his time here under the massive cairn at the end of the valley, waiting for his services to be called upon. This sheltered valley may seem like an ideal place for characters to sneak into the city, but in truth Uzradin remains ever vigilant. If he senses intruders, he calls upon the dead bodies buried here to rise and attack as icegaunts.</p><p><strong>Winterspawn:</strong> ?</p><p><strong>Entombed, Desiccated Human Corpse, Fearsome Apparition, Undead Preserved by Being Encased in a Shell of Ice, Ice Creature:</strong> ?</p><p><strong>Entombed, Human Undead Entirely Frozen Within an Icy Sheath That Gives Them the Stature of an Ogre:</strong> ?</p><p><strong>Entombed, Humanoid Undead Entirely Frozen Within an Icy Sheath That Gives Them the Stature of an Ogre:</strong> ?</p><p><strong>Ghost Frostfell, Spectral Remains of an Intelligent Being Killed in the Frostfell:</strong> ?</p><p><strong>Ghost Frostfell Human Sorcerer 3, Human Wearing Snow-Covered Furs Over a Tattered Robe:</strong> ?</p><p><strong>Icegaunt, Aged Human, Intelligent Undead Tied to Alpine Glaciers and Vast Polar Ice Caps, Wrinkled Creature With Tanned Skin and a Bony Handshake:</strong> ?</p><p><strong>Icegaunt, False Guide:</strong> ?</p><p><strong>Tilkatakus, Icegaunt, Deranged Undead Remains of Tilkatakus, Once-Simulacrum Undead:</strong> This room was once Delzomen’s personal sanctuary, a place for him to hole up in and sleep, eat, study, and relax. It also served as a safe room, a place where he could retreat to in case his Iceforge was invaded. Unfortunately, Delzomen’s protections failed when he tried to transfer the mind and soul of Tilkatakus into a simulacrum, and when he retreated here in a panic, he only delayed the inevitable when the enraged and insane Tilkatakus simulacrum tracked him down. Delzomen managed to defeat the simulacrum, but not before receiving a mortal wound.</p><p>This room still lies in ruins. A large mound of snow, all that remains of Tilkatakus, lies heaped in the center of the room, next to a large frozen bloodstain on the floor. A +2 keen giant bane rapier lies partially buried in the snow, its blade caked with frozen blood as well. These sights are obvious to anyone entering the room, but as soon as a creature enters the room, the deranged undead remains of Tilkatakus, still bound to the snow and ice of his mortal remains, rises up in unholy rage. Treat this creature as an icegaunt, but it does not let the mound of snow out of its sight.</p><p><strong>Winterspawn, Frozen Warrior, Frozen Undead Warrior, Deadly Foe, Officer of an Undead Army, Ice Creature:</strong> ?</p><p><strong>Uzradin, Guardian of the Icerazor Boneyard, Advanced 24-HD Winterspawn, Powerful Winterspawn, Terrible Undead:</strong> One of the Ninerazers, a powerful winterspawn named Uzradin, guards this bleak area. Once a powerful frost folk warlord, he served Icerazer for many years as one of the Ninerazers before he was laid low during an attack on the city by a pair of gold dragons who had come to rescue their daughter from Icerazer Palace. Uzradin was buried here, but such was his rage at death that he returned that night to Icerazer Palace, beyond death and now undead, to pledge his services again to Azediel.</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Corporeal Undead Creature That is Immune to Cold:</strong> ?</p><p><strong>Undead With the Cold Subtype:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>More Dangerous and Evil Undead:</strong> ?</p><p><strong>Spawn:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Mummy Lord:</strong> ?</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Medium Skeleton:</strong> <em>Animus Blast</em> epic spell.</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Wolf Skeleton:</strong> ?</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Ettin Skeleton:</strong> ?</p><p><strong>Chimera Skeleton:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Stone Giant Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Spectral Remains:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Wight:</strong> <em>Animus Blizzard</em> epic spell.</p><p><strong>Wraith:</strong> A creature whose Constitution is reduced to 0 by Stygian ice rises as a wraith in 2d4 rounds.</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Wolf Zombie:</strong> ?</p><p><strong>Kobold Zombie:</strong> ?</p><p><strong>Troglodyte Zombie:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Human Commoner Zombie:</strong> ?</p><p><strong>Bugbear Zombie:</strong> ?</p><p><strong>Wyvern Zombie:</strong> ?</p><p><strong>Gray Render Zombie:</strong> ?</p><p><strong>Minotaur Zombie:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Corpse Gatherer:</strong> ?</p><p><strong>Crimson Death:</strong> ?</p><p><strong>Famine Spirit:</strong> ?</p><p><strong>Gravecrawler:</strong> ?</p><p><strong>Jahi:</strong> ?</p><p><strong>Ragewind:</strong> ?</p><p><strong>Spawn of Kyuss:</strong> ?</p><p><strong>Abyssal Ghoul:</strong> ?</p><p><strong>Bhut:</strong> ?</p><p><strong>Huecuva:</strong> ?</p><p><strong>Hullathoin:</strong> ?</p><p><strong>Swordwraith:</strong> ?</p><p><strong>Ulgurstasta:</strong> ?</p><p></p><p>Animus Blast E</p><p>Evocation [Cold]</p><p>Spellcraft DC: 50</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 300 ft.</p><p>Area: 20-ft.-radius hemisphere burst</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p>To Develop: 450,000 gp; 9 days; 18,000 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: set undead type to skeleton (–12 DC), 1-action casting time (+20 DC).</p><p>When this spell is cast, you can engulf your enemies in a coldball that deals 10d6 points of cold damage to each one. Up to twenty of those victims that perish as a result of the blast are then instantly animated as Medium skeletons. These skeletons serve you indefinitely. You cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow you to exceed the normal limit for controlled undead work just as well with undead created with animus blast.</p><p></p><p>Animus BlizzardE</p><p>Evocation [Cold]</p><p>Spellcraft DC: 78</p><p>Components: V, S</p><p>Casting Time: 1 minute</p><p>Range: 300 ft.</p><p>Area: 20-ft.-radius hemisphere burst</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p>To Develop: 702,000 gp; 15 days; 28,080 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: increase damage to 20d6 (+40 DC), set undead type to wight (–4 DC).</p><p>When this spell is cast, you can engulf your enemies in an unusually powerful burst of cold that deals 20d6 points of cold damage to each one. Up to five victims that perish as a result of the blast are then instantly animated as wights. These five wights serve you indefinitely. You cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow you to exceed the normal limit for controlled undead work just as well with undead created with animus blizzard.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1752/Lords-of-Madness-The-Book-of-Aberrations-35?affiliate_id=17596" target="_blank">Lords of Madness: The Book of Aberrations (3.5)</a>[spoiler]</p><p><strong> Alhoon, Illithilich, Mind Flayer Lich, Typical Alhoon:</strong> A lot of mind flayers practice magic, and some grow quite powerful. However, illithid society prefers to focus on the creatures’ true heritage of psionic mastery. As a result, excessive study of magic is considered a distraction at best and an offense at worst. Mind flayers that persistently violate this stricture suffer the ultimate punishment; they are banned from joining with the elder brain upon their deaths.</p><p>For that reason, mind flayers that study magic, and especially sorcery, devote the better part of their attention to devising ways to extend their lives unnaturally. The ultimate goal is to become a lich. Those that succeed at becoming liches are known as alhoons to other mind flayers, or illithiliches in the Common tongue.</p><p>An alhoon conforms to all the normal rules for adding the lich template to a humanoid, except as noted below.</p><p><strong>Mind Flayer Vampire, Illithid Vampire, Vampiric Mind Flayer, Vampiric Illithid:</strong> Even stranger than illithid sorcerers are illithid vampires. How they come to be is unknown. Unlike other vampires, they do not create spawn or propagate their kind by leaving victims wounded but not yet undead.</p><p>Vampiric mind flayers are enigmas. Their origins are unknown, as they cannot spawn other vampires. They need both fresh blood and fresh brains to survive. Furthermore, they are feral, unreasoning killers, with no hint of the formidable intellect they possessed in life. Whatever process transforms a mind flayer into a vampiric state also destroys its rationality.</p><p>It is not derived from adding the vampire template to a mind flayer.</p><p><strong>Gnoll Skeleton, Skeleton Minion:</strong> ?</p><p><strong>Alhoon, Horrendously Formidable Foe:</strong> ?</p><p><strong>Mind Flayer Vampire, Enigma, Feral Unreasoning Killer, Unique Specific Form of Undead:</strong> ?</p><p><strong>Death Tyrant, Truly Reprehensible Creature, Undead Beholder Akin to a Zombie Though They Retain Some Innate Magical Abilities, Guardian:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Nonintelligent Undead:</strong> ?</p><p><strong>Mind Flayer Lich Sorcerer 12:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Gaunt Hairless Creature:</strong> ?</p><p><strong>Undead Graft:</strong> ?</p><p><strong>Powerful Lich:</strong> ?</p><p><strong>Ancient Human Necromancer-Lich:</strong> ?</p><p><strong>Lich, Inedible Neighbor:</strong> ?</p><p><strong>Drowned Mummy, Sinister Guardian:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton, Human Skeleton:</strong> ?</p><p><strong>Vampiric Creature:</strong> An aboleth savant attempts to transform itself into a vampiric creature.</p><p><strong>Powerful Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Animated Dead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/168690/Miniatures-Handbook-35?affiliate_id=17596" target="_blank">Miniatures Handbook (3.5)</a>[spoiler]</p><p><strong>Aspect of Vecna:</strong> ?</p><p><strong>Cursed Spirit:</strong> Those who die while under terrible curses or inimical enchantments sometimes linger on as cursed spirits, bringing their misfortune to others.</p><p><strong>Gravehound:</strong> Gravehounds sometimes rise from the corpses of wild dogs who have scavenged the bodies of humanoids that were improperly buried; the site of a mass grave is one of the gravehounds’ favorite feeding grounds.</p><p><strong>Aspect of Vecna, Withered Humanoid:</strong> ?</p><p><strong>Cursed Spirit, Tormented Immaterial Form:</strong> ?</p><p><strong>Gravehound, Canine Creature, Rotting Fleshy Body, Canine Who Lives Not But is Not Dead, Decomposing Canine of Exceptional Size:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Sentient Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Unintelligent Undead:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Wolf Skeleton:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Roaming Zombie:</strong> ?</p><p><strong>Troglodyte Zombie:</strong> ?</p><p><strong>More Powerful Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/27882/planar-handbook-3-5?affiliate_id=17596" target="_blank">Planar Handbook (3.5)</a>[spoiler]</p><p><strong>Undead Entropic Creature:</strong> ?</p><p><strong>Vlaakith the Lich-Queen, Githyanki Lich Wizard 25, Absolute Ruler:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Bodak:</strong> <em>Bodak's Glare</em> spell.</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghost Fighter 5:</strong> ?</p><p><strong>Ghost Troll:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich, One Who Would Try to Deny the Grave:</strong> ?</p><p><strong>Lich Wizard 11 Human:</strong> ?</p><p><strong>Nightshade Nightwing:</strong> ?</p><p><strong>Nightshade Nightwalker:</strong> ?</p><p><strong>Nightshade Nightcrawler:</strong> ?</p><p><strong>Shadow, Undead Shadow:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampiric Giant:</strong> ?</p><p><strong>Vampire Human Fighter 5:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Atropal:</strong> ?</p><p><strong>Shadow of the Void:</strong> ?</p><p><strong>Ragewind:</strong> ?</p><p><strong>Abyssal Ghoul:</strong> ?</p><p><strong>Aspect of Vecna:</strong> ?</p><p></p><p>Bodak’s Glare</p><p>Necromancy [Death, Evil]</p><p>Level: Cleric 8</p><p>Components: V, S, DF</p><p>Casting Time: 1 round</p><p>Range: 30 ft.</p><p>Target: One living creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>This spell allows you to channel the deadly gaze of the bodak. Upon completion of the spell, you may target a creature within range that can see you. That creature dies instantly unless it succeeds on a Fortitude save. The target need not meet your gaze.</p><p>If you slay a humanoid creature with this attack, it transforms into a bodak 24 hours later unless it has been resurrected in the meantime. The bodak is not under your command, but can be controlled as normal with a rebuke undead check.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/148008/Players-Handbook-35?affiliate_id=17596" target="_blank">Player's Handbook (3.5)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Evil Undead Cleric:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Nonintelligent Undead Creature:</strong> ?</p><p><strong>Intelligent Undead, Intelligent Undead Creature:</strong> ?</p><p><strong>Powerful Undead Creature:</strong> ?</p><p><strong>Less Powerful Undead:</strong> ?</p><p><strong>Evil Undead:</strong> ?</p><p><strong>Sentient Undead:</strong> ?</p><p><strong>Nonliving Creature:</strong> ?</p><p><strong>Creature That is Damaged or Destroyed by Bright Light:</strong> ?</p><p><strong>Undead Creature Particularly Vulnerable to Bright Light:</strong> ?</p><p><strong>Undead Creature Specifically Harmed by Bright Light:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell caster level 20th or higher.</p><p><strong>Devourer, More Powerful Intelligent Sort of Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul, Undead Ghoul:</strong> <em>Create Undead</em> spell caster level 11th or lower.</p><p><strong>Ghoul, More Powerful Sort of Undead:</strong> ?</p><p><strong>Ghast, Undead Ghast:</strong> <em>Create Undead</em> spell caster level 12th-14th.</p><p><strong>Ghast, More Powerful Sort of Undead:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vecna, God of Secrets, The Maimed Lord, The Whispered One, The Master of All That is Secret and Hidden:</strong> ?</p><p><strong>Mummy, Undead Mummy:</strong> <em>Create Undead</em> spell caster level 15th-17th.</p><p><strong>Mummy, More Powerful Sort of Undead:</strong> ?</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell caster level 18th or higher.</p><p><strong>Mohrg, More Powerful Sort of Undead:</strong> ?</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Shadow:</strong> <em>Create Greater Undead</em> spell caster level 15th or lower.</p><p><strong>Shadow, More Powerful Intelligent Sort of Undead:</strong> ?</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Skeleton, Nonintelligent Undead Creature:</strong> ?</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell caster level 18th-19th.</p><p><strong>Spectre, More Powerful Intelligent Sort of Undead:</strong> ?</p><p><strong>Vampire, Creature That is Damaged or Destroyed by Bright Light, Undead Creature Particularly Vulnerable to Bright Light, Undead Creature Specifically Harmed by Bright Light:</strong> ?</p><p><strong>Kas, Traitorous Lieutenant:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> <em>Create Greater Undead</em> spell caster level 16th-17th.</p><p><strong>Wraith, More Powerful Intelligent Sort of Undead:</strong> ?</p><p><strong>Zombie, Undead Zombie:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie, Nonintelligent Undead Creature:</strong> ?</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Zombie Guard:</strong> ?</p><p></p><p>Animate Dead</p><p>Necromancy [Evil]</p><p>Level: Clr 3, Death 3, Sor/Wiz 4</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</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 or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead 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 or zombie can’t be animated again.)</p><p>Regardless of the kind 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.) 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.</p><p>Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones, so creating a skeleton from a purple worm, for example, is not possible. 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 true anatomy, so a dead gelatinous cube, for example, cannot be animated as a zombie.</p><p>Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.</p><p></p><p>Create Undead</p><p>Necromancy [Evil]</p><p>Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</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 create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is 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. For example, at 16th level you could decide to create a ghoul or a ghast instead of a mummy. Doing this may be a good idea, because 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 (see Turn or Rebuke Undead). This spell must be cast at night.</p><p>Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.</p><p></p><p>Create Greater Undead</p><p>Necromancy [Evil]</p><p>Level: Clr 8, Death 8, Sor/Wiz 8</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 you can create is 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[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28731/Players-Handbook-II-35?affiliate_id=17596" target="_blank">Player's Handbook II:</a>[spoiler]</p><p><strong>Tanneth Silverwright, Vampire Fallen Paladin:</strong> ?</p><p><strong>Undead:</strong> Necrotic Cradle.</p><p><strong>Sashess, Half-Elf Vampire Monk:</strong> The former vampire was refused atonement because he would not return to the Necrotic Cradle and fight his old companions, who had refused rebirth after he had turned them into vampires. One of these vampires, a half-elf monk named Sashess, is rumored to haunt the lands around the Necrotic Cradle still.</p><p><strong>Raptor-Pharaoh mummy:</strong> ?</p><p><strong>Displacer Beast Skeleton:</strong> ?</p><p><strong>Sorcerer Wraith:</strong> ?</p><p><strong>Vampire Halfling:</strong> ?</p><p></p><p><strong>Vampire:</strong> The former vampire was refused atonement because he would not return to the Necrotic Cradle and fight his old companions, who had refused rebirth after he had turned them into vampires.</p><p>For example, a warforged fighter (a living construct from the EBERRON campaign setting) can’t become a vampire, since that template can be applied only to humanoids and monstrous humanoids.</p><p><strong>Devourer:</strong> ?</p><p><strong>Dread Wraith:</strong> The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions.</p><p><strong>Nighwing:</strong> ?</p><p><strong>Human Vampire Fighter 5:</strong> The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions.</p><p><strong>Half-Elf Vampire Monk 9, Shadowdancer 4:</strong> The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions.</p><p><strong>Lich:</strong> They wish to enter the Necrotic Cradle to transform themselves into liches so that they need not fear sunlight, but they haven’t yet been able to get past the guardian.</p><p><strong>Ghost:</strong> ?</p><p><strong>Demilich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Vecna:</strong> ?</p><p><strong>Wight:</strong> ?</p><p></p><p>The Necrotic Cradle: Character rebuilds that relate to necromancy (both undeath and aspects of the physical body) seem particularly appropriate for the Necrotic Cradle. This location might allow any or all of the following rebuilds: return an undead character to life, exchange life for undeath at the cost of an appropriate number of character levels, change ability scores, or exchange class levels or prestige class levels for necromancy-themed class levels or prestige class levels.</p><p>Certain places of power allow those with mettle to change themselves in strange and wondrous ways. Rumor holds that in some such places, a person can ignore the plans of the gods and even change his race.</p><p>Because the Necrotic Cradle is a place where life and death meet and mix, great changes can be wrought there.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/27893/Races-of-Stone-35?affiliate_id=17596" target="_blank">Races of Stone (3.5)</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Dangerous Undead:</strong> ?</p><p><strong>Ghost Dwarf Cleric 10, Herald:</strong> ?</p><p><strong>Ghost Goliath Barbarian 18, Herald:</strong> ?</p><p><strong>Malevolent Ghost:</strong> ?</p><p><strong>Powerful Lich:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/3722/races-of-the-wild-3-5?affiliate_id=17596" target="_blank">Races of the Wild (3.5)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Creature That Lives Without Truly Being Alive:</strong> ?</p><p><strong>Undead Spirit:</strong> ?</p><p><strong>Ghost Elf Cleric 10/Wizard 10, Herald:</strong> ?</p><p><strong>Ghost Raptoran Barbarian 20, Herald:</strong> ?</p><p><strong>Ghostly Torchbearer:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Skeletal Wolf:</strong> ?</p><p><strong>Vampiric Drow Cleric:</strong> ?</p><p><strong>Raptoran Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28314/Spell-Compendium-35?affiliate_id=17596" target="_blank">Spell Compendium:</a>[spoiler]</p><p><strong>Dog Skeleton:</strong> ?</p><p><strong>Orc Skeleton:</strong> ?</p><p><strong>Zombie Fighter:</strong> ?</p><p><strong>Zombie Warhorse:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p></p><p><strong>Undead:</strong> <em>Kiss of the Vampire</em> spell.</p><p><strong>Vampire:</strong> ?</p><p><strong>Bodak:</strong> <em>Bodak's Glare</em> spell.</p><p><strong>Skeleton:</strong> <em>Plague of Undead</em> spell.</p><p><strong>Zombie:</strong> <em>Plague of Undead</em> spell.</p><p><strong>Ghoul:</strong> The subject of a spawn screen spell does not rise as an undead spawn should it perish from an undead’s attack that normally would turn it into a spawn, such as from the bite of a ghoul (MM 118).</p><p><em>Field of Ghouls</em> spell.</p><p><em>Ghoul Gauntlet</em> spell.</p><p><strong>Wight:</strong> ?</p><p><strong>Human Warrior Skeleton:</strong> <em>Skeletal Guard</em> spell.</p><p><strong>Kobold Zombie:</strong> ?</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Bugbear Zombie:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Wyvern Zombie:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Lich:</strong> ?</p><p></p><p>BODAK’S GLARE</p><p>Necromancy [Death, Evil]</p><p>Level: Abyss 8, Cleric 8</p><p>Components: V, S, F</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Target: One living creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>You invoke the powers of deep darkness and your eyes vanish, looking like holes in the universe itself.</p><p>Upon completion of the spell, you target a creature within range that can see you. That creature dies instantly unless it succeeds on a Fortitude save. The target need not meet your gaze.</p><p>If you slay a humanoid creature with this attack, 24 hours later it transforms into a bodak (MM 28) unless it has been resurrected in the meantime. The bodak is not under your command, but can be controlled as normal with a rebuke undead check.</p><p>Focus: A black onyx gem worth at least 500 gp.</p><p></p><p>FIELD OF GHOULS</p><p>Necromancy [Death, Evil]</p><p>Level: Hunger 7</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Area: 30-ft.-radius emanation</p><p>centered on you</p><p>Duration: 1 round/level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>Wrenching life from their bodies with your magic, your foes’ remains stir and rise as ghouls under your control.</p><p>Humanoid creatures in the area with –1 to –9 hit points that fail their saving throws die and immediately rise as ghouls (MM 118) under your control. You choose whether the ghouls follow you, or whether they can remain where formed and attack any creature (or just a specific kind of creature) the ghouls notice. The ghouls remain until they are destroyed.</p><p>The ghouls that you create remain under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). 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). 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.</p><p>Creatures that fall to –1 hit points or fewer in the area after the spell is cast are likewise subject to its effect and rise as ghouls on your next turn.</p><p>No creature can be affected by this spell more than once per round, regardless of the number of times that the area of the spell passes over it. This spell does not affect creatures that are already dead, or creatures that are killed by reducing their hit points to –10.</p><p></p><p>GHOUL GAUNTLET</p><p>Necromancy [Death, Evil]</p><p>Level: Hunger 5, sorcerer/wizard 6</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One living humanoid creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul.</p><p>The subject takes 3d6 points of damage per round while its body slowly dies and its flesh is transformed into the cold, undying flesh of the undead. When the victim reaches 0 hit points, it becomes a ghoul (MM 118).</p><p>If the target fails its initial saving throw, remove disease, dispel magic, heal, limited wish, miracle, Mordenkainen’s disjunction, remove curse, wish, or greater restoration negates the gradual change. Healing spells can temporarily prolong the process by increasing the victim’s hit points, but the transformation continues unabated.</p><p>The ghoul that you create remains under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). 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). 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.</p><p></p><p>KISS OF THE VAMPIRE</p><p>Necromancy</p><p>Level: Sorcerer/wizard 7</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round/level</p><p>Drawing upon the powers of unlife, you give yourself abilities similar to those of a vampire. You become gaunt and pale with feral, red eyes.</p><p>You gain damage reduction 10/magic, and you can use any one of the following abilities each round as a standard action.</p><p>• enervation, as a melee touch attack</p><p>• vampiric touch, as a melee touch attack</p><p>• charm person</p><p>• gaseous form (self only)</p><p>While you are using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects. A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + turning character’s Cha modifier) or be panicked (or cowering) for 10 rounds. A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + turning character’s Cha modifier) or be stunned (or charmed as by charm monster) for 10 rounds.</p><p>Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires.</p><p>Material Component: A black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face.</p><p></p><p>PLAGUE OF UNDEAD</p><p>Necromancy [Evil]</p><p>Level: Cleric 9, sorcerer/wizard 9</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Targets: One or more</p><p>corpses within range</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Unleashing a cold rush of necromantic energy, you cause a host of undead to rise from the bodies of the fallen.</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons (MM 225) or zombies (MM 265) with maximum hit points for their Hit Dice. If you can control them, these undead follow your spoken commands. The undead remain animated until destroyed (a destroyed skeleton or zombie can’t be animated again).</p><p>Regardless of the specific numbers or kinds of undead created with this spell, you can’t create more HD of undead with this spell than four times your caster level with a single casting of plague of undead.</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell or animate dead (PH 198), however, you can control only 4 HD worth of undead creatures per caster level. The limit imposed by this spell and the animate dead spell are the same, meaning that creatures you animate with either spell count against this limit. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Any time you must release part of the undead that you control because of this spell or animate dead, you choose which undead are released until the total HD of undead you control is equal to four times your caster level.</p><p>The bones and bodies required for this spell follow the same restrictions as animate dead.</p><p>Material Component: A black sapphire worth 100 gp or several black sapphires with a total value of 100 gp.</p><p></p><p>SKELETAL GUARD</p><p>Necromancy [Evil]</p><p>Level: Sorcerer/wizard 8</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One or more fingerbones</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Shaking the fingerbones in your hand like dice, you coat them in shadowy energy. As you cast them to the ground to complete the spell, animate skeletons spring up where you threw the bones.</p><p>You create a number of loyal skeletons from fingerbones. Treat all skeletons as human warrior skeletons (MM 226), except that each one has turn resistance equal to your caster level – 1. You can create one skeleton per caster level. These skeletons count toward the number of Hit Dice of undead you can have in your control (4 HD per caster level, as with animate dead).</p><p>Material Component: One finger bone from a humanoid and one onyx gem worth 50 gp per skeleton to be created.[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/28313/stormwrack-3e?affiliate_id=17596" target="_blank">Stormwrack (3e)</a>[spoiler]</p><p><strong>Blackskate:</strong> A blackskate is made up of cast-off bits of flesh, bone, scale, and cartilage that settle to the ocean floor. Somehow this organic detritus mixes with the dark currents of the blackwater trenches and a terrible undead creature is created.</p><p><strong>Blackskate, Terrible Undead Creature:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Merfolk:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lacedon, Aquatic Ghoul:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Human Warrior Skeleton, Animated Guardian:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire Noble:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie Ogre:</strong> Though initially there was all the jockeying and violence that comes from such brutes trying to determine a pecking order among themselves, the ogres have established themselves well enough to work together and regard one another as kin. The process, however, left quite a few of them dead. This didn’t concern the Daughters, who used the available corpses to master their covey ability to cast animate dead.</p><p>Upon forming a true covey, the Daughters of Mahogra wasted no time applying their newly acquired animate dead ability to animate the corpses of their ogre servants who died, continuing the usefulness of those mighty guardians in death.</p><p>Their preparations for animation take place in the dead-chamber. The ogres are shaved of every bit of hair, and the hair twisted into rope. The limbs of the corpse are braided with driftwood and twisted hair-rope to give them rigidity and strength, for the hags believe that the source of a creature’s strength is in its hair. The zombies’ mouths are sewn shut before they are animated so that the animating spirit the hags instill in their servants cannot escape.</p><p>The hags’ zombie servitors are prepared here in the dead-chamber, shaved of all hair, driftwood lashed to limbs by twisted hair-rope, and mouths sewn shut.</p><p><strong>Zombie Ogre, Guardian:</strong> ?</p><p><strong>Zombie Ogre, Servant, Zombie Servitor:</strong> ?</p><p><strong>Zombie Ogre, Hag's Eye Ogre Zombie, Large Creature, Dead Ogre of Shatterhull, Hag's Eye Zombie, Undead Ogre:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/28621/underdark-3-5?affiliate_id=17596" target="_blank">Underdark (3.5)</a>[spoiler]</p><p><strong>All-Consuming Hunger, Dreadful All-Consuming Hunger:</strong> The all-consuming hunger is an undead swarm composed of tiny bits of dead body parts, often from a variety of creatures. It transmits a horrible, wasting disease that turns its victims into all-consuming hungers.</p><p>Any living creature killed by an all-consuming hunger rises as a new all-consuming hunger within 1d4 rounds.</p><p><strong>All-Consuming Hunger, Writhing Pulsing Mass of Putrescent Body Parts, Undead Swarm Composed of Tiny</strong></p><p><strong>Bits of Dead Body Parts, Writhing Pulsating Mass of Rotten Body Parts and Jellied Organ, Mindless Undead:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Underdark Undead:</strong> ?</p><p><strong>Mindless Undead Laborer:</strong> ?</p><p><strong>Mindless Undead Soldier:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Undead Master:</strong> ?</p><p><strong>Powerful Undead, Powerful Undead Creature:</strong> ?</p><p><strong>Undead Stone Giant:</strong> ?</p><p><strong>Dodforer, Death Chief:</strong> When one of the clan chieftains in Cairnheim dies, the Dodkong brings him back to unlife as a dodforer, using ancient giant rituals and the power of the crown of Obadai, a stone giant artifact that grants the Dodkong power over the undead.</p><p><strong>Dodforer, Undead Stone Giant:</strong> ?</p><p><strong>Koenig Serpentspine, Chief of the Dodforers, Undead Stone Giant Ranger 9:</strong> When one of the clan chieftains in Cairnheim dies, the Dodkong brings him back to unlife as a dodforer, using ancient giant rituals and the power of the crown of Obadai, a stone giant artifact that grants the Dodkong power over the undead.</p><p><strong>Lesser Undead:</strong> ?</p><p><strong>Unthinking Menace:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Restless Undead:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mightiest Lich:</strong> ?</p><p><strong>Ulpharz, Lich:</strong> ?</p><p><strong> Vr'Tark, Mature Adult Blue Dracolich, Powerful But Dumb Dracolich:</strong> Vr’tark (LE male mature adult blue dracolich) had the misfortune while alive of becoming the target of a cult that wished to make him into a dracolich. First, they presented him with a cursed item, a headband of idiocy (see sidebar), which appeared to be a headband of intellect. Then they completed their mission and transformed him into a dracolich.</p><p><strong>Dodkong, Lich Stone Giant Sorcerer 10, Undead Giant:</strong> ?</p><p><strong>Illithilich, Undead Illithilich:</strong> An illithilich, as the name suggests, is an illithid who has undertaken the rituals to become a lich.</p><p><strong>Tsurlanej, Illithilich Sorcerer 16:</strong> In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain.</p><p><strong>Ornolyg, Illithilich Wizard 19:</strong> In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain.</p><p><strong>Fruyshuk, Illithilich Cleric 18:</strong> In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain.</p><p><strong>Luors'Naleg, Illithilich Sorcerer 14/Monk 3:</strong> In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain.</p><p><strong>Grishnurok, Illithilich Wizard 11/Psion 6:</strong> In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain.</p><p><strong>Worvinul, Illithilich Sorcerer 17:</strong> In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain.</p><p><strong>Ellistiv, Illithilich Psion 12:</strong> In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain.</p><p><strong>Aulagol, Illithilich Wizard 15:</strong> In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain.</p><p><strong>Thalynsar, Illithilich, Master Illithilich:</strong> In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain.</p><p><strong>Daurgothoth the Creeping Doom, Great Wyrm Black Dracolich:</strong> ?</p><p><strong>Dyrr the Lichdrow, Drow Lich Sorcerer 20/Wizard 3/Cleric 1, Real Power, Author:</strong> ?</p><p><strong>Keeper of Thaal, Human Demilich Wizard 31, Most Dangerous Denizen, Ancient Demilich, Ultimate Master:</strong> ?</p><p><strong>Harthel Vras, Drow Lich Cleric 18, Matron of House Vrasl:</strong> ?</p><p><strong>Barytes, Derro Half-Dragon Lich Wizard:</strong> ?</p><p><strong>Mhorg:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Gohzet, Mummy Rogue 5/Assassin 6, Most Powerful Tool:</strong> ?</p><p><strong>Thadrack, Mummy Fighter 4:</strong> ?</p><p><strong>Nightshade Nightwing:</strong> ?</p><p><strong>Nightshade Nightwalker:</strong> ?</p><p><strong>Marauding Nightshade, Monstrosity:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton, Mindless Undead:</strong> ?</p><p><strong>Drider Vampire:</strong> ?</p><p><strong>Vampire, Creature Vulnerable to Sunlight:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Hamezaar, Gold Dwarf Vampire Fighter 7/Ranger 3/Blackguard 9, Vampire-Father:</strong> ?</p><p><strong>Ss'lesh, Medusa Vampire:</strong> Ss’lesh (LE female medusa vampire) is the direct spawn of Hamezaar and serves him faithfully.</p><p><strong>Tsabrak of the Blood, Drow Vampire Necromancer 18:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie Medium:</strong> ?</p><p><strong>Zombie, Mindless Undead:</strong> ?</p><p><strong>Baneguard:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Bone Naga:</strong> ?</p><p><strong>Breathdrinker:</strong> ?</p><p><strong>Famine Spirit:</strong> ?</p><p><strong>Spawn of Kyuss:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p></p><p>Dragon Magazine:[spoiler]</p><p>Dragon 315</p><p><strong>T'liz:</strong> Arcane spellcasters who perform a paroxysm of defiling magic sometimes become t’liz, undead defilers who walk the earth, feasting on the living energy of creatures rather than plants. Sometimes becoming a t’liz is accidental, but a defiler often seeks out undeath to prolong his life at the expense of the planet’s health.</p><p>“T’liz” is an acquired template that must be applied to any humanoid creature.</p><p><strong>Ghoul Fleshgivor:</strong> Repeat uses of rejuvenative corpse on the temple ghouls has given Yorin some insight into the interaction of life energy and ghoulish hunger, and (with help from others in his church) he is on the brink of turning Hedris and Pont into a new type of undead, the fleshvigor, which gains power from eating the dead. Once perfected, the process could be used on other corporeal undead, and Yorin would gain great status in his church.</p><p>An afflicted humanoid who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghoul at the next midnight.</p><p><strong>Ghast Fleshgivor:</strong> An afflicted humanoid with 4 or more Hit Dice who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghast at the next midnight.</p><p>“Fleshvigor” is an acquired template that can be added to any non-skeletal corporeal undead</p><p></p><p><strong>Spectre:</strong> A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death.</p><p></p><p>Dragon 322</p><p><strong>Nether Hound:</strong> Kiaransalee, drow goddess of the undead and vengeance, is credited with the creation of nether hounds, slavering undead empowered to hunt down and slay her enemies. The truth is perhaps more complex, as other powers of undeath have also been known to send these fiendish undead after their foes. In fact, Kiaransalee has shared the nature of the nether hounds’ creation with her allies—particularly those who have sided with her against the demon lord Orcus.</p><p>The exact process of how nether hounds are created remains unknown, although it is thought to require acts only Kiaransalee and her night hag minions are corrupt enough to perform.</p><p>“Nether hound” is an acquired template that can be added to any corporeal undead with an Intelligence of 3 or more and nongood alignment.</p><p></p><p>Dragon 324</p><p><strong>Icy Prisoner:</strong> Icy prisoners are undead creatures created from the bodies of those drowned in icy lakes, ponds, or streams.</p><p>Any humanoid drowned by an icy prisoner becomes an icy prisoner in 1d4 rounds.</p><p><strong>Steaming Soldier:</strong> Steaming soldiers are undead born of battles on frigid tundra and unforgiving ice fields. These monstrosities arise when wounded warriors are left to die on the battlefield, and the icy landscape drains their warmth.</p><p>Any humanoid slain by a steaming soldier becomes a steaming soldier in 1d4 rounds.</p><p></p><p>Dragon 334</p><p><strong>Humbaba:</strong> Some believe that they were first created by the gods of the afterlife.</p><p></p><p>Dragon 336</p><p><strong>Favored Spawn of Kyuss:</strong> Favored spawn of Kyuss cannot be created with create undead spell or with create greater undead; the secrets of their creation reside only with Kyuss and his most trusted minions.</p><p>“Favored Spawn of Kyuss” (known simply as the “favored” to cultists of Kyuss) is an inherited template that can be added to any living, corporeal creature.</p><p>By pressing its face against a helpless victim, the favored spawn of Kyuss can infest the victim with a rain of 2d6 worms. This ability is treated the same as its create spawn ability, but a victim slain by the resulting infestation rises as a favored spawn of Kyuss rather than a normal zombie.</p><p></p><p><strong>Allip:</strong> The allip is the spirit of someone driven to suicide by madness.</p><p>Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity.</p><p>For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead.</p><p><strong>Bodak:</strong> Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well.</p><p>A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect.</p><p><strong>Bone Naga:</strong> Dark nagas know of a ritual to create a bone naga using animate dead. The ritual requires numerous components, including the ocular fluids of a divine caster and a sentient reptile. These can come from the same creature, if appropriate. Only taught to dark nagas, this rite contains a number of special somatic components that humanoids cannot emulate.</p><p>It is rumored that some free-willed bone nagas also possess the ability to perform the creation ritual and actively seek out their living brethren, enslaving them in undeath.</p><p><strong>Boneclaw:</strong> Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims.</p><p>This rite requires the spells create undead (caster level 15+) and greater magic fang.</p><p><strong>Charnel Hound:</strong> The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper.</p><p>No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation.</p><p>The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell).</p><p>On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull.</p><p><strong>Crawling Head:</strong> The first crawling head was created deliberately years ago, constructed from the severed head of a hill giant by a necromancer later slain by his own creation.</p><p>The rite requires create undead and the sacrifice of a giant who just fed on at least three sentient beings.</p><p><strong>Crimson Death:</strong> Legends tell that a crimson death is born from the destruction of a strong-willed vampire. This is not, in fact, the case. Crimson deaths might form from anyone who dies via exsanguination and whose body is then consumed or destroyed. A traveler in a marsh sucked dry by leeches and then consumed by other swamp creatures might rise as a crimson death. Similarly, a vampire who drains a victim and then cremates the body to prevent it from rising as another vampire might provoke the manifestation of a crimson death. The same hatred and iron will required to create ghosts or wraiths is necessary for the formation of a crimson death.</p><p><strong>Death Knight:</strong> The demon prince Demogorgon is credited with creating the first such horror. Some warriors seek out the undead existence of the death knight, but a mortal cannot perform the ritual without assistance. The transformation requires the active assistance of a powerful fiend. On rare occasions, death knights occur spontaneously upon the death of a favored servant of an archfiend or evil deity. Finally, and even less frequently, death knights might arise as the result of a curse. If an innocent dies due to a fallen paladin’s actions, that individual might pronounce a dying curse that results in eternal unlife for the former champion of light.</p><p><strong>Drowned:</strong> Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today.</p><p><strong>Effigy:</strong> Like so many undead, effigies form from the hate and rage of a dying individual. Such people must die under circumstances wherein they believe they have been deprived of their rightful due by the actions of others. For example, someone murdered on the verge of completing a major ambition or gaining a windfall might become an effigy. In addition, an effigy can only form if the individual died by fire, such as a fireball or flame strike spell, or a dragon’s breath.</p><p><strong>Famine Spirit:</strong> Not everyone who dies of hunger becomes a famine spirit. Specifically, someone must spend much of his life hungry or otherwise wanting for basic necessities.</p><p>Potential sources include people living in poverty or who dwell in famine-prone areas. The individual must, near the end of his life, have had the opportunity to raise himself from his current state, perhaps to acquire riches or move to more fertile lands. This chance must be snatched away by the actions of another person or sentient being, thus causing the individual to perish not only of starvation but also of frustration and cruelly shattered hopes. Only when all these conditions are met, a truly strong-willed individual becomes a famine spirit.</p><p><strong>Ghast:</strong> The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast.</p><p><strong>Ghost:</strong> Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence.</p><p>All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters.</p><p>In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead.</p><p><strong>Ghoul:</strong> Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin.</p><p><strong>Huecuva:</strong> Legend tells that a huecuva results from a curse levied on fallen clerics, druids, monks, and paladins. As punishment for their heresies, their patron deities condemn them to a state of eternal undeath.</p><p>In truth, this is only partially correct. Most deities who count paladins and druids among their servants are unlikely to inflict such an undead horror upon the world. Indeed these fallen souls are cursed by their patron—but that curse is simply the complete abandonment of the former servant’s soul, leaving him open to whatever evils might lurk in the depths of his spirit. Eventually, these evils consume him, leaving little but resentment and loathing for the deity that once favored him. Only then, when such powerful hate mingles with lingering divine energy does the fallen faithful become a huecuva.</p><p><strong>Lich:</strong> As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence.</p><p>The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor).</p><p>Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency.</p><p>The comparable rite for clerical liches involves create undead, harm, and unhallow.</p><p><strong>Mohrg:</strong> Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution.</p><p>Only the spell create undead can form a mohrg from a corpse that is not a murderer.</p><p><strong>Mummy:</strong> Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse.</p><p>On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage.</p><p><strong>Nightshade:</strong> Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler.</p><p><strong>Shadow:</strong> In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow.</p><p><strong>Spectre:</strong> When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on.</p><p>Spectres are born from sudden acts of violence.</p><p><strong>Sword Wraith:</strong> Like a ghost, a sword wraith is driven by a single-minded ambition that lingers after death—in this case, the desire to continue battle, to shed more blood. Unlike the ghost, however, the sword wraith’s purpose might not actually be his own. The bloodlust and dark desires of his fellow soldiers often mixes with the sword wraith’s own. Thus, the purpose that drives a sword wraith might belong to any one of the soldiers lying dead on the field, or might even be an entire platoon’s combined discipline and love of carnage. This can sometimes create sword wraiths from the noblest commanders and the lowliest scouts.</p><p><strong>Vampire:</strong> Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire.</p><p>Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh.</p><p><strong>Wight:</strong> Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim.</p><p><strong>Wraith:</strong> Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell.</p><p><strong>Spawn of Kyuss:</strong> The spawn began with Kyuss, an ancient priest of a forgotten deity who ruled an empire before the advent of modern civilization.</p><p>Any evil cleric can create a spawn of Kyuss by casting create undead as long as he is at least 15th level. The material component for creating a spawn of Kyuss, however, is slightly different than normal. This version of the spell must be cast over the grave of a killer who was buried without a coffin in unhallowed ground (a DC 25 Knowledge [local] check can usually determine if such a body lies near a specific settlement). If the caster has a preserved or live Kyuss worm he may substitute that for the 250 gp black onyx gem that is otherwise required to animate the body. As the spell is cast, the grave blooms with worms and maggots as the newly created spawn of Kyuss rises from within.</p><p>A Small, Medium, or Large creature slain by a worm from a favored spawn of Kyuss rises as a new spawn of Kyuss (not a favored spawn) 1d6+4 rounds later.</p><p>The nigh-indestructible sons of Kyuss were created by the then priest Kyuss for his own dark purposes.</p><p><strong>Zombie:</strong> Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful into normal zombies.</p><p>a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size.</p><p></p><p>Dragon 339</p><p><strong>Animus:</strong> An animus is the product of a magical ritual performed on live humanoids by devils and clerics of Hextor.</p><p>“Animus” is an acquired template that can be added to any humanoid creature.</p><p><strong>Lich, Suel:</strong> Suel liches are ancient undead spellcasters who managed to survive the Rain of Colorless Fire that destroyed their homeland.</p><p>“Suel lich” is an acquired template that can be added to any humanoid arcane spellcaster of at least 15th level.</p><p></p><p>Dragon 340</p><p><strong>Cauldron Spawn:</strong> If bodies are placed within the cauldron of corruption and no spell is cast, 3 rounds later they arise as cauldron spawn.</p><p>“Cauldron spawn” is an acquired template that can be added to the corpse of any creature that was once a living corporeal creature with an Intelligence of 6 or higher. Such creatures must be Large or smaller to fit within the Cauldron of Corruption and gain this template.</p><p></p><p>Dragon 343</p><p><strong>Living Wall:</strong> Some living walls are deliberate creations by evil and cruel necromancers using rare spells, but some (particularly in Ravenloft) arise spontaneously when a person is entombed alive within a wall. This only happens when the terrified victim curses his slayer, his screams rising loud enough to be heard beyond the walls of his prison. When the victim dies, the curse soils his life energy, which becomes trapped in the wall. Eventually, madness overtakes the spirit and turns it chaotic evil, at which point all dead creatures within 300 feet of the wall rise, shamble to the wall, and join it, fusing together into a thing that seems like stone made from fused and transformed flesh.</p><p>“Living wall” is an acquired template that can be added to any Small, Medium, or Large corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, or vermin creature with at least 4 Hit Dice.</p><p>[/spoiler]</p><p></p><p>Web Articles[spoiler]<a href="http://archive.wizards.com/default.asp?x=dnd/we/20040522a" target="_blank">Complete Divine Web Enhancement More Divinity:</a>[spoiler]</p><p><strong>Shadow:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Greater Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20030822a" target="_blank">Dragonlance Campaign Setting Web Enhancement Minor Dragon Overlords of the Fifth Age:</a>[spoiler]</p><p><strong>Frostwight:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20030823a" target="_blank">Elite Opponents Gnolls:</a>[spoiler]</p><p><strong>Y'reess, Fiendish Gnoll Vampire Ranger 9:</strong> Once a member of an elite caste of demon-touched gnolls, Y'reess was an esteemed hunt leader among his people. Many years ago, he ran afoul of a powerful vampire when his pack of hunters discovered the creature's tomb. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20060407a" target="_blank">Elite Opponents Creatures That Cannot Be:</a>[spoiler]</p><p><strong>Demon Vampire, Vampiric Glabrezu, Glabrezu Vampire:</strong> ?</p><p><strong>Gelatinous Cube Vampire:</strong> ?</p><p><strong>Gelatinous Vampire Bear:</strong> ?</p><p><strong>Gelatinous Vampire Griffon:</strong> ?</p><p></p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. </p><p><strong>Vampire:</strong> A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20070401a" target="_blank">Elite Opponents Creatures That Cannot Be II:</a>[spoiler]</p><p><strong>Vampiric Vine Horror:</strong> ?</p><p><strong>Vampire Night Twist:</strong> ?</p><p><strong>Nymph Lich Druid 6:</strong> ?</p><p></p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by the vampiric vine horror's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. </p><p>A humanoid or monstrous humanoid slain by the vampire night twist's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin.</p><p><strong>Monstrous Vampire:</strong> A humanoid or monstrous humanoid slain by the vampiric vine horror's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. </p><p>A humanoid or monstrous humanoid slain by the vampire night twist's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20040821a" target="_blank">Elite Opponents Mohrgs:</a>[spoiler]</p><p><strong>Shadow Mohrg:</strong> ?</p><p><strong>Spellstitched Mohrg:</strong> ?</p><p><strong>Elite Fiendgrafted Mohrg:</strong> ?</p><p><strong>Kurge the Executioner, Mohrg Assassin 5:</strong> ?</p><p></p><p><strong>Mohrg:</strong> A mohrg is the animated corpse of a mass murderer or some similarly horrific (and unatoned) villain whose inherent evil enables it to continue its depredations well beyond the grave. </p><p><strong>Zombie:</strong> Creatures killed by a shadow mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. </p><p>Creatures killed by a spellstitched mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. </p><p>Creatures killed by the fiendgrafted mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. </p><p>Creatures killed by Kurge rise after 1d4 days as zombies under his control. They do not possess any of the abilities they had in life. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20030905a" target="_blank">Elite Opponents Ogre Mages:</a>[spoiler]</p><p><strong>Nam-Sun, Ghost Half-Green-Dragon/Half-Ogre-Mage Sorcerer 8:</strong> Slain decades ago by a rival ogre mage, Nam-Sun now haunts the forest where she once lived. She hungers only for revenge against her killer, who currently serves as advisor to a tribe of fire giants in a distant mountain range. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20060714a" target="_blank">Elite Opponents Variant Blackspawn Stalkers:</a>[spoiler]</p><p><strong>Blackspawn Stalker Mumia Swarm-Shifter:</strong> Undoubtedly some splinter group devoted to Nerull or Lolth or even Tiamat made a blackspawn stalker into a mumia so it could continue the fight, and the patron deity gave it swarm powers. </p><p><strong>Imhotep:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20070713a" target="_blank">Elite Opponents Variant Frostwind Viragos:</a>[spoiler]</p><p><strong>Spellwarped Silveraith Frostwind Virago:</strong> ?</p><p></p><p><strong>Silveraith:</strong> A spellcaster killed outright by the backlash of this Spellwarped Silveraith Frostwind Virago creature's magic absorption rises as a silveraith in 1d4 days if it would qualify for the template. </p><p><strong>Juju Zombie:</strong> Each month a creature lives as a blightspawned, it must succeed at a Fortitude save (DC 15 + 1 per previous saving throw attempted) or die. A blightspawned that dies in this fashion animates as a juju zombie.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20060324a" target="_blank">Elite Opponents Variant Medusas:</a>[spoiler]</p><p><strong>Ghost Medusa:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20061219a" target="_blank">Elite Opponents Variant Unicorns:</a>[spoiler]</p><p><strong>Monstrous Vampire Unicorn:</strong> ?</p><p></p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by a monstrous vampire's energy drain rises as a vampire spawn 1d4 days after burial. If the monstrous vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. </p><p><strong>Monstrous Vampire:</strong> A humanoid or monstrous humanoid slain by a monstrous vampire's energy drain rises as a vampire spawn 1d4 days after burial. If the monstrous vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20070413a" target="_blank">Elite Opponents Weird and “Wonderful” Stirges:</a>[spoiler]</p><p><strong>Ghost Brute Stirge:</strong> The ghost brute stirge (CR 2) was driven to return from death by an unquenchable thirst for warm blood, and it single-mindedly searches for victims to sate its terrible cravings. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/eo/20040201a" target="_blank">Elite Opponents Wyverns:</a>[spoiler]</p><p><strong>Skeletal Wyvern:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/ei/20030810a" target="_blank">Epic Insights Compiled and Updated:</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Horrible Army of the Dead</em> epic spell.</p><p></p><p>HORRIBLE ARMY OF THE DEAD</p><p>Necromancy [Death, Evil]</p><p>Spellcraft DC: 112</p><p>Components: V, S</p><p>Casting Time: 1 full round</p><p>Range: 300 ft.</p><p>Area: 300-ft. radius</p><p>Target: One or more living creatures</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>To Develop: 1,008,000 gp; 21days; 40,320 XP. Seeds: animate dead (DC 23), slay (DC 25). Factors: reduce casting time by 9 rounds (+18 DC), create additional 60 HD of undead (+60 DC), create skeletons (-12 DC). Mitigating factor: burn 1,000 XP (-10 DC).</p><p>All living creatures within the area (to a maximum of 80 HD, no creature with more than 10 HD is affected) wither and die, their flesh falling to dust in seconds. The next round, these creatures rise as skeletons. You can naturally control 1 HD of undead per caster level; any undead beyond this number are uncontrolled (but since you’re probably creating them out of the middle of your enemy’s army, they’ll cause plenty of chaos on their own).</p><p>XP Cost: 1,000 XP.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/fw/20041126a" target="_blank">Far Corners of the World Shadows of Glory Monsters of the Lost City:</a>[spoiler]</p><p><strong>Golem Remnant:</strong> With the passage of countless ages, the majority of any guardians and sentinels that survived the ancient cataclysm long since died or moved to different regions. Yet one category of creature in particular remained at their posts: constructs. The golems and other animated guardians created by the ancients simply remained at their posts, patient and silent, awaiting new orders that would never come. Eventually, the elements wore down even these ancient constructs, and their bodies fell apart from disuse.</p><p>Yet so strong was the binding magic that anchored the animating elemental spirits to these ancient golems that when the bodies died, their elemental "souls" died as well -- yet they did not return to the elemental planes once their bodies wasted away. Still bound to a body that no longer existed, these disembodied elemental spirits transformed into strange undead known today as golem remnants.</p><p>A golem remnant is a particularly unusual undead creature. The elemental spirits that create them are no longer bound to the Material Plane, yet their ages of idle torment that ended with dissolution universally leave them insane, and once freed, they seek out other statues, suits of armor, even dead bodies to inhabit and animate.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/fc/20051209a" target="_blank">Fight Club Chuladoal:</a>[spoiler]</p><p><strong>Chuladoal Fiendish Gravetouched Ghoul Swarm-Shifter Troll:</strong> Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death. </p><p><strong>Chuladoal Fiendish Four-Headed Gravetouched Ghoul Swarm-Shifter Pyro-Troll:</strong> Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death. </p><p><strong>Chuladoal Fiendish Four-Headed Gravetouched Ghoul Swarm-Shifter Pyro-Troll Barbarian 4:</strong> Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/fc/20070622a" target="_blank">Fight Club Drossang Tachlash:</a>[spoiler]</p><p><strong>Drossang Tachlash, Redspawn Arcaniss Spectral Mage Rogue 1/Spellwarp Sniper 1:</strong> So, she began seeking out training in arts that are rare among her kind, and as she became more specialized with ray spells, she gained more notice. Not in a good way, though, because a wizard in the Cult of the Dragon captured her and turned her into a spectral mage. </p><p><strong>Drossang Tachlash, Redspawn Arcaniss Spectral Mage Rogue 1/Spellwarp Sniper 5:</strong> So, she began seeking out training in arts that are rare among her kind, and as she became more specialized with ray spells, she gained more notice. Not in a good way, though, because a wizard in the Cult of the Dragon captured her and turned her into a spectral mage. </p><p><strong>Drossang Tachlash, Redspawn Arcaniss Spectral Mage Rogue 1/Spellwarp Sniper 5/Incantatrix 4:</strong> So, she began seeking out training in arts that are rare among her kind, and as she became more specialized with ray spells, she gained more notice. Not in a good way, though, because a wizard in the Cult of the Dragon captured her and turned her into a spectral mage. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/fc/20070803a" target="_blank">Fight Club Imbrudar:</a>[spoiler]</p><p><strong>Imbrudar, Brain in a Jar Psion 2:</strong> Imbrudar was created in a lab long ago.</p><p><strong>Imbrudar, Brain in a Jar Psion 9:</strong> Imbrudar was created in a lab long ago.</p><p><strong>Imbrudar, Brain in a Jar Psion 13:</strong> Imbrudar was created in a lab long ago.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/fc/20070323a" target="_blank">Fight Club The Vampire Werewolf:</a>[spoiler]</p><p><strong>Nadezda Jilek, Orc Werewolf Vampire Scout 5:</strong> Among the colony of orc werewolves, Nadezda wasn't that special or even noticed. As one among many in the pack, she took her place like everyone else. She trained as a scout and hunted food for the tribe. On her last hunt, lycanthrope-hating paladins and clerics wiped out her whole tribe while she was away, and she returned to a burned village and piles of charred corpses. As she grieved and buried her kin that night, a vampire attacked her. </p><p><strong>Nadezda Jilek, Orc Werewolf Vampire Scout 5/Rogue 1/Pious templar 4:</strong> After Nadezda's tribe was wiped out, she wandered the world for a while, and eventually fell in with a temple of Gruumsh. She trained as a temple guardian and served in that capacity for a few years before the temple was attacked by a vampire. She did her best to hold it at bay, but in the end she was overcome. </p><p><strong>Nadezda Jilek, Orc Werewolf Vampire Scout 5/Rogue 1/Pious Templar 4/Shadowdancer 1/Warshaper 4:</strong> After years of serving a temple of Gruumsh as a pious templar, Nadezda became disillusioned with religion and wandered the world again. Along the way she met a druid and learned much from him about shapechanging and controlling her body. But wanderlust called again, and she was on the verge of departing when a vampire attacked them both. </p><p></p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by Nadezda 's energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. </p><p><strong>Monstrous Vampire:</strong> A humanoid or monstrous humanoid slain by Nadezda 's energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/fc/20060317a" target="_blank">Fight Club Voidmind Rot Reaver:</a>[spoiler]</p><p><strong>Sapphiraktar, Dracolich:</strong> ?</p><p></p><p><strong>Zombie:</strong> As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 10 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. </p><p>As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver fighter 4 can animate 14 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. </p><p>As a standard action, the voidmind rot reaver fighter 8 can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 18 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/al/20040602a" target="_blank">Forgotten Realms Adventure Locales The Haunted Glen:</a>[spoiler]</p><p><strong>Haunted Glen:</strong> Some time ago, a fey nymph visited him, fell in love with him, and enticed him to fall in love with her. This love was his undoing, for his paramour was an evil fey from the Unseelie Court. She and a group of evil fey creatures came one night and captured the woodsman, and in a night-long dance ritual stole his soul, or at least a part of it. The ritual so affected the trees that they can no longer grow in the clearing. They carried the body into the forest and hid it; later, animals ate it. Part of his spirit remains, seeking wholeness or rest, but unable really to affect the world around him. (This is the darkness or sadness that presses upon the area.)[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/al/20050223a" target="_blank">Forgotten Realms Adventure Locales The Ruined Village Square:</a>[spoiler]</p><p><strong>Fronn, Human Ghost Ranger 9:</strong> The three people who were lost from the village died (either due to the passing of time or unlucky mishaps with the portal), but only the farmer's son became a ghost and started haunting the ruins. This ghost is the form that one occasionally glimpses in the square, and he is restlessly trying to find a way home. He may choose to interact with the PCs if they stay in the ruins area for at least 2 hours. His name is Fronn, and he came to realize how he was transported via the fountain; though he died, his spirit remained behind at the site of the portal. Because of this, he tries to keep other people out of the fountain during the times that the portal is active.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20060503a" target="_blank">Forgotten Realms City of Splendors Waterdeep Web Enhancement Environs of Waterdeep:</a>[spoiler]</p><p><strong>Baelnorn:</strong> ?</p><p><strong>Daurgothoth, The Creeping Doom, First Reader of the Cult of the Dragon, Black Greay Wyrm Dracolich Wizard 20/Archmage 5:</strong> ?</p><p><strong>Larloch:</strong> ?</p><p><strong>Hill Giant Skeleton:</strong> ?</p><p><strong>Death Tyrant:</strong> ?</p><p><strong>The Howler, Banshee:</strong> ?</p><p><strong>Umbralax, Shadow Dracolich:</strong> ?</p><p><strong>Rorrina, dual, (daughter) of Tuvala of Clan Stoneshaft, Vampire Shield Dwarf Cleric 10:</strong> ?</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20070425a" target="_blank">Forgotten Realms Dragons of Faerun Web Enhancement City of Wyrmshadows:</a>[spoiler]</p><p><strong>Spectral Shadow Dragon:</strong> In the Year of the Darkspawn (634 DR), the shadow dragons of Clan Jaezred were overthrown by their own half-drow/half-shadow dragon progeny, known as the zekylen, who had mastered powerful planar magic in secret while purporting to serve their masters. Haerinvureem, a great shadow wyrm better known as “Shimmergloom,” escaped the carnage through the Shadow Plane, but the rest of his clan were slain and reanimated as spectral creatures.</p><p>Spectral shadow dragons, undead remnants of the shadow dragons of Clan Jaezred.</p><p></p><p><strong>Spectral Spitting Felldrake:</strong> Quildan has created two undead guardians for the main supply entrance.</p><p><strong>Spectral Creature:</strong> Create Spectral Spawn feat.</p><p><strong>Shadow:</strong> ?</p><p></p><p>Create Spectral Spawn</p><p>You have the ability to create undead spawn with ties to the Plane of Shadow with your energy drain ability.</p><p>Prerequisite: Energy drain special ability.</p><p>Benefits: Creatures slain with your energy drain ability arise as sp[spoiler]awn under your control with the spectral creature†† template. They remain under your control until your death.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20070307b" target="_blank">Forgotten Realms Dragons of Faerun Web Enhancement New Draconic Monsters:</a>[spoiler]</p><p><strong>Hoarder Dragon:</strong> Hoarders are dragons who were so greedy in life that when they died, they could not abandon their treasure. While they hold many similarities to ghosts, these creatures manifest for entirely different reasons. Their unfettered avarice causes them to haunt the site of their hoard, unwilling to give up a single coin.</p><p>In life, most hoarders worshipped Task, the dragon god of greed. Scholars suggest that he rewards them for their service by transforming them into hoarders when they die. They point out that the creatures usually use gems the color of their scales for eyes.</p><p>"Hoarder" is a template that can be added to any nongood dragon.</p><p><strong>Amilektrevitrioelis, "Amilek", Mature Blue Dragon Hoarder:</strong> As Amilek grew in size and greed, he attracted the attention of Task, the dragon god of greed. Most blues have aspirations of tyranny and domination, but Amilek was an exception. Task loved to watch the avaricious blue writhing in his mountains of coins, spending months cataloging his wealth, down to the last copper piece. Amilek was one of Task's favorite, receiving numerous gifts from The Taker throughout the years.</p><p>What he did not know was that the spirit of Amilek still existed, called back to the treasure hoard by its dark master.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20060913a" target="_blank">Forgotten Realms Dragons of Faerun Web Enhancement Roll Call of Dragons:</a>[spoiler]</p><p><strong>Aghazstamn, Wyrm Blue Disembodied Dracolich:</strong> ?</p><p><strong>Alasklerbanbastos, The "Great Bone Wyrm", Great Wyrm Blue Dracolich:</strong> ?</p><p><strong>Alglaudyx, Wyrm Black Dracolich:</strong> ?</p><p><strong>Arkhelthingril, "Ice", Old White Dracolich:</strong> ?</p><p><strong>Arlauthra Manytalons, Wyrm Black Dracolich:</strong> ?</p><p><strong>Aurgloroasa, "The Sibilant Shade", Wyrm Shadow Dracolich:</strong> ?</p><p><strong>Azarvilandral, "Shard", Old Blue Dracolich:</strong> ?</p><p><strong>Azurphax, Adult Green Dracolich:</strong> ?</p><p><strong>Calathanorgoth, "The Old One", Wyrm Black Dracolich:</strong> ?</p><p><strong>Canthraxis, Adult Blue Dracolich:</strong> ?</p><p><strong>Capnolithyl, "Brimstone", Vampiric Advanced 36 HD Smoke Drake Sorcerer 10:</strong> ?</p><p><strong>Chardansearavitriol, "Ebondeath", Very Old Black Disembodied Dracolich:</strong> ?</p><p><strong>Crimdrac, Ancient Red Dracolich:</strong> ?</p><p><strong>Daurgothoth, "The Creeping Doom", Great Wyrm Black Dracolich Wizard 20/Archmage 5:</strong> ?</p><p><strong>Dretchroyaster, "The Monarch Reborn", Wyrm Green Dracolich:</strong> ?</p><p><strong>Eboanaflimoth, "Ebonflame", Adult Red Dracolich:</strong> ?</p><p><strong>Garrathmaw, "Insyzor", "Incisor", Very Old Fang Dracolich:</strong> ?</p><p><strong>Ghaulantatra, "Old Mother Wyrm", Ghostly Great Wyrm White Dragon:</strong> ?</p><p><strong>Goarulskul, "The Black", Wyrm Black Dracolich:</strong> ?</p><p><strong>Gotha, Ancient Red Dracolich:</strong> ?</p><p><strong>Greshrukk, "Red Eye", Old Red Disembodied Dracolich:</strong> ?</p><p><strong>Halatathlaer, Ghostly Ancient Copper Dragon:</strong> ?</p><p><strong>Hethcypressarvil, "Cypress the Black", Wyrm Black Dracolich:</strong> ?</p><p><strong>Iltharagh, "Golden Night", Very Old Topaz Dracolich:</strong> ?</p><p><strong>Ividilandyr, "Ivy Deathdealer", Mature Adult Green Dracolich:</strong> ?</p><p><strong>Jaxanaedegor, Vampiric Very Old Green Dragon:</strong> ?</p><p><strong>Khalahmongre, Ancient Blue Dracolich:</strong> ?</p><p><strong>Kistarianth "The Red", Ancient Red Dracolich:</strong> ?</p><p><strong>Kryonar, Wyrm White Dracolich:</strong> ?</p><p><strong>Malygris, "The Suzerain of Anauroch", Very Old Blue Dracolich:</strong> ?</p><p><strong>Mornauguth, "The Moor Dragon", Young Adult Green Dracolich, Human, Cleric 8:</strong> ?</p><p><strong>Pelendralaar, Adult Red Dracolich:</strong> ?</p><p><strong>Rauglothgor, Great Wyrm Red Dracolich:</strong> ?</p><p><strong>Sapphiraktar, "The Blue", Wyrm Blue Dracolich:</strong> ?</p><p><strong>Saurglyce, Mature Adult White Dracolich:</strong> ?</p><p><strong>Shargrailar, "The Dark", "The Sacred One", Great Wyrm Red Disembodied Dracolich:</strong> ?</p><p><strong>Shhuusshuru, "Shadow Wing", Great Wyrm Shadow Dracolich:</strong> ?</p><p><strong>Urshula, Very Old Black Dracolich:</strong> ?</p><p><strong>Uthagrimnoshaarl, "The Dire Dragon", Great Wyrm Shadow Dracolich:</strong> ?</p><p><strong>Vesz’zt Auvryana, Vampiric Adult Drow-Dragon Rogue 6/Assassin 3:</strong> ?</p><p><strong>Vr’tark, Mature Adult Blue Dracolich:</strong> ?</p><p><strong>Xavarathimius, "The Everlasting Wyrm", Great Wyrm Green Dracolich:</strong> ?</p><p><strong>Zethrindor, Ancient White Disembodied Dracolich:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/rp/20040714a" target="_blank">Forgotten Realms Realms Personalities Ghiz'kith, Devotee of the True Sseth:</a>[spoiler]</p><p><strong>Ghiz'kith, Sarrukh Lich Wizard 10/Arcane Devotee of Sseth 5:</strong> Driven from Okoth prior to its fall (circa -34,100 DR), Ghiz'kith fled from his defeat at the hands of the foul albino, Pil'it'ith. Retreating into Mhairshaulk, the powerful sarrukh wizard longed for further arcane knowledge. Ultimately, he sought knowledge that would allow him to outlast his enemy and survive into the future, that he might rise to power once again. He scoured his vast personal library for answers, though none could be found. At long last, in the twilight of his life, it looked as though Pil'it'ith had succeeded in finally destroying Ghiz'kith when Ghiz'kith made a desperate plea to Sseth, praying for the knowledge that had eluded him begging for immortality. Sseth responded to his disciple and bestowed upon him knowledge of a process that would transform him body and soul, turning arcane might into the long sleep from which Ghiz'kith would awaken as a lich. To this day, the reason for Sseth's assistance to Ghiz'kith is unknown. Perhaps he had foreseen his imprisonment by the dark god Set or perhaps he did this to test his chosen, Pil'it'ith. Whatever the reason, Ghiz'kith slumbered in an amber chrysalis and slowly changed.</p><p>The yuan-ti of Mhairshaulk displayed Ghiz'kith in his amber prison, hanging the massive amber tomb from the ceiling in the grand temple like some misbegotten crystal chandelier. Ghiz'kith's corpse, contained within, served as a constant reminder of the past and the yuan-tis' slavery to the sarrukh. The Time of Troubles came, and indeed Sseth found himself imprisoned by Set. Shortly after Set began granting spells to his sarrukh worshipers, Sseth began struggling against the bonds of eternal slumber. As a result of these struggles, Ghiz'kith awoke, much to the surprise of the yuan-ti of Mhairshaulk, who, upon opening the proceedings of what was to be a grand sacrifice, entered their place of worship to find the amber prison shattered and its former occupant missing. A great hunt for the body of Ghiz'kith ensued, but for a time, he was nowhere to be found.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20040313a" target="_blank">Forgotten Realms Player's Guide to Faerun Web Enhancement Monster Update:</a>[spoiler]</p><p><strong>Beholder Death Tyrant:</strong> ?</p><p><strong>Dracolich:</strong> ?</p><p><strong>Banedead:</strong> ?</p><p><strong>Baneguard:</strong> ?</p><p><strong>Bat Deep Bonebat:</strong> ?</p><p><strong>Dread Warrior:</strong> ?</p><p><strong>Zombie Tyrantfog:</strong> ?</p><p><strong>Curst:</strong> ?</p><p><strong>Revenant:</strong> ?</p><p><strong>Crypt Spawn:</strong> ?</p><p><strong>Spectral Mage:</strong> ?</p><p><strong>Abyssal Ghoul:</strong> ?</p><p><strong>Drider Vampire:</strong> ?</p><p><strong>Orb Wraith:</strong> ?</p><p><strong>Wraith Spider Small:</strong> ?</p><p><strong>Wraith Spider Medium:</strong> ?</p><p><strong>Wraith Spider Large:</strong> ?</p><p><strong>Wraith Spider Huge:</strong> ?</p><p><strong>Keening Spirit:</strong> ?</p><p><strong>Silveraith:</strong> ?</p><p><strong>Zin-Carla:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20031004a" target="_blank">Forgotten Realms Underdark Web Enhancement Organizations of the Underdark:</a>[spoiler]</p><p><strong>Dracolich:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20031024a" target="_blank">Forgotten Realms Underdark Web Enhancement Underdark Dungeons:</a>[spoiler]</p><p><strong>Death, Dread Wraith:</strong> ?</p><p><strong>Disease, Mummy Monk 7:</strong> ?</p><p><strong>Yureck, Nightcrawler:</strong> ?</p><p></p><p><strong>Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/wn/20041201a?affiliate_id=17596" target="_blank">Forgotten Realms Wyrms of the North By Dragons Ruled and Divided:</a>[spoiler]</p><p><strong>Daurgothoth, The Creeping Doom, Black Great Wyrm Dracolich:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/wn/20040310a?affiliate_id=17596" target="_blank">Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death":</a>[spoiler]</p><p><strong>Penanggalan:</strong> ?</p><p><strong>Sea Zombie:</strong> ?</p><p><strong>Iniarv, Lich:</strong> ?</p><p><strong>Chardansearavitriol, "Ebondeath", Old Black Dracolich:</strong> The dragon had actually heeded the entreaties of Strongor Bonebag, a charismatic Priest of Myrkul with ties to the Cult of the Dragon, and been transformed into a dracolich. </p><p>On their own, the brothers unearthed a collection of dark sermons probably written by Strongor Bonebag. Reading these sermons (which they've kept secret from the Cult), they've come to believe Chardansearavitriol underwent a process different from that which the Cult uses to create most dracoliches. </p><p></p><p><strong>Lich:</strong> ?</p><p><strong>Undead:</strong> The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. </p><p>Ebondeath, who cared more for gaining personal power than for Strongor's vision, was slavishly served by the cultists (each of whom, upon death, was transformed into an undead servitor by his fellows). </p><p>Upon Myrkul's death, the god's avatar exploded high above the Sea of Swords. Much of his might rained down on the waters to slowly collect on the sea floor, and the god's essence survives in the Crown of Horns, but a small fraction of the god's power coalesced atop the waves. This floating patch of bone dust drifted north, and -- perhaps by chance, perhaps by dark design -- recently entered the Mere, where Myrkul's fading power animated a leaderless legion of undead from the countless fallen bodies that lie unburied beneath the dark waters. </p><p><strong>Ghoul:</strong> The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. </p><p><strong>Skeleton:</strong> The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. </p><p><strong>Zombie:</strong> The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20040730a" target="_blank">Planar Handbook Web Enhancement Planar Touchstones:</a>[spoiler]</p><p><strong>Balor Skeleton:</strong> ?</p><p></p><p><strong>Lich:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Elite Vampire Half-Elf Monk/Shadowdancer 13:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20060217a" target="_blank">Red Hand of Doom Web Enhancement Creature Appendix:</a>[spoiler]</p><p><strong>Ghost Dire Lion:</strong> ?</p><p><strong>Ghost Brute Lion:</strong> ?</p><p><strong>The Ghostlord, Human Lich Druid6/Blighter 5:</strong> ?</p><p></p><p><strong>Lesser Bonedrinker:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/sp/20030824a" target="_blank">Savage Progressions Gaining a Template Midcampaign:</a>[spoiler]</p><p><strong>Vampire:</strong> "Vampire" is a fairly common acquired template among adventurers. When an adventuring party is attacked by a vampire, those slain by its special abilities may rise as vampires themselves if the proper measures are not taken. </p><p>A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. </p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. [/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/sp/20040117a" target="_blank">Savage Progressions Ghost and Werewolf Template Classes:</a>[spoiler]</p><p><strong>Ghost:</strong> Ghosts are the spectral remains of dead creatures that stubbornly refuse to leave the world of the living. Though many adventurers are stubborn, they are no more likely to return as ghosts than normal people are -- perhaps because adventurers often have access to raise dead and therefore expect to be brought back to life eventually. Nevertheless, an occasional adventurer does force herself into an undead state through sheer willpower when the life force leaves her body. Like all ghosts, such an adventurer must have a strong reason for persisting in an undead form. Thus, a player wishing to play a ghost character should consult with the DM to develop a suitable reason for the ghost's existence and determine appropriate circumstances under which she can rest in peace.</p><p>"Ghost" is an acquired template usually gained upon an intelligent creature's death. Such a creature can advance in the ghost template class and develop her powers slowly if desired.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/sp/20031212a" target="_blank">Savage Progressions Lich and Weretiger Template Classes:</a>[spoiler]</p><p><strong>Lich:</strong> The lich template class has two special requirements. First, the base character must have the Craft Wondrous Item feat so that she can make a phylactery to hold her life force. The would-be lich must craft her phylactery over time, as described below. Second, she must be able to cast spells at a caster level of 11th or higher. It is this power, coupled with the knowledge of the process required, that allows the transformation to occur. </p><p>To complete her transformation to a lich, the character must create a phylactery using the Craft Wondrous Item feat. The phylactery is crafted in three stages, and the lich transfers a bit more of her life force to it at each stage. It does not, however, grant her any of the normal benefits of a phylactery until it is fully completed. </p><p>Paying the cost of each stage of its construction is a prerequisite for the corresponding level in the lich template class. Thus, to take the 2nd level in this class, the lich must invest 40,000 gp and 1,600 XP in her phylactery. She must spend the same amount again to take the 3rd level, and once again to take the 4th level (for a total investment of 120,000 gp and 4,800 XP). She can complete the phylactery early if she wishes, though doing so does not grant her any additional abilities until she takes the appropriate levels in the template class. </p><p>For the purpose of determining item saving throws, the phylactery has a caster level equal to that of the lich at the time she completed the most recent stage of work. For example, if a human wizard 11/lich 1 crafts the first stage of her phylactery, it is caster level 11th. She gains three more wizard levels before finishing the second stage of construction, giving it caster level 14th. At that point, she takes the 2nd level of the template class. She then takes one more level of wizard and completes the phylactery, which is thereafter caster level 15th.</p><p>The most common physical form for a phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is a Tiny object with 40 hit points, hardness 20, and a break DC of 40. Other kinds of phylacteries can also exist, such as rings, amulets, or similar items.[/spoiler]</p><p></p><p>[/spoiler]</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>3.5 2nd Party[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/23333/Bestiary-of-Krynn-Revised-35?affiliate_id=17596" target="_blank">Bestiary of Krynn Revised:</a>[spoiler]</p><p><strong>Corporeal Undead:</strong> These are undead with physical bodies, usually their own. Their souls are bound to them, usually in such a way as to darken their natures and make them hateful and dangerous to the living.</p><p><strong>Incorporeal Undead:</strong> Incorporeal undead are souls prevented from leaving Krynn and joining the Progression of Souls for some reason.</p><p><strong>Ankholian Undead:</strong> Ankholian undead are the result of imbuing standard undead with the properties of a fireshadow.</p><p>Texts found in the libraries of the Tower of Wayreth say the ankholian undead first arose early on during the Age of Might when a wizard named Ankholus attempted to create a fireshadow (DRAGONLANCE Campaign Setting, page 225). These texts state that Ankholus, though powerful, had a limited understanding of planar entities and assumed the fireshadow was an undead creature that could be easily recreated. The fate of Ankholus was never made clear, though the texts speculate that he succumbed to an ankholian form of undeath as a lich.</p><p>“Ankholian undead” is an acquired template that can be added to any corporeal undead creature.</p><p>The breath weapon and heat aura of an ankholian undead also affect other undead in a unique way. When damaged by an ankholian undead’s breath weapon or heat, corporeal undead creatures must succeed at a Reflex save or gain the ankholian undead template.</p><p><strong>Ankholian Owlbear Zombie:</strong> ?</p><p><strong>Ankholian Zombie:</strong> Any living creature slain by an ankholian undead becomes an ankholian undead zombie in 1d4 rounds.</p><p><strong>Daemon Warrior:</strong> Daemon warriors are the soldiers of Chaos, created by the mad god from the souls of the dead trapped in torment within the Abyss.</p><p><strong>Knight Haunt:</strong> Knight haunts are the spectral remains of members of one of Krynn’s Knightly Orders whose spirits now inhabit the armor and weapons they bore in life.</p><p>Up until the Chaos War, almost all knight haunts were former Knights of Solamnia who, for some reason, were unable to pass onto the hereafter. Many had fallen in battle and had unfinished business, while others remained after death as guardians of places which they had once sworn to defend. With the formation of the Knights of Takhisis, a few fallen individuals of that Order also rose as knight haunts. The War of Souls brought about a marked rise in the numbers of knight haunts, not only the from Solamnics and Dark Knights, but also some members of the Legion of Steel. However, after the return of the gods and the opening of the Gate of Souls once again, these numbers dropped considerably.</p><p><strong>Remnant:</strong> Remnants are the spectral remains of powerful wizards and sorcerers who died as a result of a large surge in magic or whose magic consumed them.</p><p>Any arcane spellcaster slain by a remnant becomes a remnant in 1d4 rounds. His body is consumed by a rush of magical forces, and his spirit remains.</p><p><strong>Shadow Wight:</strong> A shadow wight is a horrid creation of Chaos. The first shadow wights were created from the slain souls of Knights of Solamnia and Takhisis, as well as other dead spirits.</p><p><strong>Frost Wight:</strong> ?</p><p><strong>Undead Beast:</strong> Undead beasts are the result of wanton destruction visited upon forest animals by priests of Chemosh. Many believe that after the slaughter of countless animals, the priests conduct a foul rite that twists the remains of the animals into the unnatural shape of a stahnk or gholor.</p><p>Like all matters supernatural, rumors abound that sometimes the intervention of a cleric of Chemosh is not needed to bring forth an undead beast. Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events.</p><p><em>Create Undead Beast</em> spell.</p><p><strong>Undead Beast Stahnk:</strong> Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events.</p><p><strong>Undead Beast Gholor:</strong> ?</p><p><strong>Witchlin:</strong> Wichtlins were once elves, half-elves, or the animal companions of elven or half-elven druids and rangers, transformed by the power of Chemosh into creatures of hatred. Legends among the elves tell of a Silvanesti queen, Sylvyana, known as the Ghoul Queen for her abhorrent devotion to necromancy. The god of the undead, Chemosh, granted her a timeless existence in return for her services, and it was apparently her dark curse upon those subjects who rose up against her that created the wichtlins.</p><p>Wichtlin druids and rangers lose access to spellcasting and supernatural abilities, but retain their animal companions. These companions also acquire the wichtlin template, their type changing to undead.</p><p>“Wichtlin” is an acquired template that can be added to any elf, half-elf, or fey or the animal companion of a druid or ranger.</p><p>An elf or half-elf slain by a wichtlin rises in seven days as a wichtlin.</p><p><strong>Witchlin Kagonesti Elf Ranger 4:</strong> This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale.</p><p><strong>Witchlin Elk Animal Companion:</strong> This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale.</p><p></p><p><strong>Undead:</strong> Child of Chemosh Improved Create Spawn ability.</p><p>Child of Chemosh Greater Create Spawn ability.</p><p><strong>Allip:</strong> Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness.</p><p><strong>Devourer:</strong> Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger.</p><p><strong>Ghost:</strong> Ghosts are encountered in many forms, kept back on Krynn for wrongs left unrighted, love unresolved, or perhaps desires left unpursued.</p><p><strong>Lich:</strong> Liches surface from time to time as a result of Wizards of High Sorcery lured into false promises of power by Chemosh.</p><p><strong>Mohrg:</strong> Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger.</p><p><strong>Shadow:</strong> Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness.</p><p><strong>Zombie:</strong> Child of Chemosh Greater Create Spawn ability.</p><p></p><p>Create Undead Beast</p><p>Necromancy [Evil]</p><p>Level: Clr 8 (Chemosh)</p><p>Components: V, S, M, DF</p><p>Casting Time: 2 hours</p><p>Range: Close (25 ft. +5 ft./2 levels)</p><p>Target: See text</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This evil spell is one granted only by Chemosh to his worshippers. With it, you can create an undead beast of your choosing. This spell requires you to cast it upon the corpses of any number of animals. The Hit Dice of these animals must be equal to those of the undead beast you wish to create. Creatures created by this spell are automatically under your control, and you can bestow control of the creature to any other individual of your choice. If the controller of an undead beast dies, the creature is free to act of its own accord.</p><p>Material Component: A small clay statue of the creature to be created. This spell must be cast upon the remains of many animals. You must place a black onyx gem worth at least 50 stl per HD of the undead to be created into the mouth of the statue. The magic of this spell melts both the statue and the gem, using them as the basic foul viscous fluids that merge and breathe tainted life into the animal corpses.</p><p></p><p>Improved Create Spawn (Su) At 2nd level, a Child of Chemosh with the ability to create spawn (such as a wight or vampire) may do so with victims it has not personally slain. The Child of Chemosh must have witnessed the death of the target creature within the last 24 hours and must spend one hour with the corpse. At the end of this vigil, the creature is assumed to have just been slain for the purposes of how soon the creature will rise as a spawn of the Child of Chemosh.</p><p>Children of Chemosh without the ability to create spawn do not benefit from this ability. Children of Chemosh whose victims rise as free-willed undead (such as ghouls and ghasts) may spend one hour in vigil with the corpse before it rises, in which case the newly created undead is under the child’s control until the child is destroyed.</p><p>Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability.</p><p></p><p>Greater Create Spawn (Su) At 4th level, the Child of Chemosh’s ability to create spawn improves even further. The child no longer needs to have been personally present at the death of the target creature, and the creature may have been dead for up to a week. This ability otherwise works exactly like the improved create spawn ability above.</p><p>Children of Chemosh without the ability to create spawn gain the ability to create zombies from any humanoid they slay, just as a mohrg does (see Monster Manual). Children of Chemosh whose victims rise as free-willed undead may choose to create zombies instead or spend time in vigil as described under Improved Create Spawn above.</p><p>Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/54246/Dangerous-Denizens-The-Monsters-of-Tellene?term=tellene&affiliate_id=17596" target="_blank">Dangerous Denizens The Monsters of Tellene:</a>[spoiler]</p><p><strong>Eaten One:</strong> created from fallen heroes who have been partially consumed by oozes or other hideous creatures.</p><p><strong>Hound of Ill-Omen:</strong> ?</p><p><strong>Mummy Blood Hijarjany:</strong> The blood mummy (known as the “hijarjany”) results from mummification that excluded the removal of the organs (usually common folk).</p><p><strong>Mummy Heretic Ghoskinjany:</strong> These beings were horridly tortured and then mummified alive, a process that granted them great power and a terrible hatred for anything living.</p><p><strong>Mummy Noble Shojarijany:</strong> The Shojarijany, or “noble mummy,” resulted from the best mummification process available during the Middle Period.</p><p><strong>Mummy Rattlebon Thinchejany:</strong> ?</p><p><strong>Mummy Royal Shijarinjany:</strong> ?</p><p><strong>Mummy Servitor Jhurijany:</strong> Jhurijany, or “servitor mummies,” were created from commoners as servants to the kings, priests and to the undead masters.</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Reliqus:</strong> The reliquae of Tellene are rumored to be the creation of Queen Simura, a former ruler of Pekal who turned to the dark arts of necromancy late in her reign.</p><p><strong>Rusalka:</strong> Rusalka are the undead spirits of women who have met an untimely end through drowning, whether by murder or suicide.</p><p>Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep’Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and for a great while wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the water and all the water that earned the pirates their livelihood.</p><p>The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding bogs and rivers; the rusalka had come to Kalamar.</p><p><strong>Sheet Phantom:</strong> Sheet phantoms are the maligned spirits of those betrayed byfriends and family members. They return for revenge by inhabiting a piece of fabric related to their betrayal and death.</p><p>No one knows for certain where the sheet phantom originates, for the first documented case of the sheet phantom has been corrupted by urban legend. Coincidentally (or not), this sheet phantom was the spirit of an expert Mendarn tailor, Blesdar Forband. Blesdar was said to make the most magnificent clothing known throughout the region. But one customer, a noble by the name of Granden, refused payment until he saw perfection. Blesdar locked himself in his shop and worked. Completing his fifth attempt, the tailor proudly presented his</p><p>work to the noble. Granden turned down his efforts yet again. Finishing his sixth attempt with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation. It was there that he realized the truth – Granden had cruelly kept Blesdar working so that he could spend time with the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died. He was mourned only by those that knew and appreciated his work.</p><p>The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his wife had made them for him. Moments later, Granden fell to the floor dead. The noble’s chest had been crushed in.</p><p>Supposedly, since that event, sheet phantoms have appeared across the lands of Tellene. Some say Blesdar’s fabric had been resold and his vengeful spirit curses any who uses it. Others say that the story is no more than myth and some type of unseen demon stalks the land. The Brandobians call this creature a “blesdar,” with no other understanding of what it may be.</p><p><strong>Sheet Ghoul:</strong> If a person dies because of a sheet phantom’s constricting ability, or as a result of damage caused by another source while wearing the sheet phantom, the victim rises as a sheet ghoul in 1d4 days.</p><p><strong>Swordwraith Skarrnid:</strong> Swordwraiths are the evil spirits of defeated soldiers, come back from the darkness to wreak vengeance on any living creature that in some way resembles their former opponents.</p><p><strong>Treant Undead:</strong> The undead treant is a once-benevolent servant of nature now corrupted and twisted into a shell of its former self.</p><p>Although opposing forces have combated undead treants in the past, they are still no closer to understanding where these undead treants come from. The undead treants certainly do not multiply like natural creatures, nor do certain spells (those that normally create undead) work on dead trees.</p><p>Amongst the druids and rangers, theories of the undead treant abound, though none of them have been proven. One theory states that trees the monster animates become undead themselves. Another speculates that the undead treant’s touch passes on the undead curse to others of its kind. One more blames evil druids and their blighting magic, creating such creatures to serve out their bidding. And yet one more assumes that when an undead treant kills a living treant, it passes on its curse much like a vampire.</p><p></p><p><strong>Skeleton:</strong> A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. [/spoiler]</p><p></p><p>Denizens of Dread:</p><p>[spoiler]</p><p><strong>Akikage (Shadow Assassin):</strong> Creatures spawned from ninjas and assassins who died while trying to destroy an assigned victim.</p><p><strong>Ancient Dead:</strong> Created by the ritual preservation of a corpse and animated by dark magic.</p><p>“Ancient Dead” is a template that can be applied to any living creature.</p><p><strong>Animator:</strong> Animator is an acquired template that can be added to any nonmagical object.</p><p><strong>Arayashka (Snow Wraith):</strong> Arayashka are the souls of people who were killed by an arayashka.</p><p>Any humanoid slain by an arayashka and buried in an area where snow may fall rises as an arayashka during the next snowstorm.</p><p><strong>Bastellus (Dream Stalker):</strong> Victims who die due to the bastellus’s dream invasion become a bastellus in 1d4 days.</p><p><strong>Bat Skeletal Bat:</strong> ?</p><p><strong>Boneless:</strong> First created in the laboratories of Darkon’s ruler through a bizarre ritual that separated and animated separately the bones and flesh of a corpse.</p><p>“Boneless” is an acquired template that can be added to any corporeal creature (other than undead) that once had a skeleton.</p><p><strong>Bowlyn:</strong> Without exception, the bowlyn were sailors on oceangoing vessels who died from an accident at sea.</p><p><strong>Cat Crypt:</strong> ?</p><p><strong>Cloaker Dread Undead:</strong> Undead Cloakers are rumored to be the tragic remnant of a resplendant cloaker drained by undead.</p><p><strong>Corpse Candle:</strong> Corpse candles are incorporeal spirits of murdered individuals that attempt to coerce the living into gaining revenge upon their killers.</p><p><strong>Crimson Bones:</strong> Crimson bones are gruesome undead created when a humanoid is flayed alive in a sacrificial ritual.</p><p>Crimson bones are not created purposely; they rise spontaneously from the dead, driven by hatred of the living and lust for vengeance.</p><p><strong>Geist:</strong> Geists are the undead spirits of creatures that died a traumatic death with either a task uncompleted or an evil deed unpunished.</p><p>“Geist” is a template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger.</p><p><strong>Bussengeist:</strong> Bussengeists are the spirits of people whose actions or inaction caused a great tragedy in which they were killed.</p><p><strong> Poltergeist:</strong> Beings that become poltergeists often died in scenes of great violence and emotional turmoil.</p><p><strong>Ghoul Lord:</strong> Ghoul Lords are the cursed souls of humanoids who dared to taste the flesh of their own race. These individuals gain the dire attention of the Dark Powers and are corrupted by their cannibalistic sins. They become twisted creatures, eventually dying and rising again in the form of ghoul lords, masters of the ravenous dead.</p><p>“Ghoul lord” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>A humanoid or monstrous humanoid reduced to 0 Constitution or less by a ghoul lord’s ravenous fever dies and rises as a ghoul lord in 24 hours if the body is not destroyed.</p><p><strong>Spectral Hag:</strong> A spectral hag arises when a hag dies during an evil ceremony.</p><p>“Spectral Hag” is an acquired template that can be added to any hag.</p><p><strong>Hound Dread Phantom Hound:</strong> Phantom hounds are the restless spirits of loyal dogs who failed in their duty to their master.</p><p><strong>Hound Dread Carcass Hound:</strong> Carcass hounds are zombielike, mindless animated corpses.</p><p><strong>Jolly Roger:</strong> A jolly roger is the restless corpse of a pirate or ship’s captain that died at sea.</p><p><strong>Lebentod:</strong> Lebendtod are a dangerous form of undead first created by the necromancer Meredoth.</p><p>“Lebendtod” is An acquired template that can be added to any humanoid creature.</p><p>Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is left completely undisturbed, the creature rises as a lebendtod.</p><p><strong>Lich Elemental:</strong> “Elemental Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery.</p><p><strong>Mist Ferryman:</strong> A few sages hold that they are manifestations of the mists themselves, but most believe they represent the fate of those who die in the Misty Border, doomed to wander forever.</p><p>If an afflicted victim dies of ferryman's rot, her skin flakes away into</p><p>dust, leaving a skeletal corpse that rises as a mist ferryman in 6 rounds and retreats into the Mists.</p><p><strong>Mist Horror:</strong> Some maintain that they are the spirits of evil beings who attracted the attentions of the Dark Powers but who were not evil enough to imprison in their own domain.</p><p>Other scholars have posited the theory that mist horrors are created from the bodies of creatures slain by a mist golem.</p><p>“Mist horror” is a template that can be applied to any living creature.</p><p><strong>Odem:</strong> Odems are remnants of the spirits of evil humanoids that did not have the force of will to become ghosts.</p><p><strong>Death's Head Tree Death's Head:</strong> When the heads ripen, they break off from the Death's Head tree and float away. When this happens, the heads’ type becomes “undead.”</p><p><strong>Undead Treant:</strong> Thoroughly corrupted by evil in life, many</p><p>dread treants assumed a vampiric existence in death.</p><p><strong>Radiant Spirit:</strong> Radiant spirits manifest when a powerful paladin or lawful good cleric is killed before completing an important spiritual quest.</p><p><strong>Remnant Aquatic:</strong> Remnants are the spirits of humanoids whose bodies were thrown into a watery, unconsecrated grave after they had been worked to death.</p><p><strong>Rushlight:</strong> The rushlight is created from the spirit of an evil creature who has been burned alive.</p><p><strong>skeleton Pyroskeleton:</strong> Created from the skeletons of murdered humanoids.</p><p>The undead priestess Radaga of Kartakass was the first to create pyroskeletons. On a night when the Mists were thick, Radaga and her minions took the corpses of six murdered soldiers and cast enlarge person, produce flame, protection from energy and animate dead on them. As the skeletons began to stir, enlarge person was cast on each a second time. The Mists fused with the newly created undead to allow enlarge person to increase the skeletons a second time. Others have since learned the methods, and each creator often experiments with the process until they create a distinct variant.</p><p><strong>Skeleton Strahd Skeleton:</strong> Animated by Barovia's darklord.</p><p>Whether as a result of Count Strahd's own research or because of some inherent property of the land of Barovia is unknown.</p><p><strong>Skeleton Strahd's Skeletal Steed:</strong> Strahd’s skeletal steeds are</p><p>the animated remains of heavy warhorses whose riders have fallen in battle against the lord of Barovia.</p><p><strong>Spirit Waif:</strong> A spirit waif is the restless soul of a murdered child. Having become the victim of some nefarious beast, the child’s soul remains trapped on this plane.</p><p><strong>Valpurleiche (Hanged Man):</strong> The valpurleiche, or hanged man, is the tortured form of a hanged humanoid filled with a tremendous amount of spite and hate during his execution. Some valpurleiches are created from the souls of those who were wrongly executed. Others are simply enraged criminals who want revenge despite their just sentence.</p><p><strong>Vampire Chiang-Shi:</strong> If the chiang-shi drains the victim’s Constitution to 0 or less, the victim returns as a chiang-shi if it had 5 or more Hit Dice.</p><p><strong>Vampire Nosferatu:</strong> If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a nosferatu if it had 5 or more Hit Dice.</p><p><strong>Vampire Nosferatu Cerebral vampire:</strong> Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice.</p><p><strong>Vampire Vrykolaka:</strong> If the vrykolaka drains the victim’s Constitution to 0 or less, the victim returns as a vrykolaka if it had 5 or more Hit Dice.</p><p><strong>Vampire Dwarven Vampire:</strong> If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a dwarven vampire if it had 5 or more Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire rises 1d4 days after the vampire’s visit.</p><p><strong>Vampire Elven Vampire:</strong> If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as an elven vampire if it had 5 or more HD.</p><p><strong>Vampire Gnome Vampire:</strong> To create a new minion, a gnomish vampire must drain a gnome victim's Constitution to 0 or less, then place the corpse in the same sarcophagus in which the vampire itself sleeps. The gnomish vampire must then lie atop its victim for three full days, not even leaving to feed, allowing its negative energy to seep into the victim. At the end of this period, the victim returns as a gnomish vampire if it had 5 or more Hit Dice.</p><p><strong>Vampire Halfling Vampire:</strong> A halfling victim slain by a vampire's Constitution drain returns as a halfling vampire if it had 5 or more HD.</p><p><strong>Wight Dread:</strong> Any humanoid slain by a dread wight becomes a dread wight in 1d4 rounds.</p><p>Any humanoid slain by a greater dread wight becomes a dread wight in 1d4 rounds.</p><p><strong>Wight Dread Greater:</strong> Any giant slain by a greater dread wight becomes a greater dread wight.</p><p><strong>Zombie Cannibal:</strong> An individual slain by a cannibal zombie rises swiftly to join his slayer and the pack as a new cannibal zombie.</p><p><strong>Zombie Desert:</strong> The first desert zombies were the product of the experimentations of one of Har’Akir’s most powerful spellcasters, the ancient dead known as Senmet. Since his time, other powerful wizards and sorcerers in that desert realm have learned how to raise up the dead to serve them as desert zombies.</p><p><strong>Zombie Mud:</strong> Mud zombies generally hail from Darkon, where Azalin Rex has discovered how to create minions that would keep going despite insurmountable problems, such as missing arms or legs.</p><p><strong>Zombie Sea:</strong> ?</p><p><strong>Zombie Strahd:</strong> Barovia’s darklord has mastered the secret of creating more potent zombies than the usual animated corpses.</p><p><strong>Zombie Fog:</strong> ?</p><p><strong>Fog Cadaver:</strong> The fog can animate any humanoid corpse within its mist-filled area. It can animate corpses that are buried in the ground unless they were blessed at the time of burial or are buried in sanctified ground. The fog can animate up to 10 dead bodies each round. A zombie fog can animate a total number of cadavers at any one time equal to its current hit points.</p><p><strong>Zombie Lord:</strong> Zombie lords are created only through a rather unlikely set of circumstances. A humanoid of evil alignment must first be slain by an undead creature, without joining the ranks of the undead himself. Then, an attempt to restore the dead individual to life, such as through a raise dead spell, must go awry, with the deceased individual failing the necessary Fortitude save. If that happens, the deceased may enter undeath as a decayed, corpselike zombie lord.</p><p>“Zombie lord” is a template that can be added to any humanoid or monstrous humanoid.</p><p></p><p><strong>Ghast:</strong> If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days.</p><p>Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast.</p><p><strong>Ghost:</strong> Ghosts are similar to- though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal.</p><p>“Ghost” is an acquired template that can be applied to any living creature.</p><p><strong>Skeleton:</strong> A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse).</p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial.</p><p>If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice.</p><p>A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial.</p><p>If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn.</p><p>Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice.</p><p>A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial.</p><p>If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice.</p><p>If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit.</p><p>An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial.</p><p>If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD.</p><p>A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD.</p><p><strong>Zombie:</strong> Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later.</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse).</p><p>Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea.</p><p>Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies.</p><p>Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command.</p><p></p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/29540/Dragons-of-Krynn-35?affiliate_id=17596" target="_blank">Dragons of Krynn (3.5)</a>[spoiler]</p><p><strong>Undead:</strong> Hundreds of dragon turtle eggs are buried along the shores of the islands, but few survive long enough to hatch. Scavengers, birds, even ambitious rangers can get to them by land during low tide. Unbeknownst to the dragon turtles, Night uses her stealth and magic to steal a few for her experimentation with creating undead.</p><p><strong>Horrible Undead Dread Wolf:</strong> In the time after the death of Huma Dragonbane, the Black Robes of the Third Dragon War gained unlimited freedom to perform vile experiments. It was a time when Galen Dracos created horrible undead dread wolves.</p><p><strong>Cyan Bloodbane, Dracolich:</strong> A student of the renegade wizard Galan Dracos in the Age of Dreams, Cyan Bloodbane brought about the Nightmare in Silvanesti, served Raistlin Majere, and later died in the War of Souls at the hands of Mina. Rumors that the sinister green had taken the steps to become a dracolich have circulated among many of the more paranoid and fearful elven exiles.</p><p><strong>Lacedon, Bloated Ghoul of a Drowned Sailor:</strong> ?</p><p><strong>Lord Soth:</strong> ?</p><p><strong>Frost Wight, Creature of Chaos:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3164/War-of-the-Lance-35?affiliate_id=17596" target="_blank">War of the Lance (3.5)</a>[spoiler]</p><p><strong>Spectral Minion Philosopher:</strong> ?</p><p><strong>Spectral Minion Warrior:</strong> They are enraged over the fate of their people and at having been left behind.</p><p><strong>Gray Wraith, Guardian of the Silver Arm, Advanced Spectre, Malevolent Spirit, Guardian Spirit:</strong> The silver arm served its purpose during the Third Dragon War and, soon after the defeat of Takhisis and the banishment of the dragons, it was taken to a small temple near Qualinost. There it was left in the hands of a devoted sect of clerics of the gods of Light, who watched over it for hundreds of years, revering it for its role in thwarting the dragons of Evil. When the final days of the Age of Might approached, and the gods issued their warnings to the people of Krynn, the priests at the temple were among those faithful who joined their divine patrons and left the world-all save one, a priest who had lost his faith and shirked his responsibility. When the Cataclysm struck, and the temple was sundered, the last priest died in sight of the silver arm and was forever bound to it.</p><p><strong>Hollow Sky, Ghost Human Fighter 5, Malevolent Spirit:</strong> As a child, Hollow-Sky was one of Goldmoon's playmates. The handsome young man appeared to be a good match for Chieftain's Daughter and was often found in her company. The pair spent many years as friends and may have even loved one another, but this match was not to be.</p><p>Though neither child knew it, Hollow-Sky was intentionally placed in Goldmoon's presence in an attempt to broker peace between their respective fathers. Loreman, tribal recordkeeper and father of Hollow-Sky, had long considered his bloodline more pure than that of his rival, the Que-Shu chieftain, Arrowthorn, the father of Goldmoon. Both fathers hoped that their progeny would grow to love one another, and Loreman was content for a time. However, as Hollow-Sky grew into maturity and Loreman's age began to weigh on him, the recordkeeper grew impatient and devised a plan whereby he would finally become Chieftain.</p><p>Hollow-Sky began training as a warrior with his older brother Hawker, who agreed with his father's ideals, and ruthlessly educated his brother in the skills and mindset of a Que-Shu hunter. Hollow-Sky admired his older brother, and Hawker used this admiration to instill new values and ideals in the young warrior's impressionable mind. Over time, Hollow-Sky developed an ego to match his skills, and came to view the other Que-Shu with the same arrogance that Loreman held toward Arrowthorn.</p><p>When the new warrior renewed his attentions toward his one-time playmate, his personality and motives had drastically changed. Though Hollow-Sky was still infatuated with the beautiful Chieftain's Daughter, he had come to view his friend as little more than a prize to be won for himself and his family. Goldmoon soon discovered that this warrior was not the same person she had grown up with, and kept her distance, despite his protests.</p><p>It was Hollow-Sky's mixture of devotion and lust that caused him to sabotage a round of Que-Shu games in favor of Hawker and himself. The two winners would accompany Goldmoon to the Hall of the Sleeping Spirits, for Hollow-Sky was convinced that she would learn to appreciate his strength and skill during the dangerous journey to the Hall. This plan was thwarted when the shepherd Riverwind defeated Hawker, but Hollow-Sky would still travel with the pair to the tomb of their ancestors.</p><p>Loreman, however, had other plans for Chieftain's Daughter. Hawker had previously been told to kill Goldmoon at the Hall, but now Hollow-Sky was instructed to carry out the deed in his brother's absence. The young warrior reluctantly agreed to slay his childhood friend, but, in the end, his lust saved her and doomed himself. During their journey to the Hall of the Sleeping Spirits, Hollow-Sky planned to drug Riverwind and take Goldmoon to the nearby Que-Kiri tribe, where a forced marriage would make Hollow-Sky the Que-Shu chieftain. His plan was foiled. Hollow-Sky fell to his death from a cliff face after being stabbed by Goldmoon.</p><p>Though he perished in the fall, Hollow-Sky's malevolent spirit remains in the world.</p><p><strong>Lord Soth, Knight of the Black Rose, Death Knight Human Fighter 7/Rogue Knight 10:</strong> Now a death knight serving Queen Takhisis, Lord Soth is a tragic figure, doomed to undeath by his inability to control his wayward passions.</p><p>Lord Soth was a Knight of the Rose, a high-ranking member of the knighthood during the years of Istar's glory, just prior to the Cataclysm. He fell in love with an elf maiden and seduced her, never telling her he was already married. His wife conveniently "disappeared" at about this time and he was suspected of having murdered her, though this could never be proved. He brought the elf maiden and their child to his home, Dargaard Keep.</p><p>The elf maiden found out about his wife and, although she was horrified, she believed that there was a core of goodness in him that might yet save him. She prayed to the gods to give Soth a chance to redeem himself. He was given foreknowledge of the Cataclysm and was told that he alone had the means to stop it.</p><p>Determined to redeem himself, though it should mean his death, Soth rode toward Istar. He was stopped by a party of elven women, who hinted that his elven lover was unfaithful to him and that her child was not his.</p><p>Overcome by a jealous rage, Soth abandoned his quest and turned back to Dargaard Keep. He arrived just as the Cataclysm struck. He denounced his wife and did nothing to save his wife or child when the huge chandelier in the hall crashed down on top of them. As she lay dying, his wife laid a curse upon him, calling upon the gods to transform him into a death knight.</p><p>Once a great fortress of the Lord of Knightlund, Dargaard Keep burned during the Cataclysm when its ruler, Lord Soth, fell from grace and was cursed by the gods.</p><p>The citadel of the rose was ruled by Lord Soth, a high-standing Knight of the Rose, and was the place where his most infamous crimes were committed-the last being allowing his wife and infant son to perish in a fire that swept the keep during the Cataclysm. Soth was cursed with undeath, along with his servants and retainers.</p><p><strong>Galatea, Spectral Minion Monk 5, Exotic Looking Woman:</strong> ?</p><p><strong>Estigon, The Keeper of the Lyceum, Ghost Human Diviner 4/Cleric 4, Ghost of a Cleric-Mage, Spirit:</strong> ?</p><p><strong>Spectral Minion:</strong> Those journeying through the Plains of Dust may be given to hallucinations or witness to mirages. Legends also tell that armies of spectral minions from long forgotten battles meet upon the plains, cursed to replay the battles that brought their deaths.</p><p>The dwarves of Zhakar believe that the summit ridges surrounding Zhakar Keep are haunted, and avoid them at all costs. Tales are told of a horde of dwarves that struck out days prior to the Cataclysm to see what was going on in the surrounding lands, when the spectacular fire rained down on them from the sky, killing every last one. The massacre left spectral minions roaming the trails of the summits. Now, these undead ambush any living thing that passes through their region, as they intend to make others pay for the injustice of their deaths.</p><p>Shadow Wood remained in peace until one day clerics of Takhisis, commanding a vast army of undead, tried to the wood to an ancient ritual called The Curse of the Carrion Land. Their plan was to transform the woods into a stronghold of evil.</p><p>Recognizing her peril, the Forestmaster struck an alliance with Peris, a king from a nearby land, to protect the wood from the evil forces. The king and his men stood guard faintfully until, bored with his task, Peris made a pact with the White Stag to hunt down the Forestmaster.</p><p>Once the soldiers left their posts, the dark clerics were able to enter the wood and perform the curse. The ritual deepened the natural shadows to permanent darkness, and created undead from those unfortunates killed inside the wood. This included King Peris and his men, for the dark clerics hunted them down and killed them. But the clerics of Takhisis could not foresee that their spell would ma[k]e King Peris and his men rise again as Spectral Minions, forever doomed to protect the woods.</p><p>The citadel of the rose was ruled by Lord Soth, a high-standing Knight of the Rose, and was the place where his most infamous crimes were committed-the last being allowing his wife and infant son to perish in a fire that swept the keep during the Cataclysm. Soth was cursed with undeath, along with his servants and retainers.</p><p><strong>Spectral Minion Philosopher, Tall Stooped Figure, Spectral Minion Instructor:</strong> ?</p><p><strong>Ivor, Spectral Minion Warrior, Gigantic Hooded Man:</strong> ?</p><p><strong>Sven, Spectral Minion Warrior, Gigantic Hooded Man:</strong> ?</p><p><strong>Spectral Minion Warrior, Whirl of Spiritual Energy in Torment:</strong> ?</p><p><strong>Spectral Minion Philosopher, Figure:</strong> ?</p><p><strong>Spectral Minion Philosopher, Red Robed Wizard:</strong> ?</p><p><strong>Spectral Minion Philosopher, Black Robed Wizard:</strong> ?</p><p><strong>Spectral Minion Warrior, Very Aggressive Former Victim of the Up and Down Trap:</strong> ?</p><p><strong>Spectral Minion Philosopher, Spectral Minion Human Expert 5:</strong> ?</p><p><strong>Spectral Minion Warrior, Spectral Minion Human Warrior 5:</strong> ?</p><p><strong>Strange Spectral Figure, Spirit:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Shadow Wood remained in peace until one day clerics of Takhisis, commanding a vast army of undead, tried to the wood to an ancient ritual called The Curse of the Carrion Land. Their plan was to transform the woods into a stronghold of evil.</p><p>Recognizing her peril, the Forestmaster struck an alliance with Peris, a king from a nearby land, to protect the wood from the evil forces. The king and his men stood guard faintfully until, bored with his task, Peris made a pact with the White Stag to hunt down the Forestmaster.</p><p>Once the soldiers left their posts, the dark clerics were able to enter the wood and perform the curse. The ritual deepened the natural shadows to permanent darkness, and created undead from those unfortunates killed inside the wood.</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Terrible Creature:</strong> ?</p><p><strong>Walking Horror:</strong> ?</p><p><strong>Undead Elven Warrior:</strong> ?</p><p><strong>Undead Shadow Creature:</strong> ?</p><p><strong>Undead Elf:</strong> ?</p><p><strong>Evil Undead Minion:</strong> ?</p><p><strong>Mighty Undead Wizard:</strong> ?</p><p><strong>Undead Who Crave Living Flesh:</strong> ?</p><p><strong>Terrible Undead:</strong> ?</p><p><strong>Undead Follower, Lesser Undead Creature:</strong> ?</p><p><strong>Banshee, Groaning Spirit, Ghost Silvanesti Elf Noble 6:</strong> Lord Soth was a Knight of the Rose, a high-ranking member of the knighthood during the years of Istar's glory, just prior to the Cataclysm. He fell in love with an elf maiden and seduced her, never telling her he was already married. His wife conveniently "disappeared" at about this time and he was suspected of having murdered her, though this could never be proved. He brought the elf maiden and their child to his home, Dargaard Keep.</p><p>The elf maiden found out about his wife and, although she was horrified, she believed that there was a core of goodness in him that might yet save him. She prayed to the gods to give Soth a chance to redeem himself. He was given foreknowledge of the Cataclysm and was told that he alone had the means to stop it.</p><p>Determined to redeem himself, though it should mean his death, Soth rode toward Istar. He was stopped by a party of elven women, who hinted that his elven lover was unfaithful to him and that her child was not his.</p><p>Overcome by a jealous rage, Soth abandoned his quest and turned back to Dargaard Keep. He arrived just as the Cataclysm struck. He denounced his wife and did nothing to save his wife or child when the huge chandelier in the hall crashed down on top of them. As she lay dying, his wife laid a curse upon him, calling upon the gods to transform him into a death knight. His retainers became skeletal warriors, who serve under his command, and the elven women who betrayed him rose as banshees, who sing to him the song of his guilt every night.</p><p>The citadel of the rose was ruled by Lord Soth, a high-standing Knight of the Rose, and was the place where his most infamous crimes were committed-the last being allowing his wife and infant son to perish in a fire that swept the keep during the Cataclysm. Soth was cursed with undeath, along with his servants and retainers.</p><p><strong>Ghost of a Lonely Light Keeper:</strong> ?</p><p><strong>Ghost:</strong> The reason for their flight is apparent enough, as today the ruins are known to be haunted by the people who tragically died on the day Istar fell. They still dwell in the ruins, cursed to an agonizing existence as wraiths and ghosts.</p><p><strong>Ghostly Citizen:</strong> In the Northern Wastes is a ruin known as the Ghostly Citadel. The citadel is a magical place that is difficult to find because it seems to shift location from time to time. Within the ruins are the residents that once lived there, now undead. When one passes through the gates of the ruins, they find that the citadel appears to be restored to its former glory, whole and intact. Each day, the ghostly citizens re-live the final day of the Cataclysm when a piece of the fiery mountain that struck Istar also struck the citadel, killing everyone within its walls. Anyone caught in the Ghostly Citadel when the sun sets dies along with its inhabitants, and becomes part of the endless cycle. That is unless someone can find a way to bring peace to these poor trapped souls.</p><p><strong>Ghostly Citizen, Poor Trapped Soul:</strong> ?</p><p><strong>The Banshee, Ghost Cleric, Haunter of the Tower of the Stars:</strong> ?</p><p><strong>Ghost of a Solamnic Lord:</strong> ?</p><p><strong>Ghostly Knight:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Animated Skeleton, Creature Composed of Formerly Living Material, Corporeal Undead:</strong> ?</p><p><strong>Kith-Kanan, Skeletal Remains, Skeleton:</strong> ?</p><p><strong>Human Warrior Skeleton:</strong> ?</p><p><strong>Spectre:</strong> Any humanoid slain by the Gray Wraith becomes a spectre in 1d4 rounds.</p><p><strong>Spectral Stag:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> The reason for their flight is apparent enough, as today the ruins are known to be haunted by the people who tragically died on the day Istar fell. They still dwell in the ruins, cursed to an agonizing existence as wraiths and ghosts.</p><p>A wraith, once an elven maiden corrupted by her own greed for magic, is permanently haunting this area.</p><p><strong>Wraith, Robed Apparition in Black With Vaguely Elven Features:</strong> ?</p><p><strong>Roving Zombie:</strong> ?</p><p><strong>Fistandantilus, Spirit:</strong> ?</p><p><strong>Spirit of the Dead:</strong> ?</p><p><strong>Banshee:</strong> Once a kind-hearted follower of the god Astarin, she is an unwilling prisoner after her hatred for Lorac trapped her spirit within.</p><p><strong>Skeletal Warrior Fighter 4/Crown Knight 3, Skeletal Warrior Guardian:</strong> Lord Soth was a Knight of the Rose, a high-ranking member of the knighthood during the years of Istar's glory, just prior to the Cataclysm. He fell in love with an elf maiden and seduced her, never telling her he was already married. His wife conveniently "disappeared" at about this time and he was suspected of having murdered her, though this could never be proved. He brought the elf maiden and their child to his home, Dargaard Keep.</p><p>The elf maiden found out about his wife and, although she was horrified, she believed that there was a core of goodness in him that might yet save him. She prayed to the gods to give Soth a chance to redeem himself. He was given foreknowledge of the Cataclysm and was told that he alone had the means to stop it.</p><p>Determined to redeem himself, though it should mean his death, Soth rode toward Istar. He was stopped by a party of elven women, who hinted that his elven lover was unfaithful to him and that her child was not his.</p><p>Overcome by a jealous rage, Soth abandoned his quest and turned back to Dargaard Keep. He arrived just as the Cataclysm struck. He denounced his wife and did nothing to save his wife or child when the huge chandelier in the hall crashed down on top of them. As she lay dying, his wife laid a curse upon him, calling upon the gods to transform him into a death knight. His retainers became skeletal warriors, who serve under his command, and the elven women who betrayed him rose as banshees, who sing to him the song of his guilt every night.</p><p>The citadel of the rose was ruled by Lord Soth, a high-standing Knight of the Rose, and was the place where his most infamous crimes were committed-the last being allowing his wife and infant son to perish in a fire that swept the keep during the Cataclysm. Soth was cursed with undeath, along with his servants and retainers.</p><p><strong>Skeletal Warrior:</strong> A death knight may transform a dead humanoid into a skeletal warrior completely under its control. The process takes one hour of uninterrupted concentration. Skeletal warriors created count against the death knight's total undead followers.</p><p><strong>Skeletal Warrior Guardian:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/179988/Deadly-Trappings?affiliate_id=17596" target="_blank">Deadly Trappings</a>[spoiler]</p><p><strong>Maladren, Malagren, Garamen Sparkfinger, Gnome Lich:</strong> ?</p><p><strong>Gramagorda, Lich:</strong> ?</p><p></p><p><strong>Ghoul:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/54245/Divine-Masters-The-Faiths-and-Followers-of-Tellene?affiliate_id=17596" target="_blank">Divine Masters: The Faiths and Followers of Tellene</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> They also differ from the Orthodox belief when it comes to the concept of reincarnation. They believe souls do not go to be with the Bear, nor do they appear from nothing. When a creature dies, its soul is reborn in another creature. When deaths outnumber births and no newborn creature is prepared to accept the spirit, an undead creature arises.</p><p>The Congregation of the Dead is a special case. Final Word teaches that undeath is a blessing for the faithful. Those who worship the Harvester and strive to further his ends in life may be rewarded with undeath, according to how many sacrifices they claimed in the service of the Harvester.</p><p>“You must embrace death, surrounding yourself with it, to understand how it works. At this point, you can work to avoid it, or to embrace it. Devote your life to one purpose – delivering souls to our god, and he will grant you undeath – to remain here forever, doing his work.”</p><p>The [Final Word] book’s chapters, called Lives, each describe the level of undeath a cleric [of The Congregation of the Dead] can earn by harvesting the souls of others. While few quantitative references are given, commentary seems to imply that it takes over 10,000 slayings to earn the coveted state of lichdom.</p><p>The Harvesters know that through their actions and devotion to the King of the Undead they will be rewarded at death by being granted undead status. The number and strength of the souls that a cleric takes directly reflect on his future undead status and dying while attempting to take a soul is said to grant automatic undeath. However, many clerics fear dying before harvesting enough souls, and thus attaining only zombie status. Therefore, there is a great tension between risking an early death to slay powerful foes that presumably have strong souls, or going the safe (but slow) route of butchering helpless peasants and children. The ultimate goal, of course, is never to actually die, but to become a lich.</p><p>Besides the obvious taxes, churches might gain revenue from tolls on roads through church-owned territory, fees for spellcasting and other services, or the sale of real or imagined benefits relevant to the faith (the Congregation of the Dead often sells “souls”, so that a wealthy patron might not have to actually commit murder in order to gain greater undead status after death).</p><p>Serun rarely appears on the Prime Material Plane. The Servants of the Swift Sword say that he led a charge of angels against the inhabitants of the Khydoban Desert in the early days of the Dynaj Empire. This battle so devastated that kingdom that it became the wasteland it is today and gave rise to the undead creatures rumored to exist there now. Other faiths have their own interpretation of these distant events, of course.</p><p><strong>Undead Abomination:</strong> ?</p><p><strong>Travesty Against Life:</strong> ?</p><p><strong>Nightspawn:</strong> ?</p><p><strong>Mindless Animated Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Intelligent Undead That Are Not Automatically Evil:</strong> ?</p><p><strong>Spawning Undead:</strong> ?</p><p><strong>Evil Intelligent Undead:</strong> ?</p><p><strong>Evil Undead:</strong> ?</p><p><strong>Unintelligent Undead:</strong> ?</p><p><strong>Very Intelligent Undead:</strong> ?</p><p><strong>More Powerful Undead:</strong> ?</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Ghost, Intelligent Undead That Are Not Automatically Evil:</strong> ?</p><p><strong>Ghoul, Intelligent Undead:</strong> ?</p><p><strong>Lich:</strong> The [Final Word] book’s chapters, called Lives, each describe the level of undeath a cleric [of The Congregation of the Dead] can earn by harvesting the souls of others. While few quantitative references are given, commentary seems to imply that it takes over 10,000 slayings to earn the coveted state of lichdom.</p><p><strong>Lich, Intelligent Undead:</strong> ?</p><p><strong>Lich-Queen:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Not-So-Secret Nightwalker Advisor, Direct Servant:</strong> ?</p><p><strong>Shadow:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Skeletal Dragon:</strong> ?</p><p><strong>Spectre, Specter:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Vampire, Intelligent Undead, Creature That Takes Penalties in Bright Light or True Daylight:</strong> ?</p><p><strong>Creature That Takes Penalties in Bright Light or True Daylight:</strong> ?</p><p><strong>Vampire Spawn:</strong> For example, a junior cleric that offers great treasures to a vampire if the vampire destroys a rival cleric is committing an error. First, the cleric is helping the vampire by giving it wealth or magic. Second, the vampire might spawn the rival, worsening the problem.</p><p><strong>Undead Vampire Lord:</strong> ?</p><p><strong>Vampire, Semantoth:</strong> ?</p><p><strong>Wight, Intelligent Undead:</strong> ?</p><p><strong>Wraith:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Wraith, Intelligent Undead:</strong> ?</p><p><strong>Zombie:</strong> The Harvesters know that through their actions and devotion to the King of the Undead they will be rewarded at death by being granted undead status. The number and strength of the souls that a cleric takes directly reflect on his future undead status and dying while attempting to take a soul is said to grant automatic undeath. However, many clerics fear dying before harvesting enough souls, and thus attaining only zombie status.</p><p><em>Animate Dead</em> spell.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/180944/Svimohzia-The-Ancient-Isle?affiliate_id=17596" target="_blank">Svimohzia: The Ancient Isle</a>[spoiler]</p><p><strong>The Black Duke, Duke Halinozh, Death Knight Human Aristocrat 8, Black Rider:</strong> However, not all Svizohr who died stayed dead. Some arose from their graves to continue the war. One such Svizohr is Duke Halinozh, once a mighty warlord once close to stealing the throne, before his comrades turned on him at the Svomwhi gates. With his dying words, he cursed those houses, vowing to return and slaughter them all.</p><p><strong>Malcan Halfast, Umbral Stone Dwarf Fighter 3/Rogue 5, Living Corpse:</strong> The exiles braved the dangers of the deep earth and avoided many of the perils and monsters lying in wait for fresh meat. They dodged the drow cities, moving beyond the swarms of illithids, until they came to the deepest bowels of the earth. There they founded Krularr, now the City of the Damned. Lacking food and water, facing monstrous enemies on all fronts, the dwarves fought to survive, but as many guessed from the beginning, they were doomed. As hideous deep-dwelling creatures overran their outpost, they invoked Dusur the Harvester of Souls to visit vengeance on their enemies. Dwarf men, women and children died as the walls leaked the god’s poisonous hate, spilling onto the monsters and their minions, killing all. When the shrieks of the dying abated, the dwarves who gave their souls to the Lord of the Underworld arose from death. Maddened by their doom, they walk the land as living corpses.</p><p><strong>Undead, Undead Creature:</strong> According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on.</p><p>They sometimes animate their victims to serve as undead guardians for the most profane chambers in their temples.</p><p>What the PCs soon learn is the merchant is Ssrith Ko’s rival, and he plans to use the relic to raise an army of undead and scour the land clean of human infestation.</p><p><strong>Undead Abomination:</strong> ?</p><p><strong>Undead Guardian:</strong> The cult seeks to please a powerful (supposedly – one only has his word for it) demon known as Ragg'rt, by making blood sacrifices, participating in obscene orgies, and cavorting with summoned demons, all for the promise of power. They lure unsuspecting individuals into their coven, where they immerse their victim into the rites and rituals associated with their “god.” Found lacking, the cultists torture and mutilate the victim, calling forth demons to entertain them. They sometimes animate their victims to serve as undead guardians for the most profane chambers in their temples.</p><p><strong>Undead Soldier:</strong> ?</p><p><strong>Wandering Spirit:</strong> According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on.</p><p><strong>Ghast:</strong> The ghasts are thought to be former clergy of the temple, killed during the Mendarn invasion.</p><p><strong>Ghast, Lesser Undead Creature:</strong> ?</p><p><strong>Ghost:</strong> Ghosts haunt the site of the new Church of the Life's Fire. Manifesting during religious events and holy days, they seem to impart some dire warning, though no one has been able to identify what it is they say. Some speculate they carry the message of the Raiser, while others believe they are doomed spirits of thieves who thought to steal from the church’s tithes, killed by the high cleric when discovered. The church affirms the former and denies the latter. They uphold the belief the church is blessed by the Raiser and the spirits are divine servants come to bless the people.</p><p><strong>Ghost, Doomed Spirit of a Thief Who Thought to Steal From the Church's Tithes Killed by the High Cleric When Discovered:</strong> ?</p><p><strong>Ghoul, Lesser Undead Creature:</strong> ?</p><p><strong>Terrus Dyrn, Lich:</strong> ?</p><p><strong>Lich, Ancient Evil, Malevolent Force:</strong> ?</p><p><strong>Shadow:</strong> The shadows are undead remains of the worshipers inside the temple at the time of the slaughter.</p><p>Halfast’s kin attack all miners with equal fervor, savoring their screams and eventual transformation into shadows to fill their numbers.</p><p><strong>Shadow, Undead Remains:</strong> ?</p><p><strong>Skeleton, Lesser Undead Creature:</strong> ?</p><p><strong>Spectre:</strong> According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on.</p><p><strong>Spectre, Wandering Spirit:</strong> ?</p><p><strong>Wight, Lesser Undead Creature:</strong> ?</p><p><strong>Wraith:</strong> According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on.</p><p><strong>Wraith, Wandering Spirit:</strong> ?</p><p><strong>Zombie, Lesser Undead Creature:</strong> ?</p><p><strong>Banshee:</strong> According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on.</p><p><strong>Banshee, Wandering Spirit:</strong> ?</p><p><strong>Skeletal Warrior:</strong> ?</p><p><strong>Umbral Creature:</strong> An aberration, animal, dragon, giant, humanoid, magical beast or monstrous humanoid reduced to Strength 0 by Malcan's Strength damage rises as an umbral creature in 1d4 rounds, under the command of Malcan.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/81826/Trove-of-Treasure-Maps?affiliate_id=17596" target="_blank">Trove of Treasure Maps</a>[spoiler]</p><p><strong>Lucky Bob, Spectre:</strong> Lucky Bob was a well-known pirate who ravaged the sea lanes for many years. While robbing merchant vessels was profitable, Lucky Bob grew weary of the ordinary booty of trade goods available to him on the high seas. He plundered his share of merchant goods, arms and supplies over the years but he longed for that one big haul that would make him rich and let him retire to an easy life.</p><p>His greed and rumors of great treasure convinced him to travel inland to the Village of Golain. Golain was home to the Feerino family, who reputedly had a collection of fabulous jewels. Thus, he and his accomplice, Sal "Cutthroat" Sonog set out to Golain to begin their career as burglars. Golain was a tiny but well defended village that had a wooded wall surrounding it with several guard towers overlooking the homes and the surrounding land.</p><p>After staying at an inn in Golain for several days while they cased the home of the Feerino family, they concluded that it was too well defended to risk an ordinary break-in – the Feerinos maintained a large number of mercenary guards to man their towers and walls. But Lucky Bob’s partner in crime, Sonog, had an idea: if they could create a diversion, they could distract the family and the guards and he and Bob could sneak in to grab the jewels. This diversion had to be something big; some enormous spectacle that would draw everyone out of the Feerino mansion.</p><p>That was when Lucky Bob and Sonog decided to set fire to the farmer’s market on the east side of town. If the fire could be made large and impressive enough, every able-bodied hand in the village would be called into the bucket brigade, leaving the jewels unguarded.</p><p>Their plan worked. In fact, it worked so well that they obtained the Feerino jewels without so much as raising a sword. Unfortunately, their fire rampaged out of control. Many lives were lost as the conflagration consumed the entire village and much of the surrounding forest.</p><p>The unanticipated mass destruction presented a problem for the thieves. Surely refugees from the village would begin an exodus to neighboring settlements. They would likely seek shelter in the coastal Town of Tairid near where Lucky Bob’s pirate crew lay in wait for the return of their captain. The Golain disaster would bring a significant number of authorities sniffing around and that was the last thing the two men needed. So they decided to head further inland to lay low until the coast was clear. They fled to the tiny village of Terinoot.</p><p>What Lucky Bob and Sonog failed to realize was that the Feerino jewels bore a curse. This curse drove many of those who possessed the jewels over the years mad. For Lucky Bob and Sonog, already considered not entirely stable by many, this process progressed very quickly.</p><p>On the way to the village of Terinoot, the men passed through a forest of palm trees as the landscape became dryer. There, the strange birds in the trees seemed to heckle them with calls of "Lucky Bob, caw, not so lucky! Caw!" In the men’s minds the bizarre avians repeated this over and over, each time it grew louder and louder. When the men arrived in Terinoot, they could still hear the voices of the birds in their minds. "Lucky Bob, caw, not so lucky! Caw!" It was as if the birds were laughing at them.</p><p>They rented a room at an inn called the Sailor’s Last Bunk and nervously made plans to free themselves of their predicament. The men planned to hide the jewels and lay low, hoping that the incessant laughing of the birds in their heads would fade when the birds lost interest. Once free of the avian mockery, they would to return later with a magic-user or cleric who could dispel the supernatural forces that were surely at work here.</p><p>The men investigated the cellar of the inn for a good place to hide their booty. There in the cellar they found a stone cover over an old abandoned well. In years past, the inhabitants of the inn used the well for both water and brewing. But over time the well became fouled by excessive iron ore deposits in the surrounding rock and the water (and more importantly the beer) became rust colored and foul to the taste. Thus, the well was abandoned. The pirates climbed into the well and buried Lucky Bob’s prize in the wall of the well behind loose stones.</p><p>The ill-fated pair tried to retire for the night but neither of them slept soundly. They continued tossing and turning to the laughing of the birds in their heads and the mantra, "Lucky Bob, caw, not so lucky! Caw". The next morning the men set out to return to their ship.</p><p>By the time the men had reached the forest of the birds, Lucky Bob began blaming his companion for the maddening sounds. In a fit of insanity, he struck out at Sonog hoping to make the noises stop. By this time, Sonog too had begun to mistrust Lucky Bob and this attack pushed him over the edge. The two men struggled and Sonog bludgeoned Lucky Bob to death with a stone, shouting out all the while, "Lucky Bob, caw, not so lucky! Caw".</p><p>With the voices still in his head and Sonog fully gripped by the insanity of the curse of the Feerino jewels, he saw the blood and gore that spilled out of Lucky Bob’s remains and began to consume his former shipmate. As he tore into the flesh he was overjoyed to find that this grisly act began to quiet the voices in his head. With a renewed vigor he stripped the body to the bone hoping it would quell the voices permanently. Once his mind was quiet, he came to his senses and confronted the ever-growing horror of what he had done.</p><p></p><p><strong>Shadow:</strong> ?</p><p><strong>Skarrnid Swordwraith:</strong> ?</p><p><strong>Huecuva:</strong> ?</p><p><strong>Swordwraith:</strong> ?</p><p><strong>Skeleton:</strong> By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play.</p><p><strong>Zombie:</strong> By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/54438/Villain-Design-handbook?affiliate_id=17596" target="_blank">Villain Design Handbook</a>[spoiler]</p><p><strong>Avildar, Great Wraith:</strong> Becoming an avildar (meaning “great wraith” in Brandobian) is a tricky and involved process. It is also one of the rarer procedures, so often a villain must spend considerable time and resources even learning how to go about it. As far as anyone knows, ancient Brandobian records are the only known source of information on these creatures. Unfortunately, no one yet knows from where (or from what) the first avildar originated. The ancient Brandobian ritual to become an avildar can be learned through roleplaying or with a successful Knowledge (arcana) check (DC 30).</p><p>To gain an avildar template, the potential new undead creature needs several spells, though he need not cast all of them himself. The ceremony takes 5-8 hours and must be performed in an area sacred to the Harvester of Souls within a greater magic circle against good. The prospective avildar must spend four hours in a row reciting special prayers before casting or using any spells at all.</p><p>First, the villain must use a magic jar, entering the receptacle and returning to his body twice before continuing. Then he casts fly upon his body, hovering a few feet above the ground. He must use permanency and then enervation upon himself (to show his disdain for the world) within a three-round span of time or the entire ritual fails. Finally, he must cast gaseous form on himself. Using secret knowledge obtained in learning the ritual, he moves his gaseous form in a peculiar, swirling pattern for the remainder of the ceremony. Some speculate that the final form is a “ghostly” representation of the skull that symbolizes the Harvester of Souls. At the end of that time, the body dies and the form dissipates.</p><p>The potential new avildar must succeed at a Will save (DC 15) or permanently die. If he succeeds, he rises in 1d4 nights as a self-willed avildar.</p><p>Prerequisites: enervation, fly, gaseous form, magic jar, permanency; GP Cost: 5,000; XP Cost: 1,250.</p><p><strong>Guraah, Self-Willed Ghoul:</strong> Becoming a guraah is relatively simple, compared to some other types of undead. First, the prospective creature that wishes to gain the guraah template must learn the appropriate ritual ceremony. This can be discovered through roleplaying or by a successful Knowledge (arcane) check (DC 25). According to rumor, the guraah (a Reanaarese word that roughly translates as “self-willed ghoul”) are frequently found in the city of Giilia as visitors, or servants, of the city’s vampire ruler, Esmaran. It is unknown if Esmaran invented the dark ritual wherein a person may magically become this type of ghoul, or if she simply discovered it in an ancient book found deep in the catacombs under the city. Regardless of its creator, the ceremony is still effective. This ceremony lasts 1d4 hours, and proceeds as follows:</p><p>First, the caster must set up a contingency spell that activates an animate dead. Then the prospective guraah casts ghoul touch upon himself, making it permanent. Any of these spells can be obtained from scrolls or items. Next, he must see to it that his body will die within 1d4 hours (often, personally slashing his wrists before exiting his corporeal form, or relying on an assistant such as an undead or construct). Finally, he must cast magic jar (through his own ability, not with a scroll or other item) and send his life force into a nearby receptacle.</p><p>At the moment of death, the caster returns from his magic jar to his body. If he succeeds at a Will save (DC 10), he gains the guraah template. The new guraah rises at the first midnight after its creation. If the caster fails his save, either the timing of his return or his preparations were off. He is now dead, not undead. Of course, he can be animated or raised like any other corpse.</p><p>Prerequisites: animate dead, contingency, ghoul touch, magic jar, permanency; GP Cost: 100 gp (magic jar focus); XP Cost: 500.</p><p><strong>Kyseth, Great Mummy:</strong> The secrets of creating any type of kyseth (an ancient Dejy word meaning “great mummy”) have been lost to the sands of time. Sages suggest that only ancient Dejy cultures (who guarded the secrets in life and beyond the grave) knew them.</p><p>It is said that Kordalen, a Brandobian scholar, took a small band of mercanaries and other scholars deep into the Khydoban desert in hopes that he could find the fabled undead kingdom and learn the answer. Neither he nor any member of his group ever returned.</p><p>However, current sages do know that creating a kyseth requires many individuals working together, and the mummified subject has little to do beyond a certain point, as he must be killed early in the process. Some Reanaarian sages speculate it took a minimum of 90 days to create a kyseth. Of course, no modern villain with a modicum of sense would leave his fate up to underlings attempting to apply secrets of an uncertain nature. It may also be that mummification inexorably links the subject to a specific location, and such a loss of mobility interferes with one’s plans. It would be a serious weakness, as enemies can continuously assault the location until the kyseth is destroyed.</p><p>Because of these difficulties, no modern villain can easily become a kyseth. However, the template may still be applied to ancient villains who died many centuries ago.</p><p><strong>Reliqus, Galanam:</strong> Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran).</p><p>First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template.</p><p>He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each).</p><p>Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead. Before he arises, the pair of gemstones must be placed in the character’s empty eye sockets, where they will magically graft themselves and be in no danger of falling out. If this is not done, the character will not have access to the gem’s special abilty (see below).</p><p>Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature.</p><p>Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template.</p><p>He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the xenoa template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person.</p><p>Once he dies (any time within the duration of the contingency), he arises as a xenoa in 1d12 hours. If, for some reason, more than 50% of his flesh was destroyed (eaten, burned, etc.), before his arising, he gains the reliqus template (see above), though without the use of the special gem powers normally available to a reliqus.</p><p><strong>Vostarr, Barrowman, Wight:</strong> Deliberately becoming a vostarr (a Fhokki word roughly translating as “barrow man,” or “wight” in Merchant’s Tongue) is similar to becoming an avildar. The subject must perform a ritual in an area sacred to the Harvester of Souls, within a greater magic circle against good. However, he does not need gaseous form or fly spells.</p><p>At the beginning, he need only switch into the receptacle and back once. Halfway through the ceremony, after reciting a long series of prayers to the King of the Undead (which are different than those necessary to gain any other undead template) he casts bull’s strength upon himself (this spell cannot be supplied by outside forces). He must cast permanency and enervation within a three round span. The remaining time is spent reciting further prayers. At the end of the ceremony, the creature sacrifices its own life to the Harvester of Souls.</p><p>The villain must succeed at a Will save (DC 12). If he succeeds, he rises the next night as a vostarr.</p><p>Prerequisites: bull’s strength, enervation, magic jar, permanency; GP Cost: 3,000; XP Cost: 750.</p><p>It is said that the first vostarr came from an arctic land far to the north, and soon spread its taint among the Fhokki tribes near Lake Jorakk, before the tribesmen banded together briefly to destroy all the undead menaces. Yet, rumors of vostarrs still echo throughout the countryside and more than one murder or disappearance has been attributed to this monster.</p><p><strong>Xenoa, Smart Zombie:</strong> Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature.</p><p>Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template.</p><p>He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the xenoa template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person.</p><p>Once he dies (any time within the duration of the contingency), he arises as a xenoa in 1d12 hours. If, for some reason, more than 50% of his flesh was destroyed (eaten, burned, etc.), before his arising, he gains the reliqus template (see above), though without the use of the special gem powers normally available to a reliqus.</p><p><strong>Esmaran, Elven Vampire Necromancer 13:</strong> ?</p><p><strong>Puramal, Human Ghost Fighter 4:</strong> A fallen bridge in the city of Pipido is the anchor for the ghost of Puramal, a soldier who died defending the bridge. The ghost is filled with anger at seeing his companions flee, leaving him to die. Puramal died as the bridge collapsed and does not know or does not care that there is nothing left to defend.</p><p>Puramal is a victim of circumstances whose unlife is devoted to defending the bridge that he could not protect in life. He will defend this area with every ounce of strength that he has, not caring whom he is defending it from.</p><p><strong>Terrus Dyrn, Lich Sorcerer 18:</strong> The origin of Terrus Dyrn, the lich, is lost to the sands of time. Rumors say that Dyrn was an evil sorcerer who traveled with a group of adventurers, now dead these many centuries. Of course, no one has talked to Dyrn to confirm this.</p><p></p><p><strong>Undead:</strong> As another interesting plot twist, the PCs could storm the laboratory of a necromancer just in time to disrupt a crucial part of an experiment. Perhaps this creates a powerful or previously unknown variant of undead.</p><p>Over the centuries, many tragic tales arise of people swallowed up or seduced by dark forces. Not truly alive, not quite dead, these walking corpses roam the land for their own purposes, haunting and horrifying those who remain among the living (especially those whom they have left behind). In general, those who become undead do not do so of their own free will. They are merely corpses reanimated through dark and sinister magic, doing their master’s bidding without fear or hesitation. However, some villains seek to gain an undead template (such as a lich) so that they can pursue their mad goals throughout eternity.</p><p>On Tellene, it is common knowledge (among the well educated) that the Congregation of the Dead treats undeath as a reward, not a curse. What is not generally known is that the number and strength of the souls that a cleric takes directly reflects on his future undead status. Dying while attempting to take a soul is said to grant automatic undeath. Those outside the Congregation of the Dead must find another path, but regardless of the technique, all that seek this dark knowledge must pay homage to the King of the Undead.</p><p>Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Whether the caster is the recipient or not, the recipient must be willing to undergo the transformation. Additionally, the caster must spend the spell’s XP cost and material components worth no less than 10,000 gp. This can be a gem-studded piece of artwork honoring the Harvester of Souls, and it is destroyed in the casting.</p><p>As the final step, the caster must kill the recipient of the spell (if this is the caster himself, he must commit suicide). The newly formed undead creature retains his original class abilities, adding the appropriate undead template (see below). Note that if the recipient is not the caster, any time the caster gives the new undead a command, it must make a Will save as if the caster had used control undead to obey. Furthermore, the recipient suffers a –8 circumstance penalty to any save against an actual control undead spell or any other relevant magic that controls undead. If the caster tries to turn, command or rebuke the undead he created, treat the undead as if it had half its number of Hit Dice. (These limitations apply only when the creator of the undead uses these abilities. Other clerics and spells affect the undead normally.)</p><p>Those without access to such overwhelming magical forces can choose to unlock the secrets of certain rituals to become a specific type of undead. Villains trying to obtain the necessary components for these processes must be very secretive. Heroes and even other villains usually want to prevent them from gaining any of the undead templates, and some of the combinations of components for these processes are quite recognizable.</p><p>Unless otherwise specified, discovering the process of becoming a free-willed undead requires a Knowledge (arcana) or Knowledge (undead) skill check against DC 25.</p><p><strong>Ghost:</strong> Ghostmaker magic weapon.</p><p><strong>Lich:</strong> Perhaps the evil wizard discovered an ancient ritual that transformed him into a lich.</p><p>The template system makes it easy to quickly create these special types and understand how they work, but there is little detail about the villain’s actual preparations to become such a creature. After all, the villain doesn’t just go down to his laboratory, drink a magic potion and instantly become a lich. It takes time, hard work and the use of unnatural magical powers.</p><p>Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie.</p><p>Becoming a Lich</p><p>To become a lich, the base creature must prepare his phylactery himself. This requires he begin with an object worth 120,000 gp. While he need not construct the entire object, he must participate in the creation, assisting the craftsman. Most often, the phylactery takes the form of a sealed metal box with strips of parchment holding magically transcribed phrases. At least one of these phrases must be a special, rare prayer to the Harvester of Souls. (Evil non-followers of the Bringer of the Grave have been known to kill for these prayers. Without this special prayer to Tellene’s god of the undead, the ritual is ineffective.) The box is typically attached to a leather strap to be worn on the forehead or arm. Whatever form the object takes, every aspect must be of the finest materials and workmanship. (The box phylactery is Tiny and has a Hardness of 20, along with 40 hit points and a Break DC 40.) The phylactery can also take the form of a ring, amulet or other object.</p><p>Once the object is prepared, the potential lich applies his Craft Wondrous Item feat. It takes at least 12 days to complete the complex process of enchanting the phylactery, and uses all of the sorcerer or wizard’s spell slots from magic jar, permanency and possibly limited wish for that entire time. (Though clerics can become a lich through this process, the majority of those who attempt it are wizards or sorcerers.)</p><p>The preparer may use outside help for reincarnation or raise dead (instead of limited wish). Usually this involves using a ring of spell storing. Another caster charges the desired spell into the ring and the creator of the phylactery then need only use it once, but thereafter that spell can never be placed in that ring of spell storing again. (Any attempt uses the spell slot, but has no effect.)</p><p>THE FINAL STEP TO LICHDOM</p><p>Additionally, the caster must have a certain potion for the final ceremony. Most casters refuse to leave the creation of such a potion to anyone else, but the imbiber need not be the one who brews it. The potion can be prepared up to one year before the final ceremony. It must be a lethal concoction, and all the following spells must then be cast upon it: permanency, chill touch, fear, hold monster, protection from energy (cold) and animate dead.</p><p>The final rite is performed at midnight after the phylactery is complete. The base creature must find a secluded area (often an area cursed by the Harvester of Souls or one of his temples) and, with the phylactery within range of the magic jar, complete the process. This involves drinking the potion. The imbiber must make a Will save (DC 16). If he fails, he is permanently dead. If he succeeds (and the phylactery is not destroyed in the intervening time), he rises as a lich in 1d10 days.</p><p>A few scholars have suggested that adding certain other spells to the concoction can grant the imbiber a bonus (and presumably also penalties) to his Will save. No villains volunteered for experimentation regarding this possibility (i.e. it is up to the DM).</p><p>Prerequisites: Minimum 11th level sorcerer, wizard or cleric; Craft Wondrous Item feat; magic jar, permanency, reincarnate or raise dead or limited wish; GP Cost: 120,000 (phylactery, caster level = caster’s current level in the appropriate class); XP Cost: 4,800 XP.</p><p><strong>Vampire:</strong> Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie.</p><p>Deliberately becoming a vampire can be as simple as inviting one to drain your life energy. Of course, few villains volunteer for such treatment as it leaves them under the control of the vampiric “parent.” Those seeking to become a first generation vampire tread a dangerous path, but such is the risk for a dedicated villain.</p><p>One method of becoming a first-generation vampire is for the villain to sell his soul to Zazimash, Lord of the Underworld (also known as the Harvester of Souls). Assuming that the deity does not simply destroy the villain on a whim, Zazimash may very well grant the villain’s desire. The second, and safer, way to become a first-generation vampire is by means of an ancient Svimohzish ritual. This ritual can be discovered through roleplaying or by succeeding at a Knowledge (arcane) check (DC 25).</p><p>The ritual requires a special potion for use in the actual ceremony. Creating this potion requires the Brew Potion and Craft Wondrous Item feats. This potion requires three base components. First, at least one quart of blood from a magical creature (dragon, magical beast, outsider or shapechanger, but NOT any creature with the Fire subtype). The blood must also come from a creature whose Hit Dice at least equal that of the creature seeking to become a vampire. Second, the potion requires dust from the ashes of a burned vampire the villain had a hand in slaying. Third, the villain must spend 4,200 XP. Finally, the brewer must collect other rare and exotic ingredients</p><p>for the potion (typical lists include bat’s eyes, wolf ’s heart, rat brains, tears of a good cleric, a holy symbol dipped in human blood and a pound of dried mosquito or tick husks). The total value of these items if purchased (though that is rarely possible) is at least 16,000 gp.</p><p>The caster level of the potion must be equal to or greater than that of the potential new vampire. Once the potion has been successfully brewed, the new base creature must stand within a greater magic circle against good and sacrifice a living creature, mixing its blood with the potion. It then drinks the entire potion from a human skull, and finishes off the sacrifice by drinking as much of the remainder of the sacrificed creature’s blood as it can stand. This part of the ceremony must be completed in less than ten minutes and in an area no better lit than the equivalent of a fading twilight. During the entire ceremony, when not actually drinking, the creature must recite prayers to the Lord of the Underworld. Theories suggest that the more prayers he knows, the better his chances of success are (the DM may declare a +1 to the save for every two prayers the character knows beyond the tenth).</p><p>Finally, the creature must kill himself while standing in a coffin full of grave dirt, into which he falls after death. The preferred method is slashing the throat with a magical or ceremonial dagger.</p><p>After all this, the base creature makes a single Will saving 0throw (DC 18). If he succeeds, he dies and becomes a free-willed vampire. If he fails, he simply dies (and is permanently deceased). If the potential base creature is NOT the brewer of the potion and his Will save comes up 1, he does become a vampire, but he is under the total control of the brewer of the potion.</p><p>The new vampire rises from his coffin at nightfall 1d6 nights after the completion of the ceremony.</p><p>Prerequisites: Brew Potion, Craft Wondrous Item feats; blood sacrifices; GP Cost: 16,000 gp (blood from a magical creature, dust from a vampire, one pound of mosquito/tick husks); XP Cost: 4,200.</p><p><strong>Allip:</strong> ?</p><p><strong>Zombie:</strong> Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie.</p><p>Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran).</p><p>First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template.</p><p>He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each).</p><p>Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead.</p><p>Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature.</p><p>Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template.</p><p><strong>Skeleton:</strong> Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran).</p><p>First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template.</p><p>Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa.</p><p><strong>Wraith:</strong> Any humanoid or monstrous humanoid slain by an avildar becomes a wraith in 1d4 rounds.</p><p><strong>Ghoul:</strong> Humanoids killed by a guraah (and not eaten) rise as normal ghouls in 1d12 hours. Casting protection from evil on a body before that time will avert the transformation.</p><p><strong>Wight, Undead Thrall:</strong> Any humanoid or monstrous humanoid slain by a vostarr becomes an undead thrall in 1d4 rounds. Spawn are under the command of the vostarr that created them and remain enslaved until its death. These spawn are normal wights as described in the Monster Manual and as such retain none of the abilities they had in life.</p><p><strong>Ghast:</strong> ?</p><p><strong>Shadow:</strong> <em>Shadow Touch</em> spell.</p><p><strong>Vampire Spawn:</strong> A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability.</p><p>Vampiric Armor magic armor.</p><p></p><p>SHADOW TOUCH</p><p>Necromancy [Evil]</p><p>Level: Clr 3, Sor/Spl/Wiz 3</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Duration: 3 rounds + 1 round per level</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>When the caster completes this spell, his or her hand turns black as pitch. Touched creatures must make a saving throw or suffer 1d4+1 hit points of damage and 1 point of temporary Strength damage. If an opponent is reduced to 0 Strength in such a manner, he or she becomes a shadow (see the Monster Manual). Otherwise, lost Strength points return at the rate of 1 point per day. A creature brought below 0 hit points by the damage is dying, but will not become a shadow. Note that the caster must also make a Fortitude saving throw or he begins to suffer the effects of lost Strength at a rate of 1 point per round. He must engulf his shadow hand in flames (taking 1d4 points of damage) in order to remove the dweomer before the spell duration expires if he wishes to avoid further Strength loss.</p><p></p><p>Ghostmaker: This fiendish heavy mace, crafted from black iron, has a head worked to resemble a human face shrieking in agony. This heavy mace is a +3 enchanted weapon, and is favoured by clerics of the Rotlord who have the ability to compel service from powerful undead. Any creature killed by this weapon arises as a ghost, and immediately seeks out the mace’s bearer. If he is capable of rebuking and commanding undead, the mace’s owner may use a turning attempt to seize control of the ghost. Otherwise, the ghost attacks the bearer. If the ghost destroys the bearer, it leaves to stalk the living and spread destruction in its wake.</p><p>Strong Necromancy; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, command, create greater undead; Market Price: 30,312 gp.</p><p></p><p>Vampiric Armor: Commonly found only in half- and fullplate varieties, vampiric armor is both bane and boon to its wearer. To most wearers, the armor looks like a fairly typical suit of shrike armor (see the KINGDOMS OF KALAMAR Player’s Guide).</p><p>However, with magical aid such as detect magic, the suit shows strong enchantment and necromantic auras.</p><p>On the positive side, the armor is +1 magical armor (or better), allows the wearer to turn into gaseous form three times per week, and has the added special ability of Invulnerability (see Dungeon Master’s Guide page 219). On the negative side, the external spikes are actually a form of drinking tube for the armor, which needs the blood of sentient beings in order to survive. Each day the armor is worn, it requires a number of hit points (of blood) equal to twice its AC bonus. The armor must take the blood from live foes through the spikes. Only damage caused by the actual spikes counts towards this total. One of the ways to achieve this is to grapple opponents on the spikes (see Armor Spikes on page 124 of the Player’s Handbook). If no blood is forthcoming by the end of the day, the suit automatically drains it from its wearer, growing spikes inwards into his or her flesh.</p><p>Even when not worn, the armor still craves blood and loses one from its AC bonus and a number of uses of gaseous form per week it is not fed. Feeding the unworn armor one hit point of blood per day halts this slow degradation. Each day missed, even if not concurrent, should be counted (the villain cannot feed the armor only once per week and still stave off the power loss!). When the armor reaches a zero AC bonus it has effectively “died,” and requires 20 hit points worth of blood per +1 AC and use of gaseous form that the wearer wants “re-charged.” The Invulnerability bonus only functions when the armor is fully fed.</p><p>A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability.</p><p>Strong Necromancy; Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, bestow curse, gaseous form, slow death, stoneskin, wish or miracle. Market Price: 124,750 gp; Weight: 45 lb.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>3.5 3rd Party[spoiler]</p><p></p><p>3rd Party Books[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17889/1001-Science-Fiction-Weapons-Revised?affiliate_id=17596" target="_blank">1001 Science Fiction Weapons (Revised)</a>[spoiler]</p><p><strong>Zombie, Target Who Suffers No Particular Ill Effect From Having Their Head Cut Off:</strong> ?</p><p><strong>Atomic Zombie, Target Who Suffers No Particular Ill Effect From Having Their Head Cut Off:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">3rd Era Freeport Companion</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 giant, humanoid, or monstrous humanoid creature that dies by fire. </p><p><strong>Ship of the Damned Pirate, Fire Spectre Corsair 2, Animated Skeleton:</strong> ?</p><p><strong>The Accursed, Fire Spectre, Undead Horror, Undead Pirate, Devil Conjured Up From the Bowels of Hell, Horrid Creature:</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. As a result, an encounter with this fiery ship brings a crew of 30 fire spectres under the command of Captain Kothar himself, an adversary few wish to face. </p><p><strong>Captain Kothar the Accursed, Fire Spectre Rogue 12, Undead Horror, Undead Pirate, Undead Remains, Horrid Creature:</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>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. As a result, an encounter with this fiery ship brings a crew of 30 fire spectres under the command of Captain Kothar himself, an adversary few wish to face. </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. </p><p><strong>Shadow Serpent, Dreaded Shadow Serpent:</strong> A shadow serpent is an undead remnant of a cleric of Yig that somehow failed its god and people and is now cursed to spend eternity as a wretched thing. </p><p>When Valossa became contaminated with the minions of the Unspeakable One, its people corrupted and befouled by the King in Yellow’s awful touch, the serpent god Yig cast down the Valossan empire and cursed his priests for failing in their sacred duty to safeguard the serpent people and keep them pure in their faith to him. Those priests who bore the brunt of the serpent god’s wrath became the dreaded shadow serpents, appalling undead creations consumed with remorse for their mortal failings and channeling that grief into hatred for the living, especially the inheritors of the world. </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>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>It is the animated remains of a skinned humanoid. </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>Fire Spectre, Animated Skeleton, Supernatural Terror, Unnatural Creature, Burning Soul of the Damned, Undead Abomination That Houses the Soul of a Black-Hearted Villain, Formidable Opponent, Spirit:</strong> ?</p><p><strong>Fire Spectre, Raging Monstrosity:</strong> ?</p><p><strong>Flayed Man, Beggar Draped in Rags, Terrifying Abomination Shrouded in Flayed and Tattered Skin, Vile Undead Creature, Rare Undead Horror, Horrible Creature, Undead Abomination With a Strong Connection to Negative Material Plane:</strong> ?</p><p><strong>Shadow Serpent, Dark Serpent Seemingly Made of Shadow, Undead Remnant of a Cleric of Yig, Wretched Thing, Careful Opponent, Appalling Undead Creation, Inky Black Shadow of a Good-Sized Viper, Featureless Mass, Cursed Soul of a Serpent Person, Undead Guardian:</strong> ?</p><p><strong>Skin Cloak, Leather Cloak, Empty Skin of Some Unfortunate Victim, Animated Skin of Mortal Human, Unfortunate Remains of Those Who Have Crossed Necromancers, Animated Remains of a Skinned Humanoid:</strong> ?</p><p><strong>Strongest Skin Cloak:</strong> ?</p><p><strong>Skulldugger:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Noteworthy Evil Creature:</strong> ?</p><p><strong>Shambling Undead:</strong> ?</p><p><strong>Undead Enemy:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Melanie Grump, Human Ghost Rogue 1:</strong> Melanie Crump was a thief, a mother, and a member of the Guild. Crump was a reluctant criminal, turning to crime as a means to survive. She wasn’t pretty enough to be a courtesan, wasn’t smart enough to attend the Institute, and lacked the gumption to pick up an honest trade. A widow burdened by two young boys, she was desperate and turned to petty theft to make ends meet. As with just about every petty hood and cutpurse in the city, the Thieves’ Guild swallowed her up, bringing her into the fold and making sure she had a fair stab at filching purses. The Guild even let her keep most of what she stole. Crump and other junior members had no idea about the Guild’s association with Mazin, a distant slaver-city, and many might have withdrawn from the guild had they known of its shadowy benefactor. So in her ignorance, she worked for the Guild, working her part of the Eastern District and struggling to make sure her children didn’t follow her example. </p><p>One night, during a large and boisterous festival, Crump stole the wrong purse from the wrong man. Her victim was well-dressed, with bronze skin and dark eyes. His robes were soft black velvet and he was attractive in an intimidating sort of way. Thinking the man had money, she nicked his purse and vanished into the crowds. When she settled in an alley to examine what she had collected, she was surprised to find that the only thing inside the bag was a wavy-bladed dagger. The sparkling emerald serving as its pommel would fetch a fair price, but the blade itself seemed useless, pitted and corroded as it was. She tucked the weapon away and headed back to her house. That’s when all hell broke loose. 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. </p><p><strong>Lich:</strong> 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>Vampiric Kraken:</strong> ?</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. </p><p>Dnulper magic weapon.</p><p><strong>Human Zombie:</strong> Instead, a flayed man keeps the company of 1d4+2 human zombies that it has created with its create spawn ability. </p><p><strong>Zombie, Undead Minion:</strong> ?</p><p></p><p>Dnulper</p><p>Price: 45,309 gp</p><p>Space: Held</p><p>Caster Level: 17th</p><p>Aura: Strong evocation and necromancy (DC 23)</p><p>Activation: —</p><p>Weight: 12 lb.</p><p>The shaft of this wicked looking guisarme is blackened as if scorched and the blade is a dull gray color. </p><p>Dnulper functions as a +2 unholy guisarme. In addition, any living, corporeal creature slain by Dnulper rises on the following round as a zombie under your control. These creations remain animated until the next sunrise or sunset, whichever comes first. Zombies created by this weapon must remain within 50 feet of the wielder or revert to inanimate corpses. There is no limit to the number or total Hit Dice of zombies that may be created in this manner. </p><p>Legends </p><p>Dnulper is said to be the creation of Friar Ingiltere, a mad monk and necromancer of Freeport’s distant past (DC 25 Knowledge—history), and named for the villain’s wicked patron, a demon of unsurpassed power (DC 30). The weapon’s shaft is carved from a lightning-struck trunk of a hangman’s tree, and the head is forged from the grave sword of an ancient chieftain (DC 25). </p><p>Prerequisites: Craft Magic Arms and Armor, animate dead, unholy blight, creator must be evil. </p><p>Cost to Create: 22,500 gp (plus 309 gp for the masterwork guisarme), 1,800 XP, 45 days[/spoiler]</p><p></p><p><a href="https://www.enworld.org/threads/eamonvale-web-enhancements-from-darkloch-creative-enterprises.702317/" target="_blank">A Brief History of Eamonvale</a>[spoiler]</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://preview.drivethrurpg.com/en/product/56852/A-Touch-of-Evil-Vol-5-Kobolds?affiliate_id=17596" target="_blank">A Touch of Evil, Vol. 5: Kobolds</a>[spoiler]</p><p><strong>Ancestor Spirit:</strong> ?</p><p><strong>Ancestor Spirit, Ghostly Kobold:</strong> ?</p><p><strong>The Frenzy, Ghostly Entity, Spirit, Disembodied Ghost of Vengeance, Ancestral Spirit, Protective Spirit, Disembodied Spirit, Entity, Mysterious Entity:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Lich:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/18896/Advanced-Bestiary?term=advanced+bestiary&it=1&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. Cursed to walk the earth until their warlike ways lead to their destruction, blood knights seek always to fight and conquer.</p><p>“Blood knight” is an acquired template that can be applied to any living creature that is proficient with light, medium, and heavy armor, wears full plate armor, and has blood</p><p>Altered Blood Knight: Ignore the required proficiency with armor and change the name of the template to the blood gaunt. In this form, the template could be applied to the temple guardians of a god of murder. Alternatively, blood knights could result from a curse that animates great quantities of spilled blood into a strange new form.</p><p>The blood knights could be unique. Perhaps a group of paladins that unwittingly participated in a highly evil act were cursed to become blood knights.</p><p>Make the template self-propagating. Creatures killed by Constitution damage from a blood knight’s attacks rise as blood knights in 1d4 rounds.</p><p><strong>Morden Thrallhammer:</strong> Morden Thrallhammerer 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 its enemies. When some giants took up residence near his clan’s territory, Morden 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, Morden led a vicious attack on wounded and noncombatant giants while a decoy force of dwarves distracter their warriors. When Morden 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 Morden’s force retreated, leaving him trapped beneath the she-giant’s body. By the time the giant warriors returned, Morden 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, dwarf-made armor in which he died.</p><p><strong>Dread Allip:</strong> Babbling, whispering, screaming, and muttering, dread allips pass through walls and strike at living creatures, hoping to gain companions in undeath and madness. 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 Spirit Naga:</strong> ?</p><p><strong>Dread Bodak:</strong> Bodaks are extraplanar undead created when living beings are touched by ultimate evil.</p><p>A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, the use of the death knell spell on a friend seems most likely to create a dread bodak. A dread bodak is consumed with the desire for revenge on everyone it knew in life and anyone who gets in the way. 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 method such as use of the death knell spell.</p><p>Any creature killed by a dread bodak’s death knell ability rises as a dread bodak in 1d6 rounds.</p><p><strong>Dread Bodak Tyrannosaurus:</strong> ?</p><p><strong>Dread Devourer:</strong> Few know how these dread devourers originated, but some sages speculate that they form as ethereal or astral “shadows” of creatures on coexistent planes that die from energy draining effects.</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>Dread 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. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath.</p><p>The first dread ghasts were villains of still broader scope. 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.</p><p><strong>Dread Ghast Gnoll:</strong> ?</p><p><strong>Dread Ghost:</strong> Like normal ghosts, dread ghosts are restless spirits that exist on both the Material and the Ethereal Planes. Unlike many other dread undead, dread ghosts have no special power over others of their kind, but some mystery of their creation makes them more powerful than standard ghosts.</p><p>“Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score.</p><p><strong>Dread Ghost Medusa:</strong> “Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score.</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 indulged in unwholesome pleasures, such as cannibalism or necrophilia, in life. The original dread ghouls came into being because they 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>In most cases, dread ghouls feast on the bodies of the fallen. However, any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a dread ghoul at that time.</p><p><strong>Dread Ghoul Frost Giant:</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>In most cases, dread lacedons feast on the bodies of the fallen, or sea creatures such as sharks devour them. However, any creature killed by a dread lacedon that lies undisturbed until the next midnight rises as a dread lacedon at that time.</p><p><strong>Dread Lacedon Cachalot Whale:</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>Only a willing evil creature can become a dread lich.</p><p>An integral part 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.</p><p>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 and 8,000 XP 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 of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist.</p><p><strong>Dread Lich Titan:</strong> The rare evil titan that learns the secret of lichdom in its youth cannot help but seek out and follow that dark path.</p><p><strong>Dread Mohrg:</strong> Some say that a dread mohrg is the restless spirit of a sentient creature that perished from starvation and never received a proper burial. Others say that it is all that remains of a mortal punished by the gods for gluttony or for starving other creatures.</p><p>“Dread mohrg” is an acquired template that can be added to any evil living creature with a mouth and a digestive tract that includes intestines.</p><p><strong>Dread Mohrg Seven Headed Cryohydra:</strong> Native to the colder climes, it was created when a normal cryohydra slew an entire village of humans.</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 next to it as a new dread mummy.</p><p><strong>Dread Mummy Harpy:</strong> ?</p><p><strong>Dread Shadow:</strong> Like normal shadows, they are sentient pools of darkness and negative energy that drain strength and life from living creatures.</p><p>“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. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds.</p><p><strong>Dread Shadow Achaierai:</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> Like ghosts, dread spectres are the incorporeal spirits of living beings that continue to act after death.</p><p>“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. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds.</p><p><strong>Dread Spectre Nymph:</strong> ?</p><p><strong>Dread Wight:</strong> Dread wights are the animate 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>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, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse.</p><p>Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. Any creature with an Intelligence score of 3 or higher whose Constitution score reaches 0 from a dread vampire’s blood drain attack returns as a dread vampire 24 hours after death.</p><p><strong>Dread Vampire Night Hag:</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>Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. A dread wraith created in this manner is under the command of its creator and remains so until either it or the creator is destroyed. When a dread wraith sovereign is killed, one of its dread wraith spawn that had 10 or more character levels in life becomes a dread wraith sovereign.</p><p><strong>Dread Wraith Sovereign Trumpet Archon:</strong> When a trumpet archon falls to the touch of a dread wraith sovereign, gods and angels weep. Dread wraith sovereign trumpet archons are heinous undead beings composed in equal parts of sacrilege, cruelty, and hate.</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 living creature.</p><p>Once every 1d4 rounds, a dread mummy can breathe a 30-foot cone of tomb gas, sand, and dust. Each living creature in the area must succeed on a Fortitude save (DC 10 + 1/2 dread mummy’s character level + dread mummy’s Cha modifier) or gain 1d4 negative levels. A creature killed by a dread mummy’s breath of death ability rises as a dread zombie in 1d4 rounds.</p><p><strong>Dread Zombie Aasimar:</strong> ?</p><p><strong>Negative-Energy-Charged Creature:</strong> Through dark magic, a spellcaster can strengthen an undead creature’s link to the chilling source of its unnatural existence.</p><p>“Negative-energy-charged creature” 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> ?</p><p>Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds.</p><p><strong>Nightmare Creature Undead:</strong> Make nightmare creature an acquired template gained when an evil individual is killed in a particularly torturous manner by good creatures.</p><p><strong>Poltergeist:</strong> A poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that house poltergeists are places where they felt a sense of ownership and security. A simple death, even a murder, is rarely enough to cause the victim’s spirit to remain as a poltergeist—the death must intimately involve the location. 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>“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:</strong> ?</p><p><strong>Athach Poltergeist:</strong> ?</p><p><strong>Alternate Sonic Creatures: </strong>Ghosts: Sonic creatures might be ghosts or a specific form of undead. In this case, the template should change the creature’s type to undead, and the sound the sonic creature makes should be mournful wailing.</p><p><strong>Changed Swamp Lord Template:</strong> ?</p><p></p><p><strong>Ghoul:</strong> The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life.</p><p><strong>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. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath.</p><p><strong>Shadow: </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 normal shadow in 1d4 rounds.</p><p><strong>Spectre:</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 normal spectre in 1d4 rounds.</p><p><strong>Vampire:</strong> Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse.</p><p>Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death.</p><p><strong>Wight:</strong> Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds.</p><p><strong>Dread Wraith:</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:</strong> Any creature killed by a dread mohrg rises as a zombie in 1d4 days.</p><p></p><p><em>Empower Undead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 6, Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: Undead creature touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell grants the touched undead the negative-energy-charged creature template. The target is immediately empowered with the benefits of the template and knows how to utilize all the abilities it grants.</p><p>Material Component: A gem worth at least 10 gp that has spent a night within the body of an undead creature.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Advanced Gamemaster's Guide</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Lord:</strong> ?</p><p><strong>Walking Dead:</strong> ?</p><p><strong>Minor Undead:</strong> ?</p><p><strong>Most Powerful Undead:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Ghost Cleric:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mighty Lich, Chief Necromancer:</strong> ?</p><p><strong>Lich Who Was Once a Magician of Life and Love:</strong> ?</p><p><strong>Greater Mummy:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> Major Spectral magic weapon.</p><p><strong>Warrior-Zombie:</strong> For example, a GM might have a series of adventures planned that call for a necromancer to start raising all the bodies from nearby cemeteries to form an army.</p><p><strong>Zombie:</strong> Grave Rot disease.</p><p><strong>Zombie With an Intelligence Score of 2:</strong> Magical locations come in three power levels: minor, moderate, and major. The standard powers of each are listed below, but feel free to grant additional powers to a particular location. For example, a major location of healing might give all who come there an additional save against any disease they suffer from, or a minor site of necromancy might allow the creation of zombies with an Intelligence score of 2.</p><p></p><p>Spectral, Major</p><p>A major spectral weapon is imbued with the powers of undeath and darkness. Any creature struck by a major spectral weapon must make a DC 18 Will save or take energy drain, gaining one negative level. After 24 hours, the creature must make a DC 18 Fortitude save. If the save is successful the negative level goes away; if not, the creature permanently loses one level. A character who takes one more negative level than he has levels or Hit Dice is killed and has a 10% chance to rise immediately as a wraith under the control of the creature wielding the major spectral weapon.</p><p>A ranged weapon with this ability confers it on ammunition fired.</p><p>A creature immune to energy drains is immune to the effects of a major spectral weapon. A creature must save against a major spectral weapon ever time the weapon deals damage to it and can suffer multiple negative levels and multiple lost levels. Each negative level forces its own Fortitude save 24 hours after it is gained.</p><p>A character who loses a level to a major spectral weapon has a scar that never heals and can always feel the wound on the anniversary of its infliction. A spectral weapon cannot also be defending, merciful, or holy.</p><p>Strong necromancy; CL 18th; Craft Magic Arms and Armor, energy drain; Price +5 bonus.</p><p>[</p><p>Grave rot (Su) Injury 18 6 hours 1d4 Con**</p><p>** A character that dies of grave rot rises as zombie, gaining the zombie template. The character is a carrier of grave rot, and can infect victims it injures.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Advanced Player's Manual</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Mindless 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>Mohrg:</strong> <em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell.</p><p><strong>Shadow, Normal Shadow:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Human Warrior 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 Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Human Commoner Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Advanced Race Codex Drow</a>[spoiler]</p><p><strong>Undead Item:</strong> Undead Items</p><p>These follow the verminous item creation rules but use undead. They have a hardness of 8 and 20 hit points per inch of thickness. They are vulnerable to turning and other effects that harm undead in the same way verminous items are vulnerable to vermin-specific magic. If anyone but the creator touches an undead item, it bestows one negative level for as long as the item is touched. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the item is touched.</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Drow:</strong> Or perhaps drow are undead: The spirits of evil elves travel beneath the earth to become drow when they are barred from the celestial realms.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghoul, Undead That Feasts Upon Flesh, Undead Wife:</strong> ?</p><p><strong>Evil 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>Shadow, Summoned Creature:</strong> ?</p><p><strong>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>Her Fury magic weapon.</p><p><strong>Undead Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>Her Fury</p><p>Price: —</p><p>Space: —</p><p>Caster Level: 21st</p><p>Aura: Overwhelming necromancy (DC 25)</p><p>Activation: — or as spell</p><p>Weight: 3 lb.</p><p>This rusted and pitted kukri is sticky with old blood.</p><p>Her Fury is a +2 keen unholy vorpal kukri and a relic of great importance to the worshipers of Black Widow. The faithful of Black Widow immediately recognize the weapon’s similarity to their goddess’s famous weapon (Knowledge— religion DC 20).</p><p>Her Fury grants you the ability to cast finger of death (100-foot range, DC 17) once per day, and when used to hinder the plans of the Spider Queen’s clerics, Her Fury allows you to cast create undead (wraiths only) on any creature you kill. The wraith is not commanded by the weapon nor you (unless a successful turning check is made), but it cannot attack you so long as the weapon is held in hand.</p><p>Her Fury has an Intelligence of 11, a Wisdom of 14, and a Charisma of 12. It has an Ego of 19 and communicates through semi-empathy. It is chaotic evil.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Advanced Race Codex Dwarves</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Skeletal Foe:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Advanced Race Codex Elves</a>[spoiler]</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Advanced Race Codex Gnomes</a>[spoiler]</p><p><strong>Undead Creature:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow, Undead Horror:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Advanced Race Codex Half-Elves</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Advanced Race Codex Halflings</a>[spoiler]</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Advanced Race Codex Half-Orcs</a>[spoiler]</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Advanced Race Codex Humans</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead That Use Enervating Attacks That Bestow Negative Levels:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/201365/Adventure-Havens-Apothecaries-and-Alchemists?affiliate_id=17596" target="_blank">Adventure Havens: Apothecaries and Alchemists</a>[spoiler]</p><p><strong>Liche:</strong> ?</p><p><strong>Courtney, Vampire Human Expert 2:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/679/Anger-of-Angels?affiliate_id=17596" target="_blank">Anger of Angels</a>[spoiler]</p><p><strong>Vrykolaka:</strong> Vrykolakas are created when a fiend possesses the corpse of an evil person and animates it.</p><p>“Vrykolaka” is an acquired template that you can add to any humanoid creature.</p><p>A humanoid slain by a vrykolaka’s blood drain attack rises as a vrykolaka 1d10 days after its death (possessed by a different fiendish spirit than the one inhabiting its killer).</p><p><strong>Nikolos, Human Vrykoloaka Aristocrat 2:</strong> ?[/spoiler]</p><p></p><p><a href="https://athas.org/products/loa/documents/27" target="_blank">Athasian Dragons</a>[spoiler]</p><p><strong>Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://athas.org/products/ae/documents/32" target="_blank">Athasian Emporium</a>[spoiler]</p><p><strong>Undead War Beetle:</strong> As controlled, mindless creatures, undead war beetles are usually encountered accompanying a city-state’s army or patrolling the territory between two cities, albeit some powerful necromancers calling the wastes home know of how to animate such creatures and have added them to the undead troops of their wandering armies.</p><p>Undead war beetles are exclusively created for war by evil magic, and therefore, despite being mindless, are always neutral evil.</p><p>The animate dead spell normally only creates zombies, skeletons, or bugdead. It can also create undead war beetles, albeit the process is a lenghtlier and costlier one.</p><p>The undead war beetle must be assembled just like a vehicule from the pieces of a whole watroach or rezhatta beetle that has not yet decayed significantly. The creation process is a costly one, requiring skilled labor and special alchemical substances and bindings: rezhatta war beetles cost 7,500 Cp, while watroach war beetles cost 6,000 Cp; in addition to this is the price of the spell components necessary for the animate dead spell. The creation process requires the carapace to be pried off and the internal organs discarded, and the carapace reformed to make space for an upper deck and individual weapon's ports all around the body. The creation process takes 10 days and requires skilled labor in the form of a crew with the Profession (siege engineer) skill; once ready, the beetle is animated by a templar or necromancer sponsored by a sorcerer-monarch.</p><p>Reforming the carapace requires a DC 20 Craft (chitinworking) check or a DC 25 Heal check.</p><p><strong>Undead War Beetle Rezhatta:</strong> Once surrounded and killed, usually by means of psionics or poison, the beetle’s corpse, watroach or rezhatta, is taken back to a city to be prepared as an engine of war.</p><p>The animate dead spell normally only creates zombies, skeletons, or bugdead. It can also create undead war beetles, albeit the process is a lenghtlier and costlier one.</p><p>The undead war beetle must be assembled just like a vehicule from the pieces of a whole watroach or rezhatta beetle that has not yet decayed significantly. The creation process is a costly one, requiring skilled labor and special alchemical substances and bindings: rezhatta war beetles cost 7,500 Cp, while watroach war beetles cost 6,000 Cp; in addition to this is the price of the spell components necessary for the animate dead spell. The creation process requires the carapace to be pried off and the internal organs discarded, and the carapace reformed to make space for an upper deck and individual weapon's ports all around the body. The creation process takes 10 days and requires skilled labor in the form of a crew with the Profession (siege engineer) skill; once ready, the beetle is animated by a templar or necromancer sponsored by a sorcerer-monarch.</p><p>Reforming the carapace requires a DC 20 Craft (chitinworking) check or a DC 25 Heal check.</p><p><strong>Undead War Beetle Watroach:</strong> Once surrounded and killed, usually by means of psionics or poison, the beetle’s corpse, watroach or rezhatta, is taken back to a city to be prepared as an engine of war.</p><p>The animate dead spell normally only creates zombies, skeletons, or bugdead. It can also create undead war beetles, albeit the process is a lenghtlier and costlier one.</p><p>The undead war beetle must be assembled just like a vehicule from the pieces of a whole watroach or rezhatta beetle that has not yet decayed significantly. The creation process is a costly one, requiring skilled labor and special alchemical substances and bindings: rezhatta war beetles cost 7,500 Cp, while watroach war beetles cost 6,000 Cp; in addition to this is the price of the spell components necessary for the animate dead spell. The creation process requires the carapace to be pried off and the internal organs discarded, and the carapace reformed to make space for an upper deck and individual weapon's ports all around the body. The creation process takes 10 days and requires skilled labor in the form of a crew with the Profession (siege engineer) skill; once ready, the beetle is animated by a templar or necromancer sponsored by a sorcerer-monarch.</p><p>Reforming the carapace requires a DC 20 Craft (chitinworking) check or a DC 25 Heal check.</p><p><strong>Undead War Beetle, Animated Giant Beetle, Controlled Mindless Creature, Animated Creature, Mobile Engine of War:</strong> ?</p><p><strong>Undead War Beetle Modified:</strong> Undead war beetles can be modified by skilled craftsmen, and because of it may offer unusual challenges.</p><p>A skilled craftsman can improve upon the basic design of the beetle depending on his mastery of the Knowledge (warcraft) skill. Each improvement has a Knowledge (warcraft) DC and a cost in Cp, and is applicable only once.</p><p><strong>Undead War Beetle Rezhatta, Huge Beetle, Great Beetle, Cursed Beetle, Mekillot Sized-Beetle, Undead Monstrosity, Giant Rezhatta, Giant Beetle, Beast, Undead Creation:</strong> ?</p><p><strong>Undead War Beetle Rezhatta Modified:</strong> Skilled siege engineers can modify these creatures before they are animated, turning the rezhatta beetle into an engine of war able to devastate enemy troops just by wading into them, and taking advantage of the watroach’s otherwise discarded drones.</p><p><strong>Undead War Beetle Watroach, Enormous Insectoid Creature Filled With Holes In Its Tough Carapace, Potent Weapon of Fear, Beast, Damn Thing, Dead Watroach, Bug, Big Bug:</strong> ?</p><p><strong>Undead War Beetle Watroach Modified:</strong> Skilled siege engineers can modify these creatures before they are animated, turning the rezhatta beetle into an engine of war able to devastate enemy troops just by wading into them, and taking advantage of the watroach’s otherwise discarded drones.</p><p><strong>Bugdead:</strong> The animate dead spell normally only creates zombies, skeletons, or bugdead.</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Drone Swarm:</strong> ?</p><p><strong>Defiled Poisonweed:</strong> The bright orange petals of a poisonweed plant turned undead by the action of defiling represent the epitome of noxiousness.</p><p><strong>Undead Pixie:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Corporeal Mindless Undead Creature:</strong> ?</p><p><strong>Undead Swarm:</strong> ?</p><p><strong>Plant Undead Creature:</strong> This item is made of the intertwined supple branches, or hard and twisted brambles, from a plant that turned into an undead creature after having been almost destroyed thanks to the actions of a defiler.</p><p><strong>Dregoth, Undead Dragon King:</strong> ?</p><p><strong>Dwarven Banshee:</strong> ?</p><p><strong>Ioramh:</strong> ?</p><p><strong>Dune Runner:</strong> ?</p><p><strong>Fael:</strong> ?</p><p><strong>Human Namech Wizard 5:</strong> ?</p><p><strong>Human Namech Fighter 5:</strong> ?</p><p><strong>Skeleton:</strong> The animate dead spell normally only creates zombies, skeletons, or bugdead.</p><p>Stanchion of Second Birth Greater magic item.</p><p>Stanchion of Second Birth Lesser magic item.</p><p><strong>Gith Skeleton:</strong> ?</p><p><strong>Athasian Wraith:</strong> ?</p><p><strong>Zombie:</strong> The animate dead spell normally only creates zombies, skeletons, or bugdead.</p><p>Stanchion of Second Birth Greater magic item.</p><p>Stanchion of Second Birth Lesser magic item.</p><p><strong>Thinking Zombie:</strong> ?</p><p></p><p>Stanchion of Second Birth, Lesser</p><p>A 3 foot-tall bronze pole, this lesser version of the greater stanchion of second birth has the form of a nail or needle whose blunt end is shaped into a decomposing arm reaching for the sky.</p><p>When impaled in a corpse or skeleton, and after a command word is spoken, a lesser stanchion animates the remains, turning the corpse into a skeleton or zombie. It can do so twice per day. The undead creature recognizes the pole-bearer as its master and obeys him as per the animate dead spell. Regardless of the type of undead you create with this item, you can’t create more than 10 HD of undead per use. (The desecrate spell doubles this limit.) No matter how many times you use the stanchion in this way, however, you can control only 20 HD worth of undead creatures. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous uses become uncontrolled. (You choose which creatures are released.)</p><p>Faint necromancy; CL 5th; Craft Wondrous Item, animate dead; Price 26,900 Cp; Weight 15 lb.</p><p></p><p>Stanchion of Second Birth, Greater</p><p>Used during great gladiatorial events that showcase games known as Rebirthings, this massive object is a rare sight in the arena. A stanchion of second birth is so named because it is primarily used in the arena to reanimate dead gladiators and beasts. Weighing in at around 300 pounds and 3-feet tall, this bronze object is shaped like an inverted bell whose underside tapers to a point like a spiral shell. The top is inscribed with arcane symbols and fited with a heavy lid; two curved metal handles are meant to help porters move the stanchion.</p><p>A greater stanchion is activated by plunging the tapered end into the ground, leaving the top of the item freestanding. Upon utterance of a command word once per day, it animates corpses within a 50 feet radius, turning the remains into skeletons or zombies. The undead creatures recognize the user of the stanchion as their master and obey him as per the animate dead spell. Regardless of the type of undead you create with this item, you can’t create more than 30 HD of undead per use. (The desecrate spell doubles this limit.) No matter how many times you use the stanchion in this way, however, you can control no more than 60 HD worth of undead creatures. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous uses become uncontrolled. (You choose which creatures are released.)</p><p>Strong necromancy; CL 15th; Craft Wondrous Item, animate dead; Price 59,100 Cp, Weight 300 lb.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/17812/Bane-Ledger?term=bane+le&it=1&affiliate_id=17596" target="_blank">Bane Ledger I :</a>[spoiler]</p><p><strong>Angiaks:</strong> During lean times, tribal peoples are forced to make hard decisions about who can eat and who cannot. Newborn babies that cannot be fed are left to die in the wilderness. Angiaks are the restless souls of these children killed by their fellow clansmen.</p><p>The naming of a child imbues it with a spirit. If a child must be sacrificed in this way, avoid naming it and you will be safe from the vengeful angiaks.</p><p><strong>Bay-kok:</strong> ?</p><p><strong>Civatateo:</strong> When a woman of royal status dies while giving birth, she sometimes returns from the dead as a fiendish civatateo.</p><p><strong>Impundulu:</strong> Necromancers create these fell creatures to be both servants and lovers.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/20188/Behind-the-Spells-Acid-Arrow?affiliate_id=17596" target="_blank">Behind the Spells: Acid Arrow</a>[spoiler]</p><p><strong>Guardian Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19876/Behind-the-Spells-Animate-Dead?affiliate_id=17596" target="_blank">Behind the Spells: Animate Dead</a>[spoiler]</p><p><strong>Kritak Gnoll Lich:</strong> Kritak, it is said, battled to the death; but even as the final blow was struck upon him, a specially prepared wand exploded.</p><p>After his exile, Kritak fashioned the wand as a security measure. For you see, even if his body perished the prepared magics of the wand would preserve the gnoll’s consciousness in a nearby body, allowing him to forever pursue his necromantic sorcery. In this case, an elven survivor became the vessel of Kritak’s soul and mind. Those other elves that were not killed in the wand’s blast were shortly slain thereafter by their “trusted friend.” But an unforeseen side effect of the possession magic soon showed itself. Apparently, the raw power which fed the wand’s magic continues in the new body, which becomes a surrogate wand itself. Not designed to contain such necromantic energies, each body Kritak jumps into slowly deteriorates. Within months, perhaps a year, the gnoll’s current body disintegrates and his consciousness must jump into another living creature or be forever lost.</p><p>The shaman is rumored to still exist, within Noras no less (although that nation has been split and renamed many times since) as some form of demi-lich. You can easily tell his true nature, for even if the host body has not yet deteriorated badly, the original “U” branded on him by Xox carries over from body to body as some kind of curse. This brand no longer means “exile” to the gnolls but rather is identified with Kritak directly. Many gnolls worship the former shaman as a deity of undeath. “Was Kritak the first lich?” you ask. No, but he is probably the first gnoll lich.</p><p></p><p><strong>Skeleton:</strong> After a number of years’ work, Kritak was ready to join a clan again—by creating his own. Not long before his exile, a great battle was fought between some forgotten human king’s army and a fierce gnoll clan of great number. Who won isn’t important—well, maybe to historians, but not to Kritak. The first field test of corpse soldiers (animate dead’s predecessor) spell took place amidst the snow covered swamps not far from Kritak’s home. During a ritual which lasted for a full hour, the corpses of the human soldiers slain in the battle rose from their watery graves in answer to the gnoll’s call. After the spell was completed, nearly 150 skeletal warriors were assembled outside the swamp.</p><p>When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them.</p><p><em>Corpse Soldiers</em> spell.</p><p>Animating weapon quality.</p><p><strong>Skeleton, Skeleton Warrior:</strong> ?</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Skeleton, Created Undead:</strong> ?</p><p><strong>Zombie:</strong> When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them.</p><p><em>Corpse Soldiers</em> spell.</p><p>Animating weapon quality.</p><p><strong>Zombie, Created Undead:</strong> ?</p><p></p><p>VARIANT SPELL:</p><p>Corpse Soldiers</p><p>As the spell animate dead with the following exceptions.</p><p>Level: Clr 5, Death 5, Sor/Wiz 5</p><p>Casting Time: 10 minutes</p><p>Range: 300-ft.-radius, centered on you</p><p>Target: Any whole corpse in range </p><p>The spell’s power reaches into the earth which allows even buried undead to come to the magic’s call. There is no limit to the amount of undead affected by a single casting of corpse soldiers. All corpses within range walk, shuffle, claw, or swim their way to you after casting. No matter how many times you use this spell, however, you can control only 7 HD worth of undead creatures per caster level, instead of the 4 HD maximum as imposed by animate dead. In addition, each undead receives a +1 profane bonus to attack and damage rolls.</p><p>Material Component: A black onyx gem worth 1,000 gold pieces which you must smash at the end of the casting time.</p><p></p><p>Animating</p><p>If a weapon with this quality inflicts enough damage to bring a living target below zero hit points, the target must succeed a Fortitude save (DC 20) or be instantly turned into a skeleton or zombie (wielder’s choice). The created undead is under direct control of the weapon wielder as per the animate dead spell. The maximum Hit Dice worth of undead that can be controlled through the weapon is 36. This number is cumulative with undead controlled by any other means.</p><p>Moderate necromancy; CL 9th; Craft Magic Arms and Armor, animate dead, creator must be evil; Price +3 bonus.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/20527/Behind-the-Spells-Antimagic-Field?affiliate_id=17596" target="_blank">Behind the Spells: Antimagic Field</a>[spoiler]</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/56664/Behind-the-Spells-Compendium?affiliate_id=17596" target="_blank">Behind the Spells: Compendium</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> An open scroll depicted the very sphere now in use to be some type of soul collector. From a brief scan of the document, Lorash determined that this evil wizard was harvesting the humanoids’ souls to then power a spell that would raise their corpses as undead under his control.</p><p><strong>Guardian Undead:</strong> ?</p><p><strong>Buried Undead:</strong> ?</p><p><strong>Created Undead:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Low-Powered Undead:</strong> ?</p><p><strong>Ghost of a Slain Child:</strong> ?</p><p><strong>Particularly Powerful Ghost:</strong> ?</p><p><strong>Drow Wizard Ghost:</strong> ?</p><p><strong>Drow Lich:</strong> ?</p><p><strong>Kritak, Gnoll Lich, Some Form of Demi-Lich:</strong> Unfortunately for Kritak, his experiments had not gone unnoticed. An elven alliance of adventurers from that era had been keeping tabs on the shaman. Previously considered a minor annoyance by the Ef ’winn Noras (roughly translated as “Watchers of Noras”), the gnoll’s ability to raise a skeletal army now elevated his threat potential. After a day of preparation, Kritak commanded his undead force to march to the graveyard. But the Ef ’winn Noras was ready and they ambushed the gnoll and his forces in sight of the shaman’s goal. Kritak used magic to strengthen his skeletons as the elves converged, some growing as tall as giants with others wielding weapons as formidably as the veteran warriors they were in life. In the end, however, the skeletons were no match for the elven adventurers. Kritak, it is said, battled to the death; but even as the final blow was struck upon him, a specially prepared wand exploded.</p><p>After his exile, Kritak fashioned the wand as a security measure. For you see, even if his body perished the prepared magics of the wand would preserve the gnoll’s consciousness in a nearby body, allowing him to forever pursue his necromantic sorcery. In this case, an elven survivor became the vessel of Kritak’s soul and mind. Those other elves that were not killed in the wand’s blast were shortly slain thereafter by their “trusted friend.” But an unforeseen side effect of the possession magic soon manifested. Apparently, the raw power which fed the wand’s magic continues in the new body, which becomes a surrogate wand itself. Not designed to contain such necromantic energies, each body Kritak jumps into slowly deteriorates. Within months, a year at most, the gnoll’s current body disintegrates and his consciousness must jump into another living creature or be forever lost.</p><p>The shaman is rumored to still exist, within Noras no less (although that nation has been split and renamed many times since) as some form of demi-lich. You can easily tell his true nature, for even if the host body has not yet deteriorated badly, the original “U” branded on him by Xox carries over from body to body as some kind of curse. This brand no longer means “exile” to the gnolls but rather is identified with Kritak directly. Many gnolls worship the former shaman as a deity of undeath. “Was Kritak the first lich?” you ask. No, but he is probably the first gnoll lich.</p><p><strong>Lich:</strong> ?</p><p><strong>Lich Lord:</strong> The pantheon decided to structure divine magic a bit differently than arcane. Prospective clerics needn’t learn obtuse rituals or gather bizarre odds and ends to cast a spell. All they would need would be faith (surely, an enticing lower bar for spellcasting).</p><p>To promote awareness of their new gift to the mortals, they decided to spearhead the effort with both a useful and visual spell—one that allows healing by touch (in this case, cure light wounds)! One deity, however, was less than thrilled with the banner spell: the god of death, Jelluk. He and his followers (not to mention his many undead servants) had virtually no use for any type of cure spell. The pantheon deliberated on Jelluk’s cry of “unfair treatment” and eventually reached a compromise. The spell would retain its effects under the original parameters but now include a necromantic pattern which allowed it to be reversible. As a result, the cure light wounds spell could find use by any divine spellcaster no matter their moral tendencies and, most importantly, came under the school of necromancy thanks to the new configuration. This latter point was actually the intended goal of Jelluk the whole time. The death god knew that, even without this new spell available to his followers, mortals would be even more inclined to throw themselves into dangerous circumstances since their allies had the power to heal their wounds. More foolhardy mortals inevitably made for a status quo of dead mortals despite the new spell. Oh no, reversibility of cure spells was just an added bonus. For you see, Jelluk’s added necromantic pattern allowed for every casting of the spell, no matter its form (healing or harming) to pay some amount of lip service to the death god. Each of these spells thus drew a very minute amount of energy from him with a reciprocal amount of “worship” returned (albeit unknowingly from the caster).</p><p>To keep secret this “pseudo-worship,” Jelluk created a complex network of energy conduits around his planar home. When these bits of worship-power reached his realm, the conduit system absorbed and dispersed them to predefined locations. In the process, the energy was converted back into tiny bits of necromantic power—nothing that could be easily traced even by a deity’s prying eyes, mind you. Use of cure spells over the many centuries has added up to quite a bit of hoarded necromantic power for Jelluk. So just what is the god doing with it? Several theories have been bandied about by mortal minds, two of which have been verifi ed. The first is that some of the energy is creating and maintaining a number of “lich lords” whose forms do not require phylacteries and possess increased vitality and power.</p><p><strong>Lilleth Voran, Lich:</strong> ?</p><p><strong>Skeleton, Skeletal Warrior:</strong> ?</p><p><strong>Low-Powered Servant:</strong> Besides creating some low-powered servants and warriors, animate dead tends to give evil spellcasters some clout amongst their rivals.</p><p><strong>Skeleton:</strong> After a number of years’ work, Kritak was ready to join a clan again—by creating his own. Not long before his exile, a great battle was fought between some forgotten human king’s army and a fierce gnoll clan of great number. Who won isn’t important—well, maybe to historians, but not to Kritak. The first field test of corpse soldiers (the predecessor of animate dead) took place amidst the snow covered swamps not far from Kritak’s home. During a ritual which lasted for a full hour, the corpses of the human soldiers slain in the battle rose from their watery graves in answer to the gnoll’s call. After the spell was completed, nearly 150 skeletal warriors were assembled outside the swamp.</p><p>When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them.</p><p>If a weapon with this quality [animating] inflicts enough damage to bring a living target below zero hit points, the target must succeed a Fortitude save (DC 20) or be instantly turned into a skeleton or zombie (wielder’s choice).</p><p><em>Corpse Soldiers</em> spell.</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Robed Skeletal Figure, Undead Servitor:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire, Creature Possessing the Energy Drain Ability:</strong> ?</p><p><strong>Wight, Creature Possessing the Energy Drain Ability:</strong> ?</p><p><strong>Zombie:</strong> When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them.</p><p>If a weapon with this quality [animating] inflicts enough damage to bring a living target below zero hit points, the target must succeed a Fortitude save (DC 20) or be instantly turned into a skeleton or zombie (wielder’s choice).</p><p><em>Corpse Soldiers</em> spell.</p><p><strong>Zombie Crackling With Electricity:</strong> The spell focused a considerable electrical charge into Vask’s palm; a charge that took the shape of any symbol the sorcerer chose. Vask chose his personal symbol—a stylized “V” within a circle—with which to brand his newly acquired property. Each adult male was branded on the back of the left wrist. As if this humiliation was not enough, the magical electricity was quite painful and some men did not survive the procedure. These, Vask coolly noted to the others, were not worthy of his lordship. After dismissing his newly minted slaves, he raised the slain men as zombies to serve inside the keep aside the unseen servants Vask commonly used.</p><p></p><p>Corpse Soldiers</p><p>As the spell animate dead with the following exceptions:</p><p>Level: Clr 5, Death 5, Sor/Wiz 5</p><p>Casting Time: 10 minutes</p><p>Range: 300-ft.-radius, centered on you</p><p>Target: Any whole corpse in range</p><p>The spell’s power reaches into the earth which allows even buried undead to come to the magic’s call. There is no limit to the amount of undead affected by a single casting of corpse soldiers. All corpses within range walk, shuffle, claw, or swim their way to you after casting. No matter how many times you use this spell, however, you can control only 7 HD worth of undead creatures per caster level, instead of the 4 HD maximum as imposed by animate dead. In addition, each undead receives a +1 profane bonus to attack and damage rolls.</p><p>Material Component: A black onyx gem worth 1,000 gold pieces which you must smash at the end of the casting time.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/20672/Behind-the-Spells-Cure-Wounds?affiliate_id=17596" target="_blank">Behind the Spells: Cure Wounds</a>[spoiler]</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Lich Lord:</strong> The pantheon decided to structure divine magic a bit differently than arcane. Prospective clerics needn’t learn obtuse rituals or gather bric-a-brac to cast a spell. All they would need would be faith (surely, an enticing lower bar for spellcasting).</p><p>To promote awareness of their new gift to the mortals, they decided to spearhead the effort with both a useful and visual spell—one that allows healing by touch (in this case, cure light wounds)! One deity, however, was less than thrilled with the banner spell: the god of death, Jelluk. He and his followers (not to mention his many undead servants) had virtually no use for any type of cure spell. The pantheon deliberated on Jelluk’s cry of “unfair treatment” and eventually reached a compromise. The spell would retain its effects under the original parameters but now include a necromantic pattern which allowed it to be reversible. As a result, the cure light wounds spell could find use by any divine spellcaster no matter their moral tendencies and, most importantly, came under the school of necromancy thanks to the new configuration. This latter point was actually the intended goal of Jelluk the whole time. The death god knew that, even without this new spell available to his followers, mortals would be even more inclined to throw themselves into dangerous circumstances since their allies had the power to heal their wounds. More foolhardy mortals inevitably made for a status quo of dead mortals despite the new spell. Oh, no, reversibility of cure spells was just an added bonus. For you see, Jelluk’s added necromantic pattern allowed for every casting of the spell, no matter its form (healing or harming) to pay some amount of lip service to the death god. Each of these spells thus drew a very minute amount of energy from him with a reciprocal amount of “worship” returned (albeit unknowingly from the caster).</p><p>To keep secret this “pseudo-worship,” Jelluk created a complex network of energy conduits around his planar home. When these bits of worship-power reached his realm, the conduit system absorbed and dispersed them to predefined locations. In the process, the energy was converted back into tiny bits of necromantic power—nothing that could be easily traced even by a deity’s prying eyes, mind you. Use of cure spells over the many centuries has added up to quite a bit of hoarded necromantic power for Jelluk. So just what is the god doing with it? Several theories have been bandied about by mortal minds, two of which have been verified. The first is that some of the energy is creating and maintaining a number of “lich lords” whose forms do not require phylacteries and possess increased vitality and power.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/59254/Behind-the-Spells-Darkness?affiliate_id=17596" target="_blank">Behind the Spells: Darkness</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Abomination to the Natural World:</strong> ?</p><p><strong>Spirit of the Dead, Restless Spirit:</strong> ?</p><p><strong>Zombie, Dead, Corpse, Foul Zombie, Vile Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/23371/Behind-the-Spells-Dispel-Magic?affiliate_id=17596" target="_blank">Behind the Spells: Dispel Magic</a>[spoiler]</p><p><strong>Undead:</strong> An open scroll depicted the very sphere now in use to be some type of soul collector. From a brief scan of the document, Lorash determined that this evil wizard was harvesting the humanoids’ souls to then power a spell that would raise their corpses as undead under his control.<strong>Robed Skeletal Figure, Undead Servitor:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/20873/Behind-the-Spells-Lightning-Bolt?affiliate_id=17596" target="_blank">Behind the Spells: Lightning Bolt</a>[spoiler]</p><p><strong>Lileth Voran, Lich:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19811/Behind-the-Spells-Magic-Missile?affiliate_id=17596" target="_blank">Behind the Spells: Magic Missile</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Human Spirit:</strong> ?</p><p><strong>Goblin Spirit:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/20395/Behind-the-Spells-Polymorph?affiliate_id=17596" target="_blank">Behind the Spells: Polymorph</a>[spoiler]</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/20244/Behind-the-Spells-Prestidigitation?affiliate_id=17596" target="_blank">Behind the Spells: Prestidigitation</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Native Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/20357/Behind-the-Spells-Shocking-Grasp?affiliate_id=17596" target="_blank">Behind the Spells: Shocking Grasp</a>[spoiler]</p><p><strong>Zombie:</strong> The spell focused a considerable electrical charge into Vask’s palm; a charge that took the shape of any symbol the sorcerer chose. In this case, Vask chose his personal symbol—a stylized “V” within a circle—with which to brand his newly acquired property. Each adult male was branded on the back of the left-hand wrist. As if this humiliation was not enough, the magical electricity was quite painful and some men did not survive the procedure. These, Vask coolly noted to the others, were not worthy of his lordship. After dismissing his newly minted slaves, he raised the slain men as zombies to serve inside the keep aside the unseen servants Vask commonly used.</p><p><strong>Zombie Crackling With Eldritch Electricity:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/20621/Behind-the-Spells-Sleep?affiliate_id=17596" target="_blank">Behind the Spells: Sleep</a>[spoiler]</p><p><strong>Ghost of a Slain Child:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/20087/Behind-the-Spells-Temporal-Stasis?affiliate_id=17596" target="_blank">Behind the Spells: Temporal Stasis</a>[spoiler]</p><p><strong>Particularly Powerful Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19934/Behind-the-Spells-Wish--Limited-Wish?affiliate_id=17596" target="_blank">Behind the Spells: Wish & Limited Wish</a>[spoiler]</p><p><strong>Vampire, Creature Possessing the Energy Drain Ability:</strong> ?</p><p><strong>Wight, Creature Possessing the Energy Drain Ability:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/27813/Bestiary-Malfearous?term=Bestiary+Malfearous&it=1&affiliate_id=17596" target="_blank">Bestiary Malfearous:</a>[spoiler]</p><p><strong>Death Beater:</strong> It is unknown what event creates a death beater, but they are often found in mines, dungeon hallways and tombs where many beings have lost their lives in previous accidents.</p><p><strong>Ghargoyle:</strong> The ghargoyle is a horrid construct created by necromantic wizards as guardians.</p><p>It costs 1,000 gp to properly prepare the dead body of a gargoyle for transformation into a ghargoyle. It takes a DC 13 craft (taxidermy) or DC 13 (leatherworking) check to create the body.</p><p>Caster Level 9; craft construct; <em>Animate Dead</em>, <em>Confusion</em>, <em>Enervation</em>, <em>Geas/Quest</em>; Price: 15,000 gp; Cost: 8,000 gp + 320 XP.</p><p><strong>Karrock:</strong> The bite of a karrock spreads a deadly plague to its victim. Those bitten that fail a Fort save are infected (Injury; Fort DC 15; incubation: Instant; Init: 3d8 Con, Sec: 1d8 Con). Those who die from the disease fall to the ground lifeless, becoming a blackened, bloated corpse in but a single round. In a short span of time (1d4+1 rounds) later, the deceased victim rises as a karrock.</p><p><strong>Keeper:</strong> Keepers are undead constructs, but the exact procedure to create them is unknown, and there do not seem to be any known procedures to spawn new keepers.</p><p>It is thought that the deceased god Teeth, The Master Vampire, passed the secret of creation of these creatures to his priests. With the god’s destruction, the secret to creating new keepers has become lost.</p><p><strong>Gray Render Zombie:</strong> ?</p><p><strong>Human Warrior Zombie:</strong> ?</p><p><strong>Cloud Gant Skeleton:</strong> ?</p><p><strong>Living Dead:</strong> The Living Dead are beings that have been infected with a deadly disease that stops the living processes (heartbeat, need for rest), yet sustains the body in a semblance of life.</p><p>The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later.</p><p>It is thought that the living death disease is a creation of Lepornunse, who in some way wanted to emulate his father Teeth, lord of the undead.</p><p><strong>Living Dead Human Commoner:</strong> Wracked with the horrid disease that makes the victim like a walking zombie, the living dead is a being cursed to feed on human flesh and spread the terrible disease to others.</p><p>The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later.</p><p><strong>Living Dead Plaguebearer:</strong> ?</p><p><strong>Living Dead Lord of Disease:</strong> ?</p><p><strong>Redbones:</strong> Redbones are undead created by powerful spellcasters using a deadly spell to effect their creation.</p><p>Redbones are created with the use of a special spell.</p><p>Redbones are the specialty creations of the Red Cabal of Barbed March. The Red Cabal keeps the secret of their creation a jealously guarded secret.</p><p><em>Redifre Death</em> spell</p><p><strong>Skeleking:</strong> Skelekings are foul necromantic constructs animated from the fallen bodies of powerful Aesir warriors. Their endless years of battle give them great skill, and the foul magic that binds them back to a corporeal body also enslaves them to the evil being who has raised them.</p><p>A skeleking template may be applied to any formerly good warrior-type of 6th level or better. Once animated, the flesh is consumed in an unholy fire and the incantation that raises them from the dead burns a crown of ashes into their skull, forever marking them as servants to their animator.</p><p>Only spellcasters of an evil alignment who worship a devilish power can create a skeleking. Creating a skeleking requires the corpse of a deceased warrior with a Base Attack Bonus of +6 or better. The caster then uses the spell <em>Create Greater Undead</em> and requires the expenditure of a fire opal (instead of a black onyx gem) worth 50 gp per hit dice of the skeleking to be created. A caster cannot create a skeleking whose hit dice are greater than ¾ the level of the caster.</p><p>According to legend, the Dark One found a way to steal away the dead from Asgard and bind them into these skeletal frames, and passed this knowledge to his dark armies of the Skyland Hold.</p><p>Since the Skyland Hold fell, devils have continued to pass the knowledge on to those wizards and clerics who prove their allegiance to the Dark One.</p><p><strong>Skeleking Duke:</strong> This skeleking is formed from the body of a fallen warrior of good.</p><p><strong>Skeleking Baron:</strong> ?</p><p><strong>Skeleking Warrior-King:</strong> ?</p><p><strong>Skulleon:</strong> A skulleon is the undead remnants of a drake, orm or dragon brought to life by unknown magical powers. Legends often ascribe them as rising from the remnants of a draconic creature that was slain in battle and its hoard stolen from it.</p><p>Skulleons are often ascribed to being remnants of dragons slain during the First Dragon War in Amberos’s past. The draconic remains often linger in desolate areas, killing all that come near.</p><p></p><p><strong>Skeleton:</strong> Those slain by the effects of the skulleon’s bite rise as skeletons under the control of the skulleon, their flesh sliding from their bodies as they are animated.</p><p></p><p><em>Redfire Death</em></p><p>Necromancy (Evil, Fire)</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Short (25 ft. +5 ft./2 levels)</p><p>Area: 20-ft.-radius spread</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p>Casting this spell release a furious ball of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. The spell does no damage to objects. The explosion creates no pressure.</p><p>Perhaps most insidious about this spell is that any humanoid victim reduced to -10 hit points or less by the spell is immolated by the flame, transforming the slain individual into a redbones (regardless of original form or HD).</p><p>You cannot create more HD of redbones than twice your caster level with a single casting of Redfire Death. Any additional corpses slain but not raised by the spell are consumed to ash and cannot be the target of Animate Dead or another casting of Redfire Death.</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.) 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.</p><p>Material Component: You must possess a ruby worth 125 gp per redbones you animate. The magic of the spell turns the gem into worthless powder.[/spoiler]</p><p></p><p><a href="https://www.scribd.com/doc/8706825/Bestiary-Nefarious-Monsters-of-the-East" target="_blank">Bestiary Nefarious - Monsters of The East</a>[spoiler]</p><p><strong>Animus:</strong> In a living body, there are two forces that combine to grant life to the body. The most well-known is the soul, which houses the personality, intelligence and mental prowess of the body. The other portion is the animus – a feral force that grants the ability to control the body in all things – whether they are creatures with souls or not.</p><p>Normally, upon the death of an individual, the animus likewise departs the body, and is spent, unable to obtain the energy to pass on to another realm of existence. However, in rare cases, the animus force may be exceptionally strong, and usually passes on to the Beastlands. In even rarer cases, the feral force refuses to leave the corpse of its host body, and takes control of the corpse. Drawing on the positive energy plane, these animus “undead” become like wild animals, bent on the destruction of anything living.</p><p>Animus is a template that can be added to any aberration, animal, giant, humanoid, magical beast, or monstrous humanoid.</p><p><strong>Dire Ape Animus:</strong> An animus dire ape is the remains of a strong-willed dire ape still driven by its animal instincts.</p><p><strong>Avangi:</strong> The avangi is the corporeal remains of an individual that has come back to wreak vengeance on those it feels wronged it in life and lead to its death.</p><p>Strangely, according to most legends, avangi are granted their undead existence by Zzadasa, the Judge, as a boon to wreak vengeance on their slayers. Priests of Zzadasa violently oppose this legend stating that undeath is against the laws of nature and is thus completely out of character for Zzadasa. These priests claim that avangi are instead testament to the fact that though the undead god Teeth has been imprisoned, he still has the power to raise the dead – in this case, the avangi – for his own dark purposes.</p><p><strong>Spharon Mummy:</strong> Once per round, as a free action, any one being in melee combat with the spharon mummy is subject to a +3 melee touch attack by the immature spharons in the creature’s system. A struck victim must make a Fort save (DC 14) or be infested with the immature spharons (Spharon Infestation disease; Infection: injury; DC 14; Incubation: 1 day; Damage: 1d3 Con). Once a victim is reduced to 0 Con or less, 1d20 mature spharons erupt from the corpse. The former host then becomes a Spharon Mummy.</p><p>Spawned from spharon attacks, mummy spharons are rarely encountered far from the Blue Desert in Llannhanex. Unfortunately, an assassin in Llannhanex took to using the spharons to slay a usurper of the throne without realizing what would occur when the spharon mature. Luckily, the pharaoh’s sorcerer recognized the danger, and the mummy was put into temporal statis, though its location remains unknown.</p><p>If a spharon successfully latches onto a victim, it may inject eggs into the victim to spawn more spharons as a free action. The victim must make a Fort save DC 14 or be infested with the eggs (Spharon Infestation disease; Infection: injury; DC 14; Incubation: 1 day; Damage: 1d3 Con). Once the victim is reduced to 0 Con or less, the former host dies and becomes a Spharon Mummy, controlled by negative energy fed to it by the attached spharon.</p><p><strong>Cavern Crawler:</strong> While original found in the Domes of the Dead in the west and thought to have been a byproduct of the magic that killed the first necromancer, Black Marentail, cavern crawlers have begun to appear in the deserted wastes of Randu and other areas in the east. There are clues pointing to their appearance being the subtle workings of Lepornunse, god of disease, but for what reason, none can fathom.</p><p><strong>Drakkenwyrm:</strong> It is unknown exactly what force brings the drakkenwyrm to life, but the result is a terrifying dragon revenant. Some adventurer tales speak of a freshly slain dragon's bones sliding from the corpse to form a drakkenwyrm before astonished adventurer's very eyes, whereas other tales speak of a drakkenwyrm forming years after the dragon's death.</p><p>Regardless of when or how they are formed, it is clear that a drakkenwyrm only results following the death of an adult-sized dragon or larger.</p><p><strong>Ekima:</strong> Ekimma are bizarre undead creatures formed from giants who are not properly laid to rest.</p><p>As titans, giants have the choice to be reincarnated on death or to pass on to an afterlife in Asgard, where Ko Kassa has set aside a realm for them.</p><p>Some giants, however, are neither willing to move on or forget their murder. By sheer will, they remain on as Ekimma, striking against their slayers and any other living thing.</p><p><strong>Gore Wretch:</strong> The gore wretch is a pathetic undead creature formed when the spiritual remains of a humanoid possess a carrion bird that has devoured part of its flesh. Having throttled the life from the bird, the soul uses the bird's carcass, swelling the bird's size until it is as tall as a man.</p><p><strong>Hopping Gnasher:</strong> Oddly, hopping gnashers only seem to spring up in Spi Dak Su, the Skienlands and Chiamung. Why these “vampires” only appear in these oriental lands is unknown, but thought that it may have something to do with Skierian and Nippon physiology.</p><p><strong>Lamentor:</strong> Lamentors are individuals who died alone with feelings of self-loathing and worthlessness. They return to the land of the living to spread woe and drain the life of others, hoping to make them join the lamentor in death as some sort of companion.</p><p><strong>Remnant Defender:</strong> Remnant Defenders are undead creatures that are the remains of those who were entrusted to protect or defend a specific area, and failed. Haunted by their need to defend an area beyond death, they rise from the grave to continue protecting the area they guarded in life.</p><p>While many remnant defenders were good beings in life, in unlife they are hateful towards others – especially those of a similar race and/or profession as their own. They often blame others for their own failures, and will attack such individuals as traitors of the worst sort.</p><p>Remnant defender is not a template; defenders tend to have unique racial qualities (and sometimes abilities tied to the area they defend). Sample remnant defenders are given here, but they can be encountered for any race that wield the courage and willpower to defend something beyond the bounds of life.</p><p>Remnant Defenders are the remains of warriors slain in battle while defending some location or item. So strong is their determination to defend the lost location that after death, their remains arise in a futile effort to defend what they could not in life.</p><p><strong>Elvin Remnant Defender:</strong> When Ziga turned to evil, she embarked on a campaign of terror against the elves of Amberos, and her various races and demons slew many elves before the tide was turned against her. There are many numerous lost and hidden enclaves across Amberos that once belonged to the elves that were plundered during or shortly after Ziga’s betrayal. Several of these lost enclaves hold remnant defenders, still waiting after centuries for the elves to come and relieve them of their duties.</p><p><strong>Elvin Remnant Defender Warlord, 3HD Elvin Remnant Defender Wizard 2/Eldritch Knight 4:</strong> ?</p><p><strong>Dwarven Remnant Defender:</strong> Dwarven remnant defenders are often the remains of defensive positions that were overrun and slaughtered.</p><p>Most dwarven remnant defenders are from the titanic battles between the Dwarven Dur-Wundar Empire and the Devilhands of Gehenna during the Dark Age. The dwarves were driven from their underground strongholds by the Devilhands, and now many of the ancient and abandoned underground structures have become the sole residents of contingents of dwarven defenders, returned to unholy life to defend the ancient halls of their despoiled ancestors.</p><p><strong>Dwarven Remnant Defender Captain, 4HD Dwarven Remnant Defender Fighter 3/Dwarven Defender 6:</strong> ?</p><p><strong>Urqui:</strong> Urqi are undead soldiers who betrayed their comrades and were slain in the combat that followed.</p><p>Many Randese soldiers during the Randu war were secretly worshippers of Titanicus who drove or tricked their companions into many battles. Some of these devout Titanicus followers even lead their comrades into suicide attacks to further foment the war on both sides. Some of these betrayers committed crimes so foul that they have arisen as Urqi and haunt the desolate borders between Randu and other countries, looking to stir trouble wherever they can.</p><p><strong>Vaporshroud:</strong> A vaporshroud is an undead created when many individuals die an otherwise avoidable death in a single area. For example, those who die in a fire because the entrance was blocked, or sailors who die upon the reefs in a fog bank are prime candidates for creating a vaporshroud.</p><p>Vaporshrouds are generally found around the Black Hills of Misake, where Black Marentail killed entire towns in his quest to master necromantic magic. Vaporshrouds can also be found in ancient battlefields where the soul-energy of the dead are not strong enough to form ghosts.</p><p><strong>Xercean:</strong> Xerceans are undead warriors for a long-fallen liche known as Xerces.</p><p>A victim slain by a xercean’s bite attack will rise as a xercean at the falling of the next dusk.</p><p>If the victim [of a xercean's bite attack] is buried in consecrated ground, or the body is subjected to a dispel evil or break enchantment spell before the next sundown, the victim will not rise as a xercean.</p><p>Rumor has it that a liche in Randu has learned the secret to the creation of these creatures and they have begun to appear in the blasted wastes of that realm.</p><p><strong>Dire Ape Animus, Enormous Shaggy Ape, Remains of a Strong-Willed Dire Ape, Simple Beast:</strong> ?</p><p><strong>Avangi, Pale Corpse, Corporeal Remains of an Individual That Has Come Back to Wreck Vengeance on Those it Feels Wronged it in Life and Lead to its Death, Tireless Near Faultless Tracker:</strong> ?</p><p><strong>Spharon Mummy, Corpse, Desiccated Corpse With a Large Fist-Sized Blue Scarab (a Spharon) Attached Firmly in the Center of its Chest, Mindless Creature:</strong> ?</p><p><strong>Cavern Crawler, Shambling Mass of Legs, Beast, Peculiar Undead Creature Rhat Resembles the Animated Exoskeleton of a Gigantic Centipede:</strong> ?</p><p><strong>Drakkenwyrm, Slinking Pile of Dried Bone-White Dragon Bones, Dragon, Terrifying Dragon Revenant:</strong> ?</p><p><strong>Ekima, Ghostly White Shape, Bizarre Undead Creature:</strong> ?</p><p><strong>Gore Wretch, Man-Sized Buzzard, Pathetic Undead Creature, Malevolent Evil Creature:</strong> ?</p><p><strong>Hopping Gnasher, Humanoid, Lesser Form of Vampire, Failed Vampire, Vampire:</strong> ?</p><p><strong>Lamentor, Ghostly Humanoid, Spirit, Individual Who Died Alone With Feelings of Self-Loathing and Worthlessness, Spirit:</strong> ?</p><p><strong>Remnant Defender, Remains of One Who Was Entrusted to Protect a Specific Area and Failed:</strong> ?</p><p><strong>Remnant Defender, Remains of One Who Was Entrusted to Defend a Specific Area and Failed:</strong> ?</p><p><strong>Elvin Remnant Defender, Collection of Bones:</strong> ?</p><p><strong>Elvin Remnant Defender, Remains of a Warrior Slain in Battle While Defending Some Location:</strong> ?</p><p><strong>Elvin Remnant Defender, Remains of a Warrior Slain in Battle While Defending Some Item:</strong> ?</p><p><strong>Dwarven Remnant Defender, Collection of Bones, Desiccated Dwarven Warrior:</strong> ?</p><p><strong>Urqui, Humanoid, Undead Soldier Who Betrayed Their Comrades and Was Slain in the Combat That Followed, Hateful Spiteful Creature, Former Warrior:</strong> ?</p><p><strong>Vaporshroud, Voluminous Cloud of White Vapor, Undead Created When Many Individuals Die an Otherwise Avoidable Death in a Single Area:</strong> ?</p><p><strong>Xercean, Gray-Skinned Humanoid, Undead Warrior:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> It is not uncommon for a crypt wyrm to use the crypt as a breeding ground to attract other prey to kill and animate, or to set its undead out to collect more victims.</p><p><strong>Undead Monstrosity:</strong> The phomicus beetle is a plague creature often thought to have been created as a punishment to desert-dwelling folk. It robs the life energy of its victims, turning them into undead monstrosities that haunt the barren wastes.</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Allip:</strong> A phaergrinn that has successfully grappled an opponent can permanently drain 1 point of Wisdom per round from its foe. A victim drained to 0 Wisdom or less is slain and rises in 1d3 days as an allip.</p><p><strong>Ghost:</strong> Vaporshrouds can also be found in ancient battlefields where the soul-energy of the dead are not strong enough to form ghosts.</p><p><strong>Xerces, Powerful Liche, Long-Fallen Liche:</strong> ?</p><p><strong>Liche:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> A gore wretch can spit a bile-like fluid out in a 5-foot wide line 10 feet long. Those caught in the area of effect must make a Reflex save (DC 12) or suffer 2d4 negative energy. If the gore wretch spits this bile on the carcass of a dead being or creature, the corpse will animate as a skeleton 50% of the time.</p><p>Likewise, the Lord of Nightmares can cause any dead creature within 30 feet to suddenly rise and animate as a zombie or skeleton.</p><p><strong>Skeleton, Created Undead:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire, Vampiric Master:</strong> ?</p><p><strong>Vampire, Evil Being:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> A cavern crawler is a peculiar undead creature that resembles the animated exoskeleton of a gigantic centipede. What makes the creature so deadly is that its bite transforms its victims into zombies under its control.</p><p>The bite of a cavern crawler injects the victim with a deadly poison that transforms the victim into a zombie under the cavern crawler's control if the save is failed (injury; DC 15; Init: 1d4 Con; Sec: Transformation)</p><p>Likewise, the Lord of Nightmares can cause any dead creature within 30 feet to suddenly rise and animate as a zombie or skeleton.</p><p>The claw attack of an urqi drains the vital energy of victims that it touches. Each successful energy drain bestows one negative level. If an attack that includes an energy drain scores a critical hit, it drains twice the given amount. The urqi gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. After 24 hours, the victim must make a DC 14 Fort save per level drained or the drain becomes permanent. A victim who gains a number of negative levels that exceeds it hit dice or character level is instantly slain and rises in 1d4 rounds as a zombie under the urqi’s control.</p><p>Zombie Rage disease.</p><p><strong>Zombie, Undead Minion:</strong> ?</p><p></p><p>Zombie Rage: Victim’s flesh begins to rot and peel away. When the victim is reduced to 0 Con or less, they not only die, but arise as a zombie 1d4 hours later.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/28035/Dungeon-Crawl-Classics-Presents-Blackdirges-Dungeon-Denizens?cPath=187_4930&it=1&affiliate_id=17596" target="_blank">Blackdirge's Dungeon Denizens:</a>[spoiler]</p><p><strong>Ash Guardian:</strong> The ash guardian is a creature of dust, earth and ash created when soil is fouled with the remains of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately the wrath of these spirits congeals into a single entity capable only of hate and evil. The ash guardian is usually found in the “special” earth belonging to a vampire.</p><p><strong>Bone Swarm:</strong> A creature reduced to 0 levels by a bone swarm’s energy drain attack is slain and rapidly decays, all flesh rotting away in a manner of seconds. The resulting skeleton then spontaneously disassembles, each individual bone separating from the whole to form a new bone swarm.</p><p><strong>Flayed Horror:</strong> The process of creating a flayed horror requires a living humanoid victim, who is slowly and torturously flayed alive. The terrible pain and horror suffered by the victim, as well as no small amount of necromantic energy, is combined to provide the spark of undeath necessary to animate the flayed horror.</p><p><strong>Lichling:</strong> Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul.</p><p><strong>Lichwarg:</strong> Lichwargs are undead hunters created by liches to trackdown living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it.</p><p>Any lich can create a lichwarg with create undead or create greater undead.</p><p><strong>Possessed Object:</strong> Possessed objects are mundane items given unnatural locomotion through the controlling presence of ghostly remnants. Largely indistinguishable from mundane items, possessed objects most commonly arise when beings die in particularly traumatic manners, yet do not possess the force of will to manifest as ghosts. Usually these items were closely related to or meaningful in the lives of the presences that animate them (like a warrior’s weapon or a cleric’s robes), although proximity to or involvement in a creature’s death seems just as likely causes for possession. In such cases, weapons, statues, large pieces of furniture, and even constructs prove attractive choices for possession.</p><p>Possessed objects most commonly appear in civilized areas where some murder or accident took place, and many minor hauntings and urban legends arise due to random attacks from these lesser ghosts. Evidence also suggests mass tragedies generating a single possessed object animated by numerous souls. For example, a lone carriage might roll through the burnt-out husk of an orphanage, possessed by the souls of dozens of orphans, forever seeking a mother. While mass deaths might create a possessed object of gigantic size, this is no more likely than a single soul infusing a large object.</p><p>“Possessed object” is an acquired template that can be added to any construct without an Intelligence score.</p><p><strong>Scourging Corpse:</strong> A scourge corpse is an undead creature forced to endure eternal torment, a constant state of unrelenting physical and mental pain. The creature is placed in this horrible condition either by a vengeful deity, or by a powerful artifact created by beings of immense power. This process is long and dangerous, requiring intricate rituals and the combined casting of many powerful spells (blasphemy, destruction, geas/quest, resurrection, soul bind) that may take days to complete.</p><p>“Scourge corpse” is an acquired template that can be added to any humanoid.</p><p><strong>Shambling Skullpiles:</strong> A shambling skullpile is an undead monstrosity formed from the many skulls of ritually sacrificed creatures. The horror and torment of these sacrificed victims form a maelstrom of psychic energies, which take a physical form by animating and possessing skulls into a rough humanoid form.</p><p><strong>Doomtwitch Zombie:</strong> Doomtwitch zombies are a rare form of undead, supernaturally quickened by an obscure necromantic process.</p><p>“Doomtwitch Zombie” is an acquired template that can be added to any corporeal humanoid, giant, or monstrous humanoid.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/19676/Book-of-Fiends?manufacturers_id=536&it=1&affiliate_id=17596" target="_blank">Book of Fiends:</a>[spoiler]</p><p><strong>Skulldugger:</strong> Only two demon princes know the secret of skulldugger creation: Gamigin and Orcus. Both of these princes are masters of necromancy and lords of undeath.</p><p>Skullduggers are created in blasphemous rituals enacted personally by the demon princes. They use souls to animate these undead, rather than negative energy as is usually the case. In theory the ritual can be performed on several different types of skeletons. However, both demon princes favor the remains of an extinct breed of qlippoth. They have found its winged form of great utility, so other forms of skullduggers are almost never seen.</p><p><strong>Vessel of Orcus:</strong> Orcus constructs these vessels from the stitched together faces of sinners. Even though they lack mobility, these faces retain some sense of their former lives and their current fate. The skins form a sort of bladder, of which Orcus then fills near to bursting with maggots. He ties off sections with hard leather straps to give the creature form—legs and arms, and a pillow-like head. Vessels of Orcus are very rare and never made by necromancers; they are a product of Orcus’ depraved invention alone.</p><p><strong>Necro-Ripper:</strong> In the eternal war, Ulasta, the Exarch of Envy creates her own soldiers. Cobbled together in great lifeless factories at the heart of the Circle of Envy, these constructs are made of undead parts, pieced together by daemons that yearn to join the battle but are forced instead to toil.</p><p><strong>Exiled:</strong> Not all residents of Hell remain there for eternity. Some gods and powers sentence spirits who did mostly good deeds in life but experienced a moral failing somewhere close to his death, preventing immediate entry into the proper plane he deserves.</p><p>“Exiled” is an acquired template that can be added to any dead humanoid or monstrous humanoid creature, provided it is of good alignment and violated the tenets of its faith, code of conduct or alignment just prior to death and died before repenting.</p><p><strong>Jalie Squarefoot The Lich Fiend:</strong> Millennia ago, Jalie was a pit fiend whose promotion to the nobility came at the expense of a vicious rival, another pit fiend named Belphagon. The vengeful fiend and his coterie, jealous of Jalie’s meteoric rise, concocted a number of plans for his assassination. After he had escaped dozens of attempts, one finally left Jalie barely alive, mere inches from humiliating demotion. He needed a new weapon—and he found one.</p><p>Jalie discovered the secrets of lichdom, but he also learned that a mortal body was a prerequisite. Leaving a polymorphed double at court, he hid away to prepare the lich’s phylactery, then took mortal form long enough to ritually destroy his body and pass through the horrid change to unlife.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2765/Book-of-Templates--Deluxe-Edition-35?term=book+of+templates+deluxe&it=1&affiliate_id=17596" target="_blank">Book of Templates Deluxe 3.5:</a> [spoiler]</p><p><strong>Corpse Vampire:</strong> Nosferatu, mullo, and dreaded hopping vampires all have one thing in common—they are corpses animated by an evil and animalistic will to feed on the living. Not truly sentient, these abominations are like a spiritual plague that can infest almost any creature. Only the bodies of the truly vile or terribly corrupted animate thusly.</p><p>“Corpse Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.</p><p>An appropriate creature slain by a corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a Will save (as if it were alive, DC 10 + one-half of the corpse vampire’s HD + its Charisma modifier). Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty.</p><p>An appropriate creature slain by a gnoll corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a DC 10 Will save. Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty.</p><p>Any appropriate creature that drinks or otherwise ingests the blood of a fleshbound vampire comes back as a corpse vampire if it dies with the blood still in its system. Such a creature gains the Corpse Vampire template.</p><p>Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.</p><p><em>Create Undead</em> spell</p><p><em>Create Greater Undead</em> spell</p><p><strong>Gnoll Corpse Vampire:</strong> ?</p><p><strong>Dessicated:</strong> Aptly called the “horrors of the sands” or the “dried ones,” desiccated are a special type of undead created from the dried remains of creatures that have perished in the brutal environments of the world’s deserts. Skilled necromancers know how to raise desiccated.</p><p>“Desiccated” is an acquired template that can be added to any living creature besides an elemental or ooze.</p><p><em>Create Undead </em>spell</p><p><em>Create Greater Undead</em> spell</p><p><strong>Duneshambler:</strong> ?</p><p><strong>Fleshbound Vampire: </strong>Fleshbound vampires are bloodsucking undead possessing superior physical abilities. Although they are undead, they can breed with each other (or suitable humanoids) to produce young or infect humanoids by forcing them to ingest vampire blood.</p><p>“Fleshbound Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.</p><p>An appropriate creature slain by a fleshbound vampire’s blood drain attack rises as a fleshbound vampire the next night after its death.</p><p>Any creature of the appropriate type that is disabled or dying and drinks the blood of a fleshbound vampire immediately stabilizes, but transforms into a fleshbound vampire over the next 24 hours.</p><p>An afflicted dhampirelike creature begins to hunger for blood, and must make a Will saving throw against drinking the blood of any sentient creature it sees bleeding (wounded in combat, and so on). If the infected creature does drink, it must make a similar saving throw to resist drinking its victim dry. Killing another sentient creature in this manner causes the dhampirelike creature to die and transform into a full fleshbound vampire (losing the Dhampire template abilities altogether) after the next day has passed into night.</p><p>As indicated in the template, fleshbound vampires can reproduce biologically. To do so requires a partner of the appropriate species that is either alive or also a fleshbound vampire. The offspring of a fleshbound vampire and a living being is a dhampire (see the Dhampire sample of the Half-Template metatemplate). Two fleshbound vampires produce another fleshbound vampire that ages like a normal member of the species until it reaches adulthood, at which point aging ceases.</p><p>An appropriate creature slain by Pavil’s blood drain attack rises as a fleshbound vampire the next night after its death.</p><p>Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.</p><p><em>Create Greater Undead</em> spell</p><p><strong>Pavil:</strong> A murderer, Pavil was cast out into the wilderness by his north-dwelling clan. He faired well there, preying on those unfortunate enough to cross his path and eventually falling in with similar ne’er-do-wells. This all changed when Pavil’s band took a young girl from a passing group of strangers for sport—what was good in Pavil made him protect her. When her kinsman, an immortal blood-drinker, came to find the girl, Pavil was the only man given any sort of mercy.</p><p><strong>Paleoskeleton:</strong> Paleoskeletons are the fossilized remains of long-dead creatures animated by special rituals associated with spirits of the earth. Shamans or druids who know the proper rites can summon these undead dinosaurs as guardians. Evil clerics have necromantic arts that allow them to raise similar creations, though fossil skeletons associated with mere negative energy are much weaker.</p><p>Paleoskeleton” is an acquired template that can be applied to any dinosaur, prehistoric animal, or any other living creature appropriate for fossil remains.</p><p><em>Animate Paleoskeleton</em> spell</p><p><strong>Triceratops Paleoskeleton:</strong> ?</p><p><strong>Skinhusk:</strong> An idea born of the vilest necromantic depravation, the skinhusk is a hollow shell of a creature’s skin, animated to undeath by rituals of unspeakable evil.</p><p>“Skinhusk” is a template that can be added to any living creature that has a skin.</p><p>Craft (taxidermy) is used to create skinhusks, taking a DC 20 Craft (taxidermy) check. Cost is the same as preparing a body for create undead. A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check.</p><p><em>Create Undead</em> spell.</p><p><em>Create Greater Undead </em>spell.</p><p><strong>Dire Bear Skinhusk:</strong> ?</p><p><strong>Terror Vampire:</strong> “Terror Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.</p><p>A humanoid or monstrous humanoid with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire.</p><p><em>Create Greater Undead </em>spell.</p><p><strong>Terror Vampire Spawn:</strong> A creature slain by a terror vampire’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise. Potential spawn with more Hit Dice than the terror vampire do not rise.</p><p>A humanoid or monstrous humanoid with 5 or fewer</p><p>Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire.</p><p>Terror vampire spawn are creatures with fewer Hit Dice than the terror vampire that created them, most often 4 or fewer Hit Dice.</p><p>A creature slain by a terror harpy’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise.</p><p>A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn (see the Terror Vampire Spawn template, page 170) 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy.</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Terror Harpy:</strong> A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy.</p><p><strong>True Mummy:</strong> The true mummy is the pinnacle of the embalmer’s art—a sentient undead as powerful as many liches. The problem with becoming one is that almost all the vital work for the creation of the true mummy occurs after the death of the person to be preserved, and no guarantees can be had that the embalmer will do the job correctly or that he will not steal the immortal power of the true mummy for his own, leaving the mummy as a nearly mindless automaton of the gods of death.</p><p>“True Mummy” is an acquired template that can be added to any living creature with an Intelligence score greater than 3, other than an elemental, an ooze, or a plant.</p><p>A true mummy is always created via a long ritual that is planned before the aspiring mummy’s death. This ritual requires the sacred vessels detailed here.</p><p>The core element of becoming a true mummy is the removal of the organs during the embalming process and placing them into specially prepared sacred vessels, which in turn store the true mummy’s essential soul and persona. Unless the true mummy is separated from these sacred vessels, no mere physical attacks can ever slay it due to its fast healing.</p><p>Each would-be true mummy must make (or have made) three sacred vessels. The sacred vessels are usually small stone or clay jars (sometimes metal) just large enough to contain the fresh organs to be placed within. Many also have rings mounted upon their top so they may be hung from a rope or cord. A sacred vessel has a hardness of 12 and 30 hit points, with a spell resistance of 12 + the creator’s level.</p><p>The sacred vessels contain some of the essential energies of the embalmed true mummy. Each jar contains one or more organs, and each organ is linked to a specific ability. The liver is linked to Intelligence, stomach and small and large intestines to Wisdom, and spleen and lungs to Charisma. If any are destroyed, the true mummy can be killed, and only a wish or miracle can restore the creature. Destruction of one or more of the jars also causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points).</p><p><strong>Desecrated True Mummy:</strong> Destruction of one or more of a true mummy’s sacred vessel jars causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points).</p><p>If the true mummy’s sacred vessels are destroyed, the creature loses all memories of its former life and becomes an abomination. A desecrated true mummy usually has a true mummy as its base creature, but this variant can be applied to any creature that qualifies for the True Mummy template.</p><p><strong>Kaminheni the Traveler:</strong> Though her true name is known only to her, it is rumored</p><p>the Traveler was once a princess—one gifted with the final power of eternal life.</p><p><strong>Exoskeleton:</strong> The Skeleton template can be applied to creatures with exoskeletons as much as those with internal bones.</p><p><strong>Greater Undead:</strong> Greater undead can be created using the versions of create undead or create greater undead found in this book.</p><p><strong>Greater Skeleton:</strong> Use the Skeleton template in the MM, but a greater skeleton can have any amount of Hit Dice, limited only by the base creature’s Hit Dice.</p><p>The only limit on a greater skeleton’s potential Hit Dice is the caster level of the spellcaster who creates them.</p><p><em>Create Undead</em> spell.</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Greater Zombie:</strong> Use the Zombie template in the MM, but a greater zombie can have any amount of Hit Dice, limited only by the base creature’s Hit Dice.</p><p>Do not double racial Hit Dice. The only limit on a greater zombie’s potential Hit Dice is the caster level of the spellcaster who creates them.</p><p><em>Create Undead</em> spell.</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Hardened:</strong> Hardened undead are corporeal undead specially treated to be tougher and more resilient.</p><p>Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with the embalming skill gains the Hardened variant.</p><p><strong>Hardened Skinhusk:</strong> A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check.</p><p><strong>Variant Vampire Spawn: </strong>A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise.</p><p>If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.</p><p>Vampire spawn are humanoids or monstrous humanoids (and other creatures you allow) with fewer Hit Dice than the vampire that created them, most often 4 or fewer Hit Dice.</p><p><strong>Alternative Vampire Spawn:</strong> Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.</p><p><strong>Incorporeal Undead:</strong> Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with this skill gains the Hardened variant. An incorporeal undead prepared with this skill gains +1 hit point per Hit Die from the respect shown its body.</p><p></p><p><strong>Undead:</strong> An undead is a once-living creature animated by spiritual or supernatural forces.</p><p><strong>Skeleton: </strong>Any living creature with a skeletal structure that dies from the Constitution drain of a desiccated creature rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A desiccated creature can only create skeletons from creatures that have fewer Hit Dice than it does.</p><p>Any living creature with a skeletal structure that dies from the Constitution drain of a duneshambler rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A duneshambler can only create skeletons with 14 or fewer Hit Dice.</p><p><strong>Vampire:</strong> If a variant vampire drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.</p><p><strong>Vampire Spawn:</strong> A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise.</p><p>If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.</p><p></p><p><em>Animate Paleoskeleton</em></p><p>Necromancy</p><p>Level: Animal 8, druid 7, shaman 7</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One set of fossils</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You summon a primal spirit to occupy the fossils of a deceased prehistoric beast. The fossils include most of the upper portion of the creature’s skull and 20% of the creature’s other bone mass, but the power of the spell creates the missing parts of the skeleton out of the local rock. The raised paleoskeleton must have no more Hit Dice than your caster level, or the spell automatically fails. The created paleoskeleton is not under your control, but you can attempt to command it and secure its loyalty with a wild empathy check. See the Paleoskeleton template.</p><p>Material Component: Volcanic ash, obsidian, and amber worth at least 50 gp per Hit Die of the creature raised.</p><p></p><p><em>Create Greater Undead</em></p><p>Necromancy [Evil]</p><p>Level: Cleric 7, Death 7, sorcerer/wizard 9</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</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 must be cast at night. You create even more potent undead than those created with create undead, limited to devourers, fleshbound vampires, ghosts, greater desiccated, mohrgs, mummies, spectres, terror vampires, vampires, and wraiths. You can raise 4 Hit Dice of these types of undead +2 Hit Dice per level you are over 13th. You may also use this spell to create undead listed in the create undead spell, starting at 7 Hit Dice and gaining +2 Hit Dice per level over 13th. Created undead are not automatically under your control. You may attempt to command the undead as it forms with a turning check. A wish or miracle spell puts a creature of the types listed in this spell under your control.</p><p>Material Component: A jet gem worth 50 gp per Hit Die of the raised creature.</p><p></p><p><em>Create Undead</em></p><p>Necromancy [Evil]</p><p>Level: Cleric 5, Death 5, Evil 5, sorcerer/wizard 7</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</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 must be cast at night. You can create powerful kinds of undead: corpse vampires, desiccated, ghasts, ghouls, greater skeletons, greater zombies, shadows, skinhusks, and wights. You can raise 3 Hit Dice of these types of undead +1 Hit Die per level you are above 9th. Thus, a 12th-level character could raise any of these undead that have 6 Hit Dice or less. Other created undead are not automatically under your control, but you may attempt to command the undead as it forms with a turning check. A limited wish or small miracle spell puts the creature under control automatically.</p><p>Material Component: A jet gem worth 50 gp per Hit Die of the raised creature.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Book of the Righteous</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> Wandering the world and meeting in hidden places – caves carved into temples, catacombs of lost cathedrals, dungeons from ancient kingdoms – these cultists celebrate the horror and splendor of death. They pray to Mormekar, the only power that matters, calling for his might to enter into them. They raise the undead, and their mightiest members become liches.</p><p><strong>Unnatural Force:</strong> ?</p><p><strong>Something Unholy:</strong> ?</p><p><strong>Foe That the Gods Oppose:</strong> ?</p><p><strong>Creature of Negative Energy:</strong> ?</p><p><strong>Undead Vessel</strong> Whenever the 3rd-level or higher holy warrior with this ability turns undead and does enough turning damage to destroy the undead, she may instead call upon the spirits that once inhabited the now desecrated and undead bodies. If the person who raised the undead is in the area (one mile radius per holy warrior level) the spirits come into the undead vessels and then go to destroy the evil creature or spellcaster that has so desecrated their mortal vessels.</p><p><strong>Ghost of a Sailor:</strong> ?</p><p><strong>Lich:</strong> Wandering the world and meeting in hidden places – caves carved into temples, catacombs of lost cathedrals, dungeons from ancient kingdoms – these cultists celebrate the horror and splendor of death. They pray to Mormekar, the only power that matters, calling for his might to enter into them. They raise the undead, and their mightiest members become liches.</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Bow & Blade</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Lifeweaver:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Buccaneers of Freeport 3rd Era Web Enhancement</a>[spoiler]</p><p><strong>Scevola Hest, Hestian Spectre Corsair 7/Sea Dog 8, Skilled Strategist, Lord and Master of the Black Contessa, Universally Dreaded Ghost:</strong> During the last years of the Golden Age of Piracy, the first mate of a pirate-hunting ship led a mutiny and turned corsair himself. So began the long and bloody career of Scevola Hest, who would become one of the most feared buccaneers ever to sail this world’s seas. One unlucky day a few years later, the Black Contessa took a ship with no treasure, only religious pilgrims. When the angry captain ordered the deaths of every man, woman, and child aboard, the congregation’s high priest told Hest that the gods would witness this deed and deny him the light of Heaven. The captain mocked his words, and continued plying the sea lanes until the pilgrims’ homeland sent an entire fleet to hunt down and sink the Contessa. This they did, though at great cost.</p><p>However, this was not the final end of Scevola Hest. The Black Contessa appeared once again, a ghost ship crewed by the damned spirits of her crew, and all answering to its captain’s powerful will. </p><p><strong>Hestian Spectre:</strong> During the last years of the Golden Age of Piracy, the first mate of a pirate-hunting ship led a mutiny and turned corsair himself. So began the long and bloody career of Scevola Hest, who would become one of the most feared buccaneers ever to sail this world’s seas. One unlucky day a few years later, the Black Contessa took a ship with no treasure, only religious pilgrims. When the angry captain ordered the deaths of every man, woman, and child aboard, the congregation’s high priest told Hest that the gods would witness this deed and deny him the light of Heaven. The captain mocked his words, and continued plying the sea lanes until the pilgrims’ homeland sent an entire fleet to hunt down and sink the Contessa. This they did, though at great cost.</p><p>However, this was not the final end of Scevola Hest. The Black Contessa appeared once again, a ghost ship crewed by the damned spirits of her crew, and all answering to its captain’s powerful will. Hest still preys on other ships, much as he did in life, but now that he and his crew are undead, these raids are motivated by sheer spite against the living rather than any desire for booty. Hest revels in the suffering of his victims, but he prefers to maximize the suffering he causes by choosing targets who will be missed: those with loved ones, or who hold key positions in temples or governments. Many of those so affected by his attacks, as well as fools hoping to make their own name by defeating the legendary captain, have attempted to rid the world of this abominable ship and crew. All have failed—and many have become trapped in the same curse, bound as unwilling minions of their intended quarry. </p><p>“Hestian Spectre” is an acquired template that can be added to any living, intelligent creature slain by a Hestian spectre and whose body was on board the Black Contessa when it vanished in daylight. </p><p>Any creature slain by a Hestian spectre, and whose body is present aboard the Black Contessa when it vanishes in daylight, rises again as a Hestian spectre when the ship next reappears. </p><p><strong>Andre D'Medicci, Hestian Spectre Aristocrat 8, Effective Second-in-Command, First Mate:</strong> ?</p><p><strong>Tamelia Brune, Hestian Spectre Corsair 6/Sea Dog 2:</strong> Tamelia Brune was well on her way to becoming an infamous pirate captain when her ambition blinded her common sense. She vowed to defeat the universally dreaded ghost of Scevola Hest, but instead found only death and servitude aboard the Black Contessa. </p><p><strong>Commodore Cossimo Ulisse, Hestian Spectre Aristocrat 6/Expert 3, Little More Than a Ghostly Shell of His Former Self:</strong> Ulisse commanded the fleet that finally sunk the Black Contessa. When the ghost ship returned, the Commodore gathered a new force, equipped with holy men and silver weapons, to attempt to destroy her again. He died in the attempt, as did all he led. Hest craved further revenge, so sent divers to recover Ulisse’s corpse and bring it aboard so that his archenemy would join the ranks of his crew the next night. </p><p><strong>Lieutenant Nicola Sansaverio, Hestian Spectre Aristocrat 3/Corsair 2:</strong> Sansaverio knew of Hest’s sedition, but failed to inform his captain before the mutiny occurred. Now he suffers eternal damnation along with the rest of Hest’s crew, and he is the only one aboard who believes he deserves it. </p><p><strong>Cuomo Darr, Hestian Spectre Warrior 2/Corsair 2:</strong> ?</p><p><strong>Hestian Spectre, Unwilling Minion:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/333436/Codex-Superno?affiliate_id=17596" target="_blank">Codex Superno</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> <em>The Ring of Brimer</em> spell.</p><p><em>Saturn's Seal</em> spell.</p><p><strong>Shade:</strong> ?</p><p><strong>Forlorn Ghost:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Evil Spirit:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Shadow:</strong> <em>Saturn's Seal</em> spell.</p><p><strong>Malign Spirit:</strong> ?</p><p><strong>Malignant Spirit:</strong> ?</p><p><strong>Spirit of a Temperamental Epicurean Chef:</strong> ?</p><p></p><p>The Ring of Brimer</p><p>Conjuration [Summoning, Ritual]</p><p>Level: Magus 2</p><p>Components: V, S, M</p><p>Casting Time: 3 days (see below)</p><p>Range: Touch</p><p>Target: One person or creature</p><p>Duration: 6 days</p><p>Saving Throw: Will negates (see below)</p><p>Spell Resistance: No</p><p>Source: Historical, Munich Grimoire</p><p>Legal Status: D</p><p>This somewhat complex ritual magic spell enables the caster to enchant a golden ring with the power to simulate the death of a living person, or simulate life in a dead body. The spell consists of two parts, first enchanting the ring, then summoning spirits to activate it. Once the ring has been created and properly enchanted it can be used again, and the spell can be cast more quickly (only the second part of the ritual is required, reducing casting time to 1 hour).</p><p>To cast the spell, the caster must make a ring of pure gold (value at least 1 gulden), which must be inscribed with the names of six spirits, three on the outside of the ring, three on the inside. This requires someone to make an ability or skill check (Dex DC 15 or Perform: Engraving, DC 10). The engraving can be made by the caster or by someone else, but it requires skill (or luck) to engrave the names properly. However, the legal implications of putting those six names on a ring are somewhat fraught so if a second party does it must be a trusted confederate or a discrete agent.</p><p>Once the ring is engraved, it is taken to a stream or brook and immersed in running water where it must be left for five days. On the fifth day it is taken out of the stream and placed inside a tomb, where it must be left overnight. On the morning of the sixth day the caster conducts the second part of the spell, activating the ring.</p><p>The second ritual involves going to a secluded place outdoors, not in sight of any human settlement. At this place a special double magic circle is inscribed using a sword, with the names of six spirits inscribed inside of it. Then ritual invocation is made four times, at which point the spirits appear, and after another exchange of ritualistic phrases, they will enchant the ring.</p><p>Once enchanted, the ring has two powers. First, if placed on the finger of a living person, it will cause them to fall as if dead and appear to be deceased for up to six days.</p><p>If the target is unwilling a Will Save negates the spell, otherwise the effect is automatic. Second, if placed on the finger of a corpse, it will cause the corpse to rise up, transform into a ‘refreshed’ state as if living, and carry on as if it were a living person for up to six days.</p><p>For the living person affected by the spell, they will be left in a relaxed state, with no pain, able to hear what transpires around them, and to see anything that transpires directly before their eyes (if they are open, but they can neither open nor move their eyes on their own).</p><p>They will not be able to move or even breathe, but will suffer no ill effects of their immobility, no hunger or thirst, nor the effects of exposure or normal environmental heat or cold, nor any discomfort whatsoever. While under the effects of the spell they are in a partly protected form of stasis, with one of the spirits watching over them each day. If they are attacked or about to be harmed, the spirit will immediately awaken them.</p><p>If a dead body is animated, one of the six spirits will occupy it on each subsequent day. The body and it’s clothing if any will appear as if alive, with any signs of deterioration, wounds or disease vanished. The spirits are intelligent enough to feign normal activity of the deceased person, but will not possess any of their skills, and will not know any of their secrets. They can engage in conversation, move about, perform simple tasks and so on, but they will not perform hard physical labor or any complex tasks. They are compelled to present a convincing performance that the deceased person is actually alive, but they won’t do much more than that.</p><p>Material components: a golden ring worth at least 1 gulden, a sharp sword, incense.</p><p>Success and Failure</p><p>When this spell is cast, the Spellcraft roll should be made at the time of the ritual and then kept aside by the GM.</p><p>On a Critical failure the ring has been cursed. If placed on the finger of a living person, they will suffer as from the SRD 3rd level Cleric Spell Bestow Curse as if cast by the caster. If placed on the ring of a corpse it will animate as a Ghoul with 13 Hit Points, which will immediately attack the caster and anyone else nearby until it’s destroyed or turned.</p><p>On a Critical success the ring confers the effects of the SRD 1st level Cleric Spell Sanctuary on any living person wearing the ring for the duration of the spell, if placed on the finger of a corpse, before fully animating the corpse will answer questions for 1 minute / level in the manner of the SRD 3rd level Cleric Spell Speak with Dead before going on to feign life.</p><p></p><p>Saturn’s Seal</p><p>Necromancy</p><p>Level: Witch 3, Magus 3</p><p>Components: V, S, M</p><p>Casting Time: 1 round</p><p>Range: One building or house</p><p>Duration: Until removed</p><p>Saving Throw: Will Negates</p><p>Spell Resistance: No</p><p>Source: Historical (Picatrix)</p><p>Legal Status: E</p><p>Saturn’s seal is yet another nasty household curse. To cast the spell, the caster locates a suitable secret location to cast the spell. This can be either indoors or outdoors, so long as the moon and stars are visible such as through a window or inside a courtyard, or even through an open door. The caster then waits until the day and hour of Saturn which also falls during a waxing moon. Then the they must inscribe a lead tablet with the sign of Saturn and a brief magical inscription, and recite the magic words.</p><p>The tablet must then be taken to the target household secretly, and hidden somewhere within the building or residence. This must be under the roof and physically inside the building –it cannot be buried in the ground beneath it or for example in a nearby garden or field. The head of the household (as determined by the GM) is entitled to a Will Saving Throw. If they pass, there is no effect. If they fail, all members of the household, all guests or servants, and all visitors who linger overnight are affected until the tablet is found and destroyed or removed.</p><p>The effects are as follows: Once per day, anyone engaged in conversation must make a Will Save or begin bitterly arguing. All parties involved are at -4 on any Diplomacy, Sense Motive or Bluff checks. All skill checks for anyone affected are at -2 to the die roll, and all Saving Throws are at -1. Food and beverages stored in the house spoil at twice the normal rate, and healing inside the house takes place at half the normal rate.</p><p>If the domicile has a cellar, attic, or other dark and infrequently visited space, each week on Saturn’s day roll one d10. On an 8, a Shadow of 18 HP has been spawned or has decided to visit the home. The Shadow will bide its time and attempt to attack the first isolated person it can find by surprise. If possible it will turn victims into more of its kind.</p><p>This spell is particularly dangerous for households situated near a churchyard or which include a private cemetery or crypt. In addition to the above, on each new moon while the curse remains in effect, any graves or inhumations within 500’ of the domicile or dwelling under the curse may be disturbed. Roll 1 d10 for each grave inside the proscribed distance. On an 8 the body within the grave will animate as a Ghoul of 17 Hit Points. The Ghoul will attempt to claw its way out of the grave, which it can do quickly if it’s interred in the earth. If it is in an intact stone or brick crypt it will be trapped but scratching will be audible. As soon as it is able to do so the Ghoul will attack and attempt to turn others by spreading its necromantic infection.</p><p>The tablet being ancient magic of Classical or pre-Classical origins, it is highly resistant to sacred abjuration or Holy remedies. All attempts to Remove Curse etc. with the help of Abrahamic rituals or artifacts such as Church bells are at -4 on the die roll. Even arcane remedies are of limited use, Dispel Magic is at -2 on the die roll against this noxious curse. The only sure way to break the malediction is to locate and remove or destroy the lead tablet. Once the tablet is found, through suitable magical means (such as an Identify spell) the casters identity may be determined.</p><p>Success and Failure</p><p>On a Critical Failure the curse rebounds onto the caster, who suffers the effects on communication, skill checks and Saving Throws until receiving a successful Remove Curse. On a Critical Success the curse lures a Ghast of 26 hit points and 2d4 Ghouls of 18 HP each to attack the building under the curse. The undead creatures emerge from a tunnel in the floor of the house, in basement, interior garden or equivalent at midnight on the Hour of Saturn (see Table of Hours, as the hour of Saturn changes based on the day of the week)[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/54942/The-Complete-Book-of-Denizens?term=complete+book+of+denizens&affiliate_id=17596" target="_blank">Complete Book of Denizens:</a> [spoiler]</p><p><strong>Aszevara:</strong> Aszevara are creatures touched by chaotic forces, their bodies warped by fell magics and wracked with terrible suffering.</p><p>The exact method by which a creature is transformed into an aszevara is unknown. Such an event is a rare occurrence, brought on by terribly destructive magics. Often, the creature is exposed to these magics as a result of its own tampering with powers beyond its control, but witnesses to such magics may be tainted by them, as well. The unleashed energy leaves the creature both physically and spiritually devastated, and the dark magics replace everything that has been lost.</p><p>“Aszevara” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, undead, or vermin.</p><p>When the xxyth rose up from the oceans of the north, the mistji responded by delving into forbidden tomes and devising spells which would rend the fabrics of energy and life. By creating a storm of overwhelming destruction, they thought would lay waste to the xxyth. Somewhere in their souls they knew that by their spells, Avadnu would be marred, but it seemed a small price to prevent the world’s utter demise.</p><p>The great storm rose with unbridled fury called from the depths of the universe. Those surviving during those dark times saw a cloud of swirling red, hanging as a sign of doom over Kaelendar’s northwestern skies. Stones melted under the cloud’s lightning, and lakes evaporated beneath its rain. But it was all a waste. The xxyth remained, and moved over the blasted land as easily as they had the formerly fertile valleys.</p><p>The mistji had failed.</p><p>But the storm of alien energies did not kill all. Some creatures were changed, life clinging to deformed, withering shells and changing as the xxyth passed. Minds and souls twisted beyond hope, the aszevara wander the Kaarad Lands, working madness with the powers that the storm that birthed them was meant to destroy.</p><p><strong>Bhorloth Raging Spirit:</strong> The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes.</p><p><strong>Carcaetan:</strong> A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as a punishment or a powerful curse, but some evil individuals undergo it intentionally.</p><p>Found throughout Avadnu, the Izgrat Witches perform bizarre rituals of self-mutilation, and revere Vérthax as their lord and master. Through their meddling in necromancy, they created the carcaetans to further their evil influence over the world.</p><p><strong>Flame Servant:</strong> Born from dark necromancy, flame servants are tools of violence and hatred.</p><p>Every flame servant is created by a spellcaster to complete a particular task.</p><p>The creation of a flame servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet mud, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp.</p><p>Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together.</p><p>The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the flame servant.</p><p>A flame servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly.</p><p>CL 14th; Craft Construct, Spell Focus (necromancy), burning hands, create undead, fire shield, fireball, caster must be at least 14th level; Price 60,900 gp; Cost 30,900 gp + 2,400 XP.</p><p><strong>Flame Soul:</strong> Some orders of monks embrace the “burning soul,” a set of spiritual beliefs epitomizing the destructive power of flame. Certain initiates in these orders go to their deaths prepared to be raised by their brothers as flame servants, and emerge from the transformation with their minds intact.</p><p>During the civil uprising of Iipon Hurr, Lord Tholust’s only son Feitruin was slain in the very battle that he thought would end the conflict. King Lonthbeern sent Feitruin’s body to Tholust’s castle as a warning to either cease the attacks and reopen trade routes, or face the wrath of his army. Enraged, Tholust summoned the necromancer Slithbourne to exact his revenge.</p><p>Slithbourne took Feitruin’s body deep into the bowels of Lord Tholust’s keep, and for seven days and nights the necromancer worked his dark magics. On the eighth day, Slithbourne emerged with the reanimated corpse of Feitruin. Feitruin marched across the Tuath Plain and into Iipon Hurr, and none could stand against him as he stalked through the streets. He proceeded to Lonthbeern’s castle, and sought out the king’s chamber, where he wrapped his smoking hands around Lonthbeern’s neck. Both man and corpse were reduced to ash in a flash of light.</p><p>The burnt and blackened path left by Feitruin’s journey to Iipon Hurr became known as the Path of Sorrow, and to this day, the floor in King Lonthbeern’s old chamber has a charred spot which cannot be removed. And though Feitruin was the first flame servant created by Slithbourne, he was not the last. In time, other necromancers learned Slithbourne’s ritual, though it remains a guarded secret.</p><p><strong>Inscriber:</strong> 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>Magickin Necromantos:</strong> The necromantic powers infusing the necromantos can bring it back from death. If the necromantos is killed and its body is not destroyed, it makes a level check (1d20 + necromantos’s HD) against DC 16. If it succeeds, it returns to life in 2d4 days. There is a 10% chance that the necromantos will not return fully alive, and permanently gain the undead type.</p><p><strong>Malison:</strong> A malison is a spiteful undead formed by the union of a man’s fury with the dying curse of a god.</p><p>The first malisons were born when a god took his final breath, and cursed the world that had destroyed him. That breath, those words, held so much power that they lingered in the air. They spread apart, and each syllable was drawn to a dead human whose hatred resembled its own. The humans rose, empowered and enraged. They remembered little of their lives, but their personalities and quirks remained, as well as their memory of what they had hated. When each was finally destroyed, its empowering breath sought out a new host, creating a new malison.</p><p><strong>Soulless One:</strong> Soulless ones are the product of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead.</p><p>In one of the last cycles of the seventh arc, a young woman from Falas claimed to have been ravaged by a demon. A child would be born, she’d been told, and that child would bring about the damnation of the world. The woman fell into a nightmare of delusion and self-destruction, wishing to end her life rather than inflict such a terror upon Avadnu. She carried the child within her womb for six weeks, until a skarren raid cut through Falas. Skarren warriors fell upon the village in waves, and the young woman was slain by a skarren thar-chak. The skarren slaughtered every resident of the village, never knowing the horror they destroyed. Though the child was never born, it was transformed and rose as the world’s first soulless one. In time, the soulless one reached out to other stillborn spirits, and began raising them as its servants.</p><p><strong>Swallowed:</strong> The swallowed are the transformed remains of drowned men and women, forced into the service of a watery master.</p><p>When a human drowns in an ocean ruled by magical forces, there’s a chance he or she will rise again as one of the swallowed. The swallowed retain a few fragmented memories, but none of the personality of their old selves—sages believe that a drowned victim’s body and soul are reshaped, used like clay by a powerful being who lacks the knowledge to create life from nothingness.</p><p>Swallowed are born in the seas surrounding the Broken Isles, and local shamans say that their master is the daughter of a mysterious sea god.</p><p><strong>Vohrahn:</strong> Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.</p><p><em>Bind Vohrahn Spell</em></p><p>After decades or centuries of existence certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead.</p><p>The spell to create these creatures was originally developed by members of xxyth cults, and the practice dates back to the Time of Dust. Since then, creating vohrahn has become a common practice among many students of the black arts, but until the War of the Shadow had never been used on such a grand scale.</p><p><strong>Wraithlight:</strong> Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence.</p><p>Mouleji, the infamous sulwynarii explorer whose observations on unusual creatures were as often wildly inaccurate as they were insightful, believed that wraithlights were the only peaceful creatures ever to have been born in the Void, and that their souls had come to Avadnu after their swift extinction. Mouleji’s contemporaries were quick to point out holes in his theory, but only halfheartedly defended their own proposal that wraithlights were the ghosts of the gods’ first, failed attempts at creating life.</p><p></p><p><strong>Ghost:</strong> The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes.</p><p><strong>Wight:</strong> After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead.</p><p><strong>Zombie:</strong> After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2628/Complete-Guide-to-Liches-35-edition?it=1&affiliate_id=17596" target="_blank">Complete Guide to Liches:</a>[spoiler]</p><p><strong>Dracolich:</strong> Like a lich, a dracolich must possess a phylactery for its soul to survive the transition to undeath. Though the dragon itself need not craft its own phylactery, the fiercely magical nature of dragons requires that the dragon must possess some spellcasting ability for its soul to endure in a phylactery, putting a certain age limit on which dragons can become dracoliches. Either the dragon must have spellcaster class levels, or it must be of a sufficient age to naturally have a caster level.</p><p>A dracolich’s phylactery costs a minimum of 190,000 gp and 7,700 XP to create, and possesses a caster level equal to the caster level of the spellcaster who created it.</p><p>Should the dragon so desire, a more elaborate and expensive phylactery can be created; as with a standard lich, this extra expense in creating a phylactery aids in the process of successfully creating a dracolich.</p><p><strong>Drowlich:</strong> The creation process for a drowlich is no different than that of a standard lich; however, the drow’s affinity for evil and its long years of existence in the underdark somehow serve to enhance the necromantic power that gives the drowlich its undead existence.</p><p><strong>Novalich:</strong> A spellcaster cannot turn another creature into a novalich, so all novaliches are necessarily spellcasters themselves. Otherwise, novalich phylacteries are identical to those of normal liches.</p><p><strong>Philolich:</strong> When a lich desires to keep cherished family or servants with him through eternity, he creates a philolich, a lesser lich whose spirit is bound to his own.</p><p>Philoliches can only be created by another lich; the philolich cannot be created by a living spellcaster.</p><p>The only requirements to become a philolich are to be willing, and to have a lich capable and willing to transform the character. Because much of the essence of the philolich’s soul is bound to the original lich’s phylactery, a philolich’s phylactery is easier to make, costing a minimum of 2,000 gp and 80 XP. It has a caster level equal to that of the lich that created it.</p><p>Failed rituals to create a philolich instead create a semi-lich.</p><p><strong>Semi-Lich:</strong> The result of a failed attempt to become a lich.</p><p>Sometimes the process of lichdom is not successful, and with such complicated spells and rituals involved, it is almost surprising there are so few tales of lichdom gone awry. For example, most drinkers of the potion of undead life let themselves die, but if the subject resists the poison after letting his soul be bonded to the phylactery, the subject may rise as a creature known as a semi-lich.</p><p>If a creature dies while its soul is partially in a phylactery due to the join the soul spell, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that.</p><p>Failed rituals to create aphilolich instead create a semi-lich.</p><p>It is a creature that attempted to become a lich and was mostly unsuccessful. This failure stems from its phylactery. While the physical form of the creature became imbued with necromantic force in order to animate it in an undead state, the semi-lich’s original life force – its soul – was never successfully captured and bonded to the prepared phylactery. Without the phylactery, the creature’s original life force dissipated into nothingness, leaving behind only a ghastly undead monster inhabiting the creature’s original body.</p><p><strong>Warlich:</strong> Spellcasters cannot turn themselves into warliches; they can only change others into this undead monster. The spellcaster turning a warrior into a warlich can either be living or undead.</p><p><strong>Lichling:</strong> Imbued with the essence of a lich.</p><p>Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul.</p><p><em>Animate Lichling</em> spell.</p><p><strong>Lichwarg:</strong> Lichwargs are undead hunters created by liches to track down living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it, allowing him to see through its eyes and direct it from a distance.</p><p>Any lich can create a lichwarg with create undead or create greater undead.</p><p><strong>Demi-Lich:</strong> The second possibility is that the lich’s body breaks apart and shatters, turning it into little more than fine powder and a skull. In this state, the skull still houses the remaining fragments of the lich’s still-living mind. With only its demented mind left intact, the lich finally reaches its ultimate state of purest evil – the demi-lich.</p><p></p><p><strong>Lich:</strong> To become one, an evil spellcaster must knowingly consume a potion that will end his life only to resurrect him as an unliving vessel of pure evil.</p><p>Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal.</p><p>No one knows for certain how the first liches came to be.</p><p>Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood.</p><p>The creation of a lich requires a willing, living subject.</p><p>The process of becoming a lich is a dark and arduous one. The secrets and spells that must be learned in order to create a lich are numerous and difficult – it can take a lifetime alone just to learn all that is required.</p><p>In order to create a lich or a lich variant, two simple elements are essential above all others: a skilled spellcaster to create the lich, and a willing subject to become the lich.</p><p>The spellcaster can be any high-level spellcaster, including epic-level paladins and rangers.</p><p>Spellcasting: Caster level 11</p><p>Feats: Craft Wondrous Item</p><p>The subject must be a willing subject. Should the subject not truly desire to become a lich, or understand and object to the fact that becoming a lich involves actually dying and being reborn as an undead creature, the subject will never become a lich or lich variant. Suggestion, charm, or any other sorts of magic spells and psionics used to convince a subject that becoming a lich is a good idea are not enough, nor is misleading the subject about what the lich creation process entails. Only a subject that chooses to be a lich of his own free will can ever successfully become a lich.</p><p>Once both the spellcaster and the subject are ready and willing, a phylactery must be created to begin the process of lichdom.</p><p>Creating the phylactery requires the Craft Wondrous Item feat. This phylactery costs a minimum of 120,000 gp and 4,800 XP to create, and possesses a caster level equal to that of its creator when it is made.</p><p>With the phylactery (and, optionally, the vessel) in place, a ritual is required to bind the soul to the phylactery. Different cultures and magical traditions have developed slightly different rituals for spellcasters who wish to become liches.</p><p>The Potion of Undead Life: A potion of undead life slays the drinker unless he succeeds a Fortitude save (DC 20). A creature so slain cannot be brought back from the dead by anything short of a wish or miracle. If a creature has undergone the necessary ritual to bind its soul to a phylactery (and optionally, its mind to a vessel), the potion of undead life does not immediately slay the drinker; instead, it causes the creature’s physical body to rapidly decompose, turning into little more than dust and ash in less than two days. This is often to the horror of the lich, who cannot be certain the ritual was effective. But 1d10 days after the subject’s body drops dead from drinking a potion of undead life, he returns as a lich, looking very similar to the way he did in life.</p><p>Binding the Twin Winds: For this ritual, the prospective lich must find a windy cave, which acts as his phylactery. A ritual binds his soul to the cave, but to make the bonding permanent, he must die amid the cries of both mourning friends and victorious foes – the twin winds of the ritual. After the prospective lich takes its last living breath, his body is suffused with a black miasma of negative energy that slowly dissolves his body. Only once there are no breathing creatures within a hundred feet will the lich be reanimated. Though a difficult ritual to perform, the benefit is that the lich’s phylactery is nearly impossible to steal or destroy. Though the cave only has hardness 8, it has tens of thousands of hit points.</p><p>The Sultan’s Curse: A thousand years ago, the sultan of a desert nation was blessed by a djinni to be able to invoke a curse of his choice once during his reign. That curse was lain upon a foreigner who defiled the holiest city of the land, and he was struck down by a bolt from the heavens. But the foreigner’s magic allowed him to steal a bit of the divine essence of the lightning bolt, bonding his soul with the twisted glass created when the lightning seared the desert sands. His body reformed from the sands of where he died, and he lives to this day seeking revenge. Similarly, if a mage prepares the proper ritual, and if he is slain by a spell channeling positive energy, he can corrupt that energy and use it to propel himself into the undeath of lichdom.</p><p>The Diary of Riddles: Many loremasters, feeling their pursuit of knowledge is yet incomplete, craft textual phylacteries, recording in extreme detail the events of their lives, typically in a well-bound tome. The mage seeking to become immortal must include at least one mystery he seeks to solve in his undeath, though additional mysteries may later be added to the book. He then writes an account of his own death into the tome, at which point he dies, his soul binding with the pages.</p><p><strong>Skeleton:</strong> Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons.</p><p><strong>Wight:</strong> Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons.</p><p></p><p><em>Animate Lichling</em></p><p>Necromancy [Evil]</p><p>Level: Clr 4, Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Targets: 1 or more pile of bones 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 you create a type of undead known as a lichling. The limit for the total hit dice of undead you can control applies to lichlings as well as normal zombies and skeletons created with animate dead.</p><p>Animate lichling can only be cast by a spellcaster who has successfully created a phylactery.</p><p>Material Components: A diamond worth 100 gp and a withered goat’s heart for each lichling you create, both of which must be placed in a pile of bones. The bones become the lichling, and the components are consumed in the casting.</p><p></p><p><em>Join the Soul</em></p><p>Necromancy [Evil]</p><p>Level: Brd 4, Clr 6, Drd 6, Sor/Wiz 6</p><p>Components: V, S</p><p>Casting Time: 30 minutes</p><p>Range: Touch</p><p>Target: Personal or creature touched, and</p><p>prepared phylactery</p><p>Duration: Instantaneous then 1 round/level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>This spell is used in many rituals of lichdom to bind the life essence of the caster or another creature into a prepared phylactery. Willing creatures voluntarily fail their save to resist. If cast upon an unwilling target, the spell traps the life essence of that target in the phylactery for 1 round per caster level. The target suffers a penalty to all his ability scores equal to 2d4 for the spell’s duration, although this cannot reduce an ability below 1. If the creature dies while its soul is partially in the phylactery, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that.</p><p>A successful Will save by an unwilling target only means that the target feels slightly nauseous, but otherwise is able to function normally.</p><p>If, after receiving this spell, the ritual to become a lich is not completed within 1 hour, the subject’s body dies, and the subject’s life essence is trapped within the phylactery for the rest of eternity.</p><p></p><p><em>Puppets of Death</em></p><p>Necromancy [Evil]</p><p>Level: Clr 6, Death 6, Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: 50 ft.</p><p>Area: 50 ft. radius emanation, centered on the caster</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell functions like animate dead, except that the skeletons or zombies animated this way only remain animated until the end of the spell’s duration, and that the spell animates all dead bodies in the area of effect. The caster may control up to 2 Hit Dice of undead per caster level with this spell, in addition to the normal limit of animate dead spells. Material Components: Powder from a crushed skull.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3126/Complete-Guide-to-Vampires?term=complete+guide+to+vampires&it=1&affiliate_id=17596" target="_blank">Complete Guide to Vampires:</a>[spoiler]</p><p><strong>Inferno Vampire:</strong> The first inferno vampire was created unintentionally. A terrible curse was cast upon a vampire, turning all of him – except his blood – into stone before he was hurled into a lava flow. Somehow he survived, becoming the first inferno vampire. That first inferno vampire was able to create more of his kind, and a new and violent type of vampire appeared.</p><p>Must drink the blood of a dragon, preferably red, while already a vampire or just prior to being turned into a vampire by another inferno vampire who has the create spawn ability. Creatures with the cold subtype cannot become inferno vampires (attempts are fatal).</p><p>If a humanoid or monstrous humanoid slain by an inferno vampire’s energy drain was a sorcerer, or had ever consumed dragon’s blood, he rises from his ashes as an inferno vampire after 1d4 days.</p><p><strong>Lymphatic Vampire:</strong> About one in a thousand vampires that drinks blood can become a lymphatic vampire. Of these, most continue to drink blood, but those that switch to lymphatic fluids only transform into lymphatic vampires.</p><p>The character must be turned into a vampire by another lymphatic vampire who has the create spawn ability, or be one of the few naturally occurring mutations.</p><p>A lymphatic vampire’s spawn are also lymphatic vampires.</p><p><strong>Magebane Vampire:</strong> Magebane vampires come into existence when powerful magic users become vampires.</p><p>The character must be turned into a vampire by another magebane vampire who has the create spawn ability.</p><p>If a magebane vampire drains a humanoid or monstrous humanoid of all spell slots or psionic power points, the victim’s Intelligence immediately drops to 0. He returns as a magebane vampire with 0 race levels after 1d4 days. (A creature without spellcasting or psionic ability cannot become a magebane vampire.)</p><p><strong>Moglet Vampire:</strong> Like lymphatic vampires, moglets are created when a standard vampire or moglet uses the create spawn ability on someone who meets the requirements.</p><p>A moglet vampire who has the create spawn ability must slay the character. Before death the character must have experienced some extreme emotional trauma that has left them emotionally damaged.</p><p>If a moglet drains a humanoid or monstrous humanoid’s Charisma to 0 or lower, and slays the victim, he returns as a moglet vampire with 0 race levels after 1d4 days.</p><p><strong>Sukko Vampire:</strong> The character must be turned into a vampire by another sukko vampire who has the create spawn ability. Creatures with the fire subtype cannot become sukko vampires (attempts are fatal).</p><p>If a sukko vampire drains a humanoid or monstrous humanoid’s Strength to 0 or lower, and then slays them by freezing them in ice, the victim returns as an sukko vampire with 0 race levels after 1d4 days.</p><p></p><p><strong>Vampire:</strong> The vampire is a powerful undead monster that spawns its own followers from living humans.</p><p>Veldrane mold vampires spawn others of their kind, but a small fraction of their spawn are mutants: They are standard vampires.</p><p>When a creature that breathed in a Veldrane vampire's spores is slain by a Veldrane mold vampire, it will rise in 6 days as a new Veldrane mold vampire. There is a 1% chance that it will rise as a standard vampire instead of a Veldrane mold vampire.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1431/Complete-Minions?affiliate_id=17596" target="_blank">Complete Minions:</a></p><p>[spoiler]<strong>Bone Sovereign:</strong> Bone sovereigns are the accumulated remains of skeletons whose animating enchantments have coalesced over the years to form a single, self-aware undead entity.</p><p>When skeletal undead are left to stand unguided over centuries in concentrated groups, their animating forces and physical forms occasionally merge together and achieve a type of sentience. Whether this is brought about by the gradual failure of their individual enchantments or caused by the will of malevolent outsiders remains unknown. It is even speculated that a god of death may create these monsters from abandoned undead to increase his domain.</p><p><strong>Cacogen:</strong> The cacogen is a deformed human, typically a leper, hunchback, or clubfoot, but sometimes a scarred or branded rogue, who has been brought back to life to serve an evil sorcerer or wizard as a necromantic guardian.</p><p><strong>Heart Stalker:</strong> A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night</p><p><strong>Hearth Horror:</strong> A hearth horror is the ghost of a dead place, horribly corrupted by evil, and obsessed with restoring itself to its former glory.</p><p>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><strong>Ka Spirits:</strong> In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the other world. The ka spirit is the soul of one this unfortunates.</p><p>In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death.</p><p><strong>Undead Warlord:</strong> This creature is the spirit of a powerful ancient warlord, who long ago lost his life through an act of betrayal.</p><p><strong>Wraith Skin:</strong> Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering.</p><p></p><p><strong>Skeleton:</strong> As a standard action, a bone sovereign can create any number of skeletal monsters from its body.</p><p><strong>Zombie:</strong> Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Corwyl Village of the Wood Elves</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Plant:</strong> ?</p><p><strong>Allip, Spirit:</strong> ?</p><p><strong>Ghost:</strong> These are spirits who (for whatever reason) neither went on to the afterlife nor were bound to a memory tree.</p><p><strong>Ghost, Spirit:</strong> ?</p><p><strong>Valsoff Deloryl, Ghost, Despised Village Ghost, Elf Spirit Fighter 10/Bard 1, Restless Spirit:</strong> Endora Deloryl is the only surviving Council member from before the Dark War. It was her hatred of the drow that pushed the village into war with Dezzavold, for she convinced her nephew Valsoff to kill the drow’s messenger. His ghost now haunts her, blaming her for all that has occurred since.</p><p>Valsoff ’s spirit has been unable to rest since the Dark War, and no memory tree was planted for him. Although Valsoff generally wanders the village, he spends a great deal of time haunting Endora Deloryl and trying to influence young Gloriannel and now Pattys Dulas. He remains bitter about the events that transpired, but only because the villagers make warding signs at the mention of his name, when they should be embracing him as the village’s greatest hero, the man who saved them from enslavement by their dark kin. He believes that Endora did not do enough to ensure his place in history for his great deed. She allows the others to curse him, and never reveals her complicity in the act that caused their kin to revile him.</p><p><strong>Orellin Byrniel, Mischievous Ghost, Elf Spirit Rogue 5/Wizard Illusionist 1, Spectral Prankster:</strong> Orellin blames Valsoff Deloryl for his death and the deaths of many other elves in the Dark War. He has chosen his ghostly afterlife to keep an eye on the spirit of his enemy and to attempt to fight his continuing influence over the rulers of Corwyl.</p><p><strong>Eranade Dezzav, Drow Ghost Fighter 9/Rogue 2, Spectral Spy:</strong> Eranade came to Corwyl 400 years ago to gain the wood elves’ help against the encroaching Virdrae. Eranade had serious reservations about the mission, but her mother believed that logic and diplomacy could overcome the differences between their two peoples, especially in the face of a threat that could consume them both. Eranade’s plea fell on deaf ears and the Honor Meet was desecrated by death, leading to the Dark War.</p><p>But Eranade’s outrage at her murder tied her spirit to the Middle World, returning her to unlife as a ghost.</p><p><strong>Lyassa, Lich, Undying Lich, Master:</strong> A demon bound into a sword, Bloodspiller is a sentient enchanted blade created ages ago by Lyassa, an evil gray elven warrior-wizard. Unwilling to die after a mere six centuries, the mage used dire magic to become an undying lich, and withdrew to the dark places beneath the earth to continue her arcane studies.</p><p><strong>Spectre, Spirit:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Dread Wraith, Spirit:</strong> ?</p><p><strong>Wraith, Spirit:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.enworld.org/resources/creature-catalog.1559/" target="_blank">Creature Catalog</a> (as of 7/26/23)[spoiler]</p><p><strong>Ambuchar Devayim, Tan Chin:</strong> Ambuchar Devayam was once known as Tan Chin, a powerful necromance and the emperor of the Shou Lung region of Kara-Tur. He was a cruel ruler, and his people revolted and banished him from the land. Tan Chin ventured to the region of Solon and unconvered ancient Imaskari magic, which he combined with his own potent necromancy to become a unique undead entity upon his death.</p><p><strong>Amiq Rasol, Deep Man, Dark Man:</strong> Amiq rasol, also called "deep men" or "dark men", arise from corsairs who were marooned, murdered, or otherwise lost at sea. They now haunt the coasts or islands near the sites of their demise, existing in a state of undeath until their remains are given a proper burial.</p><p><strong>Angreden:</strong> An angreden is the undead remnant of a being so filled with anger and hatred that its corpse cannot rest.</p><p>Angredens also arise on occasion from victims who died while under a powerful curse, and now seek to share that curse with other members of the living.</p><p><strong>Ankou:</strong> Arising from the remains of a miserly farmer or peasant, one so debased as to have murdered his own family out of greed or to have allowed his family to perish rather than share his hoard of food with them, the ankou is now an undead abomination.</p><p><strong>Arcane Head:</strong> Arcane heads are created by hags from previous victims.</p><p>Arcane heads are always formed in flocks of thirteen. If one is destroyed, its mistress usually creates a replacement as soon as possible. For reasons unknown, a hag never creates more than thirteen arcane heads.</p><p><strong>Arcane Head of Mullonga:</strong> ?</p><p><strong>Avenging Spirit:</strong> Avenging spirits are the souls of innocents whose murders went unpunished. Forever bound to the site of their deaths, avenging spirits persevere to protect their loved ones and avenge their own deaths.</p><p><strong>Baka:</strong> A baka is a variant ghoul formed when a cannibal is transformed via necromancy into an undead creature.</p><p><strong>Barrowe:</strong> It is unknown what event resulted in the first barrowes, but they are able to create others of their kind by draining the life forces of their living kin.</p><p>Any hill giant slain by a barrowe becomes a barrowe in 1d4 rounds.</p><p><strong>Beholder Zombie:</strong> Beholders have a funeral custom in which they encase their fallen in a blood-red salve that hardens into a tough shell. The beholders believe that this shell contains and protects the souls of the dead within their bodies, allowing the fallen comrade an eternity of pleasant dreams. Beholder zombies are a side-effect of this process. Should the blood-red casing crack or otherwise be damaged, the dead beholder springs to unlife and attacks any interlopers within its resting place.</p><p><strong>Bereginya, Rusalka:</strong> Although the origin of the bereginya is shrouded in mystery, the most popular theory is that some girl long ago insulted a god. This god caused the girl to fall into a river and drown. She was then cursed to return as an undead. The girl was horror-stricken and she applied the same punishment to anyone who saw her, thus passing the curse along.</p><p>Any humanoid female who dies by drowning due to the actions of a bereginya becomes a bereginya in 1d4 rounds.</p><p><strong>Bereginy Greater, Rusalka Greater:</strong> Bereginya form packs led by a greater bereginya. Should the greater bereginya die, the lesser bereginya with the most hit points takes the role as leader. They all walk onto dry land and await a victim. The first humanoid to have the misfortune of coming across them is attacked. The carcass is then fed to the pack leader. After finishing her meal, the pack leader begins a strange ritual that transforms it into a greater bereginya. During this time, the other bereginya of the pack do not consume flesh.</p><p><strong>Blazing Bones:</strong> Blazing bones are an extremely rare type of undead, created when magic goes awry. These unfortunate souls are the result of a poorly prepared contingency spell by a wizard or cleric, who is killed by fire. This twisted magic keeps the victim in a state of undeath, forever tormented by the fire that killed it, and hopelessly insane.</p><p><strong>Blood Warrior:</strong> Blood warriors are a specialized form of undead created by the mighty Bhaalspawn known as Kazgaroth. Transformed by Kazgaroth's corrupting mass charm, these undead warriors serve the Beast fanatically.</p><p>He [Kazgaroth] rounds out his troops with his powerful ability to change an entire batallion of warriors into undead servants known as blood warriors.</p><p>Once per year, Kazgaroth may transform up to 500 humanoids into blood warriors. Each creature must succeed on a DC 29 Will save or immediately become a typical blood warrior (regardless of its original size or type). Blood warriors are fanatically loyal to Kazgaroth, and may only be restored to their original form by a wish or miracle spell. This is a polymorph and death effect. The save DC is Charisma-based.</p><p><strong>Bloody Bones:</strong> Bloody bones arise from the remains of the most vile criminals. Cursed to continue to ply their gruesome trades in eternal undeath, bloody bones rob and murder the living with reckless abandon.</p><p><strong>Bloody Bones Rogue 3:</strong> ?</p><p><strong>Bole-Undead:</strong> Bole-undead are created in a special cauldron manufactured from the bole (or trunk) of a great tree befouled by evil magic. Any corporeal undead can be created in this manner, and normally mindless undead instead gain a small bit of sentience.</p><p>“Bole-undead” is an acquired template that can be added to any corporeal undead creature.</p><p><strong>Bole-Skeleton Human Warrior Skeleton:</strong> ?</p><p><strong>Bole-Zombie Troglodyte Zombie:</strong> ?</p><p><strong>Bole-Wight:</strong> ?</p><p><strong>Bone Tyrant Master, Bloody Bones:</strong> ?</p><p><strong>Bone Tyrant Minion, Bloody Bones:</strong> ?</p><p><strong>Burnbones:</strong> Burnbones are created when a chaotic evil deity infuses one of his favored priests with a portion of his dark essence. Even a small portion of the deity's power is so great to dissolve all flesh and sinew in the process, leaving only a walking pile of bones behind. This skeletal creature is continuously limned with dark fire.</p><p>The fanatical loyalty of the chosen priests becomes amplified and twisted during the transformation, leaving most burnbones half insane and highly paranoid.</p><p>After the Banedeath, Cyric granted a portion of his power to his most faithful priests. The power of the Dark Sun was so overwhelming that all that remained of these priests were their bones.</p><p>“Burnbones” is an acquired template that can be added to any creature able to cast 6th-level divine spells with a chaotic evil patron deity.</p><p><strong>Burnbones Human Cleric 12:</strong> ?</p><p><strong>Cairn:</strong> Cairns arise spontaneously when a stone giant dies after despoiling the earth, even inadvertently. Example occur a cave-in when using their great strength to dig huge mines, drowning while building dams, and so on. Cairns lack the ability to create others of their kind.</p><p><strong>Canopic Shade:</strong> ?</p><p><strong>Canopic Corpse:</strong> “Canopic corpse” is an inherited template that can be added to any corporeal undead.</p><p>The ritual that creates the canopic corpse also creates two canopic shades: the heart and the mind.</p><p><strong>Canopic Shade The Heart:</strong> The ritual that creates the canopic corpse also creates two canopic shades: the heart and the mind.</p><p><strong>Canopic Shade The Brain:</strong> The ritual that creates the canopic corpse also creates two canopic shades: the heart and the mind.</p><p><strong>Canopic Corpse Human Zombie:</strong> ?</p><p><strong>Canopic Corpse Vampire Spawn:</strong> ?</p><p><strong>Cariad Ysbryd, Ghost Lover:</strong> A cariad ysbryd, or “ghost lover,” is the spirit of a good elven female who has chosen to remain among the living to perform good deeds.</p><p><strong>Vampire Ch'ing Shih:</strong> Ch'ing shih arise when a body is not given the proper funeral rites, allowing the darker side of the soul to animate the body.</p><p>"Ch'ing shih" is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Vampire Ch'ing Shih Greater:</strong> A greater ch'ing shih is created by trapping the portion of its soul aligned with the spirits of goodness within a clay jar, allowing the evil portions of the soul to have full control of the corpse.</p><p>The creation of a soul jar requires the Craft Wondrous Item feat. The creator must be able to cast spells and have a caster level of 7th or higher. The soul jar costs 60,000 gp and 2,400 XP to create and has a caster level equal to that of its creator at the time of creation.</p><p><strong>Vampire Ch'ing Shih Human Barbarian 4:</strong> ?</p><p><strong>Child of Maalpherus:</strong> The Children of Maalpherus are variant zombies created by the priesthood of Maalpherus, a god of disease and plague. These undead are often fashioned from the corpses of those who angered the deity. Large specimens represent ogres, minotaurs, and other larger races who angered the deity.</p><p>A Child of Maalpherus can be created with a create undead spell cast by an 12th-level spellcaster or by certain powerful magical curses or diseases.</p><p><strong>Composite Mummy Crocodile:</strong> Composite mummies are specialized mummies created from the most dedicated servants of deities associated with mummification. Crocodile composite mummies are most often associated with Sobek, the Egyptian crocodile god.</p><p><strong>Composite Mummy Hippopotamus:</strong> Composite mummies are specialized mummies created from the most dedicated servants of deities associated with mummification. Hippopotamus composite mummies are most often associated with Taweret, the Egyptian fertility goddess.</p><p><strong>Composite Mummy Jackal:</strong> Composite mummies are specialized mummies created from the most dedicated servants of deities associated with mummification. Jackal composite mummies are most often associated with Anubis, the Egyptian death god.</p><p><strong>Composite Mummy Typhonic Beast:</strong> Composite mummies are specialized mummies created from the most dedicated servants of deities associated with mummification. Typhonic beast composite mummies are most often associated with Set, the Egyptian god of storms, chaos and the desert.</p><p><strong>Crypt Servant:</strong> A crypt servant can be created with a create undead spell of caster level 13th or higher. The spell must be cast within the tomb where the crypt servant is to serve. Although a crypt servant can be created from any corpse, volunteers are preferred. In fact, many ancient crypt servants originally volunteered for their posts, wishing to serve their masters in death as in life.</p><p><strong>Cryptknight:</strong> Cryptknights are the undead remnants of fighters that were time-trapped at the moment of their deaths. This unique condition originated in the wizard Martek's tomb, but similar temporal anomalies could occur elsewhere and create similar beings.</p><p><strong>Dark Lord:</strong> A dark lord is created when an extremely powerful creature is destroyed by a sphere of annihilation, but is spirit somehow perseveres, grown stronger and deadlier in the process. It is believed that at the moment of destruction, the dark lord's soul is transferred to the Negative Energy Plane, rather than the intended afterlife in its deity's domain. The soul is fused with the dark matter of the utter void, gaining devastatingly destructive powers. The dark lord then seeks to return to the mortal realm to torment the living.</p><p>Although most dark lords are created by contact with a sphere of annihilation, some are created from contact with the epic creatures known as umbral blots (blackballs), a sphere of ultimate destruction spell (see Spell Compendium), or even contact with a voidstone on the Negative Energy Plane itself.</p><p>Dark lord” is an acquired template that can be added to any living creature whose highest base saving throw bonus is +9 or higher that has been destroyed by a sphere of annihilation or similar effect.</p><p><strong>Dark Lord Orc Fighter 15:</strong> ?</p><p><strong>Dhrakoth the Corrupter:</strong> Born in the heart of the Negative Energy Plane, Dhrakoth's essence was fused with a corporeal dragon through Tiamat's dark magic.</p><p><strong>Dowagu:</strong> Created by a unique undead known as the Raja Ambuchar Devayam, the dowagu usually travel alone carrying out the Raja's orders.</p><p><strong>Dracula, Vampire:</strong> Dracula was once a powerful, evil fighter from a Material Plane world. Upon his death, he arose as a vampire, growing more powerful over time into a lord of undeath.</p><p><strong>Drowned Maiden, Potoplenytsia, Rusalka:</strong> A potoplenytsia, or "drowned maiden", is the spirit of a murder victim, usually a woman, who was drowned.</p><p><strong>Skeleton Dry Bones:</strong> "Dry Bones” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p>If the creature has more than 20 Hit Dice, it can’t be made into a dry bones by the animate dead spell.</p><p><strong>Skeleton Dry Bones Human Warrior:</strong> ?</p><p><strong>Ekimmu:</strong> An ekimmu is the undead spirit of a humanoid that was not given proper burial rites.</p><p><strong>Firegaunt:</strong> Firegaunts arise from the remains of fire giants who have frozen to death, their bodies spontaneously combusting into unexpiring torches. They have also been rumored to arise from fire giants so given to rage while alive that their fiery tempers burn brighter after death.</p><p><strong>Frostmourn:</strong> Frostmourns arise spontaneously when a dead frost giants remains completely dessicate in the intense cold. Frostmourns lack the ability to create others of their kind, and lead mostly solitary existences, never congregating in groups larger than three</p><p><strong>Galley Beggar:</strong> Scholars believe these undead were once fey, who are now driven to torment the humanoid races who inhabit their former lands.</p><p><strong>Skeleton Gem Eyes:</strong> "Gem eyes" is an acquired template that can be added to any corporeal creature.</p><p><strong>Skeleton Gem Eyes Pearl Eyes Human Fighter 5:</strong> ?</p><p><strong>Skeleton Gem Eyes Ruby Eyes Human Fighter 5:</strong> ?</p><p><strong>Skeleton Gem Eyes Emerald Eyes Human Fighter 5:</strong> ?</p><p><strong>Ghast-Lord:</strong> Ghast-lords were undead clerics of cannibalistic or anthropophagus tribes, who revered deities of similar pursuits.</p><p><strong>Ghastly Creature:</strong> A creature killed by a ghast-lord rises as a form of ghast 1d4 days after death. The victim returns as a ghast if it was a humanoid with 6 or fewer HD and as a ghastly creature if it was a giant or monstrous humanoid or a humanoid with 7 or more HD.</p><p><strong>Ghast-Lord Bugbear Adept 9:</strong> ?</p><p><strong>Ghost Mount:</strong> Ghost mounts arise from the spirits of mistreated mounts animals, creatures so brutally handled in life that they survive after death to take vengeance on all creatures who ride them. The statistics above can cover horses, camels, and even antelopes, while those of Huge size can represent elephants and other larger mounts.</p><p><strong>Ghost Mount Lesser:</strong> Lesser ghost mounts arise from the spirits of mounts that fell during battle, to starvation, or other premature deaths. Unlike true ghost mounts, lesser ghost mounts did not suffer cruelty from their masters, and as such harbor no ill will toward the living.</p><p><strong>Ghost Lesser:</strong> Lesser ghosts are restless spirits whose passing on to the next world is prevented for some reason. These reasons might include an urgent need to pass on an important message to someone, to accomplish some sort of unfinished task, to seek vengeance against its killer, or to atone for misdeeds.</p><p><strong>Ghost-Stone:</strong> A powerful, evil individual may choose to send his malicious spirit into a specially prepared stone upon his death.</p><p><strong>Ghost-Stone Human Fighter 5:</strong> ?</p><p><strong>Ghoul Elevated:</strong> Elevated ghouls are superior in all ways to their lesser kin. Such ghouls only arise as the result of powerful magic.</p><p>An elevated ghoul can be created by an 18th-level or higher spellcaster using create undead. Alternatively, a limited wish cast on a ghoul or a ghast elevates it, but breaks the caster's control (if any) over the undead.</p><p><strong>Ghul Mage:</strong> Many great ghuls are gifted in the arcane arts, and these ghul mages take levels in arcane spellcasting classes. Many also become sha'irs.</p><p><strong>Ghul Great:</strong> Great ghuls are undead formed from the cruelest, vilest members of an inferior order of janni.</p><p>Any janni slain by a great ghul becomes a free-willed great ghul in 1d4 rounds.</p><p>Lesser ghuls can be promoted to great ghuls by efreet and other powerful genies, although the methods used to do so are unknown.</p><p><strong>Mountain Ghul:</strong> ?</p><p><strong>Ghul Lesser:</strong> Unlike great ghuls, lesser ghuls cannot create new ghuls from slain janni. In fact, some powerful genies seem to have discovered how to create lesser ghuls from humanoids as well as jann.</p><p><strong>Ghul Mountain Lesser:</strong> ?</p><p><strong>Ghul-Kin Soultaker:</strong> Ghul-kin, like their great ghul cousins, are undead formed from the cruelest, vilest members of an inferior order of janni.</p><p>Any janni slain by a soultaker becomes a free-willed soultaker in 1d4 rounds.</p><p><strong>Ghul-Kin Witherer:</strong> Ghul-kin, like their great ghul cousins, are undead formed from the cruelest, vilest members of an inferior order of janni.</p><p>Any janni slain by a witherer becomes a free-willed witherer in 1d4 rounds.</p><p><strong>Goat Demon:</strong> Goat demons are a minor form of undead presumably created by Orcus or his artaaglith servants.</p><p><strong>Grave Mist:</strong> Any humanoid slain by a grave mist becomes a grave mist in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p><strong>Gray Philosopher:</strong> The gray philosopher is an undead spirit of an evil cleric that died with some important unresolved philosophical deliberations in mind.</p><p><strong>Half-Wight:</strong> ?</p><p><strong>Headless Horseman:</strong> A headless horseman arises from the remains of cavalrymen, cavaliers, and other mounted warriors who died as a result of violence. Most often they arise from death from decapitation. Headless horseman often retain a sense of purpose in undeath, completing quests, guarding locations or objects, or patrolling roadways.</p><p>"Headless horseman" is a template that can be added to any humanoid or monstrous humanoid creature with the Mounted Combat feat.</p><p><strong>Horseman's Mount:</strong> Upon arising as an undead, the headless horseman is granted a special mount (see below). Should the mount be destroyed, 24 hours later the headless horseman can create another mount through a special ceremony that requires one minute and the skeletal remains of a heavy warhorse.</p><p><strong>Headless Horseman Human Fighter 5:</strong> ?</p><p><strong>Hungry Dead:</strong> “Hungry dead” is a template that can be added to any corporeal creature other than an undead</p><p><strong>Hungry Dead Centaur:</strong> ?</p><p><strong>Inquisitor:</strong> Inquisitors are powerful undead horrors, ancient experts in torture created by evil wizards as the ultimate in sheer terror. Most inquisitors were created hundreds, if not thousands of years ago and are cursed to exist on causing pain for eternity.</p><p><strong>Ka:</strong> A ka is akin to a mummy, although it always arises from the remains of a noble, king, or pharoah. It perseveres in undeath to guard its tomb, attacking only when the treasures it guards are threatened.</p><p><strong>Kada:</strong> Kada are emotional shadows left behind when a person dies, lingering as undead until they complete their unfinished business. Formed when emotions evoked by death are insufficient to form a full ghost, the deceased's soul actually moves on, leaving only this remnant behind. Kada always have a purpose related to what caused the emotion which created them. The goal is always something that was important to the person who formed the kada, but the nature of the goal can vary widely.</p><p><strong>Ker:</strong> ?</p><p><strong>King-Wight:</strong> A king-wight is the undead remains of a powerful evil monarch who has voluntarily entered undeath to eternally rule his kingdom.</p><p>"King-wight" is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>King-Wight Human Fighter 10:</strong> ?</p><p><strong>Krakendraugr, Undead Kraken:</strong> An undead cephalopod animated by some evil entity to become a mindlessly malevolent servant.</p><p><strong>Kyokotsu, Crazy Bones Flying Spirit, Crazy Bones:</strong> A kyokotsu, meaning "Crazy Bones", is an undead spirit that occasionally forms from a forgotten corpse. Its cursed existence drives it to attack living mortals. They are usually encountered near wherever they died — somewhere a corpse can lie undiscovered, such as the bottom of a well or the overgrown bank of a little-used mountain trail. Most kyokotsu are solitary, but there are very rare cursed places where groups of crazy bones roam, killing those they encounter. These are usually based around sites where a family of evil doers was murdered and left to rot.</p><p>Any humanoid slain by a kyokotsu becomes a kyokotsu if the victim's remains are abandoned. The victim becomes a normal kyokotsu at midnight on the first anniversary of its death. It is not under the control of any other kyokotsu, and does not possess any of the abilities it had in life. The victim will not become a kyokotsu if the corpse is buried, destroyed (usually by cremation), or if a simple funerary prayer is spoken over the remains - the latter requires a DC 10 Knowledge (religion) check. Furthermore, a kyokotsu can not form from a corpse that has been affected by the turn undead special ability or any spell that weakens undead or protects against decay or evil, such as hallow, gentle repose, or protection from evil.</p><p><strong>Le Grand Zombi:</strong> It is rumored that Le Grand Zombi was once a powerful necromancer who may have tinkered with the process of lichdom to more closely resemble its favored undead.</p><p><strong>Zombie Overmind:</strong> ?</p><p><strong>Lich Master:</strong> A master lich is a variation of the standard lich developed from a combination of incantations, potions, and promises made to dark, extradimensional powers. An undead creature becomes a master lich until such time as it must pay the price of the promises given to the dark powers.</p><p>"Master lich" is a template that can be added to any humanoid creature.</p><p><strong>Lich Master Other:</strong> "Master lich" is a template that can be added to any humanoid creature. Master liches of other kinds of creatures, such as dragons, might exist but use different templates.</p><p><strong>Lich Master Human Wizard 13/Fighter 1:</strong> ?</p><p><strong>Lich Master Human Wizard 16/Archmage 5:</strong> ?</p><p><strong>Lost Soul:</strong> A lost soul is an amalgamation of zombie-like beings in a single entity.</p><p>Lost souls are the animated mortal remains of wanderers who die in the Nightmare Lands.</p><p><strong>Lost Soul Large:</strong> Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous.</p><p><strong>Lost Soul Huge:</strong> Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous.</p><p><strong>Lost Soul Gargantuan:</strong> Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous.</p><p><strong>Lost Soul Colossal:</strong> Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous.</p><p><strong>Lost Soul Incorporeal:</strong> An incorporeal lost soul is an amalgamation of spectral beings in a single entity.</p><p>Lost souls are the animated mortal remains of wanderers who die in the Nightmare Lands. Different types of lost souls can be encountered in both the Terrain Between and in the dreamscapes.</p><p><strong>Lost Soul Incorporeal Large:</strong> Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous.</p><p><strong>Lost Soul Incorporeal Huge:</strong> Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous.</p><p><strong>Lost Soul Incorporeal Gargantuan:</strong> Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous.</p><p><strong>Lost Soul Incorporeal Colossal:</strong> Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous.</p><p><strong>Lost Soul Corporeal:</strong> Lost souls are the animated mortal remains of wanderers who die in the Nightmare Lands. Different types of lost souls can be encountered in both the Terrain Between and in the dreamscapes.</p><p><strong>Malice:</strong> A malice is a gray philosopher’s evil notion given form but not substance.</p><p>These wispy shapes are the animated evil thoughts of the gray philosopher that have taken on a substance and will of their own.</p><p><strong>Maramet, The Undead King:</strong> Maramet was once Vestland’s last High King, but he was turned into a unique undead creature by the high priest of Gyl Erid, Axemines, to serve as a guardian of the Eridian crypt.</p><p><strong>Memento Mori:</strong> A memento mori is created to serve as an everlasting remembrance of a dead person, and as an ever-vigilant guardian over its body.</p><p><strong>Mist Scarlet Dancer:</strong> Scarlet dancers first appeared in the bowels of Zhentil Keep, and most still reside in the sewer tunnels beneath that dreadful locale. Rumors suggest that scarlet dancers were the result of a failed Zhentarim experiment, but no hard evidence exists to support this claim. Regardless, the lords of Zhentil Keep keep a close eye on the scarlet dancer population, fearful of an outbreak reaching the surface.</p><p><strong>Moilian Heart:</strong> The first Moilian hearts were created by Academician Drake, a powerful necromancer of the legendary Black Academy.</p><p>The early Moilian hearts were little more than non-sentient unliving body parts that fed off the energy of living beings. That all changed when the demilich Acererak was destroyed. Acererak, now a vestige, imparted a bit of his essence into the remaining Moilian undead. Moilian hearts gained sentience, power, and a desire to further the ends of Acererak. They still maintain a small footprint of their original human memories, which translates into hatred of Orcus and his followers.</p><p>Since Moilian hearts lack the ability to create others of their kind, they constantly seek ancient tomes holding the lost lore of Moil. Within these librams they hope to find the spells needed to increase their numbers.</p><p>Moilian hearts can be created only by a lost spell known as animate Moilian, rumored to be an 8th-level arcane necromancy spell that creates undead which leech the life energy of living creatures.</p><p>Moilian Hearts, known to a few scholars in Eberron as Farlnen Hearts, were created by the Blood of Vol in necromantic laboratories deep within the frozen catacombs of Illmarrow Castle. Some whisper that the secret of their creation was found in Xen'drik, where artifacts told of a lost city called Moil and its unholy inhabitants.</p><p>In Faerûn, Moilian hearts are created by Myrkul, the former god of the dead whose essence now resides in a powerful artifact known as the Crown of Horns.</p><p><strong>Mummy Ice:</strong> Ice mummies arise from the remains of lost travelers who succumbed to the harsh cold of icy wastes. Left to die bitter and alone, the hatred they felt for the rescuers who never came has fueled their unlife, and they now seek to punish the living who travel the same desolate terrain that brought about their ruin.</p><p><strong>Mystaran Gargantua Spectre:</strong> ?</p><p><strong>Mystaran Gargantua Wight:</strong> ?</p><p><strong>Necromantic Battering Ram:</strong> Necromantic battering rams are the creations of true ghouls, used as the vanguard of their armies.</p><p><strong>Neglected Ancestral Spirit:</strong> As long as one’s descendants make the proper sacrifices, ancestral spirits are at worst neutral, and often beneficent beings. But if an ancestral spirit is ignored, it eventually goes mad and begins preying on the living.</p><p><strong>Neogi Undead Old Master:</strong> Neogi undead old masters are elder neogi who have transformed into undead to avoid becoming great old masters, the bloated and witless reproductive stage of their species.</p><p><strong>Ninja Spirit Shadow, Shadow Ninja:</strong> The origins of ninja spirit shadows are mysterious. Some ninjas are thought to have transformed into these undead spirits through secret occult rites, much as a monk becomes an outsider. In other cases, they seem to be victims of a powerful curse.</p><p><strong>Parrot Undead:</strong> Occasionally tropical necromancers craft them as servants as well.</p><p><strong>Phantom Spider:</strong> Phantom spiders are undead arachnids first created by the drow from the essence of deadlier wraith-spiders.</p><p>Any creature slain by a phantom spider becomes a free-willed phantom spider within 1d4 rounds.</p><p><strong>Advanced Phantom Spider:</strong> ?</p><p><strong>Prikolic:</strong> Prikolics are dead werewolves that have re-animated as zombies.</p><p>The corpse of any humanoid or giant slain by a prikolic in hybrid form becomes a prikolic in 1d4 rounds.</p><p><strong>Rapper:</strong> A rapper is an undead dwarf, believed to be a cursed thief or assassin who died in the act of attempting to steal something.</p><p><strong>Resident:</strong> A resident is a tormented soul, doomed to exist among the living until it can find self-forgiveness. In life, a resident was a person who was offered true love, but lacked the courage or conviction to accept the blessing and thus lost it, becoming embittered.</p><p><strong>Revenant-Magna:</strong> Revenant-magnas arise from innocent victims too weak to defend themselves against a violent demise. They most often arise from children and elderly. Like typical revenants, they exist only for revenge against their killers. However, their thirst for vengeance is so strong that should their killer die at the hands of another, the cannot rest until their killer's killer is slain by their own hands. This can lead to a chain of events resulting in the revenant-magna attacking someone they never met in life with unholy fury.</p><p><strong>Reviler:</strong> Revilers are undead created from evil beings by dark deities of discord and destruction to spread terror, strife, and woe.</p><p><strong>Saugh Dearg-Due:</strong> Dearg-due are part of the saugh, and army of the dead created by a dark fey prince.</p><p>The saugh are an army of the dead created by Loht, Prince of the Sith, to serve him when he moves against the lands of mankind.</p><p><strong>Saugh Gossamer:</strong> Gossamers are part of the saugh, and army of the dead created by a dark fey prince.</p><p>The saugh are an army of the dead created by Loht, Prince of the Sith, to serve him when he moves against the lands of mankind.</p><p><strong>Scavenger Spirit:</strong> Scavenger spririts arise from the spirits of tomb-raiders, graverobbers, and other looters of the dead.</p><p><strong>Scorched One:</strong> Scorched ones arise from the remains of those who have succumbed to the perils of the desert. They now draw their power from the sun, wandering the deserts seeking out and tormenting the living.</p><p>Due to their link to the power of the sun, scorched ones have weaker ties to the Negative Energy Plane than other undead.</p><p>A scorched one can be created with a create undead spell cast by a 15th-level spellcaster. <strong>:</strong> ?</p><p><strong>Scryxull, Zombie Snake:</strong> A scryxull, or "zombie snake", is an undead serpent created to guard evil temples, dungeons, or the labs of evil spellcasters.</p><p>A spellcaster of 12th or higher level can create a scryxull by casting create undead on the corpse of a serpent of at least Large size.</p><p><strong>Sea Bonze:</strong> Sea bonze are the remains of monks that died of drowning.</p><p><strong>Sea Abbot:</strong> Sea abbots were more powerful monks in life, and often seek to recreate monastic orders of sea bonze in undeath.</p><p><strong>Semilich:</strong> A semilich arises when a lich fails to achieve the transformation into a demilich.</p><p>“Semilich” is an acquired template that can be added to any lich.</p><p>The process of becoming a semilich can be undertaken only by a lich acting of its own free will.</p><p><strong>Semilich Human Wizard 11:</strong> ?</p><p><strong>Seven Swords:</strong> [A] group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life.</p><p>The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned.</p><p><strong>Seven Swords, The General, Ito Tadahiro:</strong> The General is one of the Seven Swords, a group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life.</p><p>The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned.</p><p>The General was once Ito Tadahiro, the widowed father of Ito Kiku (the young woman who became the Veiled Maidens). While amazing with a sword, his arrogance and lack of tactical acumen made him a poor war leader. General Ito suffered such catastrophic defeats he lost all rank and position, forcing him into the disgraceful life of a wandering sell-sword. Eventually fate – or the krakentoa's curse – drew him back home, where he became one of the undead that haunts Ito-Jo castle to this day.</p><p><strong>Seven Swords, The Paper Warrior, Ito Chomei:</strong> The Paper Warrior is one of the Seven Swords, a group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life.</p><p>In life, the Paper Warrior was a steward responsible for administering the affairs of the clan and its castle. In death, it dreams of calligraphy and inventing tyrannical rules of government.</p><p>The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned.</p><p>The Paper Warrior was once Ito Chomei, a notable scholar. He cared nothing about the misery of the clan's subjects so long as the paperwork was "elegant".</p><p><strong>Seven Swords, The Reaper, :</strong> The Reaper is one of the Seven Swords, a group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life.</p><p>The Reaper was once a nobleman who affected the habits of a peasant. He specialized in the scythe, with which he harvested men even more eagerly than he'd harvest wheat.</p><p>The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned.</p><p>Not even the Reaper can remember what its name was when he was alive, all that is known is he was a Kensei weapon master who lived in a stone gardener's hut next to the second gatehouse of the castle.</p><p><strong>Seven Swords, The Shadow Walker, Ito Yoichi, The-One-Who-Walks-In-Shadow:</strong> The Shadow Walker is one of the Seven Swords, a group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life.</p><p>In life, the Shadow Walker was a master assassin and spy who performed many clandestine missions for his clan.</p><p>The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned.</p><p>The Shadow Walker was once Ito Yoichi, a highly skilled ninja. He was such an expert in stealth that the Ito clan's enemies knew of him only through rumors about "the one-who-walks-in-shadow". Ito Yoichi often masqueraded as a common warrior during missions.</p><p><strong>Seven Swords, The Veiled Maidens, Ito Kiku, Daughter of Death:</strong> The Veiled Maidens is one of the Seven Swords, a group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life.</p><p>In life, the Veiled Maidens was a young noblewoman expert in dancing and martial arts. In death, her spirit incarnated into seven identical bodies that move in perfect choreography to trap and destroy intruders.</p><p>The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned.</p><p>The Veiled Maidens was once Ito Kiku, daughter of Ito Tadahiro. Nothing is remembered of her except for her loyalty to her father, a disgraced warrior so fearsome that Kiku became known as the "daughter of death".</p><p><strong>Ether Shadow:</strong> Ether shadows are created in a dark ritual, forever binding part of their essence to the Material Plane on which it is conducted, while the rest is tied to the Ethereal Plane, and both are tainted with negative energy.</p><p><strong>Shadowrath Lesser, Blackbones:</strong> Shadowraths are specialized undead first created by an artifact dedicated to a death deity. Lesser shadowraths, or "blackbones", are completely subservient to their creator or the possessor of the artifact that created them.</p><p>In the Forgotten Realms setting, shadowraths are created by the Crown of Horns, a legendary artifact created by the god Myrkul.</p><p><strong>Shadowrath Greater, Abysskin:</strong> Greater shadowraths, also known as "abysskin", are created by powerful artifacts dedicated to a death deity.</p><p>“Greater Shadowrath” is an acquired template that can be added to any humanoid creature slain by an artifact dedicated to a death deity.</p><p>In the Forgotten Realms setting, shadowraths are created by the Crown of Horns, a legendary artifact created by the god Myrkul.</p><p><strong>Shadowrath Greater Elite Troglodyte Fighter 8, Abysskin Troglodyte Champion:</strong> ?</p><p><strong>Shee, Banshee Rider:</strong> ?</p><p><strong>Shock Bones:</strong> A shock bones is a variant skeleton animated to carry an electrical charge.</p><p><strong>Shock Bones Troll:</strong> ?</p><p><strong>Siren Ravenloft:</strong> It is believed that they were once merfolk who were transformed by a massive burst of negative energy.</p><p><strong>Skeleton Crystal:</strong> A crystal skeleton is a variant skeleton whose bones have been transformed into pale blue ice.</p><p>Though they are compelled to follow orders of their creator, they are not beyond independent thought. They are not passive undead, waiting motionless in a crypt or graveyard, but a restless guard, stalking an area in frustrated anger. Sages believe that crystal skeletons exist in an agitated state because they are good-aligned souls trapped in an evil union of magics. This would account for their suicidal attacks, as once destroyed, their souls are free to rest in peace once again.</p><p>A crystal skeleton may be created with animate dead, but each casting also requires the casting of chill touch and shatter.</p><p>Unlike the standard skeleton template, a crystal skeleton may only be created from a giant, humanoid, or monstrous humanoid base creature.</p><p><strong>Crystal Skeleton Human Warrior:</strong> ?</p><p><strong>Crystal Skeleton Frost Giant:</strong> ?</p><p><strong>Skeleton Defiling:</strong> A defiling skeleton can be created with a create undead spell from a 12th-level caster with an additional material component: a gem worth 100 gp per Hit Die of the defiling skeleton to be created.</p><p><strong>Skeleton Dust:</strong> A dust skeleton is a variant skeleton whose bones are dried almost to the point of disintegration.</p><p><strong>Skeleton Dust Human Warrior:</strong> ?</p><p><strong>Skeleton Dust Light Horse:</strong> ?</p><p><strong>Skeleton Spike:</strong> Spike skeletons can be created with a create undead spell cast by a 12th-level spellcaster.</p><p><strong>Skelter:</strong> A skelter is a special undead that arises only from a creature that possesses a bloodline. "Skelter" is a template that can be added to any humanoid or monstrous humanoid creature that possesses a bloodline.</p><p>Any humanoid or monstrous humanoid slain by a skelter's energy drain attack becomes a zombire in 1d4 rounds. Zombire spawn are under the command of the spectre that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a skelter instead become free-willed skelters.</p><p><strong>Skelter Human Fighter 5/Major Demon Bloodline 1:</strong> ?</p><p><strong>Skleros:</strong> Skleros are specialized skeletons animated from the remains of trained fighters.</p><p><strong>Skleros Large:</strong> Large skleros are often created from ogres and hill giant remains.</p><p><strong>Skotos:</strong> Skotos are spirits that have broken free of the netherworld and now roam the world of the living as undead.</p><p><strong>Skuz:</strong> Any humanoid drowned by a skuz becomes a skuz in 1d4 rounds. Humanoids who are killed by a skuz, but not drowned, do not become skuz.</p><p><strong>Sluagh, The Host, Host of the Unforgiven Dead:</strong> Any fey creature slain by a sluagh's envenomed arrow becomes part of the sluagh swarm.</p><p><strong>Soul Beckoner:</strong> Any humanoid slain by a soul beckoner becomes a soul beckoner in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p><strong>Spectral Cloud:</strong> Spectral clouds are undead cloud giants.</p><p>Any giant slain by a spectral cloud's energy drain attack becomes a spectral cloud in 1d4 rounds.</p><p><strong>Lesser Spectral Cloud:</strong> When non-giants are drained of all energy by a spectral cloud, they become a lesser spectral cloud.</p><p>Any humanoid slain by a spectral cloud becomes a lesser spectral cloud in 1d4 rounds.</p><p><strong>Spectral Wizard:</strong> Spectral wizards are undead creatures who voluntarily entered an eternal unlife to continue their magical pursuits. This transition requires mysterious rituals and a sacrifice of arcane power to fuel the wizard's unending existence.</p><p>"Spectral wizard" is a template that can be added to any creature capable of casting arcane spells.</p><p><strong>Spectral Wizard Human Wizard 13:</strong> ?</p><p><strong>Spirit Psionic:</strong> Psionic spirits are incorporeal undead that were once psions.</p><p>The true origins of psionic spirits are unknown, but two theories have proven popular to explain their genesis. The first claims that they were once psionicists who somehow become trapped within a shadow form. Eventually the torment of their hideous half-existence drove them into madness, evil, and at the last into the arms of evil deities, who granted them undeath. The second theory simply asserts that psionic spirits were once evil psionicists who suffered a violent death while using their mental powers. Somehow the spirits of such psionicists remain in the world in the form of psionic ghosts.</p><p><strong>Suicide Spirit:</strong> Suicide spirits, as their name suggests, are incorporeal undead that arise from those who took their own lives.</p><p>A suicide spirit's ultimate goal is to tempt a living being into killing itself, and thereby becoming a suicide spirit itself.</p><p>If a suicide spirit slays a humanoid with its suicidal urge attack, the suicide spirit and the victim's body will vanish, and the victim's soul is torn free of its corpse and becomes another suicide spirit 1d4 rounds later.</p><p><strong>Sundel Bolong:</strong> A sundel bolong is an evil spirit of a female humanoid who was wronged by men during her life.</p><p><strong>Temperament:</strong> Temperaments are undead storm giants that have become walking thunderstorms of destruction. Most arise from starvation brought on by the destruction of their nearby environment, causing their crops to fail and hunting to grow sparse.</p><p>Any giant slain by a temperament's dark lightning attack becomes a temperament in 1d4 rounds. <strong>Lesser Temperament:</strong> When non-giants are drained of all energy by a temperament, they become a lesser temperament.</p><p>Any humanoid slain by a temperament becomes a lesser temperament in 1d4 rounds.</p><p><strong>Temporal Stalker:</strong> Any humanoid slain by a temporal stalker's energy drain attack becomes a temporal stalker in 1d4 days</p><p><strong>Treant Hoarfrost:</strong> A hoarfrost treant is the undead embodiment of a frost treant that has succumbed to a bitter death.</p><p><strong>Tuyewera:</strong> The tuyewera is an undead monster created by evil clerics in remote parts of the jungle. To create such a monstrosity, the cleric must find a humanoid slain by death magic. The cleric ritually severs the corpse’s tongue, and removes both legs below the knees. The cleric then uses secret spells to infuse the corpse with the ancestral spirit of a powerful spellcaster to animate it.</p><p><strong>Tyerkow:</strong> ?</p><p><strong>Tymher-Haid, Ghost-Swarm:</strong> A tymher-haid, or “ghost-swarm”, arises when a large number of weak creatures are not given proper funerary rites. They often arise spontaneously in places of great carnage, such as gutted dungeons and bloodied battlefields. They often do not arise until years after the deaths of the once-living that become them.</p><p><strong>Umbra:</strong> Umbra are undead shadow elves that serve a powerful banshee queen.</p><p>The umbra dwell in the domain of Keening, moving through the tunnels of Mount Lament with indifference, awaiting the commands of Tristessa. They patrol Keening in search of the banshee's baby. When Tristessa became the darklord of Keening, she had over five hundred umbra to command. Their numbers have dwindled over the years, however, so that fewer than one hundred umbra dwell in the domain currently.</p><p><strong>Tristessa, Darklord of Keening:</strong> ?</p><p><strong>Umibozu, Sea Bonze:</strong> It is unknown whether umibozu are a collective entity formed from monks who lost their lives at sea, or simply undead versions of an unknown gigantic yōkai.</p><p><strong>Undead Dragon Slayer:</strong> Undead dragon slayers are creatures animated by an unquenchable urge to kill dragons. Most are created by evil dragon-fighting cults, but a few have dragged themselves back from the dead through their undying hatred of dragonkind. Those undead dragon slayers created by necromantic rites must obey the spellcasters who ushered them into unlife.</p><p>“Undead Dragon Slayer” is an acquired template that can be added to any humanoid creature that has a base attack bonus of +9 or higher or a caster level of 9th or higher.</p><p><strong>Undead Dragon Slayer Human Ranger 2/Ex-Paladin 3/Blackguard 8:</strong> ?</p><p><strong>Undead Mass:</strong> An undead mass is a vile undead conglomeration created by the most twisted of necromancers.</p><p><strong>Battlefield Undead Mass:</strong> ?</p><p><strong>Advanced Undead Mass:</strong> ?</p><p><strong>Undead Trophy Head:</strong> Undead trophy heads are animated severed heads of giants or other large creatures.</p><p>An undead trophy head can be created with an animate dead spell by a spellcaster of at least 9th level. In addition to all the normal requirements of the spell, the caster must also cast cause fear immediately thereafter.</p><p><strong>Variant Undead Trophy Head:</strong> Undead trophy heads can arise from any type of creature, with different forms of natural attacks. Those from rhino or bison, for example, might have a gore attack (with damage appropriate for their size) rather than a bite attack. Regardless of the original creature, an undead trophy head never possesses any special abilities of the creature from which it came. Thus, a severed medusa head might have snakes attacks, but would lack poison and the petrifying gaze.</p><p><strong>Variant Undead Trophy Head Rhino:</strong> ?</p><p><strong>Variant Undead Trophy Head Bison:</strong> ?</p><p><strong>Variant Undead Trophy Head Medusa:</strong> ?</p><p><strong>Undead Unseelie Faerie:</strong> Undead members of the Unseelie Court come into being when a faerie (of any alignment) dies in a battle between the two courts. The horror of kin slaying kin creates a ripple through the Seeming itself, preventing the deceased faerie from dissipating into it. The creature’s spirit becomes trapped, sentenced to eternally walk the Shadow World but stripped of the magical abilities it once had. It becomes an unthinking being, lashing out in anger and resentment at the living, held in check only by the Dark Queen.</p><p>"Undead unseelie faerie" is an acquired template that can be added to any fey creature.</p><p><strong>Undead Unseelie Pixie:</strong> ?</p><p><strong>Undead Unseelie Nymph:</strong> ?</p><p><strong>Undead Unseelie Hoary Hunter:</strong> ?</p><p><strong>Vampire Drow:</strong> "Drow Vampire" is a template that can be added to any drow.</p><p>If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. If the victim is a drow elf with 8 or more HD they return as a drow vampire.</p><p><strong>Vampire Drow Rogue 2/Ranger 5/Shadowdancer 3:</strong> ?</p><p><strong>Vampire Drow Ravenloft:</strong> ?</p><p><strong>Vampire Goblin:</strong> Goblin vampires are a special strain of undead that primarily affects goblinoids, spread when a goblin vampire slays a goblinoid victim. More rarely, members of other races are transformed into goblin vampires as the result of a terrible curse.</p><p>“Goblin vampire” is an acquired template that can be added to any humanoid, monstrous humanoid, or living creature with the goblinoid subtype.</p><p>Any goblinoid slain by a goblin vampire rises as a free-willed goblin vampire in 1d4 days. [Other h]umanoids slain by a goblin vampire do not become goblin vampires; only a special curse can transform a non-goblinoid into a goblin vampire.</p><p><strong>Goblin Vampire Bugbear Rogue 2:</strong> ?</p><p><strong>Vampire Greater Arch-Lord:</strong> Vampire arch-lord is the second step in the greater vampire template progression.</p><p>"Vampire arch-lord" is an acquired template that can be added to any vampire lord that has existed in that state for 999 years of unlife.</p><p><strong>Vampire Greater Arch-Lord Human Fighter 9:</strong> ?</p><p><strong>Vampire Greater Arch-Prince:</strong> Vampire arch-prince is the fifth and final step in the greater vampire template progression.</p><p>"Vampire arch-prince" is an acquired template that can be added to any vampire prince that has existed for 999 years of unlife.</p><p><strong>Vampire Greater Arch-Prince Human Fighter 15:</strong> ?</p><p><strong>Vampire Greater Lord:</strong> Vampire lord is the first step in the greater vampire template progression.</p><p>"Vampire lord" is an acquired template that can be added to any vampire that has existed for 999 years of unlife.</p><p><strong>Vampire Greater Prince:</strong> Vampire prince is the fourth step in the greater vampire template progression.</p><p>"Vampire prince" is an acquired template that can be added to any vampire princeling that has existed for 999 years of unlife.:[/b] ?</p><p><strong>Vampire Greater Prince Human Fighter 13:</strong> ?</p><p><strong>Vampire Greater Princeling:</strong> Princeling is the third step in the greater vampire template progression.</p><p>"Vampire princeling" is an acquired template that can be added to any vampire arch-lord that has existed for 999 years of unlife.</p><p><strong>Vampire Greater Princeling Human Fighter 11:</strong> ?</p><p><strong>Vampire Ice:</strong> Despite their name, ice vampires are not variations of traditional vampires. Rather, they are the remains of wild elven women who have taken their own lives through drowning.</p><p>On Krynn, all ice vampires are the spirits of kagonesti women.</p><p><strong>Vampire Kender:</strong> Kender vampires, as their name suggests, are vampiric undead that were once living kender. They share certain characteristics with "normal" vampire spawn, including the inability to create more of their kind. These vile undead were created by cruel magical experimentation that left them bound to the will and domain of their creator. Kender vampires despise their creators, but the twisted magic that created them makes them unable to rebel or act in any way contrary to their masters' interests.</p><p>The foul magics that create kender vampires bind their existence to a domain. This domain is a territory at least 10 miles across, but it can be as large as a country.</p><p><strong>Vampire Lesser:</strong> Many vampires have the ability to create lesser vampires rather than (or in addition to) vampire spawn.</p><p>Most lesser vampires were once victims who died from a lesser vampire's blood draining.</p><p>Some normal vampires have the ability to create lesser vampire thralls rather than (or in addition to) vampire spawn.</p><p>A humanoid or monstrous humanoid slain by a lesser vampire’s blood drain rises as a lesser vampire 1d4 days after their death.</p><p><strong>Vampire-Spectre, Ch'ang-Kuei:</strong> ?</p><p><strong>Vartha:</strong> Some arise spontaneously, sacrificing their afterlives to guard some important relic or individual in the mortal world. Others are sent by nonevil deities to aid their followers in times of need, or to hunt down and punish wrongdoers.</p><p><strong>Vartha Dark:</strong> Dark vartha often become undead through avarice, guarding their own treasure even beyond the end of their natural life. Others are cursed for a lifetime of greed.</p><p><strong>Visceraith, Bone Spirit:</strong> A visceraith, or bone spirit, forms when the powerful yearning for life is combined with a wizard’s use of magic. As a result, visceraiths are impossible to summon or create.</p><p><strong>Voracious Creature, Ravenous Creature:</strong> Voracious creatures arise from the remains of populations wiped out from famine and starvation.</p><p>Both animals and humanoids may arise as voracious creatures.</p><p>“Voracious” is an acquired template that can be added to any animal or humanoid.</p><p><strong>Voracious Human Commoner 1:</strong> ?</p><p><strong>Voracious Small Viper:</strong> ?</p><p><strong>Vrykolakas:</strong> Vrykolakas are vampiric undead that arise when a demonic spirit from the Abyss enters and animates a corpse.</p><p><strong>Vrykolakas Greater:</strong> Vrykolakas grow in power the longer they feed, eventually becoming the horrific greater vrykolakas after 80 days.</p><p><strong>Zombie Walking Dead:</strong> A walking dead can be created with a create undead spell cast by a 14th-level spellcaster.</p><p><strong>Zombie Walking Dead Half-Dead:</strong> The half-dead stat block represents the loss of a limb and heavy damage to the body.</p><p><strong>Zombie Walking Dead Mostly Dead:</strong> The mostly dead stat block is generally a crawling, one-armed torso, and is thus smaller in size.</p><p><strong>Watchghost, Unsleeping Guardian:</strong> Watchghosts are guardian undead, created by magic, and made to serve powerful masters.</p><p>"Watchghost" is a template that can be added to any humanoid. The creature must have a Charisma score of at least 8.</p><p><strong>Watchghost Human Fighter 7:</strong> ?</p><p><strong>Web-Spectre:</strong> A web-spectre is an undead arcane spellcaster who has used its magical powers to achieve a form of quasi-immortality. Such status is far easier to achieve than lichdom, so many lesser spellcasters seek to become web-spectres.</p><p>“Web-Spectre” is an acquired template that can be added to any arcane spellcaster of 6th-level or higher.</p><p><strong>Web-Spectre Elf Wizard 6:</strong> ?</p><p><strong>Wight Wailing:</strong> Wailing wights originally arose from the remains of several priests of Acererak in the Undertomb beneath the Tomb of Horrors.</p><p>A wailing wight can be created by a spellcaster of 15th-level or higher using create undead.</p><p><strong>Wraith-King:</strong> Wraith-kings are the result of an unholy pact between a powerful individual and an evil deity. The mortal believed he was gaining the gift of immortality, but the gift was twisted into an eternal existence of undeath.</p><p>"Wraith-king" is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Wraith-King Elf Fighter 5/Wizard 5/Eldritch Knight 5:</strong> ?</p><p><strong>Wraith-Spider:</strong> Wraith-spiders are unusual undead first created by the drow, who utilized them primarily as guardians, although they have been used in battle against duergar and other Underdark foes.</p><p>Any creature slain by a wraith-spider's poison becomes a free-willed wraith-spider within 1d4 rounds. Any spider slain by a wraith-spider's energy drain arises as a free-willed wraith-spider within 1d4 rounds.</p><p><strong>Advanced Wraith-Spider:</strong> ?</p><p><strong>Wyrd:</strong> Wyrds are undead elves with strong ties to the Positive Energy Plane.</p><p>The origin of wyrds is unknown. The most likely theory is that they are the spirits of elves abandoned by their kin, left to die violent, solitary deaths. They tend to be most common near locales of ancient evil, ruined temples, scenes of great treachery, and battleground where evil triumphed over good. To date, all attempts by necromancers to create wyrds have failed.</p><p>“Wyrd” is an acquired template that can be added to any humanoid with the elf subtype. If the base creature has less than 8 Hit Dice, it becomes a lesser wyrd, while those of 8 or greater Hit Dice become greater wyrds.</p><p><strong>Wyrd Lesser:</strong> “Wyrd” is an acquired template that can be added to any humanoid with the elf subtype. If the base creature has less than 8 Hit Dice, it becomes a lesser wyrd, while those of 8 or greater Hit Dice become greater wyrds.</p><p><strong>Wyrd Greater:</strong> “Wyrd” is an acquired template that can be added to any humanoid with the elf subtype. If the base creature has less than 8 Hit Dice, it becomes a lesser wyrd, while those of 8 or greater Hit Dice become greater wyrds.</p><p><strong>Wyrd Lesser Wood Elf Ranger 4:</strong> ?</p><p><strong>Wyrd Greater Wood Elf Ranger 8:</strong> ?</p><p><strong>Zombie Absorbing:</strong> An absorbing zombie can be created with a create undead spell from a 11th-level caster, but also requires shocking grasp and lesser globe of invulnerability.</p><p><strong>Zombie Acid:</strong> An acid zombie can be created with the spells create undead and acid arrow. The caster level must be at least 12th.</p><p><strong>Zombie Bloodstone:</strong> The first bloodstone zombies were created long ago by a crazed necromancer obsessed with creating undead with beauty to surpass the finest living humanoids. Through long experimentation, he created a supernatural disease that actually improved the physical beauty of those who died and arose again in undeath. The necromancer quickly succumbed to the claws of his creations, becoming a bloodstone zombie himself.</p><p>A bloodstone zombie can be created by a 12th-14th level spellcaster using the create undead spell.</p><p><strong>Zombie Juju:</strong> Juju zombies are created when a humanoid is drained of all life levels from the effects of an energy drain spell.</p><p>"Juju zombie" is a template that can be added to any non-undead corporeal humanoid.</p><p><strong>Zombie Juju Human Fighter 3:</strong> ?</p><p><strong>Zombie Netherese Lesser:</strong> Any humanoid or monstrous humanoid slain by a Netherese zombie's natural attacks becomes a Netherese zombie in 1d4 rounds.</p><p>Any humanoid slain by a [greater] Netherese zombie's natural attacks becomes a Netherese zombie in 1d4 rounds. Those with 6 or more Hit Dice gain this [zombie Netherese greater] template, while others become lesser Netherese zombies.</p><p><strong>Zombie Netherese Greater:</strong> “Greater Netherese zombie” is an acquired template that can be added to any humanoid or monstrous humanoid creature with at least 6 Hit Dice.</p><p>Any humanoid slain by a [greater] Netherese zombie's natural attacks becomes a Netherese zombie in 1d4 rounds. Those with 6 or more Hit Dice gain this [zombie Netherese greater] template, while others become lesser Netherese zombies.</p><p><strong>Zombie Netherese Greater Medusa:</strong> ?</p><p><strong>Zombie Quick:</strong> A quick zombie can be created with the spells create undead and haste. The caster level must be at least 12th.</p><p>“Quick zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p><strong>Zombie Quick Human:</strong> ?</p><p><strong>Zombie Quick Dire Wolf:</strong> ?</p><p><strong>Zombie Quick Wyvern:</strong> ?</p><p><strong>Zombire:</strong> A zombire is a special undead that arises only from a creature that possesses a bloodline.</p><p>"Zombire" is a template that can be added to any humanoid or monstrous humanoid creature that possesses a bloodline.</p><p>Any humanoid or monstrous humanoid slain by a zombire becomes a zombie in 1d4 rounds. Zombie spawn are under the command of the zombire that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a zombire instead become free-willed zombires.</p><p>Any humanoid or monstrous humanoid slain by a skelter's energy drain attack becomes a zombire in 1d4 rounds. Zombire spawn are under the command of the spectre that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a skelter instead become free-willed skelters.</p><p><strong>Zombire Human Fighter 5/Major Demon Bloodline 1:</strong> ?</p><p><strong>Undead:</strong> Created by a unique undead known as the Raja Ambuchar Devayam, the dowagu usually travel alone carrying out the Raja's orders. Only six dowagu exist at any given time, and should one be destroyed, the Raja replaces it as soon as possible. Their main duty is to wander the world and mark favorable targets with a dark tattoo know as the Stamp of Tan Chin. Marked victims become undead upon their death and march to join the Raja's army.</p><p>As a full round action, a dowagu may place a dark tattoo upon a helpless creature. This mark cannot be removed through anything short of divine intervention or the destruction of the dowagu's master, the Raja Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange or alter self, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form. Upon the marked victim's death, it becomes a zombie (or greater undead, at the DMs discretion) under the control of the Raja Ambuchar Devayam. The new undead will immediately seek out the Raja to receive orders.</p><p><strong>Agarat:</strong> ?</p><p><strong>Bleakborn:</strong> Any humanoid slain by a moilian heart becomes a bleakborn* in 24 hours.</p><p><strong>Banshee:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Crawling Claw:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Dracolich:</strong> ?</p><p><strong>Ghast:</strong> A creature killed by a ghast-lord rises as a form of ghast 1d4 days after death. The victim returns as a ghast if it was a humanoid with 6 or fewer HD and as a ghastly creature if it was a giant or monstrous humanoid or a humanoid with 7 or more HD.</p><p>An afflicted humanoid who dies of elevated 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 the elevated ghoul or 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, not a ghoul.</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> An afflicted humanoid who dies of elevated 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 the elevated ghoul or 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, not a ghoul.</p><p><strong>Shadow:</strong> Ether shadows are the progenitors of lesser and greater shadows.</p><p>Any humanoid reduced to Strength 0 by an ether shadow dies and becomes a shadow under the control of its killer within 1d4 rounds.</p><p><strong>Greater Shadow:</strong> Ether shadows are the progenitors of lesser and greater shadows.</p><p><strong>Skeleton:</strong> Le Grand Zombi is continuously surrounded by an aura of negative energy to a range of 40 feet. This functions as a desecrate spell centered on Le Grand Zombi, who is considered to be a permanent fixture dedicated to a deity (thus granting a –6 profane penalty on turning checks, +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD for undead in the area). Additionally, all corpses within the area arise as zombies or skeletons (depending on the freshness of the corpse), under the command of Le Grand Zombi.</p><p>A master lich possesses great power over lesser undead, and can quickly create an army of undead skeletons and zombies from any corpses it finds.</p><p><strong>Young Adult Red Dragon Skeleton:</strong> ?</p><p><strong>Spectre:</strong> Any humanoid slain by a gargantua spectre becomes a (normal) spectre in 1d4 rounds.</p><p><strong>Undead Swarm:</strong> ?</p><p><strong>Vampire:</strong> A humanoid or monstrous humanoid slain by Dracula's energy drain or reduced to Constitution to 0 or lower through blood drain rises as a vampire 1d4 days after burial.</p><p>If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. If the victim is a drow elf with 8 or more HD they return as a drow vampire.</p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by a drow vampire’s Con drain rises as a vampire spawn 1d4 days after burial.</p><p>If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. If the victim is a drow elf with 8 or more HD they return as a drow vampire.</p><p><strong>Wight:</strong> Any humanoid slain by a barrowe becomes a wight in 1d4 rounds.</p><p>Occasionally, a creature drained of all energy by a wight doesn't arise as a full wight. These unfortunate victims are known as half-wights. Until they drain enough energy from the living, the half-wight remains in this lesser state.</p><p>Living creatures hit by a half-wight’s slam attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the half-wight gains 1 hit dice. When the half-wight reaches 4 HD it transforms into a wight.</p><p>Any humanoid slain by a neglected ancestral spirit becomes a free-willed wight in 1d4 rounds.</p><p>Any humanoid slain by a wailing wight becomes a wight in 1d4 rounds.</p><p>Any humanoid slain by a king-wight becomes a wight in 1d4 rounds.</p><p>Any humanoid slain by a Mystaran gargantua wight becomes a wight in 1d4 rounds.</p><p><strong>Wraith:</strong> Any humanoid slain by a ghost mount's drain rider ability becomes a free-willed wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>Any humanoid slain by a wraith-king becomes a wraith in 1d4 rounds.</p><p><strong>Zombie:</strong> As a full round action, a dowagu may place a dark tattoo upon a helpless creature. This mark cannot be removed through anything short of divine intervention or the destruction of the dowagu's master, the Raja Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange or alter self, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form. Upon the marked victim's death, it becomes a zombie (or greater undead, at the DMs discretion) under the control of the Raja Ambuchar Devayam. The new undead will immediately seek out the Raja to receive orders.</p><p>Le Grand Zombi is continuously surrounded by an aura of negative energy to a range of 40 feet. This functions as a desecrate spell centered on Le Grand Zombi, who is considered to be a permanent fixture dedicated to a deity (thus granting a –6 profane penalty on turning checks, +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD for undead in the area). Additionally, all corpses within the area arise as zombies or skeletons (depending on the freshness of the corpse), under the command of Le Grand Zombi.</p><p>A master lich possesses great power over lesser undead, and can quickly create an army of undead skeletons and zombies from any corpses it finds.</p><p>Any humanoid or monstrous humanoid slain by a zombire becomes a zombie in 1d4 rounds. Zombie spawn are under the command of the zombire that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a zombire instead become free-willed zombires.</p><p><strong>Zombie Wyvern:</strong> ?</p><p></p><p>Create Watchghost</p><p>Necromancy</p><p>Level: Clr 8, Sor/Wiz 8</p><p>Components: V, S, M</p><p>Casting Time: 10 rounds</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></p><p>This spell creates a watchghost from the corpse of a humanoid. The subject must have been dead no more than five years. This spell will animate the corpse with that being's spirit and intelligence restored, and bind its will into the service of the caster. This servitude will last until the death of the caster, and the watchghost will remain in its undead state until destroyed.</p><p>While the spell is being cast, the caster must issue his chosen commands to the new watchghost. These commands involve only one specific task that the watchghost will be required to do while in the service of the caster, and the terms must be specifically defined. This task must be explained as far as what it is and how it must be done, and it allows for one exception. For example, the caster may order the watchghost to "Guard my chambers against all intruders except for myself, and kill any who try to enter." This spell binds the watchghost to a lawful alignment and unquestioning servitude, but the watchghost retains a good or evil alignment.</p><p>Material Components: 1,500 gp worth of diamond dust, four of the caster's teeth ground into powder, and a handful of the caster's hair. These components tie the lifeforce of the caster to the watchghost, binding it into the caster's service for life.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3238/Creature-Collection-Revised?affiliate_id=17596" target="_blank">Creature Collection Revised:</a>[spoiler]</p><p><strong>Alley Reaper:</strong> An alley reaper is the spirit of an assassin or cutthroat who died with blood on his hands. Belsameth - considering that person particularly ruthless, cunning, and deceitful - gave him an extended lease not on life, but on the world.</p><p><strong>Bottle Imp:</strong> Rumor has it that these horrible shadowy creatures are crafted from the ghosts of children by using dark rituals.</p><p><strong>Carnival Crewes Necromantic Golem:</strong> Not every corpse is reanimated sufficiently intact to serve as an individual warrior, and many who begin undeath in good repair become so severely damaged that they can no longer perform field service. From these remnants are made the Krewe of Bone’s so-called necromantic golems. They are golems only in that they are constructed, usually by sewing or lashing remains together around carefully constructed hardwood and iron frames. The rest of the process is completed by the Krewe’s sons of Mirth, using the powers of the blood and curses that saturate Blood Bayou to give a sort of life to the dead tissue. After the proper rituals are enacted, the pieces of the golem gain a dark communal life and begin acting as parts of a single, terrible undead behemoth, the product of long hours of careful craftsmanship. Built not only for the battlefield, but also as works of art to be used in the carnival, these monstrosities are the pride of the Bones.</p><p><strong>Chardun-Slain:</strong> The God Chardun, the Great General, awards distinguished soldiers and units the gift to carry on their wars after death. Chardun-slain rise one full solar cycle after their deaths, apparently at the behest of the Great General, and resume whatever assignment cost them their lives.</p><p><strong>Fleshcrawler:</strong> Fleshcrawlers were once wicked humans who made dark bargains and ultimately were taken to the Abyssal Caldera, where demon lords made them undead and gave them dark gifts.</p><p><strong>Golem Bone:</strong> Bone golems are constructed through the use of magical tomes and access to at least 4 Medium skeletons. Creating the golem requires a successful DC 15 Craft (bone) check.</p><p>CL 5th; Craft Construct, bone construct (Hollowfaust: City of Necromancers, Chapter Five), gentle repose, polymorph other, caster must be at least 5th level; Price 2,000 gp; Cost 1,000 gp +80 xp</p><p><strong>Ice Haunt:</strong> Legends say that a man who dies in the snow cursing the goddess of the bitter arctic winds will rise again on the night of the full moon, hungry for warm, raw flesh to fill his shrunken belly.</p><p>Ice haunts are the frost-rimed remains of travelers who starved to death in the blizzards of the north, undead creatures with pale white skin and withered flesh.</p><p><strong>Inn Wight:</strong> Inn-wights are the ghosts of children who do not realize that they are dead, and they wander a city in search of warmth and comfort.</p><p><strong>Marrow Knight:</strong> These knights are crafted from the bones of humans and horses defeated and collected by the necromancers of Hallowfaust.</p><p><strong>Memory-Eater:</strong> Creatures slain by a memory-eater rise in 1d6 days as a memory-eater.</p><p><strong>Mistwalker:</strong> ?</p><p><strong>Slarecian Ghoul:</strong> There is little dispute that these ghouls were once slarecians. Whether they became ghouls to escape destruction or were subject to it upon death due to a predilection for cannibalism is hardly of concern to the unfortunates who face them.</p><p><strong>Slarecian Shadowman:</strong> ?</p><p><strong>Spirit of the Plague:</strong> After death, the spirits of those who had agonized under Chern's plagues the longest, those whose wills were broken and spent at death, returned to the mortal world bound by Chern’s will.</p><p>A very few souls who die from a communicable illness rise as spirits of the plague a few months later to ignite epidemics.</p><p><strong>Undead Ooze:</strong> The undead ooze is created when an ooze of any other sort violates the grave of a restless and evil soul. A malevolent spirit, still tied to the rotting flesh consumed by the ooze, occasionally enters it. This is the last meal the ooze takes as a living creature, as it is changed into a thing of undeath and filled with a hatred of the living as well as a low cunning.</p><p><strong>Unholy Child:</strong> These deceptive creatures are the spirits of infants murdered or left to die by their parents.</p><p><strong>Well Spirit:</strong> The ghost of a being who drowned in a well.</p><p><strong>Butcher Spirit:</strong> Butcher spirits are what remains of animals once sacrificed in religious rites to feed the relentless hunger of the titan Gaurak. The animals’ wholesale slaughter was avenged by an angry Denev, who sought to destroy the ravenous lord’s cults by allowing the animal spirits to remain in the world to lash out at their murderers.</p><p>“Butcher spirit” is an acquired template that can be added to any animal.</p><p><strong>Unhallowed:</strong> Sometimes, perhaps once in a hundred years, a child is born bearing signs that he or she is beloved of the gods. She may be stronger, smarter, swifter or more beautiful than</p><p>any other child. Above all, she is gifted with abundant blessings and is clearly destined for greatness in the fullness of time. These souls go on to become mighty warriors, legendary paramours, silver-tongued thieves or righteous holy men, meant to share their talents with those in need. It is a fundamental truth of the universe that the gods expect much of those to whom they give the greatest gifts.</p><p>Sometimes that trust is betrayed. With a single act, these blessed individuals turn their backs on their sacred pacts with the gods and heed the call of self-interest and evil.</p><p>People are fallible, and power can corrupt. Not everyone is up to the challenges of a disciplined and compassionate life, and the temptations of base nature are always present. Usually, once these heroes lose their way and use their mighty skills to indulge their dark sides, there is no turning back. Such a violation of sacred trust earns them the eternal enmity of the gods. When these fallen souls reach the end of their lives, nothing but an eternity of torment awaits them.</p><p>Along with all the gods’ wonderful gifts comes an equally powerful ego, and many corrupted heroes do not go so easily into the afterlife. They linger in the world ofthe living by sheer black will. The more their bodies rot, the more they cling to their physical existence, knowing that everything they feel is just a pale shadow of the punishments that await them.</p><p>These tormented spirits, called the Unhallowed because of their abandonment by the gods, are very powerful undead creatures whose influence can bring ruin not just to individuals, but to entire kingdoms.</p><p><strong>Unhallowed Faithless Knight:</strong> The faithless knight was once a bold and noble warrior who, in a moment of rashness or passion, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his patron deity’s faith.</p><p>“Faithless knight (Unhallowed)” is a template that can be added to any humanoid creature that possesses levels in fighter or paladin and betrayed the tenets of his god in life.</p><p><strong>Unhallowed False Lover:</strong> The false lover was once the paragon of charm and beauty, who effortlessly won the hearts and souls of any who looked upon him. He inspired heroes and heroines to great deeds, gave birth to new forms of art and literature and transformed the cultures of entire kingdoms with his wit and grace. Ultimately, however, he betrayed those dreams, crushing the spirits of those who loved him, sometimes simply because he could. He left a trail of broken lives in his wake, exulting in raw sensuality and power. As the years passed and his looks began to wane, he lapsed into bitterness, spitefully using his powers to manipulate those around him and leech every last drop of happiness from their lives.</p><p>“False lover (Unhallowed)” is a template that can be added to any humanoid creature with a Charisma of 15 or greater and betrayed the trust and love of multiple paramours in life.</p><p><strong>Unhallwed Forsaken Priest:</strong> There is no greater crime in the eyes of the gods than that committed when a holy woman forsakes her vows of obedience and uses her influence to lead innocent members of the faith down paths of corruption and iniquity. The forsaken priest is a creature who betrayed the highest offices of her patron deity and, since that time, has been a force of malevolence and temptation to any soul caught in her clutches.</p><p>“Forsaken priest (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the cleric class, followed one of the gods of good and used his influence in the clergy to lead worshipers of his god away from the god’s tenets.</p><p><strong>Unhallowed Treacherous Thief:</strong> The treacherous thief was cursed by the gods for betraying those who trusted him, all for the sake of nothing more than petty greed. He used his skills to steal from those who had almost nothing to call their own, simply for the joy of taking what did not belong to him. He murdered people for nothing more than a handful of coins. And now, in death, there is no treasure in the world great enough to buy his way out of damnation.</p><p>“Treacherous thief (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the rogue or bard class and performed acts of great treachery.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3287/Creature-Collection-III-Savage-Bestiary?affiliate_id=17596" target="_blank">Creature Collection III:</a>[spoiler]</p><p><strong>Ashcloud:</strong> Although attributed to Chern by the divine races, titanspawn themselves blame these undead on the goddess Belsameth, or sometimes on the Lord of Destruction, Vangal.</p><p><strong>Carcass:</strong> Gathered and created from the fallen ranks of the Ghoul King's most stalwart enemies, these undead atrocities have been denied any hope of a dignified death,</p><p>corrupted into some of the most grotesque of the Ghoul King’s slaves.</p><p>Bloated to an obscene size by the fell magics of the Ghoul King, carcasses are grossly obese. Jagged horizontal incisions through which all their internal organs are removed, split their distended abdomens into gaping maws, leaving the creatures nothing more than gigantic rotting husks. Once the bodies are magically and surgically altered, they are then reanimated and sent out on stumps of morbid fat to tromp back against the ranks of the Ghoul King's foes.</p><p><strong>Deep Stalker:</strong> Some claim these creatures arise from slaughtered sea life, while others claim they are the twisted souls of evil men who perished at sea. Perhaps they are some combination of the two.</p><p><strong>Dread Crawler:</strong> Along the coast of Termana, near the fearsome Isle of the Dead, there is a salt bog and bayou. This area was once inhabited by a species of large, roachlike vermin, but the negative energies of the Isle reached out and transformed them into undead servants of the Ghoul King.</p><p><strong>Forsaken Spirit:</strong> When Chem was felled by the high elves, he cursed not only the living with his foul breath, but those who were dying, dead, or not yet born as well. So great was hts wrath that he shackled the souls of his destroyers to the earth, while infecttng them with diseases potent enough to affect even the undead.</p><p><strong>Ghoul Hound:</strong> Created through secret necromantic rituals, these relentless predators are animated by their dark masters to hunt down and terrify the living.</p><p>An afflicted canine who dies of a ghoul hound's ghoul fever rises as a ghoul hound at the next midnight.</p><p><strong>Ghoul Gormul:</strong> Gormul ghouls draw much of their power from the stone embedded in their bodies. This necromantic development of the Ghoul King is crafted from a semiprecious gemstone found only on the Isle of the Dead and apparently imbued with quantities of negative energy. While only the Ghoul King possesses the secret of creating Gormul ghouls.</p><p>The process of creating a Gormul ghoul wipes out all memory of its previous life.</p><p><strong>Ghoul Overghast:</strong> Theories about overghasts’ origins abound. Most scholars believe that they were created spontaneously by explosions of necromantic energy near the end of the Divine War - the same energies that are thought to have created the fearsome Isle of the Dead. While these notions have not been confirmed, it is known that on occasion an ordinary ghast can be transformed into one of these creatures.</p><p><strong>Ghoul Poisonbearer:</strong> The poisonbearer is yet another undead creation of the Ghoul King, lord of the Isle of the Dead.</p><p><strong>Love-Scorned Soul:</strong> These sad creatures are the undead remains of particularly strong-willed people who died tragically because of their love for another. A woman slain en route to the altar, a man who fell from his bedroom window after finding his lover in the arms of another, victims of the unhallowed monster known as the false lover - any of these might return as a love-scorned soul. Embittered and warped by their deaths, love-scorned souls appear as spectral versions of their former lives, their once happy features twisted by sorrow, anger, despair, and hatred.</p><p><strong>Mummy Spiderweb:</strong> Spiderweb mummies are created by necromancers with the aid of a rare species of spider found only in southern Termana. These so-called mummy spiders are harmless in small numbers, but those who wish to create spiderweb mummies breed the arachnids by the tens of thousands. Fresh corpses are given to these spiders, which immediately cover them in webbing and inject their bodies with a poison that preserves the flesh for future consumption. Normally, the spiders would feed upon the corpse for weeks or months, but once it has been treated with enough venom, the corpse is then taken back by the necromancer and subjected to profane rituals that bring it back to a shambling semblance of life. The mummy spiders also lay their eggs on the corpse, and spiderweb mummies are often crawling with hundreds if not thousands of the tiny creatures.</p><p>On the Isle of the Dead, however, the fell necromantic energies that abound there will sometimes spontaneously create a spiderweb mummy from the corpses of those who die near a mummy spider lair.</p><p><strong>Mummy Spiderweb Ghoul King's Guard:</strong> The Ghoul King’s necromancers make fearsome versions of these already dangerous hunters.</p><p><strong>Pain Doll:</strong> Pain dolls are tormented undead creatures created by cruel and sadistic ritual.</p><p>While pain dolls can be created by evil cults. necromancers and the like, they can also be created spontaneously, as the victims of cruel torture return to madness-tinged unlife.</p><p>A cleric of at least 16th level can create a pain doll using a create undead spell cast in a special 6-hour ritual, requiring a DC 17 Ritual Casting check for each hour; the body to be animated must be slain during this special torture ritual, which also requires a single DC 15 Profession (torturer) check.</p><p>In addition, victims of especially wicked torture have been known to rise spontaneously as pain dolls (especially those who worship Chardun or Vangal), seeking vengeance upon those who tormented them.</p><p><strong>Phoenix Black:</strong> The black phoenix's dying place becomes an unholy spot, prowled by undead. Living things shun the area; plants refuse to grow there; milk curdles and food spoils; and only foul beasts are willing to call the tainted locale home. Inevitably, a bird dies near the spot of the black phoenix's death, and this bird rises as the new black phoenix. It rapidly grows in size, absorbing the nearby death energy, and the cycle of the black phoenix continues.</p><p><strong>Plague Gator:</strong> As the forsaken elves struggled against Chern, bits of his corrupt flesh flew everywhere, some landing many leagues away in the swamps of northern Termana. There, alligators that consumed his flesh were transformed into the perversions now known as plague gators.</p><p><strong>Slon Gravekeeper:</strong> The gravekeeper is an undead slon, the first to be buried at a particular graveyard.</p><p>An elder slon who dies suddenly and cannot make its way to an established graveyard becomes the gravekeeper of a new gravesite.</p><p><strong>Unbegotten:</strong> Closely related to forsaken spirits, they are the spirits of elven children who died from Chern’s curse while still in their mothers’ wombs.</p><p><strong>Soulless:</strong> The Sisters of the Sun learned of such horrors when they originally pushed the Ghoul King from the western kingdoms back to the Isle of the Dead. The Army of the Living watched as the very life force was drawn from the first 13 Sisters to step onto those bleak shores. Consumed by undeath, these 13 turned against their former fellows.</p><p>Since that time, a few other unwary paladins have been captured by the Ghoul Lord’s servitors and brought to the Isle to be twisted by its dark power.</p><p>“Soulless” is a template that can be added to any living creature with levels in paladin or ex-paladin.</p><p></p><p><strong>Undead:</strong> Few mortal creatures have ever attempted to eat an entire dirgewood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary - some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves.</p><p>The passage of the black phoenix causes the dead to rise, randomly imbuing corpses below it with varying degrees of unholy might. It is attracted to places of death, disease, and oppression, where, as it passes, ghouls, skeletons, vampires, and other fell beings rise up from among the dead.</p><p>Any corpse or skeleton within a black phoenix's aura of undeath or that the phoenix casts its shadow upon as it flies overhead may rise up as some type of undead.</p><p><strong>Ghoul:</strong> Any animal, giant, humanoid, or monstrous humanoid corpse with two or three class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghoul.</p><p>An afflicted humanoid who dies of a ghoul hound's ghoul fever rises as a ghoul at the next midnight.</p><p>An afflicted humanoid who dies of a ghoul overghast's ghoul fever rises as a normal ghoul at the next midnight.</p><p>An afflicted humanoid who dies of a poisonbearer ghoul's ghoul fever rises as a normal ghoul at the next midnight.</p><p><strong>Ghast:</strong> Any animal, giant, humanoid, or monstrous humanoid corpse with four or more class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghast.</p><p><strong>Skeleton:</strong> Battle rams that fall honorably in battle are resurrected by the powers of Chardun and continue to serve him as undead.</p><p>In the same manner as humanoid followers of Chardun, battle rams serve their evil god loyally and, if slain in battle, rise from the dead after 30 days. A risen battle ram gains the skeleton template.</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton.</p><p><strong>Wight:</strong> Any creature killed by the Gray Man’s energy drain rises as a wight under the control of the Gray Man 1d4 rounds after being slain.</p><p><strong>Zombie:</strong> For several minutes after the bleak crow captures a soul, its plumage becomes luminescent, emitting a soft, eerie light and giving the bird an almost ghostly appearance. The body of an individual whose soul is thus captured rises as a mindless undead creature under the Crow’s control.</p><p>As a standard action, a bleak crow can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the crow must be able to see the body to use this ability. The crow makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the crow captures the soul, and the body immediately rises as an undead servant of the crow.</p><p>The undead servant is identical with a zombie of equal size.</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton.</p><p>An opponent slain in any way by the Gray Man other than by energy drain animates as a zombie under the Gray Man’s control 1d4 rounds after being slain.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/24965/Creatures-of-Freeport?term=creatures+of+freeport&it=1&affiliate_id=17596" target="_blank">Creatures of Freeport:</a>[spoiler]</p><p><strong>Deadwood Tree:</strong> Before the fall of the serpent people, the great trees of Valossa’s jungles were inhabited by spirit lizards. 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>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>It is claim’d by some Authorities as Facte that the Natures of the Deville Lizarde, the Spiritte Lizarde, and the Deadewoode Tree are intertwined, all three Creatures sharing a Common Originne. The Isles of the Serpente’s Teethe, according to this Theory, were, in far distant Antiquity, the topmoste Peakes of a Greate Continente, that some have named Valossa. This Valossa, it is saide, was riven in Fragmentes and caste into the Sea by the Unspeakable One, which was at that Time a most potente Power of Chaosse; and the Magickal Humours that were bred by this Catastrophe shot through certaine of the Spiritte Lizardes, which had until that Time served the same Office in Valossa as Dryaddes do in other Landes. Some Few escaped the Corruption; but those caught in their Trees by the Unnaturale Blaste were fused with the Woode and became the Evil Deadewoodes, while those that were Outside suffered the Destruction of their Trees and were scour’d by the magickal Windes of the Disaster, shaping them into the Deville Lizardes. This, it is claim’d, is why the Deville Lizardes show such Fury towarde the Deadewoodes, who were once their Kin but now embrace Evil; while equally they are Abash’d to show Themselves before the Spiritte Lizardes, who suffer’d neither their Losse nor their Shame. So the Story goes; whether it be Facte or Fancy remaines to be proven.</p><p>There are, in Freeporte and elsewhere, certaine Manuscripts that suggest that the Islandes of the Serpente’s Teethe were at one time high Mountains set upon a Vaste Continent knowne as Valossa; which Lande was sunder’d and throwne into the Sea by a Greate Disaster in Ancient Times. The Force behinde this Cataclysm is thought to be a powerful Being of Chaosse knowne as the Unspeakable One. The Chaotick Energies that were released afflict’d the remaining Lande most cruelly, binding some of these Fey Reptiles into their Trees, which became the awful Deadewoodes; while others, caught without their Arboreal Homes, were Blast’d by Chaosse and Warp’d into the Creatures presently knowne as Deville Lizardes.</p><p><strong>Hazarel Boneroot, Deadwood Tree:</strong> ?</p><p><strong>Death Crab Swarm:</strong> It is said that death crabs are a solid manifestation of the spirits of long-dead pirates.</p><p><strong>Thanatos:</strong> Some do contende that the Creature is Undeade in its Nature, having once been a Greate Living Fishe that was alter’d by Magick, or by feasting upon the Corpses of the Deade.</p><p></p><p><strong>Zombie:</strong> Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies.</p><p>Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Cults of Freeport 3rd Era Web Enhancement</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Ritual Ghoul:</strong> The Cannibal Ritual ritual.</p><p><strong>Ritual Ghoul, Undead Corpse-Eater:</strong> ?</p><p><strong>Euglenus Cleaves, Ritual Ghoul Expert 9/Cultist 3:</strong> Eldest Child power.</p><p><strong>Slim William the Pleaser, Ritual Ghoul Necromancer 8:</strong> When Lucinda is under the influence of the Cannibal Ritual.</p><p><strong>Horrible Lucinda Penmark, Ritual Ghoul Cultist 1, Child-Ghoul:</strong> When Lucinda is under the influence of the Cannibal Ritual.</p><p><strong>Sly Simon Midwich, Ritual Ghoul Cultist 2, Child-Ghoul:</strong> When Simon is under the influence of the Cannibal Ritual.</p><p><strong>Gross Billy Eggbert, Ritual Ghoul Commoner 1, Child-Ghoul:</strong> When Billy is under the influence of the Cannibal Ritual.</p><p><strong>Ritual Ghoul Commoner 1, Child-Ghoul:</strong> When under the influence of the Cannibal Ritual.</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.</p><p>Enslaving the Dead ritual.</p><p><strong>Dread Shadow Normal Shadow:</strong> Enslaving the Dead ritual.</p><p><strong>Gallus Vickers, Shadow Wizard 9, Undead Wizard, Ghost:</strong> Gallus Vickers is a shadow of his former self—quite literally. Xyrades used his newfound black magic to bind his dead companion’s spirit to his will, and set him to translating shards.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Reanimated Dead:</strong> ?</p><p></p><p>The Cannibal Ritual</p><p>By ritually consuming the bodies of the dead, the Charnel God’s followers come closer to their god. This incantation transforms those partaking in the unholy feast into ghouls for a limited time. If perfected, the incantation could make this transformation permanent, and give the Charnel God’s followers a manner of immortality—as undead. The most complete copy of this incantation is found in the dreaded Ghoul’s Manuscript, long thought destroyed by witch hunters in their crusade against necromancy.</p><p>School: Necromancy</p><p>Level: 6th</p><p>DC: 24 (34 + 4 multiple targets - 6 duration -2 F -1 XP -5 B)</p><p>Components: V, S, M, B, XP</p><p>Material Component: A fresh humanoid corpse, and tools to butcher and cook it.</p><p>Backlash: All subjects of this incantation must make a Will saving throw (DC 16 + caster’s Cha modifier) or have their alignment changed to chaotic evil permanently. The caster and any willing participants in the Cannibal Ritual automatically fail this roll. (A caster who is already chaotic evil may take 10 on the Knowledge roll.)</p><p>XP Cost: 100 XP</p><p>Casting Time: 10 minutes per check; 6 successes required</p><p>Range: Close (55 ft.)</p><p>Target: One or more creatures</p><p>Duration: 12 hours (one night)</p><p>Saving Throw: None (or Will negates)</p><p>Spell Resistance: No</p><p>Success: If the ritualist succeeds on his Knowledge (forbidden) check, every character who ate the specially prepared flesh is transformed into a ghoul for the remainder of the night (no save allowed), gaining the strength and hunger of an undead corpse-eater. Apply the Ritual Ghoul template (see below) to each recipient.</p><p>Failure: If the ritualist fails his check, none of the subjects are transformed, but all are afflicted by an unholy craving for human flesh that lasts for 10 minutes times the margin of failure. (For example, if the check failed by 6, then the hunger lasts for 60 minutes.) This compulsion may be resisted for 10 minutes with a successful DC 15 Will save.</p><p></p><p>Enslaving the Dead</p><p>This incantation traps the soul of the deceased in a bodiless undead state, under the command of the caster.</p><p>School: Necromancy</p><p>Level: 9th</p><p>DC: 30 (34 - 2 range -1 M - 1 B)</p><p>The caster must be trained in the Knowledge (religion) skill. If he is not, the DC of the Knowledge (forbidden) check increases by +4.</p><p>Components: V, S, M, B</p><p>Material Component: The corpse of the dead creature to be enslaved, and a black onyx gem worth at least 50 gp per HD of the deceased creature.</p><p>Backlash: When the shadow is created, everyone present must succeed on a DC 15 Will save or gain 1 Insanity Point. In addition, the caster automatically acquires 1 Insanity Point for the blasphemy of creating and enslaving an undead.</p><p>Casting Time: 10 minutes per check; 9 successes required.</p><p>Range: Touch</p><p>Target: One dead creature</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Success: If the caster succeeds on his Knowledge (forbidden) check, a shadow is created. This shadow has as many HD as the deceased character did.</p><p>(If the GM owns the Advanced Bestiary, apply the dread shadow template instead, with the modifications listed in the “Creating a Normal Shadow” sidebar.)</p><p>This shadow is compelled to serve its creator (no saving throw). Threatening the shadow does not cancel this effect—the spirit is truly at the mercy of the caster’s whims.</p><p>Failure: If the caster fails his check, the incantation fails, and the corpse can never again be subject to any form of necromantic spell or effect.</p><p></p><p>Eldest Child (Sp) Between his regular performance of the Cannibal Ritual and the voice of the Charnel God in his head, Cleaves gains a +2 competence bonus with that incantation. He may also assume the form of a ritual ghoul at will.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/11875/Curse-of-the-Moon?affiliate_id=17596" target="_blank">Curse of the Moon</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Vampire, Sunlight-Vulnerable Creature:</strong> ?</p><p><strong>Wraith, Sunlight-Vulnerable Creature:</strong> ?</p><p><strong>Ghostly Dog:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/58518/Dangerous-Creatures--Fossa?affiliate_id=17596" target="_blank">Dangerous Creatures: Fossa</a>[spoiler]</p><p><strong>Ghost Greater Fossa:</strong> ?</p><p><strong>Skeleton Greater Fossa:</strong> ?[/spoiler]</p><p></p><p><a href="https://athas.org/products/ds3/documents/109" target="_blank">Dark Sun 3 3.5 r7</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> Year of Ralʹs Fury (Free Year –2,257)</p><p>Infuriated at her lack of progress, Rajaat turns research of the Inner Planes over to Qwithʹs subordinates. Shortly after an accident of unknown origins opens a gate to the Inner Planes, and obsidian flows across the land for hundreds of miles in each direction until the gate is closed by the Seventh Tree. Thousands die in the disaster. Those killed by obsidian rise as undead through a mysterious power from the Inner Planes.</p><p>When some survivors of the massacres of the southlands amassed a large force of meorties and others and attacked the research facility, one of the researchers miscast a gate spell and opened a portal to the paraelemental plane of magma. This portal caused magma to spew out, stretching out for miles and miles, until it covered the land in a thick layer of obsidian. These planes eventually became known as the Deadlands, as everything living on the vast expanse of obsidian woke to find itself undead and in a strange and terrible new world.</p><p><strong>Undead Wizard:</strong> ?</p><p><strong>Undead Mindbender:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Mindless Animated Undead:</strong> ?</p><p><strong>Creature That is Especially Vulnerable to Sunlight:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Undead Body:</strong> ?</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Undead War Beetle, Undead War Machine:</strong> ?</p><p><strong>Liumakh, Undead Psion Telepath 10/Thrallherd 7:</strong> ?</p><p><strong>Thinking Undead Wizard:</strong> Year of Ralʹs Fury (Free Year –2,257)</p><p>Infuriated at her lack of progress, Rajaat turns research of the Inner Planes over to Qwithʹs subordinates. Shortly after an accident of unknown origins opens a gate to the Inner Planes, and obsidian flows across the land for hundreds of miles in each direction until the gate is closed by the Seventh Tree. Thousands die in the disaster. Those killed by obsidian rise as undead through a mysterious power from the Inner Planes. Rajaatʹs servants arise as the rulers of this land, becoming powerful thinking undead wizards and psionicists. The Dead Lands are born.</p><p><strong>Thinking Undead Psionicist:</strong> Year of Ralʹs Fury (Free Year –2,257)</p><p>Infuriated at her lack of progress, Rajaat turns research of the Inner Planes over to Qwithʹs subordinates. Shortly after an accident of unknown origins opens a gate to the Inner Planes, and obsidian flows across the land for hundreds of miles in each direction until the gate is closed by the Seventh Tree. Thousands die in the disaster. Those killed by obsidian rise as undead through a mysterious power from the Inner Planes. Rajaatʹs servants arise as the rulers of this land, becoming powerful thinking undead wizards and psionicists. The Dead Lands are born.</p><p><strong>Gretch, Undead Defiler:</strong> ?</p><p><strong>The Guardian, Undead Spirit:</strong> ?</p><p><strong>Ancient Undead:</strong> ?</p><p><strong>Undead Warrior:</strong> ?</p><p><strong>Dwarven Banshee:</strong> Dwarves that die while being unable to complete their focus return from the dead as banshees to haunt their unfinished work.</p><p><strong>Jo'orsh, Dwarven Banshee:</strong> The Dark Lens is an ancient artifact thought to have been created by Rajaat as the Time of Magic was coming to an end. The evil sorcerer fashioned the Dark Lens as a focus for his power, amplifying his magic and psionic energies to unheard of levels. By using the Dark Lens Rajaat created other powerful artifacts—such as Silencer, Scorcher, and Scourge. Rajaat used the Dark Lens to give his 15 Champions their incredible powers.</p><p>As the Cleansing Wars were ending and the champions discovered the true nature of their master’s schemes, the disciples of Rajaat took the Dark Lens and used its power to imprison their master in a place called the Hollow. Shortly after Rajaat was entombed, the Dark Lens was stolen by two dwarves named Jo’orsh and Sa’ram.</p><p>These dwarves were self–proclaimed protectors of Athas, taking the Dark Lens from the Pristine Tower to the Estuary of the Forked Tongue and secluding it on the isle of Mytilene. There they created a safeguard for the Dark Lens in the form of a crystal pit, which proved deadly to any who attempted to retrieve the artifact. Years later Jo’orsh and Sa’ram perished while defending the Dark Lens from evil giants. Soon after, they arose as banshee, and used their new powers to guard the Dark Lens from the eyes of the Dragon and the rest of Rajaat’s champions.</p><p><strong>Sa'ram, Dwarven Banshee:</strong> The Dark Lens is an ancient artifact thought to have been created by Rajaat as the Time of Magic was coming to an end. The evil sorcerer fashioned the Dark Lens as a focus for his power, amplifying his magic and psionic energies to unheard of levels. By using the Dark Lens Rajaat created other powerful artifacts—such as Silencer, Scorcher, and Scourge. Rajaat used the Dark Lens to give his 15 Champions their incredible powers.</p><p>As the Cleansing Wars were ending and the champions discovered the true nature of their master’s schemes, the disciples of Rajaat took the Dark Lens and used its power to imprison their master in a place called the Hollow. Shortly after Rajaat was entombed, the Dark Lens was stolen by two dwarves named Jo’orsh and Sa’ram.</p><p>These dwarves were self–proclaimed protectors of Athas, taking the Dark Lens from the Pristine Tower to the Estuary of the Forked Tongue and secluding it on the isle of Mytilene. There they created a safeguard for the Dark Lens in the form of a crystal pit, which proved deadly to any who attempted to retrieve the artifact. Years later Jo’orsh and Sa’ram perished while defending the Dark Lens from evil giants. Soon after, they arose as banshee, and used their new powers to guard the Dark Lens from the eyes of the Dragon and the rest of Rajaat’s champions.</p><p><strong>Fael:</strong> The village of Segovara was a client village of House Rees of Balic. Located southeast of Balic across the Estuary of the Forked Tongue, the village rests inside a small narrow canyon. The village is mainly a collection of huts built against both sides of the canyon walls. Because of the lack of space inside the canyon only one narrow road exists in the cramped village. The villagers manufactured leather goods for House Rees, however their isolated position, without a source of water, left them utterly depende[nt] on Rees['] caravans. In the chaotic aftermath of the trade lords’ seizure of power in Balic the village was forgotten and all of the villagers perished. The next time a caravan from House Rees arrives at the village the entire population will rise as faels.</p><p><strong>Kaisharga:</strong> ?</p><p><strong>Dregoth the Ravager, Kaisharga, Undead Dragon King, Undead Sorcerer-King:</strong> Year of Friendʹs Fury (Free Year –1,970)</p><p>Lead by Abalach–Re of Raam, the sorcerer‐kings storm Giustenal and kill Dregoth, Ravager of Giants just before he is to become a 30th–level Dragon. The battle destroys the city, the land, and most of its population. Afterwards, Hamanu throws the Scorcher into the Silt Sea. With the aid of his high templar Mon Adderath, Dregoth is returned to life as an undead dragon king.</p><p><strong>Meorty:</strong> ?</p><p><strong>Raiig:</strong> ?</p><p><strong>T'liz, Nevarli:</strong> ?</p><p><strong>Thinking Zombie:</strong> <em>Unliving Identity</em> spell.</p><p><strong>Thinking Skeleton:</strong> <em>Unliving Identity</em> spell.</p><p><strong>Thinking Exoskeleton:</strong> <em>Unliving Identity</em> spell.</p><p><strong>Dust Wight:</strong> ?</p><p><strong>Salt Mummy:</strong> ?</p><p><strong>Defacer:</strong> ?</p><p><strong>Plague Walker:</strong> ?</p><p><strong>Sanguineous Drinker:</strong> ?</p><p><strong>Skull Lord:</strong> ?</p><p><strong>Ashen Husk:</strong> ?</p><p><strong>Dry Lich:</strong> ?</p><p><strong>Forlorn Husk:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Undead Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Vile Wraith:</strong> ?</p><p><strong>Zombie, Undead Zombie, Mindless Zombie:</strong> <em>Animate Dead</em> spell.</p><p><strong>Gray Zombie, Summoned Zombie, Powerful Zombie:</strong> ?</p><p></p><p>Unliving Identity</p><p>Necromancy [Evil]</p><p>Level: Clr 7, Dead Heart 5, Wiz 7</p><p>Components: V, S, M, XP</p><p>Casting Time: 1 round</p><p>Range: Touch</p><p>Target: One zombie</p><p>Duration: Instantaneous</p><p>Saving Throw: See text</p><p>Spell Resistance: See text</p><p>In a macabre ritual, you sacrifice some of your essence to imbue a mindless zombie with a sentience of its own. You restore its memory and skills it once knew in life.</p><p>You recall a mindless zombie’s consciousness from the Gray, transforming it into a thinking zombie (TotDL 78). This spell restores personality, memory, identity, skills, class levels—everything but life. The creature remains undead, and if you previously controlled the zombie, you may elect to retain control of it, but its Hit Dice count against the total you can control with animate dead; if you exceed that number, excess undead from previous castings become uncontrolled.</p><p>Many creatures prefer not to return from the Gray to inhabit an undead body. If the creature is unwilling to return, it can make a Will save using its save bonus from life (not that of the target zombie). The spirit’s spell resistance, if any, also applies. Some clerics and all druids transformed into thinking zombies become ex–members of their class. The “good vs. evil” component of the thinking zombie’s alignment becomes evil, but creatures who were nonevil in life usually gain the death wish weakness (TotDL 18).</p><p>Material Component: An item significant to the zombie’s former life, such as an article of clothing, a favorite piece of equipment, etc.</p><p>XP Cost: 20 XP per HD of the thinking zombie to be created.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Dezzavold Fortress of the Drow</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Spawn:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Eranade Dezzav, Drow Ghost Fighter 9/Rogue 2:</strong> Eranade reluctantly carried out her mother’s plan, but, as she suspected, her pleas were ignored, and it also ignited the long-lived racial hatred in some of Corwyl’s Council. Her requested Honor Meet, a peaceful summit between noble ruling elves, only earned Eranade deeply driven swords and death—undeath, actually, for the woman could find no rest from this betrayal, and it twisted her soul toward evil.</p><p>Eranade came to Corwyl 400 years ago to gain the wood elves’ help against the encroaching Vidrae. Eranade had reservations about the mission, but her mother believed logic and diplomacy could overcome the differences between their two peoples, especially in the face of a threat that could consume both societies. Eranade’s pleas were ignored and the Honor Meet was desecrated by death, leading to Lenerasa’s Folly (Corwyl’s Dark War).</p><p>Eranade’s outrage at her murder tied her spirit to the Middle World, returning her to unlife as a ghost.[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/51358/doom-striders?affiliate_id=17596" target="_blank">Doom Striders</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Rampaging Lich:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/441842/dungeon-crawl-the-mermaid-s-cove-5e-3-5e-pf2e?affiliate_id=17596" target="_blank">Dungeon Crawl - The Mermaid's Cove (5E/3.5E/PF2E)</a>[spoiler]</p><p><strong>Eyeless Corpse, Eyeless Corpse Minion:</strong> Idyia escaped and, guided by Thetys, she found a secret entrance to her old temple, where she uncovered an artifact of the goddess—a bone flute—that she used to kill the pirates who had held her captive, turning them into undead monstrosities.</p><p><strong>Ghost Pirate Captain:</strong> Idyia escaped and, guided by Thetys, she found a secret entrance to her old temple, where she uncovered an artifact of the goddess—a bone flute—that she used to kill the pirates who had held her captive, turning them into undead monstrosities.</p><p><strong>Eyeless Corpse, Undead Monstrosity, Undead Pirate, Minion:</strong> ?</p><p><strong>Ghost Pirate Captain, Skeletal Man, Undead Monstrosity, Undead Pirate:</strong> ?</p><p><strong>Ghost of a Pirate:</strong> Idyia escaped and, guided by Thetys, she found a secret entrance to her old temple, where she uncovered an artifact of the goddess—a bone flute—that she used to kill the pirates who had held her captive, turning them into undead monstrosities.</p><p><strong>Ghost of a Pirate, Ghostly Figure, Spirit, Undead Monstrosity, Undead Pirate:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Human Commoner Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19034/EN-Critters--Ruins-of-the-Pale-Jungle?affiliate_id=17596" target="_blank">E.N. Critters 1 Ruins of the Pale Jungle:</a>[spoiler]</p><p><strong>Animus:</strong> An animus is the spiritual remains of a humanoid, intelligent magical beast or dragon that remains behind to guard a site long after the body has crumbled to dust.</p><p>An animus comes into being when a creature, often a humanoid of average intelligence, dies while attempting to guard or protect a particular site, object, or being.</p><p>An animus is created when a creature, usually a humanoid, dies while attempting to protect something and continues to try to do so after its death.</p><p><strong>Baya Tumbili:</strong> It is said that it was once a flesh and blood creature, an awakened ape turned into an undead monster by a powerful evil druid researching necromantic rituals. However, the baya tumbili proved to be too chaotic and too unstable for even the druid to tolerate. Its master destroyed its pet’s body while it was on the Material Plane, and then set in place powerful wards that prevented the creature’s essence from reconstituting itself back on the druid’s home plane.</p><p>An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner.</p><p><strong>Baya Tumbili Spawn:</strong> Baya tumbili spawn are apes that have been turned into undead spawn.</p><p>An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner.</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>Any humanoid slain by a haze horror becomes a haze horror in 1d4 rounds.</p><p>Haze horrors are most likely the creation of some necromancer.</p><p>Although the origin of the haze horror is unknown, it is known that they tend to remain near where they died, and sometimes where their corpse is.</p><p><strong>Leafling Ancestor Lesser:</strong> Leafling ancestors are the undead life forces of leafling shamans occupying their own shrunken, disembodied heads. Most every leafling shaman is honored by having their head shrunken and worn as a totem in battle, but only a select few have the power in life to live on in undeath as a lesser ancestor.</p><p><strong>Leafling Ancestor Greater:</strong> On occasion, this lesser form of ancient will attract such a following that it achieves a god-like status among several clans or tribes. Their combined devotions empower the Ancestor to become one of the greater variety.</p><p><strong>Revered Ancestor:</strong> Revered ancestors are psionically endowed members of ancient cultures, sacrificed by friends and family to protect them in this life through powers of the afterlife.</p><p>Often they were entombed with the treasure they had in life as well as with psionic enhanced items in the hope that it would increase their chances of awakening after the sacrificial ritual was done to create them. They always have a jade knife as it is a standard requirement of the ritual to create them.</p><p>The ancient cultures of the Pale Jungle sacrificed and entombed their family members in an attempt to gain protection over their house and sometimes even over their village. The tombs were often cornerstones of buildings, columns, and even carefully dug holes in the ground. The family member would be sacrificed (sometimes to a balam chac), the body wrapped in cloth and mummified with sacred herbs, and then placed in the prepared location. The location was then sealed according to ritual. Those family members with latent psionic ability so entombed became active revered ancestors with those powers fully awakened and directed toward kineticism.</p><p><strong>Shetani:</strong> Legends speak of a great wizard called Eldaar, known for exploits of great daring and acts of equally great cruelty. It is said that this mage took great delight in his arcane experimentation, and that the Shetani or Children of Eldaar are the result of one such experiment.</p><p>When a living monkey is brought down by a shetani, its corpse is left alone by the pack for reasons that are unknown. The newly dead monkey will then rise 24 hours later as a new shetani.</p><p>Any monkey slain by shetani will rise as one in hours unless their corpse is destroyed.</p><p>Their origin is through arcane experiments in an attempt to create a bestial zombie.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19150/EN-Critters--Beyond-the-Campfire?affiliate_id=17596" target="_blank">E.N. Critters 2 Beyond the Campfire:</a>[spoiler]</p><p><strong>Bereft:</strong> A Bereft is the undead remains of a dryad that was forced to watch as its bound tree was cut down or destroyed and was unable to do anything to prevent it. With its tree gone, it slowly perished within the next day full of suffering, unrelenting grief and remorse. Unable to accept that it failed to protect its home, it now wanders the land untied to any particular tree, guilt-ridden and irrational. These creatures are twisted mockeries of their former selves, deformed by hate and self-loathing.</p><p>The Bereft are created when forced to watch their bound tree destroyed and then left to wither in its absence.</p><p><strong>Blighter:</strong> Blighters are undead specially created from the corpses of humanoid druids.</p><p>Centuries ago, a conflict arose between a circle of druids and a powerful city-state that was seeking to expand into areas under the druids’ protection. The druids were powerful, but too few in number to effectively combat the legions of the city-state. One of the circle, a brash druid known for his eccentric ideas, proposed that they use their powers to create warriors of their own, an army of guardians that could be used to defend the wilderness. Intrigued, but cautious, the elder druids began experimenting in the creation of a being that could serve to defend different areas of their territory. In the end, they succeeded and created what they began calling a Nature’s Avatar. Fearful that their creation could be perverted to some dark purpose, the elder druids purposely tied the creature to one specific area, charging it with the defense of that area and no more.</p><p>The brash druid who had initially proposed the idea was outraged. Since the Nature’s Avatar was bound to one area, it could only serve as a defensive creature. The druid believed strongly that the fight should be taken to the city-state itself, and thus in secret he began experimenting with his own designs in an attempt to create a mobile foot soldier, one that could wreak havoc among the farming communities and travel routes that led to and from the city-state.</p><p>The druid became obsessed and began tapping into dark powers in order to complete his creation. Instead of constructing a being made from the elements of nature, he turned towards transforming and re-animating the remains of dead comrades. The forces that he was manipulating began to affect his mind, turning him from the path of protector of nature to the creator of something malevolent and undead. (Some sages have theorized that a powerful devil or demon lord was manipulating the druid without his knowledge, but this theory has never been proven.) In the end, he created what would come to be known as the blighters.</p><p>Blighters were created to cause death and destruction to the citizens of the threatening city-state.</p><p>Their powers were designed to be able to combat the city-state’s soldiers while also being able to raze farms and harry merchant caravans. They were created with a desire to destroy the humanoids that dwelled in the opposing community.</p><p>They were originally created long ago by a corrupted druid using necromantic powers.</p><p>The druid responsible for the creation of these creatures strayed from the true path of druidism. He was first obsessed and then possibly became insane as his project evolved. Dark powers took an active interest in this foolhardy venture and twisted it to serve their own ends.</p><p><strong>Nightshade Nightflyer:</strong> Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all living things, with the faint scent of carrion on its breath.</p><p>Nightflyers originate from the plane of shadow and are formed from the darkness therein, resembling any of a number of raptors all combined into one creature.</p><p>Sages speculate a nightflyer is a dream reflection of all such birds of prey given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning.</p><p>While it is unknown for sure how they are created, it is believed they are incapable of reproduction or spawning, which implies they may be limited in number, but exactly how large that number is as yet remains unknown.</p><p>It serves as aerial spy for greater night shades and is incapable of reproduction, including creating spawn.</p><p><strong>Nightshade Nightguard:</strong> Nightshades are powerful undead creatures with a variety of devastating abilities that hail from the plane of shadow. It is not known if any true ecology exists for them, since being undead creatures is it presumed they are incapable of true reproduction, but it is apparent the nightguard were created to serve as the shock troops for the nightshades. They are the equivalent of elite guardsmen serving powerful nobles, only with no small amount of power themselves.</p><p>They are believed to be incapable of reproduction or spawning, but it is rumored that more powerful nightshades are able to create nightguards by capturing the souls of particularly powerful evil warriors and empowering them with negative energy from the plane of shadow, binding them to their forces while doing so.</p><p>It serves as an advance scout for greater nightshades and is incapable of reproduction, including creating spawn.</p><p><strong>Nightshade Nighthound:</strong> Believed to be fey hounds from the plane of shadow, they only appear during the hour of twilight when the sun has just set and before night fully encompasses the land. They resemble hunting dogs composed entirely shadows, and are thought to be shadow reflections of once-living hounds. Some say they are the magically created crossbreed of nightstalkers and shadow mastiffs, if such could breed.</p><p>The more common belief is they are the souls of guard and attack dogs summoned by dark forces and empowered with negative energy from the plane of shadow. Regardless of how they were created, it is believed nighthounds are incapable of reproduction or spawning, have no interest in anything other than hunting and killing, and are incapable of remorse, sympathy, or compassion for any living creature.</p><p><strong>Nightshade Nightstalker:</strong> Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all things living, its foul breath bearing the scent of death and decay.</p><p>Nightstalkers originate from the plane of shadow and are formed from the darkness therein, resembling large hounds or wolves in form but composed entirely of shadow. Sages speculate that a nightstalker is a dream reflection of all such beasts given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning.</p><p>Others believe they are the souls of worgs and other evil wolf-like creatures summoned by dark forces and given substance by negative energy from the plane of shadow, ruthless hunters with little regard for the living except as prey which they take great pleasure in hunting and killing.</p><p>It serves as a hunting hound for greater nightshades and is incapable of reproduction, including creating spawn.</p><p><strong>Owl Howler:</strong> Owl howlers were first created by a necromancer nearing lichhood that devised a ritual to bring along his familiar with him to the life of the undead. It was so effective that other owls were used to create guardians for his lair.</p><p>The ritual it takes to create an owl howler is quite painful. It is at the height of pain when the creature is about to pass on, that its essence is captured and stored into a gem. This gem is then placed inside the skull of the recently dead owl. The gem used must be at least 100gp in value and needs to be yellowish in coloring like a topaz or a piece of amber. The gem is not destroyed in the creation process and can be collected from the creature’s skull after it is slain. It is said that its screech is caused by the immense pain that the creature has endured and now releases in a horrifying attack.</p><p>They are created through a horrific ritual and serve necromancers as familiars.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19231/EN-Critters--Tulenjord-Land-of-the-Fallen-One?affiliate_id=17596" target="_blank">E.N. Critters 3 Tulenjord Land of the Fallen One:</a>[spoiler]</p><p><strong>Frostbitten:</strong> The frostbitten are the animated corpses of those who die from exposure. Oftentimes their last prayers of salvation will go out to any deity that will listen. Evil deities are not above twisting these final pleas, and as the elements take the life, they fill the husk with a spirit from whatever plane they call home.</p><p>The frostbitten on Tulenjord are the direct result of the dead god’s lingering malevolence. Although any evil deity is capable of creating them, for some unknown reason the dead divinity has dozens of them roaming the island.</p><p>The souls inhabiting the frozen bodies are usually those of former priests. Oaths and promises of servitude along with past displays of faith are sometimes rewarded with this second chance upon the earth. Frostbitten are usually put in charge of a cult, or placed in the service of especially powerful priests. They will do anything to avoid heading back to the torment they have returned from, using every moment of their wretched existence to propagate the will of their deity. Those frostbitten raised by the dead god know only that they must find a way to revive him.</p><p>Its frozen body is inhabited by the soul of a fervent worshipper of an evil god.</p><p><strong>Snow Spirit:</strong> A snow spirit is the undead life essence of someone who has died a cold and lonely death from exposure to the arctic elements.</p><p>The vast majority of snow spirits are chaotic neutral spending their time careening wildly and mindlessly through the arctic wastelands. A few are created from the death of a black-hearted and malevolent creature, who, once expired, leaves behind only its hateful spirit. This form of snow spirit will actively seek living creatures to suck the life and warmth from. Lastly, and most rare, are the wandering life essences of a soul so saintly that its beneficent nature withstands its cold and lonely death. This form of snow spirit will actually seek out dying creatures and protect them from the elements.</p><p>They are the lost souls of those freezing to death alone and helpless in the frozen wastes.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/2569/EN-Critters--Along-the-Banks-of-the-River-Vaal?affiliate_id=17596" target="_blank">E.N. Critters 4 Along the Banks of the River Vaal:</a>[spoiler]</p><p><strong>Bandalvis:</strong> A bandalvis is a form of undead created when a vissalia succumbs to the ancient curse upon it, feeding on the blood of the living but never able to completely sate its hunger. When this bloodlust curse overtakes a vissalia, it seeks out a victim to feed upon. Once it drinks the blood of a victim it slays for the first time, the transformation to a bandalvis completes and dark powers infuse the body.</p><p>Fortunately, a bandalvis is a unique form of undead unable to create spawn and only coming into being through the curse upon the vissalia.</p><p>It is created when a vissalia succumbs to a curse laid upon its race by the gods.</p><p>Those of the vissalia who had not been transformed became cursed by their gods to forever long for the land, but to never have it unless they drank of the lifeblood of the land-dwellers. At first, they believed this to be a fair trade, and hunted the land-dwellers who came to the water’s edge. It wasn’t too long before the vissalia understood the full extent of the curse as they spilled the blood of innocent creatures and in so doing were transformed into terrible monsters ever hungering for warm blood. Thus were the first bandalvis created.</p><p>Once the vissalia and terravis were of one race that dwelled in the deep waters of the seas and rivers, but a desire to become part of the realms above led the vissalia’s ancestors to involve themselves in forbidden magics, and to forsake the gods they worshipped to gain favor with the gods of the upper realms. The gods of the deep were justly angered by this, and punished the vissalia with the curse of bloodlust. Now they long for the warm blood of the land-dwellers, the smell of it awakening a primal hunger that if not kept in check threatens to consume them by leading them into a frenzy to attack the source of the blood to sate their hunger. This bloodlust can cause a vissalia to forsake its mortality and give itself over to the darker gods, becoming an undead abomination that exists solely to feed upon the living.</p><p>If it gives in to its bloodlust, a vissalia can turn into the undead bandalvis.</p><p><strong>Blood Fountain Swarm:</strong> A blood fountain swarm consists of about 1,500 undead leeches.</p><p>They are created through a rather specific process over a number of days. First, a stone receptacle must be coated with the blood of a sacrificed humanoid. Then at least 1,500 leeches must be collected and each leech must suck a tiny amount of the necromancers blood. Next, each leech has its back quarter cut off and is placed into the receptacle to die. Once all have been cut and slain, 4 animate dead spells must be cast consecutively (either from memory or spell completion items) and the swarm rises and is released into the place it is to guard.</p><p></p><p><strong>zombie:</strong> ?</p><p><strong>ghoul:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/2738/EN-Critters--Interlopers-from-the-Blasted-Realm?affiliate_id=17596" target="_blank">E.N. Critters 5 Interlopers of the Blasted Realms:</a>[spoiler]</p><p><strong>Remains of the Fallen:</strong> This swarm is native to the Blasted Realm. It is formed from the aftermath of any great conflict that has left bodies strewn across the battle field. Drawn to the psychic and emotional turmoil of such a conflict, the soulfire that permeates this realm coalesces within the remains of the various combatants, re-animates the individual body parts and then gathers them into a collective mass. This mass then develops a hive-like mind and begins to act independently. The swarm is an expression of the fury of the battle and therefore seeks out further conflict. It will attack any living being in an attempt to destroy it.</p><p>One swarm may form for every 30 bodies left on the field. Swarms tends to form within 24 hours of the conflict’s cessation.</p><p>This swarm is essentially soulfire taking shape as the rage of the great many that have fallen in the countless battles across the Blasted Realm.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/2915/EN-Critters--Berks-Wasteland?affiliate_id=17596" target="_blank">E.N. Critters 6 Berk’s Wasetland:</a>[spoiler]</p><p><strong>Boneswirl:</strong> A boneswirl is an undead creature animated through strong elemental magic.</p><p>Boneswirls were originally created by evil djinn that had taken up residence on the material plane, away from their inherently good brethren. Djinn necromancers used the bodies of humanoids to make more powerful and mobile undead guardians.</p><p>The ritual of creating a boneswirl is long and complicated, as with creating many greater undead, but the process is a bit different. The primary difference is that minor air elementals are bound to the bones that comprise a boneswirl. They keep the whirlwind in motion. The elementals are twisted and perverted in the binding, but they are also part of the boneswirl’s new identity. Their insanity is a large part of what drives a boneswirl to kill everything it can.</p><p>A boneswirl is typically created from the bones of a single humanoid creature, though it is possible to create one from any creature with a skeleton. The visage of a standard boneswirl is disturbing enough, but one created with the skull of a dragon or a mindflayer can send opponents fleeing into the desert without even attacking. No matter what creature it was originally made from, it retains no memory of its past life. It knows only an intense feeling of loss and pain. This is its primary drive for hunting down and killing living creatures.</p><p>A boneswirl can be created through use of the <em>create undead</em> spell by a 15th-17th level caster (though characters should be made to research the ritual first).</p><p>It is native to warm deserts where it was first created by evil djinn.</p><p>It can be created through the use of a create undead spell by a caster of 15th level or higher.</p><p><strong>Dessicated:</strong> A desiccated is an intelligent undead creature that has had all the moisture drained from its body.</p><p>A humanoid slain by a desiccated’s absorb moisture ability rises as a desiccated 1d4 days later.</p><p>When a desiccated kills a humanoid creature with its absorb moisture ability, that creature undergoes a slow transformation during which every last drop of moisture is lost from its body. Water, blood, and other bodily fluids completely evaporate, organs turn to dust, and the skin becomes a dried out husk. Once complete, negative energy animates and gives sentience to the corpse. Even though the new creature retains some small semblance of its former self, bits and pieces of memories and thoughts, it is now overcome with an incredible and unquenchable thirst. The energy that created the desiccated continues to work and the creature continually feels the moisture being sucked from it.</p><p>Those slain by having all of their moisture sucked out will rise as desiccated themselves within four days time.[/spoiler]</p><p></p><p>Elemental Lore [spoiler]</p><p><strong>Drought:</strong> Droughts look like massive, desiccated draft horses. They range from six to eight feet tall at the shoulder. The process of transformation into a drought darkens their hides to sooty black, no matter what color they were in life. Their manes also turn dark, usually either burnt brown or black. Everything soft weathers away from these creatures when they rise from the grave, leaving behind only hard bone, leathery skin, and flickering flames.</p><p>Not even the greatest necromancers know for sure how they come into being. Many speculate that they appear when thousands of animals die of thirst due to unnaturally long droughts. Others feel that they may be punishments sent into the world by particularly demented gods.</p><p><strong>Rime Wraith:</strong> Rime wraiths are the spirits of hunters, fishermen, and others who drowned in the dead of winter after slipping under the ice.</p><p><strong>Shadow With the Cold Descriptor:</strong> A humanoid reduced to zero Strength by a rime wraith becomes undead. Within 1d4 rounds, it rises as a shadow with the cold descriptor. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/12464/Epic-Monsters?src=also_purchased&it=1&affiliate_id=17596" target="_blank">Epic Monsters:</a> [spoiler]</p><p><strong>Atropol Abomination:</strong> Not every divine pregnancy ends in a successful birth. As with the non-divine races some children fail to reach term, when this occurs in the divine realm the child is sometimes animated by the Negative Energy Plane and is reborn as an atropal.</p><p><strong>Demilich:</strong> A demilich is the next evolutionary step in the life of an evil wizard. Through the creation of soul gems a lich may shed they body and travel the multiverse as an astral entity.</p><p>‘Demilich’ is a template that can be added to any lich. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.</p><p>The process of becoming a demilich can be undertaken only by a lich acting of its own free will.</p><p>Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich.</p><p><strong>Hunefer:</strong> Hunefers once strode across the planes as demigods. Slain by adventurers their godly power was stripped from them, but their followers did not abandon them. The body of the hunefer was recovered inscribed with symbols important to them and carefully wrapped for their eventual return to life and ascension to godhood. Now awakened, the hunefer are on a undying quest to recover their lost divinity.</p><p><strong>Lavawight:</strong> The lavawight is the end result of foolish adventurers who attack a shape of fire.</p><p>Those that succumb to a shape of fire's blazefire embrace are converted to lavawights.</p><p>Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds.</p><p><strong>Nightswimmer Nightshade:</strong> ?</p><p><strong>Shadow of the Void:</strong> A shadow of the void is cold vengeance personified.</p><p><strong>Shape of Fire:</strong> A shape of fire is white-hot rage personified.</p><p><strong>Winterwight:</strong> The winterwight is the end result of adventurers foolish enough to attack shadow of the void.</p><p>Those that succumb to a shadow of the void's blightfire embrace are converted to winterwights.</p><p>Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds.</p><p><strong>Sebastian the Shadow Souled:</strong> Although no one else remembers his history, Sebastian still feels the driving fear of death that led him to sacrifice his kingdom, his people and his own newborn son to the powers of darkness in return for eternal life.</p><p><strong>Bodiless Ao:</strong> ?</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><strong>Mummy:</strong> A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. [/spoiler]</p><p></p><p><a href="https://athas.org/products/FotDL" target="_blank">Faces of the Dead Lands</a>[spoiler]</p><p><strong>Zombie Crodlu:</strong> ?</p><p><strong>Zombie Crodlu Heavy:</strong> ?</p><p><strong>Zombie Crodlu Heavy Warmount:</strong> ?</p><p><strong>Undead Crodlu:</strong> ?</p><p><strong>Skeleton Crodlu Mount:</strong> ?</p><p><strong>Unreclaimed:</strong> When a S’thag Zagath dies upon the obsidian of the Dead Lands, it soon reanimates as a maddened, hateful parody of it’s living self: a Bugdead. Usually, the living S’thag Zagath quickly move to perform mysterious psionic rituals on these newly risen undead, calming and subjugating them to the will of their living brethren - these are the creatures known to the undead humanoids of the Dead Lands as Scarlet Wardens. </p><p>When these rituals are not performed in time, the result is a creature known among the zagath as an Unreclaimed. Bigger and stronger than other Scarlet Wardens and generally belligerent (if not hateful) towards it’s living kin - and those Scarlet Wardens that serve them, Unreclaimed retain both the tentacles and innate psionics that are removed from other Scarlet Wardens during the “reclamation” rituals. </p><p>“Unreclaimed” is an acquired template that can be added to any Scarlet Warden. </p><p>The Unreclaimed and their Scarlet Warden “cousins” have shared origins: they were the innumerous masses of workers, soldiers, and officers who either died in the cataclysm caused by the Deathwash, or starved to death in isolation. The Unreclaimed rose with the same curse of undeath which now awaits all Zagath who die upon the blackglass. As they crawled out of their graves, they instinctively lurched back to their birthstones, barely registering how the land around them was now an endless plain of black glass. </p><p><strong>Anthyarka, Queen of the Great Mound, Unreclaimed Scarlet Warden Necromant 10:</strong> ?</p><p><strong>The Unreclaimed, Unreclaimed Scarlet Warden:</strong> ?</p><p><strong>Weaker Unreclaimed:</strong> ?</p><p><strong>Maddened Hateful Parody of its Living Self:</strong> ?</p><p><strong>Athasian Wraith:</strong> Any humanoid slain by the Nameless Shaman’s energy drain becomes an Athasian wraith 1d4 days after death. </p><p><strong>Ogres in the Walls, Athasian Wraith, Angry Ogre-Wraith, Angry Undead, Conglomerate Undead Being:</strong> The ogres who fell defending Tru’ezarr were not from Ulyan, but rather the city-state of Celik. While the ogres of Ulyan often formed the working class of the Sageocracy or multiracial townships of the eastern basin, these ogres were distinctly more martial. Celik was home to many ogres and orcs from the nearby Yellow Hills or southern plains, whom had centuries of experience fighting as mercenaries. Celik, resettled by Remaans after the great psionic disaster that destroyed it millennia before, and survived through its vital position on the southern trade route and (in a third case of not learning from its own history) the employ of highly skilled, well-paid mercenaries. Celik depended on controlling trade with the great southern cities of Uylan, and as such, constructed Tru’ezzar atop the Winding Way, on the rim of the Cliffs of Ulyan. The ogres were explicitly forbidden from influencing the politics of Ulyan, and so stood by as Rajaat’s great army marched down the Winding Way into Ulyan. When word of the siege of Nagarvos reached the top of the cliffs, Celik’s elders dispatched reinforcements to the garrison, and their fears were supported by interrogated orcish refugees from Ghash-naarg: Uyness of Waverly marched for the Winding Way, intent on capturing it for herself. With their restrictions now null due to Nagarvos’ destruction, the ogres deployed into the Winding Way itself, taking full advantage of their size and the tight quarters to make Uyness pay in blood for every step up the switchback route. But they were hopelessly outnumbered, and unable to contact their employers in Celik for clarification, the commander refused to collapse the Winding Way. Thus, step by step the ogres were driven upward back into Tru’Azzar itself, and finally slain to the last. </p><p>Afterwards, their bones and blood were used by the triumphant Defiler-Warlord Ram-azah to shore up the fort’s ruined walls. Despite their gruesome ends, the slain garrison passed into the Gray, at least until the Shining Tide. The strange necromantic energies unleashed with the obsidian tore them from the Gray, binding their spirits to the bones and blood-mortar of Tru’azzar as wraiths. </p><p><strong>Wraith Honor Guard, Dodam's Honor Guard, Athasian Wraith Fighter 12:</strong> Dodam and his Honor Guard pushed deeper in an effort to hunt down the city's Whitebeard Fathers - the last moment of his life, he was proudly breaching the entrance hall of the Whitebeard Council when the tunnel collapsed on his head. </p><p>Dodam crawled out of the rubble as a thinking zombie after the fires had died and Gallard's forces had departed, joined by the wraith remnants of his Honor Guard, who were bound in service to their commanding officer. </p><p><strong>Daskinor's Dead, Athasian Wraith Castaway Fighter 15:</strong> Though the Shining Tide did not breach their gates, its necromantic energies did, reanimating the human dead who had fallen in the siege of the city as wraiths.</p><p>These particular soldiers fell in battle to the goblins' elemental clerics and mindbenders. As Daskinor's forces looted Gzhabakr, the dead were stripped of all possessions and interred with honor in small cairns made from the rubble of the city (the traditional burial method of their people) the graves were topped by sharp-pointed stones - a stylized mountain or chevron guiding the spirit upward. The human dead rested peacefully for decades until the Shining Tide washed overhead and were reanimated as wraiths, with their focus being the large central burial-cavern itself by their desire to ascend to the heavens. Suddenly awakening deep within the caverns rather than experiencing their promised heavenly ascension did no favors for the wraith's sanity, and they immediately blamed the surprised undead goblins for their state. </p><p><strong>Airy Shade:</strong> ?</p><p><strong>Forbidden Mountain Wraith:</strong> ?</p><p><strong>The Nameless Shaman, Unique Athasin Wraith:</strong> The tribe's last shaman was born when their clan had been reduced to less than a dozen, in the era when Rajaat was just beginning to experiment with magic and recruit students. Rajaat's early attempts to harness the Gray as a source to power arcane magic would end in disaster and the death of his entire first generation of students, who were warped into powerful undead beings known as Crimsons. The Nameless Shaman, in distant Ulyan, tried his best to help his tribe using his paltry knowledge of medicine and magic but could not feed them or stop them from resorting to cannibalism in desperation. Eventually the shaman himself died alone of starvation, and his rage and sorrow drew one of the newborn Crimsons like a shark to blood. The creature bonded with the shaman instead of devouring his soul, reanimating the shaman as something similar to a wraith. </p><p><strong>Massive Semi-Transparent Skeletal Being:</strong> ?</p><p><strong>Giant Wraith:</strong> ?</p><p><strong>Wraith of the Forbidden Mountains, Athasian Wraith Wizard 15, Powerful Wraith:</strong> The tribe's last shaman was born when their clan had been reduced to less than a dozen, in the era when Rajaat was just beginning to experiment with magic and recruit students. Rajaat's early attempts to harness the Gray as a source to power arcane magic would end in disaster and the death of his entire first generation of students, who were warped into powerful undead beings known as Crimsons. The Nameless Shaman, in distant Ulyan, tried his best to help his tribe using his paltry knowledge of medicine and magic but could not feed them or stop them from resorting to cannibalism in desperation. Eventually the shaman himself died alone of starvation, and his rage and sorrow drew one of the newborn Crimsons like a shark to blood. The creature bonded with the shaman instead of devouring his soul, reanimating the shaman as something similar to a wraith. From its influence, many of the souls of the shaman’s tribe, both recent and ancient, were drawn from the Gray and reanimated as powerful wraiths. </p><p><strong>Lesser Wraith:</strong> ?</p><p><strong>Dim Grey Mist Burning With Silvery Flames That Flicker In and Out of Existence With Dark Dull Red Eyes:</strong> ?</p><p><strong>Greater Wraith:</strong> ?</p><p><strong>Tlatnaloc, Guardian of the Perished, Human Athasian Wraith, Undead Guardian:</strong> It was from his admiration for the supernatural powers of these leaders that Tlatnaloc’s own death sprung. A high officer saw how impressed Tlatnaloc was with even simple psionic and arcane effects and began to tutor the young warrior in the arts. He tricked Tlatnaloc into agreeing to serve in any capacity which would afford him a chance to develop such powers, and then had the young man killed and reanimated as an undead guardian to protect the catacombs of the dead. Tlatnaloc was bound to serve in this role until Tectuktitlay’s final conquest of the world. </p><p><strong>Wraith Taskmaster of Harkor:</strong> ?</p><p><strong>Sentinel of Death, Human Athasian Wraith Wizard 10/Necrmant 7:</strong> Created by Harkor during his rise to power, the Sentinels of Death are internal police and spies, required by any serious tyrant. Harkor chose demihumans that the undead plainsfolk would naturally despise and raised them to a position of power, to ensure the Sentinels have little political power beyond what he bestows upon them. Enslaved with nigh-permanent necromancies, they are Harkor’s hands. </p><p><strong>Shumash Guerilla Wraith, Human Athasian Wraith Psion Kineticest 15:</strong> Psionic learning was deeply revered in Shumash in the Green Age, and many great sages and masters of the Way came from (and returned to be buried in) Chumash. When the Black Tide swept over the city, the souls of many great psionicists animated, and bereft of their long decayed bodies, they became wraiths. </p><p><strong>Shumash Guerilla Wraith, Orc Athasian Wraith Psion Kineticest 15:</strong> Psionic learning was deeply revered in Shumash in the Green Age, and many great sages and masters of the Way came from (and returned to be buried in) Chumash. When the Black Tide swept over the city, the souls of many great psionicists animated, and bereft of their long decayed bodies, they became wraiths. </p><p><strong>Pixie Blight:</strong> Due to its proximity to Nagarvos’ and long distance from the other sylvan lands inhabited by pixie’s, Small Home was Wyan of Bodach’s first major assault on the pixies and sprites before leaving Ulyan. Like many of the Champions, he came up with new and horrible ways to torment his assigned races even beyond death, thus creating the blights out of decapitated pixie prisoners. When the remaining pixies of the area arose as racked spirits an instant and mutual antipathy developed between the spirits and the blights, one that remains to this day. </p><p><strong>Crimson:</strong> Rajaat's early attempts to harness the Gray as a source to power arcane magic would end in disaster and the death of his entire first generation of students, who were warped into powerful undead beings known as Crimsons. </p><p><strong>Cursed Dead:</strong> ?</p><p><strong>Dhaot:</strong> ?</p><p><strong>Wandering Dhaot:</strong> ?</p><p><strong>Dune Runner:</strong> ?</p><p><strong>Dwaven Banshee:</strong> ?</p><p><strong>Stalwart Banshee, Stalwart of Toganay, Dwaven Banshee Fighter 13:</strong> The Stalwarts of Toganay were reanimated as banshees by their shame and guilt: they were sworn to defend the people of Toganay, but they failed. They will never rest, but they have collectively resolved to use their undead states to the advantage of their people, granting Toganay an eternal, unkillable defense force. </p><p>When the Butcher of Dwarves arrived, the militia held out for an entire week, forcing the humans to pay in blood for every foot of cliff scaled and pushed into their mines. They fought a staggered, cautious retreat down into the tunnels, but away from the caves where their families were held in stasis, which were sealed with magic by the Sun clerics. The wounded Stawarts did not retreat but were slain by their comrades, so as to trick Egendo into thinking that they were making a suicidal last stand, and that the noncombatants had escaped over the cliff-rim to other dwarven colonies. Egendo realized that the survivors were likely holed up in the deepest mines, but the battle had already cost him too many men, and he had no intention of being waylaid into hunting every dwarf down in the dark. Thus, he had his defilers flood the mines with poison gas as his forces withdrew, which killed the few surviving dwarves that were not in stasis. Sensing no more living dwarves, Egendo moved on. </p><p>The first Stalwarts were already rising as banshees as the humans departed, unsure if the plan had worked. </p><p><strong>Nophdeh, Dwarf Dwaven Banshee Rogue 13/Fighter 5, Cruel Unrelenting Tyrant:</strong> Manipulated by Gretch into failing at his Focus and returning as a dwarven banshee, Nophdeh served as Gretch’s spymaster during the Cleansing Wars. </p><p><strong>Nophdeh Lieutenant, Dwarf Dwaven Banshee Rogue 13:</strong> ?</p><p><strong>Nophdeh Sergeant, Dwarf Dwaven Banshee Fighter 13:</strong> ?</p><p><strong>Nophdeh Scout, Dwarf Dwaven Banshee Rogue 8:</strong> ?</p><p><strong>Shumash Guerilla Banshee, Dwarven Banshee Fighter 15:</strong> The Dwarven Banshees of Shumash were largely dwarves that broke and ran when the army Irikos breached the city walls to cleanse Shumash. Now they roam endlessly in an effort to defend Shumash and all the Dead Lands from the Bugdead menace. </p><p><strong>Fael:</strong> ?</p><p><strong>Musraaf's Chosen Cavalry Commander, Human Fael Fighter 15:</strong> When the Shining Tide inundated the Musraafi people, their minds were largely focused on providing food for their families, not the squabbling of the chieftains, and when they died, they reanimated as fael rather than zhen. </p><p><strong>Musraaf's Chosen Cavalry Lieutenant, Human Fael Fighter 8:</strong> When the Shining Tide inundated the Musraafi people, their minds were largely focused on providing food for their families, not the squabbling of the chieftains, and when they died, they reanimated as fael rather than zhen. </p><p><strong>Musraaf's Chosen Spearman Lieutenant, Human Fael Psychic Warrior 8:</strong> The Spearmen's minds were largely focused on providing food for their families, not the squabbling of the chieftains, and when they died, this reanimated them as fael rather than zhen. </p><p><strong>Musraaf's Chosen Spearman Lieutenant, Human Fael Fighter 6:</strong> The Spearmen's minds were largely focused on providing food for their families, not the squabbling of the chieftains, and when they died, this reanimated them as fael rather than zhen. </p><p><strong>Yughbo the Relentless, Lord of the Blacktooth Maw Clan, Ogre Fael Barbarian 15:</strong> In the last few months of his mortal existence, as the Cleansing Wars raged through Ulyan, something stirred deep in his mind — he began thinking of how to restore the fortunes of the ogre race. Dying under the blades of the Cleansing Armies and returning as a fael with the Obsidian Tide buried this impulse for a time. </p><p>When the Cleansing Wars came to the lands of the Sagocracy, Yughbo and his fellow barbarians were among the first to engage them. They were slaughtered, bar Yughbo and a few dozen survivors. </p><p>With nowhere safe to flee, they harried the invaders, ambushing patrols, picking off stragglers and scavenging supplies and weapons. Yughbo and his fellows took to eating the flesh of their victims (sometimes while they were still alive) in a disgusting display of cannibalistic gluttony and revenge. Eventually, Yughbo’s luck ran out and his group was ambushed by a force of Kalak’s warriors. </p><p>Reanimated by the Boiling Ruin and condemned to eternal unlife and gluttony, Yughbo and the other ogres sought to fill their newfound hunger by consuming the undead around them, making war on other groups much as they did in life. </p><p><strong>Blacktooth Maw Reaver, Ogre Fael Barbarian 9:</strong> With a handful of exceptions, the Blacktooth Maw Reavers have been followers of Yughbo since before the Cleansing Wars. They were killed together, were reanimated by the Obsidian Tide together and rose hunted as ever-hungry fael together. </p><p><strong>Massive Feral Monstrosity:</strong> ?</p><p><strong>Big Brute:</strong> ?</p><p><strong>Ever Hungry Fael:</strong> ?</p><p><strong>Fallen:</strong> A giant, humanoid, or monstrous humanoid slain by a fallen’s death knell power rises as fallen after 1d4 rounds. </p><p><strong>Ghash-Naarg Fallen Warrior Orc:</strong> ?</p><p><strong>Ghash-Naarg Fallen Warrior Human:</strong> ?</p><p><strong>Fallen Warrior Orc:</strong> ?</p><p><strong>Fallen Warrior Human:</strong> ?</p><p><strong>Shabnas the Last Chief, Orc Fallen Wilder 12/Fighter 14:</strong> ?</p><p><strong>Chosen of Shabnas, Orc Fallen Psion Egoist 7/Fighter 11:</strong> Eventually, they cornered the last of the clan-chiefs, Shabnas, and for her amusement, Uyness ordered her consort-guard to kill the orc for her favor. Twelve of the Guard lay dead before her “true“ champions felled Shabnas. </p><p>Eager to keep on schedule, and more importantly, beat her peers to the riches of Celik, Uyness gave her dead a token memorial then moved on, though soon enough her new favored guards fell into disfavor, as the Silver Lady grew bored. Her twelve lost knights rose as undead, filled with a sense of betrayal at the pointlessness of their deaths. They were immediately commanded by the also risen Shabnas, who forced them to hammer out the symbols of Uyness from their intricate silvered armor and replace them with orcish symbols of loyalty to Shabnas, quite aware of the irony of forcing them to serve as his personal guard. </p><p><strong>Fallen, Undead Orc:</strong> ?</p><p><strong>Dauntless of Ghash-Naarg, Orc Fallen Fighter 11:</strong> ?</p><p><strong>Viceregal, White Guard, Kobold Fallen Fighter 12, Loyalist Fallen:</strong> The White Guard and Black Guard were, in life, all members of the Viceregal Guard, handpicked from the finest raiders and warriors of Aagnikh to protect the Hermit Majesty’s bloodline. Armed with the metal pilfered from Sageocracy and Arludas caravans, they bravely served Gorl-ik, the 48th Vice-Regent, when they fell in a last stand to protect the kobold nests and hatchlings from Sacha’s warriors. Many members of the Viceregal Guard (and Gorl-ik himself) rose soon after as fallen, haunted by their failure to protect their monarch and young charges. </p><p><strong>Rebellious Fallen:</strong> ?</p><p><strong>The Bold of Sacha Bone Guard, Human Fallen Fighter 15:</strong> Most of the Bold of Sacha who fell were never given a proper burial, unrecoverable or simply abandoned among the carnage and collapsed tunnels. They shortly rose as fallen and immediately resumed their attack on the reanimated kobolds, until Ni-angh’akh emerged to assert his authority. </p><p><strong>Champion of Deshentu, Human Fallen Psychic Warrior 14, Fallen Champion:</strong> ?</p><p><strong>Giant Skeleton Leader, Giant Fallen Fighter 4:</strong> Deshentu’s Giant Skeleton Bombardiers are the animated skeletons of long dead giants, given collections of rocks to throw. </p><p>These giant skeletons are indicative of the presence of giants in Ulyan going back to at least the Green Age, near what is now the Forbidden Mountains. Given there is no record of these giants serving in the Deshenten military before the Obsidian Flow, these giants were surely excavated and raised from an ancient burial site. Only the most powerful and intact were raised as fallen. </p><p><strong>Swiftwing Leader, Elf Fallen Fighter 14:</strong> These strange undead were assembled out of the bones from the skeletons of a short elf-like humanoid (only 6 feet in height) and strange bat-like creatures, both found in a mass grave at the edge of the Bone Lands. Instead of arms, the Swifwings have bat-like wings covered with stretched leather, and their feet are taloned claws that allow them to grip objects and creatures. </p><p>The Swiftwing Leaders are a cut above the nearly mindless troops they lead. Some of the elven dead had reanimated after the Obsidian Tide as fallen and the Deshentan necromancers were, after proper subjugation, able to modify the physical forms of the fallen in a similar manner as their fellows. </p><p><strong>Kiwk's Praetorian Guard, Feylaarn Fallen Psychic Warrior 13:</strong> When he claimed Kiwk for his experiments, Gretch found his initial results to be promising. He then decided to take all the warriors of the small tribe at once, in the hopes of creating a force of inhumanly strong bodyguards and enforcers. </p><p><strong>Fallen Warrior:</strong> ?</p><p><strong>Erthne the Exilarch, Ogre Fallen Fighter 17, Hulking Ogre:</strong> Erthne was once one of the leading generals of Nagarvos’. She served and died at the Battle of Tforkatch River, ensuring the safe retreat back to Nagarvos’. Processed and reanimated at the Charnelhouse, she was made one of the generals commanding Gretch’s undead armies. </p><p><strong>Erthne's Guard, Ogre Fallen Fighter 12:</strong> All of Erthne’s Guard served in the armies of long-lost Nagarvos and were scavenged from battlefields by Gretch’s carrion-pickers and reanimated at the Charnelhouse or another of his undead factories. </p><p><strong>Soldiers of Exilarchate, Human Fallen Fighter 8:</strong> The Fallen that comprise Erthne’s army are a mixed lot: some came from Gretch’s reanimation factories, others arose on their own. </p><p><strong>Gwanqui Axe-Born, Mul Fallen Fighter 10, Rare Undead Mul:</strong> The Fallen that comprise Erthne’s army are a mixed lot: some came from Gretch’s reanimation factories, others arose on their own. </p><p><strong>Wujarrt's Warrior, Human Fallen Fighter 8, Fairly Standard Fallen:</strong> Wujarrt’s Warriors are fairly representative of the soldiery in other kingdoms. Fallen such as these were churned out by the thousands by Gretch’s reanimation factories. </p><p><strong>Elf Skirmisher, Elf Fallen Fighter 6:</strong> Those who remained were the bodyguards of the Gathered Voice and other veterans with strong ties to their home city, but their already small numbers were heavily reduced, and were killed to the last by Albeorn’s soldiers. </p><p>After the slaughter, many rose as fallen and raaigs, organized under the leadership of Malwaenis and waged a guerilla war on the human occupiers. </p><p><strong>Albeorn's Shock Trooper, Human Fallen Fighter 11, Soldier, Walking Skeleton, Fodder, Cautious Opponent:</strong> Many of the fallen came from among the Shock Troops of Albeorn, prestigious veterans of the Champion’s army occupying and looting the city while Albeorn researched a way to ascend Neowar's Ladder; some fell in the initial Cleansing of the city, others were victims of the initial elven counter-attack, and others of the prolonged year-long guerilla war by the undead against the living. Many more reanimated from the necromantic energies of the Shining Tide but were quickly dominated by the elven Meorty before they could resume their work, much to their resentment. </p><p><strong>Eddarkols, Human Fallen Wizard 10/Necromant 8/Fighter 5, Unsubtle Combatant, Battle Mage, Determined Fallen:</strong> Eddarkols and his soldiers, along with Sielba’s own dead, were interred in the sacked homes of Tarktas’ now-dead inhabitants. Each home was then sealed and an inscription carved stating the fallen soldier’s name and rank: Eddarkols himself was interred with honor in the burned town hall. The dead laid undisturbed until the Shining Tide flowed over the ruins of Tarktas, covering but not breaching their sealed tomb, and reanimating many of them as fallen. </p><p><strong>Soldier of Tarktas, Human Fallen Fighter 8, Undead of Tarktas, Sleeping Soldier of Tarktas, Cleansing Army Veteran, Slumbering Undead:</strong> After the city had been cleansed and the bodies of the enemy burned, the dead Cleansing Army warriors were interred in the sacked homes of Tarktas’ former inhabitants, and then sealed with large stones inscribed with the fallen soldier’s respective names and ranks. </p><p>There they remained undisturbed until the Obsidian Tide came, and the warriors rose again. </p><p><strong>Flesh Worm:</strong> ?</p><p><strong>Ioramh:</strong> Any humanoid slain by a meorty becomes an ioramh 1d4 days after death if it has less than 5 HD. If it has 5 HD or more, it becomes a namech. </p><p><strong>Ioramh Servant:</strong> ?</p><p><strong>Ioramh Human:</strong> ?</p><p><strong>Ioramh Ogre:</strong> ?</p><p><strong>Kaisharga:</strong> ?</p><p><strong>Typical Kaisharga of Deshentu, Human Kaisharga Wizard 5/Necromant 8/Fighter 7:</strong> ?</p><p><strong>Thualath of Deshentum, Thaulath, Thauleth, Human Kaisharga Wizard 5/Necromant 8/Fighter 7, Emaciated Skeletal Being With Deathly Gray Skin and Empty Eye Sockets That Blaze With Green Fire:</strong> Long dead when the Shining Tide engulfed Ulyan, Thualath had nevertheless been buried in a place of honor. She was therefore easily identified by Kulrath’s necromancers and animated as one of his chosen generals. The animation ritual which brought her to unlife bound her to the Vizier’s will, although in truth Thualath would have followed him freely in any case, simply to be able to serve her people once more. </p><p><strong>Knor'morhen, Troll Kaisharga Psion Seer 14/Expert 5, Nihilistic Ancient Philosopher, Undead Troll, Crotchety Troll Kaisharga:</strong> Finally, as Nuubark’s defenses reached their lowest ebb, the king relented and appointed Knor’morhen to lead a delegation to beg for peace, on any terms. But as the king had foreseen Myron was uninterested in the trolls’ surrender. He laughed in Knor’morhen’s face and had the entire delegation tortured to death in front of the horrified leader. Knor’morhen was killed in turn and raised to undeath as well, so Myron could enjoy the spectacle of sending Yorg-yanak’s ambassadors back to him with his answer eloquently expressed in the corpselike shuffle of the undead. </p><p><strong>Namash-Te, The Hands of Harkor, Human Kaisharga Wizard 5 Necromant 2/Psion Nomad 9/Cerebremancer 5, Chief Lieutenant, Minion, Chief Servant, Chief Slave:</strong> Namash-Te was slain early in the Cleansing Wars and was reanimated as one of Qwith’s creatures, pried from an obsidian tomb, until Harkor captured the talented wizard and psion. Sensing her spirit and power, he bound her to his will with powerful rituals, and made her his chief servant. </p><p><strong>Hekeyla, The Hands of Harkor, Human Kaisharga Wizard 5 Necromant 2/Psion Nomad 9/Cerebremancer 5, Chief Lieutenant, Minion, Chief Slave:</strong> ?</p><p><strong>Pandruj, Human Kaisharga Wizard 15/Necromant 10, Skeletal Figure With Empty Eye Sockets:</strong> Pandruj was captured while battling the Champion’s Daughters as they breached the Arkolak’s walls. Dragged alive before the Warbringer, Rajaat gloated over his foolish former student, before handing Pandruj over to Daskinor’s torturers. Faith that his family escaped bored Pandruj through all the agonies Daskinor and his forces inflicted upon him. Daskinor taunted Pandruj with the burnt husk of a dwarven woman, and the mutilated corpse of a child that could not have been Kalria. Tiring of his ‘sport’, Daskinor eventually used Pandruj for an experiment in undeath. As necromantic agonies wracked his body, Pandruj felt a weightless sensation in the last moments before death claimed him. </p><p>As his bones reassembled in a mass grave, Pandruj returned to consciousness as though awakening from a nightmare. Although physical pain was a fast-receding memory, the drive to find Elwiese and Kalria occupied his every thought. </p><p><strong>Khvakhas:</strong> ?</p><p><strong>Khvakhas Noble:</strong> ?</p><p><strong>Priest-King Thuguch, Goblin Khvakhas Fighter 9/Psion Kineticest 4/Cleric 4/Psychic Theurge 5, Particularly Gruesome Example of a Khvakhas:</strong> When Daskinor's army finally came for Gzhabakr, Thuguch attempted to parlay, only to watch in horror as his emissaries were flayed alive in full sight of the city. Thuguch and his leaders were unable to defend their city, and were hung from the cavern ceilings, forced to watch all of their subjects flayed alive and tortured to death. Denied the traditional Ember-Burial, Thuguch's spirit rose as one of Athas' first known khvakhas. </p><p><strong>Khvakhas Lieutenant:</strong> ?</p><p><strong>Goblin Noble, Goblin Khvakhas Fighter 8:</strong> Compared to the infighting that would doom many later goblin cities, the nobility of Gzhabakr fought valiantly to the end, earning the dubious distinction of becoming Athas' first khvakhas; after being forced to watch their people flayed and tortured to death, they were themselves flayed alive and killed. </p><p>When Daskinor's army finally came for Gzhabakr, Thuguch attempted to parlay, only to watch in horror as his emissaries were flayed alive in full sight of the city. Thuguch and his leaders were unable to defend their city, and were hung from the cavern ceilings, forced to watch all of their subjects flayed alive and tortured to death. Denied the traditional Ember-Burial, Thuguch's spirit rose as one of Athas' first known khvakhas. </p><p><strong>Khvakhas Ash Priest:</strong> When Daskinor's armies finally arrived at Gzhabakr's gates, the Ash Priests fought valiantly, but were forced to suffer the ultimate blasphemy when the Daskinor's men denied their bodies cremation into sacred Ash. Their profane deaths via “sky burial” led many Ash Priests to rise in undeath shortly afterward and they quickly restored order among the other khvakhas as the Priest-King’s enforcers. </p><p><strong>Krag:</strong> ?</p><p><strong>Magma Krag:</strong> ?</p><p><strong>Kragling:</strong> Any animal, humanoid, giant, magical beast, or monstrous humanoid slain by a krag’s elemental infusion has a 50% change of rising as a kragling after 1d4 days. </p><p><strong>Subordinate Krag Cleric Disciple, Marabout, Magma Krag Cleric 11:</strong> Many of the acolytes caught in the Shining Tide rose as Krags and, though less powerful than their masters who joined the Gleaming Tribunal, they were quickly re-incorporated into the Disciples. </p><p><strong>Krag Gleaming Tribunal Leader, Magma Krag Cleric 16/Psion Nomad 5/Psychic Theurge 4:</strong> ?</p><p><strong>Kragling, Servant:</strong> ?</p><p><strong>Kragling, Assistant:</strong> ?</p><p><strong>Lizardfolk Shaman, Advanced Fire Krag Cleric 11, Krag Spiritual Leader:</strong> The lizard folk corpses were engulfed by the defiled swamp long before the Shining Tide, and then reanimated by the Obsidian.</p><p>By the Time of Magic, the lizardfolk had made enemies of all their neighbors with their inflexible hostility, but were too entrenched in Sagramog to warrant their eradication - until the coming of Keltis. The Shamans ritually hissed in grief and ritually let their blood at the horrific defilement of their swamps, and took the lives of many human invaders and their elven allies, but in the end, Keltis’ fire clerics put an end to both them and holy Sagramog. As they had died in holy combat with the belief the Water Spirits would reward them, few lizardfolk reanimated among the waters of the Pallid Mire, only those Water Shamans that had died to the profane flames of Keltis’ fire clerics. </p><p><strong>Meorty, Undead Meorty:</strong> Underground, [G'dranav] reanimated his former soldiers as meorties one by one, biding his time and preparing for an assault: for above, remnants of Rajaat’s army had taken up residence and built a research compound. </p><p>While the secrets of creating a meorty are all but lost to history, nearly all great Green Age cities had created one such guardian by the beginning of the Time of Magic. </p><p><strong>Ni-angh-ahk, The Hermit Magesty, Kobold Meorty Wilder 30:</strong> And so came Rajaat himself, standing before Aagnikh’s ruined gates. Ni-angh’akh’s mindscape met that of the twisted Pyreen, and for two days they silently battled, sending psionic shockwaves across Ulyan and beyond. Ni-angh’akh glimpsed the memories of the Warbringer: images of a White Tower, of an ancient world covered in oceans inhabited by Halflings with strange living cities and vessels, and writhing through his mind, always, images of hate, of death, a world turned to dust and blood, until even the humans who served him were gone. Ni-angh’akh had little time to contemplate the meaning of these images as he battled the Warbringer’s mind. On the second day, Ni-angh’akh seemed on the very cusp of victory, but then the Warbringer, even as blood dripped from his ears and nose, found his opening: the hissing of Ni-angh’akh’s childhood tormentors, the blaze of a fire, and in that momentary memory lapse, a piercing pain shot through Ni-angh’akh’s brain and all went black. Slowly, detached from space and time, thoughts returned, a drawn out burst of memories and ideas both his own and not his own, and in response to his mental screams, withered flesh and bone strained back to life. </p><p><strong>Dwarf Meorty, Howling Tornado 3' Tall:</strong> ?</p><p><strong>Raging Meorty Warrior:</strong> ?</p><p><strong>G'dranav, Ogre Meorty Psion Shaper 26, Elderly Ogre:</strong> When the walls of Nagarvos finally failed, the powerful master psion G’dranav was the last of the Defenders to fall to the final assault by Rajaat’s forces. During his last stand at the Arkolak, he, through sheer force of will, created a chasm underneath both him and his foes, swallowing up all of them along with his dead allies. As [he] fell, G’dranav transformed himself into a meorty. </p><p><strong>Ramlichiavli the Defender, Ogre Meorty Psychic Warrior 20:</strong> The effort had failed, or at least had not yet succeeded, when at last the attacks broke through the Arkolak’s hallowed walls. G’dranav led a desperate counterattack, and Ramlichiavli was in the front-line, filling the breach in the wall with his own body. He was overborne by the press, pierced by a dozen pikes and trodden under by the surging attackers. Five or six more he killed, pulling them down by the ankles as they ran over his body, and crushing their throats in his massive hands, but in the end the mighty ogre’s eyes closed for the last time. </p><p>When Ramlichiavli once again opened his green eyes and looked out upon the world, it had changed beyond recognition. The ogre saw above him the face of his commander G’dranav, who had just raised him to unlife as a meorty. </p><p>Underground, [G'dranav] reanimated his former soldiers as meorties one by one, biding his time and preparing for an assault: for above, remnants of Rajaat’s army had taken up residence and built a research compound. </p><p><strong>Dwarven Defender, Dwarf Meorty Fighter 5/Psychic Warrior 14, Stocky Tough Swarthy Dwarf:</strong> In life, the Defenders of Nagarvos’ were fanatically loyal to the great city and its ideals, and that loyalty has only intensified since G’dranav raised them as meorties. </p><p>The Defenders are the ancient guardians of Nagarvos’, having served the Tetrarchs in life as an elite guard during the Green Age. When Rajaat’s final assault on the city came, each and every Defender fought bravely, furiously, and ultimately futilely. They gave their lives in defense of the Tetrarchs and the city they had sworn to serve. But as in much of ancient Ulyan, death didn’t mean an end to their service. </p><p>Over many decades, G’dranav raised his former comrades as meorties, assembling a small army underneath the ruined city of Nagarvos’. </p><p>Underground, [G'dranav] reanimated his former soldiers as meorties one by one, biding his time and preparing for an assault: for above, remnants of Rajaat’s army had taken up residence and built a research compound. </p><p>The ogre saw above him the face of his commander G’dranav, who had just raised him to unlife as a meorty. For many years thereafter, Ramlichiavli aided his mentor in raising to unlife the hundreds of other fallen Defenders whom G’dranav had brought down with him into the chasm below the Arkolak. </p><p><strong>Ogre Defender, Ogre Meorty Psychic Warrior 16, Burly Ogre:</strong> In life, the Defenders of Nagarvos’ were fanatically loyal to the great city and its ideals, and that loyalty has only intensified since G’dranav raised them as meorties. </p><p>The Defenders are the ancient guardians of Nagarvos’, having served the Tetrarchs in life as an elite guard during the Green Age. When Rajaat’s final assault on the city came, each and every Defender fought bravely, furiously, and ultimately futilely. They gave their lives in defense of the Tetrarchs and the city they had sworn to serve. But as in much of ancient Ulyan, death didn’t mean an end to their service. </p><p>Over many decades, G’dranav raised his former comrades as meorties, assembling a small army underneath the ruined city of Nagarvos’. </p><p>Underground, [G'dranav] reanimated his former soldiers as meorties one by one, biding his time and preparing for an assault: for above, remnants of Rajaat’s army had taken up residence and built a research compound. </p><p>The ogre saw above him the face of his commander G’dranav, who had just raised him to unlife as a meorty. For many years thereafter, Ramlichiavli aided his mentor in raising to unlife the hundreds of other fallen Defenders whom G’dranav had brought down with him into the chasm below the Arkolak. </p><p><strong>Meorty, Undying Guardian:</strong> Before the Siege, Nagarvos boasted no fewer than seven undying guardians, each a meorty created during a very different era of the city’s existence, and each with different powers and rules governing its actions. </p><p><strong>Cregsyzz the First Guardian, Goblin Meorty Psychic Warrior 7/Echolocator 10:</strong> Slowly, membership in the Watch grew large enough to effectively patrol the city, and proved effective at keeping the peace for a time, but proved to be woefully inadequate defending from its first attacks by raiders. Coming along the trade roads from the west, the invaders were repelled, but many of the Watch were either killed or permanently crippled, including Cregsyzz. In response, Nagarvos built its first city wall around the noble hill districts, making the hill the city’s first defensive fortress. Cregsyzz wished to continue in the defense of the city, so she agreed to become the first Undying Guardian of the City. </p><p>Her injuries became inconsequential in undeath and she quickly helped to rout the raiders, and Cregsyzz has watched over and protected the city ever since. </p><p><strong>Preceptor Elynos Silvermark the Third Guardian, Half-Elf Meorty Psion Telepath 9/Psiologist 10:</strong> Elynos ended up serving at the psionic temple long past what should have been his retirement age. Since he had no family, he had chosen to devote his life to bettering the lives of his students and the city. This made him a natural choice for the role of Guardian, once it became clear that his failing health would no longer allow him to continue teaching students. He accepted and became the third of the Undying Guardians of Nagarvos. </p><p><strong>Duzzukk “Cold Blade” the Seventh Guardian, Orc Meorty Psychic Warrior 7/Soulknife 10:</strong> Agreeing that greater measures would have to be taken, Boru-Hardis nominated Duzzukk for immediate transformation into an Undying Guardian, and he became the seventh meorty to serve the city. </p><p><strong>Baru-Hardis, Meorty, Undying Guardian:</strong> ?</p><p><strong>Malwaenis, Last Defender of Elsavos, Elf Meorty Cleric 11/Psion 3/Psychic Theurge 8:</strong> By the time the Gathered Voice made their decision and chose him to become the city’s only meorty, Malwaenis was quite old - he had become known not only for his unyieldingly vengeful stance on the lizardfolk and their continued attacks, but for his almost grandfatherly care for the elves of Elsavos. </p><p><strong>Meorty, Tasked Undead:</strong> ?</p><p><strong>Morg:</strong> ?</p><p><strong>Morg Templar of the Vizier:</strong> ?</p><p><strong>The Vizier's Priest, Morg Templar 18, Morg Priest:</strong> ?</p><p><strong>The Vizier's Monk, Morg Templar 13/Psion Telepath 7:</strong> ?</p><p><strong>Morg, Servant:</strong> ?</p><p><strong>Morg, Assistant:</strong> ?</p><p><strong>Tetrarch, Human Morg Psion Telepath 22, Magically Controlled Servant:</strong> After he arose in undeath, Pandruj was powerful enough to animate the Tetrarchs as his undead servants. </p><p>Pandruj decided that those who had fought at the Arkolak with him would make the best allies, so he tapped into the Gray to raise the Tetrarchs. </p><p><strong>Tetrarch, Half-Elf Morg Psion Telepath 22, Magically Controlled Servant:</strong> After he arose in undeath, Pandruj was powerful enough to animate the Tetrarchs as his undead servants. </p><p>Pandruj decided that those who had fought at the Arkolak with him would make the best allies, so he tapped into the Gray to raise the Tetrarchs. </p><p><strong>Tetrarch, Gnome Morg Psion Telepath 22, Magically Controlled Servant:</strong> After he arose in undeath, Pandruj was powerful enough to animate the Tetrarchs as his undead servants. </p><p>Pandruj decided that those who had fought at the Arkolak with him would make the best allies, so he tapped into the Gray to raise the Tetrarchs. </p><p><strong>Rajaat's Fugitive, Human Morg Wizard 15/Necromant 1:</strong> Rajaat’s Fugitives are a combination of journeyman students of the Psionic Temple, elemental clerics native to or trapped within Nagarvos, preservers who once studied under Pandruj himself, and other unaffiliated preservers who had moved to the city in the late Age of Magic. Rallied by Pandruj and the Tetrarchs when the Siege of Nagarvos began, they fought bravely in defense of the city, but fell just before G’dranav’s final stand at the Arkolak. </p><p>After the destruction of the Boiling Ruin, Pandruj awakened and called them to his side again. </p><p><strong>Gretch, The Manipulator, Human Morg Wizard 5/Psion Shaper 5/Necromant 10/Cerebremancer 10:</strong> Ever since Gretch was a student in the earliest days of the Pristine Tower, he has never really viewed other sentient beings as anything more than tools to be used. His cold and self-serving approach to other beings seemed a bit inhuman even to his fellow students (who would later go on to become Rajaat’s Champions). </p><p>This inhumanity mixed with endless frustration when his transformation into undeath was botched, granting him his desired immortality but leaving his formidable intellect permanently damaged. </p><p>Rajaat’s humanocentric rhetoric eventually turned against Gretch however, after he had transformed himself into a morg. </p><p><strong>Las-ufar, Ambassador of Gretch, Human Morg Psion Nomad 9/Rogue 7, Morg Mindbender:</strong> But age was creeping up on Las-ufar, and death was not a barrier on which Gretch wanted one of his most prized servants to wreck. The old necromancer convinced Las-ufar to endure morgbirth, and so remain active in the world. Las-ufar was daunted by the pain associated with morgbirth – he had sworn many times, on the deck of the Pride of Zillart, to avoid all pain, and he had seen Uzhgabr’s anguish in the change – but he felt that death would cheat him of the rewards he knew were his due for his services to Gretch’s and Rajaat’s cause. He accepted. </p><p><strong>Fnuthaar, Human Morg Psion Kineticist 8/Ranger 7:</strong> ?</p><p><strong>Col'raoz, Half-Giant Morg Barbarian 16:</strong> Before her compatriots could determine if the obelisk was safe to touch, she attempted to pry out the valuable metals, activating the malfunctioning psionic teleportation device and disappearing from Celik. Col’raoz awoke strapped to a table in one of Gretch's reanimation labs, being prepared for the morg-birth. </p><p><strong>Uzhgabr, Human Morg Psion Telepath 11/Fighter 5:</strong> He never could have anticipated his midnight abduction by agents of Gretch. Gretch needed capable leaders for his armies of undead, and he saw the carnage of Nagarvos as an opportunity to reap the best of the fallen heroes. Gretch was also still looking for petty ways to strike out at Rajaat’s favorites. To this end, Uzhgabr fit both goals nicely. Uzhgabr walked away from his morg-birth enraged at his forced transformation, distrubed by his new unlife, and firmly under Gretch’s control. </p><p><strong>Tol’thak the Surveyor of Olnak, Human Morg Wizard 5/Necromant 10/Psion Nomad 5/Cerebremancer 4:</strong> In life, Tol’thak was a sage, knowledgeable in plant species and agriculture. He fell prey to Gretch’s kind reputation and was killed, reanimated, and interrogated by Gretch in short order. </p><p><strong>Wujarrt, Human Meorty Wizard 5/Necromant 2/Psion Shaper 5/Cerebremancer 5:</strong> A former student at the Pristine Tower, Wujarrt adored the Champion Uyness and enlisted with her forces. Wujarrt was injured at the battle of Tforkatch River but pressed on fanatically and during the first charges on Nagarvos got fatally injured and later encased in a stasis effect by Uyness to preserve her life. This is when Gretch’s agents found her. Interrogated, transformed into a morg, and then imprisoned for ages by Gretch, Wujarrt has long been mad. </p><p><strong>Dthul's Elite Bodyguard, Morg Human Wizard 5/Necromant 10, Morg Necromancer:</strong> Over the centuries of undeath, as D’thul learned the secrets of necromancy, he found a way to increase the effectiveness of his bodyguards by reanimating them as morgs. </p><p><strong>Namech:</strong> Any humanoid slain by a morg’s energy drain becomes a namech 1d4 days after death. </p><p>Any humanoid slain by a meorty becomes an ioramh 1d4 days after death if it has less than 5 HD. If it has 5 HD or more, it becomes a namech. </p><p>Any humanoid slain by a t’liz’s energy drain becomes a namech 1d4 days after death. </p><p>A humanoid reduced to 0 Constitution by scarlet warden poison dies but continues to breathe shallowly as if alive. After 1d6 days, the corpse rises as a namech under the scarlet warden’s command. </p><p><strong>Namech Servant, Namech Human Fighter 5:</strong> While every individual’s story differs in the details, the background story of any namech likely involves their capture and death at the hands of a powerful undead, sometime just after the Boiling Ruin had swept the land, and their awakening feeling compelled to do his/her bidding. </p><p><strong>Blind Namech Servant:</strong> ?</p><p><strong>Namech Manservant:</strong> ?</p><p><strong>Namech Worker:</strong> ?</p><p><strong>Albeorn's Human Mindbender, Human Namech Psion Kineticist 10:</strong> ?</p><p><strong>Raaig:</strong> ?</p><p><strong>Yorg-Yank, Troll Raaig Wilder 15/Cleric 3/Psychic Theurge 7, Spectral Image:</strong> Yorg-yanak passed into undeath more gracefully than most as a Raaig by a mix of his faith and trust in his own philosophy. </p><p>As the Cleansing Army burned his city and butchered his people, Yorg-yanak simply sat upon his throne, philosophizing and contemplating his failures, not moving or speaking even when Myron’s elite troops burst into his hall and impaled him with acid-tipped spears. Not long after, the king of fallen Nuubark rose from his throne as a Raaig, for he had reached a conclusion: the ideals he and his people had held in life were flawed, and that there was a truth in the human’s fanaticism and hate. And so he embraced the same fury he has seen burning in the eyes of the soldiers who killed him: any living or undead human, be they enemy or former subject, who enteres his hall is torn apart, crushed, and then put back together so he can torture them again. </p><p><strong>Ylsia, Raaig:</strong> Kulrath had observed the sorry state of Deshentarum for generations, and was particularly enraged when Ylsia, whom had risen as a raaig during the Shining Tide, merely set about to become the warlord of a marauding army of undead whom used the Unholy Lands as a base to raid their neighbors such as Shadowmourn, Harkor, and the Bone Lands. </p><p><strong>Harkor, The Reborn, Human Raaig Wizard 14/Necromant 10, Mad Raaig, Embittered Hateful Sadist, Millenia Old Being, Ghostly Figure:</strong> When the Navel was assaulted, Harkor called upon the full fury of Fire, fending off the blasphemous undead, inhuman attackers. When the Gate was breached, burying everything beneath a Boiling Tide, Harkor was terrified and ran, thinking only of home, family and his temple. </p><p>Harkor returned to consciousness as a ghostly figure on the steps of his temple, now buried beneath a sheet of black glass. Nothing remained of Ulyan except sterile stone and death. Death without rebirth or renewal. As a raaig, one of the undead, his very existence was now anathema to the elemental powers of Fire and he was left abandoned by the forces he had pledged his existence to. </p><p><strong>Servant of Harkor, Human Raaig Wizard 10/Necromant 2, Blasphemous Hateful Creature, Former Priest:</strong> Twisted by Harkor’s magic and ritual defilement, the Servants of Harkor rose into undeath as blasphemous and hateful creatures. </p><p>Generations of human plainsfolk tended the sacred Fire temple Harkor led during his life, their ashes contained in blessed urns and laid to rest in alcoves, along with their prized possessions. Dedicated and faithful shamans, they spread Fire’s blessing among their people, their teachings offering balance and purity to their nomadic lives. </p><p>That passed with the red-hot Obsidian Tide which defiled Ulyan, searing away its people and raising them into undeath. When Harkor returned, he completed the defilement, ritually debasing every room and chamber of his temple. Once he reached the alcoves of the dead priests, he unleashed sadistic genius on his predecessors. Reanimated as raaigs, he spent years sealing the priests’ ashes in enchanted urns, and bound them to his will. </p><p><strong>Raaig, Tasked Undead:</strong> ?</p><p><strong>Elf Pankrator, Elf Raaig Psychic Warrior 7, Raaig Soldier:</strong> Other warriors of Elsavos mastered a uniquely elven form of martial arts that emphasized combining the Way with close-quarters unarmed combat, said to be first developed by warriors who were lost in the depths of Sagramog, with only their minds and bare hands to rely on. Many of these soldiers volunteered as scouts for Keltis’ army, and eventually departed their homeland to march with his forces to liberate the seas near Arkhold of lizardfolk. Those who remained were the bodyguards of the Gathered Voice and other veterans with strong ties to their home city, but their already small numbers were heavily reduced, and were killed to the last by Albeorn’s soldiers. </p><p>After the slaughter, many rose as fallen and raaigs, organized under the leadership of Malwaenis and waged a guerilla war on the human occupiers. </p><p><strong>Chimera Raaig Wilder 18, Fiercely Territorial Being:</strong> The most psionically powerful Chimeras formed a rudimentary council system to settle disputes between individuals and codify territory. This system endured for millenia, undisturbed by the Rebirth races, barring the odd explorer, who was swiftly devoured. Even as the Cleansing Wars erupted among the humanoids they were considered mere animals by Rajaat and his armies and spared from any trouble. They likely could not ponder the source of the Shining Tide before they, their herds, and their forests were engulfed by boiling obsidian. Yet, somehow, the members of the ruling council rose into undeath as raaigs, likely as a result of the faith they and their kin had in their system and their deeply held primal ties to the land. </p><p><strong>Racked Spirit, Undead Racked Spirit:</strong> Should outsiders somehow enter the Beardpit Mines, [gnome racked spirits] would quickly begin to harass living visitors, attempting to drive them to the brink of maddess in an attempt to create more racked spirits. </p><p><strong>Small Homer Pixie, Pixie Racked Spirit Psion Telepath 8:</strong> The pixies of Athas were naturally attuned to nature, without needing or having any affinity for the druid’s path. They revered the God Trees of Small Home (and elsewhere in Green Age Athas) and enjoyed working and living with their brownie druid neighbours. For the brownies’ part, they valued the easy rapport with nature the pixies had. As a result, when the Pixie Blight’s mission brought him to Small Home, the pixies and brownies fought side by side against Rajaat’s 12th Champion. Despite mustering all the fury and wrath their race was capable of, they died side by side with their brownie neighbours. Betrayed by the other races of Athas and enraged by their inability to protect their beloved God Trees, many pixies of Small Home arose as racked spirits after their deaths. </p><p><strong>Vicious Little Terror:</strong> ?</p><p><strong>Capricious Little Fey:</strong> ?</p><p><strong>Unquiet Spirit:</strong> ?</p><p><strong>Small Homer Brownie, Forest Gnome Racked Spirit Druid 6/Blighted 5, Short Transparent Humanoid:</strong> Although druids by nature, the brownies of Small Home didn’t commune with spirits of the land, instead communing with the trees in the forest around their homes. When they died, their souls merged with the essences of the trees, becoming a permanent part of the forest, and constantly whispering in the minds of their living descendants. </p><p>When the Cleansing Wars came to Small Home, Wyan did far more than merely defile the brownie’s God Trees, he wilfully destroyed the essence of the brownies’ ancestors, breaking the links to generations of brownies before them. As the brownies’ spirits arose to fight again in undeath, they found their connection to their God Trees had been completely severed. This terrible silence in their minds has driven them mad with rage. </p><p><strong>Small Transparent Creature:</strong> ?</p><p><strong>Spectral Creature:</strong> ?</p><p><strong>Brownie Animal Companion, Animal Companion Undead Black Bear:</strong> ?</p><p><strong>Gnome Racked Spirit, Gnome Racked Spirit Fighter 9:</strong> ?</p><p><strong>Racked Spirit, Undead City Resident:</strong> ?</p><p><strong>Nafari, Human Racked Spirit Cleric 15, Ghostly Form:</strong> Rubza’if regained the ability to reason and ultimately the capacity to speak, but it took years. His mother Nafrai remained with him, and one other survivor of the ruin of the temples of Nagarvos’ also, a goblin wizard named Duk’kneg who had assisted in his transformation. By the time that Rubza’if was again capable of speech, his mother had died, by his side. Nafrai was transformed into an undead racked spirit by the trauma of participating in, and viewing, her son’s transformation. </p><p><strong>Oskyar, Human Racked Spirit Wizard 11/Necromant 10/ Psion Nomad 5/Cerebremancer 3, Ghostly Form:</strong> A student at the Pristine Tower who was killed in a magical accident, Oskyar was reanimated by Gretch but was cast aside soon after for his perceived shortcomings. </p><p><strong>Ceeryl, Queen of Perfection, Human Racked Spirit Wizard 5/Necromant 7/Psion Shaper 5/Cerebremancer 3/Druid 4:</strong> Many years later after she had died of an unexpected disease, Gretch (who had grown infatuated with her from afar, but never had the social skills to approach her) made her one of his first experiments in reanimation. </p><p><strong>Human Racked Spirit:</strong> ?</p><p><strong>Gnome Racked Spirit:</strong> ?</p><p><strong>Scarlet Warden, Standard Scarlet Warden:</strong> The Unreclaimed and their Scarlet Warden “cousins” have shared origins: they were the innumerous masses of workers, soldiers, and officers who either died in the cataclysm caused by the Deathwash, or starved to death in isolation. The Unreclaimed rose with the same curse of undeath which now awaits all Zagath who die upon the blackglass. As they crawled out of their graves, they instinctively lurched back to their birthstones, barely registering how the land around them was now an endless plain of black glass. </p><p>When a S’thag Zagath dies upon the obsidian of the Dead Lands, it soon reanimates as a maddened, hateful parody of it’s living self: a Bugdead. Usually, the living S’thag Zagath quickly move to perform mysterious psionic rituals on these newly risen undead, calming and subjugating them to the will of their living brethren - these are the creatures known to the undead humanoids of the Dead Lands as Scarlet Wardens. </p><p>When these rituals are not performed in time, the result is a creature known among the zagath as an Unreclaimed. Bigger and stronger than other Scarlet Wardens and generally belligerent (if not hateful) towards it’s living kin - and those Scarlet Wardens that serve them, Unreclaimed retain both the tentacles and innate psionics that are removed from other Scarlet Wardens during the “reclamation” rituals. </p><p><strong>Anthyarka, Queen of the Great Mound, Unreclaimed Scarlet Warden Necromant 10, Renegade Scarlet Warden:</strong> Eventually, Ahnthyarka succumed to death and arose as an undead; without the scarlet warden rituals to calm their mind, Ahnthyarka was left thoroughly insane. </p><p><strong>Scarlet Warden Commander:</strong> ?</p><p><strong>Scarlet Warden, Monster:</strong> ?</p><p><strong>The Unreclaimed, Unreclaimed Scarlet Warden, Insane Undead Cousin:</strong> The Unreclaimed and their Scarlet Warden “cousins” have shared origins: they were the innumerous masses of workers, soldiers, and officers who either died in the cataclysm caused by the Deathwash, or starved to death in isolation. The Unreclaimed rose with the same curse of undeath which now awaits all Zagath who die upon the blackglass. As they crawled out of their graves, they instinctively lurched back to their birthstones, barely registering how the land around them was now an endless plain of black glass. </p><p>When a S’thag Zagath dies upon the obsidian of the Dead Lands, it soon reanimates as a maddened, hateful parody of it’s living self: a Bugdead. Usually, the living S’thag Zagath quickly move to perform mysterious psionic rituals on these newly risen undead, calming and subjugating them to the will of their living brethren - these are the creatures known to the undead humanoids of the Dead Lands as Scarlet Wardens. </p><p>When these rituals are not performed in time, the result is a creature known among the zagath as an Unreclaimed. Bigger and stronger than other Scarlet Wardens and generally belligerent (if not hateful) towards it’s living kin - and those Scarlet Wardens that serve them, Unreclaimed retain both the tentacles and innate psionics that are removed from other Scarlet Wardens during the “reclamation” rituals. </p><p>“Unreclaimed” is an acquired template that can be added to any Scarlet Warden.</p><p><strong>Thinking Skeleton:</strong> ?</p><p><strong>Subordinate Warrior Disciple, Human Thinking Skeleton Fighter 15:</strong> The Subordinate Warriors are an eclectic mix of individuals from many different backgrounds: some were inanimate corpses recovered by the Disciples, others were former enemy soldiers dominated or persuaded to their side, and others were genuine converts to the faith. Some still have relatively intact bodies, having been recently reanimated or had their spirit called back from the Gray (see the unliving identity spell), but others have had the flesh stripped from their bones by war and time. </p><p><strong>Thinking Skeleton Lancer Cavalry, Human Thinking Skeleton Fighter 8:</strong> ?</p><p><strong>Skeleton Champion of the Sunken Graves, Human Thinking Skeleton Fighter 8:</strong> ?</p><p><strong>Nocwis, Human Phrenic Thinking Skeleton Fighter 15, Animate Skeleton:</strong> In life, Nocwis was a great leader amongst her people who opposed the efforts of Tectuktitlay to recruit from her tribe. Slain through treachery, her bones were eventually sold to Gretch for one of his experiments. Gretch reanimated her and, after the Cleansing of Ulyan, set her loose upon the plains to patrol the furthest reaches of his domain. </p><p><strong>Thinking Zombie:</strong> But, since their reanimation, the Whitebeards have taken to worshiping Paraelemental Magma, rather than their traditionally beloved Elemental Earth (the Elements reject undead clerics); with this change in faith came new enhanced over death and the reanimation of undead. If they wished, the Whitebeards could animate a host of dead gnomes as Thinking Zombies (and other types of undead) to defend their home and defeat their murderers; the only thing stopping them is their slowly waning faith in Elemental Earth. </p><p>The vast hordes of undead who joined the Disciples in the early days were largely destroyed in the disastrous First and Second Crusades, and those few that survived came back battered and broken. Since then, Disciple necromancers have furiously obtained and reanimated zombies in an effort to create thinking zombies and bolster the ranks of their faithful. </p><p><strong>Earth Drake, Unique Thinking Zombie Earth Drake, Guardian Earth Drake, Undead Earth Drake:</strong> ?</p><p><strong>Dodam Linass, Human Thinking Zombie Wizard 15/Necromant 3/Cleric 3:</strong> Dodam and his Honor Guard pushed deeper in an effort to hunt down the city's Whitebeard Fathers - the last moment of his life, he was proudly breaching the entrance hall of the Whitebeard Council when the tunnel collapsed on his head. </p><p>Dodam crawled out of the rubble as a thinking zombie after the fires had died and Gallard's forces had departed, joined by the wraith remnants of his Honor Guard, who were bound in service to their commanding officer. </p><p><strong>Dodam's Footsoldier, Human Thinking Zombie Fighter 9:</strong> ?</p><p><strong>Whitebeard Psion, Gnome Thinking Zombie Psion Seer 15:</strong> ?</p><p><strong>Whitebeard Cleric, Gnome Thinking Zombie Cleric 15:</strong> ?</p><p><strong>Gnome Thinking Zombie, Gnome Thinking Zombie Fighter 8:</strong> The thinking zombies are largely remnants of the stalwart gnomes (warriors mostly) who defended Arludas during the siege by the Cleansing Army. </p><p><strong>Dwarf Zombie Leader, Dwarf Thinking Zombie Fighter 14:</strong> After the Boiling Ruin, Deshentu was the first of the Dead Lord kingdoms to actively dig for bodies to stock its army, stumbling upon the mass graves of several old dwarven infantry formations from Nagarvos just north of the Tforkatch River. The Deshentan necromancers animated the formations wholesale and once the dwarves adjusted to their undead state they were incorporated into Deshentu’s armies. </p><p><strong>Dwarf Hammer-Bearer, Dwarf Thinking Zombie Fighter 10:</strong> After the Boiling Ruin, Deshentu was the first of the Dead Lord kingdoms to actively dig for bodies to stock its army, stumbling upon the mass graves of several old dwarven infantry formations from Nagarvos just north of the Tforkatch River. The Deshentan necromancers animated the formations wholesale and once the dwarves adjusted to their undead state they were incorporated into Deshentu’s armies. </p><p><strong>Thinking Zombie Servant:</strong> ?</p><p><strong>Thinking Zombie Squad-Leader:</strong> ?</p><p><strong>Zombie Mason of the Octagonal Tomb, Human Thinking Zombie Fighter 5:</strong> ?</p><p><strong>Zombie Mason of the Octagonal Tomb, Orc Thinking Zombie Fighter 5:</strong> ?</p><p><strong>Zombie Mason of the Octagonal Tomb, Gnome Thinking Zombie Fighter 5:</strong> ?</p><p><strong>Thinking Zombie, Assistant:</strong> ?</p><p><strong>Kuo'chthan, Thri-Kreen, Thinking Zombie Fighter 7/Psychic Warrior 13, Hak'trin, Undead Kreen, Bugdead Leader:</strong> At the time, the Pristine Tower was actively recruiting psions from the Kreen Lands, and Kuo’chthan was brought east into the Tablelands by agents of Rajaat to share his people’s knowledge of psionics with the students of the Pristine Tower. On his return trip to Kreen Empire, he was murdered and his body returned to Gretch for reanimation. </p><p><strong>Kiwk, Thinking Zombie Feylaar Psychic Warrior 17:</strong> ?</p><p><strong>The Razor, Human Thinking Zombie Fighter 15:</strong> ?</p><p><strong>Black Thunder Cavalry, Human Thinking Zombie Fighter 9:</strong> ?</p><p><strong>Thinking Zombie Overseer:</strong> ?</p><p><strong>Thinking Zombie Squad Leader, Elf Thinking Zombie Rogue 5:</strong> ?</p><p><strong>Thinking Zombie, Most Replaceable Undead:</strong> ?</p><p><strong>T'liz:</strong> ?</p><p><strong>Ohl-numash, Ambassador to Shadowmourn, Human T'liz Wizard 18:</strong> One of these tasks took him south into the so-called “Kingdoms of Gretch,” where he was captured by agents of Oskyar, and tortured, killed, and reanimated as a t'liz (one of the first on Athas.) </p><p><strong>Deshenten Negotiator, Human T'liz Wizard 9/Necromant 8:</strong> ?</p><p><strong>Lesser T'liz:</strong> ?</p><p><strong>Chuul, Human T'liz Wizard 16/Necromant 2:</strong> When Chuul effortlessly won the affections of a woman Gretch had fallen in love with, Gretch arranged his death as retribution. Gretch then chose to make him his latest experiment - a decision he soon regretted. </p><p><strong>Venger:</strong> ?</p><p><strong>Gnome Venger, Gnome Venger Fighter 9:</strong> The gnome vengers arose from those who felt betrayed at the moment of their death — mostly civilians. </p><p><strong>Gor-lik the Viceregent, Kobold Venger Wilder 15/Fighter 8, Sad Hideous Creature:</strong> The kobolds were unprepared when Sacha’s army marched on Aagnikh, but their formidable defenses and Ni-angh’akh’s protection crushed the initial assaults, despite the loss of many of the kobold’s best warriors. Gorl-ik led his battered raiders and Viceregal Guard with bravery, hissing in triumph as the mighty Champion, Sacha of Arala himself, fled from their tunnels in humiliation. But then, after days locked in mental combat with an unknown enemy, the Hermit Majesty’s mind went silent, and the humans flooded through the mazes into the inner warrens, butchering all they found. Shocked by the loss of his ancestor, Gorl-ik could only fall back, finally making a last stand with his best surviving warriors in the nesting chambers. A fire broke out, and the last thing Gorl-ik heard was the screams of hatchlings and popping of eggs as he was powerless to save them, and then the flames consumed him. </p><p>The trauma brought him back as a venger and he swiftly rallied his risen Viceregal Guard in a vicious counterattack against the humans that were rising as undead in turn. </p><p><strong>Zhen:</strong> ?</p><p><strong>Ram-Azah, Human Zhen Wizard 10/Necromant 6:</strong> The years passed, and he constructed a basic laboratory under the fort with materials from the odd convoy, prolonging his life with defiler magic, and yet still Uyness had not returned. Ram-azah was well beyond his mortal years when, while he worked in his underground sanctum, the earth shook, and after initially bursting out in fury at being disturbed, he beheld a terrible sight before him. </p><p>The plains of Ulyan below had been swallowed by a tide of molten obsidian, as great globs the size of temples rained down upon the Tablelands’ edge. He ignored the ground below his feet ominously shifting and retrieved samples of this still-cooling blackglass, retreating to his lab to study them. He had discerned the obsidian’s odd necromantic properties when the second wave struck, causing the section of the cliff and Tru’ezarr with it to collapse into the molten obsidian below. Ram-Azah was drowned and burned alive in molten glass... then awoke, as a zhen, alongside many of his garrison, to find himself trapped in a subvitrine bubble, along with the newly-reanimated, angry undead walls of their fortification. </p><p><strong>Ram Azah's Lieuteant, Human Zhen Fighter 12:</strong> Trapped here in a shabby fort on the edge of the world, a posting at Tru’ezarr was one of tedium and boiling resentment, and the garrison largely left the deranged old necromancer to his devices in his basement laboratory. </p><p>That is, until the entire fort dropped into the molten obsidian below and they arose as undead. </p><p><strong>Patchworked Horror:</strong> ?</p><p><strong>Lunikra Brokennose, Dwarf Zhen Cleric 24, Heavy Zhen Dwarven Woman, Loving Dictator:</strong> Lunika and her aging parents prepared for triage, developing a plan to lead the noncombatants into the deep mies and place them in a magical suspended animation. As Egendo’s army arrived and the Stalwarts held them off to buy time, Lunikra led her charges deep into the mines, but Egendo’s forces soon took the residential levels, leaving them trapped. As she placed the last families in stasis, she felt a choking sensation in her throat, and soon everything went black. Lunkira, her parents, and every conscious dwarf was killed with toxic gas flooded into the mines by Egendo’s soldiers, but her magic worked, sparing those placed in suspended animation. </p><p>Lunika succeeded in saving her charges, preventing her from rising as a banshee, but the Shining Tide’s effects reached far enough into the mines where she was interred to reanimate her as a zhen. </p><p>By the time the Stalwarts had broken through to the outside, every living dwarf in Toganay had asphyxiated. However, their dead wards soon rose into undeath themselves as zhen, including Lunikra, who quickly swayed the banshees to support her by pledging herself to the protection of the colony, and with their aid enforced order among the terrified and confused undead dwarves. </p><p><strong>Zhen, Undead Dwarf:</strong> By the time the Stalwarts had broken through to the outside, every living dwarf in Toganay had asphyxiated. However, their dead wards soon rose into undeath themselves as zhen, including Lunikra, who quickly swayed the banshees to support her by pledging herself to the protection of the colony, and with their aid enforced order among the terrified and confused undead dwarves. </p><p><strong>Bangad the Founder, Dwarf Zhen Fighter 27:</strong> One day, while investigating what he stubbornly insisted was a newly discovered branch of the vein, Bangad slipped from the cliff-face; Bangad was not so lucky to be killed by the fall. With his bones shattered, and stuck in a ravine, he slowly starved to death and his body was not discovered until months later. He did not rise as a banshee but was instead interred in a grand tomb located deep within a played-out section of the mine, peacefully resting until the Shining Tide. While the obsidian did not penetrate into the mines of Toganay, the necromantic energies permeated deep enough to reanimate Bangad as a zhen. </p><p><strong>Kigdifi, Clan Chief of the Talonborn, Orc Zhen Fighter 18:</strong> Kigdifi died during a clan dispute and spent generations peacefully interred before rising as a zhen during the Obsidian Tide: as a result, she almost appears to be alive, looking like a particularly wizened old matriarch, despite only being-middle aged when she died. </p><p>Kigdifi’s grudges eventually caught up with her, and she was slain by a loyalist of her brother’s while her son was but a teen. Despite a general dislike for her, she was a respected warrior and interred with honor in Ghaash-Naarg’s caverns. The necromantic energies of the Shining Tide reanimated her as a zhen, which she interpreted as a second chance to claim her rightful place as chieftain. </p><p><strong>Clan-chief Riig-bo’ak the Throatbarer, Half-Orc Zhen Barbarian 17:</strong> The loss of her political support dashed his immediate hopes, and he began to bide his time, easily gaining followers: he achieved leadership of at least one tribe, and was poised to challenge his uncle, when he was killed during a botched raid. Riig’bo’ak was interred in the ancestral crypts with his mother, and Shabnas’ grandfather inherited the position of Chieftain. He lay undisturbed for generations until the Shining Tide reanimated him as a zhen. </p><p><strong>Battlerager of Ghash-naarg, Orc Zhen Barbarian 11, Undead Orc:</strong> </p><p>Numerous Battleragers interred across the generations rose from the Obsidian Tide as zhen: these undead orcs serve their bloodlines with great honor, seeing their reanimation as a call to duty. </p><p><strong>Carinborn, Human Zhen Psion Telepath 7/Wizard 5/Necromant 3/Cerebremancer 5:</strong> Then came the day that boiling obsidian seeped from fissures in the caves, and Dodam felt a strange surge of power within himself. After some testing confirmed his Defiler magic suddenly no longer needed a life-source to function, he strode to the city gates and effortlessly blasted away Gallard's ancient seal, only to be horrified by the impenetrable wall of cooling obsidian that now sealed him inside. Things only grew worse when he returned to his power base, to find his Honor Guard scattered, and the formerly interred dead risen as some new type of undead. To his horror, Dodam realized these new “zhen” were too powerful for him to dominate; despite his assertions that he was the highest-ranking servant of Gallard present, the undead spies convinced their fellow zhen to drive off the “lesser undead”: declaring themselves the ‘Cairn-Born' and taking the former Council Chambers for themselves. </p><p>The sutler-agents of Gallard were some of his best-trained operatives, and no expense was wasted on outfitting them for infiltrating gnomish settlements. Their tattered clothing bears a strong resemblance to that still worn by the nobles and merchant-princes of modern Nibenay, such as decorative masks and loose, flowing cloaks of silk or fine linen. This finery was often powerful glamered magical or psionic gear designed to help them infiltrate and sabotage gnomish defenses from within. </p><p>Dodam and his wraiths interred the sutler-agents’ remains along with the regular forces of Gallard’s army, and after decades of burial under hastily-built rubble cairns, the remains had largely rotted away (or been consumed by vermin and the omni-presant fungi of the caves) by the time the Obsidian Tide occured, but the Cairn-Born still somehow carry the putrid stench of rotting flesh. Their reanimation as zhen did nothing to restore their decayed bodies in a facsimile of their living forms, leaving many of the Cairn-Born as nearly skeletal caricatures of their living selves. </p><p>Due to errors in communication, some of sutler-agents were caught in the chaos on Arludas’ outer farming terraces, killed either by errant battle-spells or by the gnomes themselves, and their bodies were forgotten among the dead as the chain of command faltered admist the chaos. The dead were left behind and sealed within the ruins of Arludas by Gallard; the bodies were soon found by a reanimated Dodam Linass and buried in a makeshift cairn in the former Whitebeard Council Hall. </p><p>When the Shining Tide flowed over Arludas, a fissure in the ruined ceiling allowed a tendril of molten obsidian to seep into the Council Chamber, and with it the strange necromantic energy of the obsidian. The sutler-agents rose along with the other zhen, and quickly asserted themselves as the leaders of the group, convinced that, if the obsidian had seeped this deep under the earth, surely nothing survived on the surface above, and that their nature as strange obsidian-infused undead made them the natural lords of this new world. <strong>Zhen Gleaming Tribunal Member, Zhen Cleric 16/Psion Seer 5/Psychic Theurge 4, Immensely Ancient Powerful Cleric:</strong> ?</p><p><strong>Typical Mythargos Disciple, Mythargos Diocese Administrator, Mythargoi, Zhen Human Wizard 5/Necromant 2/Cleric 14:</strong> ?</p><p><strong>Itinerant Beryessaa, Nuncia of the Disciples, Human Zhen Cleric 18, Typical Zhen, Emaciated Walking Corpse:</strong> On the fateful day when all life in Ulyan ended, Beryessaa was out in the fields, pulling tares from the rows and sifting the furrows for rocks. She had been working for three hours in the late afternoon, since the growing season in Ulyan was always short, and the daylight was needed for more pressing chores. [She] probably would not have noticed the silent wave of roiling black liquid from the east, had it not been for the sudden westward scattering of birds, which normally clustered over the fields, looking for stray seeds or grubs. </p><p>Beryessaa look east in the direction of the commotion, and saw a glittering line eclipsing the setting sun, along the horizon, stretching north to south across the plains of the old Sageocracy, as far as eye could see. The line grew closer and closer with what appeared to be tedious slowness, but in truth moved with hideous speed, soon becoming a deep black ribbon covering the eastern sky. Beryessaa yelled for her family, but her father and brothers were working other fields, while their mother and younger sister were making porridge for breakfast in the sod house. </p><p>The Shining Tide rose till it seemed to fill the sky, and Beryessaa screamed, and screamed again, running for the house, but was no more than halfway there when the obsidian surged over her, the house, the fields, everything. Eventually Beryessaa returned to consciousness, believing that she had had a terrible dream: for in the humdrum life of post-cleansing Ulyan, such a fantastical disaster as the Shining Tide was simply incomprehensible. But she found she could not wake up from her nightmare, trapped as she was in a cyst of hissing blackglass. </p><p><strong>Naswangg, Zhen:</strong> ?</p><p><strong>Typical Zhen Disciple Narthguk, Human Zhen Cleric 16:</strong> ?</p><p><strong>Typical Zhen Disciple Psion, Messenger, Human Zhen Psion Nomad 15:</strong> ?</p><p><strong>Zhen Wizard Disciples, Human Zhen Wizard 10/Necromant 6:</strong> ?</p><p><strong>Zhen Disciple Priest, Sovereign Rising Missionary, Human Zhen Cleric 16:</strong> ?</p><p><strong>Firemouth, Zhen Animal:</strong> ?</p><p><strong>Firemouth, Undead Sea Animal, Unfathomably Large Fish, Sea Monster, Gargantuan Sea Monster, Vicious Undead:</strong> ?</p><p><strong>Brotherhood of the Mirror Troll, Troll Zhen Cleric 16:</strong> Halvaz and Myron’s elite troops launched a ferocious naval assault across the Sparkling Gem, losing many soldiers to the summoned Firemouths and Water-magic, but soon enough, the temples of Nolak Island were burning and its Brotherhood, whether human or troll, massacred to the last. The surviving fisherfolk eking out a living on the “Glass Sea” continued to venerate the ruins and avoided them until the coming of the Shining Tide, which covered half the island and trapped the rest with the remnants of Glass Lake beneath the obsidian. </p><p>Much of the Brotherhood was reanimated as zhen, and after assessing their situation, they rededicated themselves to protecting the Mirror of the Ages. </p><p><strong>Brotherhood of the Mirror Human, Human Zhen Cleric 16:</strong> Halvaz and Myron’s elite troops launched a ferocious naval assault across the Sparkling Gem, losing many soldiers to the summoned Firemouths and Water-magic, but soon enough, the temples of Nolak Island were burning and its Brotherhood, whether human or troll, massacred to the last. The surviving fisherfolk eking out a living on the “Glass Sea” continued to venerate the ruins and avoided them until the coming of the Shining Tide, which covered half the island and trapped the rest with the remnants of Glass Lake beneath the obsidian. </p><p>Much of the Brotherhood was reanimated as zhen, and after assessing their situation, they rededicated themselves to protecting the Mirror of the Ages. </p><p><strong>Troll Zhen:</strong> Then came the Shining Tide, which buried the city under blackglass but for its tallest towers. Many more undead, both troll and human, rose due to its influence as zhen, and initially challenged Yorg-yanak: he tore these rebellious undead limb from limb, backed by his newly-risen Warrior-Sages, whom had become as jaded and cruel as he, and the survivors fled to the surface. </p><p><strong>Human Zhen:</strong> Then came the Shining Tide, which buried the city under blackglass but for its tallest towers. Many more undead, both troll and human, rose due to its influence as zhen, and initially challenged Yorg-yanak: he tore these rebellious undead limb from limb, backed by his newly-risen Warrior-Sages, whom had become as jaded and cruel as he, and the survivors fled to the surface. </p><p><strong>Troll Warrior-Sage, Warrior-Sage of Nuubark, Troll Zhen Psychic Warrior 12:</strong> ?</p><p><strong>Marauding Zhen:</strong> ?</p><p><strong>Zhen Troublemaker:</strong> ?</p><p><strong>Obsidian-Infused Zhen:</strong> ?</p><p><strong>Viceregal Black Guard, Kobold Zhen Fighter 12:</strong> With the coming of the Shining Tide, many of the lovingly buried dead rose as zhen, and resisted Ni-angh’akh’s control. These newly risen kobolds rejected Ni-angh’akh’s detached rule and his policy of working with their human murderers. Decrying him as an out of touch fool, they waged war on both the newly risen human zhen and Ni-angh’akh’s loyalists. The situation deteriorated even further when Gorl-ik, dissatisfied with his ancestor’s aloof demeanor, declared himself sole Viceregent, and defected to join with the zhen. He declared the zhen of the Viceregal Guard his “Black Guard” splitting the Guard in two and pushing those who remained loyal to The Hermit Majesty to call themselves the “White Guard”. </p><p><strong>Rebel Zhen:</strong> ?</p><p><strong>Kobold Zhen:</strong> ?</p><p><strong>The Bold of Sacha Stone Guard, Human Zhen Fighter 15:</strong> The zhen of the Stone Guard have fared much better in their appearance than their fallen brethren: the rebirth in the Obsidian Ruin left their skin as smooth and glossy as that of any zhen, but ages of constant combat have left their mark upon the Stone Guard’s flesh. </p><p>In the following decades the fallen Bold of Sacha put aside their grudges with the kobolds, doing their best to make the warrens a comfortable home: tunnels were expanded to human height and the collapsed dens and walls were repaired. However, the Shining Tide undid much of their work, as the weakened ceilings of many caverns collapsed and the entry tunnels were plugged by cooled obsidian. Far worse, one of those caverns breached was the communal burial cavern, and its interred dead reanimated as zhen. </p><p><strong>Rebellious Zhen Kobold:</strong> ?</p><p><strong>Zhen Follower:</strong> ?</p><p><strong>Marauding Human Zhen:</strong> ?</p><p><strong>Khasti Raziim, Human Zhen Fighter 5/Barbarian 15:</strong> Khasti's raids proved successful, scoring major victories against their rivals, and seeing the tribe return down the cliffs with stolen herds and plunder. They traded off their goods to the merchants of Deshentarum as the drought finally ended with a particularly generous rainy season. As the rains came to an end, the most powerful of the five warlords, Neegas Achhed, died. </p><p>When his distant cousins-in-law, the Achhed brothers, came into conflict over which would succeed him, they were oblivious as a black ribbon appeared on the eastern horizon. Subsumed by the Boiling Ruin, Khasti and his tribe were first of their people to claw their way out of the blackglass. </p><p><strong>Bael Asiim, Human Zhen Barbarian 24:</strong> As the brothers prepared for war, Bael set up camp to support Tatia, and was drilling her warriors in unarmed combat when Achbed‘s cries heralded a black ribbon on the horizon: the Shining Tide. Afterwards, Bael and many of her tribespeople ripped their way to the surface as zhen, emerging onto the blackglass. </p><p><strong>Tatia Ached, Human Zhen Ranger 20/Wilder 5:</strong> Tatia was practicing archery in his camp when a black ribbon appeared on the horizon, heralding the Shining Tide’s engulfment of the Musraafi tribes. </p><p>Returning as a zhen, Tatia smashed his way out of the obsidian and quickly reunited with his reanimated tribesfolk. </p><p><strong>Inbed Achhed, Human Zhen Barbarian 24:</strong> Inbed was reviewing [plans] for battle when the Shining Tide, which had already consumed his brother's forces, fell upon his camp. He reanimated as a zhen and made his way through the blackglass to the surface, reuniting with his reanimated kin. </p><p><strong>Hazzi Shalil, Human Zhen Fighter 5/Wilder 18:</strong> Hazzi reluctantly threw his support behind Inbed, reasoning that if he could not stop the coming war, he could at least minimize the bloodshed by keeping Inbed's rash impulses in check. His tribe shared camp with Inbed as they prepared for war, and Hazzi was meditating when the Shining Tide struck. His death was met less by horror and more by puzzlement, as his contemplation gave way to searing pain and then darkness. </p><p>Hazzi, reanimated as a zhen, eventually working his way back to the surface and reuniting with Inbed and the remnants of their two tribes. </p><p><strong>Zhen Lieutenant:</strong> ?</p><p><strong>Kulrath, The Vizier, Human Zhen Wizard 16/Necromant 10, Perpetually Unhappy Being, Deleuded Old Zhen:</strong> ?</p><p><strong>Particularly Decrepit Zhen:</strong> Ku[l]rath was working on a mountain of paperwork in his office when the sounds of battle outside rose [about] him[ from] the attack of G'dravav and his Defenders on the Navel. Kulrath has barely stood up in anger as his office door exploded inward and he was inured in molten obsidian. He eventually regained consciousness and broke his way through the blackglass to the surface, where, in the blazing light of the crimson sun, he discovered his undead nature. </p><p><strong>The High Wizard Rhokhan, Human Zhen Wizard 17/Necromant 7, Bookish Magical Scholar:</strong> Rhokhan distinguished herself at the Pristine Tower as a skilled scribe and sage serving under Rajaat himself. As one of the First Sorcerer’s most knowledgeable assistants, she was assigned to Qwith’s research efforts at the Navel and died there when the gate erupted. After the Boiling Ruin, she dug herself out of the cooling obsidian but was left confused for a time until Kulrath found her and helped restore her sanity. </p><p><strong>Qwith, Grand Duchess of Shadowmourn, Zhen Wizard 20/Necromant 10, Former Defiler, Organized Orderly Woman:</strong> Even Qwith does not fully recall the exact circumstances when she ordered her subordinates to use the Gate to summon elementals to fend off the overwhelming invaders. All she does remember is when the Nayalas building exploded, or more properly erupted. </p><p>Gouts of shiny black liquid burst from the Nayalas, knocking its walls outwards as they heaved off the rough domed roof. Quicker than thought, the molten rock rolled over the courtyards, enveloping combatants of all three groups indifferently. Qwith saw it all as if in slow motion, like a raging and rolling tide, rushing forward yet rising all in the same place, as it swept insatiably forward to consume all before it. Buildings were inundated, people swept away, the sun blotted out by its searing shroud of death. </p><p>Qwith awoke to find herself conscious and moving, slowly, sloshing even, deep within a bath of molten black obsidian. She did not immediately seek release, however, but in her normal orderly way carefully analyzed her situation and considered what seemed to have happened. At first, she imagined that she was somehow still alive, despite the terrible boiling magma all around her. She swam to the surface still convinced of this and broke the surface on a new world. All around her, as far as her eyes could see, lay an endless undulating plain of glistening obsidian, slowly hardening. </p><p>It was not until Qwith saw herself in the glass and recognized that her skin had changed color to a glossy black, and that there were disgusting suction-cup-like holes in the palms of her hands, that she realized she must be undead. </p><p><strong>Ghonnsin, Chamberlain of Qwith, Human Zhen Psion Kineticist 12/Wizard 6/Necromant 1, Experienced Soldier, Former Defiler, Chamberlain of Shadowmourn:</strong> Ghonnsin had just finished saddling his kank near the head of one such caravan when a bright red gleam pulsed sinisterly against the orange predawn. Looking to catch the sun’s first rays, his eastern view instead caught a red glow growing across the ground. Even as he waved for his men to mount up, the red glow rushed towards them. Ghonnsin realized the danger far too late; with nowhere to run and no way to flee the Obsidian Tide, Ghonnsin had only a few terrified moments of reflection before the flesh-melting heat and crushing tide claimed him in a second of agony. </p><p>Consciousness returned slowly, with black glass entombing Ghonnsin. Providentially buried near the surface, shimmering purplish-black swirls of obsidian-tinged sunlight pierced the black glass. Clawing to the surface, he emerged onto undulating hills of black glass where grass and trees once stood. Horrified by his glassy black skin and sucker-pierced palms, Ghonnsin realized he was undead. </p><p><strong>Praetor of Shadowmourn, Human Zhen Psychic Warrior 22, Expert of Military Strategy and Tactics:</strong> ?</p><p><strong>Centurion of Shadowmourn, Human Zhen Wizard 10/Necromant 2:</strong> ?</p><p><strong>Naghak, Harkorese Ambassador to Shadowmourn, Human Zhen Barbarian 3/Cleric 16, The Voice of Harkor, Cold Dangerous Fighter:</strong> Naghak is a zhen, a child of the Shining Tide whose shiny black skin seems to glisten in the light. </p><p>Naghak was overwhelmed by the Obsidian Wave and entombed in the cooling obsidian. He initially thought that he had somehow not died, but once he clawed his way to the new surface, he realized that he had indeed changed, and surmised that he was undead. </p><p><strong>Descendant of the Chosen Scholar, Human Zhen Psion Shaper 15, Minor Scholar, Descendants Scholar:</strong> ?</p><p><strong>Thikwasa, Human Zhen Psion Kineticist 26:</strong> ?</p><p><strong>Traleev-eso, Human Zhen Wizard 12/Necromant 10:</strong> ?</p><p><strong>Magnwag, Human Zhen Wizard 15/Necromant 1:</strong> ?</p><p><strong>Negchar, Human Zhen Wizard 15/Necromant 1/Cleric 3/Mystic Theurge 10:</strong> ?</p><p><strong>Ac'nac'wo, Human Zhen Wizard 8/Necromant 6/Psion Shaper 5/Cerebremancer 10, Former Academic:</strong> ?</p><p><strong>Munavar, Human Zhen Cleric 21:</strong> ?</p><p><strong>Cheltagthwo, Human Zhen Psion Shaper 17:</strong> ?</p><p><strong>Zaprarus No-iim, Human Zhen Wizard 18/Necromant 5:</strong> ?</p><p><strong>Djelj, Human Zhen Psion Kineticist 25:</strong> ?</p><p><strong>Sinker Kasgat, Human Zhen Wizard 20/Necromant 4:</strong> ?</p><p><strong>Ulariss, Human Zhen Wizard 17/Necromant 5:</strong> ?</p><p><strong>Ruknis, Human Zhen Wizard 23/Necromant 3:</strong> ?</p><p><strong>Ebliriok, Human Zhen Wizard 17/Necromant 3:</strong> ?</p><p><strong>Wasagar, Human Zhen Wizard 6/Necromant 1/Psion Nomad 7/Creberemancer 10:</strong> ?</p><p><strong>Pwiskathi Bone-Eyes, Human Zhen Psion Seer 21:</strong> ?</p><p><strong>Abak-Enawi, Human Zhen Psion Egoist 24:</strong> ?</p><p><strong>Kakraz the Putrid, Human Zhen Wizard 6/Necromant 4/Psion Shaper 6/Crebremancer 9:</strong> ?</p><p><strong>Hashbru E’abriz, Human Zhen Wizard 19/Necromant 3:</strong> ?</p><p><strong>Rahaat's Fugitive Cleric, Human Zhen Cleric 16:</strong> After the destruction of the Boiling Ruin, Pandruj awakened and called them to his side again. They rose and joined him, swearing to oppose and destroy any remaining servants of Rajaat. </p><p><strong>Rahaat's Fugitive Psion, Human Zhen Psion Nomad 15:</strong> After the destruction of the Boiling Ruin, Pandruj awakened and called them to his side again. They rose and joined him, swearing to oppose and destroy any remaining servants of Rajaat. </p><p><strong>The Commander, Her, Human Zhen Psychic Warrior 24:</strong> When the Burning Tide erupted across Ulyan, the Daughters were raised from their long sleep of death, arising as zhen. </p><p><strong>Champion's Daughters Lieutenant, Human Zhen Psychic Warrior 19:</strong> When the Burning Tide erupted across Ulyan, the Daughters were raised from their long sleep of death, arising as zhen. </p><p><strong>Champion's Daughters Infantry, Human Zhen Psychic Warrior 14:</strong> When the Burning Tide erupted across Ulyan, the Daughters were raised from their long sleep of death, arising as zhen. </p><p><strong>Nukra-dzif, Human Zhen Wilder 15/Rogue 15:</strong> Nukra-dzif met his end (alongside Quansak) in the first stages of the final assault on Nagarvos, caught in a rain of spells cast on top of him and his men while they were surrounded by the Defenders. The others in his cabal fell not long after. He and his men were buried alongside the rest of Kalid-ma’s soldiers in their camp west of the city. </p><p>Nukra-dzif was one of the first zhen to claw out of the obsidian after the Boiling Ruin brought him back. </p><p><strong>Quansak One-Ear, Human Zhen Rogue 7/Fighter 14:</strong> ?</p><p><strong>Jishassagar No-Footfall, Zhen Rogue 22:</strong> ?</p><p><strong>Redsmile Rog, Human Zhen Rogue 7/Psychic Warrior 13:</strong> ?</p><p><strong>Volldrager’s Faithful, Human Zhen Cleric 12:</strong> ?</p><p><strong>Guinswai the Forbidding, Human Zhen Wizard 11/Necromant 10, Independent Undead Leader:</strong> ?</p><p><strong>Duk’kneg, Goblin Zhen Wizard 9/Necromant 8:</strong> No obsidian seeped into the Transformation Vault, but the baleful material covered the ground above Rubza’if’s prison, and surrounded it. Duk’kneg was reborn as a zhen, and despite his immortality, Rubza’if felt his own life beginning to ebb away as well. </p><p>Duk’kneg was asked by both Pandruj and the Tetrarchs to assist in the creation of a champion of their own, to combat the abilities and powers they had seen in action at the battle of Tforkatch river. When the experiment failed, Duk’kneg ended up sealed inside the Transformation Vault when the city fell. </p><p>Eventually, Duk’kneg died and was laid to rest by Rub’zaif within the Vault. When the Obsidian Flow came, Duk’kneg was raised as a zhen by the negative energy within the obsidian, even though no obsidian breached the vault. </p><p><strong>Vassahi Eomwa, Elf Zhen Psion Nomad 25:</strong> When the Boiling Ruin came, Vassahi was far from his homeland after providing his “services” out amongst the plainsfolk. After finally clawing himself free of the obsidian, Vassahi found himself alone in a devastated world, and that he had changed as much as the world around him. </p><p><strong>Zhen Overseer, Human Zhen Fighter 10:</strong> ?</p><p><strong>Humanoid Zhen:</strong> ?</p><p><strong>Recalcitrant Zhen:</strong> ?</p><p><strong>Gazwaag, Leader of the Striders, Human Zhen Ranger 19, Enigmatic Figure, Ruthless Resourceful Tactician:</strong> Gazwaag’s history is a mystery, even to himself. He only knows what his fellows do: that he clawed his way out of a burial mound and found himself in this ruined world instead of the afterlife. </p><p><strong>Strider Warrior Human Zhen Ranger 8:</strong> The Striders are the plainsfolk and herders that were reanimated as zhen by the Obsidian Tide. </p><p><strong>Stony Lizardfolk Zhen:</strong> ?</p><p><strong>The Razor's Captain Human Zhen Cleric 9/Fighter 2:</strong> It is unknown whether they were once Disciples, members of another lost Cholite clan, or simply wayward clerics of the plains caught up in the Boiling Ruin. </p><p><strong>D'thul, Human Zhen Wizard 5/Psion Telepath 6/Necromant 10/Cerebremancer 7:</strong> For several centuries after the Champions had left, D’thul continued to rule over the now named Cholite tribes, the only threats to their relative peace being attacks by undead from the (now renamed) Pallid Mere or challenges from raiding tribes to the west. That was until the ruins of Nagarvos erupted. </p><p>An unnatural dusk filled the horizon. Before the clan shamans could divine the ill omen’s meaning, a tide of molten obsidian rushed down upon the tribesmen. A moment of searing pain seemed to end D’thul’s ambitions and power, with barely more than a few moments of mounting panic. Not even the wind riders escaped death, as the endless black tide proved inescapable. </p><p>D’thul awakened some time later in his claustrophobic tomb of black glass. </p><p><strong>Swift Death Flying Warriors, Human Zhen Rogue 2/Psychic Warrior 7, Flying Warrior:</strong> ?</p><p><strong>Human Zhen Driver:</strong> ?</p><p><strong>Lizardfolk Warrior, Lizardfolk Zhen Fighter 8:</strong> The lizard folk corpses were engulfed by the defiled swamp long before the Shining Tide, and then reanimated by the Obsidian, the majority of the undead lizardfolk of Sagramog are zhen. </p><p>Many of those killed in the war with Keltis, whose remains were reduced to waterlogged bones at the bottom of the Pallid Mere by that time, reanimated as zhen, interpreting the obsidian as some new blasphemy unleashed by the human invaders, or perhaps a particularly ironic punishment from the elemental lords of Water. </p><p><strong>Zhen Lizardfolk:</strong> ?</p><p><strong>Humanoid Zhen:</strong> ?</p><p><strong>Non-Humanoid Zhen:</strong> ?</p><p><strong>Undead Xemokepper, Xemokeeper Zhen:</strong> ?</p><p><strong>Undead Dsaliq, Dsaliq Zhen:</strong> ?</p><p><strong>Jush-Esgar, The Caravan King, Human Zhen Psychic Warrior 22, Seasoned Guerilla Warfare Leader:</strong> ?</p><p><strong>Shumash Guerilla Zhen, Orc Zhen Psychic Warrior 15:</strong> After the Cleansing of Shumash, Jush-Esgar had his men pile the city’s defenders in mass graves. When the Shining Tide came, it not only reanimated mass numbers of the living as zhen, but also seeped down into the burial-pits of Old Shumash; there, it reanimated many of the orcish dead. The orc’s spirits laid disquiet in the grave, but most had not the strength of conviction to return from the grave; the Obsidian Ruin gave them that strength. </p><p><strong>Shumash Guerilla Zhen, Human Zhen Psychic Warrior 15:</strong> After the Cleansing of Shumash, Jush-Esgar had his men pile the city’s defenders in mass graves. When the Shining Tide came, it not only reanimated mass numbers of the living as zhen, but also seeped down into the burial-pits of Old Shumash; there, it reanimated many of the orcish dead. </p><p><strong>Bugdead:</strong> ?</p><p><strong>Mindless Bugdead:</strong> ?</p><p><strong>Sentient Bugdead:</strong> ?</p><p><strong>Invading Bugdead, Bugdead Invader:</strong> ?</p><p><strong>Stray Bugdead:</strong> ?</p><p><strong>Bugdead Aratha:</strong> ?</p><p><strong>Bugdead Dragonfly:</strong> ?</p><p><strong>Unintelligent Flying Bugdead:</strong> ?</p><p><strong>Savage Bugdead Invader:</strong> ?</p><p><strong>Voracious Bugdead:</strong> ?</p><p><strong>Monstrous Bugdead:</strong> ?</p><p><strong>Carapaced Bugdead:</strong> ?</p><p><strong>Attacking Bugdead:</strong> ?</p><p><strong>Horrid Bugdead:</strong> ?</p><p><strong>Kank Bugdead Zombie Worker:</strong> ?</p><p><strong>Kank Bugdead Zombie Warrior:</strong> ?</p><p><strong>Wezer Zombie Bugdead:</strong> ?</p><p><strong>Wezer Worker Zombie Bugdead:</strong> ?</p><p><strong>Wezer Soldier Zombie Bugdead:</strong> ?</p><p><strong>Wezer Brood Queen Zombie Bugdead:</strong> ?</p><p><strong>Bugdead Wezer:</strong> ?</p><p><strong>Bugdead Brood Queen:</strong> ?</p><p><strong>Spider Bugdead:</strong> ?</p><p><strong>Large Spider Exoskeleton:</strong> ?</p><p><strong>Spider Bugdead Zombie:</strong> ?</p><p><strong>Small Spider Bugdead Zombie:</strong> ?</p><p><strong>Medium Spider Bugdead Zombie:</strong> ?</p><p><strong>Large Spider Bugdead Zombie:</strong> ?</p><p><strong>Bugdead Zombie Spider Swarm:</strong> ?</p><p><strong>Unfortunate Bugdead:</strong> ?</p><p><strong>Stray Bugdead:</strong> ?</p><p><strong>Controlled Mindless Bugdead:</strong> ?</p><p><strong>Swarm of Bugdead Mini-Kanks:</strong> ?</p><p><strong>Swarm of Bugdead Locusts:</strong> ?</p><p><strong>Kank Exoskeleton:</strong> ?</p><p><strong>Wezer Exoskeleton:</strong> ?</p><p><strong>Kank Exoskeleton Worker:</strong> ?</p><p><strong>Kank Exoskeleton Warrior:</strong> ?</p><p><strong>Wezer Soldier Exoskeleton:</strong> ?</p><p><strong>Wezer Worker Exoskeleton:</strong> ?</p><p><strong>Wezer Brood Queen Exoskeleton:</strong> ?</p><p><strong>Exoskeleton Bugdead:</strong> ?</p><p><strong>Exoskeleton Spider:</strong> ?</p><p><strong>Spider Bugdead Exoskeleton:</strong> ?</p><p><strong>Small Spider Exoskeleton:</strong> ?</p><p><strong>Medium Spider Exoskeleton:</strong> ?</p><p><strong>Wezer Exoskeleton:</strong> ?</p><p><strong>Undead, Living Dead, Undead Being, Undead Creature:</strong> But, since their reanimation, the Whitebeards have taken to worshiping Paraelemental Magma, rather than their traditionally beloved Elemental Earth (the Elements reject undead clerics); with this change in faith came new enhanced over death and the reanimation of undead. If they wished, the Whitebeards could animate a host of dead gnomes as Thinking Zombies (and other types of undead) to defend their home and defeat their murderers; the only thing stopping them is their slowly waning faith in Elemental Earth. </p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Intelligent Undead, Fully Aware Undead, Thinking Undead, Sentient Undead:</strong> Many of the thinking undead have the tendency to make more of their own kind as bonded servants when they slay the living. </p><p><strong>Common Undead:</strong> ?</p><p><strong>Leader Undead:</strong> ?</p><p><strong>Powerful Sentient Undead:</strong> ?</p><p><strong>Incorporeal Undead, Dark Shadowy Creature:</strong> ?</p><p><strong>Bonded Servant:</strong> Many of the thinking undead have the tendency to make more of their own kind as bonded servants when they slay the living. </p><p><strong>More Powerful Intelligent Undead:</strong> ?</p><p><strong>Minor Undead:</strong> ?</p><p><strong>Undead With the Death Wish Weakness:</strong> ?</p><p><strong>Particularly Ancient Human Undead:</strong> ?</p><p><strong>Undead Green Age Creature of the Woods:</strong> ?</p><p><strong>Undead Trooper:</strong> ?</p><p><strong>Undead Abomination:</strong> In undeath, Ram-azah has meddled with the negative energies inherent in the blackglass and indulged his love for necromantic experimentation, turning the fort itself into an undead abomination. </p><p><strong>Undead Minion:</strong> ?</p><p><strong>Undead Bodyguard:</strong> ?</p><p><strong>Undead Wall:</strong> ?</p><p><strong>Swarm of Undead Pixies:</strong> ?</p><p><strong>Angry Undead:</strong> ?</p><p><strong>Hated Undead Human:</strong> ?</p><p><strong>Undead Captor:</strong> ?</p><p><strong>Human Undead:</strong> ?</p><p><strong>Conglomerate Undead Being:</strong> ?</p><p><strong>Profane Undead Fortification:</strong> ?</p><p><strong>Undead Inhabitant:</strong> ?</p><p><strong>Undead Dwarf:</strong> ?</p><p><strong>Undead Kin:</strong> ?</p><p><strong>Undead Descendant:</strong> ?</p><p><strong>Undead Orc:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Undead Animal:</strong> ?</p><p><strong>Undead Woodland Animal:</strong> ?</p><p><strong>Swarm of Spiteful Undead Fey:</strong> ?</p><p><strong>Undead Animal Companion:</strong> ?</p><p><strong>Undead Brownie:</strong> ?</p><p><strong>Encroaching Undead:</strong> ?</p><p><strong>Non-Hostile Undead:</strong> ?</p><p><strong>Undead Gnome, Gnomish Undead:</strong> ?</p><p><strong>Infected Undead:</strong> ?</p><p><strong>Lesser Undead:</strong> ?</p><p><strong>Fungus-Infected Undead:</strong> ?</p><p><strong>Enemy Undead:</strong> ?</p><p><strong>Undead Laborer:</strong> ?</p><p><strong>Undead Spy:</strong> ?</p><p><strong>Newly Rised Undead:</strong> ?</p><p><strong>Strange Obsidian-Infused Undead:</strong> ?</p><p><strong>Strange Fungus-Infested Undead Gnome:</strong> ?</p><p><strong>Dominated Lesser Undead, Dominated Undead Minion:</strong> ?</p><p><strong>Undead Prey:</strong> ?</p><p><strong>Undead Victim:</strong> ?</p><p><strong>Undead Humanoid:</strong> ?</p><p><strong>Undead Demi-Human:</strong> ?</p><p><strong>Ancient Undead:</strong> ?</p><p><strong>Stubborn Undead:</strong> ?</p><p><strong>Undead Troll, Trollish Undead:</strong> ?</p><p><strong>Powerful Thinking Undead:</strong> ?</p><p><strong>Jaded Undead:</strong> ?</p><p><strong>Disaffected Undead:</strong> ?</p><p><strong>Average Undead:</strong> ?</p><p><strong>Undead Warrior:</strong> ?</p><p><strong>Undead Convert:</strong> ?</p><p><strong>Vicious Undead:</strong> ?</p><p><strong>Undead Wildlife:</strong> ?</p><p><strong>Rebellious Undead:</strong> ?</p><p><strong>Screaming Human Undead:</strong> ?</p><p><strong>Undead Inhabitant:</strong> ?</p><p><strong>Undead Subject:</strong> ?</p><p><strong>Undead Kobold:</strong> ?</p><p><strong>Undead Commander:</strong> ?</p><p><strong>Undead Cleansing Army Soldier:</strong> ?</p><p><strong>Undead Intruder:</strong> ?</p><p><strong>Undead Warhorse:</strong> ?</p><p><strong>Undead Riding Skeletal Mammal:</strong> ?</p><p><strong>Undead Horse:</strong> ?</p><p><strong>Undead Insect:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Troublesome But Lesser Undead:</strong> ?</p><p><strong>Undead Neighbor:</strong> ?</p><p><strong>Undead Outsider:</strong> ?</p><p><strong>Undead Goblin:</strong> ?</p><p><strong>Surprised Undead Goblin:</strong> ?</p><p><strong>Undead Intelligent Being:</strong> ?</p><p><strong>Powerful Undead Being:</strong> ?</p><p><strong>Undead Intelligent Trespasser:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Former Colleague:</strong> ?</p><p><strong>Strange Demihuman Undead:</strong> ?</p><p><strong>Undead Refugee:</strong> ?</p><p><strong>Undead Crodlu-Mounted Cavalry:</strong> ?</p><p><strong>Non-Human Undead:</strong> ?</p><p><strong>Strange Undead:</strong> ?</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Humanoid Undead:</strong> ?</p><p><strong>Unnatural Abomination:</strong> ?</p><p><strong>Abomination:</strong> ?</p><p><strong>Unintelligent Undead:</strong> ?</p><p><strong>Undead Enemy:</strong> ?</p><p><strong>Patrolling Undead:</strong> ?</p><p><strong>Undead Master:</strong> ?</p><p><strong>Enslaved Undead:</strong> ?</p><p><strong>Blasphemous Undead Inhuman Attacker:</strong> ?</p><p><strong>Undead Plainsfolk:</strong> ?</p><p><strong>Low-Ranked Undead, Interchangeable Weak Undead:</strong> ?</p><p><strong>Weaker Undead:</strong> ?</p><p><strong>Humanoid Undead Ruler:</strong> ?</p><p><strong>Undead City Resident:</strong> ?</p><p><strong>Undead Attacker:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Undead Avatar:</strong> ?</p><p><strong>Humanoid Undead Invader:</strong> ?</p><p><strong>Tasked Undead:</strong> ?</p><p><strong>Undead Monstrosity:</strong> ?</p><p><strong>Undead Leader:</strong> ?</p><p><strong>Marauding Undead:</strong> ?</p><p><strong>Jaded Undead:</strong> ?</p><p><strong>Shansanar, Unique Undead Treant:</strong> Shansanar’s past lies within the experimental laboratories of Gretch. It’s hard to imagine now what creature Gretch had corrupted to create such a being, but it is no secret that it is Gretch’s experiments. </p><p>Shansanar was an exercise in life and death for [Gretch] — the fusion of a living tree and a living crustacean, perverted into undead. Gretch thought the two creatures, each from along the shoreline but from either side of the waves, would make an interesting combination in unlife. Gretch attempted his experiment many times, and though most of his amalgamations failed, Shansanar proved the exception, and exists to this day, part tree and part crustacean. </p><p><strong>Undead Feylaar:</strong> ?</p><p><strong>Dwarven Undead:</strong> ?</p><p><strong>Rampaging Undead Vermin:</strong> ?</p><p><strong>Undead Cavalry:</strong> ?</p><p><strong>Undead Cleric:</strong> ?</p><p><strong>Fleshless Skeleton Fearsome Undead Steed:</strong> ?</p><p><strong>Undead Pack Animal:</strong> ?</p><p><strong>Conventional Undead:</strong> ?</p><p><strong>Undead Dsaliq:</strong> ?</p><p><strong>Undead Xemokepper:</strong> ?</p><p><strong>Undead Vurgoshilm:</strong> The undead vurgoshilm reanimated after the Shining Tide amid the tangles of decayed plant matter and tar polluting the dead water pockets that were trapped by the obsidian. </p><p><strong>Undead Lizardfolk:</strong> ?</p><p><strong>Undead Elf:</strong> ?</p><p><strong>Undead Viscera:</strong> ?</p><p><strong>Demihuman Undead:</strong> ?</p><p><strong>Undead Human Servant:</strong> ?</p><p><strong>Elven Undead Ally:</strong> ?</p><p><strong>Captured Undead:</strong> ?</p><p><strong>Undead Vermin:</strong> ?</p><p><strong>Undead Worker:</strong> ?</p><p><strong>Slumbering Undead:</strong> ?</p><p><strong>Humanoid Undead Inhabitant:</strong> ?</p><p><strong>Undead Humanoid Opponent:</strong> ?</p><p><strong>Undead Zagath, Undead S'thag Zagath:</strong> ?</p><p><strong>Undead Brood Queen:</strong> ?</p><p><strong>Undead Sage:</strong> ?</p><p><strong>Undead Spider:</strong> ?</p><p><strong>Subjugated Undead Kin:</strong> ?</p><p><strong>Clipped Undead Zagath:</strong> ?</p><p><strong>Maddened Undead Zagath:</strong> ?</p><p><strong>Insane Undead Cousin:</strong> ?</p><p><strong>Undead Owner:</strong> ?</p><p><strong>Undead Druid:</strong> ?</p><p><strong>Undead Ranger:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Mindless Skeleton:</strong> ?</p><p><strong>Skeleton Horse:</strong> ?</p><p><strong>War Horse Skeleton, Warhorse Skeleton:</strong> ?</p><p><strong>Warhorse Skeleton Light:</strong> ?</p><p><strong>Strange Skeletal Creature:</strong> ?</p><p><strong>Swiftwing Skeleton:</strong> ?</p><p><strong>Skeleton Archer:</strong> ?</p><p><strong>Giant Skeleton Bombardier:</strong> ?</p><p><strong>Elf Skeleton Swiftwing:</strong> ?</p><p><strong>Animated Skeleton:</strong> ?</p><p><strong>Oversized Oddly Proportioned Skeleton Light Infantry:</strong> ?</p><p><strong>Mindless Giant Skeleton:</strong> ?</p><p><strong>Giant Skeleton:</strong> ?</p><p><strong>Skeleton Infantry:</strong> ?</p><p><strong>Mindless Skeleton With Pike:</strong> ?</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Skeleton, Undead Skeleton:</strong> ?</p><p><strong>Skeleton, Mindless Undead:</strong> ?</p><p><strong>Skeleton Crodlu:</strong> ?</p><p><strong>Angry Ogre-Wraith:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Mindless Zombie:</strong> ?</p><p><strong>Zombie Customer:</strong> ?</p><p><strong>Zombie, Servant Undead:</strong> ?</p><p><strong>Normal Zombie, Standard Zombie, Zombie:</strong> Any living creature slain by an undead dsaliq’s poison becomes a zombie in 1d4 rounds. </p><p><strong>Zombie Archer:</strong> ?</p><p><strong>Quite Haggard Looking Zombie:</strong> ?</p><p><strong>Zombie Infantry:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Mindless Zombie Worker:</strong> ?</p><p><strong>Mindless Zombie Soldier:</strong> ?</p><p><strong>Zombie, Mindless Undead:</strong> ?</p><p><strong>Intelligent Zombie:</strong> ?</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Kank Zombie:</strong> ?</p><p><strong>Zombie Spider:</strong> ?</p><p><strong>Dsaliq Zombie:</strong> ?</p><p><strong>Vurgoshilm Zombie:</strong> ?</p><p><strong>Xemokepper Zombie:</strong> ?</p><p><strong>Zombie Vermin:</strong> ?</p><p><strong>Zombie Rat Swarm:</strong> ?[/spoiler]</p><p></p><p><a href="https://athas.org/products/ffn/documents/1" target="_blank">Faces of the Forgotten North</a>[spoiler]</p><p><strong>Undead, Undead Being:</strong> Esmila has never recovered her mental equilibrium. She used her undead and psionic abilities to make the goblins she was sent to interrogate into undead, which obey her absolutely. </p><p>The executions commanded by Daskinor’s armies during the Cleansing Wars created several unique types of undead. </p><p><strong>Esmila the Eye-Blind, Human Morg Castaway Telepath 8/Auditor 6, Woman of Medium Height With Coffee-Colored Skin and Slightly Lighter-Colored Hair, Old-Looking Morg With No Eyes, Chief Interrogator, Figure Renowned for Her Ferocity and Cruelty, High-Ranking Officer, Human Undead:</strong> A notorious telepathic interrogator, Esmila gained high office in Daskinor’s army during the Cleansing Wars through her terrifyingly effective interrogation technique. She used her high office (and some say her psionics as well) to gain access to Daskinor’s bed.</p><p>As Esmila grew old, Daskinor grew less interested in her. She begged him to restore her beauty, so Daskinor, following the lead of Egendo and other Champions, animated her as a morg. He attempted to “improve” the process, intending to restore her young appearance. The process made Esmila into a morg, but failed to restore her youth – instead she emerged from the wash of Grey powers without her eyes. </p><p><strong>Namech:</strong> Any humanoid slain by Esmila's energy drain becomes a namech 1d4 days after death. </p><p>Any humanoid slain by Thuil's energy drain becomes a namech 1d4 days after death. </p><p>Any humanoid slain by Asherakh becomes an ioramh 1d4 days after death if it has less than 5 HD. If it has 5 HD or more, it becomes a namech. </p><p><strong>Esmila's Eye:</strong> Less well known, Esmila’s eyes, once renowned for their fiery green color and brightness, are themselves still in circulation – they were lost in the Grey in the process that made Esmila a morg, and remain there, as independent undead creatures. </p><p><strong>Thuil, Morg Castaway Barbarian 2/Psychic Warrior 2, Powerful Human:</strong> Daskinor raised Thuil from the dead in recognition of his heroic services in battle in the Tyr region. </p><p><strong>Human Undead:</strong> ?</p><p><strong>Castaway:</strong> “Castaway” is an acquired template that can be added to any undead human that served in Daskinor’s army. </p><p>Known for his ruthlessness but not for his loyalty, Daskinor often left his dead behind when marching onwards from one conquest to the next. In Azghabar, he abandoned not only scores of hastily-buried soldiers, many of whom later rose as fallen. </p><p>Castaways are undead humans who were part of Daskinor‘s army. </p><p>Castaways were created by Daskinor over 2,000 years ago after a failure or great displeasment. </p><p><strong>Castaway, Castoff, Human Undead:</strong> ?</p><p><strong>Undead Officer:</strong> Some Cleansing War champions, including Daskinor, Dregoth, Egendo, and Borys (Egendo’s successor), included a minority of undead officers, usually morgs and wraiths. A champion would raise favorite officers into unlife, officially to reward their loyalty, but actually to allow the champion to squeeze more service out of their knowledge and experience. </p><p><strong>Morg:</strong> ?</p><p><strong>Athasian Wraith, Standard Athasian Wraith:</strong> ?</p><p><strong>Morg, Undead Officer:</strong> ?</p><p><strong>Athasian Wraith, Undead Officer:</strong> ?</p><p><strong>Fallen:</strong> Known for his ruthlessness but not for his loyalty, Daskinor often left his dead behind when marching onwards from one conquest to the next. In Azghabar, he abandoned not only scores of hastily-buried soldiers, many of whom later rose as fallen. </p><p><strong>Animated Fallen Soldier:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Summoned Undead:</strong> ?</p><p><strong>Created Undead:</strong> ?</p><p><strong>Undead War Beetle:</strong> ?</p><p><strong>Undead Trooper:</strong> ?</p><p><strong>Dwarven Undead:</strong> ?</p><p><strong>Hortruk Hammerfall, Dwarf Banshee Fighter 4/Cleric 4, Dwarven Banshee, Husband, Dwarf:</strong> They were married within a year, and were going to start a family when Egendo of Carsys began his march towards the city of Hogalay. As the city prepared for the assault, the two were assigned to separate parts of the city. Hortruk took on the focus of defending the Temple of Earth, while Terrasi’s focus was to help as many dwarves escape the city as she could. After three years of siege, Egendo’s forces broke through the city walls. During the fighting, he took a blow that was meant for Terrasi, dying. His wife, realizing the sacrifice that was made for her, cried out a curse on herself and those around her. They died together, taking those who attacked the city with them. They rose quickly into undeath Hortruk as a banshee and Terrasi as a raaig. </p><p><strong>Terrasi Hammerfall, Dwarf Raaig Shaper 8, Ghostly Dwarven Female, Creature of Ectoplasm, Ancient Undead Dwarf, Wife, Ghostly Figure of a Dwarven Woman:</strong> They were married within a year, and were going to start a family when Egendo of Carsys began his march towards the city of Hogalay. As the city prepared for the assault, the two were assigned to separate parts of the city. Hortruk took on the focus of defending the Temple of Earth, while Terrasi’s focus was to help as many dwarves escape the city as she could. After three years of siege, Egendo’s forces broke through the city walls. During the fighting, he took a blow that was meant for Terrasi, dying. His wife, realizing the sacrifice that was made for her, cried out a curse on herself and those around her. They died together, taking those who attacked the city with them. They rose quickly into undeath Hortruk as a banshee and Terrasi as a raaig. </p><p><strong>Khvakhas, Typical Khvakhas:</strong> The Khvakhas are one of the many undead creatures created during their brutal executions during the Cleansing Wars. </p><p>“Khvakhas” is an acquired template that can be added to any goblinoid creature.</p><p>When assaulting a goblin city, Daskinor always ordered his men to capture the goblin leaders alive if at all possible. It was his custom to torture them, and then once he had deprived them of any useful information, to torment them further by hanging them from the ceilings of the largest chambers in their caverns, suspended by their arms, wrists, or fingers, forced to slowly watch as his men flayed alive any common goblins – males, females, children – they had captured. The symbolism of the hanging was deliberate – not only did it shame and mock the goblin leaders, but it pleased Daskinor’s men. He had deliberately recruited primarily mountain tribesmen into his army, men whose tribes had long histories of conflict with goblins. Many of these men believed in mountain spirits, glorifying the magnificent peaks and the skies in which they towered, so it proved easy to convince them that goblins, tunneling in darkness at the roots of these mighty mountains, were blasphemous and degenerate. Hanging the goblin leaders off the ceiling symbolically separated them from the Earth and lifted them into the sky as sacrifices to the Air spirits in which Daskinor’s primitive troops still believed. </p><p>Khvakas were once goblin leaders, but were tortured to death in ancient times. </p><p><strong>Khvakhas, Free-Willed Undead, Goblinoid Undead Creature, Leader:</strong> ?</p><p><strong>Khvakhas Ash Priest, 4 ½ Foot Tall Humanoid, Khvakhas Priest, Khavakhas Goblin Cleric 4, Ash Priest:</strong> ?</p><p><strong>Asherakh the Meorty of Juhudhuzar, Goblin Meorty Fighter 9, Three-Foot Tall Humanoid:</strong> Asherakh was made a meorty before Daskinor came to Juhudhuzar. He defended the city against foreign invaders, and was one of the few meorty that the cities nobles made, due to the major infighting within the city. </p><p><strong>Ioramh:</strong> Any humanoid slain by Asherakh becomes an ioramh 1d4 days after death if it has less than 5 HD. If it has 5 HD or more, it becomes a namech. </p><p><strong>Gzeztgel Bloodstump, Khvakhas Goblin Cleric 12, Small Humanoid With Large Tusks Protruding From His Mouth, Cunning Opponent:</strong> ?</p><p><strong>Whortjava the Martyr, Khvakhas Goblin Wilder 10, Small Humanoid Female:</strong> Whortjava the Martyr was one of the many thralls of the Shroud of Martyrs. While Juhudhuzar was besieged, Mountain Mother sent one martyr after another to harass Daskinor’s attack. She is the only known female Khvakhas, because Daskinor managed to sever her connection to the Shroud of Martyrs, held her in stasis during the siege, and then gave her the same treatment as he gave the male goblin leaders, forcing her to watch the torture and destruction of her people before slaying her cruelly. </p><p><strong>Most Powerful Khvakhas:</strong> ?</p><p><strong>Ezgruz, Goblin Khvakhas Cleric 9, Small Humanoid Creature With Large Tusks Protruding From Its Lower Jaw:</strong> ?</p><p><strong>Giggles, Blue Khvakhas Psychic Warrior 6, Small Creature:</strong> ?</p><p><strong>Javzunda, Blue Khvakhas Telepath 7, Small Humanoid, Third Most Powerful Khvakhas:</strong> ?</p><p><strong>Ghazrashuna the Changeling, Goblin Khvakhas Rogue 7, Small Humanoid With Large Tusks:</strong> ?</p><p><strong>Hortzell the Fox, Goblin Khavakhas Rogue 5, Small Humanoid:</strong> ?</p><p><strong>Powerful Khvakhas:</strong> ?</p><p><strong>Free-Willed Undead:</strong> ?</p><p><strong>Goblin Undead:</strong> ?</p><p><strong>Listana, Athasian Wraith, Swirling Mass of Black Smoke, Grayish Shade, Loyal Wraith Servant, Former Captain:</strong> Listana is an Athasian wraith in service to Egendo of Carsys. She stayed behind when his army was called back to the Pristine Tower, and her faith in her lord’s cause sustained her in undeath. </p><p>When Hogalay fell to the forces of Egendo, Listana was one of his chief captains. After Rajaat called the army back to the Tower and gave command of the army to one of Egendo’s other captains, Borys of Ebe, Listana stayed behind to try to find her master. She wandered the ruins day and night until finally succumbing to the elements and becoming an Athasian wraith. </p><p>Listana, one of Egendo’s former captains, remained behind and became a wraith following the sack of Hogalay, in order to continue to serve her lord. </p><p><strong>Coral Wight:</strong> The coral wight is a lizardfolk who renounced druidry for undeath in order to fight against Keltis, Lizard Man Executioner. </p><p>This is a coral wight, a druid lizardfolk who willingly became undead in order to fight Keltis. </p><p><strong>Coral Wight, Hulking Reptilian Humanoid:</strong> ?</p><p><strong>Gluk'kiuk:</strong> The common goblins flayed alive by Daskinor’s troops during the Cleansing Wars often returned to unlife as gluk’kiuk, flesh rinds or flesh worms. Their bodies, left in tatters in corners when they no longer entertained Daskinor’s troops, animated as horrible slimy masses of tissue, in which organs and occasionally limbs are differentiable, sometimes within a sticky sack of what had been the victim’s skin. Depending on how mutilated they were at the times of their death, they may be near-complete or merely a loose collection of connected organs – but in every case they are shambling crawling horrors, incapable of speech, bipedal locomotion, or any intelligent interaction. </p><p>After capturing any goblin city, Daskinor always ordered all of the captured common goblins – males, females, children – executed, as the goblin leaders looked on helplessly. The result of these gory executions, performed over hours or weeks (as circumstances permitted in different goblin holds), was a new form of undead. Freshly mutilated, the goblin dead arose as flesh rinds, or flesh worms, or gluk’kiuks (so named for the sound made as they slime across the floor), a hideous form of undead rarely seen outside the goblin cities despoiled by Daskinor during the Cleansing Wars. </p><p>Flesh worms, flesh rinds, and gluk’kiuks are grotesque creatures, the remains of goblins whose corpses were flayed and disemboweled by Daskinor’s troops.</p><p>These undead are victims of Daskinor, and are remnants of the Champion‘s attacks on the goblins. </p><p><strong>Gluk'kiuk, Glistening Shambles of Skinned Humanoid Limbs, Horrible Slimy Mass of Tissue, Shambling Crawling Horror, Hideous Form of Undead, Grotesque Creature, Remains of a Goblin Whose Corpse Was Flayed and Disemboweled by Dakinor's Troops, Crawling Mass of Stinking Flesh, Disemboweled and Incomplete Collection of Organs Wasted Flesh and Broken Bones, Mindless Undead, Undead of an Ancient Type, Victim, Remnant, Unintelligent Goblinoid Undead:</strong> ?</p><p><strong>Flesh Rind:</strong> The common goblins flayed alive by Daskinor’s troops during the Cleansing Wars often returned to unlife as gluk’kiuk, flesh rinds or flesh worms. </p><p>After capturing any goblin city, Daskinor always ordered all of the captured common goblins – males, females, children – executed, as the goblin leaders looked on helplessly. The result of these gory executions, performed over hours or weeks (as circumstances permitted in different goblin holds), was a new form of undead. Freshly mutilated, the goblin dead arose as flesh rinds, or flesh worms, or gluk’kiuks (so named for the sound made as they slime across the floor), a hideous form of undead rarely seen outside the goblin cities despoiled by Daskinor during the Cleansing Wars. </p><p>Flesh worms, flesh rinds, and gluk’kiuks are grotesque creatures, the remains of goblins whose corpses were flayed and disemboweled by Daskinor’s troops.</p><p>These undead are victims of Daskinor, and are remnants of the Champion‘s attacks on the goblins. </p><p>Each time that a gluk‘kiuk absorbs two Small creatures, or one creature of Medium-size or larger, the gluk‘kiuk becomes a flesh rind (see below). </p><p><strong>Flesh Rind, Glistening Grouping of Skinned Humanoid Limbs, Mindless Monstrosity, Horrible Slimy Mass of Tissue, Shambling Crawling Horror, Hideous Form of Undead, Grotesque Creature, Remains of a Goblin Whose Corpse Was Flayed and Disemboweled by Dakinor's Troops, Crawling Mass of Stinking Flesh, Disemboweled and Incomplete Collection of Organs Wasted Flesh and Broken Bones, Mindless Undead, Undead of an Ancient Type, Victim, Remnant, Unintelligent Goblinoid Undead:</strong> ?</p><p><strong>Flesh Worm:</strong> The common goblins flayed alive by Daskinor’s troops during the Cleansing Wars often returned to unlife as gluk’kiuk, flesh rinds or flesh worms. </p><p>After capturing any goblin city, Daskinor always ordered all of the captured common goblins – males, females, children – executed, as the goblin leaders looked on helplessly. The result of these gory executions, performed over hours or weeks (as circumstances permitted in different goblin holds), was a new form of undead. Freshly mutilated, the goblin dead arose as flesh rinds, or flesh worms, or gluk’kiuks (so named for the sound made as they slime across the floor), a hideous form of undead rarely seen outside the goblin cities despoiled by Daskinor during the Cleansing Wars. </p><p>Flesh worms, flesh rinds, and gluk’kiuks are grotesque creatures, the remains of goblins whose corpses were flayed and disemboweled by Daskinor’s troops.</p><p>These undead are victims of Daskinor, and are remnants of the Champion‘s attacks on the goblins. </p><p><strong>Flesh Worm, Centipede-Like Creature, Horrible Slimy Mass of Tissue, Shambling Crawling Horror, Hideous Form of Undead, Grotesque Creature, Remains of a Goblin Whose Corpse Was Flayed and Disemboweled by Dakinor's Troops, Crawling Mass of Stinking Flesh, Disemboweled and Incomplete Collection of Organs Wasted Flesh and Broken Bones, Mindless Undead, Undead of an Ancient Type, Victim, Remnant, Unintelligent Goblinoid Undead:</strong> ?</p><p><strong>Guiltshade:</strong> Guiltshades are undead that guard the cyst that imprisoned the Champion Egendo deep beneath the mines of Hogalay, sloughed off from his consciousness in his attempts to escape. </p><p>Knowing that he needed energy to fuel his spells, and being trapped with little in the way of access to energy, Egendo used magic and psionics to craft clones of himself. He used these clones as living batteries for his spells in his attempts to free himself, and in the process of their growth, he altered their minds to make them subservient to the original. Over time, these clones became infused with his anger at thousands of years of imprisonment, his guilt at this monstrous abuse of his own living flesh, as well as with dead spirits from those who were been sacrificed to Egendo by his loyal wraith servant, Listana, seeking to help him from the world above. Egendo was eventually able to escape, but left the warped clones behind; discarding them like a serpent sheds its skin. These hapless clones eventually perished in the lightless dark of the cyst, rising from the dead as guiltshades, lost and forgotten echoes of a Champion’s rage and desperation. </p><p><strong>Guiltshade, Hideous Grinning Shade, Spectral Form, Hellish Conglomeration of Psychic Dissonance Necromantic Energies and Shattered Souls, Lost and Forgotten Echo of a Champion's Rage and Desperation, Spectral Human Wracked With Remorse and Self-Loathing, Lost Cast-Off, Tall Ghostly Human, Incorporeal Undead, Tool:</strong> ?</p><p><strong>Psionic Tenant:</strong> A psionic tenant is the lingering spirit of a psionic creature that died under unexpected circumstances, was unable to accept the fact of its death, and has taken up “tenancy” in the mind of a similar living creature. </p><p>“Psionic tenant” is an acquired template that can be added to any psionic creature.</p><p>In Daskinor’s purge against psionic people, those who had demonstrated their powers publicly were slaughtered throughout the Dim Lands. Psychokineticists and metacreators were particularly vulnerable. Many of these spirits have taken up residence inside vulnerable living minds, particularly those of children. </p><p><strong>Psionic Tenant, Lingering Spirit of a Psionic Creature That Died Under Unexpected Circumstances Was Unable to Accept the Fact of its Death and Has Taken Up “Tenancy” in the Mind of a Similar Living Creature, Incorporeal Creature, Incorporeal Undead Creature:</strong> ?</p><p><strong>Kheled Batras, Human Psionic Tenant Wilder 6, Wilder Psionic Tenant, Guardian:</strong> Patroo was just a simple orphan working at the run down drug den when the stranger asked for a private room. Although boarding strangers is illegal in Eldaarich, little Patroo had no idea that this particular renegade was strong in the Way. This renegade, a wilder by the name of Kheled Batras, was hoping to flee Eldaarich in the morning and forever escape the insane purges of the sorcerer-king. It was not to be. Savak agents found the hapless wilder and incinerated him in his bed that very night. Patroo heard the hellish screams and came running to help douse the fire. Little did he know that he would come away from the blaze with more than mere burns to his name. Unwilling to go silently into the Gray, Kheled’s spirit latched onto Patroo’s consciousness and burrowed deep into his mind, becoming a psionic tenant. </p><p><strong>Pridemane:</strong> A pridemane is a wemic who somehow survived the destruction of their clan by the armies of Tectuktitlay during the Cleansing Wars. After wandering the wastes looking for more of their kin for years and sometimes even for decades, it eventually died of grief. </p><p><strong>Pridemane, Insubstantial Ghostly Powerful Quadruped Creature, Undead Wemic:</strong> ?</p><p><strong>Scorched Drummer, Typical Scorched Drummer:</strong> Scorched drummers are trolls that were killed by either Myron or Hamanu, the Troll Scorchers, through the “fire eyes” method that Rajaat gave to them. The “fire eyes” death burned the trolls from the inside out and fire came from their eyes as they died. Trolls worshipped the sun, and the anguish of dying to something sun-like was enough to create a powerful undead creature. </p><p>Scorched drummers are trolls that died during the Cleansing Wars by fire attacks. </p><p><strong>Scorched Drummer, Big Bipedal Creature, Troll That Was Killed by Either Myron or Hamanu the Troll Scorchers Through the “Fire Eyes” Method that Rajaat Gave to Them, Powerful Undead Creature, Troll That Died During the Cleansing Wars by Fire Attacks:</strong> ?</p><p><strong>T'liz Mistress:</strong> ?</p><p><strong>Skeleton:</strong> Skeleton Crew magic item.</p><p><strong>Zombie:</strong> Ral‘nat can animate one deceased creature within 30 feet as a swift action into a zombie. Ral‘nat can [not animate and control more than] 20 HD of undead this way. </p><p>Die Again Executioner power.</p><p></p><p>Skeleton Crew: This 5x5x5 ft. chest contains the bones of twelve humanoids who were capable sailors in life. When the box is opened and the command word spoken, the bones animate one full round later and become 1 Hit Die skeletons. They can be used as crew members and are considered to have the Profession (sailor) skill with a +5 modifier. Once activated, the skeletons last for 13 days, or until the person who activated them dies, whichever happens first, after which time they crumble into dust. They will not fight, but work at the command of the person who activated them. Faint necromancy; CL 5th; Craft Wondrous Item, animate dead, creator must have 5 ranks in the Profession (sailor) skill; Price 1,050 Cp; Weight 150 lb. </p><p></p><p>Die Again (Sp): You can animate any single deceased character within 30 feet as a swift action into a zombie. This ability otherwise works like the animate dead spell, except you can’t have more HD of undead than twice your executioner level and no material component is needed. Executioners often use this ability to give the appearance that the executed person has gotten back up and is attacking him from behind, so that the executioner can whirl around and hack the body’s head off right before it the zombie strikes him, electrifying the crowd.[/spoiler]</p><p></p><p>Frost and Fur:[spoiler]</p><p><strong>Corpse Shroud:</strong> In Slavic lands, corpses are wrapped in shrouds and then buried. The spirits that have unfinished business arise at night in graveyards and terrorize the living.</p><p><strong>Draugr:</strong> It is animated out of sheer jealousy. The draugr misses its old life and envies the living.</p><p><strong>Haugbui:</strong> The ketta (she-cat) is considered the “mother” of haugbui in the sense that the creature can create such spawn by inhabiting mounds. Haugbui are stirred to undead life by a ketta’s presence.</p><p><strong>Mummy Aleutian:</strong> The Aleuts have considerable knowledge of human anatomy because they mummify the corpses of important people. They achieve mummification by removing the viscera, washing the body in a cold stream, and stuffing it with oiled sphagnum moss for preservation. The bodies of children are also treated in this way. Mummies are wrapped in sealskins, tightly tied, and laid to rest in caves or even in a special compartment of the family dwelling.</p><p><strong>Rusalka:</strong> These beautiful longhaired maidens were once girls who drowned, were strangled, committed suicide, or didn’t receive a proper burial.</p><p><strong>Ruskaly:</strong> Ruskaly are believed to be the unborn souls of children who were not baptized or claimed by a particular religion. Their souls lost and without guidance, they roam the cold forests of Torassia.</p><p><strong>Snow Angel:</strong> Snow angels are formed from the thrashings of good-aligned creatures that succumb to the cold. The snow around them becomes a mist that is shaped like an angel.</p><p>Snow angels haunt places of avalanches, icefalls, and glaciers—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 create snow angels.</p><p><strong>Yek:</strong> When a person dies by drowning, he turns into an otter that becomes a werewolf-like creature bent on drowning other humans.</p><p>Any humanoid slain by a yek becomes a yek in 1d4 rounds.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/120062/Goodman-Games-Gen-Con-2013-Program-Book?affiliate_id=17596" target="_blank">Goodman Games Gen Con 2013 Program Book</a>[spoiler]</p><p><strong>Dungeon Wight:</strong> The creatures are dungeon wights, specially created and equipped to be a difficult group for the crawlers to beat.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17802/Hallows-Eve--11-Halloween-Monsters?affiliate_id=17596" target="_blank">Hallows Eve - 11 Halloween Monsters:</a>[spoiler]</p><p><strong>Manumit:</strong> these spirits are the remains of petty, worthless men. The tattered souls go abandoned and unwanted, languishing in their graves as they lament their wasted lives. On the night of Hallows Eve however, the barrier between the physical world and the spirit world is at its weakest; and the spirits of the dead are freed to roam the earth.[/spoiler]</p><p></p><p>Hallows Eve Demo:[spoiler]</p><p><strong>Haunted Casket:</strong> Animated randomly by rich sources of negative energy and errant corruptions.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/301805/HarnWorld-D20?affiliate_id=17596" target="_blank">HarnWorld D20</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Gulmorvrin, Will-Less Gulmorvrin, Will-Less Undead:</strong> When an Amorvrin is killed for the 13th time it is resurrected by Morgath as a will-less Gulmorvrin.</p><p><strong>Allip, Gulmorvrin:</strong> ?</p><p><strong>Bodak, Gulmorvrin:</strong> ?</p><p><strong>Ghost, Gulmorvrin:</strong> ?</p><p><strong>Ghoul, Gulmorvrin:</strong> ?</p><p><strong>Mohrg, Gulmorvrin:</strong> ?</p><p><strong>Mummy, Gulmorvrin:</strong> ?</p><p><strong>Shadow, Gulmorvrin:</strong> ?</p><p><strong>Skeleton, Gulmorvrin:</strong> ?</p><p><strong>Wight, Gulmorvrin:</strong> ?</p><p><strong>Wraith, Gulmorvrin:</strong> ?</p><p><strong>Zombie, Gulmorvrin:</strong> ?</p><p><strong>Amorvrin, Free Willed Undead:</strong> A person becomes an Amorvrin by willingly accepting the Shadow. His soul is fed to Bukrai and the Shadow takes its place.</p><p><strong>Vampire Spawn, Amorvrin:</strong> ?</p><p><strong>Lich, Amorvrin:</strong> ?</p><p><strong>Vampire, Amorvrin:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/2249/Heroes-of-Fantasy?affiliate_id=17596" target="_blank">Heroes of Fantasy</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Vengeful Ghost:</strong> ?</p><p><strong>Ghost, Most Dangerous Creature:</strong> ?</p><p><strong>Lich:</strong> Aqua mortis has one additional use, that of solving the Riddle of Death. For those alchemists who have an inclination for the study, necromancy is a fascinating topic yielding many breakthroughs in the application of negative humours and ephemera. Eventually, the threat of an alchemist’s own mortality catches up with him and if he is so inclined, he seeks a way out. The search for an end to the threat of mortal demise, also called the Riddle of Death, can take an alchemist decades to solve and the answer presented here may never occur to him if he is not willing to trade his mortality for undeath.</p><p>For those who are, a dose of aqua mortis crafted from an alchemist’s own blood and subjected to an extremely complex process can provide a form of immortality. Though the secret can be gained at 9th level, the skill to actually complete the transformation is usually not attained until much later. Alchemists capable of solving the Riddle of Death generally hold off actually doing so until all of their mortal affairs are in order and the formula they have created is their only hope of survival. This concoction requires one month of constant work, a dose of aqua mortis made from the alchemist’s blood, 5,000 gold pieces in additional materials and rare equipment and an Craft (alchemy) check (DC 45). Failure at the check ruins everything used in the experiment. Success creates a potion that, when consumed, kills the alchemist and revives him as a lich as per the template in the MM. A phylactery must be constructed before the alchemist can actually become a lich.</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p>Hungry Little Monsters[spoiler]</p><p><strong>Ashen Hound:</strong> Created by the burnt sacrifice of a dog and a unique necromancy spell, an ashen hound rises from the pyre to serve as a loyal watchdog to its creator.</p><p>Bound: A bound is a spirit that has been trapped in its material remains.</p><p><strong>Canker Zombie:</strong> Canker zombies are undead creatures formed when a humanoid dies from a particularly potent disease (whether natural or magical).</p><p>Any humanoid killed by a canker zombie and not stripped of its flesh rises as a free-willed canker zombie 1d3 days later.</p><p><strong>Kyokan:</strong> Several years ago, a magical experiment went wrong. Not so wrong that there were deaths involved, but wrong enough that it wasn’t what the experimenters expected. Left with toxic, magical waste, the experimenters did what any organization would do in their situation — they took a boat out to sea very late in the night and slowly dropped the barrels of waste over the side of the ship. No harm done to them, of course.</p><p>Ever so slowly, the barrels of waste drifted to the sea floor, and after impact rolled down a slope to a deeper part of the ocean. Eventually the barrels came to a stop on a flat bed, not entirely flat but with enough knife-sharp growths of coral to break the barrels open and spill the toxic waste onto the sea floor. Luckily for the experimenters, the toxic sludge was heavier than the sea water and stayed at the bottom of the ocean.</p><p>This sludge spilled in a final resting place for squid, a location where the local squid came to die. Somehow, this toxic magical waste interacted with the dying squid to return them to life, at three times their original size. Unknowingly, those stalwart experimenters created a new scourge of the seas, the kyokan.</p><p><strong>Soulgaunt:</strong> The soulgaunt is a hateful undead spirit that forms on the sites of terrible accidents that have claimed the lives of no fewer than a dozen people. The accident can be something as simple as an explosion at a sawmill or as expansive as an earthquake that devastated a city; the larger the accident or disaster, the more soulgaunts result. Many evil death cults revere soulgaunts as unholy aspects of their deities, and a few powerful necromancers have learned how to create soulgaunts with the use of <em>create greater undead</em>. In order to do so, the spellcaster must be at least 19th level, and the spell must be cast on the site of an accident no more than one hour old.</p><p><strong>Sugareater Zombie:</strong> Creatures trapped by a sugareater suffer 1d4 points of Constitution drain per round until they reach 0 Constitution, at which time they are immediately transformed into sugareater zombies.</p><p>“Sugareater zombie” is an acquired template that can be added to any living creature.</p><p><strong>Sample Sugareater Zombie:</strong> This gnoll and its five packmates were ambushed by a sugareater, who hunted them one by one until they all succumbed to its feasting. Now the six roam the forests as sugareater zombies, bringing new victims to their master.</p><p><strong>Vain Dead:</strong> Vain dead are undead tempters, spawned from the most arrogant, narcissistic, and sybaritic creatures ever to have lived. Most of these creatures arise from the ranks of corrupted clerics of gods of beauty, who have perverted the teachings of their god and now exist as accursed personifications of their blasphemy.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/50998/Into-the-Black-A-Guide-to-Below?affiliate_id=17596" target="_blank">Into the Black: A Guide Below:</a></p><p>[spoiler]</p><p><strong>Hellscorn:</strong> Driven by banal motivations such as greed and lust, some discontent lovers break their partner’s trust, fulfilling their primordial desires with someone else. Viewing the spurned lover as an inconvenient obstacle on the road to true happiness, the two new companions gleefully plot and carry out his earthly demise in the ultimate act of betrayal. Yet, while most individuals cross the fine boundary between love and hate during life, some spirits only complete the transition after death. Rising from the grave in search of revenge.</p><p>Hellscorns rise from the grave solely to wreak vengeance against their killers.</p><p><strong>Waking Dead:</strong> Bereft of any formal medical training or knowledge, physicians and healers sometimes incorrectly pronounce their patients dead. Unfortunately, the individual actually lapsed into a deep coma, a catatonic state that simulates death, thus fooling the average layperson and the professional alike. Before long, the slumbering person awakens to a horrific nightmare, finding himself trapped within a coffin. Despite his feverish efforts to escape his eternal tomb, he eventually succumbs to thirst and suffocation. The sheer terror and frantic desperation experienced during his final moments serve as the catalyst transforming his corpse into the terrifying waking dead.</p><p><strong>Gremmin:</strong> The discovery of gold and other precious minerals invariably draws the rapacious interest of desperate prospectors craving instant wealth and fortune. Enraptured by the mesmerizing allure of fabulous riches, starry eyed speculators hastily delve deep into the earth, fully intent on staking their claim to the dense veins of precious minerals before anyone else. In their mad rush to unearth the buried treasure, they pay no regard to practical concerns such as food, water, and leaving a discernible trail back to the surface. After the initial ecstasy subsides, the hungry, thirsty, and hopefully lost miner finally realizes the gravity of his predicament. Although ultimately doomed to a lonely and prolonged death, he refuses to part from his spectacular find, a sentiment that sparks his transformation into a gremmin after his earthly demise.</p><p><strong>Walking Disease:</strong> No natural or artificial environment serves as a better incubator for disease than sewers. Teeming with copious volumes of rotting organic material, stable temperatures and abundant moisture, countless virulent bacteria, viruses and fungi abound within the filthy, nutrient rich habitat. 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. The consensus lays the blame for these abominations on the wicked priests and worshippers of several nefarious deities performing their devilish rituals and savage rites in the anonymity and security of the sewers.</p><p></p><p><strong>Undead:</strong> Despite every possible contingency, some spirits fail to pass into the next world, remaining trapped in an unnatural state between life and death. Some powerful individuals consciously aspire to achieve undead status, but most unwillingly join their ranks either through death at the hands of such a creature, through the magical intervention of a mortal or via the unfortunate circumstances surrounding their earthly demise.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/50232/Into-the-Blue?affiliate_id=17596" target="_blank">Into the Blue:</a>[spoiler]</p><p><strong>Lost Sailor:</strong> Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. Longing for the comfort of the water’s embrace, these seafarers could not rest in death, crawling forth from their graves to trek overland to reach the sea. They usually only rise when they are buried within a handful of miles of the ocean, yet still feel robbed of it in death.</p><p>The irony of being such a short distance from their goal only makes the spirits of the mariners more restless.</p><p><strong>Sea Scorned:</strong> A very rare form of undead, a sea scorned is the wife or lover of a sailor and wanderer slain while traveling the seas. They are normally only encountered near seaside or aquatic settlements. These are the unfortunate, lonely souls that take their own lives over the loss of a loved one, becoming doomed to stand vigil forever, waiting for their dead love to return.</p><p><strong>Unwanted:</strong> Among some sailors, it is bad luck to save a man who falls overboard: it is believed that what the sea wants, the sea takes, and no one wishes to evoke the sea’s wrath by standing in its way. Unfortunately, men sometimes fall over the side of their own accord—or are given some help by an angry comrade—but still are not rescued for fear of angering the sea. The sea does not want these men, but they are forced upon it. Either through the sea’s anger or their own rage at not being rescued, these lost men sometimes return as undead. Called the unwanted, they were rejected by both seas and men, and have returned to take their vengeance on both.</p><p>Unwanted is an acquired template that can be added to any humanoid creature lost at sea.</p><p><strong>Floating Dead:</strong> Floating dead are undead born of those who die on the open sea in life boats, or who perish floating adrift while clinging to the hope that help will come.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17842/Kaisers-Garden--23-Monstrous-Plants?affiliate_id=17596" target="_blank">Kaiser’s Garden - 23 Monstrous Plants:</a>[spoiler]</p><p><strong>Vine of Decay:</strong> ?[/spoiler]</p><p></p><p><a href="https://athas.org/products/loa/documents/36" target="_blank">Legends of Athas</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Intelligent Undead Creature:</strong> ?</p><p><strong>Dregoth, Undead Sorcerer-King:</strong> ?</p><p><strong>Powerful Undead Villain:</strong> ?</p><p><strong>Undead With a Vulnerability to Sunlight:</strong> ?</p><p><strong>Jor'orsh, Dwarven Banshee, Spirit of a Dwarf:</strong> These dwarves were self-proclaimed protectors of Athas, taking the Dark Lens from the Pristine Tower to the Estuary of the Forked Tongue and secluding it on the isle of Mytilene. There they created a safeguard for the Dark Lens in the form of a crystal pit, which proved deadly to any who attempted to retrieve the artifact. Years later Jor’orsh and Sa’ram perished while defending the Dark Lens from evil giants. Soon after, they arose as banshee, and used their new powers to guard the Dark Lens from the eyes of the Dragon and the rest of Rajaat’s champions. </p><p><strong>Sa'ram, Dwarven Banshee, Spirit of a Dwarf:</strong> These dwarves were self-proclaimed protectors of Athas, taking the Dark Lens from the Pristine Tower to the Estuary of the Forked Tongue and secluding it on the isle of Mytilene. There they created a safeguard for the Dark Lens in the form of a crystal pit, which proved deadly to any who attempted to retrieve the artifact. Years later Jor’orsh and Sa’ram perished while defending the Dark Lens from evil giants. Soon after, they arose as banshee, and used their new powers to guard the Dark Lens from the eyes of the Dragon and the rest of Rajaat’s champions. </p><p><strong>King Rkard, Dwarven Banshee:</strong> ?</p><p><strong>Dwarven Banshee:</strong> ?</p><p><strong>Wraith, Vile Wraith, Undead Warrior:</strong> ?</p><p><strong>Thinking Zombie:</strong> <em>Deadrise Turning</em> epic spell.</p><p><strong>Zombie:</strong> Every time the time stop effect [of the Confronter Orb of Kalid-Ma artifact] is activated, all dead creatures in the area of effect are reanimated as zombies as if by the animate dead spell, except the possessor or the Orb has no control over the animated creatures. </p><p><strong>Zombie, Animated Creature:</strong> ?</p><p><strong>Badna Zombie:</strong> The Star of Badna is a perfect sapphire of 200 carats. It is the size of a human fist, the largest gem of its kind ever found on Athas. The gem is most often found embedded in the chest of a Badna zombie, a guardian who is cursed with an undead existence by the magic of the sapphire. </p><p>Each month a creature possesses the artifact [the Star of Badna], it must make a Will save (DC 10 + number of previous saves) or become a Badna zombie. </p><p><strong>Badna Zombie, Guardian:</strong> ?</p><p></p><p>Deadrise Turning </p><p>Necromancy [Evil] Spellcraft DC: 26 Components: V, S, Ritual Casting Time: 1 week Range: Touch Target: Intelligent undead creature Duration: 2 months Saving Throw: Special Spell Resistance: No To Develop: 234,000 Cp; 5 days; 9,360 XP. Seeds: animate dead (DC 23), heal (DC 25), ward (DC 14). Factors: increase undead generated to 60 HD (+40 DC), increase negative levels gained to 10 (+24 DC), increase duration to 2 months (+12 DC), increase area of effect to 320-ft. radius (+20 DC). Mitigating factors: thinking zombie (-10 DC), increase casting time to 1 week (-34 DC), burn 1,000 XP (-10 DC), three additional casters contributing 6th-level spell slots (-33 DC), five additional casters contributing 5th-level spell slots (-45 DC). Focusing your arcane energies upon the Black, you stretch your hand and utter the command word, making the two planes closer. </p><p>When this spell is cast, all undead within a 320-ft.-radius spherical emanation centered on the target become immune to turning attempts for the duration of the spell. But this is not the most dangerous ability of this spell. It’s truly evil aspect is that when characters attempt to turn undead under the protection of this spell, they are stricken by a powerful surge of negative energy. This energy deals 10 negative levels upon a character attempting the turning (Fort DC 26; half). Anyone slain from the negative levels instantly rises as a thinking zombie (TotDL 78). The undead created this way are controlled by the target of the spell, which sends a single short command of twenty-five words or less to them at the moment of their creation, as a free action. A maximum of 60 HD worth of undead creatures can be created and controlled this way (these HD are added to the maximum number of HD worth of undead creatures the target can control per caster level, if it has levels in a spellcasting class). XP Cost: 10,000 XP.[/spoiler]</p><p></p><p><a href="https://athas.org/products/lsh/documents/55" target="_blank">Life-Shaping Handbook</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> Perhaps the gravest casualty due to the Great Earthquake happened with the inhabitants of the rhul-thaun village of Mir-Sath, killing most of its inhabitants and turning the others into undead creatures. </p><p>General History of Mir-Sath </p><p>When the Great Earthquake shook the small rhul-thaun village of Mir-Sath, the ledges that sustained the village crumbled and fell into the swamp at the bottom of the Jagged Cliffs, taking most of the community and its entire population of 2,000 individuals with them. Since no rhul-thaun community ever heard news from it since, they assumed the worst and never visited the place again, afraid of more landslides. </p><p>Secret History of Mir-Sath </p><p>What most people don't know, however, is that several rhul-thaun did not die in that accident, but rather became undead. </p><p><strong>Undead Rhulisti:</strong> Many rhulisti killed at the prison or during the cave-in still roam the Caves, seeking blood. </p><p><strong>Radu, Powerful Undead Creature:</strong> ?</p><p><strong>Venger:</strong> Once the captain of the Jade Marquess has sailed her from dawn to dusk of the same day, he is permanently bonded. If he ever steps off her deck for more than a day, he is compelled to return as if under a geas/quest spell. When he eventually dies, he will rise as a venger always in search of the Jade Marquess. The Jade Marquess has twice as many encounters with undead as normal. They are the spirits and corrupt bodies of her former captains and other[s ] that she has devoured. </p><p><strong>Spirit:</strong> Once the captain of the Jade Marquess has sailed her from dawn to dusk of the same day, he is permanently bonded. If he ever steps off her deck for more than a day, he is compelled to return as if under a geas/quest spell. When he eventually dies, he will rise as a venger always in search of the Jade Marquess. The Jade Marquess has twice as many encounters with undead as normal. They are the spirits and corrupt bodies of her former captains and other[s ] that she has devoured. </p><p><strong>Corrupt Body:</strong> Once the captain of the Jade Marquess has sailed her from dawn to dusk of the same day, he is permanently bonded. If he ever steps off her deck for more than a day, he is compelled to return as if under a geas/quest spell. When he eventually dies, he will rise as a venger always in search of the Jade Marquess. The Jade Marquess has twice as many encounters with undead as normal. They are the spirits and corrupt bodies of her former captains and other[s ] that she has devoured. </p><p><strong>Undead Spirit:</strong> ?</p><p><strong>Undead Life-Shaped Item, Death-Shaped Item:</strong> General History of Mir-Sath </p><p>When the Great Earthquake shook the small rhul-thaun village of Mir-Sath, the ledges that sustained the village crumbled and fell into the swamp at the bottom of the Jagged Cliffs, taking most of the community and its entire population of 2,000 individuals with them. Since no rhul-thaun community ever heard news from it since, they assumed the worst and never visited the place again, afraid of more landslides. </p><p>Secret History of Mir-Sath </p><p>What most people don't know, however, is that several rhul-thaun did not die in that accident, but rather became undead. This affected even some of their life-shaped possessions, turning them into undead monstrosities, enhanced by the magical energies of the Swamp. </p><p>Both rhulisti and rhul-thaun consider undead an abomination of nature. They would never voluntarily associate themselves with undead or wear any kind of undead life-shaped items, created with arcane magic instead of life-shaping techniques. The Eldaarish have rather embraced this art and can make several items that can be considered to be death-shaped items. </p><p><strong>Undead Life-Shaped Item, Undead Monstrosity:</strong> ?</p><p><strong>Abomination of Nature:</strong> ?</p><p><strong>Undead Rhul-Thaun:</strong> ?</p><p><strong>Undead Rhul-Thaun Commoner:</strong> ?</p><p><strong>Undissolved Spirit:</strong> Many rhul-thaun killed during the avalanche still roam the remains of Mir-Sath. </p><p><strong>Undead Graft:</strong> ?</p><p><strong>Undead War Beetle:</strong> ?</p><p><strong>Dwarven Banshee Fighter 7:</strong> ?</p><p><strong>Rhulisti Dhaot:</strong> This is where the nature-benders kept captured rhulisti that were friendly to the nature-master faction, to be used for both interrogation and experimentation. Several died during the cave-in, others died out of hunger and thirst, returning as undead. </p><p><strong>Dhaot Elf Rogue 10:</strong> ?</p><p><strong>Fael Human Cleric 8:</strong> ?</p><p><strong>Bal-Omehk, Ioramh, Faithful Assistant, Almost Skeletal Figure:</strong> When the cave-in destroyed most of their secret lab, Ner-ameth’s desire for revenge brought back Bal-omehk as a ioramh. </p><p><strong>Ioramh:</strong> ?</p><p><strong>Kaisharga:</strong> ?</p><p><strong>Kaisharga Human Defiler 15:</strong> ?</p><p><strong>Ure-opith, Krag:</strong> General History of Mir-Sath </p><p>When the Great Earthquake shook the small rhul-thaun village of Mir-Sath, the ledges that sustained the village crumbled and fell into the swamp at the bottom of the Jagged Cliffs, taking most of the community and its entire population of 2,000 individuals with them. Since no rhul-thaun community ever heard news from it since, they assumed the worst and never visited the place again, afraid of more landslides. </p><p>Secret History of Mir-Sath </p><p>What most people don't know, however, is that several rhul-thaun did not die in that accident, but rather became undead. This affected even some of their life-shaped possessions, turning them into undead monstrosities, enhanced by the magical energies of the Swamp. Ure-opith, an air cleric, after being killed by an earth slide, came back as a krag. </p><p>A proud air cleric of the Mir-Sath community, Ure-opith’s life was radically changed after the earthquake that killed him and also transformed him into a krag </p><p><strong>Kragling:</strong> General History of Mir-Sath </p><p>When the Great Earthquake shook the small rhul-thaun village of Mir-Sath, the ledges that sustained the village crumbled and fell into the swamp at the bottom of the Jagged Cliffs, taking most of the community and its entire population of 2,000 individuals with them. Since no rhul-thaun community ever heard news from it since, they assumed the worst and never visited the place again, afraid of more landslides. </p><p>Secret History of Mir-Sath </p><p>What most people don't know, however, is that several rhul-thaun did not die in that accident, but rather became undead. This affected even some of their life-shaped possessions, turning them into undead monstrosities, enhanced by the magical energies of the Swamp. Ure-opith, an air cleric, after being killed by an earth slide, came back as a krag. Slowly, Ure-opith began to create kraglings and to command them to rebuild their village. </p><p>Any animal, humanoid, giant, magical beast, or monstrous humanoid slain by Ure-opith’s elemental infusion has a 50% chan[c]e of rising as a kragling after 1d4 days. </p><p><strong>Earth Kragling Guard:</strong> ?</p><p><strong>Earth Kragling Leader:</strong> ?</p><p><strong>Strong Rhul-Thaun Undead Warrior:</strong> ?</p><p><strong>Krag:</strong> ?</p><p><strong>Meorty Human Cleric 11:</strong> ?</p><p><strong>Morg Fighter 14:</strong> ?</p><p><strong>T'liz Elf Defiler 17:</strong> ?</p><p><strong>Athasian Wraith:</strong> ?</p><p><strong>Zhen Human Cleric 18:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Rhulisti Skeleton:</strong> ?</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Rhul-Thaun Skeleton Warrior:</strong> ?</p><p><strong>Rhulisti Zombie:</strong> ?</p><p><strong>Kobold Zombie:</strong> ?</p><p><strong>Rhul-Thaun Zombie:</strong> ?</p><p><strong>Gray Zombie:</strong> ?</p><p><strong>Zombie Bugdead Soldier:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28416/Lore-of-the-Gods?affiliate_id=17596" target="_blank">Lore of the Gods:</a></p><p>[spoiler]</p><p><strong>Defiler:</strong> ?</p><p><strong>Husk:</strong> If the shell of a deceased victim is not destroyed, it will rise as a husk in 2d4 days.</p><p><strong>Ka Spirit:</strong> In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the afterlife. The ka spirit is the soul of one of these unfortunates.</p><p>In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death. Such knowledge is mostly now lost, isolated to a few terrible cults who still perform the ceremony.</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.</p><p></p><p><strong>Skeleton:</strong> Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life.</p><p><strong>Zombie:</strong> Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19905/Lost-Creatures?affiliate_id=17596" target="_blank">Lost Creatures:</a>[spoiler]</p><p><strong>Bonegore:</strong> Bonegore are undead created from large battlefields and mass graves that were never given any last rights.</p><p><strong>Cinder Ash:</strong> Cinder ash creatures are those that were caught in the hot ash and toxic fumes of a volcanic eruption and died. Sometimes, in the wake of an eruption that was caused by magic or divine power, cinder ash are created.</p><p>“Cinder Ash” is a template that can be added to any corporeal animal, aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin.</p><p><strong>Thrain</strong>: Once known as Thrain, this cinder ash was an oolori sage and scholar whose coastal village was destroyed when the nearby volcano erupted over a millennia ago. Thrain was buried alive in hot ash and was transformed into a cinder ash.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19511/Mallyate?affiliate_id=17596" target="_blank">Mallyate</a>[spoiler]</p><p><strong>Skeleton:</strong> ?[/spoiler]</p><p></p><p>Manual of Monsters</p><p>[spoiler]</p><p><strong>Spirit of Vengeance Greater:</strong> When a powerful creature takes to the grave with intense feelings of hatred and business unfinished, she will occasionally rise again as a greater spirit of vengeance.</p><p><strong>Spirit of Vengeance Lesser:</strong> Any humanoid slain by a greater spirit of vengeance becomes a lesser spirit of vengeance on the following round.</p><p><strong>Scourge:</strong> "Scourge" is a template that can be added to any creature.</p><p><strong>Banshee:</strong> Banshees were once beautiful female night elves who were brutally murdered by demons during the fall of Kalimdor. Their restless spirits were left to wander the world for many ages in silent, tortured lamentation.</p><p>Banshees are relatively rare and difficult to produce; even the Lich King does not truly know what causes a banshee to be produced among his minions. It is some supernatural perversion or imbalance of the soul that sheds its mortal shell and walks forth as one of these spectral beings.</p><p>“Banshee” is an acquired template that can be added to any humanoid creature.</p><p><strong>Crypt Fiend:</strong> As the nerubian empire was dismantled, the remnants were scattered and the dead were raised as minions of Ner’zhul.</p><p>“Crypt fiend” is an acquired template that can be added to any nerubian.</p><p><strong>Forsaken:</strong> The forsaken are humans transformed into the undead, with all the powers associated with the Scourge.</p><p>“Forsaken” is a template that can be added to any human character.</p><p><strong>Ghoul of the Scourge:</strong> “Ghoul of the Scourge” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Shade:</strong> Shades are created by a formal ritual of sacrifice, in which a single acolyte who has completely proven himself to Nr'zhul is brought over to the far side of death. The plague is allowed to enter his body, and powerful necromancers spend several days transforming the acolyte's pitiful shell into a devastating creature of undeath. The ritual occurs in a place known as the Sacrificial Pit, where the focused energy of the Lich King and his necromancers are at their most powerful.</p><p>"Shade" is an acquired template that can be added to any humanoid creature.</p><p><strong>Skeletal Mage:</strong> These Powerful skeletal Sorcerers are extremely dangerous undead, usually created independently through force of unrequited will.</p><p>“Skeletal mage” is an acquired template that can be added to any humanoid creature.</p><p><strong>Skeletal Warrior:</strong> Skeletal warriors are extremely dangerous undead minions, usually created independently through the force of unrequited will.</p><p>Skeletal warriors are created from the fallen bones of dead opponents. Skeletons can be created even without the assistance of necromancers.</p><p>“Skeletal warrior” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Withered:</strong> This template can be applied to any dead creature through the use of necromancy or to any creature brought close to death by a member of the Scourge.</p><p>"Withered" is a template that can be added to any aberration, animal, dragon, fey, magical beast, plant, or other monstrous creature.</p><p><strong>Wraith:</strong> “Wraith” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Zombie:</strong> These undead are created from plague-infected individuals, but their bodies are not as riddled with the disease as those of more powerful undead.</p><p>“Zombie” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Abomination:</strong> Abominations are large created creatures, similar to flesh golems. These magically created automatons are incredibly powerful, possessing (literally) the strength of ten human men. Constructing one requires a great understanding of necromancy and science and the capacity to both animate undead and cause magical healing to living flesh. They are difficult to create, but once made they are fanatically loyal servants and tremendously powerful warriors.</p><p>The twisted, mutilated bodies of abominations are comprised of multiple dead limbs and body parts from various corpses.</p><p>The animating force of an abomination is a blasphemous conglomeration of the souls incorporated into the corpses that make up the abomination’s unliving flesh.</p><p>An abomination is created from the mutilated and disease-ridden corpses brought from the battlefield. It stands over 8 feet tall and weighs well over 500 pounds. The skin of an abomination is a sickly green and yellow, obviously covered with disease and twisted with horrible magics. It has no possessions and carries only the items given to it by its creator.</p><p>This creature costs 40,000 gp to create, which includes the cost of collection and dissection of more than 10 bodies to be used as the abomination’s flesh and organs. Each of these bodies must be infected with the Lich King’s plague, so that they will properly mutate when affected with the rituals to create the abomination proper. Assembling the body requires a successful DC 12 Craft (leatherworking) or Heal check.</p><p>The creator must be at least 14th level and be able to cast divine spells. Completing the ritual drains 400 XP from the creator and requires animate dead, animate objects, bless, bull’s strength, regenerate, and spell resistance.</p><p></p><p><strong>Ghost:</strong> Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/78032/Maxolts-Magical-Menagerie-1?affiliate_id=17596" target="_blank">Maxolt's Magical Menagerie #1</a>[spoiler]</p><p><strong>Standard Skeleton, Skeleton, Necklace Skeleton:</strong> ?</p><p><strong>Undead Guardian:</strong> There is a legend about a powerful Elven Adventurer who became corrupted by an artifact of chaos and turned on his community. Once its best protector, the corrupted company in wanton slaughter of the village. The deaths were too gruesome for me to recount here but the gods of that time are said to have punished the Elven company for the heinous deed by turning them into undead guardians of the once peaceful glade, forced to forever look upon their misdeed.</p><p><strong>Undead:</strong> ?</p><p><strong>Zombie, Instant Guardian:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/480/Midnight-Minions-of-the-Shadow?affiliate_id=17596" target="_blank">Midnight Minions of the Shadow:</a>[spoiler]</p><p><strong>Forsaken:</strong> The dark truth would shatter even the strongest spirit. As the Shadow rose, so too did the necromantic forces that fueled the Fell. As the years pass, more and more of the dead rise as horrors that live only to feast on the living. In the last days of Aryth, even a mother’s womb cannot protect her child from the Shadow.</p><p>There is a small chance that any fetus that dies during the pregnancy will awaken into a hideous state of half-life. Called the forsaken, these creatures continue on in a parody of natural growth and birth.</p><p>Forsaken is an inherited template that can be applied to any newborn humanoid creature.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/18105/Khans-Press-Monster-Anthology-Volume-1?affiliate_id=17596" target="_blank">Monster Anthology Volume 1:</a>[spoiler]</p><p><strong>Gheist:</strong> The spirits of cruel dead.</p><p><strong>Pariah:</strong> Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born.</p><p>“Pariah” is an acquired template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a pariah. The nature of such a transformation seems to target individuals at complete random.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2100/Monster-Encyclopaedia-1--Ravagers-of-the-Realms?term=ravagers+of+the+realms&it=1&affiliate_id=17596" target="_blank">Monster Encyclopaedia 1 Ravagers of the Realms:</a> [spoiler]</p><p><strong>Batyuk:</strong> Batyuks arise from mass graves, where hundreds of butchered bodies were buried without due ceremony or care. Furious at this injustice, they rise up in the communal form of a stormcloud to hunt down those who slaughtered them.</p><p><strong>Blood Scarecrow:</strong> The blood scarecrow is a free-willed corporeal undead creature which is created when an ordinary scarecrow is dressed in the clothing once worn by a murdered man. Sometimes, when conditions are correct, the spirit of the deceased returns and inhabits the scarecrow, looking for vengeance on those who killed him.</p><p><strong>Cavewight:</strong> Should a wight linger in a particular cave or tomb for long enough – a century or so, depending on the amount of vegetation and other living things in the vicinity and the quality of any wards or holy blessings placed on the area – then its negative energy permeates its lair, turning the lair into an outcropping of the negative realm. The wight feeds on this negative energy, becoming even more powerful.</p><p><strong>Devouring Zombie:</strong> the magic animating the devouring zombie can be passed onto others; one devouring zombie can produce a horde of other undead.</p><p>Devouring zombies can be created with the create undead spell and require a 12th level or higher caster.</p><p>Anyone who dies while under the effect of the devouring zombie’s Constitution drain becomes a devouring zombie within 2d6 minutes of dying.</p><p><strong>Human Commoner Devouring Zombie:</strong> ?</p><p><strong>Dissolute:</strong> The dissolute is the remains of a humanoid slain by an ooze while the humanoid was at least partially tainted by negative energy (such as having gained negative levels within a day of being killed).</p><p><strong>Fingerfetch:</strong> Fingerfetches are a minor species of undead, said to be the spirits of dead thieves.</p><p><strong>Grasping Hands:</strong> Grasping hands patches are usually spawned when a party of travellers goes off the path and die lost and wandering in the swamp, but they soon add to their numbers by killing other passers-by.</p><p><strong>Headless Screamer:</strong> Headless screamers arise from the corpses of those who were buried beheaded, such as the victims of execution or vorpal weapons.</p><p><strong>Mesmeric Spectre:</strong> Mesmeric spectres are said to be spawned when a soul condemned to eternal torment bargains with its jailors, arguing that if it were sent back for just a short time it could gather even more souls into the flames. Others believe that mesmerics are the spirits of those who had great potential in life but squandered it, the ghosts of those who might have been archwizards and famous adventurers, but instead spent their days in alehouses or indolence.</p><p><strong>Mirror Ghost:</strong> It is created under fairly rare circumstances, when a distraught individual is driven to suicide while facing a mirror and whose final actions crack or damage the mirror in some say. Occasionally, when this combination of events occurs, the spirit of the deceased passes into the shards of the mirror, creating a mirror ghost.</p><p><strong>Mirthless:</strong> Many necromancers have experimented in creating more mirthless; they stretch dead men on the wrack or pump poisoned growth potions into dying flesh, or sending dark summonses into the netherworld of wraiths and spectres. There come no answers, no mortuary transformations. All the mirthless in the world are said to dwell in one obscure temple, from which they can be called forth with the right offer and the right ritual.</p><p><strong>Mummer:</strong> Mummers are the god-curse of a murdered deity. As the god died, a billion black flies rose out of his mouth and scattered to the infinite worlds.</p><p><strong>Mummer Template:</strong> A mummer who bites a humanoid corpse at the moment of death possesses that corpse.</p><p>‘Mummer’ is a template that can be added to any humanoid.</p><p><strong>Nightswimmer Nightshade:</strong> ?</p><p><strong>Octospine:</strong> The octospine is a hideous creature, believed to be the creation of a demon lord.</p><p><strong>Plundering Dead:</strong> Plundering dead are piratical undead, who remain tied to their bodies after death because of their lust for gold and treasure. They are also produced by certain terrible curses and ancient artefacts.</p><p><strong>Ragged Wraith:</strong> Ragged Wraiths are the spirits of those whose bodies were desecrated or dismembered after death.</p><p><strong>Scuttling Skeleton:</strong> Scuttling skeletons are a variety of normal skeleton made using the create undead spell.</p><p>‘Scuttling 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>Wintersinger:</strong> Wintersingers are a species of undead associated with those who die from frostbite and exposure. In truth, they are not unquiet dead – a wintersinger is not the spirit of someone who died in the cold and does not resemble any human who ever lived or died. They are simply the spirits of death amongst the snow and frost, of lonely, frozen sorrow.</p><p><strong>Withering Cadaver:</strong> Withering cadavers are produced when an attempt to create a wight fails. Enough negative energy is infused into the corpse to animate it but not enough to make a direct link with the negative plane. The process of animation awakens the latent survival instincts and animal drives of the corpse, giving it a sense of self-preservation and a hunger. Without a full channel to the negative plane to preserve its dead tissues, the body begins to rot.</p><p><strong>Zombie Parched:</strong> Parched zombies arise from the remains those who die of thirst in the desert.</p><p></p><p><strong>Ghost:</strong> The plundering dead who come to understand their true form become full-fledged spectres or ghosts.</p><p><strong>Spectre:</strong> The plundering dead who come to understand their true form become full- fledged spectres or ghosts.</p><p><strong>Wight:</strong> Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds.</p><p><strong>Wraith:</strong> Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds.</p><p><strong>Zombie:</strong> Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control.</p><p>While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2248/Monster-Encyclopaedia-2--Dark-Bestiary?term=dark+bestiary&it=1&affiliate_id=17596" target="_blank">Monster Encylopaedia 2 Dark Bestiary:</a> [spoiler]</p><p><strong>Abiku:</strong> Any Small humanoid slain by the abiku’s energy damage ability becomes an abiku himself 1d6 hours after death.</p><p><strong>Ankou:</strong> ?</p><p><strong>Death Hunter:</strong> Death hunters are a special form of mighty undead created by evil druids via a secret ritual. They are former evil-aligned rangers who consecrate their immortal soul to vengeful spirits of nature, so they may return after death to stalk and murder the enemies of their land.</p><p>‘Death hunter’ is an acquired template that can be added to any non-monstrous, evil aligned humanoid creature with six or more levels of ranger.</p><p>All death hunters were evil rangers once.</p><p><strong>Sample Death Hunter:</strong> ?</p><p><strong>Dragonskin:</strong> In the extremely rare case a dragon is slain before its last shed skin is consumed, there is the possibility a faint portion of the dragon’s undead spirit remains attached to the skin, animating it as if it was the complete, living creature.</p><p><strong>Dread Familiar:</strong> Dread familiars are the evil undead spirits of normal familiars that died in the service of their masters.</p><p>‘Dread familiar’ is an acquired template that can be added to any wizard’s or sorcerer’s familiar that died in the service of its master.</p><p><strong>Sample Dread Familiar:</strong> ?</p><p><strong>Hollow Host:</strong> A hollow host is a special form of undead that requires an artificial vessel to contain its essence. Through a secret ritual involving mysterious and dark magic, a metallic body is created to hold the soul of an evil humanoid; this must always be a perfect likeness, but its form is much stronger and tougher than the mortal essence ever was in life. Once this construct body is ready, the soul of the original creature is brought to inhabit it, to walk the world again in the guise of a living suit of armour.</p><p>‘Hollow Host’ is an acquired template that can be added to any evil, normal (non-monstrous) humanoid.</p><p>A hollow host must be crafted from iron or stone; the materials and procedures required cost a total of 5,000 gold pieces. The materials must be crafted in the likeness of an evil humanoid, which must have died already. Creating the body requires a Craft (armoursmithing), Craft (blacksmithing) or Craft (sculpting) check (DC 20). For the construct to animate, the undead spirit of the creature it represents must be summoned to inhabit it. Once the last spell is cast, the evil creature is reincarnated in its new artificial body, thus animating the construct.</p><p>CL 16th; Craft Construct, greater magic weapon, limited wish, magic jar, reincarnate, trap the soul; caster must be at least 16th level; Price 10,000 + (3,500 per base creature’s HD) gp; Cost 10,000 + (1,750 per base creature’s HD) gp + (200 + 140 per base creature’s HD) XP.</p><p><strong>Sample Hollow Host:</strong> ?</p><p><strong>Skullwearer:</strong> ?</p><p><strong>Ululant:</strong> An Ululant is a semi-sentient (but thoroughly evil) undead tree, once a treant or some other similar creature, which, upon dying, became a dead stump whose roots slowly reached the lower planes and became firmly grafted on it. As a dead tooth’s root, the hollow tunnel of the rotted tree reaches the depths of the most dreadful lower realms, which channel all the anguish, pain, punishment and sin of their world through the ululating sound coming through the tree’s cavity. Some say ululants are in fact the reincarnated souls of great sinners, given the grisly and imaginative punishment of becoming a living conduct for Hell’s pain.</p><p><strong>Whispering Presence:</strong> ?</p><p><strong>Wispwraith:</strong> ?</p><p><strong>Wraith Wolf:</strong> A wraith wolf is a specific form of undead, created from the spirits of hundreds of slain forest animals.</p><p></p><p><strong>Ghost:</strong> If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment.</p><p>A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life.</p><p><strong>Skeleton:</strong> As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2696/Monster-Geographica-Forest?affiliate_id=17596" target="_blank">Monster Geographica Forest:</a></p><p>[spoiler]</p><p><strong>Autumnal Mourner:</strong> As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves.</p><p>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>Bracken Corpse:</strong> Bracken corpses are the reanimated remains of murder victims hidden or dumped in the wilderness by their killer. Whether their creation results from arcane power or the whim of a vengeful deity, bracken corpses are fearsome shambling abominations.</p><p>During its metamorphosis into a bracken corpse, the dark powers of vengeance provided the bracken corpse with every detail surrounding its death.</p><p>On very rare occasions, the victims of a mass murderer arise as bracken corpses all searching for the same killer.</p><p><strong>Pontianak:</strong> Pontianaks are corporeal undead, giving life to the children slain by langsuyars or those born dead.</p><p>Any infant humanoid or monstrous humanoid slain by a langsuyar’s devouring maw attack rises as a pontianak 1d4 days after burial.</p><p><strong>Ghost of the Hunt:</strong> Unless a hunting party takes a druid with it to perform sacred rites on game it has killed, a ghost of the hunt may arise from any Survival checks made to hunt in the wild.</p><p><strong>Grisl:</strong> ?</p><p><strong>Hollow Dead:</strong> These tortured souls look like decaying corpses coated in a thick layer of dark ash. Their features are barely discernible, making it impossible to tell what race one belonged when it was alive. The despairing soul forms its body from the ash and dirt.</p><p><strong>Langsuyar:</strong> Some women speculate langsuyars are the ghosts of women who died in childbirth and seek revenge against that which killed them.</p><p><strong>Uragh Dhu:</strong> Some scholars insist these creatures are the remains of dead treants reanimated by a dark and forbidden evil ritual.</p><p><strong>Hearth Horror:</strong> A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory.</p><p>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>Ndalawo:</strong> Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow.</p><p>A leopard reduced to Strength 0 by a shadow leopard becomes a new shadow leopard within 1d6 rounds.</p><p><strong>White-Haired Ghost:</strong> ?</p><p>Thaye Tase: It is rumored that they are the remains of giants or trolls that died a violent death.</p><p><strong>Lostling:</strong> Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness.</p><p>Condemned to wander the woods in search of their former homes, these vile creatures develop an intense hatred of the living, and they seek to share their pain by damning their victims to share the same fate that caused their unnatural lives.</p><p>Creatures dying from starvation or thirst while in a catatonic state from a lostling's wisdom drain incorporeal touch transform into lostlings within 1d3 days.</p><p><strong>Variant Lostling:</strong> Lostlings that succumbed to the elements still bear marks of the weather conditions that killed them.</p><p><strong>Shenhab Cemetery Sentinel:</strong> Chosen as guards the honored dead, the shenhab cemetery sentinels are the first to be buried at a particular graveyard.</p><p><strong>Arborgeist:</strong> These twisted and corrupted spirits are the souls of treants and sentient trees that met their end at the hands of fire and great evil. Unable to find rest, these trees return as terrible spirits of vengeance known as arborgeists.</p><p><strong>?:</strong> Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary — some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves.</p><p></p><p><strong>Ghast:</strong> A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast.</p><p>Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts.</p><p><strong>Ghoul:</strong> An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight.</p><p>Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls.</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds.</p><p><strong>Skeleton:</strong> Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.</p><p><strong>Zombie:</strong> Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3276/Monster-Geographica-Hill-and-Mountain?affiliate_id=17596" target="_blank">Monster Geographica Hill and Mountain:</a></p><p>[spoiler]<strong>Bone Delver:</strong> Bone delvers are a form of undead who were once grave robbers and died whilst performing their nefarious tasks.</p><p><strong>Cu Marbh:</strong> The cu marbh (pronounced ‘coo marv’) is an undead creature made from the body of a hound.</p><p><strong>Yasha:</strong> Yasha are undead vampire bats, whose hunger for blood is increased in unlife.</p><p><strong>Cacogen:</strong> The cacogen is a deformed human, typically a leper, hunchback, or clubfoot, but sometimes a scarred or branded rogue, who has been brought back to life to serve an evil sorcerer or wizard as a necromantic guardian.</p><p><strong>Carcaetan:</strong> A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as a punishment or a powerful curse, but some evil individuals undergo it intentionally.</p><p><strong>Enfant Terrible:</strong> When an infant is murdered, the same forces that sometimes create ghosts may create an enfant terrible.</p><p><strong>Ghoul Wolf: </strong>?</p><p><strong>Shadow Raven:</strong> Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some well-guarded ritual.</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>Heart Stalker:</strong> A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night under control of the first heart stalker.</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, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures in which to share their icy hell.</p><p><strong>Shadow Wolf:</strong> ?</p><p><strong>Chill Slain: </strong>Chill slain are formed when a humanoid perishes from exposure to extreme cold. It is unknown what causes these tortured souls to rise again, as the creatures cannot create spawn. Some sages speculate that a chill slain arises as a form of punishment for offending a deity of winter or the mountains.</p><p><strong>Lifethief:</strong> Lifethieves are the undead form of some alien being, possibly from a long-dead civilization or another world.</p><p><strong>Dreadwraith: </strong>?</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>Rom:</strong> The rom are a race of ghostly stone giants. In an ancient mythic battle between the dwarves and the rom, the rom all perished in a massive cave-in.</p><p><strong>Stone Slider Ghoul: </strong>?</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2022/Monster-Geographica-Marsh--Aquatic?affiliate_id=17596" target="_blank">Monster Geographica Marsh and Aquatic:</a></p><p>[spoiler]</p><p><strong>Bog Slain:</strong> Bog slain are the bloated, waterlogged corpses that rise from the site of their demise—the peat bogs of colder climates.</p><p><strong>Brine Zombie:</strong> Brine zombies are the remnants of a ship’s crew that has perished at sea.</p><p>The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.</p><p><strong>Mire Walkers:</strong> Long-dead corpses have been dug out of the bog with still-supple limbs and unrotted flesh. Unlike more common zombies, mire walkers created from such preserved corpses retain much of their dexterity and skills. Mire walkers even have enough intellect to learn a limited amount of new information.</p><p>Sometimes, bodies can be so well preserved that when they are unearthed, the departed spirit is confused, and returns to its mortal shell. Such corpses arise as semi-intelligent, free-willed undead, staggering in search of the remnants of their mortal lives.</p><p><strong>Barrow Roach:</strong> ?</p><p><strong>Gray Lady:</strong> Many a seaman that 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>Skinwraith:</strong> Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering.</p><p><strong>Waterlost:</strong> Waterlost are the walking dead of the sea.</p><p><strong>Well Haunt:</strong> Well haunts seek to drown others, or else they hated the settlement enough in life to haunt its water supply in death.</p><p><strong>Filth Gator:</strong> ?</p><p><strong>Floating Dead:</strong> Floating dead are undead born of those who die on the open sea in life boats, or who perish floating adrift while clinging to the hope that help will come. These tortured souls grasp at that final hope past the days of their mortal lives, carrying on in death but no longer looking for rescue.</p><p>Any humanoid slain by a floating dead’s dehydrating touch ability rises as a</p><p>floating dead in 1d4 rounds.</p><p><strong>Fog Strider:</strong> Fog striders are the unrested souls of the dead, walking the land of the living whenever a heavy fog rolls in. Formed from the mist itself, fog striders are indistinct figures at best, although their countenance of misery and anguish are crystal clear.</p><p><strong>Lake Hag:</strong> Any female humanoid slain and dumped carelessly into the murky waters of desolate lakes and marshes have a 10% chance to emerge a week later as a lake hag, seething with rage at its murderer.</p><p><strong>Mummy of the Deep:</strong> Evil creatures buried at sea for their sins in life sometimes rise in death.</p><p><strong>Bog-Spawn:</strong> The bog-spawn is a grotesque form of undead formed when bodies die in a swamp and sink into the murky depths. Sometimes a bog-spawn is created almost spontaneously from negative energy in the swamp, but just as often a new bog-spawn will rise from the among the uneaten victims of the bog-spawn that killed it.</p><p><strong>Fukuranbou:</strong> fukuranbou are corporeal undead born of the spirit of vanity: people who spent their lives focused on personal beauty and little else.</p><p><strong>Sinew Dragger:</strong> ?</p><p><strong>Waterbaby:</strong> Waterbabies are the corporeal spirits of children who were drowned or ritually slain because of their early signs of psionic ability.</p><p><strong>Bog Mummy:</strong> When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy.</p><p>Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days.</p><p><strong>Vine of Decay:</strong> ?</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>Lady-in-Waiting:</strong> ?</p><p><strong>Sea Scorned:</strong> A very rare form of undead, a sea scorned is the wife or lover of a sailor and wanderer slain while traveling the seas. Although they took their lives to end their lonely despair, they become sea scorned, doomed to stand vigil forever, waiting for their sailors to return home.</p><p><strong>Skull of the Deep:</strong> ?</p><p><strong>Lost Sailors:</strong> Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. These seafarers could not rest in death and crawl out of their graves to reach the sea. They usually only rise when buried within a handful of miles of the ocean, as they still feel robbed of it in death.</p><p><strong>Vampiric Ooze:</strong> ?</p><p></p><p><strong>Ghoul:</strong> An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days.</p><p><strong>Zombie:</strong> Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3755/Monster-Geographica-Plain--Desert?affiliate_id=17596" target="_blank">Monster Geographica: Plain and Desert:</a></p><p>[spoiler]</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>Ghastiff: </strong>Ghastiffs may be created by any spell or effect that can</p><p>create a ghoul.</p><p>An afflicted humanoid or canine who dies of ghoul fever rises as a ghoul or a ghastiff, respectively, at the next midnight.</p><p><strong>Glacial Haunt:</strong> In the icy wastes of the north lurks the undead spirits of those who froze to death in the snows.</p><p><strong>Burning Ghat:</strong> The burning ghat is a rare form of undead, created in areas of unusually high negative energy saturation when a sentient creature is put to death by fire for a crime it was innocent of.</p><p><strong>Heart Stalker:</strong> A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night under control of the first heart stalker.</p><p><strong>N'erfalter:</strong> N’erfalters are soldiers who were cut down without completing their missions. Their resilience to a cause is so strong that they simply refuse to succumb to eternal rest and are granted temporary unlife by a war deity.</p><p><strong>Sword Tree:</strong> Swordtrees are undead plants that grow and propagate by embedding their seeds in living flesh.</p><p>On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month.</p><p><strong>Vohrahn:</strong> Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.</p><p>Every vohrahn contains the soul of a dead being who was at peace before its entrapment.</p><p><strong>Wraithlight:</strong> Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence.</p><p><strong>Gray Moaner:</strong> Gray moaners are the pitiful souls of fallen warriors who died of exposure to the elements.</p><p><strong>Blightsower:</strong> They parch the land and roam, offering promises of prosperity to desperate farmers in an infernal pact. Once the farmers agree to the pact, the land turns fruitful for seven years. After seven years to the day, the farmer’s soul suddenly departs from this world, fulfi lling the terms of the pact. While the farmer’s spirit suffers endless torment in the realm of the dark forces, his body rises from death and assumes its new undead existence as a blightsower.</p><p><strong>Cinderwrath:</strong> Cinderwraths are rumored to be the collective remnants of those who have been abandoned in the desert, their bodies left to burn in the sweltering heat of the sunbaked sands. This theory is supported by the fact that those it burns itself join with its body, causing it to grow in size and power.</p><p><strong>Raging Spirit:</strong> Raging spirits are the ghosts of the mighty bhorloth, a three-tusked bison that roams the plains and prized as mounts, pack animals, and manual labor. The innate fury and temperamental will of the bhorloth sometimes cause their spirit to return as ghosts, haunting the plains and those responsible for their demise. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloths driven from their homes.</p><p><strong>Tortured:</strong> Tortured are the twisted souls of good clerics and paladins who were murdered before they could atone for their misdeeds. Separated from their god for eternity, they hunt good clerics and paladins, seeking those who have what they cannot.</p><p><strong>Cadavalier: </strong>Cadavaliers are created by necromancers to serve as cavalry in their undead armies.</p><p>A spellcaster of 15th level or higher can create a cadavalier using a <em>create undead</em> spell.</p><p><strong>Walking Disease:</strong> Any humanoid creature slain by a walking disease's massive infection power rises as a walking disease 1d4 days later.</p><p></p><p><strong>Ghoul:</strong> An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight.</p><p><strong>Ghast:</strong> An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight.</p><p><strong>Wight:</strong> After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds.</p><p><strong>Zombie:</strong> As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook.</p><p>The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefi t of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook.</p><p>On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month.</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.</p><p></p><p><em>Bind Vohrahn</em></p><p>Necromancy [Evil]</p><p>Level: Clr 7, Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: Up to four humanoid corpses</p><p>Duration: Instantaneous</p><p>Saving Throw: None; see text</p><p>Spell Resistance: No</p><p>The caster calls recently-deceased spirits from the realms of the dead, forcing them into nearby corpses which rise and become vohrahn. The spirits’ desire to rest again is converted into magical energy by the spell, granting the vohrahn additional power.</p><p>This spell creates up to four vohrahn, who follow commands as if controlled by animate dead. The vohrahn are self-aware, however, and may be able to subvert their creator’s commands by following the letter, but not the spirit, of an order. A vohrahn who wishes to subvert a command can make a Will save. Success means that it retains enough free will to twist the command’s wording, while failure means it cannot try again for another week.</p><p>This spell must be cast within 300 feet of the site of a recent (1d8 weeks past) humanoid death or burial. The spell cannot create more vohrahn than the number of recent deaths. For this reason, bind vohrahn is usually cast in graveyards or at the sites of battles.</p><p>Material Component: The spell must be cast on a dead humanoid body, and the caster must sprinkle a powder made of mandrake root, ground black onyx, and silver dust over each body to be animated. The powder is worth 200 gp.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2020/Monster-Geographica-Underground?affiliate_id=17596" target="_blank">Monster Geographica Underground:</a>[spoiler]</p><p><strong>Chitinous Battlemounts:</strong> Even in death, the dark elves’ insect companions continue to serve their masters on the battlefield. The dark elves use their necromantic magic on the large beetles and spiders to create these walking, undead war machines. Through a process known only to the weavers of power, the undead insect is changed into a mighty machine that can fire blasts of magical force from specially designed turrets dug out of their carapace.</p><p><strong>Foul Spawner:</strong> ?</p><p><strong>Dark Voyeur:</strong> Dark voyeurs are incorporeal undead associated with mirrors.</p><p>Mirror Bound (Su): A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror. This “home” mirror commonly reflected the death of the voyeur’s living form, and trapped part of the departing soul within its glass. The mirror is always a glass of the inhabiting voyeur’s size category or larger with a hardness of 1 and 5 hit points.</p><p>If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they will each flee to another mirror of their home mirror’s original size or larger and will reappear at full size and with total hit points in 1d4 days.</p><p><strong>Gremmin:</strong> Gremmins are haunted remnants of desperate prospectors who craved nothing but instant wealth in life. Paying no regard to practical concern in their mad rush to unearth buried treasure, hungry, thirsty, and lost miners eventually realize the gravity of their predicament—though leaving their spectacular find is out of the question. This sentiment ultimately sparks their transformation into a gremmin after earthly demise.</p><p><strong>Skulleton:</strong> Believed to have been created by a lich or demilich, the skulleton resembles the latter creature in that it appears as a skull, pile of dust, and collection of bones. Several small gems (false - all are painted glass and worthless) are inset in its eye sockets and mouth. The skulleton is thought to have been created to deter would-be tomb plunderers into thinking they had desecrated the lair of a demilich.</p><p><strong>Waking Dead:</strong> Waking dead are the unrestful souls of those who were buried alive and awoke trapped in a coffin. Their glowing violet eyes reflect the terror and mania that followed them into undeath. Though their mortal bodies succumb to suffocation, their frantic desperation transformed the corpse into the waking dead. Panic-stricken scratching hones their razor sharp bony claws.</p><p>The creature’s height and weight vary based upon the individual. The metamorphosis into their current state erased all of their previous memories; therefore, waking dead possess no language skills.</p><p><strong>Inscriber:</strong> Every inscriber was once a living scholar who obsessed over a certain field of study. After death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information.</p><p><strong>Spitting Ghoul:</strong> ?</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. Black skeletons are intelligent and do maintain some memories of their former lives.</p><p><strong>Bone Sovereign:</strong> Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity. Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath. A bone sovereign becomes larger and more powerful, with a proportionally increased appetite for necromantic energy as it assimilates other undead. No two bone sovereigns are identical, as each is an accumulation of the bones of many smaller skeletons. Usually they take a bipedal humanoid form, though some resemble demons, dragons, or other beasts, especially if the bones of such creatures have been collected by the monster. As a bone sovereign becomes larger and more powerful, it becomes less recognizable as any one type of creature.</p><p><strong>Crypt Thing:</strong><em> Create Crypt Thing </em>spell</p><p><strong>Dark Elf Spirit:</strong> ?</p><p><strong>Fear Guard:</strong> Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to act as unusual bodyguards.</p><p>Create Spawn (Su): Any living creature reduced to Wisdom 0 by a fear guard and is killed by another creature becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.</p><p><strong>Ka Spirit:</strong> In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the other world. The ka spirit is the soul of one this unfortunates. The first of these beings date from the early ages of civilization. Ka spirits appear as incorporeal versions of their former selves. They are rooted to their tomb, and are charged with guarding it against all intruders. Although they have no ability to manipulate the material world, they are able to possess and destroy the bodies of desecrators. Anyone killed by a ka spirit is bound to guard the tomb they despoiled.</p><p><strong>Undead Ooze:</strong> Sometimes, when an ooze raids 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. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind. An undead ooze appears as a large, viscous, black mass, from which the bones of its previous victims’ protrude.</p><p><strong>Cinder Wight:</strong> A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder wight.</p><p><strong>Phantasm:</strong> Phantasms are malevolent and sinister spirits that delight in the destruction of good-aligned creatures. 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. They are most often found haunting ruined temples or churches dedicated to evil gods, or dungeons constructed by evil creatures; any place where the stench of evil permeates the very air.</p><p><strong>Crorit:</strong> A crorit is the angry spirit of a willful miner that was betrayed by his comrades. The crorit will haunt a particular tunnel, room, or even a whole mine, killing anyone unfortunate enough to venture into its territory. It forms its body from whatever materials are nearby, and can use picks, saws, and other tools to make slashing claws.</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.</p><p><strong>Slavering Mouther:</strong> Slavering mouthers are thought to be undead gibbering mouthers, raised, killed, and brought back from the dead by dark powers.</p><p><strong>Vampire Spider:</strong> Vampire spiders are a unique combination of fiendish and vampiric essences in the form of a giant spider.</p><p><strong>Walking Disease:</strong> ?</p><p><strong>Soulless Ones:</strong> Soulless ones are powerful undead spirits driven by lament and hatred of the living.</p><p>Soulless ones are the product of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead.</p><p></p><p><strong>Ghoul: </strong>The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever.</p><p>Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect.</p><p>Ghoul Fever (Su): Disease (Su): Ghoul fever—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Dex and 1d3 Con. The save DC is Charisma-based.</p><p>An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight.</p><p>A creature that becomes a ghoul in this way retains none of the abilities possessed in life. It is not necessarily under control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects.</p><p>A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul.</p><p><strong>Skeleton:</strong> As a standard action, a bone sovereign can create any number of skeletal monsters from its body.</p><p>As a full round action, an undead ooze can expel the skeletons in its body.</p><p><strong>Zombie:</strong> Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. It does not possess any of the abilities it had in life.</p><p>The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie.</p><p></p><p><em>Create Crypt Thing</em> Necromancy [Evil]</p><p>Level: Clr 7, Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</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>You may create a crypt thing with this spell. The spell must be cast in the area where the crypt thing will make its lair. A crypt thing can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so, no oozes, worms, or the like). If a crypt thing is made from a corpse, the flesh falls from the bones. The statistics for the crypt thing depend on its size, not on what abilities the creature may have possessed while alive. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. Material Component: A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once the corpse is animated into a crypt thing, the gem is destroyed.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/2828/more-ultimate-equipment?affiliate_id=17596" target="_blank">More Ultimate Equipment</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Creature of the Night:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=952" target="_blank">MST3K Monster Project:</a>[spoiler]</p><p><strong>Projected:</strong> The first projected was a wizard who attempted to create a non-magical means of teleportation, or “projection”. The wizard’s experiment was only partially successful- he was teleported, but was killed and reanimated as a bizarre undead creature by the process. Driven mad by his transformation, the wizard killed several people before destroying his work and himself. Despite the loss of the original experiment, more projected are still being created by some unknown process.</p><p><strong>Reconstructed:</strong> The reconstructed are horrible undead monsters created by the misapplications of science.</p><p>In lands where clerics are rare and divine magic is a myth, people turn to science to heal wounds and cure disease. If an experiment in tissue replacement or the reanimation of the dead through electricity and drugs goes awry, the resulting creature is a thing no longer human and no longer fully alive.</p><p><strong>Undead Head:</strong> Created either by mad science or the intervention of an evil deity, undead heads are intelligent, frightfully persuasive and deadly cunning.</p><p>“Undead head” is an acquired template that can be added to any giant, humanoid or monstrous humanoid that can cast spells or use psionic powers.</p><p><strong>Sample Undead Head, Human Wizard 5:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/174356/nemesis-vii-unsettled-spirits?affiliate_id=17596" target="_blank">Nemesis VII: Unsettled Spirits</a>[spoiler]</p><p><strong>Elizabeth Goodmane, Ghost Human Ranger 2/Rogue 3, Villain, Unsettled Spirit, Mud-Covered Child:</strong> The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead.</p><p><strong>Elizabeth Goodmane, Ghost Human Ranger 6/Rogue 4, Villain, Unsettled Spirit, Mud-Covered Child:</strong> The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead.</p><p><strong>Elizabeth Goodmane, Ghost Human Ranger 8/Rogue 8, Villain, Unsettled Spirit, Mud-Covered Child:</strong> The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead.</p><p><strong>Ghast:</strong> The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead.</p><p><strong>Wight:</strong> The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead.</p><p><strong>Vampire Spawn:</strong> The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead.</p><p><strong>Mohrg:</strong> The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead.</p><p><strong>Amos Haber, Ghost Human Fighter 5, Villain, Unsettled Spirit, Evanstown Ghost, Spirit, Ghostly Resident:</strong> The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before.</p><p>One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body.</p><p>Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands.</p><p>Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime.</p><p>She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass.</p><p>Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery.</p><p>His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her.</p><p>And then there is Amos Haber, who through the depth of his hatefulness and rage has become a more powerful ghost than the other Evanstown residents.</p><p>The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. <strong>Amos Haber, Ghost Human Fighter 9, Villain, Unsettled Spirit, Evanstown Ghost, Spirit, Ghostly Resident:</strong> The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before.</p><p>One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body.</p><p>Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands.</p><p>Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime.</p><p>She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass.</p><p>Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery.</p><p>His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her.</p><p>And then there is Amos Haber, who through the depth of his hatefulness and rage has become a more powerful ghost than the other Evanstown residents.</p><p>The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. <strong>Amos Haber, Ghost Human Fighter 16, Villain, Unsettled Spirit, Evanstown Ghost, Spirit, Ghostly Resident:</strong> The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before.</p><p>One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body.</p><p>Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands.</p><p>Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime.</p><p>She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass.</p><p>Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery.</p><p>His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her.</p><p>And then there is Amos Haber, who through the depth of his hatefulness and rage has become a more powerful ghost than the other Evanstown residents.</p><p>The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. <strong>Evanstown Farmer, Ghost Human Commoner 1, Evanstown Ghost, Spirit, Ghostly Resident:</strong> The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before.</p><p>One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body.</p><p>Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands.</p><p>Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime.</p><p>She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass.</p><p>Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery.</p><p>His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her. The neighbors listened but paid her no attention. A few months later, another villager died from choking on a chicken bone. After the funeral, the family reported seeing him after his burial, sitting each night at the kitchen table making horrible guttural noises. Two more deaths in the next six months and twice more their spirits were found haunting the village. Despite all evidence, the villagers continued to bury their dead in the cemetery. Some villagers eventually called up enough courage to leave Evanstown. But a strange compulsion kept most of the residents in their dying village.</p><p>The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. <strong>Evanstown Shopkeeper, Ghost Human Expert 2, Evanstown Ghost, Spirit, Ghostly Resident:</strong> The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before.</p><p>One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body.</p><p>Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands.</p><p>Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime.</p><p>She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass.</p><p>Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery.</p><p>His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her. The neighbors listened but paid her no attention. A few months later, another villager died from choking on a chicken bone. After the funeral, the family reported seeing him after his burial, sitting each night at the kitchen table making horrible guttural noises. Two more deaths in the next six months and twice more their spirits were found haunting the village. Despite all evidence, the villagers continued to bury their dead in the cemetery. Some villagers eventually called up enough courage to leave Evanstown. But a strange compulsion kept most of the residents in their dying village.</p><p>The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. <strong>Evanstown Guard, Ghost Human Warrior 3, Evanstown Ghost, Spirit, Ghostly Resident:</strong> The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before.</p><p>One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body.</p><p>Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands.</p><p>Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime.</p><p>She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass.</p><p>Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery.</p><p>His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her. The neighbors listened but paid her no attention. A few months later, another villager died from choking on a chicken bone. After the funeral, the family reported seeing him after his burial, sitting each night at the kitchen table making horrible guttural noises. Two more deaths in the next six months and twice more their spirits were found haunting the village. Despite all evidence, the villagers continued to bury their dead in the cemetery. Some villagers eventually called up enough courage to leave Evanstown. But a strange compulsion kept most of the residents in their dying village.</p><p>The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery.</p><p><strong>Queen Cordelia, Ghost Human Wizard 4, Villain, Unsettled Spirit:</strong> Cordellia became queen after the death of her father, as there were no male heirs or relatives with enough influence to take the throne. Though she had no interest in actively running the kingdom, she benefits from her father’s many experienced advisors who ran the land for her. The arraignment pleased everyone involved: Cordellia spent her time enjoying the trappings of wealth, the advisors had all the real power in the land and didn’t have to answer to any royal authority, and the people mostly were left alone to go about their lives.</p><p>This sense of complacency, however, eventually made the small kingdom a target for a more powerful neighbor. By the time the Queen realized what was going on; the enemy was already at the gates. Realizing the people still held some affection for their Queen and not wanting to waste resources on a drawn out Civil War, the new King allowed Cordellia to remain in the Castle; though stripped of her title and restricted to one of the towers. To ensure a smooth transition, one of the King’s loyal dukes moved his family to the castle to rule the region.</p><p>The now-former queen remained in her tower with her personal belongings. Over time, her mental faculties began to falter. She allowed her clothes to fall into disrepair and refused the help of servants that offered to assist her with personal hygiene. She spent every waking moment polishing and cleaning her personal treasures while paying no regard to her own care. Eventually, the Duke’s family all but forgot she was even in the castle and only a handful of servants bothered to make sure she was eating and not living in filth.</p><p>One evening, a new servant tasks with replacing Cordellia’s chamber pot went into her room in the tower and stole a bracelet sitting atop of a pile of jewelry strewn about a table, as he assumed she would never miss it.</p><p>When Cordellia awoke, she immediately realized the bracelet was missing and went into a frenzy. What was left of her mind snapped. She found a jeweled dagger among her treasures and slowly crept out of the tower to locate the thieves that had broken into the castle. As it was late at night, most of the castle residents were asleep with only a few guards posted at the main entrances.</p><p>She went from room to room in search of her missing bracelet, stabbing to death the “intruders” she found asleep in their beds. By the time she was finally stopped, the Duke’s family and most of his personal servants were dead.</p><p>The mad queen was executed secretly and her body dumped in the nearby lake in an effort to prevent the populous from realizing what had transpired. Eventually, the truth came out but by that time the descendants of Cordellia’s former subjects no longer cared about her.</p><p>Queen Cordellia’s only interest now as an unsettled spirit is in regaining her possessions, which passed on to other owners after her death. Cordellia’s anchor to the material world is tied to all of her former possessions, and she cannot pass on until they are all returned to her.</p><p>This [artifact Fenton] amulet holds special significance for Queen Cordellia. It was presented to her on her nineteenth birthday by her father just before his death. The amulet had been in the royal family for generations and was passed down from ruler to ruler.</p><p>The onyx face of the amulet features the outline of her former kingdom. Her father placed it around her neck and said, "With this, I pass my kingdom to you. As the kingdom you carry now shall never diminish, never fade, so too shall the kingdom of Fenton under your rule be as stalwart and as steadfast as stone." She wore the amulet until the day she died.</p><p>Unbeknownst to the new ruler, the amulet was taken as a souvenir by the executioner, who did not at the time know what he possessed. It was, in fact, this act of theft that caused Cordellia to return as a spirit.</p><p><strong>Queen Cordelia, Ghost Human Wizard 7, Villain, Unsettled Spirit:</strong> Cordellia became queen after the death of her father, as there were no male heirs or relatives with enough influence to take the throne. Though she had no interest in actively running the kingdom, she benefits from her father’s many experienced advisors who ran the land for her. The arraignment pleased everyone involved: Cordellia spent her time enjoying the trappings of wealth, the advisors had all the real power in the land and didn’t have to answer to any royal authority, and the people mostly were left alone to go about their lives.</p><p>This sense of complacency, however, eventually made the small kingdom a target for a more powerful neighbor. By the time the Queen realized what was going on; the enemy was already at the gates. Realizing the people still held some affection for their Queen and not wanting to waste resources on a drawn out Civil War, the new King allowed Cordellia to remain in the Castle; though stripped of her title and restricted to one of the towers. To ensure a smooth transition, one of the King’s loyal dukes moved his family to the castle to rule the region.</p><p>The now-former queen remained in her tower with her personal belongings. Over time, her mental faculties began to falter. She allowed her clothes to fall into disrepair and refused the help of servants that offered to assist her with personal hygiene. She spent every waking moment polishing and cleaning her personal treasures while paying no regard to her own care. Eventually, the Duke’s family all but forgot she was even in the castle and only a handful of servants bothered to make sure she was eating and not living in filth.</p><p>One evening, a new servant tasks with replacing Cordellia’s chamber pot went into her room in the tower and stole a bracelet sitting atop of a pile of jewelry strewn about a table, as he assumed she would never miss it.</p><p>When Cordellia awoke, she immediately realized the bracelet was missing and went into a frenzy. What was left of her mind snapped. She found a jeweled dagger among her treasures and slowly crept out of the tower to locate the thieves that had broken into the castle. As it was late at night, most of the castle residents were asleep with only a few guards posted at the main entrances.</p><p>She went from room to room in search of her missing bracelet, stabbing to death the “intruders” she found asleep in their beds. By the time she was finally stopped, the Duke’s family and most of his personal servants were dead.</p><p>The mad queen was executed secretly and her body dumped in the nearby lake in an effort to prevent the populous from realizing what had transpired. Eventually, the truth came out but by that time the descendants of Cordellia’s former subjects no longer cared about her.</p><p>Queen Cordellia’s only interest now as an unsettled spirit is in regaining her possessions, which passed on to other owners after her death. Cordellia’s anchor to the material world is tied to all of her former possessions, and she cannot pass on until they are all returned to her.</p><p>This [artifact Fenton] amulet holds special significance for Queen Cordellia. It was presented to her on her nineteenth birthday by her father just before his death. The amulet had been in the royal family for generations and was passed down from ruler to ruler.</p><p>The onyx face of the amulet features the outline of her former kingdom. Her father placed it around her neck and said, "With this, I pass my kingdom to you. As the kingdom you carry now shall never diminish, never fade, so too shall the kingdom of Fenton under your rule be as stalwart and as steadfast as stone." She wore the amulet until the day she died.</p><p>Unbeknownst to the new ruler, the amulet was taken as a souvenir by the executioner, who did not at the time know what he possessed. It was, in fact, this act of theft that caused Cordellia to return as a spirit.</p><p><strong>Queen Cordelia, Ghost Human Wizard 17, Villain, Unsettled Spirit:</strong> Cordellia became queen after the death of her father, as there were no male heirs or relatives with enough influence to take the throne. Though she had no interest in actively running the kingdom, she benefits from her father’s many experienced advisors who ran the land for her. The arraignment pleased everyone involved: Cordellia spent her time enjoying the trappings of wealth, the advisors had all the real power in the land and didn’t have to answer to any royal authority, and the people mostly were left alone to go about their lives.</p><p>This sense of complacency, however, eventually made the small kingdom a target for a more powerful neighbor. By the time the Queen realized what was going on; the enemy was already at the gates. Realizing the people still held some affection for their Queen and not wanting to waste resources on a drawn out Civil War, the new King allowed Cordellia to remain in the Castle; though stripped of her title and restricted to one of the towers. To ensure a smooth transition, one of the King’s loyal dukes moved his family to the castle to rule the region.</p><p>The now-former queen remained in her tower with her personal belongings. Over time, her mental faculties began to falter. She allowed her clothes to fall into disrepair and refused the help of servants that offered to assist her with personal hygiene. She spent every waking moment polishing and cleaning her personal treasures while paying no regard to her own care. Eventually, the Duke’s family all but forgot she was even in the castle and only a handful of servants bothered to make sure she was eating and not living in filth.</p><p>One evening, a new servant tasks with replacing Cordellia’s chamber pot went into her room in the tower and stole a bracelet sitting atop of a pile of jewelry strewn about a table, as he assumed she would never miss it.</p><p>When Cordellia awoke, she immediately realized the bracelet was missing and went into a frenzy. What was left of her mind snapped. She found a jeweled dagger among her treasures and slowly crept out of the tower to locate the thieves that had broken into the castle. As it was late at night, most of the castle residents were asleep with only a few guards posted at the main entrances.</p><p>She went from room to room in search of her missing bracelet, stabbing to death the “intruders” she found asleep in their beds. By the time she was finally stopped, the Duke’s family and most of his personal servants were dead.</p><p>The mad queen was executed secretly and her body dumped in the nearby lake in an effort to prevent the populous from realizing what had transpired. Eventually, the truth came out but by that time the descendants of Cordellia’s former subjects no longer cared about her.</p><p>Queen Cordellia’s only interest now as an unsettled spirit is in regaining her possessions, which passed on to other owners after her death. Cordellia’s anchor to the material world is tied to all of her former possessions, and she cannot pass on until they are all returned to her.</p><p>This [artifact Fenton] amulet holds special significance for Queen Cordellia. It was presented to her on her nineteenth birthday by her father just before his death. The amulet had been in the royal family for generations and was passed down from ruler to ruler.</p><p>The onyx face of the amulet features the outline of her former kingdom. Her father placed it around her neck and said, "With this, I pass my kingdom to you. As the kingdom you carry now shall never diminish, never fade, so too shall the kingdom of Fenton under your rule be as stalwart and as steadfast as stone." She wore the amulet until the day she died.</p><p>Unbeknownst to the new ruler, the amulet was taken as a souvenir by the executioner, who did not at the time know what he possessed. It was, in fact, this act of theft that caused Cordellia to return as a spirit.</p><p><strong>Taylor Johnson, Ghost Human Ranger 6, Villain, Unsettled Spirit:</strong> When his friends asked if he would be interested in joining them on an adventure, Taylor Johnson had at first demurred. When they later insisted and brushed aside each of his objections one by one, he found himself with no reasonable position left to defend and agreed to go. Taylor reminded himself of this series of events as he stood at the base of Mount Karakhan, already feeling cold and pained by the weight of his pack, and wondered how he had arrived at this point.</p><p>Their party needed a fifth and they preferred to enlist a friend, even an inexperienced one, then to engage one of the adventurers-for-hire that hang around the local taverns. They began their ascent through crags up the mountain, bound, Arthur had assured him, for a cache of ancient artifacts left by the civilizations that once inhabited these mountains. The thought of uncovering a relic that might shed some light on the history of this region appealed, as Arthur knew it would, to Taylor’s interest in history. He had collected hundreds of books on the subject.</p><p>By about lunchtime - which was to be taken while they walked, Taylor learned to his displeasure - they had managed to climb both up and somehow into the mountain. Narrow shafts, invisible until you were standing next to them, led into the mountain before a set of rough-hewn steps took them higher again.</p><p>Taylor was pecking the crumbs of lunch from his palm when he looked up to notice they had reached a sort of landing, a flat open area with distinct signs of human activity, the remains of a fire, odd paintings on the rock walls by way of decoration. Hanging from one wall, Taylor discovered a mask. It appeared to be carved from dark polished wood and glistening white crystals ringed the wide eyes and mouth. He gently removed it from the wall and showed it to his comrades, who congratulated him on his first “official” find as an adventurer.</p><p>From that point forward, Taylor felt invigorated, not only able to keep up with his friends but demonstrating an uncanny knack for dungeoneering. The next landing was reached only by squeezing through a very narrow passageway. They had to remove their packs and pass those through separately. On the other side awaited the treasures Arthur had been expecting. All about the room, there were gold coins imprinted with a roughly human face, though also oddly bestial. But, while the others were gathering coins, Taylor noticed that there was a passageway that led still higher hidden behind a massive boulder.</p><p>With all of them pushing together, they managed to dislodge the boulder. They climbed and found the final chamber, a room shaped like an amphitheater with arcs of benches descending down to a small flattened area with an altar. Arthur announced that they would set up camp along the upper lip of the amphitheater and in the morning thoroughly examine the altar and treasure rooms.</p><p>Watching the campfire light dwindle through the canvas walls of his tent, Taylor held the mask in his hands and imagined what would happen to the treasures. Would they be divided up equally among them with no attention paid to the real contribution of the adventurer? He imagined these priceless relics sitting on a shelf in Karina’s doubtlessly cluttered home eventually lost or broken. Could he allow that to happen? They didn’t even understand the significance of this room. If they did, would they have set up tents here? It had one purpose and they were all currently defiling it. Taylor wondered if he should wake Arthur, consult him about his conclusion. No, he was sure Arthur would agree with what had to be done.</p><p>When Arthur woke, the bodies of their fellow adventurers lay awkwardly splayed on the altar. Wearing the mask he had found previously, Taylor expressed gratitude to his friend for bringing him on this adventure. He had learned a great deal about himself and began to explain how they would uncover more relics together in the future. Arthur attempted to flee and Taylor pursued him. In the ensuing struggle, they both fell through a chasm to the rocky ground below.</p><p>Because of his stubborn refusal to accept that he died having betrayed his companions in a cave on Mount Karakhan, Johnson holds tightly to his physical manifestation. Taylor is more than a ghost; he is cursed by the mask and doesn’t even realize he is dead.</p><p>Johnson's actions in life have doomed him to repeat this story - of joining an adventure, being overtaken by greed and anger, and betraying his companions - until he can find a way to break the cycle and redeem himself. <strong>Taylor Johnson, Ghost Human Ranger 10, Villain, Unsettled Spirit:</strong> When his friends asked if he would be interested in joining them on an adventure, Taylor Johnson had at first demurred. When they later insisted and brushed aside each of his objections one by one, he found himself with no reasonable position left to defend and agreed to go. Taylor reminded himself of this series of events as he stood at the base of Mount Karakhan, already feeling cold and pained by the weight of his pack, and wondered how he had arrived at this point.</p><p>Their party needed a fifth and they preferred to enlist a friend, even an inexperienced one, then to engage one of the adventurers-for-hire that hang around the local taverns. They began their ascent through crags up the mountain, bound, Arthur had assured him, for a cache of ancient artifacts left by the civilizations that once inhabited these mountains. The thought of uncovering a relic that might shed some light on the history of this region appealed, as Arthur knew it would, to Taylor’s interest in history. He had collected hundreds of books on the subject.</p><p>By about lunchtime - which was to be taken while they walked, Taylor learned to his displeasure - they had managed to climb both up and somehow into the mountain. Narrow shafts, invisible until you were standing next to them, led into the mountain before a set of rough-hewn steps took them higher again.</p><p>Taylor was pecking the crumbs of lunch from his palm when he looked up to notice they had reached a sort of landing, a flat open area with distinct signs of human activity, the remains of a fire, odd paintings on the rock walls by way of decoration. Hanging from one wall, Taylor discovered a mask. It appeared to be carved from dark polished wood and glistening white crystals ringed the wide eyes and mouth. He gently removed it from the wall and showed it to his comrades, who congratulated him on his first “official” find as an adventurer.</p><p>From that point forward, Taylor felt invigorated, not only able to keep up with his friends but demonstrating an uncanny knack for dungeoneering. The next landing was reached only by squeezing through a very narrow passageway. They had to remove their packs and pass those through separately. On the other side awaited the treasures Arthur had been expecting. All about the room, there were gold coins imprinted with a roughly human face, though also oddly bestial. But, while the others were gathering coins, Taylor noticed that there was a passageway that led still higher hidden behind a massive boulder.</p><p>With all of them pushing together, they managed to dislodge the boulder. They climbed and found the final chamber, a room shaped like an amphitheater with arcs of benches descending down to a small flattened area with an altar. Arthur announced that they would set up camp along the upper lip of the amphitheater and in the morning thoroughly examine the altar and treasure rooms.</p><p>Watching the campfire light dwindle through the canvas walls of his tent, Taylor held the mask in his hands and imagined what would happen to the treasures. Would they be divided up equally among them with no attention paid to the real contribution of the adventurer? He imagined these priceless relics sitting on a shelf in Karina’s doubtlessly cluttered home eventually lost or broken. Could he allow that to happen? They didn’t even understand the significance of this room. If they did, would they have set up tents here? It had one purpose and they were all currently defiling it. Taylor wondered if he should wake Arthur, consult him about his conclusion. No, he was sure Arthur would agree with what had to be done.</p><p>When Arthur woke, the bodies of their fellow adventurers lay awkwardly splayed on the altar. Wearing the mask he had found previously, Taylor expressed gratitude to his friend for bringing him on this adventure. He had learned a great deal about himself and began to explain how they would uncover more relics together in the future. Arthur attempted to flee and Taylor pursued him. In the ensuing struggle, they both fell through a chasm to the rocky ground below.</p><p>Because of his stubborn refusal to accept that he died having betrayed his companions in a cave on Mount Karakhan, Johnson holds tightly to his physical manifestation. Taylor is more than a ghost; he is cursed by the mask and doesn’t even realize he is dead.</p><p>Johnson's actions in life have doomed him to repeat this story - of joining an adventure, being overtaken by greed and anger, and betraying his companions - until he can find a way to break the cycle and redeem himself. <strong>Taylor Johnson, Ghost Human Ranger 15, Villain, Unsettled Spirit:</strong> When his friends asked if he would be interested in joining them on an adventure, Taylor Johnson had at first demurred. When they later insisted and brushed aside each of his objections one by one, he found himself with no reasonable position left to defend and agreed to go. Taylor reminded himself of this series of events as he stood at the base of Mount Karakhan, already feeling cold and pained by the weight of his pack, and wondered how he had arrived at this point.</p><p>Their party needed a fifth and they preferred to enlist a friend, even an inexperienced one, then to engage one of the adventurers-for-hire that hang around the local taverns. They began their ascent through crags up the mountain, bound, Arthur had assured him, for a cache of ancient artifacts left by the civilizations that once inhabited these mountains. The thought of uncovering a relic that might shed some light on the history of this region appealed, as Arthur knew it would, to Taylor’s interest in history. He had collected hundreds of books on the subject.</p><p>By about lunchtime - which was to be taken while they walked, Taylor learned to his displeasure - they had managed to climb both up and somehow into the mountain. Narrow shafts, invisible until you were standing next to them, led into the mountain before a set of rough-hewn steps took them higher again.</p><p>Taylor was pecking the crumbs of lunch from his palm when he looked up to notice they had reached a sort of landing, a flat open area with distinct signs of human activity, the remains of a fire, odd paintings on the rock walls by way of decoration. Hanging from one wall, Taylor discovered a mask. It appeared to be carved from dark polished wood and glistening white crystals ringed the wide eyes and mouth. He gently removed it from the wall and showed it to his comrades, who congratulated him on his first “official” find as an adventurer.</p><p>From that point forward, Taylor felt invigorated, not only able to keep up with his friends but demonstrating an uncanny knack for dungeoneering. The next landing was reached only by squeezing through a very narrow passageway. They had to remove their packs and pass those through separately. On the other side awaited the treasures Arthur had been expecting. All about the room, there were gold coins imprinted with a roughly human face, though also oddly bestial. But, while the others were gathering coins, Taylor noticed that there was a passageway that led still higher hidden behind a massive boulder.</p><p>With all of them pushing together, they managed to dislodge the boulder. They climbed and found the final chamber, a room shaped like an amphitheater with arcs of benches descending down to a small flattened area with an altar. Arthur announced that they would set up camp along the upper lip of the amphitheater and in the morning thoroughly examine the altar and treasure rooms.</p><p>Watching the campfire light dwindle through the canvas walls of his tent, Taylor held the mask in his hands and imagined what would happen to the treasures. Would they be divided up equally among them with no attention paid to the real contribution of the adventurer? He imagined these priceless relics sitting on a shelf in Karina’s doubtlessly cluttered home eventually lost or broken. Could he allow that to happen? They didn’t even understand the significance of this room. If they did, would they have set up tents here? It had one purpose and they were all currently defiling it. Taylor wondered if he should wake Arthur, consult him about his conclusion. No, he was sure Arthur would agree with what had to be done.</p><p>When Arthur woke, the bodies of their fellow adventurers lay awkwardly splayed on the altar. Wearing the mask he had found previously, Taylor expressed gratitude to his friend for bringing him on this adventure. He had learned a great deal about himself and began to explain how they would uncover more relics together in the future. Arthur attempted to flee and Taylor pursued him. In the ensuing struggle, they both fell through a chasm to the rocky ground below.</p><p>Because of his stubborn refusal to accept that he died having betrayed his companions in a cave on Mount Karakhan, Johnson holds tightly to his physical manifestation. Taylor is more than a ghost; he is cursed by the mask and doesn’t even realize he is dead.</p><p>Johnson's actions in life have doomed him to repeat this story - of joining an adventure, being overtaken by greed and anger, and betraying his companions - until he can find a way to break the cycle and redeem himself.</p><p><strong>Vampire Spawn, Intelligent Undead:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Ghost, Standard Ghost:</strong> A child killed by the [cursed item the lost] doll’s effects cannot be raised or resurrected. Such victims may return as ghosts themselves.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/272546/Nemesis-VIII--Cults-of-Personality?affiliate_id=17596" target="_blank">Nemesis VIII: Cults of Personality</a>[spoiler]</p><p><strong>Dierdre Forestshade, Lich Half-Elf Enchanter 17, Liche:</strong> With this seed, the PCs can be recruited to Dierdre’s aid for purposes of acquiring a necromantic tome she requires to move forward with her plans of lichdom. </p><p><strong>Sister Obdare, Wight Cleric 5/Monk 9, Undead Cleric:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Unintelligent Undead:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> With this seed, the PCs can be recruited to Dierdre’s aid for purposes of acquiring a necromantic tome she requires to move forward with her plans of lichdom. </p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/336405/Oathbound-Complete--d20?affiliate_id=17596" target="_blank">Oathbound Arena</a>[spoiler]</p><p><strong>Undead:</strong> Once the Charioteer of the Sun, Nemamiah ruled a lush and green domain, a paradise. That changed when a madman shattered the magic mirrors that heated the domain. The land perished in the frigid night, as did Nemamiah’s will. He underwent a most grievous transformation, taking the epithet The Leper. Slipping into a hopeless darkness, Nemamiah transformed the dead inhabitants of his domain into undead, and to them laid the task of seeking his absolute oblivion.</p><p>The caverns contain numerous labs, libraries, and undead creation pits that continually swell the ranks of his lifeless militia.</p><p><strong>Foul Undead:</strong> ?</p><p><strong>Lord Raghuveer, The Shadow Mage, Human Wizard 14/Assassin 10/Demagogue 8, Undead Wizard, Mysterious Human, Enigmatic Human, Warlord, Sorcerer, Bloodlord, Pirate, Warlock, Wizard, Dark Force, Powerful Wizard:</strong> ?</p><p><strong>Sturdy Undead Warrior:</strong> Mariadok only raises the largest and best-preserved bodies he finds, which coupled with the necromancer’s potent magic make for sturdy undead warriors.</p><p><strong>Free-Willed Undead, Intelligent Undead:</strong> ?</p><p><strong>Undead Emissary:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghoul King:</strong> ?</p><p><strong>Mariadok the Undying, Half-Elven Lich Necromancer 15/Fighter 7/Cleric 5, Warlord, Necromancer, Ancient Mage:</strong> ?</p><p><strong>The Warlock, Human Lich Necromancer 15, Desiccated Corpse, Master, Gifted Creator of Wands and Staffs:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire, Free-Willed Undead:</strong> ?</p><p><strong>Vampire Bride:</strong> ?</p><p><strong>Zombie:</strong> Zombie Missile magic item.</p><p><strong>Zombie, Ravening Zombie:</strong> ?</p><p><strong>Bone Sovereign:</strong> ?</p><p><strong>Undead Warlord:</strong> ?</p><p></p><p>Zombie Missile</p><p>Heavily modified from the inferno shrieker (see below), the zombie missile contains a magical payload that explodes and then transforms those killed into ravening zombies with a thirst for the flesh of their former allies. Devious and deadly in the extreme, this weapon is used only by the most depraved warlords who do not fear the retribution of their peers. Anyone using this weapon on the battlefield is likely feel the wrath of those who regard this weapon as horrific and abominable.</p><p>The weapon is fired in the same manner as the inferno shrieker and requires the same Profession (siege engineer) skill check as detailed for that weapon. Zombie shriekers also have a range increment of 200 feet.</p><p>When the zombie missile hits, however, it explodes in a blast of necromantic energy, rather than a ball of fire. Targets are allowed a Fortitude save (DC 20) to avoid the effects of this negative energy, but those who fail suffer 1d4 negative levels. Creatures reduced to 0 levels or less immediately die as a result of this effect.</p><p>Any creature that dies rises as a zombie on the next turn. This zombie is not controlled in any way and will attack the nearest living creature it spots.</p><p>Mass Combat: To simulate the confusion and damage caused by a group of zombies suddenly bursting up in the middle of an enemy unit, use the following system. For every point by which the unit fails its Fortitude save, it suffers one round of damage from the zombies. Each round, the unit will suffer 2d10 points of damage. At theend of this time, it is assumed the zombies have been destroyed or otherwise dealt with.</p><p>Caster Level: 12th; Prerequisites: Craft Wondrous Item, animate dead, enervation; Market Price: 3,000 gp; Weight: 10 lbs.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/336405/Oathbound-Complete--d20?affiliate_id=17596" target="_blank">Oathbound Mysteries of Arena</a>[spoiler]</p><p><strong>Mirajii, Full Powered Mirajii:</strong> They are the cunning remnants of bandits, brigands, and traitorous mercenaries who perished while enacting death on others. Whether they are animate by the cosmic forces that course through the Forge or the will of Barbello is unknown.</p><p>Victims whose Constitution scores are reduced to zero by means of a mirajii’s ability drain become full powered mirajiis the following dusk.</p><p><strong>Oblivion Creature:</strong> Oblivion creatures have reached the point of supreme success in their minds and body – a stage wherein they have mentally departed fully from the mortal realm and are no longer living creatures.</p><p>Prestige Race Focus of the Grave Oblivion Creature.</p><p><strong>Mirajii, Undead Shapeshifter, Plague on the Living, True Polymorph:</strong> ?</p><p><strong>Mirajii, Cunning Remnants of a Bandit Who Perished While Enacting Death on Others:</strong> ?</p><p><strong>Mirajii, Cunning Remnants of a Brigand Who Perished While Enacting Death on Others:</strong> ?</p><p><strong>Mirajii, Cunning Remnants of a Traitorous Mercenary Who Perished While Enacting Death on Others:</strong> ?</p><p><strong>Oblivion Creature, Formidable Opponent, Free-Willed Undead:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Soldier:</strong> ?</p><p><strong>Nememiah, Undead Lord, Hated Taskmaster, Covetous Overlord, Former Master, Undisputed Master, Vengeful Ruler, Feathered Fowl, Loathsome Ruler, Horrific Figure, Lifeless Taskmaster, Master, Callous Overlord, Captor, Overlord, Despondent Elderly Adversary:</strong> ?</p><p><strong>Athicluss, Lich, Warlock, Enigmatic Author, Insidious Wizard, Renowned Linguist and Mathematician, Ambitious Lich, Foremost Expert on the Subject of Curses and Oaths:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mariadok the Undying, Half-Elf Lich, Warlord, Undead Warlord, Benefactor:</strong> Consumed by his self-loathing and a genuine desire to retain his memories of Sovann for all eternity, Mariadok underwent the horrific transformation from life to undeath.</p><p><strong>Myraxon, Warlock, Lich Wizard 15, Skeleton Tightly Wrapped in a Shroud of Desiccated Flesh Bearing the Faint Remnants of Geometrically Shaped Tattoos, Corrupted Undead Abomination, Brilliant Servant, Pitiful Wizard, Desiccated Lich, Calculating Vindictive Lich, Resourceful Lich, Relatively Youthful and Highly Motivated Lich:</strong> The unflinching glare of Nemamiah’s ominous avatar pierced his frightened soul literally transforming the once attractive and charismatic Myraxon into a corrupted, undead abomination sculpted in the image of his new master.</p><p><strong>Advanced Shadow:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Bone Sovereign:</strong> ?</p><p><strong>Undead Warlord:</strong> ?</p><p></p><p>Oblivion Creature</p><p>Example: Oblivion Karnos</p><p>Cost: 10,500 XP</p><p>Minimum Level: 11th</p><p>Prerequisite: Necrotic</p><p>Unavailable to: Non-necrotic races.</p><p>Details: Oblivion creatures have reached the point of supreme success in their minds and body – a stage wherein they have mentally departed fully from the mortal realm and are no longer living creatures. Their bodies are little more than vacant mortal shells and their minds have transcended the bonds of the living world. Only their tortured soul remains intact, seeking the ultimate release, and they seethe with venom, jealousy and hatred at both the realm of the living, in which they feel trapped and at the world beyond the grave, which calls to them with its sickly sweet siren’s song. As such, with so little to lose in this world and so much to gain in the next, they are formidable opponents indeed. Oblivion creatures are surrounded at all times by the putrid smell of the grave, and a disturbing aura of cold akin to death itself.</p><p>Game Effects: The creature becomes, in all aspects, a free-willed undead. An oblivion creature gains resistance 10 to all cold-based attacks, and takes ½ damage from piercing weapons. Further, the creature’s Constitution score becomes 0 (as well as all associated bonuses, additional hit points, and so forth). Lastly, an oblivion creature no longer has need of sleep, food, or water.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/336405/Oathbound-Complete--d20?affiliate_id=17596" target="_blank">Oathbound Plains of Penance</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Vixen:</strong> ?</p><p><strong>Lord of Winter, Mysterious Bloodlord:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Mekos, Spectre, Apparition of a Frey:</strong> This is the spectre of Mekos, the frey that was entrusted the safety of the temple during her life. Like many others, she was killed when the city fell, but after death she refused to relinquish the responsibility she had to her fellow faithful.</p><p><strong>Vampire, Creature Dependent on Blood:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/336405/Oathbound-Complete--d20?affiliate_id=17596" target="_blank">Oathbound Wrack & Ruin</a>[spoiler]</p><p><strong>Nightsong Apparition:</strong> Nightsong apparitions are the result of magical experimentation by the Spectral Hand. The necromancers began with an allip as the base monster and modified it to suit their purposes.</p><p>Through their research, the Spectral Hand has created two types of undead never seen before: the spectral ravagers and the nightsong apparitions.</p><p><strong>Ruin Zombie, Lesser Ruin Zombie:</strong> A ruin zombie is the animated corpse of someone who has died a horrible death in the Undercity of Penance. Such death would not have been a quick or painless, but one where the victim suffered a ghastly end. This includes, but is not limited to, suffocation, starvation, drowning, torture, and mutilation. The intense anguish felt in the final moments of their life acts as a catalyst for the extraordinary magic of the maze, transforming the deceased to an undead that rises to wreak havoc on the living for which they despise with every fabric of their being. Typically only humanoid beings become ruin zombies, and leaving the Undercity has no harmful effects on their reanimation.</p><p>Trapped within the tower when Annoxus/Colopitiron sunk the bloodhold were many of Lord Zenonelis’ faithful—servants, retainers, slaves, and five of Cycadia’s most influential judges. The magical powers used by the newest member of the Seven, along with the unstable energy of the wrack, combined to transform those in the tower into ruin zombies (lesser or greater) upon their eventual death from starvation.</p><p><strong>Greater Ruin Zombie:</strong> Anyone of greater skill and ability (more than 7+ levels) becomes a greater ruin zombie.</p><p>Trapped within the tower when Annoxus/Colopitiron sunk the bloodhold were many of Lord Zenonelis’ faithful—servants, retainers, slaves, and five of Cycadia’s most influential judges. The magical powers used by the newest member of the Seven, along with the unstable energy of the wrack, combined to transform those in the tower into ruin zombies (lesser or greater) upon their eventual death from starvation.</p><p><strong>Skeletal Ravager:</strong> The skeletal ravagers are a powerful form of undead created by the Spectral Hand.</p><p>Skeletal ravagers are the skeletal remains of any sentient being (usually human), and are imbued with powerful negative energy.</p><p>Through their research, the Spectral Hand has created two types of undead never seen before: the spectral ravagers and the nightsong apparitions.</p><p><strong>Ruin Zombie, Animated Corpse of Someone Who Has Died a Horrible Death in the Undercity of Penance:</strong> ?</p><p><strong>Greater Ruin Zombie, :</strong> ?</p><p><strong>Concubine Ruin Zombie, Lesser Ruin Zombie:</strong> These three levels were once home to the concubines of Lord Zenonelis, many of which have become lesser ruin zombies after perishing in the tower along with their liege.</p><p>Trapped within the tower when Annoxus/Colopitiron sunk the bloodhold were many of Lord Zenonelis’ faithful—servants, retainers, slaves, and five of Cycadia’s most influential judges. The magical powers used by the newest member of the Seven, along with the unstable energy of the wrack, combined to transform those in the tower into ruin zombies (lesser or greater) upon their eventual death from starvation.</p><p><strong>Slave Ruin Zombie, Lesser Ruin Zombie:</strong> These zombies were once slave servants of Lord Zenonelis, and still wander these levels as they did during the last moments of their life in a vain and desperate attempt to escape the tower. Tired of their screaming and helpless pleas, Zenonelis shackled them to the walls of Level 9. Upon their transformation to undead years later, the ruin zombies broke free of their bonds, but had nowhere to go and have wandered these levels ever since.</p><p>Trapped within the tower when Annoxus/Colopitiron sunk the bloodhold were many of Lord Zenonelis’ faithful—servants, retainers, slaves, and five of Cycadia’s most influential judges. The magical powers used by the newest member of the Seven, along with the unstable energy of the wrack, combined to transform those in the tower into ruin zombies (lesser or greater) upon their eventual death from starvation.</p><p><strong>Judge of Cycadia, Greater Ruin Zombie Human Fighter 5/Rogue 2, Mummified Body of a Human, Petrified Undead:</strong> When the new Colopitiron sank Lord Zenonelis and his tower there were five judges in the tower meeting with Lord Zenonelis over issues long forgotten. Each of these judges was powerful in their own right, and upon their deaths transformed into greater ruin zombies.</p><p>Trapped within the tower when Annoxus/Colopitiron sunk the bloodhold were many of Lord Zenonelis’ faithful—servants, retainers, slaves, and five of Cycadia’s most influential judges. The magical powers used by the newest member of the Seven, along with the unstable energy of the wrack, combined to transform those in the tower into ruin zombies (lesser or greater) upon their eventual death from starvation.</p><p><strong>Lord Zenonelis, Greater Ruin Zombie Rogue 5/Fighter 4, Foul Undead, Undead Lord, Leader, Bloodlord:</strong> Annoxus also enchanted and sealed the tower, imprisoning the cruel Zenonelis and his retainers inside for all time. Eventually the vindictive Bloodlord and followers would become foul undead, transformed by the wild and unpredictable magics that permeate the Undercity.</p><p>Trapped within the tower when Annoxus/Colopitiron sunk the bloodhold were many of Lord Zenonelis’ faithful—servants, retainers, slaves, and five of Cycadia’s most influential judges. The magical powers used by the newest member of the Seven, along with the unstable energy of the wrack, combined to transform those in the tower into ruin zombies (lesser or greater) upon their eventual death from starvation.</p><p><strong>Skeletal Ravager, Powerful Form of Undead, Skeletal Remains of a Sentient Being, Lich-Like Creature, Powerful Undead:</strong> ?</p><p><strong>Undead, Undead Creature, Undead Being, Undead Monster:</strong> This famous conflict lasted for ninety years, until the eighth lord of Barrowhold, Eliaures, a dark sorcerer, poured the life force of an entire one of his cantons into a single enchantment. Eliaures killed tens of thousands of his own people, but spelled the ultimate doom of Doravum. To this day, any who die within the former bloodhold’s borders rise again within a day as an undead being.</p><p>It is unknown whether or not Lord Zelvyr still exists, but it is known that his lab contained detailed instructions for creating almost every known type of undead.</p><p>Alfheirn’s top advisors were transformed into undead to keep him company, but he is otherwise locked away with all of his magic items, which are almost completely useless to him now.</p><p>The mansion is staffed and protected by undead, which are created and overseen by the liches that serve Hadroth.</p><p>Annoxus also enchanted and sealed the tower, imprisoning the cruel Zenonelis and his retainers inside for all time. Eventually the vindictive Bloodlord and followers would become foul undead, transformed by the wild and unpredictable magics that permeate the Undercity.</p><p><strong>Transformed Undead:</strong> <em>Transform Undead</em> spell.</p><p><strong>Hungry Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Self-Aware Undead:</strong> ?</p><p><strong>Subservient Form of Undead:</strong> ?</p><p><strong>Undead Resident:</strong> ?</p><p><strong>Foul Undead:</strong> ?</p><p><strong>Common Undead:</strong> ?</p><p><strong>More Mundane Undead:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Seldua, Ghost:</strong> ?</p><p><strong>Cold-Loving Ghost, Ghost of a Young Woman:</strong> The truth behind the extreme cold of this house is that it is inhabited by the ghost of a young woman who was murdered by her husband when he threw her into a raging fire. She exacted her revenge on her former spouse by freezing the blood in his veins, and ever since she has lived here, chasing any hint of heat away from it.</p><p><strong>Lord Zelvyr, Lich:</strong> It is believed that upon death, Lord Zelvyr became a lich, and caused his laboratory to sink into the maze at that time.</p><p><strong>Lich:</strong> ?</p><p><strong>Alfheirn, Elf Lich:</strong> Alfheirn brought this knowledge to Israfel, threatening to make this information public if she didn’t provide him with immortality. Israfel agreed to Alfheirn’s terms, and transformed him into a lich.</p><p><strong>Lich Lord Hadroth, Human Lich Sorcerer:</strong> When his health deteriorated to the point where he was certain that he would soon die, he underwent the transformation into a lich.</p><p><strong>Atanarion Telemalad, Elven Lich Wizard 19:</strong> ?</p><p><strong>Toshengrave, Vampire:</strong> ?</p><p><strong>Matron Pilsitmul, Vampire:</strong> ?</p><p><strong>Gilden Rievesen the Unclean, Human Vampire Cleric 5/Rogue 3/Fighter 9, Vampiric Leader, Bitter Rival:</strong> ?</p><p><strong>Vampire:</strong> When one of his cohorts has proven himself to be one of his most dedicated and loyal followers, Gilden rewards him by making him a vampire.</p><p><strong>Vampire, Being With Extreme Light Sensitivity:</strong> ?</p><p><strong>Lector, Terrible Undead Creature:</strong> ?</p><p></p><p>Transform Undead</p><p>Transmutation</p><p>Level: Sor/Wiz 5, Clr 5</p><p>Components: V,S,M</p><p>Casting Time: 1 full round</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: One undead creature</p><p>Duration: Permanent</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>Developed by the Spectral Hand, Transform undead acts similar to Polymorph other, except that undead creatures are not immune to it. Unlike Polymorph other, when an undead creature is transformed, it takes the form of an undead version of the creature it was transformed into. Upon changing, the subject regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the creature further). If slain, the polymorphed creature reverts to its original form, though it remains dead.</p><p>This spell is otherwise exactly like polymorph other, except that transformed undead are never subject to disorientation. Incorporeal, gaseous, elemental, and construct forms cannot be assumed.</p><p>Material Component: a handful of powdered bone.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/88293/Outcastia-Campaign-Sourcebook-Book-II-Players-Guidebook?affiliate_id=17596" target="_blank">OCS Outcastia Campaign Sourcebook Book II Player's Guidebook:</a>[spoiler]</p><p><strong>Bone Mage:</strong> <em>Create Bone Mage</em> spell.</p><p></p><p><strong>Ghoul:</strong> <em>Power Word Undeath</em> spell.</p><p><strong>Wight:</strong> <em>Power Word Undeath</em> spell.</p><p><strong>Wraith:</strong> <em>Power Word Undeath</em> spell.</p><p><strong>Skeleton:</strong> <em>Skeletonize</em> spell.</p><p><strong>Zombie:</strong> <em>Zombify</em> spell.</p><p></p><p>Create Bone Mage</p><p>Necromancy</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M, F, XP</p><p>Casting Time: 24 hours</p><p>Range: Touch</p><p>Target: One undead skeleton</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You create an undead ally to aid you in casting spells and making items.</p><p>You bind an unholy spirit into the body of one of your already-animated skeletons. This allows you to transform one of your skeletons into an undead ally to aid you in casting spells, making alchemical items, and crafting items. This spell instills no Intelligence in the creature, but instead allows Charisma to define spellcasting ability and skill checks involving Intelligence.</p><p>The skeleton is now able to take the bone mage prestige class and it uses its Charisma modifier to determine extra skill points instead of its Intelligence modifier. This spell gives the target skeleton the ability to approximate the verbal components necessary to cast spells. Undead that gain levels as bone mage count as their total Hit Dice for purposes of animate dead. This spell does three things: first, it enables the skeleton to do a few more things; second, it raises the skeleton’s Charisma by 12 points (the force of will of the unholy spirit); and third, it allows the skeleton to take the bone mage prestige class.</p><p>Material Components: A piece of a brain from an intelligent creature.</p><p>Focus Component: A wand made from a lich’s femur set with gems worth at least 1,000 fr.</p><p>XP Component: You must pay 500 xp each time you cast this spell.</p><p></p><p>Power Word, Undeath</p><p>Necromancy [Death, Evil, Power]</p><p>Level: Elc 9, UtM 9</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: 30 feet</p><p>Target: One living humanoid creature</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>The caster has learned the Proper Word for re-animate.</p><p>Use of this spell allows him to instantaneously kill and reanimate one creature, whether the creature can hear the word or not. The target creature falls to the ground and rises the next round as the appropriate type of undead. The type of undead it is reanimated as, is dependant upon its current hit points at the time the spell is cast. All undead animated by this spell have average hit points for their type and be of medium size, no matter what size they were as living creatures. Any creature that currently has 76 or more hit points is unaffected by power word, undeath. The animated creature follows the caster’s spoken commands and does not count against the number of creatures that can be animated by the animate dead spell. The undead remains animated until it is destroyed. (An undead created by this spell that is destroyed cannot be re-animated again as any type of undead). This spell allows the caster to have up to his level in hit dice of undead created by this spell under his control. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) This spell can only be cast at night.</p><p>Table 8.04: Undead</p><p>Hit Points Type of Undead Animated</p><p>25 or less Ghoul</p><p>26–50 Wight</p><p>51–75 Wraith</p><p></p><p>Skeletonize</p><p>Necromancy [Evil, Power]</p><p>Level: Elc 4, UtM 5</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: 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 bodies or bones of dead creatures into undead skeletons that follow the caster’s spoken commands. 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>The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton can’t be animated again.)</p><p>The caster can’t create more HD of undead than twice his caster level with a single casting of skeletonize. The undead he creates remain under his control indefinitely.</p><p>No matter how many times he uses this spell, animate dead, or zombify, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit.</p><p></p><p>Zombify</p><p>Necromancy [Evil, Power]</p><p>Level: Elc 5, UtM 6</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: 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 bodies of dead creatures into undead zombies that follow the caster’s spoken commands. 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>The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed zombie can’t be animated again.)</p><p>The caster can’t create more HD of undead than twice his caster level with a single casting of zombify. The undead the caster creates remain under his control indefinitely.</p><p>No matter how many times he uses this spell, animate dead, or skeletonize, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/108810/OCS-Tome-of-Terrors?affiliate_id=17596" target="_blank">OCS Tome of Terrors:</a>[spoiler]</p><p><strong>Bone Dancer:</strong> Some say the first bone dancer was created by Gremian, Lord of Revelry, as a means of vengeance against those who disdained the power of the dance. Others say these creatures are created by an ice witch ritual dance used against captives in an annual ceremony. And still others blame the bone dancer’s existence on vicious peak faeries.</p><p>Anyone killed by taking Constitution damage from dancing with bone dancers rises again in 3 rounds and shakes off its skin to become a bone dancer and join in the dance.</p><p><strong>Dead Rattor:</strong> Dead rattors are created by use of a special ritual performed on the three nights of the triple full moon using the feat Create Sacrificial Undead. Knowledge of this ritual and its components is not widespread and requires at least a major quest and/or intensive research to discover its particulars.</p><p>CONSTRUCTION</p><p>The ceremony for creating a dead rattor takes 8 hours on each of three nights and must take place on the night that all three moons are full and the nights immediately preceding and following the triple full moon. Vestments for the ceremony cost 1,500 fr but can be reused. Each night rare herbs and incenses worth at least 800 fr must be burned in a small campfire. Each prospective sacrifice must be shackled with alchemical silver shackles and bound with an alchemical silver chain. The sacrifices must be wererats and should be killed by the rising of the moon on the middle night. The ears are cut off with an alchemical silver knife then the knife is plunged into the sacrificial victim’s left eye and left there to simmer. Multiple dead rattors can be created; but a wererat must be sacrificed for each one. At the end of the third night’s ceremony, each wererat shrinks into the form of a dead rattor. Dead rattors are under the control of their creator for only 24 hours. After that, the dead rattor becomes free-willed.</p><p>Prerequisites: Sacrificial Undead, baleful polymorph; Costs: 2,400 fr of rare herbs and incenses, 1,500 fr for vestments, an alchemical silver knife for each prospective sacrifice, an alchemical silver set of shackles for each prospective sacrifice, an alchemical silver chain for each prospective sacrifice, a wererat sacrifice for each undead to be created, and 5 xp/HD of undead created; Time: 3 days (24 hours).</p><p><strong>Digger Ghoul:</strong> CONSTRUCTION</p><p>The ceremony for creating a digger ghoul takes 8 hours and must take place on the night of the waning gibbous moon, Luminor, during an autumn rainstorm. The rainstorm need not last for the whole ceremony but must last at least an hour. Vestments for the ceremony cost 3,000 fr but can be reused. Rare herbs and incenses worth at least 300 fr must be mixed with grave dirt and burned in a black cauldron. The sacrifice must be a humanoid rogue that must be killed using a scythe with a snaith made of bone. Multiple digger ghouls can be created; but a humanoid rogue must be sacrificed for each one. At the end of the ceremony, the dead rogue’s body changes into the form of a digger ghoul. The claws and teeth thicken and lengthen to 6 inches each. The hair grows at an alarming rate until it reaches the shoulder blades. The hair also thickens and becomes stringy. The eyes sink deep into the skull and glow with an inner yellow light. The digger ghoul is ingrained with a singular purpose: to find and dig up bodies for its master. Once the ceremony is complete, the digger ghoul jumps up and sniffs the ground to smell out dead bodies within range. The digger ghoul will go to the nearest buried dead body and dig it up for its creator. As soon as the digger ghoul unearths a body, it runs off in search of another. It will continue doing this until ordered to stop, it is attacked, it is destroyed, or there are no dead bodies in range.</p><p>The digger ghoul can also be given other orders within its abilities. Digger ghouls are expert trackers, excellent diggers, and fast scouts. Only orders that use one of these abilities will be obeyed.</p><p>Digger ghouls are always under the control of their creator and do not count as undead controlled for purposes of the animate dead spell.</p><p>Prerequisites: Sacrificial Undead, ghoul touch; Costs: 300 fr of rare herbs and incenses, grave dirt, 3,000 fr for vestments, a scythe with a snaith made of bone, a humanoid rogue victim for each undead to be created, and 100 xp/HD of undead created; Time: 1 days (8 hours).</p><p><strong>Risen:</strong> They were born from the remains of those mortals who fell under the mighty clashing gods of Hakam Nore and Starrl. When the wounded Starrl’s blood spilled unto the bodies, they rose as eternal undead creatures infused with the divine essence of Starrl.</p><p><strong>Shadow Spy:</strong> They are created in a special ritual done on the eve of the new moon of Zkor. Usually teenagers and children of medium races are made into shadow spies. Halflings, goblins, and gnomes of all ages are also often fodder for this ritual; because medium creatures can be made into more dangerous types of undead. The soon-to-be-shadow-spies are sacrificed in a ceremony that binds their spirits to both shadowstuff and the leader of the ritual. Most of the time, this is a huge ceremony involving the sacrifice of hundreds of youths and small-sized humanoids. The resulting shadow spies are totally faithful to their creator and can speak with him using a series of gestures and shapes. They understand any language their creator can speak.</p><p>The next night a second ritual provides the creator the means to understand the shadow spy’s semi-language through a gem infused with the dark of the moon Zkor, made in a separate ceremony. Without the gem information can not be received from the shadow spy (it still retains the ability to understand its creator’s languages).</p><p>The ceremony for creating a shadow spy takes 8 hours and must take place on the night of the eve of the new moon of Zkor. Vestments for the ceremony cost 500 fr but can be reused. Rare herbs and incenses worth at least 1,000 fr must be burned in a blackened iron brazier. The sacrifices must be small size creatures and should be killed by midnight. The hearts are cut out of the sacrificial victims and offered to the darkness (thrown out of visual range) creating the shadow spy. Multiple shadow spies can be created; but a small-sized creature must be sacrificed for each one.</p><p>The next night, the new moon, requires another ceremony. The brazier is again lit, costing another 1,000 fr worth of rare herbs and incenses, while the creator chants over a black gem (worth 10 fr/HD of undead created the night before). This ceremony takes 8 hours.</p><p>Prerequisites: Sacrificial Undead, blacklight; Costs: 2,000 fr of rare herbs and incenses, 500 fr for vestments, a black gem worth 10 fr/HD of undead to be created, and a sacrificial victim of Small size for each undead to be created and 5 xp/HD of undead created;</p><p>Time: 2 days (16 hours).</p><p><strong>Shadow Warrior:</strong> Shadow warriors are undead members of some unknown race on a plane parallel but separate from our own. Because of the amount of bonus “racial” feats, it is theorized that shadow warriors were actually fighter-classed creatures; there is no proof to substantiate this, though. Upon death, through a dark ritual, their essences are sucked into the ethereal and bound to their creator as hunter-killers.</p><p>It is supposed by many sages that the shadow warriors are the remnants of some otherworldly empire once or still ruled by Starsmith. Whether this is the case or that they are really demonic spirits trapped in shadowstuff is a debate best left to the experts.</p><p><strong>Spirit of the Night:</strong> When Gingus Starsmith fell, his followers continued his research and even began construction of the Veil of Shadows. Upon Starsmith’s return in the body of a dead dragon after the Great Conjunction, he finished the arcane construct and began to implement its powers across his newly acquired empire. Sages call this time the Age of Shadows because of all the shadowy creatures that made their first recorded appearances then. Carthan, the Wise, a prominent sage of Bridgeford, insists that the artifact created by Starsmith and his minions was either directly or indirectly to blame for the appearance of all these shadowy creatures.</p><p><strong>Spirit of the Slain:</strong> Rowers of willow galleys are formerly captured unfortunates who have had their life-forces completely drained to power the ship’s flight through the ethereal.</p><p>The willow galley ship’s hold drains one level per day from each creature in the hold (no save) in order to give the ship its ethereal and material speed. Creatures drained to 0 levels are dead with no hope of resurrection (possibly a god could resurrect them; but raise dead, resurrection, true resurrection, wish and miracle automatically fail) and become spirits of the slain.</p><p>Rowers on the willow galley are formerly captured unfortunates who have had their life-forces completely drained to power the ship’s flight through the ethereal. The ship’s hold drains one level per day from each creature in the hold (no save) in order to give the ship its ethereal and material speed. Creatures drained to 0 levels are dead with no hope of resurrection (possibly a god could resurrect them; but raise dead, resurrection, true resurrection, wish and miracle automatically fail) and become spirits of the slain.</p><p><strong>Power Wraith:</strong> Any humanoid slain by a power wraith becomes a power wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>Power wraiths are created when an utter master fails his Fortitude save when casting an utter master spell resulting in enough damage to reduce his Constitution score to 0. A power wraith can also be created by an elocutionist who has broken his oath failing his Fortitude save when casting any spell resulting in enough damage to reduce his Constitution score to 0. If the dead utter master’s or elocutionist’s body is not blessed by spell or holy water, it rises again 3 days later as a free-willed power wraith.</p><p><strong>Sanctum Wraith:</strong> Sanctum wraiths are incorporeal creatures born of evil and darkness.</p><p>Any humanoid slain by a sanctum wraith becomes a sanctum wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>CONSTRUCTION</p><p>The ceremony for creating a sanctum wraith takes 8 hours on each of three nights and must take place on the nights Durvs 14-16. In ancient times dragons called this period the festival of samhain. Vestments for the ceremony cost 5,000 fr and cannot be reused. Each night rare herbs and incenses worth at least 1,200 fr must be burned in silver sanqphors throughout the sanctum. A line of silver dust worth at least 500 fr per 100 square feet of the sanctum must be traced around the sanctum on the first night, samhain’s eve. This line delineates the boundaries of the protective sacrifice’s aura as well as the limits of the future sanctum wraiths’ domain. Up to three wraiths can be sacrificed (one each night) to fuel the protective aura around your sanctum. You must pay 1,000 xp per wraith sacrificed. Once the ceremony is complete, your sanctum radiates a palpable aura of evil much like the wraith’s unnatural aura ability. Any living creatures entering your sanctum without first speaking the word of command you set during the ceremony becomes affected by the essences of the sacrificed wraith(s). The intruder must make a Fortitude save DC 10 + ½ your caster level + your primary casting stat bonus, each hour or take 1d4 Constitution damage (+2 per wraith beyond the first that was sacrificed), successful saves halve the damage. A creature reduced to 0 Constitution in this way dies and rises again in 1d4 rounds as a sanctum wraith. The sanctum wraith is prevented from attacking anyone that spoke the word of command set by you during the ceremony and can never leave the confines of its domain, your sanctum. Once the aura has created as many sanctum wraiths as the number of wraiths you sacrificed in the ceremony, it is discharged and does not further work.</p><p>Sacrificial Undead, create greater undead, unhallow; Costs: 3,600 fr of rare herbs and incenses, 5,000 fr for vestments, 500 fr of powdered silver per 100 square feet of the sanctum, up to three wraith sacrifices, and 1,000 xp per wraith sacrificed. Time: 3 days (24 hours).</p><p><strong>Death Elemental:</strong> Undead elementals exist; spontaneously created whenever a wave of negative energy sweeps over an elemental plane. It catches some elementals unaware and transforms them into death elementals. The wave eats away all of the creature’s physical elemental material leaving only a smaller, incorporeal blotch of raw negative energy that seeks to destroy everything in some sort of misguided revenge.</p><p>“Death elemental” is an acquired template that can be added to any elemental.</p><p><strong>Ice Shaman:</strong> Ice shamans are corpses reanimated through a dark, sinister, and powerful magic ritual using the Sacrificial Undead feat.</p><p>“Ice shaman” is an acquired template that can be added to any corporeal creature (other than an undead or a creature with the Fire subtype) that has a skeletal system.</p><p><strong>Inga's Skeleton:</strong> An Inga’s skeleton is a normal skeleton that at one time possessed the minor artifact, Inga’s Scythe. The scythe transforms those skeletons that carry it by giving them an Intelligence score, skills, and feats.</p><p>“Inga’s Skeleton” is an acquired template that can be added to any undead skeleton of Huge size or smaller that is basically humanoid or able to wield two-handed weapons.</p><p><strong>Power Lich:</strong> A power lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life by transforming its life-force or spirit into sound and storing it in a magical sound receptacle.</p><p>“Power lich” is an acquired template that can be added to any humanoid, giant, monstrous humanoid, or intelligent undead creature, provided it can create the required phylactery.</p><p>The process of becoming a power lich is unspeakably evil and can be undertaken only by a willing character.</p><p>The Power Lich’s Crystal Obsidian Bell</p><p>An integral part of becoming a power lich is creating a magic bell in which the character stores its sound force. Changing the base creature’s life force or spirit into sound force is the second part of the extended ritual. As a rule, the only way to get rid of a power lich for sure is to destroy its crystal obsidian bell. Unless its crystal obsidian bell is located and destroyed, a power lich reappears 1d8 days after its apparent death.</p><p>Each power lich must make its own crystal obsidian bell, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 18th or higher. The character must know at least 12 power words or words of power. The crystal obsidian bell costs 440,000 fr and 17,600 XP to create and has a caster level equal to that of its creator at the time of creation.</p><p>The bell is Diminutive and has 50 hit points, hardness 25, and a break DC of 50.</p><p>Other forms of crystal obsidian bells can exist, such as chimes, drums, or similar items. This item is specifically created by a power lich in order to store his essence, much like a lich’s phylactery but much more powerful.</p><p>In addition to all of the abilities of a lich’s phylactery, a crystal obsidian bell can be rung (a standard action) so as to produce power word, blind three times per day; power word, stun twice per day; and power word, kill once per day.</p><p>Moreover, the bell itself can store one spell of up to 8th level. The bell can be set to release this spell as a free action if the wielder whispers to it the conditions of the release when the spell is stored. Storing a spell in the crystal obsidian bell takes one minute. The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the crystal obsidian bell immediately brings into effect the stored spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the spell may fail when called on. The stored spell occurs based solely on the stated conditions, regardless of whether the caster wants it to.</p><p>Strong to overwhelming enchantment, evocation, and transmutation; CL 18th or higher; Craft Wondrous Item, power word blind, power word kill, power word stun, magic jar, polymorph any object, creator must know at least 12 power words/words of power; Cost: 440,000 fr and 17,600 XP; Weight: 1 lb.</p><p><strong>Shadow Lich:</strong> A shadow lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life by infusing its life-force with shadowstuff.</p><p>“Shadow Lich” is an acquired template that can be added to any humanoid, giant, or monstrous humanoid creature, provided it can create the required phylactery.</p><p>The process of becoming a shadow lich is unspeakably evil and can be undertaken only by a willing character.</p><p>The Shadow Lich’s Shadow Box</p><p>An integral part of becoming a shadow lich is creating a magic shadow box in which the character stores its life force. As a rule, the only way to get rid of a shadow lich for sure is to destroy its shadow box. Unless its shadow box is located and destroyed, a shadow lich reappears 1d10 days after its apparent death.</p><p>Each shadow lich must make its own shadow box, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The shadow box costs 120,000 fr and 4,800 XP 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 shadow box 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 on the plane of shadows. It is incorporeal otherwise and becomes much harder to destroy without access to the plane of shadows.</p><p>Other forms of shadow boxes can exist, such as rings, amulets, or similar items.</p><p>Strong to overwhelming transmutation; CL 15th or higher; Craft Wondrous Item, etherealness, magic jar; Cost: 120,000 fr and 4,800 XP; Weight: —.</p><p></p><p><strong>Skeleton:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p><strong>Zombie:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p><strong>Ghoul:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p>An afflicted humanoid that dies of a dead rattor's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.</p><p>Anyone killed by risen will rise as a ghoul under the risen’s control 24 hours later.</p><p><strong>Ghast:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p>An afflicted humanoid that dies of a dead rattor's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.</p><p><strong>Wight:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p></p><p>Sacrificial Undead [Item Creation]</p><p>You can create undead followers by means of sacrificial rituals.</p><p>Prerequisites: Evil alignment, Spell Focus (necromancy), Craft Magical Arms and Armor</p><p>Benefit: This feat allows you to construct different kinds of undead. Making an undead is a ritual that takes place on a specified night (full moon, new moon, spring equinox, winter solstice, all hallows eve, etc.) and usually takes 8 hours/HD of the created undead. The ritual requires the sacrifice of one intelligent creature for each created undead. Each undead that can be created by this process has a Construction paragraph that tells the specifics of the ritual as well as any additional requirements.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/50163/Octavirate-Presents-Lethal-Lexicon-Vol-2?term=lethal+lexicon&affiliate_id=17596" target="_blank">Octavirate Presents Lethal Lexicon 2:</a> [spoiler]</p><p><strong>Poultrygeist:</strong> When a chicken is put to death by the axe there is a chance that its lingering spirit may seek vengeance against its uncooked brethren.</p><p>Every time a poultrygeist slays another chicken there is a cumulative 1% chance that the resulting spawn will be another poultrygeist independent of its creator’s control.</p><p><strong>Rhythmic Dead:</strong> Sometimes, when a performer dies before his talents are recognized, the spirit of the slain performer will rise from the grave to take its revenge upon the world.</p><p>Any humanoid with 10 or more ranks in Perform (dance) slain by a rhythmic dead will rise as a rhythmic dead.</p><p></p><p><strong>Zombie:</strong> Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds.</p><p>Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds.[/spoiler]</p><p></p><p><a href="https://paizo.com/products/btpy8bd9?Pathfinder-Adventure-Path-Rise-of-the-Runelords-Players-Guide" target="_blank">Pathfinder Adventure Path: Rise of the Runelords Player's Guide (OGL)</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Ghost of a Werewolf:</strong> ?</p><p><strong>Ghost of a Witch:</strong> ?</p><p><strong>Chopper, Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/231/Players-Guide-to-Rangers-and-Rogues?affiliate_id=17596" target="_blank">Player's Guide to Rangers and Rogues</a>[spoiler]</p><p><strong>Undead, The Dead:</strong> ?</p><p><strong>Blood Sea Zombie:</strong> These pirates and sailors immerse themselves in the water of the Blood Sea, drawing strange and unnatural abilities from its very taint. One of the most feared pirates of this stripe is Captain Erlick “Bloody Yardarm” Thesk. His ship, the Crimson Tide, has already plundered numerous vessels — hanging many a man, woman and child all along his ship, decorating the bow and sides with the bodies of those he has killed. Some of these unfortunates return as Blood Sea zombies. In fact, some even serve him as crew, though none know how he manages to harness these creatures.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/19287/Fringe-Monsters-Predators-of-the-Pit?affiliate_id=17596" target="_blank">Predators of the Pit:</a>[spoiler]</p><p><strong>Zombie:</strong> Arknors have the ability to consume the souls of those they feast upon. Those consumed by the arknor cannot be resurrected by any means, nor do their souls go on to an afterlife. The corpse of the victim remains in the webbing, and the arknor controls it as a puppet. These strange undead pass through the arknor’s territory, gossamer strands of webbing coaxing it along, as though by an electrical current. The poison of the arknor prevents rigor mortis.</p><p>Any corpse within the web can be controlled by the arknor. Such corpses are considered zombies.[/spoiler]</p><p></p><p><a href="https://athas.org/products/prc1/documents/39" target="_blank">Prestige Class Appendix Volume 1</a>[spoiler]</p><p><strong>Undead, Undead Being:</strong> ?</p><p><strong>Dread Denizen:</strong> ?</p><p><strong>Undead Wizard:</strong> ?</p><p><strong>Powerful Intelligent Undead:</strong> ?</p><p><strong>Abomination:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Animated Undead:</strong> ?</p><p><strong>Dregoth, Undead Dragon King:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Ancient Dead:</strong> ?[/spoiler]</p><p></p><p><a href="https://athas.org/products/prc2/documents/119" target="_blank">Prestige Class Appendix Vol 2</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> Royal Animator Animator Secret Raising Curse secret.</p><p><strong>Walking Dead:</strong> ?</p><p><strong>Undead War Machine:</strong> ?</p><p><strong>Undead Vermin:</strong> ?</p><p><strong>Bugdead Swarm:</strong> ?</p><p><strong>Undead Swarm:</strong> ?</p><p><strong>Undead Rhinoceros Beetle:</strong> ?</p><p><strong>Undead Athasian Locust Swarm:</strong> ?</p><p><strong>Undead Mini-Kank Swarm:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Advanced Undead War Machine:</strong> Royal Animator Animator Secret power Advanced Undead War Machine secret.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p>Advanced Undead War Machine: You can make extraordinary use of the Knowledge (warcraft) skill to animate the corpses of Large or larger animals or vermin, such as mekillots or war beetles, into advanced undead war machines. Such a creature receives 1 additional HD per 2 ranks in Knowledge (warcraft) that you possess. These additional HD do not count against your limit of undead controlled and you do not need to pay the material components for their addition. These HD do not increase the creature in size even if they would normally do so. </p><p></p><p>Raising Curse: When using bestow curse on a living creature, you can choose to impart a special curse unto it. On a failed save, the creature animates into an undead upon its death, as per the animate dead spell (caster level equals your own).[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/50791/Psionics-Unbound?affiliate_id=17596" target="_blank">Psionics Unbound:</a>[spoiler]</p><p><strong>Soul-Riven Wanderer:</strong> Most corporeal undead creatures that walk Onara are created by binding the soul to the body. However, a Soul-Riven Wanderer is a corporeal undead creature that is not created in this manner. Rather, it is an undead creature whose soul is consumed by the Silence; in return the Silence occupies and powers this fell creature.</p><p>The exact process that the Silence uses to create these creatures is not known.</p><p><strong>Corporeal Undead:</strong> Most corporeal undead creatures that walk Onara are created by binding the soul to the body. However, a Soul-Riven Wanderer is a corporeal undead creature that is not created in this manner. Rather, it is an undead creature whose soul is consumed by the Silence; in return the Silence occupies and powers this fell creature.</p><p></p><p><strong>Undead Psionic Creature:</strong> ?</p><p><strong>Caller in Darkness:</strong> A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1696/The-Quintessential-Drow?affiliate_id=17596" target="_blank">Quintessential Drow:</a>[spoiler]</p><p><strong>Vampiric Spider:</strong> The vampire spider is one of the most vile creations of the drow - the imprisonment of a fiendish spirit and an undead vampiric essence within the form of a giant spider.</p><p><em>Spawn Sanguine</em> spell.</p><p></p><p>Spawn Sanguine</p><p>Necromancy [Death, Evil]</p><p>Level: Clr 5</p><p>Components: V, S, M</p><p>Casting Time: 1 round</p><p>Range: Close (25 ft. + 5 ft/2 levels)</p><p>Target: One spider egg sac</p><p>Duration: Instantaneous</p><p>Save: None</p><p>Spell Resistance: Yes</p><p>By whispering words of purest corruption taught to them by the dark gods that watch over the evil the hearts of drow, this spell seeps the very heart of darkness and negative energy into its material component, an egg sac from a Huge spider of any sort. The spell sets to work immediately on the small creatures squirming within the sac, driving them to consume each other in an orgy of violence and hunger until only one survives. That one is the sole inheritor of the black energies waiting to suffuse it and change it into something monstrous, a vampire spider. One hour after the spell is cast, the egg sac bursts open and the vampire spider emerges fully formed and ready to serve.</p><p>A vampire spider is utterly devoted to its creator or any one other sentient being designated by its creator at the time of spellcasting. If its master is not the same as the one who casts the spell, the vampire spider will seek to move to its intended master and bite him for 1d8 damage and a temporary Constitution drain of 1 point. This attunes the spider to its new master and that individual need never worry about its attacking him again. Vampire spiders can only serve one master, that individual can never be changed, and the creatures go rogue and masterless if that being dies. Unbound vampire spiders are a threat to any living being except drow priestesses of the Great Mother, whom they will flee from at every opportunity.</p><p>[/spoiler]</p><p></p><p><a href="https://www.enworld.org/threads/eamonvale-web-enhancements-from-darkloch-creative-enterprises.702317/" target="_blank">Random Encounters and Events for the Eamonvale Campaign Setting</a>[spoiler]</p><p><strong>Lantern Goat:</strong> ?</p><p><strong>Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1859/Seas-of-Blood?affiliate_id=17596" target="_blank">Seas of Blood</a>[spoiler]</p><p><strong>Grey 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 grey ladies.</p><p>A grey 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>Fisherman:</strong> The fisherman is a rare creature not often encountered by the mortals of the material world. Sages and scholars often postulate these aquatic spirits may hail from some other plane of existence, whilst others assume the fisherman is some strange form of undead, the powerful soul of a legendary seaman fated to lurk in the depths of the ocean. </p><p><strong>Grey Lady, Shade of a Woman Who Died Heartbroken and Alone Waiting for the Return of a Loved One From Across the Sea:</strong> ?</p><p><strong>Fisherman, Rare Creature, Some Strange Form of Undead, The Powerful Soul of a Legendary Seam Fated to Lurk in the Depths of the Ocean:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>More Powerful Form of Undead:</strong> Also at the Games Master’s discretion, the captain [of a death hulk] may be made into a more powerful form of undead such as a ghoul, wight, or something even more powerful. This is only likely to occur when the ship has been raised through supernatural means, and not the use of a raise death hulk spell.</p><p><strong>Loathsome Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> Also at the Games Master’s discretion, the captain [of a death hulk] may be made into a more powerful form of undead such as a ghoul, wight, or something even more powerful. This is only likely to occur when the ship has been raised through supernatural means, and not the use of a raise death hulk spell.</p><p><strong>Ghoul, More Powerful Form of Undead:</strong> ?</p><p><strong>Skeletal Crewmember:</strong> ?</p><p><strong>Captain Cormant, The Tyrant of Tyrospur, Impressive Figure All in Black Eyes Glowing Red as the Stoked Fires of the Pit:</strong> ?</p><p><strong>Skeleton:</strong> Death hulks may be created through the use of a raise death hulk spell or through supernatural events – it is said many death hulks still sail the world, powered only by the eternal desire of their captain to complete some unfinished voyage, or to exact revenge upon those who originally sent his ship to the bottom of the ocean.</p><p>Crew are now either skeletons or zombies, at the Games Master’s discretion. </p><p>Any type of ship may be raised this way [by a raise death hulk spell] and it will have a full complement of crew, usually zombies, though skeletons may also appear if the ship has lain at the bottom of the sea for more than a year. The Games Master is the final arbitrator of the ship type and the nature of its crew. </p><p><em>Raise Death Hulk</em> spell.</p><p><strong>Skeleton, Animated Skeleton:</strong> ?</p><p><strong>Unique Vampire:</strong> ?</p><p><strong>Wight:</strong> Also at the Games Master’s discretion, the captain [of a death hulk] may be made into a more powerful form of undead such as a ghoul, wight, or something even more powerful. This is only likely to occur when the ship has been raised through supernatural means, and not the use of a raise death hulk spell.</p><p><strong>Wight, More Powerful Form of Undead:</strong> ?</p><p><strong>Zombie:</strong> Death hulks may be created through the use of a raise death hulk spell or through supernatural events – it is said many death hulks still sail the world, powered only by the eternal desire of their captain to complete some unfinished voyage, or to exact revenge upon those who originally sent his ship to the bottom of the ocean.</p><p>Crew are now either skeletons or zombies, at the Games Master’s discretion. </p><p>Any type of ship may be raised this way [by a raise death hulk spell] and it will have a full complement of crew, usually zombies, though skeletons may also appear if the ship has lain at the bottom of the sea for more than a year. The Games Master is the final arbitrator of the ship type and the nature of its crew. </p><p><em>Raise Death Hulk</em> spell.</p><p><strong>Zombie, Animated Zombie:</strong> ?</p><p></p><p>Raise Death Hulk</p><p>Necromancy</p><p>Level: Sor/Wiz 7</p><p>Components: V,S,F</p><p>Casting Time: 1 hour</p><p>Range: Long (400 ft. + 40 ft./level)</p><p>Targets: One sunken ship</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>One of the most awesome feats any necromancer can hope to perform is the raising of a sunken ship from the sea floor, complete with undead crew, to be brought to the surface under the total control of the practitioner. Such death hulks are the stuff of legend, kept afloat through powerful magicks, despite the great holes in their hulls through which the sea flows freely. Animated skeletons and zombies patrol the deck, performing all the tasks they did in life and forming a frightening boarding party when the ship goes into battle.</p><p>A sunken ship must be in range of the spellcaster for this spell to have any effect. Raise death hulk will cause the ship to rise to the surface of the sea, where it will be magically seaworthy and under the full control of the necromancer. A destroyed death hulk cannot be raised from the sea again. Regardless of the amount of times this spell is cast, only a single death hulk may be controlled at any one time by a single caster.</p><p>Any type of ship may be raised this way and it will have a full complement of crew, usually zombies, though skeletons may also appear if the ship has lain at the bottom of the sea for more than a year. The Games Master is the final arbitrator of the ship type and the nature of its crew. Rules for the death hulk template are provided on p65. A far more powerful version of this spell, raise death fleet, may be found in our previous supplement Encyclopaedia Arcane: Necromancy – Beyond the Grave.</p><p>Focus: One sunken ship and the corpse of a sea captain. The corpse is consumed in the casting, the ship itself is raised to the surface.</p><p>XP Cost: 1,000 XP.[/spoiler]</p><p></p><p><a href="https://athas.org/products/sotdl" target="_blank">Secrets of the Dead Lands</a>[spoiler]</p><p><strong>Undead, Undead Creature, Immortal, Unquiet Dead:</strong> The Dead Lands is the name of the Dragon’s kingdom. The souls of anyone killed by the Dragon are drawn to his domain to serve him for all times.</p><p>In his urgency Nakkash decided to try to access the Paraelemental Plane of Magma. He was careless in his haste - he reached the “Demiplane of Obsidian” instead. Calling Ur-hafri to help him, Nakkash began to apply some of the new spells he had developed for taming the obsidian. One, then another, obsidian elemental came forth - the defilers sent them out to fight. Yet the battle was still going against Qwith's researchers: clearly a much larger elemental was needed. Heedlessly Nakkash and Ur-hafri started trying to enlarge the gate, succeeding both in increasing its size and drawing forth an enormous elemental.</p><p>Ur-hafri directed the massive obsidian elemental out of the summoning chamber, into the courtyard where it waded into the fray, striking down meorty Defenders and Qwith's defilers with equal fury. At the same time, Pandruj and the Tetrarchs, also raised to undeath, saw their chance for revenge and attacked. In the confusion, many of Pandruj’s and G’dranav’s followers attacked each other as well as Qwith’s servants.</p><p>Ur-hafri escaped the sudden attack of Pandruj and his undead, returning to the chamber to find Nakkash desperately trying to regain control of the gate - the experimental magicks he and Ur-hafri had used to expand it had rendered it unstable, pulsing with energy, like a living thing. The two men tried, and failed, to reassert control. The first of the burning roofing beams crashed down, crushing Ur-hafri's skull.</p><p>What happened next has never been completely explained, and the memories of all the undead who were there are now hopelessly entangled with fiction and self-delusion, so the truth may never be known. Nakkash maintains that his summoning spells performed correctly, and should have stabilized the gate. Qwith long blamed herself, believing that she should have supervised her apprentices more closely, since one of them obviously miscalculated the summoning. Gretch once claimed that he was responsible. In an instant of decisive summoning, the gate was accidentally opened fully to the supposed “demiplane,” with explosive results - the gate shattered.</p><p>Millions of tons of molten obsidian poured into the compound, cresting the walls and sweeping aside defilers and Defenders alike. The obsidian, smoking and gurgling, flooded through the city from the magical portal. No one escaped. Outside the city walls, beyond the ring of ruins of old Nagarvos', the farmers and laborers who served Qwith were distracted by the screams of battle, but relaxed when silence fell - clearly another experiment had just failed, and been contained. When the black wave burst out of the city walls and overwhelmed them, the obsidian was utterly silent, rushing over the land.</p><p>It also poured into the Pallid Mere, the salty sea stretching north to south on the eastern side of the Navel which once had been the Sagramog swamps, gushing down the escarpment in a terrible cascade. Gouts of steam roiled up, the sea flash-boiled by the molten obsidian. Great bergs of obsidian were frozen instantly as they crashed into the sea, but more kept coming, a waterfall of death that even the sea itself could not quench. The Pallid Mere boiled, sending forth thick clouds of salty spume, blown east by the suddenly savage winds. The chunks of obsidian, tumbling in the rushing tide, pushed to the southeast, coming to rest on the southeastern shores of the Pallid Mere in mounded walls of fractured blackglass.</p><p>The obsidian consumed the sea, bubbling and foaming as it boiled the water into briny steam. It also devoured the land, flowing west and north, burning and burying everyone and everything in its path. The wave was faster than the news – few were aware of sudden death before it closed over them, its black glassy maw enfolding all of Ulyan. The Hoarwall, that great wall of ice which had for millenia marked the southern extent of the known world, repelled the first wave of obsidian, acting as a levee running east to west east to west and dividing the Black Basin from the Zagath homeland to the south. The obsidian, like a hungry predator, would not be denied its prey. It grew taller and stronger as the gate pumped ever more molten glass into Athas, and flooded over the Hoarwall, rushing south to consume the cold lands of the deep reaches.</p><p>When the obsidian cooled, it formed a vast basin of blackglass, hundreds of miles across. Both the Navel and the ruins of Nagarvos upon which it had been built were utterly buried. None of the wizards survived, and their research perished with them.</p><p>But then, the dead wizards gradually arose. The obsidian which poured through the gate from the Paraelemental Plane of Magma and the negative energy which infected it extracted a strange toll on those who died under its influence – it bound them to the Prime Material Plane as undead. So Qwith and all of Rajaat's minions and those of the city rose in undead form as zhen, a name imprinted on their minds when they awoke, to become the eventual rulers and servants of this new land. Nearly all those slain in the deadly tide rose as undead, though not all were zhen.</p><p>Let it be said that no death is final in the Dead Land. Every being killed will rise again, sometimes mere seconds after death occurs. But the negative energy still lingering in the obsidian also has an effect on those living things that die here of other causes. Living humanoids or animals which die in the Dead Lands who are touching the obsidian will arise 24 hours later as a zhen or other appropriate type of undead (depending on who or what killed them).</p><p>161st King's Age (-2,258)</p><p>Ral’s Fury (-2,258): A fight over the Gate breaks it, creating a leak into the Obsidian Demiplane. The Gate explodes, releasing the flow of obsidian that would claim the entirety of Ulyan and the surrounding lands. Thus, the Boiling Ruin begins. Rajaat himself presumes all lost and refocuses all attention on the by now so-called Cleansing Wars.</p><p>What happens after the explosion is hard to determine – all factions have a different story. However, the Gate is blocked by an unknown entity a short time after it opens, preventing the flood from covering the entire continent, including the Tablelands. The Zagath Hoarwall has melted down.</p><p>Silt’s Contemplation (-2,250): The obsidian finally settles and cools.</p><p>Enemy’s Vengeance (-2,249): The first zhen (see Terrors of the Dead Lands, page 75) claw their way out of the obsidian, discovering a barren land of blackglass. Nearly all slain in the Boiling Ruin rose as undead, but not all as zhen.</p><p>Something else occurred, however – the Obsidian Wave raised into undeath many of those who had fallen in the cleansing of Ghash-naarg, both human and orc alike.</p><p>Gretch hated his role but excelled at it. He collected all the corpses from the Tforkatch River battlefield and soon assembled a vast horde of undead troops.</p><p><strong>Truly Ancient Undead:</strong> ?</p><p><strong>Ancient Dead Despot:</strong> ?</p><p><strong>Ancient Dead Champiron:</strong> ?</p><p><strong>Ancient Dead Vizier:</strong> ?</p><p><strong>Ancient Dead Duchess:</strong> ?</p><p><strong>Undead Troll:</strong> ?</p><p><strong>Undead Gnome:</strong> ?</p><p><strong>Undead Pixie:</strong> ?</p><p><strong>Bugdead:</strong> When the Obsidian Flood burst over the land, it overran the Hoarwall, and the s’thag zagath civilization was devastated no less than the humanoid lands of northern Ulyan. The s’thag zagath and their minions were changed in undeath, and their hatred for the humanoids who had unleashed the obsidian was inflamed.</p><p><strong>Unpredictable Undead Insect:</strong> ?</p><p><strong>Undead Insect:</strong> ?</p><p><strong>Humanoid Undead:</strong> ?</p><p><strong>Bizarre Insectoid Undead:</strong> ?</p><p><strong>Undead Ruler:</strong> ?</p><p><strong>Insectoid Undead:</strong> ?</p><p><strong>Long-Dead Lord, Undead Lord of Great Power, Undead Prince:</strong> ?</p><p><strong>Minion:</strong> ?</p><p><strong>Undead Inhabitant:</strong> ?</p><p><strong>Psionically Capable Undead:</strong> ?</p><p><strong>Walking Corpse:</strong> ?</p><p><strong>Chimerical Undead Creature:</strong> ?</p><p><strong>Undead Wicked King:</strong> ?</p><p><strong>Undead Wicked Prince:</strong> ?</p><p><strong>Undead Wizard:</strong> In his urgency Nakkash decided to try to access the Paraelemental Plane of Magma. He was careless in his haste - he reached the “Demiplane of Obsidian” instead. Calling Ur-hafri to help him, Nakkash began to apply some of the new spells he had developed for taming the obsidian. One, then another, obsidian elemental came forth - the defilers sent them out to fight. Yet the battle was still going against Qwith's researchers: clearly a much larger elemental was needed. Heedlessly Nakkash and Ur-hafri started trying to enlarge the gate, succeeding both in increasing its size and drawing forth an enormous elemental.</p><p>Ur-hafri directed the massive obsidian elemental out of the summoning chamber, into the courtyard where it waded into the fray, striking down meorty Defenders and Qwith's defilers with equal fury. At the same time, Pandruj and the Tetrarchs, also raised to undeath, saw their chance for revenge and attacked. In the confusion, many of Pandruj’s and G’dranav’s followers attacked each other as well as Qwith’s servants.</p><p>Ur-hafri escaped the sudden attack of Pandruj and his undead, returning to the chamber to find Nakkash desperately trying to regain control of the gate - the experimental magicks he and Ur-hafri had used to expand it had rendered it unstable, pulsing with energy, like a living thing. The two men tried, and failed, to reassert control. The first of the burning roofing beams crashed down, crushing Ur-hafri's skull.</p><p>What happened next has never been completely explained, and the memories of all the undead who were there are now hopelessly entangled with fiction and self-delusion, so the truth may never be known. Nakkash maintains that his summoning spells performed correctly, and should have stabilized the gate. Qwith long blamed herself, believing that she should have supervised her apprentices more closely, since one of them obviously miscalculated the summoning. Gretch once claimed that he was responsible. In an instant of decisive summoning, the gate was accidentally opened fully to the supposed “demiplane,” with explosive results - the gate shattered.</p><p>Millions of tons of molten obsidian poured into the compound, cresting the walls and sweeping aside defilers and Defenders alike. The obsidian, smoking and gurgling, flooded through the city from the magical portal. No one escaped. Outside the city walls, beyond the ring of ruins of old Nagarvos', the farmers and laborers who served Qwith were distracted by the screams of battle, but relaxed when silence fell - clearly another experiment had just failed, and been contained. When the black wave burst out of the city walls and overwhelmed them, the obsidian was utterly silent, rushing over the land.</p><p>It also poured into the Pallid Mere, the salty sea stretching north to south on the eastern side of the Navel which once had been the Sagramog swamps, gushing down the escarpment in a terrible cascade. Gouts of steam roiled up, the sea flash-boiled by the molten obsidian. Great bergs of obsidian were frozen instantly as they crashed into the sea, but more kept coming, a waterfall of death that even the sea itself could not quench. The Pallid Mere boiled, sending forth thick clouds of salty spume, blown east by the suddenly savage winds. The chunks of obsidian, tumbling in the rushing tide, pushed to the southeast, coming to rest on the southeastern shores of the Pallid Mere in mounded walls of fractured blackglass.</p><p>The obsidian consumed the sea, bubbling and foaming as it boiled the water into briny steam. It also devoured the land, flowing west and north, burning and burying everyone and everything in its path. The wave was faster than the news – few were aware of sudden death before it closed over them, its black glassy maw enfolding all of Ulyan. The Hoarwall, that great wall of ice which had for millenia marked the southern extent of the known world, repelled the first wave of obsidian, acting as a levee running east to west east to west and dividing the Black Basin from the Zagath homeland to the south. The obsidian, like a hungry predator, would not be denied its prey. It grew taller and stronger as the gate pumped ever more molten glass into Athas, and flooded over the Hoarwall, rushing south to consume the cold lands of the deep reaches.</p><p>When the obsidian cooled, it formed a vast basin of blackglass, hundreds of miles across. Both the Navel and the ruins of Nagarvos upon which it had been built were utterly buried. None of the wizards survived, and their research perished with them.</p><p>But then, the dead wizards gradually arose. The obsidian which poured through the gate from the Paraelemental Plane of Magma and the negative energy which infected it extracted a strange toll on those who died under its influence – it bound them to the Prime Material Plane as undead. So Qwith and all of Rajaat's minions and those of the city rose in undead form as zhen, a name imprinted on their minds when they awoke, to become the eventual rulers and servants of this new land. Nearly all those slain in the deadly tide rose as undead, though not all were zhen.</p><p><strong>Dead Prince:</strong> ?</p><p><strong>Human Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Shambling Horror:</strong> ?</p><p><strong>Weird Constructs of Pieces From a Number of Different Races:</strong> ?</p><p><strong>Undead Warlord:</strong> ?</p><p><strong>Undead Denizen:</strong> ?</p><p><strong>Undead Lord:</strong> ?</p><p><strong>Bizarre Undead Beast:</strong> ?</p><p><strong>Undead Sorcerer:</strong> ?</p><p><strong>Undead Zagath:</strong> ?</p><p><strong>Dregoth of Guistenal:</strong> Friend’s Fury (-1,971): Dregoth of Giustenal is slain and subsequently raised into unlife by his templar Mon Adderath.</p><p><strong>Hideous Undead, Such Small Undead, Undead Small Homer, Small Home Undead, Spectral Undead:</strong> ?</p><p><strong>Larger Stronger Undead:</strong> ?</p><p><strong>Human Undead:</strong> Arludas was cleansed but not lifeless. The grievously wounded and dying, human and gnomish alike, still sprawled where they’d fallen in forgotten side-tunnels and chambers, and the gnomes’ livestock and mushroom rookeries clung to life as well. The dark creatures in the depths of the gnomes’ mines waited and watched, and emerged to feed. In the stale air, those bodies not yet eaten or only partially devoured began to stir.</p><p>There were originally two groups of undead in ruined Arludas – the gnomes who arose to unlife and their human foes. Many corpses, insufficiently endowed with hate or dedication, remained lifeless, to be gathered by their respective sides and given burial.</p><p><strong>Fungus-Bearer:</strong> Arludas was cleansed but not lifeless. The grievously wounded and dying, human and gnomish alike, still sprawled where they’d fallen in forgotten side-tunnels and chambers, and the gnomes’ livestock and mushroom rookeries clung to life as well. The dark creatures in the depths of the gnomes’ mines waited and watched, and emerged to feed. In the stale air, those bodies not yet eaten or only partially devoured began to stir.</p><p>There were originally two groups of undead in ruined Arludas – the gnomes who arose to unlife and their human foes. Many corpses, insufficiently endowed with hate or dedication, remained lifeless, to be gathered by their respective sides and given burial.</p><p>Most of these lay deeper into the city or down in the mines. The gnomish undead also occupied most of the old fungus-chambers, where their walking corpses gradually became the growth medium of the ever-stranger fungi.</p><p><strong>Fungus-Bearer, Gnomish Undead, Walking Corpse, Non-Zhen Gnomish Dead:</strong> ?</p><p><strong>Free-Willed Undead:</strong> ?</p><p><strong>Shambling Undead:</strong> ?</p><p><strong>Troll Warrior-Sage, Undead Troll Subject, Undead Minion:</strong> ?</p><p><strong>Undead Vermin:</strong> ?</p><p><strong>Kobold Undead:</strong> ?</p><p><strong>More Powerful Undead:</strong> ?</p><p><strong>Hideous Undead:</strong> The humans broke through the gates in mere days – Gzhabakr’s fortifications had been designed to resist minor raids, not full-scale assault, and Daskinor drove his men with whips and flayings. Once inside, the massacres were swift and merciless. Gzhabakr’s priests and mindbenders gave the invaders pause, but the humans had spellcasters and mindbenders as well, and soon the smoke of corpses was seeping through cracks and fissures in the battered caverns of Gzhabakr. Daskinor personally supervised the torture of Thuguch and the other captives, while giving the town over to sack and ruin.</p><p>Daskinor and his army marched forth to smoke the wandering goblin bands from their improvised hideouts, leaving the fires of Gzhabakr to gutter fitfully beneath Athas’s twin moons. The dead of the goblin-town rested unquietly, however, soon rising as hideous undead.</p><p><strong>Animated Corpse:</strong> ?</p><p><strong>Undead King:</strong> ?</p><p><strong>Undead Crodlu:</strong> ?</p><p><strong>Seemingly Mindless Undead:</strong> ?</p><p><strong>Thinking Undead:</strong> ?</p><p><strong>Undead Spider:</strong> ?</p><p><strong>Ancient Undead:</strong> ?</p><p><strong>Undead Resident:</strong> ?</p><p><strong>Undead Soldier:</strong> ?</p><p><strong>Free-Willed Undead:</strong> ?</p><p><strong>Undead Entity:</strong> ?</p><p><strong>Harokor's Tormented:</strong> These are Harkor's Pits of Sorrow, mystical prisons for those of his undead who have displeased him. Each pit is the prison cell of one or more undead entities, though this may not be readily apparent; many have been robbed of their corporeal bodies as punishment for their crimes and left as moaning spirits for centuries.</p><p>Though ripped from different undead entities, Harkor's magic reduces them all to ghostly creatures with just a few powers left, generally those that help reinforce their misery and remind them of their endless sentences in the Pits of Sorrow</p><p><strong>Harokor's Tormented, Tormented, Moaning Spirit, Ghostly Form, Ghostly Creature, Ghost:</strong> ?</p><p><strong>Captured Undead:</strong> ?</p><p><strong>Undead Warrior:</strong> ?</p><p><strong>Undead Spectator:</strong> ?</p><p><strong>Undead Bug:</strong> ?</p><p><strong>Weaker Undead:</strong> ?</p><p><strong>Naturally Powerful Undead Creature:</strong> ?</p><p><strong>Galzu-Rach:</strong> ?</p><p><strong>Powerful Warrior Undead:</strong> ?</p><p><strong>Weak Undead:</strong> ?</p><p><strong>Experimental Undead:</strong> When Rajaat, the First Sorcerer, gathered his first human students, Gretch was among them. Born into poverty, he had a passion to venture into the artistry of magic. When Rajaat divided his students into two groups, one to learn preserving magic, the other to study defiling, he placed Gretch with the former. Dabbling in the newfound craft, the young student was drawn more to destruction and death, a passion that drew him like a moth to the flame. He discovered one of his peers practicing the defiling arts and, disobeying his master's wishes, began studying the practice of defiling magic. He applied its power to further his own ends, masking his work to make it appear innocuous to those around him. For years he masqueraded as a preserver in the school of the great Rajaat, building his power slowly, steadily.</p><p>One day his experiments grew too large to mask without the sacrifice of living life-forces. Locked away in the service of Rajaat, Gretch had only his fellow students to prey upon, and in one dark moment while penning a radically experimental branch of defiling magic, he decided to make his move.</p><p>His first victim did not survive the casting of his magic, and Gretch hid the body in the wilderness. The next survived in an undead form, but the creature was flawed and dangerously insane, so Gretch secured a remote chamber in the school and chained the monster to the wall. He needed more experiments, and more lifeforces to power them. Each time Gretch learned more, but his magic was still experimental. He was the first sorcerer to dabble this deeply into the black arts, a pioneer in discovering the magical lines between life and death. Over time he created more than a dozen creatures, all by different methods, by new applications of his dark art. Nevertheless, each was disfigured, mentally unstable, or both, hidden away beneath heavy chains with the others.</p><p><strong>Experimental Undead, Creation, Experimental Creature:</strong> ?</p><p><strong>Ultimate Undead Being:</strong> ?</p><p><strong>Undead S'gath Zagath:</strong> Gretch credits himself with inspiring Harkor to develop the Bugdead Accords, though he violates them whenever it is convenient – for example, his personal bodyguard is composed of dozens of undead s’thag zagath, which Gretch raised after the fiercest battles of the original bugdead assault.</p><p><strong>Volldrager, Free-Willed Undead:</strong> ?</p><p><strong>Shambling Horror:</strong> ?</p><p><strong>Shansanar, Unique Undead Treant, Undead Result of an Experiment to Work Life Regeneration Through Preserver Magic, Strange Combination of Undead Animal and Unliving Plant:</strong> Shansanar (Unique Undead Treant; FoDL Ch6) is the undead result of an experiment to work life regeneration through preserver magic. The resultant creature is a strange combination of undead animal and unliving plant.</p><p><strong>Mindless Undead Servant:</strong> ?</p><p><strong>Undead Heavy Crodlu:</strong> ?</p><p><strong>Undead Lizardman:</strong> ?</p><p><strong>Undead Swamp Monster:</strong> ?</p><p><strong>Undead Swamp Monster Xemokepper:</strong> ?</p><p><strong>Undead Swamp Monster Vergoshilm:</strong> ?</p><p><strong>Undead Swamp Monster D'saliq:</strong> ?</p><p><strong>Elven Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Insectoid Undead:</strong> ?</p><p><strong>Chitinous Monster:</strong> ?</p><p><strong>Mindless Bugdead:</strong> ?</p><p><strong>Exoskeleton:</strong> ?</p><p><strong>Giant Bugdead Dragofly:</strong> ?</p><p><strong>Giant Bugdead Beastfly:</strong> ?</p><p><strong>Large Bugdead:</strong> ?</p><p><strong>Ythag Izgr, Undead S'thag Zagath:</strong> ?</p><p><strong>Ahnthyarka, Undead S'thag Zagath Wizard 9/Necromant 10:</strong> ?</p><p><strong>Giant Ant Lion Exoskeleton:</strong> ?</p><p><strong>Giant Pulp Bee Exoskeleton:</strong> ?</p><p><strong>Giant Firefly Exoskeleton:</strong> ?</p><p><strong>Scarlet Warden Exoskeleton:</strong> ?</p><p><strong>Giant Dragonfly Exoskeleton:</strong> ?</p><p><strong>Giant Bluebottle Fly Exoskeleton:</strong> ?</p><p><strong>Giant Beastfly Exoskeleton:</strong> ?</p><p><strong>Giant Aratha Exoskeleton:</strong> ?</p><p><strong>Giant Termite Exoskeleton:</strong> ?</p><p><strong>Undead Giant Worker Antloid:</strong> ?</p><p><strong>Undead Soldier Antloid:</strong> ?</p><p><strong>Undead Warrior Pulp Bee:</strong> ?</p><p><strong>Undead Giant Beastfly:</strong> ?</p><p><strong>Bugdead Soldier Antloid:</strong> ?</p><p><strong>Warrior Exoskeleton:</strong> ?</p><p><strong>Undead Giant Pulp Bee:</strong> ?</p><p><strong>Undead Soldier Antloid:</strong> ?</p><p><strong>Undead Giant Scarlet Warden:</strong> ?</p><p><strong>Large Bugdead:</strong> ?</p><p><strong>Undead Kank, Bugdead Kank, Heinous Undead Kank:</strong> ?</p><p><strong>Undead Wezer:</strong> ?</p><p><strong>Bugdead Wezer Swarm:</strong> ?</p><p><strong>Uncontrolled Undead:</strong> ?</p><p><strong>Intelligent Bugdead:</strong> ?</p><p><strong>Undead Vine:</strong> ?</p><p><strong>Undead Weed:</strong> ?</p><p><strong>Undead Miner:</strong> ?</p><p><strong>Medium Undead:</strong> ?</p><p><strong>Small Insect Bugdead:</strong> ?</p><p><strong>Swarm of Undead Min-Kanks:</strong> ?</p><p><strong>Swarm of Undead Locusts:</strong> ?</p><p><strong>Dead Lord:</strong> ?</p><p><strong>Powerful Sentient Undead:</strong> ?</p><p><strong>Sentient Undead:</strong> Before the Cataclysm, the planar researchers who were conducting experiments the Navel were using dimensional energy from the Grey as part of their experiments. This was the source of the power which helped create the corrupted demi-plane of obsidian, and when the Cataclysm and Obsidian Flow were unleashed upon these lands, all of those who were killed by it were empowered by this negative energy from the Grey. Many sentient undead have noted that this energy that pervades the Dead Lands originally animated and currently empowers them while they are within the Dead Lands, and they are uncertain as to what will happen to them if they leave for prolonged periods of time.</p><p><strong>Undead Sprite:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Trapped Ghost:</strong> ?</p><p><strong>Disturbed Ghost:</strong> ?</p><p><strong>Ireyul, Flesh Golem Wizard 9/Necromant 5, Animated Undead, Undead Boy, Adolescent Undead:</strong> Gretch thought that his initial experiments failed because he dealt with the entire specimen. So his second sacrifice for the sake of magic took a somewhat different form, not using the few component parts that he purported to understand. These additional body parts, he reasoned, interfered with the outcome of his experiment, leaving them less than perfect in his eyes. His next experiments needed only the victim's spine, brain, and heart. Ireyul came under his watchful eyes quickly enough and was Gretch’s first successful experiment in that it resulted in an animated undead.</p><p>Ireyul was, at the time, an ambitious but young student of defiling magic in the Pristine Tower. He entered his studies earlier than most of the others, brought to the tower by his family and village, held up as an example of a brilliant student with vast potential. Rajaat's subordinates considered the matter and accepted the boy Ireyul at the young age of 15 years. Certainly no student of his age group rivaled his performance, and only a few who had spent many more years in the service of Rajaat could match him. Jealousy of the boy was rampant, and Gretch figured if he were to disappear there would be many suspects and few who wanted to pursue the matter too deeply. He ambushed the unsuspecting student outside his sleep chambers with simple charming magic, leading his victim away to his laboratory for preparation.</p><p>Gretch performed a rather primitive form of surgery, removing the required organs to use as spell components. He filled the empty spaces in Ireyul's body with sand and replaced his spine with a piece of steel. He then stitched the undead creation back together haphazardly. Gretch didn't concern himself with the details of aesthetics. His creation rose and obeyed, until the day it saw its own reflection in a pool of water.</p><p><strong>Shadow:</strong> A collection of shadows and wraiths, disenfranchised from the humanoid undead kingdoms, unwelcome among the bugdead, call the Forbidden Mountains their home. These spirits are those of an ancient tribe of giants which once lived in Ulyan. The bare plains provided little for them to eat, however, and the giants gradually died out, long before the Cleansing Wars.</p><p>The giant tribe had called the pre-Ruin hills which originally stood here home, and it was here that they laid their tired and hungry bones as they starved to death.</p><p><strong>Shadow, Spirit:</strong> ?</p><p><strong>Skeleton, Simple Skeleton, Non-Thinking Skeleton, Rank-And-File Skeleton:</strong> Elsavos’s entry halls were flooded with molten obsidian during the Shining Tide, but when the wave recoiled from the cliffs, enough air reached the lower elevations to speed the cooling. As a result, the first flush of obsidian hardened rapidly and the inner chambers were not fully flooded. The obsidian also raised many of the city’s former dead to unlife, though the deterioration of the remains has resulted in most of the city’s undead being not zhen but skeletons.</p><p><strong>Gigantic Skeleton:</strong> ?</p><p><strong>Powerful Skeleton Steed:</strong> ?</p><p><strong>Foul Skeleton:</strong> ?</p><p><strong>Skeleton Warrior:</strong> ?</p><p><strong>Skeleton Horse:</strong> ?</p><p><strong>Shambling Skeleton:</strong> ?</p><p><strong>Skeleton, Warrior:</strong> ?</p><p><strong>Skeleton Archer, Warrior:</strong> ?</p><p><strong>Giant Skeleton Bombardier:</strong> ?</p><p><strong>Elf Skeleton Shiftwing:</strong> ?</p><p><strong>Skeleton Champion of the Sunken Graves, Local Resident:</strong> ?</p><p><strong>Skeleton, Mindless Builder:</strong> ?</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Skeleton Crodlu:</strong> ?</p><p><strong>Skeleton Mount, Unearthly Steed:</strong> ?</p><p><strong>Skeleton Rider, Grim Warrior:</strong> ?</p><p><strong>Trained Skeleton Soldier:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Skeleton Soldier:</strong> ?</p><p><strong>Solitary Spectral Creature:</strong> ?</p><p><strong>Wraith:</strong> A collection of shadows and wraiths, disenfranchised from the humanoid undead kingdoms, unwelcome among the bugdead, call the Forbidden Mountains their home. These spirits are those of an ancient tribe of giants which once lived in Ulyan. The bare plains provided little for them to eat, however, and the giants gradually died out, long before the Cleansing Wars.</p><p>The giant tribe had called the pre-Ruin hills which originally stood here home, and it was here that they laid their tired and hungry bones as they starved to death.</p><p>Things changed – somewhat – in the burbling aftermath of the Obsidian Flood. The Nameless Shaman rose easily to the surface of the obsidian, and he liked what he saw. The jagged glaciers of blackglass, tumbled and razor-sharp, seemed to him a vast improvement over the hills of Ulyan. Surely all who dwelt in this land were now as dead as he and his people! Indeed, many of the giant’s people, their bones incinerated by the obsidian, rose to join him as lesser wraiths, many of them crimson-tinged through the shaman’s own taint.</p><p><strong>Wraith, Spirit:</strong> ?</p><p><strong>Monstrous Semi-Corporeal Wraith:</strong> The giant tribe had called the pre-Ruin hills which originally stood here home, and it was here that they laid their tired and hungry bones as they starved to death. The last giant was the tribal shaman, who fasted, sustained by his faith, as the last of his tribe died around him. As he himself perished, his spirit reached out into the Gray, and found there something hideous and terrifying. He knew not what it was, but it seemed not entirely unlike the air spirits he had worshiped in life, so he embraced its roiling red mists.</p><p>The Crimsons (ToDL, pg 28) were then young creatures, newborn as accidents of Rajaat’s magical research. The crimson, which the giant Nameless Shaman encountered in the Grey, took his soul and bonded him to it, prefiguring the t’liz bonds of times to come. The Shaman did not become a t’liz, however; he became a monstrous semi-corporeal wraith instead, his ragged, lanky corpse possessed of hideous power.</p><p><strong>Wraith Lieutenant:</strong> ?</p><p><strong>Weaker Wraith:</strong> ?</p><p><strong>Wraith Overseer:</strong> ?</p><p><strong>Wraith Taskmaster of Harkor:</strong> ?</p><p><strong>Orcish Wraith:</strong> ?</p><p><strong>Zombie, Simple Zombie, Non-Thinking Zombie, Rank-And-File Zombie:</strong> ?</p><p><strong>Trollish Zombie:</strong> ?</p><p><strong>Zombie Child:</strong> ?</p><p><strong>Zombie Archer, Warrior:</strong> ?</p><p><strong>Dwarf Zombie Hammer-Bearer:</strong> ?</p><p><strong>Zombie Mason, Powerful Zombie:</strong> ?</p><p><strong>Zombie, Mindless Builder:</strong> ?</p><p><strong>Ancient Zombie:</strong> ?</p><p><strong>Zombie Beast:</strong> ?</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Trained Zombie Soldier:</strong> ?</p><p><strong>Giant Ant Lion Zombie:</strong> ?</p><p><strong>Giant Pulp Bee Zombie:</strong> ?</p><p><strong>Giant Firefly Zombie:</strong> ?</p><p><strong>Scarlet Warden Zombie:</strong> ?</p><p><strong>Giant Dragonfly Zombie:</strong> ?</p><p><strong>Giant Bluebottle Fly Zombie:</strong> ?</p><p><strong>Giant Beastfly Zombie:</strong> ?</p><p><strong>Giant Aratha Zombie:</strong> ?</p><p><strong>Giant Termite Zombie:</strong> ?</p><p><strong>Giant Tick Zombie:</strong> ?</p><p><strong>Warrior Zombie:</strong> ?</p><p><strong>Zombie Vermin:</strong> ?</p><p><strong>Zombie Rat Swarm:</strong> ?</p><p><strong>Zombie Soldier:</strong> ?</p><p><strong>Dwarven Banshee:</strong> As failure has existed for as long as men have sought to accomplish tasks, so have dwarven banshees existed for as long as there have been dwarves. Gretch was the first to scientifically examine the process by which dwarven banshees were created, proving the old wives’ tales about failed foci and eternal damnation.</p><p><strong>Dwarven Banshee Fighter 10:</strong> Led by Egendo, the humans finally broke through the dwarven troops, scaling the cliffs and conquering the empty tunnels where the dwarves had lived. Egendo realized that the mines below were where the dwarves had hidden – he had his defilers flood the mines with deadly poisonous gas, guaranteeing death to those below. Long after Egendo and his army had gone, and the deadly gas had dissipated, the dwarves placed in suspended animation awoke.</p><p>For generations the dwarf survivors lived in secret, using the old basket-pulleys and hidden caverns to furtively gather roots and grass-shoots on the plains, adding these to the meager diet of mushrooms they could grow inside. A cadre of dwarven banshees (Male and Female Dwarven Banshee Fighters 10; FoDL Ch2), raised to undeath after the sack of Toganay protected them, savagely hunting any humans who ventured too close to the cliffs near the struggling colony.</p><p><strong>Miserable Raging Banshee:</strong> Dozens of dwarves were lured to the Grey Tower by Gretch’s false promises, and all perished, their foci unfinished and their failures condemning them to undeath. Gretch kept the miserable, raging banshees in special dungeons under his tower – once they became undead he had no interest in them, except to prevent them from escaping and damaging his reputation as a kind sage. Gretch learned much from the dwarves’ death-throes and rebirths as banshees – it was the moment and means of change that interested him, and he learned much from it.</p><p><strong>Nophdeh, Dwarf Dwarven Banshee Rogue 13/Fighter 5:</strong> Dozens of dwarves were lured to the Grey Tower by Gretch’s false promises, and all perished, their foci unfinished and their failures condemning them to undeath. Gretch kept the miserable, raging banshees in special dungeons under his tower – once they became undead he had no interest in them, except to prevent them from escaping and damaging his reputation as a kind sage. Gretch learned much from the dwarves’ death-throes and rebirths as banshees – it was the moment and means of change that interested him, and he learned much from it.</p><p>The most powerful of the dwarves transformed to undeath under Gretch’s watchful eye was Nophdeh, a dwarf from faraway Tyr who had drifted southwards in search of his lost family – their village had been overrun by raiders, and he presumed them enslaved. Gretch’s agents had found him not far from Balic and enticed him to the Grey Tower with promises of arcane methods to search for them, but instead Nophdeh was himself chained up and “encouraged” to die, so Gretch could observe the process of life becoming unlife.</p><p><strong>Olnakan Dwarven Banshee:</strong> ?</p><p><strong>Pixie Blight:</strong> ?</p><p><strong>Sprite Blight:</strong> ?</p><p><strong>Cursed Dead, Weak Undead:</strong> ?</p><p><strong>Dhaot:</strong> The battles of Tarktas had been fierce and many had died. Instead of building tombs for all of the fallen soldiers, those houses that were still standing were converted into tombs. A fallen soldier would be laid out on a table or bench within a home, while for an officer a stone slab would be constructed and placed within the home for the same purpose. Each soldier would be laid down with his spear placed near his right arm, and his sword near the left. The broken weapons of the Tarktas ogre defenders were placed at his feet. Each home was then sealed and an inscription carved stating the fallen soldier’s name and rank. Once the task was finished, Sielba and her army marched for the Winding Way, leaving Tarktas a necropolis.</p><p>The dead of Tarktas rested thus, undisturbed, until the Obsidian Flood buried the city, and the dead soldiers awoke as undead. Most of the dead soldiers became fallen, with a few becoming zhens and dhaots.</p><p><strong>Fael Overseer:</strong> ?</p><p><strong>Particularly Nasty Fael:</strong> ?</p><p><strong>Yughbo, Ogre Fael Barbarian 15:</strong> ?</p><p><strong>Fallen:</strong> Because of the tumbling motion of Tru’ezarr’s fall, the fort took a substantial pocket of air with it when it sank into the obsidian. The glass was already beginning to cool, and within hours Tru’ezarr Fort was suspended upside-down in its very own bubble-shaped tomb halfway between the old surface of Ulyan’s plains and the new surface atop the blackglass. It didn’t take much longer for the obsidian’s more pernicious effects to reveal themselves. Ram-azah (Male Human Zhen Wizard 10/Necromant 6; FoDL Ch2) returned to unlife as a zhen, as did several of his lieutenants (Male Human Zhen Fighter 12; FoDL Ch2). Others emerged back from death as fallen or namech.</p><p>The battles of Tarktas had been fierce and many had died. Instead of building tombs for all of the fallen soldiers, those houses that were still standing were converted into tombs. A fallen soldier would be laid out on a table or bench within a home, while for an officer a stone slab would be constructed and placed within the home for the same purpose. Each soldier would be laid down with his spear placed near his right arm, and his sword near the left. The broken weapons of the Tarktas ogre defenders were placed at his feet. Each home was then sealed and an inscription carved stating the fallen soldier’s name and rank. Once the task was finished, Sielba and her army marched for the Winding Way, leaving Tarktas a necropolis.</p><p>The dead of Tarktas rested thus, undisturbed, until the Obsidian Flood buried the city, and the dead soldiers awoke as undead. Most of the dead soldiers became fallen, with a few becoming zhens and dhaots.</p><p><strong>Shabnas the Last Chief, Orc Fallen Wilder 12/Fighter 14:</strong> ?</p><p><strong>Chosen of Shabnas, Human Fallen Egoist 7/ Fighter 11:</strong> ?</p><p><strong>Kigdifi, Orc Fallen Fighter 15:</strong> Something else occurred, however – the Obsidian Wave raised into undeath many of those who had fallen in the cleansing of Ghash-naarg, both human and orc alike. For more than a King’s Age, Shabnas struggled to reassert his mastery of the tunnels. There remain at present two clan-chiefs, Kigdifi (Female Orc Fallen Fighter 15; FoDL Ch2) and Riig-bo’ak (Male Half-Orc Zhen Barbarian 17; FoDL Ch2) resurrected by the obsidian, who reject Shabnas’s rule and occupy small sections of the inner caves.</p><p><strong>Human Fallen Psychic Warrior 14, Fallen Champion:</strong> ?</p><p><strong>Feylaar Fallen Psychic Warrior 13:</strong> ?</p><p><strong>Nagarvos Gnome Fallen:</strong> ?</p><p><strong>Orc Fallen:</strong> ?</p><p><strong>Erthne, Ogre Fallen Fighter 17, Particularly Powerful Fallen:</strong> In the wake of the battle, the Champion’s armies marched onto Nagarvos’, leaving the corpse-strewn battlefield to the carrion-pickers from Gretch’s Grey Tower. Though few of the Champions’ troops were left unburied, the fallen from Nagarvos’ were deliberately left out to rot in the sun, and it was thus that Gretch’s necromancers found them. Erthne was one of thousands whose corpses were taken to Charnelhouse or the other undead factories for reanimation. She returned to life as a fallen, albeit an extremely powerful fallen, and because of her talent and skill she was made a general commanding the corps of undead that Gretch offered to Rajaat, when Gretch imagined that such an offering might purchase her a place among the Champions.</p><p><strong>Eddarkols, Human Fallen Wizard 10/Necromant 8/Fighter 5:</strong> ?</p><p><strong>Flesh Rind:</strong> The humans broke through the gates in mere days – Gzhabakr’s fortifications had been designed to resist minor raids, not full-scale assault, and Daskinor drove his men with whips and flayings. Once inside, the massacres were swift and merciless. Gzhabakr’s priests and mindbenders gave the invaders pause, but the humans had spellcasters and mindbenders as well, and soon the smoke of corpses was seeping through cracks and fissures in the battered caverns of Gzhabakr. Daskinor personally supervised the torture of Thuguch and the other captives, while giving the town over to sack and ruin.</p><p>Daskinor and his army marched forth to smoke the wandering goblin bands from their improvised hideouts, leaving the fires of Gzhabakr to gutter fitfully beneath Athas’s twin moons. The dead of the goblin-town rested unquietly, however, soon rising as hideous undead. Priest-king Thuguch rose into undeath as a khvakhas (Male Goblin Khvakhas Fighter 9 / Kineticist 4 / Cleric 4 / Psychic Theurge 5; FoDL Ch3), as did many of his more powerful advisors (Goblin Nobles; FoDL Ch3), while most of the commoners who returned appeared as flesh rinds, or flesh worms.</p><p><strong>Flesh Rind, Hideous Undead:</strong> ?</p><p><strong>Flesh Worm:</strong> The humans broke through the gates in mere days – Gzhabakr’s fortifications had been designed to resist minor raids, not full-scale assault, and Daskinor drove his men with whips and flayings. Once inside, the massacres were swift and merciless. Gzhabakr’s priests and mindbenders gave the invaders pause, but the humans had spellcasters and mindbenders as well, and soon the smoke of corpses was seeping through cracks and fissures in the battered caverns of Gzhabakr. Daskinor personally supervised the torture of Thuguch and the other captives, while giving the town over to sack and ruin.</p><p>Daskinor and his army marched forth to smoke the wandering goblin bands from their improvised hideouts, leaving the fires of Gzhabakr to gutter fitfully beneath Athas’s twin moons. The dead of the goblin-town rested unquietly, however, soon rising as hideous undead. Priest-king Thuguch rose into undeath as a khvakhas (Male Goblin Khvakhas Fighter 9 / Kineticist 4 / Cleric 4 / Psychic Theurge 5; FoDL Ch3), as did many of his more powerful advisors (Goblin Nobles; FoDL Ch3), while most of the commoners who returned appeared as flesh rinds, or flesh worms.</p><p><strong>Flesh Worm, Hideous Undead:</strong> ?</p><p><strong>Gluk'kiuk, Flesh Rind, Flesh Worm:</strong> Khvakhas (FFN Pg. 71) and gluk’kiuk (Flesh Rinds; FFN Pg. 118) are forms of undead born specifically from the methods used by Daskinor to cleanse goblin cities; though these undead types are occasionally found in places not visited by Daskinor, or among races other than goblins, they are overwhelmingly most common in former goblin holds sacked by Daskinor during the Cleansing Wars.</p><p>Daskinor ordered his men to capture goblin leaders alive if at all possible. It was his custom to torture them. Then, once he had deprived them of any useful information, he would torment them further by hanging them from the ceilings of the largest chambers in their caverns, suspended by their arms, wrists, or fingers, forced to slowly watch as his men flayed alive any common goblins – males, females, children – they had captured.</p><p>The symbolism of the hanging was deliberate – not only did it shame and mock the goblin leaders, but it pleased Daskinor’s men. He had deliberately recruited primarily mountain tribesmen into his army, men whose tribes had long histories of conflict with goblins. Many of these men believed in mountain spirits, glorifying the magnificent peaks and the skies in which they towered, so it proved easy to convince them that goblins, tunneling in darkness at the roots of these mighty mountains, were blasphemous and degenerate. Hanging the goblin leaders from the ceiling symbolically separated them from the Earth and lifted them into the sky as sacrifices to the Air spirits in which Daskinor’s primitive troops still believed.</p><p>The result of these gory executions, performed over hours or weeks (as circumstances permitted in different goblin holds), was the creation of unique forms of undead. The common goblins flayed alive often returned to unlife as gluk’kiuk, also called flesh rinds or flesh worms.</p><p><strong>Ioramh:</strong> ?</p><p><strong>Olnakan Ogre Ioramh:</strong> ?</p><p><strong>Human Kaisharga Wizard 5/Necromant 8/Fighter 7, Kaisharga General:</strong> ?</p><p><strong>Knor'morhen, Troll Kaisharga Seer 14/Expert 5, Powerful Creature:</strong> Finally, as Nuubark’s defenses reached their lowest ebb, the king relented and appointed Knor’morhen to lead a delegation to beg for peace, on any terms. As the king had foreseen, Myron was uninterested in the trolls’ surrender. He laughed in Knor’morhen’s face, and had the entire delegation tortured to death in front of the horrified leader. Knor’morhen was killed in her turn, and raised to undeath as well, so Myron could enjoy the spectacle of sending Yorg-yanak’s ambassadors back to him, his answer eloquently expressed in the corpse like shuffle of the undead.</p><p><strong>Pandruj, Human Kaisharga Wizard 15/Necromant 10:</strong> Pandruj was with the Tetrarchs when they fled back to the psionic temples, with the Champion’s Daughters in pursuit. Rajaat’s troops finally overcame the Defenders, and Pandruj, to his shame and rage, was captured alive. Rajaat himself mocked the preserver, before turning him over to the tender mercies of Daskinor – the torture lasted more than a week, ultimately delaying Daskinor’s march to the goblin caves of central Ulyan.</p><p>Not long after the Champions marched out of Nagarvos’s desolate ruins, Pandruj emerged into unlife. His broken body was restored, and he is today a kaisharga.</p><p><strong>Krag:</strong> ?</p><p><strong>Kragling:</strong> ?</p><p><strong>Khvakhas:</strong> Khvakhas (FFN Pg. 71) and gluk’kiuk (Flesh Rinds; FFN Pg. 118) are forms of undead born specifically from the methods used by Daskinor to cleanse goblin cities; though these undead types are occasionally found in places not visited by Daskinor, or among races other than goblins, they are overwhelmingly most common in former goblin holds sacked by Daskinor during the Cleansing Wars.</p><p>Daskinor ordered his men to capture goblin leaders alive if at all possible. It was his custom to torture them. Then, once he had deprived them of any useful information, he would torment them further by hanging them from the ceilings of the largest chambers in their caverns, suspended by their arms, wrists, or fingers, forced to slowly watch as his men flayed alive any common goblins – males, females, children – they had captured.</p><p>The symbolism of the hanging was deliberate – not only did it shame and mock the goblin leaders, but it pleased Daskinor’s men. He had deliberately recruited primarily mountain tribesmen into his army, men whose tribes had long histories of conflict with goblins. Many of these men believed in mountain spirits, glorifying the magnificent peaks and the skies in which they towered, so it proved easy to convince them that goblins, tunneling in darkness at the roots of these mighty mountains, were blasphemous and degenerate. Hanging the goblin leaders from the ceiling symbolically separated them from the Earth and lifted them into the sky as sacrifices to the Air spirits in which Daskinor’s primitive troops still believed.</p><p>The result of these gory executions, performed over hours or weeks (as circumstances permitted in different goblin holds), was the creation of unique forms of undead. The common goblins flayed alive often returned to unlife as gluk’kiuk, also called flesh rinds or flesh worms.</p><p>The only beings capable of sustained control over gluk’kiuk are khvakhas, undead born of the tortured deaths of the goblin leaders. Goblins elevated to positions of power, either as chiefs or priests, naturally grew curving tusks from the corners of their toothy mouths; with such an obvious physical feature, it was impossible for captured leaders to hide among common goblin prisoners. Daskinor singled the leaders out and tormented them as noted above.</p><p><strong>Priest King Thuguch, Goblin Khvakhas Fighter 9/Kineticist 4/Cleric 4/Psychic Theurge 5, Hideous Undead:</strong> The humans broke through the gates in mere days – Gzhabakr’s fortifications had been designed to resist minor raids, not full-scale assault, and Daskinor drove his men with whips and flayings. Once inside, the massacres were swift and merciless. Gzhabakr’s priests and mindbenders gave the invaders pause, but the humans had spellcasters and mindbenders as well, and soon the smoke of corpses was seeping through cracks and fissures in the battered caverns of Gzhabakr. Daskinor personally supervised the torture of Thuguch and the other captives, while giving the town over to sack and ruin.</p><p>Daskinor and his army marched forth to smoke the wandering goblin bands from their improvised hideouts, leaving the fires of Gzhabakr to gutter fitfully beneath Athas’s twin moons. The dead of the goblin-town rested unquietly, however, soon rising as hideous undead. Priest-king Thuguch rose into undeath as a khvakhas (Male Goblin Khvakhas Fighter 9 / Kineticist 4 / Cleric 4 / Psychic Theurge 5; FoDL Ch3), as did many of his more powerful advisors (Goblin Nobles; FoDL Ch3), while most of the commoners who returned appeared as flesh rinds, or flesh worms.</p><p><strong>Goblin Khvakhas:</strong> The humans broke through the gates in mere days – Gzhabakr’s fortifications had been designed to resist minor raids, not full-scale assault, and Daskinor drove his men with whips and flayings. Once inside, the massacres were swift and merciless. Gzhabakr’s priests and mindbenders gave the invaders pause, but the humans had spellcasters and mindbenders as well, and soon the smoke of corpses was seeping through cracks and fissures in the battered caverns of Gzhabakr. Daskinor personally supervised the torture of Thuguch and the other captives, while giving the town over to sack and ruin.</p><p>Daskinor and his army marched forth to smoke the wandering goblin bands from their improvised hideouts, leaving the fires of Gzhabakr to gutter fitfully beneath Athas’s twin moons. The dead of the goblin-town rested unquietly, however, soon rising as hideous undead. Priest-king Thuguch rose into undeath as a khvakhas (Male Goblin Khvakhas Fighter 9 / Kineticist 4 / Cleric 4 / Psychic Theurge 5; FoDL Ch3), as did many of his more powerful advisors (Goblin Nobles; FoDL Ch3), while most of the commoners who returned appeared as flesh rinds, or flesh worms.</p><p><strong>Goblin Khvakhas, Hideous Undead:</strong> ?</p><p><strong>Krag Gleaming Tribunal Member:</strong> ?</p><p><strong>Meorty:</strong> Unknown to Qwith, in the catacombs below the Navel, G’dranav, the last of the Defenders, had become a meorty and had raised his fellow Defenders into undeath.</p><p>G’dranav (Male Ogre Meorty Shaper 26; FoDL Ch5) began the arduous work of reanimating his former comrades soon after the Champions left the ruins of Nagarvos’. His chasm provided a secure lair, where he could create several new meorties per year, hidden from any detection from above.</p><p><strong>Meorty Defender:</strong> ?</p><p><strong>G'dranav, Meorty:</strong> In a last desperate act, Defender leader G’dranav opens a chasm underneath his dead platoon and his encroaching foes, entrapping them all. As his final living act, he transforms himself into a meorty.</p><p><strong>Ni-Angh'akh, The Hermit Majesty, Kobold Meorty Wilder 30:</strong> ?</p><p><strong>Vengeful Meorty:</strong> ?</p><p><strong>G'dranav, Ogre Meorty Shaper 26:</strong> The Defenders are powerful warrior undead who once guarded the Tetrarchs of Nagarvos’ against Rajaat's final assault. Their final hours of life were spent on the hastily-erected battlements of the Tetrarchs’ compound, fighting off the invaders sent, by Rajaat, to put an end to the work he had begun. The Defenders were gradually beaten back to the psionic temples by Rajaat’s attack, and though they slew many enemies, they were finally overcome. The last of the Defenders of Nagarvos’ was an immensely powerful psion named G’dranav. As he stood atop a heap of human corpses, and saw the next wave advancing, G’dranav drained the last of his strength and broke open the earth beneath his feet, creating a chasm into which he and all his fallen comrades, and many of their fallen foes, fell.</p><p>The Defenders were dwarves and ogres, armed with magical and psionic equipment created by the most powerful wizards and psions in Nagarvos’. These powerful weapons and armor are still wielded by the undead, since the chasm created by G’dranav prevented Rajaat’s minions from looting or desecrating the graves. The Defenders were unquiet in their mass grave, even before the Boiling Death, for G’dranav’s last act, when he reached the bottom of his chasm, was to transform himself into a meorty. The secrets of animating meorties were held by few in the Green Age and Time of Magic, but G’dranav had been one of only a dozen people in Nagarvos’ with the knowledge.</p><p><strong>Raging Meorty:</strong> ?</p><p><strong>Ancient Meorty:</strong> ?</p><p><strong>Malwaenis, Elf Meorty Rain Cleric 11/Seer 3/Psychic Theurge 8:</strong> It was in response to these attacks that the Gathered Voice decided to take the step of creating a meorty. Many of the elves in Elsavos had left the coastal cities because they were uncomfortable with these cities’ predilection for creating undead guardians for their polities; however, after a particularly brutal invasion, in which three lizardman tribes penetrated the cavern-gates and savaged several residential quarters before being expelled, the step seemed necessary. A highly respected priest of Water named Malwaenis (Male Elf Meorty Rain Cleric 11 / Seer 3 / Psychic Theurge 8; FoDL Ch7) accepted the role, and became one of Athas’s most circumscribed meorties. His powers were no less than many others of his kind, but he was strictly limited in when he could apply them. His task was to rise in rage and smite any lizardman invasion that penetrated the outer defenses – no more and no less. One councilor suggested a minor addition, adopted by the Gathered Voice – Malwaenis would be able to act freely if an enemy threatened his own spacious quarters, which were located in a sealed cavern in the deepest recesses of the cliff behind the city.</p><p><strong>Morg:</strong> ?</p><p><strong>Human Morg Templar 18, Vizier's Priest, Undead Priest, Caretaker:</strong> ?</p><p><strong>Human Morg Templar 13/Telepath 7, Vizier's Monk, Undead Monk, Caretaker:</strong> ?</p><p><strong>Morg Lieutenant:</strong> ?</p><p><strong>Human Morg Telepath 22:</strong> Pandruj’s transformation to unlife poisoned him against all living beings, prompting him to resurrect the fallen Tetrarchs (Male or Female Human* Morg Telepath 22; FoDL Ch5) into undeath with him.</p><p><strong>Gretch, Human Morg Wizard 5/Shaper 5/Necromant 10/Cerebremancer 10:</strong> Life in his Grey Tower, with lengthening years, did nothing for Gretch’s health, and in a matter of years he was an aging, diseased man, surrounded by strange undead monsters of his own making. He sought immortality in the form of the ultimate undead being. Gathering everything he had learned, he put himself on the slab, to sacrifice his own lifeforce to his passion, aided by his hideous assistants. The spell was set, the components sacrificed, the incantations uttered, but something went terribly wrong. Either Gretch’s spell was imperfect, or one of his servants had made a subtle mistake. Gretch had become an immortal undead of magnificent power, but the error in casting left him with only a minimal capacity to expand his intelligence. His one dream, to forever build upon and increase his knowledge of magic, was ruined. Gretch blames all his major creations, who were present assisting in one capacity or another with his own reanimation, for the unknown error which has since stunted his fearsome intellect.</p><p><strong>Las-ufar, Human Morg Shaper 9/Rogue 7:</strong> ?</p><p><strong>Fnuthaar, Human Morg Kineticest 8/Ranger 7:</strong> ?</p><p><strong>Col'raoz, Half-Giant Morg Barbarian 16:</strong> ?</p><p><strong>Uzhgabr, Human Morg Telepath 11/Fighter 5:</strong> ?</p><p><strong>Tol'thak the Surveyor of Olnak, Human Morg Wizard 5/Necromant 10/Nomad 5/Cerebremancer 4:</strong> The sages who came to the Grey Tower seeking answers most often received the wisdom they sought, as best as Gretch could contrive - and with his knowledge of the Tablelands, he did have much to offer, though he never mentioned Rajaat or taught the secrets of wizardry to anyone. Gretch used the sages’ visits to discover secrets of the Ulyan cities from them, and not all the sages returned to their homelands after seeing the Master of the Grey Tower. Some, it is true, died at the hands of the human nomads who roamed the plains around Gretch’s tower, but some never left the mighty fortress from which the Grey Tower rose like a stone lightning bolt.</p><p>One of these unfortunates was a scholar from the city of Olnak, south of Small Home. His name was Tol’thak, and he had come seeking knowledge of Tablelands crops that might flourish in the short, cold, growing season of Olnak. Gretch had little to offer on such a subject – agriculture had never interested him – nor could he lie, since Tol’thak was well-versed in the matter and would detect any such subterfuge. Still, Gretch wanted very much to discover all he could about Olnak, since it was one of few mostly human-populated cities in Ulyan. He killed Tol’thak with poison and reanimated him for interrogation.</p><p><strong>Wujarrt, Human Morg Wizard 5/Necromant 2/Shaper 5/Cerebremancer 5:</strong> Wujarrt (Female Human Morg Wizard 5 / Necromant 2 / Shaper 5 / Cerebremancer 5) was a former preserver student from the Pristine Tower turned defiler during the preserver jihad. She was excited by the marching armies and personally taken by the imperious Uyness. Wujarrt enlisted in the army of Uyness and accompanied that Champion’s forces south to begin the Cleansing Wars at Nagarvos’. She distinguished herself in the Battle at Tforkatch River and again during one of the early assaults on the walls of the city. Her heroism at this latter battle was near-fatal, alas, but Uyness hoped to find magic with which to restore her valued subordinate to life and so preserved the dying Wujaart with various stasis effects.</p><p>Gretch’s spies, probably dwarven banshees, discovered the magic-enshrouded near-corpse and spirited it back to the Grey Tower, where Gretch reanimated Wujaart as a morg.</p><p><strong>Morg Necromancer:</strong> ?</p><p><strong>Namech:</strong> Because of the tumbling motion of Tru’ezarr’s fall, the fort took a substantial pocket of air with it when it sank into the obsidian. The glass was already beginning to cool, and within hours Tru’ezarr Fort was suspended upside-down in its very own bubble-shaped tomb halfway between the old surface of Ulyan’s plains and the new surface atop the blackglass. It didn’t take much longer for the obsidian’s more pernicious effects to reveal themselves. Ram-azah (Male Human Zhen Wizard 10/Necromant 6; FoDL Ch2) returned to unlife as a zhen, as did several of his lieutenants (Male Human Zhen Fighter 12; FoDL Ch2). Others emerged back from death as fallen or namech.</p><p><strong>Namech, Weak Undead:</strong> ?</p><p><strong>Powerful Raaig:</strong> ?</p><p><strong>Yorg-Yanak, Troll Raaig Wilder 15/Silt Cleric 10, Former Philosopher-King, Cruel and Domineering Ruler:</strong> ?</p><p><strong>Harkor The Reborn, Human Raaig Wizard 14/Necromant 10, Wicked Raaig:</strong> ?</p><p><strong>Servant of Harkor, Harkor's Servant, Raaig, Ghostly Undead Creature, Incorporeal Wraith, Creature of Ambition, Jealous Wraith:</strong> ?</p><p><strong>Dwarven Raaig:</strong> ?</p><p><strong>Chimera Raiig, Strange Raiig:</strong> The Shining Tide buried their lands and herds under a thick plate of obsidian. The chimeras, too, were wiped out, though the most savage and evil of them rose, under the living power of the elemental obsidian, to wander the surface as strange raaigs.</p><p><strong>Racked Spirit:</strong> ?</p><p><strong>Pixie Racked Spirit Telepath 8:</strong> ?</p><p><strong>Forest Gnome Racked Spirit Druid 6/Blighted 5:</strong> ?</p><p><strong>Gnome Racked Spirit Fighter 9:</strong> ?</p><p><strong>Nafrai, Racked Spirit Silt Cleric 15:</strong> ?</p><p><strong>Oskyar, Human Racked Spirit Wizard 11/Necromant 10/Nomad 5/Crebremancer 3:</strong> Before creating Osykar, Gretch put in several years of intensive study. His failure with Ireyul, and the many months lost trying to correct his abnormal behavior, were things he did not want to repeat. Surgical techniques, he decided, were not his forte, nor were they absolutely necessary. Not wanting to renew suspicion by taking another life, Gretch scavenged the body of Oskyar, an apprentice at the Pristine Tower who was mortally wounded in an unfortunate magical accident involving time. The body, he reasoned, wouldn't be missed, though the nature of the subject's death proved to be the experiment's undoing.</p><p>Locked away in secrecy, Gretch combined the new magic he had invented with folklore from the surrounding communities about the nature of undeath. Oskyar (Human Racked Spirit Wizard 11 / Necromant 10 / Nomad 5 / Cerebremancer 3; FoDL Ch6) animated flawlessly, a fine, strong, handsome specimen without blemish, or so his creator thought. He celebrated and spent months studying his new creation, putting Oskyar through his paces, educating him in literature and etiquette. Several years passed before Gretch noted a marked decline in his subject's ability to retain information. The necromancer locked himself away, burning candles to their nubs in the late hours, trying to correct the problem while Oskyar continued to regress. To his horror, Gretch discovered that Rajaat's magical disaster had altered Oskyar's physical form and forever slowed his mind. Despite promising beginnings, Oskyar sunk to the level of an imbecile and Gretch could do nothing to stop it.</p><p>Still, Oskyar had the ability to grow, however slowly, and this he hid from Gretch. His intelligence grew once more, over the centuries, as Oskyar developed the habit of playing the fool for Gretch. Yet Osykar could not hide his abilities forever.</p><p>Gretch, a genius relegated to reworking the knowledge he obtained in life over and over, now watches while his “imbecilic” creation moves on, helpless to catch him. Oskyar is now Gretch's nemesis, a constant reminder of what he is doomed never to experience again, a hapless metaphor for his own tragic existence.</p><p><strong>Ceeryl, Human Racked Spirit Wizard 5/Necromant 7/Shaper 5/Cerebremancer 3/Druid 4:</strong> Ceeryl was a woman of exceptional beauty. Gretch worked with her on a number of occasions, seeking vegetable spell components from the Pristine Tower’s extensive gardens. His desire for her grew with each meeting. When she vowed to wed another, Gretch nobly bowed out silently and allowed her happiness. Yet, when she died several years later, at a young age and of an unexpected disease, Gretch could not resist the chance of bringing her back, through reanimation, to become his bride. Surely, she would be so grateful that her latent admiration for him would blossom to full-fledged love.</p><p>Growing older, Gretch fully expected to turn, one day, to undeath to continue his work. Suddenly, dreams of an eternity with his beloved Ceeryl blocked his already questionable judgment. He hired unscrupulous men to exhume her corpse and bring it to his laboratory, where he employed the most sophisticated magic he had yet devised. Ceeryl’s body was perfectly preserved, despite her death, for she had secretly dabbled in druidry while tending the gardens. The reanimation went perfectly and Gretch treasured their companionship.</p><p><strong>Olnakan Gnome Racked Spirit:</strong> ?</p><p><strong>Rubiza’if-in-Pain, Unique Rampager:</strong> ?</p><p><strong>Nocwis, Human Thinking Skeleton Fighter 15, Lesser Creation:</strong> Nocwis (Human Thinking Skeleton Fighter 15; FoDL Ch6) is the name Gretch gave to one of his lesser creations, animated from skeletal remains bought from caravan merchants from a distant land.</p><p><strong>Elven Venger:</strong> ?</p><p><strong>T'Liz:</strong> ?</p><p><strong>Human T'liz Wizard 9/Necromant 8, Negotiator, Powerful T'liz:</strong> ?</p><p><strong>Chuul, Human T'liz Wizard 16/Necromant 2:</strong> Encouraged by his success with Oskyar, at least in so far as the reanimation process, Gretch quickly moved on to procure another subject. Unwilling to wait for another accident, he set up one of his own, choosing another student, Chuul, to take the fall. He arranged a simple mishap, the collapse of a balcony on the observatory level, a fall sufficient to kill but not serious enough to mutilate the corpse. The time came, the accident occurred, and none were the wiser, but Gretch's choice was certainly not random. Chuul was a rival for the affections of a young lady, also in the Tower. Gretch’s dubious motives would haunt him.</p><p>Gretch cast spells of his creation, performed perfectly, and Chuul (Male Human T’liz Wizard 16 / Necromant 2; FoDL Ch6) proved to be everything Oskyar was not. He learned quickly, retained information, and built upon his knowledge without his master's aid or encouragement.</p><p><strong>Gnome Venger Fighter 9:</strong> ?</p><p><strong>Gorl-Ik, Viceregent of Aagnikh, Kobold Venger Wilder 15/Fighter 8:</strong> As Sacha and his men departed, the grip of undeath upon the most dedicated of the dead raised them to unlife.</p><p><strong>Athasian Wraith:</strong> Because of the tumbling motion of Tru’ezarr’s fall, the fort took a substantial pocket of air with it when it sank into the obsidian. The glass was already beginning to cool, and within hours Tru’ezarr Fort was suspended upside-down in its very own bubble-shaped tomb halfway between the old surface of Ulyan’s plains and the new surface atop the blackglass. It didn’t take much longer for the obsidian’s more pernicious effects to reveal themselves. Ram-azah (Male Human Zhen Wizard 10/Necromant 6; FoDL Ch2) returned to unlife as a zhen, as did several of his lieutenants (Male Human Zhen Fighter 12; FoDL Ch2). Others emerged back from death as fallen or namech. But the walls of the fort also were raised to unlife – the ogres whose bodies and blood had been mixed into the stonework became Athasian wraiths, able to reach out and torment their human foes (FoDL Ch2).</p><p><strong>Human Athasian Wraith Fighter 12:</strong> ?</p><p><strong>Sentinel of Death, Human Athasian Wraith Wizard 10/Necromant 7:</strong> ?</p><p><strong>Zhen:</strong> In his urgency Nakkash decided to try to access the Paraelemental Plane of Magma. He was careless in his haste - he reached the “Demiplane of Obsidian” instead. Calling Ur-hafri to help him, Nakkash began to apply some of the new spells he had developed for taming the obsidian. One, then another, obsidian elemental came forth - the defilers sent them out to fight. Yet the battle was still going against Qwith's researchers: clearly a much larger elemental was needed. Heedlessly Nakkash and Ur-hafri started trying to enlarge the gate, succeeding both in increasing its size and drawing forth an enormous elemental.</p><p>Ur-hafri directed the massive obsidian elemental out of the summoning chamber, into the courtyard where it waded into the fray, striking down meorty Defenders and Qwith's defilers with equal fury. At the same time, Pandruj and the Tetrarchs, also raised to undeath, saw their chance for revenge and attacked. In the confusion, many of Pandruj’s and G’dranav’s followers attacked each other as well as Qwith’s servants.</p><p>Ur-hafri escaped the sudden attack of Pandruj and his undead, returning to the chamber to find Nakkash desperately trying to regain control of the gate - the experimental magicks he and Ur-hafri had used to expand it had rendered it unstable, pulsing with energy, like a living thing. The two men tried, and failed, to reassert control. The first of the burning roofing beams crashed down, crushing Ur-hafri's skull.</p><p>What happened next has never been completely explained, and the memories of all the undead who were there are now hopelessly entangled with fiction and self-delusion, so the truth may never be known. Nakkash maintains that his summoning spells performed correctly, and should have stabilized the gate. Qwith long blamed herself, believing that she should have supervised her apprentices more closely, since one of them obviously miscalculated the summoning. Gretch once claimed that he was responsible. In an instant of decisive summoning, the gate was accidentally opened fully to the supposed “demiplane,” with explosive results - the gate shattered.</p><p>Millions of tons of molten obsidian poured into the compound, cresting the walls and sweeping aside defilers and Defenders alike. The obsidian, smoking and gurgling, flooded through the city from the magical portal. No one escaped. Outside the city walls, beyond the ring of ruins of old Nagarvos', the farmers and laborers who served Qwith were distracted by the screams of battle, but relaxed when silence fell - clearly another experiment had just failed, and been contained. When the black wave burst out of the city walls and overwhelmed them, the obsidian was utterly silent, rushing over the land.</p><p>It also poured into the Pallid Mere, the salty sea stretching north to south on the eastern side of the Navel which once had been the Sagramog swamps, gushing down the escarpment in a terrible cascade. Gouts of steam roiled up, the sea flash-boiled by the molten obsidian. Great bergs of obsidian were frozen instantly as they crashed into the sea, but more kept coming, a waterfall of death that even the sea itself could not quench. The Pallid Mere boiled, sending forth thick clouds of salty spume, blown east by the suddenly savage winds. The chunks of obsidian, tumbling in the rushing tide, pushed to the southeast, coming to rest on the southeastern shores of the Pallid Mere in mounded walls of fractured blackglass.</p><p>The obsidian consumed the sea, bubbling and foaming as it boiled the water into briny steam. It also devoured the land, flowing west and north, burning and burying everyone and everything in its path. The wave was faster than the news – few were aware of sudden death before it closed over them, its black glassy maw enfolding all of Ulyan. The Hoarwall, that great wall of ice which had for millenia marked the southern extent of the known world, repelled the first wave of obsidian, acting as a levee running east to west east to west and dividing the Black Basin from the Zagath homeland to the south. The obsidian, like a hungry predator, would not be denied its prey. It grew taller and stronger as the gate pumped ever more molten glass into Athas, and flooded over the Hoarwall, rushing south to consume the cold lands of the deep reaches.</p><p>When the obsidian cooled, it formed a vast basin of blackglass, hundreds of miles across. Both the Navel and the ruins of Nagarvos upon which it had been built were utterly buried. None of the wizards survived, and their research perished with them.</p><p>But then, the dead wizards gradually arose. The obsidian which poured through the gate from the Paraelemental Plane of Magma and the negative energy which infected it extracted a strange toll on those who died under its influence – it bound them to the Prime Material Plane as undead. So Qwith and all of Rajaat's minions and those of the city rose in undead form as zhen, a name imprinted on their minds when they awoke, to become the eventual rulers and servants of this new land. Nearly all those slain in the deadly tide rose as undead, though not all were zhen.</p><p>Choked closed by hardened glass and the stubborn roots of the Seventh Tree, the accidental gate to the demiplane still exists beneath The City of a Thousand Dead. Because the gate is still open, heroes who die in the Dead Lands are likely to return to unlife as zhen.</p><p>Let it be said that no death is final in the Dead Land. Every being killed will rise again, sometimes mere seconds after death occurs. But the negative energy still lingering in the obsidian also has an effect on those living things that die here of other causes. Living humanoids or animals which die in the Dead Lands who are touching the obsidian will arise 24 hours later as a zhen or other appropriate type of undead (depending on who or what killed them).</p><p>161st King's Age (-2,258)</p><p>Ral’s Fury (-2,258): A fight over the Gate breaks it, creating a leak into the Obsidian Demiplane. The Gate explodes, releasing the flow of obsidian that would claim the entirety of Ulyan and the surrounding lands. Thus, the Boiling Ruin begins. Rajaat himself presumes all lost and refocuses all attention on the by now so-called Cleansing Wars.</p><p>What happens after the explosion is hard to determine – all factions have a different story. However, the Gate is blocked by an unknown entity a short time after it opens, preventing the flood from covering the entire continent, including the Tablelands. The Zagath Hoarwall has melted down.</p><p>Silt’s Contemplation (-2,250): The obsidian finally settles and cools.</p><p>Enemy’s Vengeance (-2,249): The first zhen (see Terrors of the Dead Lands, page 75) claw their way out of the obsidian, discovering a barren land of blackglass. Nearly all slain in the Boiling Ruin rose as undead, but not all as zhen.</p><p>For generations the dwarf survivors lived in secret, using the old basket-pulleys and hidden caverns to furtively gather roots and grass-shoots on the plains, adding these to the meager diet of mushrooms they could grow inside. A cadre of dwarven banshees (Male and Female Dwarven Banshee Fighters 10; FoDL Ch2), raised to undeath after the sack of Toganay protected them, savagely hunting any humans who ventured too close to the cliffs near the struggling colony. However, the dwarven banshees could not protect the pitiful survivors when the Obsidian Wave came, in silent splendor, from the east.</p><p>The splash of the Black Tide against the cliff face left a thin coating of obsidian sealing all the entrances to the dwarven colony. The banshees struggled to break through it, so their living wards could get air, but the molten obsidian surged back, and another, thicker, coat of blackglass defeated their efforts. All the living dwarves perished of asphyxiation, and nearly all of them rose into undeath as zhen.</p><p>The obsidian had more deleterious effects yet, for many of the laboriously collected and buried dead, both human (Bold of Sacha - Stone Guard; FoDL Ch3) and kobold, rose under the obsidian spell as zhen.</p><p>Those who worked in and around the Navel at the time of the Shining Tide were destroyed, then resurrected by the obsidian as zhen.</p><p>The Daughters fought well against the last guard of Nagarvos’, such that Rajaat directed that they be buried with full honor and all their equipment. Their tomb was outside the walls, since Rajaat decreed that the land of the city was impure, having so long been home to such a disgusting mélange of races and creeds. Those who lived and worked in the Navel or its outposts often recall the monument with pride – if its gleaming marble pillars survived the Shining Tide, they are now buried deep under the blackglass.</p><p>The fallen Daughters rested in these graves until the obsidian exploded outwards and created the Dead Lands, reanimating them as zhen.</p><p>The Hungry Ghosts (See Hungry Ghosts; FoDL Ch5) were extremely effective, but it was difficult to infiltrate them past the potent psionic and arcane defenses erected by the Tetrarchs and others in Nagarvos’, so their numbers were always few. Nonetheless, the Ghosts scored some notable successes, despite suffering considerable casualties. Kalid-Ma declared, both for morale purposes and to ensure the secrecy of his effort, that all those Ghosts slain in Nagarvos’ be removed when their teams were exfiltrated. The bodies were buried with much ceremony, in a consecrated plot, inside Kalid-Ma’s camp.</p><p>Here the corpses remained for long years, years which saw the fall and ruin of Nagarvos’ and the establishment of the Navel. The Obsidian Boil, which destroyed the Navel, raised the dead of the Hungry Ghosts as zhen.</p><p>Tol’thak returned to consciousness to realize that he had not yet died the true death, but was merely entombed in solid obsidian. He laboriously broke free, however – scholars are by nature patient people – and then began liberating his remaining subjects from the blackglass. Marshaling his survivors was unexpectedly difficult, for those who had been alive when the obsidian hit were resurrected into undeath as zhen, a new creature over which Tol’thak had to demonstrate his mastery.</p><p>The battles of Tarktas had been fierce and many had died. Instead of building tombs for all of the fallen soldiers, those houses that were still standing were converted into tombs. A fallen soldier would be laid out on a table or bench within a home, while for an officer a stone slab would be constructed and placed within the home for the same purpose. Each soldier would be laid down with his spear placed near his right arm, and his sword near the left. The broken weapons of the Tarktas ogre defenders were placed at his feet. Each home was then sealed and an inscription carved stating the fallen soldier’s name and rank. Once the task was finished, Sielba and her army marched for the Winding Way, leaving Tarktas a necropolis.</p><p>The dead of Tarktas rested thus, undisturbed, until the Obsidian Flood buried the city, and the dead soldiers awoke as undead. Most of the dead soldiers became fallen, with a few becoming zhens and dhaots.</p><p>Jush-Esgar moved his people outside the original city walls when undead began to be a problem, constructing a New Town adjacent to the old. Everyone there was killed when the Black Tide overwhelmed the city, though Jush-Esgar (Male Human Zhen Psychic Warrior 22; FoDL Ch7) and many of his subjects emerged afterwards as zhen.</p><p><strong>Grand Duchess Qwith, Human Zhen Wizard 20/Necromant 10, Powerful Zhen:</strong> In his urgency Nakkash decided to try to access the Paraelemental Plane of Magma. He was careless in his haste - he reached the “Demiplane of Obsidian” instead. Calling Ur-hafri to help him, Nakkash began to apply some of the new spells he had developed for taming the obsidian. One, then another, obsidian elemental came forth - the defilers sent them out to fight. Yet the battle was still going against Qwith's researchers: clearly a much larger elemental was needed. Heedlessly Nakkash and Ur-hafri started trying to enlarge the gate, succeeding both in increasing its size and drawing forth an enormous elemental.</p><p>Ur-hafri directed the massive obsidian elemental out of the summoning chamber, into the courtyard where it waded into the fray, striking down meorty Defenders and Qwith's defilers with equal fury. At the same time, Pandruj and the Tetrarchs, also raised to undeath, saw their chance for revenge and attacked. In the confusion, many of Pandruj’s and G’dranav’s followers attacked each other as well as Qwith’s servants.</p><p>Ur-hafri escaped the sudden attack of Pandruj and his undead, returning to the chamber to find Nakkash desperately trying to regain control of the gate - the experimental magicks he and Ur-hafri had used to expand it had rendered it unstable, pulsing with energy, like a living thing. The two men tried, and failed, to reassert control. The first of the burning roofing beams crashed down, crushing Ur-hafri's skull.</p><p>What happened next has never been completely explained, and the memories of all the undead who were there are now hopelessly entangled with fiction and self-delusion, so the truth may never be known. Nakkash maintains that his summoning spells performed correctly, and should have stabilized the gate. Qwith long blamed herself, believing that she should have supervised her apprentices more closely, since one of them obviously miscalculated the summoning. Gretch once claimed that he was responsible. In an instant of decisive summoning, the gate was accidentally opened fully to the supposed “demiplane,” with explosive results - the gate shattered.</p><p>Millions of tons of molten obsidian poured into the compound, cresting the walls and sweeping aside defilers and Defenders alike. The obsidian, smoking and gurgling, flooded through the city from the magical portal. No one escaped. Outside the city walls, beyond the ring of ruins of old Nagarvos', the farmers and laborers who served Qwith were distracted by the screams of battle, but relaxed when silence fell - clearly another experiment had just failed, and been contained. When the black wave burst out of the city walls and overwhelmed them, the obsidian was utterly silent, rushing over the land.</p><p>It also poured into the Pallid Mere, the salty sea stretching north to south on the eastern side of the Navel which once had been the Sagramog swamps, gushing down the escarpment in a terrible cascade. Gouts of steam roiled up, the sea flash-boiled by the molten obsidian. Great bergs of obsidian were frozen instantly as they crashed into the sea, but more kept coming, a waterfall of death that even the sea itself could not quench. The Pallid Mere boiled, sending forth thick clouds of salty spume, blown east by the suddenly savage winds. The chunks of obsidian, tumbling in the rushing tide, pushed to the southeast, coming to rest on the southeastern shores of the Pallid Mere in mounded walls of fractured blackglass.</p><p>The obsidian consumed the sea, bubbling and foaming as it boiled the water into briny steam. It also devoured the land, flowing west and north, burning and burying everyone and everything in its path. The wave was faster than the news – few were aware of sudden death before it closed over them, its black glassy maw enfolding all of Ulyan. The Hoarwall, that great wall of ice which had for millenia marked the southern extent of the known world, repelled the first wave of obsidian, acting as a levee running east to west east to west and dividing the Black Basin from the Zagath homeland to the south. The obsidian, like a hungry predator, would not be denied its prey. It grew taller and stronger as the gate pumped ever more molten glass into Athas, and flooded over the Hoarwall, rushing south to consume the cold lands of the deep reaches.</p><p>When the obsidian cooled, it formed a vast basin of blackglass, hundreds of miles across. Both the Navel and the ruins of Nagarvos upon which it had been built were utterly buried. None of the wizards survived, and their research perished with them.</p><p>But then, the dead wizards gradually arose. The obsidian which poured through the gate from the Paraelemental Plane of Magma and the negative energy which infected it extracted a strange toll on those who died under its influence – it bound them to the Prime Material Plane as undead. So Qwith and all of Rajaat's minions and those of the city rose in undead form as zhen, a name imprinted on their minds when they awoke, to become the eventual rulers and servants of this new land. Nearly all those slain in the deadly tide rose as undead, though not all were zhen.</p><p><strong>Ram-Azah, Human Zhen Wizard 10/Necromant 6:</strong> Because of the tumbling motion of Tru’ezarr’s fall, the fort took a substantial pocket of air with it when it sank into the obsidian. The glass was already beginning to cool, and within hours Tru’ezarr Fort was suspended upside-down in its very own bubble-shaped tomb halfway between the old surface of Ulyan’s plains and the new surface atop the blackglass. It didn’t take much longer for the obsidian’s more pernicious effects to reveal themselves. Ram-azah (Male Human Zhen Wizard 10/Necromant 6; FoDL Ch2) returned to unlife as a zhen, as did several of his lieutenants (Male Human Zhen Fighter 12; FoDL Ch2).</p><p><strong>Human Zhen Fighter 12:</strong> Because of the tumbling motion of Tru’ezarr’s fall, the fort took a substantial pocket of air with it when it sank into the obsidian. The glass was already beginning to cool, and within hours Tru’ezarr Fort was suspended upside-down in its very own bubble-shaped tomb halfway between the old surface of Ulyan’s plains and the new surface atop the blackglass. It didn’t take much longer for the obsidian’s more pernicious effects to reveal themselves. Ram-azah (Male Human Zhen Wizard 10/Necromant 6; FoDL Ch2) returned to unlife as a zhen, as did several of his lieutenants (Male Human Zhen Fighter 12; FoDL Ch2).</p><p><strong>Lunikra Brokennose, Dwarf Zhen Sun Cleric 24:</strong> For generations the dwarf survivors lived in secret, using the old basket-pulleys and hidden caverns to furtively gather roots and grass-shoots on the plains, adding these to the meager diet of mushrooms they could grow inside. A cadre of dwarven banshees (Male and Female Dwarven Banshee Fighters 10; FoDL Ch2), raised to undeath after the sack of Toganay protected them, savagely hunting any humans who ventured too close to the cliffs near the struggling colony. However, the dwarven banshees could not protect the pitiful survivors when the Obsidian Wave came, in silent splendor, from the east.</p><p>The splash of the Black Tide against the cliff face left a thin coating of obsidian sealing all the entrances to the dwarven colony. The banshees struggled to break through it, so their living wards could get air, but the molten obsidian surged back, and another, thicker, coat of blackglass defeated their efforts. All the living dwarves perished of asphyxiation, and nearly all of them rose into undeath as zhen.</p><p><strong>Recalcitrant Zhen Undead:</strong> For generations the dwarf survivors lived in secret, using the old basket-pulleys and hidden caverns to furtively gather roots and grass-shoots on the plains, adding these to the meager diet of mushrooms they could grow inside. A cadre of dwarven banshees (Male and Female Dwarven Banshee Fighters 10; FoDL Ch2), raised to undeath after the sack of Toganay protected them, savagely hunting any humans who ventured too close to the cliffs near the struggling colony. However, the dwarven banshees could not protect the pitiful survivors when the Obsidian Wave came, in silent splendor, from the east.</p><p>The splash of the Black Tide against the cliff face left a thin coating of obsidian sealing all the entrances to the dwarven colony. The banshees struggled to break through it, so their living wards could get air, but the molten obsidian surged back, and another, thicker, coat of blackglass defeated their efforts. All the living dwarves perished of asphyxiation, and nearly all of them rose into undeath as zhen.</p><p><strong>Bangad the Founder, Dwarf Zhen Fighter 27:</strong> For generations the dwarf survivors lived in secret, using the old basket-pulleys and hidden caverns to furtively gather roots and grass-shoots on the plains, adding these to the meager diet of mushrooms they could grow inside. A cadre of dwarven banshees (Male and Female Dwarven Banshee Fighters 10; FoDL Ch2), raised to undeath after the sack of Toganay protected them, savagely hunting any humans who ventured too close to the cliffs near the struggling colony. However, the dwarven banshees could not protect the pitiful survivors when the Obsidian Wave came, in silent splendor, from the east.</p><p>The splash of the Black Tide against the cliff face left a thin coating of obsidian sealing all the entrances to the dwarven colony. The banshees struggled to break through it, so their living wards could get air, but the molten obsidian surged back, and another, thicker, coat of blackglass defeated their efforts. All the living dwarves perished of asphyxiation, and nearly all of them rose into undeath as zhen.</p><p><strong>Riig Bo'ak, Half-Orc Zhen Barbarian 17:</strong> Something else occurred, however – the Obsidian Wave raised into undeath many of those who had fallen in the cleansing of Ghash-naarg, both human and orc alike. For more than a King’s Age, Shabnas struggled to reassert his mastery of the tunnels. There remain at present two clan-chiefs, Kigdifi (Female Orc Fallen Fighter 15; FoDL Ch2) and Riig-bo’ak (Male Half-Orc Zhen Barbarian 17; FoDL Ch2) resurrected by the obsidian, who reject Shabnas’s rule and occupy small sections of the inner caves.</p><p><strong>Cairnborn, Cairn-Born, Human Zhen Telepath 7/Wizard 5/Necromant 3/Cerebremancer 5:</strong> Dodam had bigger problems. A fissure in the ceiling of the gnomish great hall had allowed an oozing tendril of obsidian to flow down and pool over the cairn of human dead. Dodam’s honor guard (Male Human Athasian Wraith Fighter 12; FoDL Ch2) fled for their unlives as the corpses within, reborn as zhen, clawed their way out.</p><p><strong>Zhen Gleaming Tribunal Member:</strong> ?</p><p><strong>Zhen Disciple Priest:</strong> ?</p><p><strong>Zhen Disciple Wizard:</strong> ?</p><p><strong>Zhen Disciple Psion:</strong> ?</p><p><strong>Zhen Disciple Warrior:</strong> ?</p><p><strong>Namech Servant:</strong>?</p><p><strong>Zhen Disciple Marthagos:</strong> ?</p><p><strong>Zhen Disciple PriestNarthguk:</strong> ?</p><p><strong>Human Zhen Rain Cleric 16, Undead Priest:</strong> The islands remained a ruin, venerated from afar by the surviving humans on the lakeshore, until the time of the Black Tide. The obsidian covered part of the island, but left about half of it, along with most of the temple precinct, exposed, in the same air pocket as the Fouled Sea. In fact the black waters lap against the shore of what remains of Nolak Island, and the priests have resumed their labors. No longer mortals, or dedicated to Water, the priests were raised by the obsidian as zhen and now they labor for their own purposes.</p><p><strong>Troll Zhen Rain Cleric 16:</strong> The islands remained a ruin, venerated from afar by the surviving humans on the lakeshore, until the time of the Black Tide. The obsidian covered part of the island, but left about half of it, along with most of the temple precinct, exposed, in the same air pocket as the Fouled Sea. In fact the black waters lap against the shore of what remains of Nolak Island, and the priests have resumed their labors. No longer mortals, or dedicated to Water, the priests were raised by the obsidian as zhen and now they labor for their own purposes.</p><p><strong>Troll Zhen Rain Cleric 16, Undead Priest:</strong> ?</p><p><strong>Formerly Human Zhen:</strong> The Black Flood, when it came, encased the ruins in obsidian, covering all but the tallest of Nuubark’s broken towers. It did not slay Yorg-yanak (Male Troll Raaig Wilder 15 / Silt Cleric 10; FoDL Ch3) or his undead minions (Male and Female Troll Warrior-Sages; FoDL Ch3), but raised many more of the city’s unquiet dead as zhen. Many of the zhen were human, once warriors and defilers of Myron’s army – these rejected Yorg-yanak’s rule, but the savage troll king was able to force many of them to allegiance all the same.</p><p>The only non-troll inhabitants of the cave like barely-excavated streets of Nuubark are the small cadre of formerly human zhen that were created by the Shining Tide.</p><p><strong>Khasti Rasiim, Human Zhen Fighter 5/Barbarian 15, Zhen Warlord:</strong> ?</p><p><strong>Bael Asim, Human Zhen Barbarian 24, Zhen Warlord:</strong> ?</p><p><strong>Tatia Ached, Human Zhen Ranger 20/Wilder 5, Zhen Warlord:</strong> ?</p><p><strong>Inbed Ached, Human Zhen Barbarian 24, Zhen Warlord:</strong> ?</p><p><strong>Hazzi Shalil, Human Zhen Fighter 5/Wilder 18, Zhen Warlord:</strong> ?</p><p><strong>The Vizier, Kulrath, Human Zhen Wizard 16/Necromant 10, Ancient Zhen, Undead Prince:</strong> ?</p><p><strong>Rhokan, Human Zhen Wizard 17/Necromant 7, Great Zhen:</strong> ?</p><p><strong>Praetor, Human Zhen Psionic Warrior 22:</strong> ?</p><p><strong>Centurion, Human Zhen Wizard 10/Necromant 2:</strong> ?</p><p><strong>Zhen, Undead Necromancer:</strong> ?</p><p><strong>Thikwasa, Human Zhen Kineticist 26:</strong> ?</p><p><strong>Ohl-numash, Human T'liz Wizard 18:</strong> ?</p><p><strong>Traleev-eso, Human Zhen Wizard 12/Necromant 10:</strong> ?</p><p><strong>Magnwag, Human Zhen Wizard 15/Necromant 1:</strong> ?</p><p><strong>Negchar, Human Zhen Wizard 15/Necromant 1/Magma Cleric 3/Mystic Theurge 10:</strong> ?</p><p><strong>Ac'nac'wo, Human Zhen Wizard 8/Necromant 6/Shaper 5/Cerebremancer 10:</strong> ?</p><p><strong>Munavar, Human Zhen Magma Cleric 21:</strong> ?</p><p><strong>Cheltagthwo, Human Zhen Shaper 17:</strong> ?</p><p><strong>Zaprarus No-iim, Human Zhen Wizard 18/Necromant 5:</strong> ?</p><p><strong>Djelj, Human Zhen Kineticist 25:</strong> ?</p><p><strong>Sinker Kasgat, Human Zhen Wizard 20/Necromant 4:</strong> ?</p><p><strong>Ulariss, Human Zhen Wizard 17/Necromant 5:</strong> ?</p><p><strong>Ruuknis, Human Zhen Wizard 23/Necromant 3:</strong> ?</p><p><strong>Ebliriok, Human Zhen Wizard 17/Necromant 4:</strong> ?</p><p><strong>Wasagar, Human Zhen Wizard 6/Necromant 1/Nomad 7/Creebremancer 10:</strong> ?</p><p><strong>Pwiskathi Bone-Eyes, Human Zhen Seer 21:</strong> ?</p><p><strong>Abak-Enawi, Human Zhen Egoist 24:</strong> ?</p><p><strong>Kakraz the Putrid, Human Zhen Wizard 6/Necromant 4/Shaper 6/Cerebremancer 9:</strong> ?</p><p><strong>Hashbru E'abriz, Human Zhen Wizard 19/Necromant 3:</strong> ?</p><p><strong>Human Zhen Cleric 16:</strong> ?</p><p><strong>Human Zhen Nomad 15:</strong> ?</p><p><strong>Human Zhen Wizard 15/Necromant 1:</strong> ?</p><p><strong>Nukra-dzif, Human Zhen Wilder 15/Rogue 15:</strong> ?</p><p><strong>Quansak One-Ear, Human Zhen Rogue 7/Fighter 14:</strong> ?</p><p><strong>Jishashagar No-Footfall, Human Zhen Rogue 22:</strong> ?</p><p><strong>Redsmile Rog, Human Zhen Rogue 7/Psychic Warrior 13:</strong> ?</p><p><strong>Powerful Zhen:</strong> ?</p><p><strong>Guinswai the Forbidding, Human Zhen Wizard 11/Necromant 10, Intimidating and Enterprising Zhen Necromancer:</strong> ?</p><p><strong>Vassahi Eomwa, Elf Zhen Nomad 25:</strong> ?</p><p><strong>Feylaar Zhen Fighter 10:</strong> ?</p><p><strong>Olnakan Human Zhen:</strong> ?</p><p><strong>D'thul, Human Zhen Wizard 5/Telepath 6/Necromant 10/Cerebremancer 7:</strong> ?</p><p><strong>Lightweight Zhen:</strong> ?</p><p><strong>Jush-Esgar, Human Zhen Psychic Warrior 22:</strong> Jush-Esgar moved his people outside the original city walls when undead began to be a problem, constructing a New Town adjacent to the old. Everyone there was killed when the Black Tide overwhelmed the city, though Jush-Esgar (Male Human Zhen Psychic Warrior 22; FoDL Ch7) and many of his subjects emerged afterwards as zhen.</p><p><strong>Human Zhen:</strong> ?</p><p><strong>Thinking Zombie Earth Drake:</strong> King’s Ages ago, an earth drake wandered by and discovered the Winding Way. It made a lair out of a tunnel near the top of the road. When the creature died the negative energies of the Obsidian Plain reanimated it as a thinking zombie.</p><p><strong>Thinking Zombie Earth Drake, Undead Earth Drake:</strong> ?</p><p><strong>Dodam Linas, Human Thinking Zombie Wizard 15/Necromant 3:</strong> ?</p><p><strong>Gnome Thinking Zombie Telepath 15:</strong> ?</p><p><strong>Gnome Thinking Zombie Magma Cleric 15:</strong> ?</p><p><strong>Gnome Thinking Zombie Fighter 9:</strong> ?</p><p><strong>Kuo'chthan, Thri-Kreen Thinking Zombie Fighter 7/Psychic Warrior 13:</strong> Eager to attempt his defiling magic on an intelligent non humanoid, Gretch saw the thri-kreen as suitable subjects. He selected Kuo'chthan from among the others, knowing that of all of them he would be traveling alone to return to his homeland. Gretch poisoned Kuo'chthan at the ceremonial send-off, introducing a slow-acting agent into his food. Gretch hired thugs to track the thri-kreen, collect the corpse, still fresh but two days travel distant, and return to his laboratory.</p><p>The defiler cast the same dark spells on Kuo'chthan that he had on his humanoid victims, curious to see how the magic would permeate the insect's form. The corpse animated as expected, becoming the first thri-kreen zombie on Athas, and Gretch discovered that the monster was easier to command and control than his humanoid forebears. However, the first to practice the dark art was also the first to experience the bane of the bugdead: their minds are unable to cope with the evil thrust upon them, turning them, instead, to utter madness.</p><p><strong>Kiwk, Feylaar Thinking Zombie Psychic Warrior 17:</strong> Gretch sometimes tampered with the possibilities of reanimating dead creatures whose origins were themselves magical. Virtually all of these experiments ended in failure, except for Kiwk, a feylaar from a small tribe trapped and killed on Gretch’s request.</p><p><strong>Olnakan Halfling Thinking Zombie:</strong> ?</p><p><strong>The Razor, Thinking Zombie Fighter 15:</strong> ?</p><p><strong>Thinking Zombie Overseer:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/51403/Edgar-Rice-Burroughs-Mars-Shadows-of-a-Dying-World-An-OGL-Guide-to-Monsters-Races-and-Beasts&affiliate_id=17596" target="_blank">Shadows of a Dying World:</a> [spoiler]</p><p><strong>Corphal Ghost:</strong> When a Corphal eventually dies through violence or after long years of neglect and isolation, its unholy will to live seldom allows its spirit to rest quietly. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1861/Ships-of-War?affiliate_id=17596" target="_blank">Ships of War</a>[spoiler]</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Skull & Bones</a>[spoiler]</p><p><strong>Simple Zombi:</strong> These zombi are raised from the earth to do a bokor’s bidding.</p><p>It is believed that a zombi is a being that has had its gros-bon-ange ritually stolen or destroyed.</p><p>Zombi are functional only because they’ve been given a small piece of a bokor’s gros-bon-ange, which can be recalled at anytime.</p><p>Create Zombi feat.</p><p><strong>Greater Zombi, Zombi</strong> Considered by hougans to be the most dangerous earthly servants of the bokor, this “greater zombi” is, in fact, what most of the Followers of the Loa think all zombi are: a being who has had their gros-bon-ange ritually stolen and their body transformed. While this can be accomplished in different ways, the most infamous is the great zombi ritual which powerful servants of the Loa Baron Samedhi learn. The dreadful ritual pulls forth a person’s gros-bon-ange and stores it in a mystically prepared skull.</p><p>“Greater zombi” is a template that can be applied to any humanoid corporeal creature of any alignment.</p><p>Those that follow the Zombi Lord are feared and shunned by all. When faithful Voodooists whisper of the dark and terrible acts that bokor regularly commit, they are talking about the chosen of Samedhi. They are the stealers of gros-bon-anges and the makers of zombi.</p><p>An individual whose gros-bon-ange has been stolen or destroyed, turning him into an undead servitor.</p><p>In the Skull & Bones setting, this template is exclusively applied to humans who have been forced to undergo the great zombi ritual.</p><p>Samedhi created the first zombi by destroying the gros-bon-ange of a man he was asked to kill, and ever since he has been associated with them.</p><p>It is possible to have one’s gros-bon-ange stolen, which turns a human into a zombi, basically killing them, then have it recovered by valiant friends and restored, thus “resurrecting” the individual, but that’s about as close as it gets.</p><p>The Zombi Ritual.</p><p><strong>Simple Zombi, Dreaded Servant of the Bokor, Tireless if Distasteful Servant, Abomination</strong> ?</p><p><strong>Simple Zombi, Undead Servant:</strong> ?</p><p><strong>Greater Zombi, Most Dangerous Earthly Servant of the Bokor, Being Who Has Had Their Gros-Bon-Ange Ritually Stolen And Their Body Transformed, Dangerous Tool, Slave, Walking Monstrosity</strong> ?</p><p><strong>Lost Zombi:</strong> A zombi that has not yet succumbed to the state of undeath may be saved. A zombi has as many days as they originally had points of positive Wisdom and Constitution ability modifiers to somehow regain their gros-bon-ange. If they do in the allotted time, they lose the zombi (greater) template. Once they’ve passed beyond this threshold, they are considered “lost zombi.”</p><p><strong>Cole the Younger, Greater Zombi, Undead Swashbuckler:</strong> Cole the Younger is captured by a bokor who appreciates Cole’s ability with a blade. After a few weeks of torture, the great zombi ritual transforms Cole into an undead swashbuckler. Cole has a Wisdom score of 12 and had a Constitution of 16. Unless his friends can rescue his gros-bon-ange from the bokor and restore it to him by sunset of the 4th day following his change, Cole will leave the world of the living behind.</p><p><strong>Nathaniel Crogan, Zombi:</strong> ?</p><p><strong>Landseer, Zombi:</strong> ?</p><p><strong>Undead, Restless Dead:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Mere Shambling Corpse:</strong> ?</p><p><strong>Colonel Berringer, Ghost, Father:</strong> An elderly plantation owner, Mr. Berringer, is looking for someone with expertise in spiritual matters to exorcize his manor house of the ghost of his father, Colonel Berringer, who was killed forty years ago in a duel with his wife’s lover. Mr. Berringer has tried the Church and is now willing to try other alternatives, including the assistance of bokor or hougans. He can pay well in sugar or guineas, and he is a potentially a useful contact. The ghost of Berringer will only be placated if the former home of his killer, John Yeamans, is ceremonially shot at with a blessed dueling pistol—how the group discovers this is up to them.</p><p></p><p>CREATE ZOMBI (ITEM CREATION)</p><p>You can turn a fresh corpse into an undead servant.</p><p>Prerequisite: Bokor level 6+.</p><p>Benefit: You can animate any humanoid corpse that has been dead less than 24 hours. The process takes one hour, and requires a packet of herbs and other materials worth 50 doubloons. You must stuff this packet down the corpse’s throat, sew its mouth shut with hempen thread, carve a verver into the corpse’s forehead (usually of Legba or Carrefour), and anoint the corpse with a small amount of your blood.</p><p>To complete this ritual you must succeed at a Voodoo Rituals check (DC 20). If successful, the corpse twitches and arises as a simple zombi (see Chapter XIII: Friends and Foes for details) under your control. If the check fails, the packet of herbs is spoiled and the corpse can never be turned into a zombi. You can maintain a number of simple zombi under your control equal to half your bokor level, rounded down.</p><p></p><p>THE ZOMBI RITUAL</p><p>Description: The darkest rite in a bokor’s arsenal, this terrible ceremony strips the gros-bon-ange from a living being and turns his still-living body into a zombi, a member of the living dead. The ritual involves, among other things, convincing the target that they are dead. Bokor typically employ various illusions and suggestions to bring this about. They often drug their target with hallucinogens and hold great dances with the victim strapped to a crossroads symbol at the center of the dance ring.</p><p>Effect: This ritual is a modified version of the 8th-level arcane spell trap the soul. If the ritual is successful and the gros-bonange of the victim is pulled forth, the bokor places it into a specially prepared skull that has Baron Samedhi’s verver carved into it. The zombi template (see Chapter XIII: Friends and Foes) is immediately applied to the target. The new zombi is obedient to the bokor who enacted the ritual, as long as he possesses the skull that houses the zombi’s gros-bon-ange. If a target manages to resist the bokor, he can never again be affected by that bokor’s zombi ritual and he gains a permanent +2 luck bonus on all saving throws against that bokor’s wanga.</p><p>Length: Priming the victim is the only time consuming part of this ritual. The slow weakening of a victim’s defenses takes weeks, but the ceremony proper only lasts an hour.</p><p>Sacrifice: It takes a prepared skull and a willingness to commit the most horrifying crime a voodoo practitioner knows. A trapped gros-bon-ange is one that will never join with other ancestors or become a Loa.</p><p>Level: The dark Samedhi teaches his bokors the zombi ritual when they have 18 ranks in Voodoo Rituals. Neutral bokors must learn this ritual from evil Djab, since both Simbi and Carrefour expressly forbid their bokors from ever learning this ritual.</p><p>Note: You don’t need to carry a skull to have possession of it. Many bokors have a special place where they store the collected skulls of their victims. If the skull holding a zombi’s gros-bon-ange is returned to the right zombi before they’ve succumbed to their state, shattering the skull will restore the zombi to life.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/20091/Slaves-of-the-Moon-the-Essential-Guide-to-Lycanthropes?affiliate_id=17596" target="_blank">Slaves of the Moon: the Essential Guide to Lycanthropes</a>[spoiler]</p><p><strong>Vilkaci:</strong> Ancient Roman legend provided that a man could wear the skin of a wolf and become a powerful fusion of man and beast. If not properly disposed of after death (beheading) these persons would rise as blood-sucking fiends akin to vampires. The Lithuanians called these creatures Vilkacis and they sometimes brought treasure or were otherwise helpful.</p><p><strong>Vilkaci, Blood-Sucking Fiend:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Lich King:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/17774/Fringe-Campaigns-Soul-Harvest?affiliate_id=17596" target="_blank">Soul Harvest:</a>[spoiler]</p><p><strong>Pariah:</strong> Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born.</p><p>A pariah is an undead template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a Pariah. The nature of such a transformation seems to target individuals at complete random.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3171/SpirosBlaak-35?term=spiros&it=1&affiliate_id=17596" target="_blank">Spiros Blaak:</a>[spoiler]</p><p><strong>Diswosnia Entrhaller:</strong> Tragically, some plain and homely women are victims of violence. Whether denounced as witches, butchered by loveless husbands lusting after young maidens, or abandoned to starvation or exposure because they grow old, the result is the same. In some cases, the horror and cause of their deaths force the victims to return as dizwosinas: deranged undead who seek vengeance for the injustices done to them.</p><p><strong>Necrozen:</strong> Following the failure of his Witch Lords to help him conquer the burgeoning Wildlands, Sallous Yar set about developing alternative agents of his depravity. One of the reasons for the failure of the Witch Lords, the dread god believed, was that he had allowed himself to put his faith in mortals, a mistake he would not repeat. Instead, he would create the Necrozen, his Death Bringers, to do his bidding.</p><p>Instilled with the dark light of undeath, the Necrozen are selected from those mortal warriors who fervently pursued Sallous Yar’s goals in life and sought nothing but the cold waiting beyond the grave as their reward.</p><p>“Necrozen” is a template that can be added to any giant, humanoid, or monstrous humanoid with an Intelligence score of 10 or more.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/20093/Ssethregore-In-the-Coils-of-the-Serpent-Empire?affiliate_id=17596" target="_blank">Ssethregore: In the Coils of the Serpent Empire:</a>[spoiler]</p><p><strong>Caimeth:</strong> Caimeth is quite unique among all the demipowers of Arcanis, for he is in fact undead. Countless ages ago, in an attempt to increase his own power and position, he began to study the arts of Thanatology and Necromancy. Fascinated with the process of murder, it was inevitable that Caimeth would turn down the road of the Dead. Naturally immortal, it was quite a task for the powerful Varn to set up his own demise, but along with a cadre of contingency spells and triggered enchantments, Caimeth was able to break the line between life and death.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1601/Strange-Lands-Lost-Tribes-of-the-Scarred-Lands?term=strange+lands&it=1&affiliate_id=17596" target="_blank">Strange Lands: Lost Tribes of the Scarred Lands:</a> [spoiler]</p><p><strong>Fossil Ghoul:</strong> An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul.</p><p><strong>Na'heem:</strong> The Na’heem are the result of the misapprehension of spiritual epiphany at the most delicate moment of the enlightenment process - instead of rising to the status of Exemplar, the monk undergoes a dark and hideous metamorphosis.</p><p>The Brotherhood of Na’heem embodied the highest levels of ascetic virtue for an eon. Disciplined and devoted to the arts of self-mortification, the brotherhood set off into the wastes to pursue</p><p>total mastery of their spiritual system. It was not long before the Ministers of Cruelty, an order of sadisiic devils that “patronizes” the religiously ascetic, disturbed the deep desert meditation of these nomadic monks. Their souls stretched shreds upon the unresolved Paradox Of their Order” to mysteries, the first masters of the Na’heem brotherhood were cursed to walk the sands as undead warnings to the religiously zealous, thinking only of the yawning void coursing through their husks. Since then, other misguided spiritualists, drawn to the promise of unholy wisdom and immortality, have chosen to walk the maddening path of the Na’heem, swelling the brotherhood’s ranks with worthy new believers.</p><p>“Na’heem” is an acquired template that can be added to any humanoid monk of at least 11th level.</p><p><strong>Sample Naheem:</strong> ?</p><p><strong>Voracious Fang Swarm:</strong> Although the origin of these swarms is unknown, one thing is obvious: they almost certainly have some connection to Gaurak the Glutton. Some sages speculate that these swarms arise in areas where one of the ravenous titan's teeth tainted the land; others believe that they may have been created by Gaurak himself.</p><p><strong>Unholy Chorus:</strong> ?</p><p><strong>Nether Dragon:</strong> Some rare chromatic dragons continue to live on, long past the point where even other dragons have perished of old age. Nesting on treasure hoards they’ve no intention of using, their spirits are poisoned by their greed and by their loathing and distrust of every living thing. Such a dragon can become a twisted, corrupted thing indeed, its body bloated beyond all proportion and its soul rotten beyond the foulest evil. Dragons that reach this state of taint usually retire far below the earth; there, the utter lack of light, the dark arcane forces below the Scarred Lands, and the very weight of excess years finally turn the creature into a nether dragon.</p><p>Nether dragons are undead creatures, although they don’t need to physically die in the process - their souls are simply snuffed out and they turn into foul husks, empty of life and light.</p><p>“Nether dragon” is an acquired template that can be added to any true dragon of evil alignment that has reached great wyrm age.</p><p><strong>Sample Nether Dragon:</strong> This nether dragon was originally a green dragon who finally killed or drove away all other living creatures from its forest. It then retreated to the core of the dead wood it used to call home and descended more and more deeply into its caves, until it reached the deepest underground lake it could find, where it now lies submerged, wallowing in its own hatred of everything.</p><p><strong>Frost Maiden:</strong> Occasionally, a dryad’s resplendent oak succumbs to the frigid touch of winter. The tree’s destruction spells doom for the dryad, but death is not always the final result. The dryad may rise again as an undead monster filled with winter’s fury - a frost maiden.</p><p><strong>Rekirrac:</strong> ?</p><p><strong>Winter Wraith:</strong> In Fenrilik and other icy regions, young children who die from exposure to the elements sometimes return as winter wraiths, called “thirsty ghosts” by some.</p><p></p><p><strong>Undead:</strong> Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undeadcreature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice.</p><p><strong>Ghoul:</strong> An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul.</p><p>Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul.</p><p><strong>Ghast:</strong> An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghast at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul.</p><p><strong>Ice Haunt:</strong> Victims killed by a rime witch’s spells or her ice haunts rise after 24 hours as ice haunts under her control.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19342/Substandard-Magic-Items?affiliate_id=17596" target="_blank">Substandard Magic Items</a>[spoiler]</p><p><strong>Undead:</strong> Moderate Necromancy backfire.</p><p></p><p>Moderate necromancy: The user’s skin instantly becomes transparent. His type changes to undead, although he retains whatever abilities he normally has. However, the user can now be turned, rebuked, or commanded as if an undead of HD equal to his character level. The duration of this effect is 2d6 rounds.[/spoiler]</p><p></p><p>Template Troves, Volume I: Serpents, Spiders & Godlings Web Enhancement[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/2094/Template-Troves-Volume-I-Serpents-Spiders--Godlings?affiliate_id=17596" target="_blank">Template Troves, Volume I: Serpents, Spiders & Godlings</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead That Can Drain the Life From Others:</strong> ?</p><p><strong>Low-Level Undead Creature:</strong> ?</p><p><strong>Undead Creature That Deals Negative Levels:</strong> ?</p><p><strong>Undead Vulnerable to Sunlight, Sunlight-Vulnerable Undead:</strong> ?</p><p><strong>Undead Wood:</strong> ?</p><p><strong>Devourer, Horrible Undead Monster, Powerful Opponent, Powerful Undead Creature, Foul Undead:</strong> ?</p><p><strong>Zombie, True Zombie:</strong> ?</p><p><strong>Zombie, Mindless Creature:</strong> ?</p><p><strong>Generally Humanoid-Shaped Zombie:</strong> ?</p><p><strong>Medium Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/2095/Template-Troves-Volume-II-Oozes--Aberrations?affiliate_id=17596" target="_blank">Template Troves II: Oozes and Aberrations:</a>[spoiler]</p><p><strong>Bloodseeker: </strong>How the first bloodseeker was created is a matter for the sages to debate. Some suggest it was the result of an experiment performed by the legendary vampire sorcerer Necromortis. Others believe it was the result of an ooze accidentally ingesting a vampire as it rested in its coffin.</p><p>“Bloodseeker” is an acquired template that can be added to any ooze.</p><p><strong>Necromanctic Ooze:</strong> The necromantic ooze is a horrible creation that results when an ooze is slain by an energy drain attack.</p><p>“Necromantic Ooze” is an acquired template that can be added to any ooze.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3211/Template-Troves-Volume-III-Diseases-Parasites--Symbiotes?affiliate_id=17596" target="_blank">Template Troves III: Diseases, Parasites, & Symbiotes:</a>[spoiler]</p><p><strong>Plague Zombie:</strong> The zombie plague bestows upon its victims a foul semblance of life, as well as an insatiable hunger for the flesh of the living.</p><p>In the course of their cannibalistic hunt, plague zombies inevitably spread their disease to the creatures they kill. Victims who do not die outright are eventually overcome by the plague itself, dying in short order only to rise an hour or two later as voracious, undead creatures.</p><p>“Plague zombie” is an acquired template that can be added to any corporeal animal, giant, humanoid, or monstrous humanoid possessing a skeletal system.</p><p>Any creature that dies as a result of zombie plague rises as a plague zombie 1d6 minutes after its death. Any creature that is infected with zombie plague, but which dies by another means, also rises as a plague zombie 1d6 minutes after its death.</p><p><strong>Sample Plague Zombie Klein:</strong> ?</p><p><strong>Sample Plague Zombie Ormand:</strong> ?</p><p><strong>Pox Spirit:</strong> Ghost pox is a disease of the ethereal plane that lays waste to the spirits of men. Though its incorporeal sickness can infect many types of creatures, many scholars speculate that ghost pox prefers to defile sentient beings with its contagion. While the disease is considered by many to manifest some sort of malign intelligence, there could be nothing further from the truth. Indeed, the sickness is spread by the ghostly victims of the pox itself. Denied of life, and twisted into spiteful revenants, they seek to swell their own ranks by infecting the living.</p><p>The affliction begins with nightmares too horrible for the victim to remember. Cold sweats, accompanied by a substantial drop in body temperature, follow. Small points of phosphorescence lend a pocked appearance to the victim’s skin if examined by moonlight. Disembodied sounds accompany the nightmare screams of the dying, and small objects will occasionally float about the sickroom, seemingly of their own accord. Traditional remedies fail to cure the affliction, though religious rites are occasionally effective if the presiding priest is strong in his faith. Eventually, even the strongest of patients succumbs to a coma from which he will never awaken.</p><p>When death finally takes him, the victim’s soul has undergone a malevolent transformation. While his body is buried or burned, his spirit remains behind to seek its own solace. Such peace is temporary at best, and is typically at the expense of the living he has left behind. In an attempt to provide himself with companions to populate his bleak afterlife, the pox spirit spreads his own contagion to those he once loved, and the cycle continues once more.</p><p>“Pox spirit” is an acquired template that can be added to any animal, giant, humanoid, magical beast, or monstrous humanoid.</p><p>Pox spirits seek to create more of their kind by spreading their own ethereal sickness to the living. A pox spirit may take a full attack action to infect an opponent with ghost pox. If the spirit’s ethereal touch attack is successful, its opponent takes 1d6 damage and must make an immediate Fortitude saving throw (DC 14) to resist the infection.</p><p>Characters who acquire the pox spirit template are driven mad with loneliness and grief. They seek to end their profound despair by inflicting their ghostly disease upon friends and loved ones.</p><p><strong>Sample Pox Spirit:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="https://athas.org/products/toa/documents/114" target="_blank">Terrors of Athas</a>[spoiler]</p><p><strong>Defiled:</strong> The defiled are plants that have been almost destroyed thanks to the actions of a defiler drawing in plant energy to cast their spells. For unknown reasons, the plant survives the attack and becomes undead. </p><p><strong>Defiled Bloodgrass:</strong> ?</p><p><strong>Defiled Bloodgrass, Patch of Long-Bladed Grass, Vile Creation:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Dregoth, Undead Dragon King, Creator, God:</strong> ?</p><p><strong>Undead Shadow:</strong> Any creature slain by a psi-shadow becomes an undead shadow in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. </p><p>Some sages theorize that psi-shadows are the source of the creation of all undead shadows. </p><p><strong>Undead Shadow Servant:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> A creature reduced to 0 Constitution by a gray touched creature‘s attacks rises as a zombie under that creature‘s control 24 hours later. </p><p><strong>Dwarven Banshee:</strong> Dwarves that die while being unable to complete their focus return from the dead as banshees to haunt their unfinished work. </p><p><strong>Athasian Wraith:</strong> ?</p><p><strong>Gray Zombie:</strong> ?</p><p><strong>Kaisharga:</strong> ?</p><p><strong>Bone Creature:</strong> ?</p><p><strong>Corpse Creature:</strong> ?</p><p><strong>Shadow Lord:</strong> ?</p><p><strong>Siege Undead:</strong> ?</p><p><strong>Ashcloud:</strong> ?</p><p><strong>Dread Crawler:</strong> ?</p><p><strong>Caller in Darkness:</strong> ?</p><p><strong>Crawling Head:</strong> ?</p><p><strong>Crawling Claw:</strong> ?</p><p><strong>Spellstitched:</strong> ?</p><p><strong>Dust Wight:</strong> ?</p><p><strong>Salt Mummy:</strong> ?</p><p><strong>Ghost Brute:</strong> ?</p><p><strong>Mummified Creature:</strong> ?</p><p><strong>Wight Creature:</strong> ?</p><p><strong>Wraith Creature:</strong> ?</p><p><strong>Shadow Rat:</strong> ?</p><p><strong>Shadow Lesser:</strong> ?[/spoiler]</p><p></p><p><a href="https://athas.org/products/totdl/documents/128" target="_blank">Terrors of the Dead Lands</a>[spoiler]</p><p><strong>Ashen:</strong> An ashen is a defiler that died consumed by life energy kept for too long without discharging. The bliss of life energy coursing through one’s body proves too addictive to some defilers with low self-control. They do not fight the addiction hard, letting it weaken their will until they eventually prefer revelling in the sensation of roaring life energy to shaping it into a spell. Some defilers succumb completely to this temptation, perishing as the unfocused energies consume them from the inside. Others, slain in the process of gathering spell energy, die at the very moments the energy fills them. </p><p>Burned corpses of these defilers rise as the walking dead, wielding arcane power and an insatiable appetite for life energy. </p><p><em>Create Undead</em> spell caster level 18.</p><p><strong>Blight:</strong> Blights are the undead remnants of pixies. </p><p><strong>Caller in Darkness of Giustenal, Ghostly Mass of Swirling Silently Screaming Faces, Column of Grayish Energy, Tortured Creature:</strong> The caller in darkness of Giustenal is a collection of those who died in the great carnage inflicted upon Giustenal when Dregoth was killed. The souls of the humanoid creatures killed in that bloodbath slowly assembled themselves together to form this tortured creature. </p><p><strong>Creeping Claw:</strong> Creeping claws are severed hands or feet, animated through necromancy or torn off another undead creature with the Ambulatory Limb ability. An undead with this ability produces a claw two size categories smaller than the creature. </p><p><em>Create Undead</em> spell.</p><p>Ambulatory Limbs undead special quality.</p><p><strong>Creeping Claw Tiny:</strong> ?</p><p><strong>Creeping Claw Small:</strong> Sekdo can detach a hand or foot as a standard action, the separated part becoming a creeping claw. The claw is size Small. </p><p><strong>Creeping Claw Medium:</strong> ?</p><p><strong>Ioramh:</strong> Ioramhs are former servants of powerful masters. When their master died and became undead, the master’s will was strong enough to bring his servants back from the Gray and raise them as undead. Ioramhs are mere shadows of what they once were. They cannot speak or hear and have a limited sense of their environment. The experience of being pulled back against their will from the Gray, has left a permanent mark on their faces. </p><p>These creatures were weak-willed servants and henchmen of more powerful beings in life. When their masters rose to undeath, the master’s will prevailed and pulled them back from the Gray to serve in undeath, as they did in life. </p><p>Any humanoid slain by a meorty becomes an ioramh 1d4 days after death if it has less than 5 HD. </p><p>Any humanoid slain T’lor-Nefer-Shu becomes an ioramh 1d4 days after death if it has less than 5 HD. </p><p><em>Create Undead</em> spell caster level 12.</p><p><strong>Krag:</strong> A krag is a cleric that died at the hands of the element he most despised. A water cleric dying in the Sea of Silt, for example, may rise as a silt krag; the anguish of dying to a force the cleric spent his life combating is sometimes enough to create a wicked and cruel undead creature. </p><p><strong>Scarlet Warden, Undead Scarlet Warden:</strong> S’thag zagaths return swiftly from death, rising as scarlet wardens. When they first rise, they are mindless, maddened, and likely to attack fellow lineage-mates or even to strike out at the birthstones themselves. Living s’thag zagaths must perform a complicated ritual on them, amputating their whip-tails and psionically altering their minds. The result is an undead scarlet warden that is obedient to the living s’thag zagaths, with proper, if perfunctory, reverence for the Successor and the birthstones. </p><p><strong>Tormented:</strong> The tormented are spirits that reside in the Gray. Their origins are unknown, as is as their ability to resist the Gray’s inexplicable pull on dead souls. Some scholars have posited that the tormented are actually part of a greater creature residing in the Gray, but no proof has ever been found. Tormented have little connection to the Material Plane and rarely appear on Athas unless raised by a necromancer. </p><p><em>Create Greater Undead</em> spell caster level 20.</p><p><strong>Undissolved Spirit:</strong> Undissolved spirits are lingering ghosts of beings killed or otherwise wronged in life. </p><p><strong>Dishonored Spirit:</strong> Dishonored spirits were once honorable people who broke their code of honor and were cursed with undeath. </p><p>Many believe that dishonored spirits are the remnants of holy warriors and paragons of virtue from the Green Age who transgressed a code of honor so strict that they were cursed to an eternity of undeath for their sins. </p><p><strong>Undead War Beetle:</strong> Undead war beetles are created when the rezhatta beetles of the Great Ivory Plain are hunted down and killed, then reanimated to serve as war machines. </p><p><strong>Worm of Bones:</strong> A worm of bones is an undead beast created from the bones of other dead beings. </p><p><strong>Wraith Athasian:</strong> Wraiths are creatures that either voluntarily sought out undeath as a form of immortality or were created by another undead creature. </p><p><em>Create Greater Undead</em> spell caster level 18.</p><p><em>Open the Gray Gate</em> spell.</p><p><strong>Zombie Gray:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Zombie Lightning:</strong> Lightning zombies are a peculiar creation of the Zwuun and the energies of Sorcerer-King Nibenay's fortress, the Naggaramakam. </p><p><strong>Zombie Salt:</strong> The salt zombie is the result of a humanoid creature dying of thirst on the Great Ivory Plain or other salt flats. </p><p><em>Create Undead</em> spell caster level 15.</p><p><strong>Banshee Dwarven:</strong> A dwarven banshee is a dwarf that died before completing a major focus. The dwarf’s spirit haunts its life’s work, terrorizing its former friends and all those that still work on the focus. </p><p>“Dwarven banshee” is an acquired template that can be added to any dwarf that died unable to complete a major focus. </p><p>Banshees are dwarves that died with their focus unfinished. The concept of a focus is so ingrained in dwarven philosophy that if a dwarf dies while his focus is unfinished, he will return to haunt his unfinished work. </p><p><strong>Kirahm Mulfather, Dwarf Banshee Fighter 7:</strong> Kirahm Mulfather's last focus in life was to guard the cave where his young nephews and cousins were hiding from slavers. Thanks to his notorious attraction to human females, Kirahm was led away from his post and his young kin were sold into slavery. Kirahm spend the rest of his long miserable life trying to track down the slavers and his lost kin, but was only able to recover one of his cousins. He died a broken man in a faraway land, but his spirit, racked with guilt, has returned to the place of his first failure. </p><p><strong>Bugdead:</strong> ?</p><p><strong>Exoskeleton Bugdead, Dread Exoskeleton:</strong> Undead insects that have lost more than half of their fleshy body mass become exoskeletons. </p><p>“Exoskeleton bugdead” is an acquired template that can be added to any vermin that is insect-like. </p><p>An undead insect carries its flesh inside its chitin shell, so its presence or absence is blocked from view. A bugdead that retains at least half of its flesh within its chitin is considered a zombie. Those with most of their flesh rotted away are termed exoskeletons. </p><p>Bugdead swarms often eat rotting flesh, consuming zombies found anywhere in the Black Basin. These attacks rarely destroy the undead, for the bugdead simply strip the rancid flesh while leaving bone intact; the </p><p>zombies become skeletons (or exoskeletons). </p><p><strong>Zombie Bugdead:</strong> Undead insect flesh rots and coagulates into a dense, rubbery material that is difficult to hack through or even burn. Zombie bugdead are insects whose flesh remains inside their bodies, decaying to form a thick, rubbery mass. </p><p>“Zombie bugdead” is an acquired template that can be added to any vermin that is insect-like. </p><p>An undead insect carries its flesh inside its chitin shell, so its presence or absence is blocked from view. A bugdead that retains at least half of its flesh within its chitin is considered a zombie. Those with most of their flesh rotted away are termed exoskeletons. </p><p><strong>Bugdead Kank:</strong> ?</p><p><strong>Exoskeleton Bugdead Domestic Worker Kank:</strong> ?</p><p><strong>Zombie Bugdead Domestic Soldier Kank:</strong> ?</p><p><strong>Cursed Dead:</strong> Cursed dwarven dead are known to exist in only one place, the Groaning City beneath the ruins of Giustenal, though they may dwell elsewhere. There may also be similar undead of other races, though none have been reported. The cursed dead in the Groaning City were created by a curse spoken by Dread-King Dregoth, after he had led his troops in vanquishing the last dwarven resistance under his city. As the captured dwarves were hanged, Dregoth cursed them, and they remain hideous undead creatures to this day. </p><p>“Cursed dead” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid (though dwarves are the only known cursed dead). The creature must have been cursed at its time of death to rise as undead. </p><p>These undead are dwarves that were cursed by the dread king Dregoth for daring to rebel against his invasion. None have been found outside of Giustenal, where Dregoth cursed them into their twisted, unnatural forms. </p><p><strong>Smuchog Bob-Neck, Dwarf Cursed Dead, Fighter 10:</strong> Smuchog was one of the leaders of the Order of the Lion, the semi-religious brotherhood of dwarves that believed that Taraskir, the last beasthead giant king of Green Age Giustenal, was in fact a god. The Order led the humanoids sheltered in the Groaning City after the aboveground city was taken by Dregoth's troops and made into his capital. When the Ravager discovered them and attacked, Smuchog organized a last, hopeless resistance, and was taken alive by Mon Adderath, Dregoth’s confidant. </p><p>Like the other captured survivors of the Order of the Lion, Smuchog was strung up and hanged for the amusement of Dregoth’s troops. The terrible curse Dregoth visited upon them brought Smuchog back in undeath as surely as the rest, but because of his innate resistance or his strength as a believer and leader, Smuchog was able to retain more of his mind and discipline. </p><p><strong>Dhaot:</strong> A dhaot is an incorporeal undead sometimes created when a creature dies far from its homeland. The compulsion to return home is so strong that it keeps the spirit alive. </p><p>“Dhaot” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid that died far from its homeland and feels a strong compulsion to return home. </p><p>A dhaot is an incorporeal creature that died far from its home. The impulse to return home is so strong that it sustains the creature into undeath. When the dhaot returns home, it finds it cannot rest until its remains have also been returned. </p><p><strong>Mithia, Human Dhaot Commoner 1, Ghostly Girl, Spirit, Translucent Spirit, Lass:</strong> Mithia was captured by bandits six hundred years ago during a raid on the Kurnan oasis that is now named Fort Stench. Eleven years old at the time, Mithia was taken to the bandits’ cave just north of Fort Ral and treated cruelly until she managed to escape the cave by slipping through a crack in the wall. Unfortunately for Mithia, the crack led to a tunnel that gradually narrowed. Considering remaining with the bandits a fate worse than death, Mithia continued down the tunnel until her body became stuck. Fearing to make a sound lest the bandits should hear her, Mithia remained silent, and she died of starvation and thirst within earshot of her captors calling her name and searching for her. </p><p><strong>Dune Runner:</strong> The dune runner is an elf that died unable to complete his mission. The elf died while running to deliver a message or complete an important task. </p><p>An elf that dies under a dune runner’s compulsion gaze becomes a dune runner without missing a step, following the runner as its eternal companion. </p><p>“Dune runner” is an acquired template that can be added to any elf that died on an important run, trying to complete a mission for his tribe or someone dear to him. </p><p>A dune runner is an elf that died while running to complete a mission or quest. Unable to complete its important task, it rises again as undead, compelled to run one last journey, forever running through the night. </p><p><strong>Sothaer, Elf Dune Runner Ranger 3:</strong> King’s Ages ago, Sothaer was a messenger in the now-extinct tribe of the Trin Harriers, living in the central Hinterlands north of what is now Lost Scale. Kalak of Tyr made rare forays into the Hinterlands in those days, before eventually concluding that the area was too distant for effective control and not worth the casualties his men suffered trying to repel trin and other attacks. One day, a massive army arrived in the Hinterlands near Sothaer’s clan’s encampment. The chief of the Swift-as-Thought clan, Asdrae, ordered Sothaer to speed across the Hinterlands and gather the tribe’s other clans. If the elves could unite, they could form a strong enough rear guard to protect their escape as they fled the Tyrant’s army; otherwise, Kalak’s forces would hunt down the scattered clans and destroy them utterly. </p><p>Sothaer took off across the wastes, seeking the other Trin Harrier clans. He found the encampment of the Chitin Snappers and warned them, but did not linger, instead speeding off into the rock shelves in search of the next clan, the Wind Gliders. He never made it. A band of thri-trin, his tribe’s mortal enemies, ambushed him in the twisting rocks and tore his body limb from limb while he was still alive. Sothaer gasped out his last in the sure knowledge that the Wind Gliders and Chitin Snappers were doomed, and that the other six clans would surely also perish, unwarned, as Kalak’s raiders fanned out across the Hinterlands. </p><p>Sothaer rose soon after as a dune runner, his body restored by eldritch means he could not imagine. </p><p><strong>Fael:</strong> A fael is an undead whose thirst for material possessions and excesses in life fuels its existence. </p><p>“Fael” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid. </p><p>Faels are creatures whose gluttony in life was unsurpassed. Their hunger for the excesses they had in life makes them appear anywhere food is present, eating and drinking as much as possible. Most faels come from the upper echelons of Athasian society, and are usually elves or humans. </p><p><strong>Fortrumpp, Human Fael Rogue 8, Terrifying Monster:</strong> Fortrumpp spent most of his life as a dissolute noble in Nibenay. His family predated the arrival of the famous Champion, and held rights not only to several hot springs but also to numerous caves in the cliffs north of the city. Fortrumpp originally fancied himself a merchant, gaining fame and fortune to win his stingy father’s praise. But his father, Kalnrar, forbade Fortrumpp from such a demeaning pursuit, and instead the young noble was made a resident supervisor on the family’s sharecropped holdings outside the city. </p><p>Here, isolated from his father, young Fortrumpp again sought to realize his dream. He transformed the family manor into a caravan area, bringing the merchants to him, as he could not go to them. He learned much from them: of the vagaries of trade, of the wide lands of other cities, of the Dragon and his predations. From these last stories came Fortrumpp’s own inspiration. He too would be a Dragon, in his own small way. As the Dragon consumed the lives of slaves in all the cities, so Fortrumpp would consume the lives of the slaves on his property. </p><p>Month by month, Fortrumpp’s excesses grew greater. He wore out the slaves on his fields providing for his luxuries and lusts, selling the broken remnants of these once loyal men to finance yet more debauchery. Merchants began to spread tales of the young noble’s grand events, such that even Fortrumpp’s father heard them. His rage at seeing his son cavorting with traders knew no bounds. Kalnrar had his son divested of his sinecure, savagely punished, and banished to one of the family’s caves in the cliffs. He had other sons, worthier ones, and soon forgot about the young man he had sealed in the cave. </p><p>But Fortrumpp did not forget. He died soon enough of starvation and dehydration, but he did not forget. He rose into undeath as a fael, a terrifying monster lusting after the food and pleasure to which it was used in life. </p><p><strong>Fallen, Dark Legionnaire:</strong> Fallen are the spirits of dead warriors who died unjustly, were sacrificed in battle, or who have been created by other fallen. The disaster that created the Dead Lands also spawned hordes of such undead, many of whom served under the Champions of Rajaat. </p><p>“Fallen” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid. </p><p>A giant, humanoid, or monstrous humanoid slain by a fallen’s death knell power rises as fallen after 1d4 rounds. </p><p>A giant, humanoid, or monstrous humanoid slain by Reklez’s death knell power rises as fallen after 1d4 rounds. </p><p>These are warriors who died unjustly, returning as angry spirits able to take corporeal form and fight, lusting for battle: the only passion they have left. </p><p><strong>Reklez, Human Fighter 11 Fallen:</strong> Sergeant-commander Reklez was in the morgue when the Dark Tide struck. He had been serving in the personal guard of Sthonkho, one of Gretch’s minions, at Charnalhouse, the necromancer’s outpost on the site of the Battle of Tforkatch River. Gretch had built the fort soon after the battle, using it as a factory to reanimate corpses harvested from the battlefield, and later as a warehouse for corpses brought back from the siege of Nagarvos. Sthonkho preferred having living guards monitor the labors of the dead, and Reklez had found the pay better and the duty easier than serving with any of the Champions. </p><p>Reklez’s skills had led him to promotions and increased responsibility, which was why he was at the forefront of the melee when the guards were called to quell a disturbance in Barracks 2. A thinking zombie had somehow gotten in with the usual crowd of zombie laborers and was leading them in a riot. Reklez waded in, proud of his combat skills and determined to show Sthonkho’s new recruits that zombies were nothing to be feared. He killed a dozen zombies, but the recruits hadn’t followed, and the lone sergeant-commander was overborne by the undead. He thought he’d slain their leader, just before he himself was killed by the press of sallow-faced zombies. </p><p>When Charnalhouse’s other sergeants finally marshaled the recalcitrant recruits and led them into Barracks 2, they found Reklez’s body, torn and trampled. Knowing that Sthonkho would surely want the corpse reanimated, they placed him in the morgue along with the salvageable remains of as many of the slain zombies as could be feasibly reanimated. The sergeant-commander was still there, lying on a stone slab, when the obsidian flooded from the east. Charnalhouse’s watchman clanged the alarm, but the steaming, shining wave burst over the walls before the guards could even form up on the parade ground. The troops were scattered, boiled or burned or drowned, and borne under the obsidian, never to return.</p><p><strong>Kaisharga:</strong> They voluntarily embraced this existence through a complicated ritual in order to prolong their life and increase their power. They come from all classes: fighters, wizards, gladiators, psions, and even evil clerics. </p><p>The defiler becoming or creating a kaisharga must be able to cast 8th-level arcane spells. </p><p>“Kaisharga” is an acquired template that can be added to any humanoid of at least 15th level (referred to hereafter as the base creature), provided it can complete the transformation. </p><p>Becoming a Kaisharga </p><p>To become a kaisharga, one must simply eat a fruit. It sounds easy, but the fruit must come from a tree of death that has been specially tended for this purpose. To become a kaisharga, a character must be 15th level, and a wizard must complete the following transformation ritual. </p><p>When a wizard transforms another character into a kaisharga, the wizard controls the undead unconditionally—there is no chance to resist on the kaisharga’s part. The Dragon used this process to create his kaishargas. </p><p>Preparation </p><p>For a tree of death to bear fruit, it must meet special requirements. The tree must be no more than three days old when the wizard begins preparing it, and the wizard should take care to protect the tree from extraneous spellcasting, for it is vulnerable to defiling. The tree must receive eight hours of sunlight per day, so the wizard’s chamber must permit the sun’s rays to enter. Finally, the tree must be tended for 101 days and watered with a special mixture. </p><p>The mixture contains the prospective kaisharga’s blood, water from the central fountain in Bodach, a flawless obsidian orb crushed into powder, and the ashes of a preserver of at least 15th level. (One preserver’s ashes and one orb are enough for 101 days. The orb costs 1,000 Cp.) </p><p>The Transformation </p><p>After 101 days, the wizard tending the tree of death may conduct the transformation ritual. The wizard must cast open the Gray gate to open a portal overlapping the tree. A permanency spell anchors the gate to the tree and prevents it from moving randomly about. The gate provides the tree a steady supply of negative energy to draw upon for the creation of a single fruit. </p><p>After 1d4 minutes, a single, beautiful jet-black fruit grows from the tree. While the pear-shaped fruit looks and smells very appetizing before its skin has been broken, it is beyond terrible in taste and smell once bitten into. </p><p>When the fruit is plucked from the tree, the gate to the Gray is rent open, flooding the area with a tremendous amount of negative energy visible as tendrils of gray fog whipping about in a tempestuous sirocco. The act of picking the fruit tears open the portal to the Gray and dispels any abjurations cast on the portal, such as dimensional lock. The possibility again exists that spirits from the Gray will seek to use it to enter the Material Plane. A prudent wizard will cast dimensional lock to protect himself a second time. </p><p>When the prospective kaisharga eats the fruit, he becomes the focus of this energy, drawing in such power as to nearly defy the mind. He must make a Fortitude save (DC 20) or be killed; his dying body eradicated by the incredible forces coursing it. The caster of open the Gray gate must concentrate to will the energy into the transforming character over a period of 1 minute. If he breaks concentration during this time, he may attempt the ritual again, but the subject must save again. </p><p>After the character absorbs the negative energy, he becomes a kaisharga, but is extremely weakened by the transformation. The kaisharga’s current hit points total 1 per Hit Die, but it regains hit points normally. </p><p>The gate closes when open the Gray gate ends, irrevocably slaying the tree of death. </p><p>Hazards </p><p>When casting open the Gray gate, the wizard is advised to secure it with the dimensional lock spell. Otherwise, while the tree still draws energy through the portal and grows the fruit as required, the wizard has no assurance that entities from the Gray will not use the portal to enter Athas. Also, the spell has its normal effect on corpses within its area. </p><p>Consuming even a piece of the tree of death’s fruit not watered by one’s own blood likely proves deadly to most creatures, for it is deadly poison to all but the prospective kaisharga. However, if another humanoid survives eating the fruit and the other complications of the ritual, it can become a kaisharga, despite the fruit being intended for another. </p><p>With the notable exceptions of kaishargas, morgs and t’lizes, who seek out undeath as a means of immortality, most corporeal undead linger in life for a special purpose or to serve a special duty. </p><p>They are creatures that voluntarily chose undeath, believing it to be a form of immortality. </p><p>The tree of death represents the most significant requirement for kaisharga transformation, and the mixture used for watering it contains several rare ingredients. In the interest of saving time, some DMs may hand-wave the requirement of “water from the central fountain in Bodach,” while some may find that too easy. To make kaisharga particularly rare, introduce more steps in the tree of death creation; perhaps the sapling must grow from a seed of the Seventh Tree of the Dead Lands—a tree the Dead Lands’ inhabitants are not even aware exists! </p><p>They are creatures that voluntarily chose undeath, believing it to be a form of immortality. </p><p>Three types of undead creatures are different from the rest: the t’liz, the kaisharga, and the morg. Such warped beings voluntarily sought undeath, believing it a form of immortality. </p><p>A morg is a powerful undead similar to a kaisharga or t’liz but with one critical difference: a morg cannot bring himself into the eternity of undeath. </p><p>A specially grown tree of death is required for the creation of a kaisharga. </p><p>A defiler preparing for transformation into a kaisharga has a special method of bringing the tree to bloom. A tree of death grows a single black, pear-shaped fruit that, while it looks and smells appetizing, contains a poison. To any but the prospective kaisharga, eating a piece of the fruit may prove lethal. </p><p>Especially since the development of spells to create kaishargas, in which the kaisharga’s loyalty can be magically guaranteed, fewer morgs have been created. </p><p><strong>Asura, Human Kaisharga Wizard 15, Gaunt Wasted Humanoid:</strong> Asura labored long and hard to procure the spells and procedures for cheating death, and when she found those secrets, she studied them with a fierce single-mindedness. When Asura finally deciphered the rituals for extending her life beyond death, she immediately embarked upon that dark, twisted path. After many more years of small successes and numerous failures, Asura finally realized her quest to become immortal—she became a kaisharga. </p><p>Asura watched the sun rise over the horizon from the mouth of the cave. The air was still cold from the night, but the sun’s rays were already beginning to warm it. He watched in satisfaction as the sun finally crested the hills at the end of the plateau and became fully visible. Today was the day of immortality. After 1,001 days, the fruit he had been growing inside his cave was finally ready. He had spent many years researching the correct technique to achieve everlasting life, had murdered countless people, and had razed so many fields he could no longer count them. Not that he cared. Today he would achieve the ultimate victory; today he would become a kaisharga. </p><p>Taking one last look at the sun, Asura turned and slowly walked inside the cave. The cave was warm and slightly humid, and a hole in the ceiling let in the sun’s rays. And growing in the center of the cavern was his tree. It stood eight feet tall, with gray-green leaves on its branches. Its roots were gnarled and twisted, as if cramped with arthritis. The trunk was the color of ash, and its branches seemed to pulse with a grayish fluid beneath the bark. And growing on one branch was a single fruit, its perfect black surface reflecting an almost blinding beam of sunlight. </p><p>Asura walked toward the tree and carefully grasped the fruit in his strong hands, being careful not to pluck it from the tree. Not yet. He had a few precautions to take before he could eat this forbidden morsel. Asura slowly walked around the cavern, checking the spells he had cast the preceding night. The casting of these protection spells had tired him, but he was a strong man. Anyone looking at him might have thought him a short mul. He was finely muscled and walked with a strong gait, his face smooth as marble and just as cold. The sunlight reflecting from the fruit failed to warm his features in any way. </p><p>Asura had come from a noble family and was handsome enough to have any woman he desired, but the lure of defiling, the rush of magical power, had been all the young man ever needed. Now, to gain the greatest power of all, Asura had embarked on the path to undeath. Soon, even death could not touch him. </p><p>The process was nearly complete. When Asura finished checking his spells, he looked outside the cave to see the sun nearly at its zenith. It was time. Asura grasped the fruit in his hand, and, with a mighty pull, jerked it off the tree. </p><p>A loud ripping sound filled the air. Gray fog drifted up from the tree’s roots, gathering into a small cyclone of growing proportions. The air suddenly chilled, changing from hot to cold in an instant. Knowing he did not have much time, Asura took a bite from the fruit. It tasted terrible, but Asura forced himself to swallow its putrid flesh. As soon as he took a bite, the wind and fog increased, lifting him off the ground. Held ten feet in the air by the cyclonic winds now whipping around the cave, Asura took another bite and nearly gagged on his own vomit as his body tried to reject the cursed fruit. With extreme will, he forced the pulp down his throat. The winds held him steady, and now small gray tendrils of fog wrapped around his body. The fog was bone-numbingly cold and pulsing with energy. Asura’s body convulsed as it absorbed the energy being forced into him. The wind tore at him, and Asura heard a popping sound as his shoulder was pulled from its socket. </p><p>Then pain erupted from his stomach. Asura felt the sting of the fruit’s bitter acids as they slowly dissolved his innards. The pain grew unbearable; the wizard’s mind could scarcely encompass the torment inside and out, and he knew that he had to regain control of himself or go mad. Asura tried to move, but the wind and fog still held him in place. His fists were clenched at his sides, veins bulging along his arms. His head was thrown back, mouth open and tongue sticking out. Now that he had eaten the fruit, Asura could scream. His shrieks of terror and pain filled the cavern with a resonant discord, breaking even over the howling of the wind. The fog passed through his body and mind, spewing forth from his open mouth in a torrent of gray power. </p><p>As suddenly as it had begun, the wind ceased. Asura dropped unceremoniously to the floor, his body still convulsing from the energy coursing through it. Knowing he had not quite finished the ritual, Asura rose to his feet. He had to close the gate to the Gray, or its energy would destroy him forever. He looked toward the gate with eyes aglow with a sickly green and dispelled the magic keeping the portal open. Grabbing the necessary components from an alcove, Asura began the chant to close the gate. Just as he was about to finish, a loud wail echoed from the gate. Asura stopped chanting just as a streak of gray emerged from the portal and bowled him over. The spirit flew toward the cave mouth, stopping suddenly as it struck an invisible barrier. As Asura rose, a cold smile appeared on his dead lips. He dropped the spell components as the spirit cried in fear. Asura pointed a finger at it and spoke one word and a beam of light leapt from his fingertip to strike the spirit. It screamed in ear-shattering agony as the light consumed it in a puff of gray smoke. </p><p>Asura dropped to his knees as a wave of agony coursed through his body. He was much weaker than he had expected and needed to finish closing the gate before another spirit ventured through. With the last of his energy, he managed to spit out the words of sealing, and as exhaustion and pain finally claimed his body, he watched in satisfaction as the portal to the Gray collapsed. He had done it… </p><p><strong>Kragling:</strong> A kragling is an undead creature created by a krag’s elemental infusion. The humanoid or animal rises as a skeleton under the krag’s control. Kraglings share the same elemental bond as the krag that spawned them, and their appearance reflects this link. For example, creatures killed by a silt krag rise as skeletons with dried, grayish bones, while a water krag’s victims appear as moldy, fungus-ridden skeletons. </p><p>“Kragling” is an acquired template that can be added to any corporeal animal, humanoid, giant, magical beast, or monstrous humanoid size Huge or smaller that has a skeletal system. </p><p>Any animal, humanoid, giant, magical beast, or monstrous humanoid slain by a krag’s elemental infusion has a 50% change of rising as a kragling after 1d4 days. </p><p>A skeleton-like creature created by a krag’s elemental infusion. Kraglings share the same elemental bond as the krag that spawned them, and their appearance reflects this link. </p><p><strong>Mul Kragling Warrior 2, Mul Warrior Fire Kragling:</strong> ?</p><p><strong>Meorty:</strong> Meorties were created in ancient, complex rituals whose knowledge has been lost to the ages. All meorties were created over 2000 years ago. </p><p>“Meorty” is an acquired template that can be added to any humanoid of a race alive in ancient times. </p><p>In the Green Age, knowledge of creating meorty guardians was a closely hidden secret. Only the most important leaders of cities possessed the knowledge to bring such powerful beings into existence, and only did so with reluctance and great care. </p><p>Guardians of crypts and ancient burial grounds are meorties, beings buried in tombs to protect their domains. They strictly uphold ancient laws and hunt down any who would violate their domain. </p><p>Meorties often were deliberately created to serve as enforcers of Green Age legal and social structures. The codes with which the meorty was originally programmed, remain with it for the duration of its undeath, and may offer knowledgeable individuals a means to manipulate it. </p><p><strong>T'lor-Nefer-Shu, Psion Telepath 10/Cleric 6, Undead Guardian:</strong> In the Green Age, knowledge of creating meorty guardians was a closely hidden secret. Only the most important leaders of cities possessed the knowledge to bring such powerful beings into existence, and only did so with reluctance and great care. The priest-kings of Tar-elon first gained knowledge of the rituals during T’lor-Nefer-Shu’s declining years. The rulers considered carefully whether they should create such a guardian, but when one of their number prophesied coming doom, the decision was made: T’lor-Nefer-Shu was summoned to the palace, and there, amid the forest of columns, the kings made their request of him. </p><p>For more than a month, T’lor-Nefer-Shu wrestled with his decision. His young wife, An-Lotis, advised him to accept, preferring to see her husband transformed to watching his health and skills decline with age, and T’lor-Nefer-Shu took her recommendation. The rituals were performed with the utmost secrecy, and T’lor-Nefer-Shu soon took his place as Tar-elon’s first and only meorty. </p><p><strong>Morg:</strong> A morg is a powerful undead similar to a kaisharga or t’liz but with one critical difference: a morg cannot bring himself into the eternity of undeath. The process of creating a morg is extremely complex and requires that the subject be dead before it commences. The lore of creating morgs was developed by Gretch and passed by Rajaat to his Champions during the wars. Kalid-Ma then further improved the spells. How many others know the secret is unknown, but certainly very few. </p><p>Morgs’ desiccated, near-mummified features and brown-gray pallor mark them as noticeably dead. Their bodies often appear emaciated but not skeletal, for the mummification process leeches most of the liquids from the body, replacing them with spiced unguents and balms. The result is a smooth-skinned, sweet-smelling corpse, with flesh tight but not shriveled around the bones. Unlike t’lizes, which must constantly anoint their corpses with oils, morgs’ bodies are preserved fully during the initial mummification and require no further application of unguents or balms. </p><p>Morgs are created only rarely by the sorcerer-kings, the process being most often perceived as a gift bestowed on servants of great power and unquestioned loyalty. Especially since the development of spells to create kaishargas, in which the kaisharga’s loyalty can be magically guaranteed, fewer morgs have been created. </p><p>The process of creating a morg involves a considerable amount of time and effort. The unguents that initially preserve a morg’s body require very expensive materials. </p><p>“Morg” is an acquired template that can be added to any humanoid (referred to hereafter as the base creature), provided it has a powerful patron who can perform the preservation rituals of morg creation. </p><p>Becoming a Morg </p><p>To become a morg, all one has to do is die—something countless slaves do every day in every city of Athas. But the effort of transforming a corpse into a morg begins a year before the morg’s death and is supervised at every stage by a mentor, most often a sorcerer-king. The mentor often refers to the transformation as “morgbirth.” The mentor must be a wizard of at least 15th level, his subject a humanoid of at least 10th level. </p><p>Preparation </p><p>The prospective morg must go on a strict regimen, eating little save dried fruits and meats, and purging his body with venomous teas brewed from his own blood. A month before morgbirth, the candidate begins to fast, though he continues to yield blood for use in preparing a special unguent. Two days before morgbirth, he not only eats nothing but drinks nothing as well. One day before morgbirth, the mentor casts hypnotism to focus the candidate’s psyche, ensuring that it will not follow his life-force to the Gray when he dies. </p><p>The mentor must also create a birth chamber to house the ritual of morgbirth. The birth chamber must be built of stone, its interior walls faced with obsidian at least an inch thick. In the center of the room is a plain stone table, long and wide enough for the corpse of the morg. Inscriptions related must be carved into the underside of the table, at precisely the points where the candidate’s head, heart, and hands will be laid. One wall, usually opposite the entrance, is marked with the runic symbols, the “mandala,” required for morgbirth. The birthing chamber with rune-carved table and mandala costs no less than 3,500 Cp. </p><p>In addition, the mentor must prepare hundreds of yards of linen cloth, thickly saturated with the morg unguent to produce a magical wrapping. On the day of morgbirth, the candidate enters the prepared birth chamber and is bound in the linen wrapping and left to die. It takes about an hour. </p><p>Morg Wrapping: An important piece of the morg-birth transformation, this wrapping consists of hundreds of yards of linen cloth saturated with a syrupy unguent. Upon being bound within these wrappings, a living creature quickly dehydrates, its fluids replaced by the foul unguent. Entwining a creature in the wrapping requires 10 minutes, during which time the creature must be either willing or helpless. Beginning with the first minute of wrapping, the creature suffers a cumulative 1d6 points of damage per minute of exposure (2d6 the second minute, 3d6 the third, and so on). The damage continues until the wrapped creature dies, its body completely dehydrated and suffused by the unguent. If the creature was the one whose blood was mixed in the unguent (see below), the body can now receive the Gray energy necessary for transformation into a morg. </p><p>The morg wrapping unguent is composed of the following ingredients (included in the price): a vial of the prospective morg's blood, the remains of a silt paraelemental, juice and pulp from the crushed fruit of a brain seed, the twice-boiled flesh of a white silt horror (rendered into a gel), the ashes of at least two mature t'chowbs, several pounds of costly spices, and a flawless obsidian orb, which must be crushed into powder and sprinkled into the mixture. </p><p>Strong necromancy; CL 15th; Craft Wondrous Item, horrid wilting, creator must have 12 ranks in the Knowledge (nature) skill; Price 5,000 Cp. </p><p>The Transformation </p><p>The morg candidate is bound tightly in the morg wrapping, and swiftly—it takes only moments for the foul balm to begin eating into the candidate’s flesh. Before this happens, the mentor straps the candidate to the stone table, ensuring that the subject is positioned over the inscriptions carved into the underside of the table. For the next hour, the mentor focuses on ensuring that his wards are complete; beyond that, he watches the candidate struggle against his bonds as the poisonous unguent consumes the last fluids from his body. These fluids boil off, creating a hideous stench, and the candidate dies in excruciating pain from massive system shock as the deadly unguent settles into the body. </p><p>The mentor ensures that the candidate has died, his spirit gone to the Gray. He then casts open the Gray gate around the mandala. As the last words are spoken, the symbols on the wall burst into an eerie and unfocused light, and suddenly the wall erupts in roiling waves of what looks like thick gray liquid. Negative energy floods through the gate, swirling around the birth chamber, lapping at the feet of the table and wizard. Gray wisps rise from the undulating mass on the floor, curling around the prepared corpse. </p><p>The mentor then concentrates, calling to mind the symbols inscribed on the underside of the table. He must force the Gray energy into the corpse while the gate remains open. Focusing the energy requires a Concentration check each minute (DC 15 + 1 per previous check) for 15 minutes. Failing a check ruins the transformation ritual. </p><p>As the mentor concentrates, the flood of negative energy soon fills the room to the ceiling. Motion becomes difficult as the Gray energy forms an ever-thickening fog, blinding the caster and forcing him to plant his hands on the morg’s corpse to complete the ritual. The unguent in the morg wrapping burns the caster’s bare hands, dealing 1d6 points of damage per minute. </p><p>When the chant ends, so does open the Gray gate, violently snapping shut and sucking up incorporeal undead and physical creatures and objects in a fierce wind. The straps holding the morg body in place are designed for the mentor to hold on as well; he and any other creatures in the chamber must make a Strength check (DC 15) or be sucked into the Gray. </p><p>When the gate is sealed, the mentor uses the last and freshest of the morg candidate’s blood to bathe the revivifying corpse. At the touch of the blood, the unguent-laden linens age in an instant into mere tatters which are easily removed, and the morg, born in a bath of his own blood, rises from morgbirth to meet his maker. </p><p>Hazards </p><p>During the time that the Gray gate remains open, there is a chance that the massive expenditure of energy from the Gray catches the attention of a powerful undead spirit seeking escape from the Gray. If an undead creature with the possession ability slips through the gate, it seeks the morg’s body for possession. If successful, the results are catastrophic—the morgbirth succeeds, but the creature born is a hideous amalgam of the personality of the morg candidate and that of the possessing spirit, the resultant being’s powers far greater than those of a simple morg. Such an abomination is described on a tablet in the ruined royal library of Yaramuke, but no such creature is actually known to exist on Athas today. To create such a creature, apply the morg template to a corporeal version of the undead; it cannot regain incorporeal form. </p><p>If spirits from the Gray escape the gate, they swirl through the birth chamber, lustfully seeking to possess the morg’s corpse or the caster’s living body. The mentor cannot stop to battle the spirits, nor can he close the gate without ending the morg’s reanimation. For this reason, the mentor should ensure in advance that his wards are sufficient. A dimensional lock spell prevents spirits from entering from the Gray, and protection from evil and similar spells bar a mind against possession. </p><p>With the notable exceptions of kaishargas, morgs and t’lizes, who seek out undeath as a means of immortality, most corporeal undead linger in life for a special purpose or to serve a special duty. </p><p>A morg is a powerful, free-willed undead usually created by a Sorcerer-King or being of similar power. The morg-birth is usually a reward for years of service—a means to extend the life of a favorite general or bodyguard to serve beyond his normal lifespan. </p><p>Three types of undead creatures are different from the rest: the t’liz, the kaisharga, and the morg. Such warped beings voluntarily sought undeath, believing it a form of immortality. </p><p>Morg and T’liz: These two transformations demand less time and expense, but each involves the creation of a magic item from unusual ingredients. On one hand, most components in a morg wrapping or t’liz oil cost no additional ceramic pieces, so a DM can assume the item’s creation includes finding or purchasing the odd ingredients. Alternatively, the creator may have to spend adventuring time hunting down the rare flower of the rock cactus, which blooms only once a year. </p><p><strong>Sekdo Azeg, Human Morg Fighter 14, Poisoned Carcass:</strong> In life, Sekdo Azeg was a war-chief of the armies of the Neksos, one of Rajaat’s Champions. During the period when Sekdo lived, the Neksos was trying to improve the discipline and focus of his troops, so names were discouraged and ranks used instead. Azeg was known as Sekdo—“Commander of the First Thousand”—for most of his adult life. Sekdo was one of his master’s most loyal and successful commanders, leading assaults on some of the most inaccessible dwarf-holds of the southern Tablelands. He personally slew the Stone-King of Knorhay, charging far ahead of the main body to hunt down the fleeing dwarven host and its commander. </p><p>As he grew older, Sekdo feared that he would be cast aside like so many of his peers, abandoned by the Neksos once his energetic years were over. He petitioned to receive the gift of morgbirth, hoping to renew the strength of his youth and ensure his place of honor by his master’s side for eternity. </p><p>From the rooftop terrace he surveyed his city. The good people of the city, his subjects, served him faithfully, if fearfully. He liked it that way. Stone cities, however rough-hewn, were a luxury in these times, when wars yet raged, but his people needed to recover, to produce a new generation of warriors, before the next wave of cleansing could begin. With such amenities he bought their loyalty—some more loyal than others, mused the king, a toothy smile playing across his features. And one of those most loyal would receive a great gift this day. </p><p>Below his roof, the warlord, the Neksos of the people, strode like a god. Perhaps he was a god, a god of death as the little people thought when his armies hunted them. He smiled at that, at the power he wielded, as he stalked through the cool semi-darkness, entering deeper chambers carved from the stone at the roots of the hill. Yet another reason to build, even in these times of war—such gifts as he bestowed today could not be granted in some tent or ramshackle hovel. The sorcery required stone, well-sealed and warded, and that took time. It was worth it, even if the chamber could only be used once. </p><p>The tunnel led to a heavy stone portal opening upward. Without effort the Neksos lifted the heavy door, testing it for weight and balance—it must seal perfectly when the birth pangs begin, the sheet of obsidian covering it falling flush with the obsidian floor, walls, and ceiling. A table, gray and grainy, deliberately unfinished and unpolished, stood empty in the center of the room. The Neksos knelt and ran his clawed fingers along the precise grooves of each inscription on the underside of the table, once again assuring himself that they were perfectly carved and correctly positioned. When Sekdo lay on the table, he would rise from it reborn. </p><p>Aside from the table only two other surfaces in the room lacked the shine of obsidian. The sun-shaped, almost flowerlike symbol on the far wall was carved through the obsidian sheeting and into the gray basalt wall behind. Less elegant was the rectangular stone basin off to one side. The Neksos stepped over to it, sniffing the salty mass within. The unguent smelled right and was the right color—the linens should be ripe. </p><p>It was what only he could see that most interested the Neksos. His eyes slowly traced their way around the room, searching for the dweomers he had placed there, the wards against the dead spirits of the Gray. He knew his protective spells to be strong, for had he not renewed them this very dawn? But the chamber must be secure, lest some spirit flee past him in the gloom, seeking new life in the bosom of one of his warriors. Carefully, the warlord checked every corner, satisfying himself that the birth chamber was whole and ready to witness his act of creation. </p><p>COME! The Neksos's voice echoed not through the palace above but in the minds of his chosen minions. The servants would hasten to him, eager to please him despite being terrified of their task. Sekdo too would arrive swiftly, ready to be reborn. </p><p>The servants, frightened whelps, taken captive at the last human town they had passed, did indeed appear first. The Neksos curtly gestured for them to place the heavy sealed cask they bore next to the entrance, just outside the portal. They set it down, grateful to be rid of it, and then stood stiffly aside as Sekdo staggered down the hall. The man who had been the army’s great war-chieftain, loyal servant to the Neksos, came to receive his reward. Sekdo was gaunt and haggard, his belly sunken from two days without food or drink. His face was pale from his being bled this morning. </p><p>Ever proud, Sekdo breathed deeply and knelt before his warlord. His eyes never left those of the Neksos, even as his knees bent. “Your loyal servant,” he rasped, willing his body to obey him, knowing it would soon feel a new strength greater than he had ever possessed in the mightiest days of his youth. </p><p>Silently willing the servants to neither see nor hear, the Neksos smiled down on his favored war-chief and said, “What do you seek, my servant?” </p><p>“The strength of the new birth, the new life of endless years, serving the cause,” hissed Sekdo, his eyes bright with lust. Truly he did want to regain the strength and power of his youth. </p><p>“How shall you serve me better?” growled the Neksos, looking down expectantly. </p><p>“Grant me the purity of the new birth, that I may live forever!” </p><p>“As we purify the world through death, so shall you be purified.” The words were irrevocable, like the clang of a steel gate. </p><p>“Cleanse me, that I may serve you always,” groaned Sekdo, forcing himself to speak the words. </p><p>“Stand. Your wish is granted.” The Neksos grinned, knowing he had chosen well. Sekdo would indeed serve him faithfully through uncounted ages. He released the servants, instructing them through the Way. </p><p>Sekdo stood before his master, shrugging off his simple tunic as the servants pulled it away. He breathed deeply, suddenly afraid as they pulled the large vat of foul-smelling linens over to him. The servants reached into the vat, their hands hissing as they drew forth the first heavy linen strip, dripping with mingled whitish and red ooze. He recognized his own fear, having seen it in the eyes of countless enemies, foes that knew they had reached the end of their lives. </p><p>The first linen slapped against him, a servant twisting up and around his leg. Another servant applied a reeking strip of cloth to the other. Sekdo steeled himself. He would live forever! His body held rigid as the servants wrapped his legs thoroughly, then began working up his torso. They moved quickly but precisely, under the mental command of the Neksos. Then a burning began, as if the cloth were on fire and was crisping his skin beneath its cool embrace. He tried not to move but could not control his body. A foot shook, then the other, trembling as if trying to shrug off the clammy linen. </p><p>The Neksos smiled. Yes, it was time for the pain to begin. Sekdo resisted, but he would fail just like all the others. The Neksos could use the Way to control his body, to make it easier for him and the servants, but it entertained him to merely watch. He would intervene if he had to, but for now he simply ordered the servants to hurry. They had already reached the chest. </p><p>Sekdo began to thrash, fitfully at first, fighting for control. The pain was spreading. His flesh was rancid, turning hot and hideous beneath the wrappings. He could feel his life leeching away and smell some terrible stench—the stench of his death. His struggles became desperate; he screamed and tried to throw himself to the floor, to escape the heavy wet cloth that somehow brought such fiery pain. But his body stayed upright, held by the Neksos's mind, as the servants wound linen around his neck. They ignored his screams as they bundled his head. </p><p>The Neksos could see the servants would need help, so he used the Way to lift Sekdo's tightly bound body onto the stone table. Positioning it just so, aligning the head, heart, and hands, above the incised marks on the underside of the table. He ordered the servants to hold the cocooned body in place as he himself pulled out the particularly thick cloth strips and tied Sekdo to the table. </p><p>The noxious unguent on the linen burned his hands, but he cleansed them with a thought. The servants, though, were beyond use—their hands were now just stumps, smoking fitfully. The Neksos directed them out to the tembo pit. </p><p>Sekdo could no longer move, but his screams rent the air. The Neksos had heard them before. He heaved the steaming vat of unused linen outside and waited. Sekdo screamed on and on as his body was boiled from the inside out. Hissing flumes of steam rose here and there from the wrappings, the sweet smell of death. The Neksos watched clinically and again glanced over the room’s wards. He waited until the last spasms and desperate gasps of pain were over, then stepped forward and prodded the corpse with the Way. </p><p>The ritual had been perfect. Sekdo was dead, his life force never to return, but his mind remained trapped in the lifeless husk. The Neksos permitted himself a moment’s amusement, letting his mind tease the terrified intellect of his deluded, helpless war-chief. The man’s mind was in unutterable pain, still feeling the death-pangs that had wracked his body and aghast as he realized that his living mind was trapped in a desecrated corpse. The foul unguent that killed him, now filled his body completely. </p><p>The Neksos turned and carefully closed the portal, checking the seal once, then twice. It must be done quickly, while the corpse was still fresh. He began the Graybirth incantation that Rajaat had taught him. On the far wall, the flowerlike runes flickered to life, glowing with an uneven, pallid light. The intense light filled the black room, brightening as the Neksos chanted faster and more urgently. As he reached the final words of the first colophon, he swept his hands down and eyed the runic symbol. The symbol appeared to liquefy, bulging until it burst open, the inscription lost behind a flash of swirling gray fog. The fog plunged to the floor, rocking up off the obsidian in a swiftly moving wave and lapping against the Neksos’s feet. He shuddered as the grim darkness of the Gray touched him, but breathed calmly when he felt his wards shield him. The gloomy fog oozed up his leg and across the table. Foggy tendrils whirled up from the rising flood on the floor, reaching for the engraved symbols under the table and curling around to caress Sekdo’s corpse. </p><p>The Neksos resumed his chant with the second colophon, rhythmically forcing the waves of gray fog to enter the corpse. The fog thickened until the Neksos had to wade through it to reach the table. His wards were holding, but he knew the true test was coming; the Gray rift he made would soon attract the spirits. The Gray energy was too thick to see through, so he placed his hands on Sekdo’s corpse, channeling the waves into the body. </p><p>There! The Neksos felt the spirit more than saw it, sensed its grasping hunger for his warm, living flesh. His defenses held, freeing him to force more energy into the lifeless remains of Sekdo. He raised his voice in the Graybirth chant, feeling the poisonous unguents of the linen wrappings burn his hands. He could not prevent the burning and make the spell work, so he bore the pain. </p><p>Another spirit brushed against him, caressing his back with languorous arms, reaching seeking fingers into his defenses. He’d never felt two come through at once! The cold touch of death ran through the Neksos like a shock, forcing him to concentrate to keep up the rhythm. So long as he maintained the chant and his wards held, the spirits could claim neither him nor Sekdo, nor could they escape the birth chamber. </p><p>The corpse trembled beneath the Neksos’s hands. Without skipping a beat, he shifted to the spell’s third and final colophon, knowing that Sekdo had been filled with Gray energy. The spirits screamed in agony and hatred, feeling the portal to the Gray reverse its pull and force them from the birth chamber. </p><p>Suddenly, the flow of energy back into the Gray became a torrent. The Neksos grasped desperately at the straps holding Sekdo’s body in place, holding on as the whipping wind sucked him up, lifting his feet up to the runic gate. First one spirit, then both, grasped him desperately, their insubstantial fingers somehow stronger and more real as the Gray energy flowed around them. The spirits tried to pull him into the Gray with them! One of the straps frayed as he screamed out the last words of the incantation. The spirits’ wails mingled with his own before the gate suddenly snapped shut like a kes’trekel’s beak. </p><p>The Neksos crashed to the floor and lay there a moment. He had never felt such a strong pull to the Gray before. Breathing heavily, he limped to the sealed door. With a last look around, he lifted the obsidian-faced portal, reaching for the cask the servants had left there. It was still warm. Leaving the door open, the warlord limped back to the table, where Sekdo’s corpse was shaking uncontrollably but still tightly bound. The Neksos ripped the stone lid off the cask, hearing it shatter on the floor. He splashed the hot blood—Sekdo's own blood harvested just this morning—over the shuddering corpse. With a gout of foul-smelling steam, the linens disintegrated, aging in an instant into discolored tatters. Incoherent sounds rattled in Sekdo’s throat as his mind suddenly discovered that his body held life. The war-chief’s eyes flashed open, and he struggled to sit up. The Neksos tossed the empty cask aside, stepping back. The poisoned carcass fell back, befouled with its own blood and gibbering wildly. A morg was born. </p><p><strong>Namech:</strong> Namechs are creatures that were tricked or coerced into undeath by more powerful undead. </p><p>“Namech” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid. </p><p>A humanoid reduced to 0 Constitution by scarlet warden poison dies but continues to breathe shallowly as if alive. After 1d6 days, the corpse rises as a namech under the scarlet warden’s command. </p><p>A humanoid reduced to 0 Constitution by scarlet warden poison dies but continues to breathe shallowly as if alive. After 1d6 days, the corpse rises as a namech under the scarlet warden’s command. </p><p>Any humanoid slain [by] T’lor-Nefer-Shu becomes an ioramh 1d4 days after death if it has less than 5 HD. If it has 5 HD or more, it becomes a namech. </p><p>Any humanoid slain by a meorty becomes an ioramh 1d4 days after death if it has less than 5 HD. If it has 5 HD or more, it becomes a namech. </p><p>Any humanoid slain by a morg’s energy drain becomes a namech 1d4 days after death. </p><p>Pru-harta can perform a short ritual over a helpless humanoid as a full-round action. The ritual involves a coup de grace, and if the creature dies, it rises after 48 hours as a namech under her control. </p><p>Any humanoid slain by Daaharum’s energy drain becomes a namech 1d4 days after death. </p><p>Any humanoid slain by a t’liz’s energy drain becomes a namech 1d4 days after death. </p><p>These creatures are the victims of more powerful intelligent undead such as meorties, wraiths, zhens, or raaigs. Namechs have either by coercion or trickery agreed to serve their undead master in exchange for eternal undeath. </p><p>Create Spawn undead special quality.</p><p><strong>Pad'runas, Half-Elf Namech Rogue 8, Loyal Guardian, Lonely Namech:</strong> Pad’runas was less fortunate in Aweeas. He passed down buried streets and through wrecked buildings. He found the wheel-less silt skimmers amusing, their wood petrified by the years, and began to loot caches of coins and gems that Aweeas’s final inhabitants had vainly buried in their earthen floors. The dwarf had examined only the outer reaches of the city. Pad’runas, sensing there was enough loot here to complete his retirement, pressed on into the center. He found many public buildings and stood in the wreck of some temple, or perhaps library or council chamber, holding a pulsing crystal star in his hand, when it came. The figure, terribly imposing in its rotten robes, seemed tall but wasn’t. A steel mace glimmered in its bony hands, and angry fire glowed in the ragged holes where its eyes and nose should have been. The figure barked at Pad’runas imperiously in a language he didn’t understand, but Pad’runas had looted enough ancient remains to know an undead guardian when he saw one. This creature was different than any he’d encountered before, but it carried a mace, and he knew how to deal with creatures that carried weapons. The fight was short. The meorty (for such it was) parried the half-elf’s strokes with ease, then struck Pad’runas down with such psionic fury as the rogue had never felt before. The last sight in Pad’runas’s living eyes was the meorty’s skeletal face looming over him, a cold laugh echoing from its decayed mouth. </p><p><strong>Raaig:</strong> Raaigs were created millennia ago to protect temples or religious grounds. Though no ritual is known, some raaigs have the ability to create other raaigs, but only if the creature is willing to become one. </p><p>“Raaig” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid of a race alive in ancient times. </p><p>A raaig is an ancient, incorporeal spirit sustained by its belief and faith in long-lost gods. </p><p>All raaigs are at least 2000 years old and are of the ancient races: dwarf, elf, human, halfling, and giant. </p><p><strong>Nevalaeg, Elf Raaig Fighter 6, Insubstantial Shade:</strong> Nevalaeg never expected to be a holy warrior. He lived in the dark days when his people, and many peoples, were refugees fleeing the genocidal armies of the terrible Champions. His devotion was to survival, not religion. Yet the wise spirit that guided his people, a mysterious being called Iliandrim, directed his elven band upriver to a place secret from the armies of Albeorn. The City of Strong Walls the elves called it, though those who lived there before had other names. </p><p>And such wondrous beings! There were humans there, to be sure, but also many gangly insect-men, kreen they called themselves, tall and sharp-edged with nipping claws. Hidden in forbidden enclosures halfling miracle-workers closeted themselves. Over all ruled two kings, one a winged halfling and the other the greatest kreen Nevalaeg could imagine. Both were mindbenders beyond peer, and together they contrived to grant spells to those that served them most directly. </p><p>Nevalaeg knew that he owed his and his people’s survival to these Great Ones. He petitioned his chief and was permitted worship the Great Ones, swearing his eternal loyalty to them and their kingdom. He joined the border guards of the City of Strong Walls. Nevalaeg was proud and bold, and he soon won a reputation as one of the kingdom’s most ardent warriors. Even among the kreen, who viewed his kind strangely, Nevalaeg was treated as an honored companion. </p><p>The time of peace, like all such times, came to a grim end. Nevalaeg led a cadre of troops in the fighting retreat west to the City of Strong Walls, where he defended them against a brutal siege. He found the city’s enemies had holy warriors as well, and matched his blade and faith against more than a few of them. But Nevalaeg could see that his society was falling apart. The halfling-like Great One had vanished before the invasion, and the kreen Great One was overwhelmed with keeping its fellow kreen from eating the other citizens in their hunger. When the enemy broke through, Nevalaeg fought alongside the kreen Great One, slaying many foes before finally succumbing, arrows in his chest and both eyes, the victorious army trampling his corpse. </p><p>Nevalaeg’s faith survived his death, however. He returned much later, an insubstantial shade, to survey the scene of ruin and desolation. </p><p><strong>Racked Spirit:</strong> A racked spirit is a creature whose guilt sustains its existence. In life, it committed a crime or deed so despicable to its own nature that the wrongdoing fueled its transformation into undeath. A racked spirit cannot appease its conscience and can only suppress its agony for a short while by inflicting pain on others. </p><p>Racked spirits torment individuals whose lives they have ruined, attempting to make them act contrary to their nature. If the individuals do so, they become racked spirits themselves. </p><p>“Racked spirit” is an acquired template that can be added to any humanoid, monstrous humanoid, or giant. </p><p>Guilt fuels the racked spirit’s existence. Racked spirits are creatures whose guilt over committing an offense, contrary to their basic nature, sustains them in undeath. </p><p><strong>Pru-harta, Halfling Cleric 8:</strong> Pru-harta was deep in the eastern Forest Ridge, in the narrow spurs and draws of the foothills, when she encountered her first druid. Nelsro Valleykeep held as his guarded lands a draw high up in the foothills, nearly to the edge of the forest and the beginning of bare rock. Rare showers in the Ringing Mountains looming above brought life to the trickling stream that ran through his valley. Pru-harta fell deeply in love with Nelsro, but she could not forget the teachings of Crossto the Skydrinker: druids were perfidious—devoted not to purity but to the diluted elements found on their limited patches of land. </p><p>Nelsro found Pru-harta beautiful, requiting her love and seeking to teach her how druidic stewardship supported the land and, through this, the balance and unity of all the elements. Pru-harta saw his arguments as patently false, the claims made by the deluded. Surely Nelsro could see that life-giving rain was all that sustained his narrow valley? Rain was alone worthy of worship. Nelsro sorrowed, struggling to overcome Pru-harta’s fervent sermons, but to no avail. Finally, he banished his beloved, casting her out of his guarded lands. Pru-harta was surprised, then enraged, to be banished. If her beloved would not see the superiority of rain, she would prove it to him. His druid tricks to hide his lands from her could not withstand the cleansing, purifying power of rain. Determined to show the strength of her element and her faith, Pru-harta climbed. She stood on a jutting peak overlooking Nelsro’s narrow valley and summoned forth the mightiest rainstorm she could. The fervent priestess poured out her faith in a mighty prayer, and rain answered. </p><p>The storm gathered in black clouds, massing right over the head of Nelsro Valleykeep’s guarded lands. Great gouts of rain lashed down, accompanied by flashes of bitter lightning and the rage of thunder. Pru-harta laughed with joy and pride to see it, just before the lightning split the peak on which she stood and plunged her down into the raging torrent below. The stream in Nelsro’s valley had indeed become a furious flood, uprooting trees, eroding hillsides, and carrying all before it. </p><p>Pru-harta woke up sprawled in a mudbank. The sun beat down on her, for the fertile valley had been scoured clean by her rainstorm. Occasional rocks jutted from the bare muddy earth, now slowly baking dry. Pru-harta staggered up, found a broken branch to use as a crutch, and limped around the valley. Stumps and smashed tree boles were all that remained of the lush vegetation Nelsro had tended so carefully. She found his body near the head of the valley, where he had obviously tried to stem the onslaught. She fell down beside him and cried. She never got up. </p><p><strong>Skeleton Thinking:</strong> A Thinking Skeleton is a skeletal undead that was once a powerful warrior of at least 8th level. Many Thinking Skeletons were forced into their undead state by powerful necromancers or one of the Sorcerer Monarchs, who trapped each of their souls in a bronze circlet. </p><p>“Thinking Skeleton” is an acquired template that can be added to any humanoid creature. </p><p>Thinking skeletons are once mighty warriors who have been trapped in endless undeath by powerful necromantic magics. </p><p><strong>Tibarak of Numarid, Elf Thinking Skeleton Fighter 14:</strong> Tibarak of Numarid was found buried in a separate grave close to the mass grave that produced the Swiftwing skeletons, on the northern border between the Bone Lands and Deshentu. Judging by the nature of his armor, he has been buried a very long time, possibly even during the Green Age. Either way, he was dead long before the Obsidian Flow covered the land. </p><p><strong>T'liz:</strong> T’lizes are powerful defilers whose spirits have outlived their bodies. They choose to extend their life into undeath, seeking knowledge and magical power above all else. A defiler who becomes a t’liz quite literally sacrifices her own soul to achieve immortality. </p><p>The prospective t’liz seeks out a powerful spirit of the Gray and renders her soul to it as a sacrifice. From this point on, only the defiler’s intellect and willpower animate her body—it has no spiritual component at all. </p><p>Becoming a t’liz is a process few power-hungry defilers undertake. The fact that the t’liz must continually anoint itself with magic oils means that only the most driven individuals seek this path. </p><p>“T’liz” is an acquired template that can be added to a humanoid wizard of at least 15th level. The t’liz must be able to create the oils required to keep its body functional. </p><p>Becoming a T’liz </p><p>The process of becoming a t’liz is a long and arduous one, with the ultimate result never certain. To become a t’liz, a wizard of at least 15th level must create a link between himself and the Gray. The t’liz receives its powers from the Gray, so a strong link with this plane is absolutely necessary. </p><p>Preparation </p><p>To link to the Gray, the wizard must forge a pact with a dishonored spirit. This spirit permanently infuses the caster with the energy needed to become an undead. To forge the pact, the wizard must first locate a dishonored spirit willing to enter into a pact with him. The wizard can call a spirit to Athas or travel to the Gray to search for one. This process is dangerous, for most spirits refuse to aid the supplicant until he answers its challenge to single combat; if the wizard cannot defend himself, he is probably not worthy of entering into a pact. </p><p>The pact stipulates that the wizard gives up his soul, which is sucked into the Gray and added to the spirit’s, allowing it to grow stronger. The spirit gains influence in the Gray, remains separate and more powerful than its neighbors, and fends off dissolution longer. </p><p>The Transformation </p><p>Once the pact is agreed upon, the t’liz must cast a series of spells: </p><p>o Protection from time, to preserve the wizard’s body. </p><p>o Open the Gray gate, to connect the patron spirit’s Gray energy to Athas. </p><p>o Finger of death, cast on the wizard to slay himself. </p><p>A finger of death spell would normally prove fatal to the target, but the transformation ritual leaves the wizard’s body animated by energy supplied by the spirit from the Gray, combined with his own force of identity. The wizard expels his soul to the Gray and becomes a t’liz. </p><p>With the notable exceptions of kaishargas, morgs and t’lizes, who seek out undeath as a means of immortality, most corporeal undead linger in life for a special purpose or to serve a special duty. </p><p>T’lizes are powerful defilers whose search for knowledge and power compelled them to seek undeath to complete their studies. </p><p>Three types of undead creatures are different from the rest: the t’liz, the kaisharga, and the morg. Such warped beings voluntarily sought undeath, believing it a form of immortality. </p><p>Morg and T’liz: These two transformations demand less time and expense, but each involves the creation of a magic item from unusual ingredients. On one hand, most components in a morg wrapping or t’liz oil cost no additional ceramic pieces, so a DM can assume the item’s creation includes finding or purchasing the odd ingredients. Alternatively, the creator may have to spend adventuring time hunting down the rare flower of the rock cactus, which blooms only once a year. </p><p>Some speculate that the [dishonored] spirits know the secret to becoming a dreaded t’liz. The spirits not only know, but are obligated by their curse to reveal the transformation process to a wizard they deem worthy. A wizard who survives a spirit’s test of worthiness can trust in its code of honor; the spirit will not break the pact necessary in the wizard’s transformation into a t’liz. </p><p>When a dishonored spirit is questioned, it answers truthfully, though it may not answer to its best ability. While the spirit will not outright lie, it dislikes revealing information easily, usually making the questioner work hard for the answer. In some perverse way, the spirit seeks to be sure that the questioner meets its own distorted standards of honorable behavior. Wily defilers take advantage of the spirit’s code to bind the spirit into revealing the secrets of becoming a t’liz. </p><p>A morg is a powerful undead similar to a kaisharga or t’liz but with one critical difference: a morg cannot bring himself into the eternity of undeath. </p><p><strong>Daaharum, Elf T'liz Wizard Defiler 17, Slender Elven Maid, Self-Centered Person:</strong> She returned once to the Dead Lands, seeking knowledge from the same creatures that laid low her people. She survived the ordeal and learned a way to extend her life so she can pursue her studies. She willingly underwent the excruciating ritual of becoming a t’liz, knowing it would mean an existence of unending fear married to unending desire. </p><p>Daaharum walked the length of the tunnel, a dizzying experience as the mist swirled around her and seemed to make the corridor spin. Soon she reached the end and entered a featureless world of gray, a boundless plane of nothing. All around her everything was gray, and she saw neither buildings nor terrain—no sun, no sand, nothing. The Gray was a vast, ashen haze. Daaharum could feel the chill of the dead though. She hadn’t spent her whole life near the dead without being able to recognize their presence. She knew it wouldn’t take long for the spirit to contact her. Her body stood out in this plane of death like an elven magic-seller at a templar gathering. And Zar-okan was expecting her. The spirit with which she had made her pact, knew that now was the time to make the deal. </p><p>As Daaharum pondered her situation, a pair of gray eyes darker than the haze appeared before her. A hand materialized out of the air, trying to grab her throat. Before it touched her body, the hand struck a barrier. When the hand could go no further, Daaharum felt a surge of anger from the presence before her. Its hatred for the living was palpable. The spirit was so close that Daaharum could reach out and grab it. Its gray eyes darkened to almost black. </p><p>Knowing she had little time, and now that she had proven she could stand up to him, Daaharum said, “Listen, Zar-okan, your tactics won’t work against me. You will surrender your power to me, or else I will make sure you fade away to nothing! There are others like you, and I’m sure some would like the chance to touch the world again!” </p><p>The spirit’s eyes narrowed, and Daaharum heard a voice inside her head. “Very well,” it whispered, “I accept. Return to the world and send your soul up to me so that I may feed upon its corrupted energy.” </p><p>The force in Daaharum’s head numbed her with an evil cold. Its putrid presence nearly made her swoon, and now that she had let it enter, she had to complete the pact before the spirit killed her. When Daaharum stepped back into the tunnel, she felt a force pressing onto her barrier—Zar-okan checking to see if he could break through. The hungry spirit was once again trying to absorb her before the pact was complete. </p><p>The hot Athasian air struck Daaharum’s face, and she realized how cold she was. She looked at her hands and found them a pale gray color, almost as lifeless as the plane she had just departed. The planar travel had left her fatigued, but Daaharum still had the stored energy inside her. She had time to cast the ritual’s final spell, and Zar-okan’s presence in her mind urged her to move quickly. Daaharum knew better than to rush through the ritual. The smallest wrong detail would deny her immortality. Gathering the two eyes of the tembo she had killed earlier, Daaharum clipped a few of her nails, then jabbed her finger into her eye. The pain made her wince, and tears spilled onto her face. Quickly collecting the tears, Daaharum began her chant. </p><p>As her voice rose higher and higher with the spell’s eerie words, Daaharum felt a strange emptiness inside her. At first barely noticeable, the feeling increased as she kept chanting. When Daaharum crushed the tembo's eyes between her palms, as the spell demanded, the emptiness became pain. The pain increased as she dropped her tears into her slime-coated palms, growing into an almost unbearable nausea. Through gritted teeth she managed to chant the final syllables. Upon comlpetion, Daaharum dropped to her knees, the pain overwhelming her. She felt her very soul being torn from her body, as if her skin were peeled from her bones, only a hundred times more intense. Her mouth opened in a scream, a primal, almost animal sound. Her hands were stretched tight, palms turned upward towards the sky. As her soul abandoned her body, a gray haze settled over her mind, clouding her eyes and her thoughts. She could feel her body dying; already she had lost feeling in her hands and feet. The numbness of death slowly crept up her body, but Daaharum's final thoughts before she collapsed from the pain were not of fear. They were of exultation. She had done it! She was now immortal! </p><p><strong>Venger, Animated Corpse of a Being Wronged in Life by an Intelligent Being:</strong> A venger was killed by an act of betrayal or otherwise deeply wronged while alive. The intelligent being that inflicted the wrong or betrayal must survive beyond the death of the individual who becomes a venger. At the moment of death, the consciousness of the wronged person is trapped by its rage and frustration within its corpse, and it rises as an undead venger 2d6 days later. </p><p>“Venger” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid. The creature must have been deeply wronged, either at the time of death or before, by an intelligent being. Often, vengers are formed by betrayals of long-held loyalties. </p><p>A venger is the animated corpse of a being wronged in life by an intelligent being. The venger is animated by its hatred and rage, existing for the sole purpose of slaying the being that wronged it. </p><p><strong>Kozor the Bereaved, Gnome Venger Fighter 6:</strong> Kozor was in the antechamber of the city council chambers when it began. The massacre swept through the city, riding shouts of “Cleanse the shortbeards!” and “Purify for the Prophet!”. Kozor dove into the wine cellar and hid among the casks, awaiting darkness, when the rioters retired to their homes and taverns to celebrate their triumph. Slowly he picked his way through the streets, avoiding the areas lit by burning homes where gnomes, orcs, and other non-humans had lived. Surely Althabno had protected his family? </p><p>Kozor’s house was a blackened ruin, his bonecrafting shop demolished and his tools broken on the cobblestones. Across the street, the mansion of Althabno stood tall and regal, though the pennon indicating the merchant was home did not fly. On the gateposts hung Kozor’s wife, Grasna, her body naked and mutilated. His children, spitted beside her, he could not look at. Kozor smashed his fist against Althabno’s doors, demanding to be let in. The servants, when they came, carried cudgels. The bonesmith killed two with his bare hands before he himself was surrounded and beaten to death. </p><p>But death’s warm welcome could not hold Kozor’s tormented soul. He rose soon afterward, his body made whole once more and his mind pared of all thoughts but one: finding the treacherous merchant Althabno, who had surrendered his family to the pogrom. </p><p><strong>Zhen:</strong> Zhens are powerful undead created by the boiling liquid obsidian that poured out of the gate to the Plane of Magma in the Dead Lands over 2,000 years ago. This mysterious, black, boiling death created unique undead. </p><p>“Zhen” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid. The base creature’s race must have existed in ancient times. </p><p>Zhens are undead created by the dark, twisted energies of the Dead Lands. They were created when the boiling liquid obsidian unleashed by the gate to the plane of magma consumed their bodies. </p><p><strong>Volldrager, Human Zhen Cleric 18:</strong> Volldrager was sprawled in his dungeon when the earth of the Navel shook in anger. He strained to make sense of the sounds of battle in the courtyards and chambers above, but could make out only the shouts of the living and the screams of the dying. Then the world vanished. Volldrager was slammed against the back wall of his cell by a wash of liquid such as no water cleric could ever love. The molten obsidian killed the cleric instantly, washing away the restraints that had prevented him from using his divine magic to escape imprisonment and leaving his body spinning in the slowly solidifying obsidian of the dungeons below the Navel. </p><p>As water brings life, obsidian brought death—or undeath, in this case. Such were Volldrager’s thoughts as he emerged back into consciousness, reborn as a zhen. He was half encased in obsidian, half exposed to an air pocket trapped in the dungeon. Volldrager despised himself for being undead—water is the blood of life, after all—but soon concluded that the obsidian was the result of wizards meddling in the purview of priests, and that as a priest, albeit a dead one, it was his duty to the elements to do what he could end the ignorant tinkering of Qwith and her fellow researchers. </p><p><strong>Zombie Thinking:</strong> A thinking zombie is a creature that died while doing a specific task, and it cannot rest until it completes that task. </p><p>“Thinking zombie” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid. </p><p>Thinking zombies are creatures that died before being able to complete an important quest or task. </p><p><em>Unliving Identity</em> spell.</p><p><strong>Chalras, Half-Elf Thinking Zombie Rogue 8:</strong> Two days later, Chalras was exhausted, half-dead with hunger and thirst and maddened by the blasting sun. He stumbled from smooth wavelike hill to glass hill, desperate for some respite from the heat. He never saw the slight undulations that revealed the edges of the ant lion’s pit. Chalras fell into the pit, sliding down on slivers and flakes of smooth, black glass to rest at the bottom of the cone. That’s when the beast attacked. The undead ant lion was huge, its hairs sprouting through chitin all over its ugly, flat head, and massive pincers clacking as it sought its prey. Chalras fought for his life, bone dagger flashing white in the spray of glass fragments the ant lion churned up. </p><p>By all rights, Chalras should have been slain and eaten that day. But, as Draegwo had mocked him, he had spent his entire life around insects, and he knew more than a little about them. Though he had never seen an ant lion before, Chalras knew that all insects had segmented bodies, and he knew that if he could find the seam where the segments joined, he could hurt the beast in a vulnerable spot. When the last flakes of obsidian settled, only the hilt of Chalras’s bone knife protruded from the joint behind the ant lion’s ugly head. It took days for Chalras to realize that he had also died. The ant lion’s jaws had raked him across his chest, making deep wounds that neither festered nor healed. His hunger and thirst vanished, and the heat of the sun no longer exhausted him. </p><p><strong>Bugdead Exoskeleton:</strong> ?</p><p><strong>Agony Beetle Bugdead:</strong> ?</p><p><strong>Antloid Bugdead:</strong> ?</p><p><strong>Ant Lion Giant Bugdead, Undead Giant Ant Lion:</strong> ?</p><p><strong>Aratha Bugdead, Undead Aratha:</strong> ?</p><p><strong>Assassin Bug Bugdead:</strong> ?</p><p><strong>Cilops Bugdead:</strong> ?</p><p><strong>Desert Cricket Swarm Bugdead:</strong> ?</p><p><strong>Ear Seeker Bugdead:</strong> ?</p><p><strong>Giant Beastfly Bugdead:</strong> ?</p><p><strong>Giant Bluebottle Fly Bugdead:</strong> ?</p><p><strong>Giant Dragonfly Bugdead:</strong> ?</p><p><strong>Giant Dragonfly Larva Bugdead:</strong> ?</p><p><strong>Giant Firefly Bugdead:</strong> ?</p><p><strong>Pulp Bee Bugdead, Undead Pulp Bee:</strong> ?</p><p><strong>Swarm Bugdead, Undead Insect Swarm, Carnivorous Swarm of Undead Bugs:</strong> ?</p><p><strong>Termite Giant Bugdead, Giant Undead Termite:</strong> ?</p><p><strong>Tick Giant Bugdead:</strong> ?</p><p><strong>Zombie Bugdead:</strong> ?</p><p><strong>Antloid Dynamis Exoskeleton:</strong> ?</p><p><strong>Antloid Queen Exoskeleton:</strong> ?</p><p><strong>Ant Lion Giant Exoskeleton:</strong> ?</p><p><strong>Aratha Exoskeleton:</strong> ?</p><p><strong>Assassin Bug Exoskeleton:</strong> ?</p><p><strong>Cilops Exoskeleton:</strong> ?</p><p><strong>Desert Cricket Swarm Exoskeleton:</strong> ?</p><p><strong>Ear Seeker Exoskeleton:</strong> ?</p><p><strong>Giant Beastfly Exoskeleton:</strong> ?</p><p><strong>Giant Bluebottle Fly Exoskeleton:</strong> ?</p><p><strong>Giant Dragonfly Exoskeleton:</strong> ?</p><p><strong>Giant Dragonfly Larva Exoskeleton:</strong> ?</p><p><strong>Giant Firefly Exoskeleton:</strong> ?</p><p><strong>Pulp Bee Exoskeleton:</strong> ?</p><p><strong>Swarm Athasian Locust Exoskeleton:</strong> ?</p><p><strong>Swarm Min-Kank Exoskeleton:</strong> ?</p><p><strong>Termite Giant Exoskeleton:</strong> ?</p><p><strong>Tick Giant Exoskeleton:</strong> ?</p><p><strong>Bugdead Zombie:</strong> ?</p><p><strong>Agony Beetle Zombie:</strong> ?</p><p><strong>Antloid Worker Zombie:</strong> ?</p><p><strong>Antloid Soldier Zombie:</strong> ?</p><p><strong>Antloid Dynamis Zombie:</strong> ?</p><p><strong>Antloid Queen Zombie:</strong> ?</p><p><strong>Ant Lion Giant Zombie:</strong> ?</p><p><strong>Aratha Zombie:</strong> ?</p><p><strong>Assassin Bug Zombie:</strong> ?</p><p><strong>Cilops Zombie:</strong> ?</p><p><strong>Desert Cricket Swarm Zombie:</strong> ?</p><p><strong>Ear Seeker Zombie:</strong> ?</p><p><strong>Giant Beastfly Zombie:</strong> ?</p><p><strong>Giant Bluebottle Fly Zombie:</strong> ?</p><p><strong>Giant Dragonfly Zombie:</strong> ?</p><p><strong>Giant Dragonfly Zombie:</strong> ?</p><p><strong>Giant Firefly Zombie:</strong> ?</p><p><strong>Pulp Bee Zombie:</strong> ?</p><p><strong>Swarm Athasian Locust Zombie:</strong> ?</p><p><strong>Swarm Min-Kank Zombie:</strong> ?</p><p><strong>Termite Giant Zombie:</strong> ?</p><p><strong>Tick Giant Zombie:</strong> ?</p><p><strong>Cursed Dwarven Dead:</strong> Cursed dwarven dead are known to exist in only one place, the Groaning City beneath the ruins of Giustenal, though they may dwell elsewhere. There may also be similar undead of other races, though none have been reported. The cursed dead in the Groaning City were created by a curse spoken by Dread-King Dregoth, after he had led his troops in vanquishing the last dwarven resistance under his city. As the captured dwarves were hanged, Dregoth cursed them, and they remain hideous undead creatures to this day. </p><p><strong>Silt Krag:</strong> A water cleric dying in the Sea of Silt, for example, may rise as a silt krag; the anguish of dying to a force the cleric spent his life combating is sometimes enough to create a wicked and cruel undead creature. </p><p><strong>Silt Krag, Wicked Cruel Undead Creature:</strong> ?</p><p><strong>Silt Krag, Skeleton With Dried Grayish Bones:</strong> ?</p><p><strong>Water Krag, Moldy Fungus-Ridden Skeleton:</strong> ?</p><p><strong>Silt Krag, Silt-Krag:</strong> ?</p><p><strong>Magma Krag:</strong> ?</p><p><strong>Air Krag:</strong> ?</p><p><strong>Earth Krag:</strong> ?</p><p><strong>Fire Krag:</strong> ?</p><p><strong>Water Krag:</strong> ?</p><p><strong>Rain Krag:</strong> ?</p><p><strong>Sun Krag:</strong> ?</p><p><strong>Ashen, Walking Remains of a Humanoid:</strong> ?</p><p><strong>Athasian Wraith, Swirling Mass of Black Smoke, Grayish Shade, Gray Shade, Green Shade, Deadly Creature:</strong> ?</p><p><strong>Athasian Wraith, Undead Master:</strong> ?</p><p><strong>Dwarven Banshee, Racked Spirit:</strong> ?</p><p><strong>Blight, Tiny Being Made of Glowing Light:</strong> ?</p><p><strong>Mindless Bugdead:</strong> ?</p><p><strong>Bugdead Kank, Large Creature:</strong> ?</p><p><strong>Bugdead Kank, Mindless Bugdead:</strong> ?</p><p><strong>Creeping Claw, Severed Limb:</strong> ?</p><p><strong>Creeping Claw, Severed Hand:</strong> ?</p><p><strong>Creeping Claw, Severed Foot:</strong> ?</p><p><strong>Dhaot, Incorporeal Creature:</strong> ?</p><p><strong>Dune Runner, Racked Spirit:</strong> ?</p><p><strong>Fael, Ravenous Creature:</strong> ?</p><p><strong>Fallen, Spirit of a Dead Warrior Who Died Unjustly:</strong> ?</p><p><strong>Fallen, Spirit of a Dead Warrior Who Was Sacrificed in Battle:</strong> ?</p><p><strong>Fallen, Angry Spirit:</strong> ?</p><p><strong>Kaisharga, Warped Being:</strong> ?</p><p><strong>Meorty, Tasked Undead:</strong> ?</p><p><strong>Meorty, Undead Master:</strong> ?</p><p><strong>Meorty, Creature Raised in Undeath to Protect an Area:</strong> ?</p><p><strong>Meorty, Undead Guardian, Guardian:</strong> ?</p><p><strong>Meorty Guardian:</strong> ?</p><p><strong>Meorty, Figure, Undead Guardian, Meorty Master:</strong> ?</p><p><strong>Morg, Warped Being:</strong> ?</p><p><strong>Namech, Independent Undead:</strong> Upon the death of their master, they [namechs] are free, either to die or remain as independent undead. </p><p><strong>Raaig, Undead Master:</strong> ?</p><p><strong>Raaig, Tasked Undead:</strong> ?</p><p><strong>Raaig, Undead Guardian:</strong> ?</p><p><strong>Raaig, Guardian:</strong> ?</p><p><strong>Scarlet Warden, Crab-Like Eight-Legged Beast With a Deep Red Carapace, Undead S'thag Zagath:</strong> ?</p><p><strong>T'liz That Hates Insects:</strong> ?</p><p><strong>T'liz, Warped Being:</strong> ?</p><p><strong>Tormented, Half-Formed Shape of a Human With Green Glowing Eyes, Spirit:</strong> ?</p><p><strong>Tormented, Servant:</strong> ?</p><p><strong>Undissolved Spirit, Translucent Humanoid Spirit, Lingering Ghost of a Being Wronged in Life, Tormented Spirit:</strong> ?</p><p><strong>Venger, Racked Spirit:</strong> ?</p><p><strong>Zhen, Undead Master:</strong> ?</p><p><strong>Althbano, Zhen:</strong> Althabno, however, is long dead—he was a very old man when the obsidian washed over Ulyan, and he was slain by it, returning as a zhen. </p><p><strong>Undead War Beetle, Animated Remains of an Immense Beetle, Plodding Hulk, War Machine, Huge Beetle, Bug:</strong> ?</p><p><strong>Worm of Bones, Immense Worm Fashioned From the Interlocking Bones of Hundreds if Not Thousands of Dead Things, Undead Beast, Unthinking Killer:</strong> ?</p><p><strong>Worm of Bones, Guardian:</strong> ?</p><p><strong>Lightning Zombie, Peculiar Creation of the Zwuun and the Energies of the Sorcerer-King Nibenay's Fortress Nagarramakam:</strong> ?</p><p><strong>Salt Zombie, Shrunken Shriveled Husk, Shriveled Husk, Semi-Intelligent Zombie:</strong> ?</p><p><strong>Exoskeleton Bugdead Kank, Slow-Moving Husk:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> A creature’s death determines which type of undead it becomes and what special powers or weaknesses it acquires in undeath. </p><p>The type of undead a creature becomes depends on the cause of its death or the motive behind it. </p><p>Create Undead undead special ability.</p><p><strong>Athasian Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Lesser Undead:</strong> ?</p><p><strong>Mindless Undead, Animated Automaton:</strong> Athas has its mindless undead, of course, animated automatons created to serve their masters. </p><p><strong>Nonevil Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Intelligent Corporeal Undead:</strong> The spirits of corporeal undead are linked to the Gray, providing them with continued existence and sometimes necromantic magic. </p><p>With the notable exceptions of kaishargas, morgs and t’lizes, who seek out undeath as a means of immortality, most corporeal undead linger in life for a special purpose or to serve a special duty. Their special link with the Gray compels many of them to “give back” to the spirit world; thus, many of these creatures feel a void that they can never fill but attempt to satiate with food, the flesh of the dead, or even the flesh of the living. </p><p><strong>Intelligent Incorporeal Undead:</strong> ?</p><p><strong>Free-Willed Undead Insect:</strong> ?</p><p><strong>Mindless Undead Insect:</strong> ?</p><p><strong>Undead S'thag Zagath:</strong> ?</p><p><strong>Undead Warrior:</strong> ?</p><p><strong>Free-Willed Undead:</strong> ?</p><p><strong>Undead Master:</strong> ?</p><p><strong>Undead Character:</strong> ?</p><p><strong>Undead Cleric:</strong> ?</p><p><strong>Undead Druid:</strong> ?</p><p><strong>Undead Ranger:</strong> ?</p><p><strong>Summoned Undead:</strong> ?</p><p><strong>Undead Body:</strong> ?</p><p><strong>Athasian Free-Willed Undead:</strong> ?</p><p><strong>Medium Undead:</strong> ?</p><p><strong>Tasked Undead:</strong> ?</p><p><strong>Undead That Exists for Thousands of Years:</strong> ?</p><p><strong>Powerful Undead Spirit:</strong> ?</p><p><strong>Undead Creature With the Possession Ability:</strong> ?</p><p><strong>Northern Humanoid Undead:</strong> ?</p><p><strong>Humanoid Undead:</strong> ?</p><p><strong>Undead Insect:</strong> ?</p><p><strong>Less-Intelligent Undead Humanoid:</strong> ?</p><p><strong>Undead Defiler:</strong> ?</p><p><strong>Undead Beast:</strong> ?</p><p><strong>Insectoid Undead:</strong> ?</p><p><strong>Hideous Undead Creature:</strong> ?</p><p><strong>Extremely Powerful Undead:</strong> ?</p><p><strong>Undead Guardian:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Unique Undead:</strong> ?</p><p><strong>Terrifying Undead:</strong> ?</p><p><strong>Undead Ant Lion:</strong> ?</p><p><strong>Terrifying Swarm of Undead Giant Wasps:</strong> ?</p><p><strong>Undead Vermin:</strong> ?</p><p><strong>Lingering Ghost:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> <em>Create Greater Undead</em> spell caster level 16.</p><p><strong>Skeleton:</strong> Bugdead swarms often eat rotting flesh, consuming zombies found anywhere in the Black Basin. These attacks rarely destroy the undead, for the bugdead simply strip the rancid flesh while leaving bone intact; the zombies become skeletons (or exoskeletons). </p><p>Athas has its mindless undead, of course, animated automatons created to serve their masters. These undead are usually skeletons and zombies animated from any bones, huge beasts or small rodents, fallen warriors or spellcasters, returned in undeath to serve as slaves. </p><p><strong>Skeleton, Mindless Undead, Animated Automaton, Walking Dead:</strong> ?</p><p><strong>Exoskeleton, Walking Dead:</strong> ?</p><p><strong>Skeleton-Like Creature:</strong> ?</p><p><strong>Uncontrolled Skeleton:</strong> <em>Open the Gray Gate</em> spell.</p><p><strong>Skeletal Monster:</strong> ?</p><p><strong>Almost Skeletal Figure:</strong> ?</p><p><strong>Wasp Cloud:</strong> ?</p><p><strong>Exoskeleton Wasp:</strong> ?</p><p><strong>Gaunt Skeletal Being:</strong> ?</p><p><strong>Skeletal Undead:</strong> ?</p><p><strong>Skeletal Creature:</strong> ?</p><p><strong>Swiftwing Skeleton:</strong> ?</p><p><strong>Skeletal Inix:</strong> ?</p><p><strong>Zombie:</strong> Athas has its mindless undead, of course, animated automatons created to serve their masters. These undead are usually skeletons and zombies animated from any bones, huge beasts or small rodents, fallen warriors or spellcasters, returned in undeath to serve as slaves. </p><p><strong>Zombie, Mindless Undead, Animated Automaton, Walking Dead:</strong> ?</p><p><strong>Uncontrolled Zombie:</strong> <em>Open the Gray Gate</em> spell.</p><p><em>Unliving Identity</em> spell.</p><p><strong>Mindless Zombie:</strong> ?</p><p><strong>Intelligent Zombie:</strong> ?</p><p><strong>Semi-Intelligent Zombie:</strong> ?</p><p><strong>Zombie Laborer, Sallow-Faced Zombie:</strong> ?</p><p><strong>Walking Dead:</strong> The walking dead are animated and sustained by mindless Gray forces, usually under the animator’s control. </p><p><strong>Being That Knows No Rest:</strong> ?</p><p><strong>Creature of the Gray:</strong> ?</p><p><strong>Thrall:</strong> ?</p><p><strong>Corpse:</strong> ?</p><p><strong>Lightning Serpent, Autonomous Writhing Band of Electrical Energy:</strong> Ashen's Sorcererous Blast Lightning Serpent power.</p><p><strong>Desiccated Corpse:</strong> ?</p><p><strong>Shambling Bones:</strong> ?</p><p></p><p>Create Greater Undead </p><p>Necromancy [Evil] </p><p>Level: Clr 8, Wiz 8, Tem 8 </p><p>This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: Gray zombies, shadows, Athasian wraiths, and tormented. The type or types of undead you can create is based on your caster level. Each type gains additional special abilities described in Chapter 3: Special Attacks, Qualities and Weaknesses, as shown on the table below. </p><p>Caster Level Undead Created Special Abilities CR </p><p>15th or lower Gray zombie Paralysis 3 </p><p>16th–17th Shadow Despair, spell resistance 5 </p><p>18th–19th Athasian wraith Life disruption 7 </p><p>20th or higher Tormented Death gaze, reflect physical attacks 11 </p><p></p><p>Create Undead </p><p>Necromancy [Evil] </p><p>Level: Clr 6, Wiz 6, Tem 6 </p><p>Components: V, S, M </p><p>Casting Time: 1 hour </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 create more powerful sorts of undead: creeping claws, ioramhs, salt zombies, and ashens. The undead do not gain any additional special powers described in Chapter 3: Special Attacks, Qualities and Weaknesses. The type or types of undead you can create is based on your caster level, as shown on the table below. </p><p>Caster Level Undead Created</p><p>11th or lower Creeping claws*</p><p>12th–14th Ioramh </p><p>15th–17th Salt zombie </p><p>18th or higher Ashen </p><p>*Up to four creeping claws can be created per corpse, and they are two sizes smaller than the corpse. </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>Material Component: A clay pot filled with grave dirt, and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 Cp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells. </p><p></p><p>Unliving Identity </p><p>Necromancy [Evil] </p><p>Level: Clr 7, Dead Heart 5, Wiz 7 </p><p>Components: V, S, M, XP </p><p>Casting Time: 1 round </p><p>Range: Touch </p><p>Target: One zombie </p><p>Duration: Instantaneous </p><p>Saving Throw: See text </p><p>Spell Resistance: See text </p><p>You recall a mindless zombie’s consciousness from the Gray, transforming it into a thinking zombie. </p><p>This spell restores personality, memory, identity, skills, class levels—everything but life. The creature remains undead, and if you previously controlled the zombie, you may elect to retain control of it, but its HD count against the total you can control with animate dead; if you exceed that number, excess undead from previous castings become uncontrolled. </p><p></p><p>Open the Gray Gate </p><p>Conjuration (Creation, Summoning) [Evil] </p><p>Level: Wiz 8 </p><p>Components: V, S </p><p>Casting Time: 10 minutes </p><p>Range: Medium (100 ft. + 10 ft./level) </p><p>Area: Cylinder (10-ft. radius, 30-ft. high) </p><p>Duration: 1 min./level (D) </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p>You open a one-way gate from the Gray, allowing energy from that plane to seep out onto Athas. The gate appears as a swirling column of gray mist, cold even in full sunlight. Its area does not block movement, but it does provide concealment, as the obscuring mist spell. </p><p>If you do not anchor the gate within 1 minute of casting the spell, the gate begins to move 40 feet per round in a random direction. Anchoring the gate requires a permanency spell, though this application neither costs XP nor makes the gate permanent; it simply holds it in place for the duration. </p><p>Any living creature coming into contact with the gate, gains one negative level per round of contact. A creature drained and killed by the gate, rises as an uncontrolled Athasian wraith in 3 rounds. </p><p>All other corpses within 30 ft. of the gate become temporarily animated as uncontrolled skeletons and zombies, as animate dead, except that they cease animating when the duration ends. Buried corpses animate and crawl to the surface, as long as they are buried no more than 6 feet deep. </p><p>Each minute, the massive release of energy from the Gray has a 50% chance of catching the attention of one or more undead seeking temporary escape from the spirit plane. The spell summons a random number of undead to the gate’s location according to the following table. The undead do not gain any additional special powers described in Chapter 3: Special Attacks, Qualities and Weaknesses.</p><p>1d6 Undead Summoned</p><p>1 3d6 undissolved spirits </p><p>2 2d6 Gray zombies </p><p>3 1d6 shadows </p><p>4 1d3 Athasian wraiths </p><p>5 1 tormented </p><p>6 1 crimson </p><p>Though the summoned undead recognize you as the caster, they mercilessly attack you and any other living creatures. If an undead has the possession ability, it tries to possess your body if given the opportunity. The undead may not roam farther than 10 miles from the portal. They vanish into the Gray when the spell ends. If the spell ends while your body is possessed, you die. </p><p>Casting a dimensional lock spell so that its area encompasses the gate’s area, prevents creatures from traveling from the Gray. </p><p></p><p>Ambulatory Limbs (Ex) [CR +1, LA +1] </p><p>Only corporeal undead can have this ability. The undead can detach a hand or foot as a standard action, the separated part becoming a creeping claw (see Chapter 5: Monsters). The claw is two size categories smaller than the undead. Detaching a limb deals the undead damage equal to the creeping claw’s hit points; when reattaching it, the undead regains the claw’s current hit points. A creeping claw is under its owner’s control, as long as the owner is animated and within 100 ft. Otherwise, it behaves as a mindless undead. </p><p></p><p>Create Spawn [CR +1/3, LA +2] </p><p>The undead can perform a short ritual over a helpless humanoid as a full-round action. The ritual involves a coup de grace, and if the creature dies, it rises after 48 hours as a namech under the original undead’s control. At any one time, the undead can have namech spawn with total HD equal to its own. </p><p></p><p>Create Undead (Sp) [CR +1/3, LA +1] </p><p>The undead can create other undead creatures from bones or corpses. It gains the following spell-like abilities at the appropriate Hit Dice. </p><p>Hit Dice Spell-Like Abilities </p><p>1 HD to 6 HD — </p><p>7 HD to 10 HD Animate dead 1/day </p><p>11 HD to 14 HD Create undead 1/day </p><p>15 HD or more HD Create greater undead 1/day[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19191/Testament-Roleplaying-in-the-Biblical-Era?affiliate_id=17596" target="_blank">Testament: Roleplaying in the Biblical Era:</a>[spoiler]</p><p><strong>Rephaim:</strong> Rephaim are the shades of those nephilim who drowned in the Flood. Because of their semi-divine heritage, death transformed them into terrifying spirits.</p><p><strong>Accursed Ka-Spirit:</strong> When one seeks divine knowledge forbidden to mortal man, such as the secret of life that belongs to Amun-Ra alone, he runs the risk of being transformed into a ka-spirit, a ghost that cannot pass beyond the grave into the next life.</p><p>Accursed ka-spirits typically serve as tomb guardians, such as those who protect the books of Thoth, most of whom were mages who failed in attempts to wrest divine secrets from the texts themselves.</p><p>“Accursed ka-spirit” is a template that can be added to any humanoid. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1690/The-Book-of-Adventuring?affiliate_id=17596" target="_blank">The Book of Adventuring</a>[spoiler]</p><p><strong>Undead, Undead Creature, Undead Monster:</strong> ?</p><p><strong>Evil Undead:</strong> ?</p><p><strong>Powerful Undead, Major Threat:</strong> ?</p><p><strong>Fearsome Foe:</strong> ?</p><p><strong>Frightening Creature:</strong> ?</p><p><strong>Horrific Creature:</strong> ?</p><p><strong>Disgusting Creature:</strong> ?</p><p><strong>Ghost, Powerful Undead, Major Threat:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Truly Terrible Lich, Powerful Undead, Major Threat:</strong> ?</p><p><strong>Mummy, Powerful Undead, Major Threat:</strong> ?</p><p><strong>Nightshade, Powerful Undead, Major Threat:</strong> ?</p><p><strong>Vampire, Powerful Undead, Major Threat:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Shambling Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1670/The-Book-of-Immortals?affiliate_id=17596" target="_blank">The Book of Immortals</a>[spoiler]</p><p><strong>Immortal Lich, Immortal:</strong> Path of Darkest Night</p><p>Some men, driven by a need for personal power, swear their souls into the service of dark gods and even darker causes. However, when they do so they must swear their loyalty and service to beings whose motivations do not always match up with their own. Those mortals of more independent spirit, unwilling to sacrifice so much of their freedom in return for power, often seek out a darker, more dangerous road.</p><p>This road, called the Path of Darkest Night, forces the would-be Immortal to unlock the bonds placed on creation’s tools at the dawn of time. With these tools the Immortal can transform his body and the world around him to meet his personal needs. With each transformation he becomes less and less mortal and more like the gods themselves.</p><p>Unlike those paths dominated by a single lord, an Immortal walking the Path of Darkest Night can use creation’s tools to transform himself into a god. Doing so, however, requires the Immortal to give up everything that once bound him to the mortal plane. Very few creatures, even those driven by insanity or greed, can push themselves so far. Most cling to the vestiges of their mortal lives with as much strength they possibly can, continuing to sample what pleasures the world still offers.</p><p>Description</p><p>It was not the gods’ intent that mortal men take up creation’s tools for their own advantage. In fact, the gods worked hard to expressly forbid such hubris. However, the power of free will is such that if a mortal knows that a thing can be done, he will in time find a way to do it. </p><p>The Path of Darkest Night represents one such deviation from the accepted structures. Mortal magicians discovered early in history that not only could they re-enact the god’s acts at wellsprings to create tremendous power but that specific challenges existed already within the world and by taking them they could even further increase their already substantial abilities. A few hundred years of research later mortals had created a book called ‘The Shining Art of Darkness’ detailing how to transform oneself from a mortal man into an immortal creature with power drawn from the force of endings and boundaries – negative energy itself.</p><p>The first act of a mortal on this path is to drink a potion made from the souls of damned creatures then cut out his own heart, in keeping with how one of the lords of evil created a vortex of negative energy within his own body at the dawn of time. Each further step along the path involves similarly gruesome rituals, each one modelled on a legendary activity performed by one of the gods long before mortals walked the earth. To this day some of the gods wish to know who among their number revealed so many of the ancient details to mortals, a desire that will never be satisfied.</p><p>Some mortals call Immortals on this path ‘liches’, though in truth a lich could also be a much simpler undead creature with far less power. For themselves, those who walk this path do not call themselves anything other than Immortals. They care little for their brothers on the path and nothing at all for the mortality they left behind.</p><p><strong>Sebastian the Shadow Souled, Sebatian the Shadow Soul, Immortal Lich Wizard 20, Tall Thin Man, Lich:</strong> Although no one else remembers his history, Sebastian still feels the driving fear of death that led him to sacrifice his kingdom, his people and his own new-born son to the powers of darkness in return for eternal life. </p><p><strong>Kork'klaz, Immortal Lich:</strong> The Immortal lich Kork’klaz wove a great and terrible magic to extend his failing ‘life’ through another age of man. This spell tore the spark of life from everything within a hundred mile radius. Such great force cannot be wielded without consequence; in this case, Kork’klaz found he could no longer leave the cave where he enacted the ritual. However, the spell also created a wellspring of negative energy the lich could use to sustain himself in all the ages to come.</p><p><strong>Undead:</strong> Deities who rule over death have the right to claim living creatures, send spirits back to the mortal realm as undead, authorise reincarnation and rule over the world’s afterlife. They lend portions of this authority to their Immortal servants, usually in a piecemeal fashion. </p><p>Frozen Heart immortal gift.</p><p><strong>Creature of Negative Energy:</strong> ?</p><p><strong>Incorporeal Undead, Once-Living Spirit:</strong> ?</p><p><strong>Hero's Ghost:</strong> ?</p><p><strong>Ghost:</strong> The carnage blighted the vale and all who lived within it. The soil could no longer support life; creatures within the vale could not heal or give birth. Worse, the first full night after the great battle revealed a further horror; the men who fought and died in the valley continued on their war as ghosts. </p><p><strong>Joseph of Athradan, Ghost Human Expert 10:</strong> A would-be god-king gained this gift just before he realised he could never achieve his goals. In despair he called up Joseph, his long dead chancellor and asked his old friend to run the kingdom while the king pondered his fate. </p><p><strong>Ghost of a Minor Courtier:</strong> ?</p><p><strong>Wraith:</strong> If a creature is reduced below 0 level by negative energy [from an immortal's invoke the end of all things power] it rises from the dead as a wraith under the Immortal’s personal control within 1d4 days.</p><p><strong>Dread Wraith Sorcerer 5, Sorcerer Wraith:</strong> ?</p><p><strong>Wraith, Minion:</strong> ?</p><p></p><p>Frozen Heart</p><p>Attribute Gift </p><p>Associated Power: Negative</p><p>Forbidden Power: Positive</p><p>Base Bonus: Become undead</p><p>Description: When an Immortal drinks too deeply of negative energy he attains a kind of half-life sometimes referred to as undeath. His body withers and dies while his spirit lives on. Within this animated shell the Immortal can exist for millennia, slowly grinding through eternity without ever tasting any of life’s myriad joys.</p><p>When the Immortal first gains this gift he gains the undead type. He also takes 1d6 damage per round from exposure to sunlight and must make a Will save (DC 30) to be able to use his gifts, class abilities or spell-casting abilities while so exposed.</p><p>As the Immortal invests his Aura in this gift he may:</p><p>† Increase a base attribute: Each +1 bonus to a specific attribute costs two bonus points.</p><p>† Reduce sun damage: Each –1 to the d6 roll costs two bonus points.</p><p>† Reduce Will save DC: Each –1 costs one bonus point.</p><p>† Place life in object: The Immortal places his life into an object outside of his body. So long as the object exists the Immortal cannot die. If his body suffers complete destruction it reforms in 1d4 days. This costs four bonus points.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/86255/The-Book-of-Silvered-Shadows?affiliate_id=17596" target="_blank">The Book of Silvered Shadows</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Lich, Lich Lord:</strong> ?</p><p><strong>Mummy:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1875/The-Book-of-Strongholds--Dynasties?affiliate_id=17596" target="_blank">The Book of Strongholds & Dynasties</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Skull Fortress, Undead Creature of Gargantuan Size:</strong> ?</p><p><strong>Undead Creature Who is Vulnerable to Ordinary Sunlight:</strong> ?</p><p><strong>Cannon Fodder:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Skeleton:</strong> Undead Generation Plinth magic item.</p><p><strong>Zombie:</strong> Undead Generation Plinth magic item.</p><p></p><p>Undead Generation Plinth</p><p>When you are co-ordinating the defence of a fortress of evil, you do not always have time to animate and instruct the legions of undead that you need to act as cannon fodder for your better troops. Subordinate clerics can always be employed, but they are generally needed elsewhere too and are an annoyingly vulnerable target. By using an undead generation plinth, you can have your mortal agents recycle the bodies of fallen foes and turn them into soldiers for your own side.</p><p>An undead generation plinth is a flat square slab of matt black stone 10 feet on a side. When corpses are thrown on to it, it animates them as zombies or skeletons. These arise with the purpose in mind that is programmed into the plinth, such as ‘defend the castle gate’ or ‘obey the man in the black helm’. Only one purpose may be set at once and all undead generated by the plinth abide by it as best they can. The purpose may be changed by anyone who knows the command word for the plinth.</p><p>A plinth may animate up to 60 hit dice of undead (zombies or skeletons only) per day in total, but no more than 36 hit dice of undead generated may be active at any one time, owing to the limited amount of undead that the plinth may ‘control’. </p><p>Instead of animating new undead creatures, the plinth may be used to restore damaged ones. If a damaged undead creature stands on the plinth and the appropriate command word is spoken, it may receive the benefits of an inflict light wounds spell at the expense of one hit dice of animation potential from the plinth for that day.</p><p>Caster Level: 18th; Prerequisites: Craft Wondrous Item, animate dead, inflict light wounds; Market Price: 100,000 gp.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1673/The-Book-of-the-Planes?affiliate_id=17596" target="_blank">The Book of the Planes</a>[spoiler]</p><p><strong>Discarded, The Discarded:</strong> The discarded are thrown-off shells of emotion and memory that were imprinted onto the mists of the Ethereal Plane by a violent death. </p><p>These are the equivalent of an ethereal duplicate created by a living being. The discarded appear only after a violent death, throwing off the shell of the dying body and forming a new shape from ectoplasm. </p><p><strong>Damned, The Damned, Damned Soul:</strong> The other major denizens are the damned, the souls of the evil dead. </p><p>‘Damned’ is a template that can be applied to any humanoid or monstrous humanoid. </p><p><strong>Shade-Wight:</strong> While he waits to dig into the Negative Energy Plane, the King of Dark Places amuses himself by developing new blends of undeath and shadow. The shade-wights, for example, are a product of the King’s terrible necromantic workshop in the depths of the Tenebrous Citadel.</p><p><strong>Discarded, Thrown-Off Shells of Emotion and Memory That Were Imprinted Onto the Mists of the Ethereal Plane by a Violent Death, Spectral Entity, Ghost of a Dead Man, Ethereal Creature:</strong> ?</p><p><strong>Discarded Harper:</strong> ?</p><p><strong>Discarded Soldier:</strong> ?</p><p><strong>Damdned, Soul of an Evil Dead:</strong> ?</p><p><strong>Shade-Wight, Mottled Horror:</strong> ?</p><p><strong>Undead, Undead Being, Undead Creature:</strong> While he waits to dig into the Negative Energy Plane, the King of Dark Places amuses himself by developing new blends of undeath and shadow. </p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Ashbless, Undead Remnant of a Powerful Fire Elemental Lord:</strong> As fire elementals normally merge back into the plane when they die and do not have distinct spirits, it is uncertain how Ashbless attained undeath without recourse to a spell of lichdom.</p><p><strong>Powerful Undead, Powerful Undead Creature:</strong> ?</p><p><strong>Sentient Undead Creature:</strong> ?</p><p><strong>Hostile Undead:</strong> ?</p><p><strong>Undead God of Surpassing Power:</strong> ?</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Material Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Lesser Undead:</strong> ?</p><p><strong>Slumbering Undead:</strong> ?</p><p><strong>Potent Spirit of Undeath:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Weaker Ghost:</strong> ?</p><p><strong>Small Ghost:</strong> ?</p><p><strong>Large Ghost:</strong> ?</p><p><strong>Ghost, Spectral Entity:</strong> ?</p><p><strong>Errant Ghost:</strong> ?</p><p><strong>Dwarven Ghost:</strong> Many dwarven ghosts haunt the Vault; these ghosts are the spirits of stone-workers who would prefer to look on such perfect buildings instead of moving on to the Afterworld. </p><p><strong>Dwarven Ghost, Spirit of a Stone-Worker:</strong> ?</p><p><strong>Sagely Ghost:</strong> The Halls of Order are haunted by thousands of sagely ghosts, the souls of wizards and philosophers who linger here to study. </p><p><strong>Hungry Souls:</strong> Not every one of the dead rests peacefully. Some are disturbed by the presence of the living or events occurring in the world they left behind, and so desire a return to the flesh. Swarms of these ghosts sometimes descend upon living travellers. </p><p><strong>Hungry Souls, Swarm of Ghosts:</strong> ?</p><p><strong>Ghost of the Deep Ethereal:</strong> ?</p><p><strong>Wizard-Lich:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Lich, Powerful Undead, Powerful Undead Creature:</strong> ?</p><p><strong>Powerful Lich:</strong> ?</p><p><strong>Reannan Lich, Undead Reannan:</strong> ?</p><p><strong>Nightcrawler, Nightcrawler Worm:</strong> ?</p><p><strong>Nightshade:</strong> Negative Energy Plane; passing through the shadows serves to bolster both their shapes and strength. These spirits are the nightshades. </p><p><strong>Nightshade, Native Inhabitant of the Plane of Shadow:</strong> ?</p><p><strong>Nightshade, Spirit:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightwalker, Ruler:</strong> ?</p><p><strong>King of Dark Places, Lord of the Tenebrous Citadel, Nightwalker:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Nightwing, Terrible Being:</strong> ?</p><p><strong>Shadow:</strong> Endless darkness, endless monochrome blackness… it stains the soul. Stay too long amid the shadows, and sanity itself becomes a shadow. For every day spent on the Plane of Shadow without seeing real light, a character must make a Will save (DC 10 + 1 per day). If the save is failed, the character loses one point of Wisdom until he leaves the Plane of Shadow. A character reduced to zero Wisdom forgets the existence of light and goes utterly mad. When he dies, he becomes a shadow.</p><p><strong>Shadow, Minor Undead:</strong> ?</p><p><strong>Greater Shadow, Major Undead:</strong> ?</p><p><strong>King of Shadows:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Evil Shadow:</strong> ?</p><p><strong>Trapped Shade:</strong> Some nights never end. The dawn breaks, yes, but the events of the night endure for centuries as an errant night. These are regions of the Plane of Shadow that are exact copies of a particular region in the Material Plane, where an especially important or sorrowful night is drawn out for hundreds or even thousands of years. The spirits of those who were involved in that night are trapped in the errant night as undead. </p><p><strong>Skeletal Farmer:</strong> ?</p><p><strong>Spectre:</strong> The crypts of Dunmorgause went untouched by the Fey, who find human bones in iron caskets deeply distasteful. However, when the castle became disjoined from the Material Plane, the strong atmosphere of death in the crypts transformed all the graves into portals to the Negative Material Plane. The dead of the line of Daen awoke as a host of wraiths and spectres. </p><p><strong>Spectral Entities:</strong> ?</p><p><strong>Lesser Banshee:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Lyi, Vampire Human Sorcerer 7, Consort, Vampiric Sorceress:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> Matter cannot endure here [in the Uttermost Abyss], unless it is protected by a death ward. Unprotected characters or objects quickly disintegrate – objects become dust, creatures become wraiths. </p><p>The crypts of Dunmorgause went untouched by the Fey, who find human bones in iron caskets deeply distasteful. However, when the castle became disjoined from the Material Plane, the strong atmosphere of death in the crypts transformed all the graves into portals to the Negative Material Plane. The dead of the line of Daen awoke as a host of wraiths and spectres. </p><p>Negative Dominant planar trait.</p><p><strong>Wraith, Spectral Entity, Ethereal Creature, Greater Undead:</strong> ?</p><p><strong>Wraith, Denizen of the Negative Energy Plane:</strong> ?</p><p><strong>Dread Wraith, Dread-Wraith:</strong> ?</p><p><strong>Dread-Wraith Sorcerer:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Zombie Slave:</strong> ?</p><p></p><p>Negative-Dominant: Each round, those within must make a Fortitude save(DC 25) or gain a negative level. A creature whose Negative levels equal its current levels or Hit Dice is slain, becoming a wraith. The death ward spell protects a traveller from the damage and energy drain of a Negative-dominant plane.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1674/The-Book-of-the-Sea?affiliate_id=17596" target="_blank">The Book of the Sea</a>[spoiler]</p><p><strong>Shadow Siren:</strong> Shadow sirens are fallen and evil seasingers. They have turned from the songs of life and sung the music of death. That is a dry and empty path – soon, the shadow siren loses all inspiration and verve, and must drain the vitality of others in order to continue singing. </p><p><strong>Aquatic Vampire:</strong> ?</p><p><strong>Shadow Siren, Fallen Evil Seasinger:</strong> ?</p><p><strong>Aquatic Vampire, Greenish Emaciated Corpse, Slavering Unreasoning Horror:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Deathcalm magical weather.</p><p>Lost Magewind magical weather.</p><p><strong>Undead Ship:</strong> Bone ships are usually made by necromancers, as the hull can be cannibalised for spare parts or even animated as a whole. </p><p><strong>Material Undead Creature:</strong> ?</p><p><strong>Undead Ghost-Ship:</strong> Spectres and wraiths dredge up the timbers of their old ships and make undead ghost-ships. </p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Undead Pirate:</strong> ?</p><p><strong>Undead Horror:</strong> The characters find a massive stone chest full of gold – but it is cursed. When they take the gold from the chest, they are transformed into undead horrors. </p><p><strong>Undead Horror, Undead Pirate:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Undead Seaweed:</strong> ?</p><p><strong>Ghast:</strong> Deathcalm magical weather.</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> Deathcalm magical weather.</p><p><strong>Lich:</strong> Anyone killed by a bite attack from a godhusk arises as a zombie under the control of the husk. Clerics and other divine spellcasters instead become liches serving the husk.</p><p><strong>Drowned Skeleton:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate Crew</em> spell.</p><p><em>Horrorswell</em> spell.</p><p><strong>Skeleton, Animated Creature, Undead Crewmember:</strong> ?</p><p><strong>Coral-Encrusted Skeleton:</strong> Seachanger Death-Shape power.</p><p><strong>Spectral Inspector:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampiric Castaway:</strong> ?</p><p><strong>Vampire Sorcerer:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Pearl, Exceedingly Powerful Vampire-Queen, Overlord of Everdark:</strong> ?</p><p><strong>Wraith Captain:</strong> <em>Animate Crew</em> spell.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Hails of arrows [from an undead bonecage] are normally followed up with a barrage of necromantic spells, turning any fallen sailors into zombies. </p><p>Anyone killed by a bite attack from a godhusk arises as a zombie under the control of the husk. Clerics and other divine spellcasters instead become liches serving the husk.</p><p>Deathcalm magical weather.</p><p><em>Animate Crew</em> spell.</p><p><em>Horrorswell</em> spell.</p><p><strong>Zombie, Animated Creature, Undead Crewmember:</strong> ?</p><p><strong>Bloated Waterlogged Zombie:</strong> ?</p><p><strong>Bloated Zombie:</strong> ?</p><p></p><p>Animate Crew</p><p>Necromancy [Evil]</p><p>Level: Clr 5, Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Effect: Creates an undead crew for a ship</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Animate crew creates up to three skeletons or zombies per level of the caster, which serve as the crew for a ship. These animated creatures are bound to the ship they serve and cannot go further than one mile from the vessel (and then only by express command of the caster). If corpses are unavailable when the spell is cast, they crawl out of the sea as soon as they can (although if the spell is cast far away from the site of a shipwreck or naval battle, it may take the undead crew weeks to reach the ship).</p><p>The undead all have a Seamanship score of +5. The spell creates a wraith captain to command the ship, and the crew serve the captain. Only the captain’s Hit Dice counts towards the caster’s control limit.</p><p>Material Component: The captain must be gifted with an item worth at least 100 gp per level of the caster, while the crew demand at least two gold pieces each.</p><p></p><p>Horrorswell</p><p>Necromancy [Aquatic]</p><p>Level: Drd 9, Sor/Wiz 9</p><p>Components: V, S, M</p><p>Casting Time: 10 minutes</p><p>Range: Touch</p><p>Area: One-mile/level emanation from the caster</p><p>Duration: One hour/level</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>It begins with a sudden rush of dark water, as if dam holding back a stagnant mire had sudden broken. The sea becomes cold and dark; clouds choke the sky. For a moment, all is dark.</p><p>Then everything that has ever drowned begins to crawl.</p><p>Horrorswell is a despicable incantation that has numerous effects. When cast at sea, it taints the waters around the caster. If land is within range of the spell, it causes trickles of black slime to rise out of the ground and flow into any streams or waterways. This tainting has the following effects; </p><p>• Any drinking water within the area of effect is fouled.</p><p>• Any food touched by the tainted water is also befouled.</p><p>• Any wounds inflicted within the area of effect become infected, and do not heal naturally.</p><p>Furthermore, the foul water is evil (and can be perceived as such by detect evil). If the water touches a corpse, the corpse is animated as a zombie or skeleton. These undead are not under the control of the caster; they roam randomly and attack the living, although they may fall under the control of other necromancers or powerful undead. </p><p>The entire area of effect is also to be unhallowed for the duration of the spell. The spell also attracts and awakens creatures of evil, and promotes malicious acts – all evil creatures gain a +1 luck bonus to all rolls while touched by the fouled water.</p><p>All of horrorswell’s effects are tied to the foul water created by it, so watertight structures, damming portals, sandbags and so on can be used to ameliorate the spell’s malice. </p><p>Material Component: A black pearl worth 500 gp, a black onyx worth 500 gp, and a handful of mud from a seabed at least 5000 feet deep.</p><p></p><p>Death-Shape: The seachanger can now turn himself into the form of a coral-encrusted skeleton. This form is considered to be Undead, and has Damage Reduction 10/blundgeoning and Energy Resistance 10 against all forms of energy. The DC for this transformation is 18.</p><p></p><p>Deathcalm: The feared Deathcalm only occurs when there is no wind. The water suddenly becomes perfectly smooth, like a dark mirror. The reflections in the water are twisted – ships appear to be rotting death hulks, sailors are undead parodies of themselves, and even birds appear to be decaying horrors. The Deathcalm drains the life energy of all those caught within it – every day, anyone in the area of effect must make a Fortitude check (DC10) or gain 1 negative level. These negative levels are lost immediately when the character leaves the Deathcalm, but if he gains negative levels equal to his character level or Hit Dice, the character dies and becomes an undead creature (usually a zombie, but characters can become ghouls, ghasts, or worse…) A Deathcalm is 1d4x5 miles in radius. (Challenge Rating 7). </p><p></p><p>Lost Magewind: The magewind spell summons up and binds a wind to serve a wizard. Should that wizard die violently, his spirit can sometimes be caught in the wind, which then roams randomly looking for release. Sometimes, a magewind can fixate on a ship, blowing it around for 1d6 weeks. The magewind can be turned as a 6 HD undead creature. (Challenge Rating 3).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">The Cavalier's Handbook</a>[spoiler]</p><p><strong>Lich Steed:</strong> A lich steed is a powerful undead horse created by foul necromantic magic to serve as a mount for an undead rider. </p><p>Any horse slain by a lich steed rises as a lich steed in 1d4 rounds. </p><p>A 12th-level evil spellcaster can create a lich steed with the create undead spell, with the newly created creature retaining the ability to be ridden if it had that training in life (though the lich steed loses all other abilities it might have had, including tricks and special purposes). </p><p><strong>Lich Steed, Undead Horror, Powerful Undead Horse, Horror:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Rider:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Skeletal Horse:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Powerful Wight:</strong> ?[/spoiler]</p><p></p><p><a href="https://athas.org/products/csod/documents/22" target="_blank">The City-State of Draj</a>[spoiler]</p><p><strong>Powerful Undead Raaig Guardian:</strong> ?</p><p><strong>The Guardian, Meorty Elf Wizard 17, Spirit:</strong> ?</p><p><strong>The Nameless Sentinel, Raaig Human Fighter 9:</strong> ?</p><p><strong>Varoxil Rante, Raaig Human Cleric 10:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/286530/The-Deep?affiliate_id=17596" target="_blank">The Deep</a>[spoiler]</p><p><strong>Udral, Unliving, Intelligent Undead Udral:</strong> Udrachalc transforms creatures into powerful and intelligent aquatic undead.</p><p>If any living or dead intelligent creature is immersed in udrachalc, it becmes an undead creature, called an udral in Aquan. In this terrifying process, the creature is stripped of all memory of its life and identity.</p><p>Deep beneath the surface of the sea, where the light of the sun dwindles to nothing, there are secrets that would send terror into the hearts of the complacent powers of the land. On the ocean floor, cold seeps release streams of toxic chemicals-including the horrific udrachalc-which can alter a creature beyond all recognition.</p><p>At some of these seeps, when the udrachalc is at its thickest, small rifts open to the Shadow Plane, creating deep lakes filled with water so laden with brine and chemicals that it is thicker than the surrounding sea. These underwater brine lakes leech soul and memory from unfortunates immersed in them. With the dread power of udrachalc-a magical chemical whose very composition drains life-creatures immersed for a certain time rise again, as fearsome and intelligent corporeal undead called udral, which in Aquan means "unliving."</p><p>They capture by force powerful intelligent creatures, who they subject to immersion in udrachalc brine pools and an unlife of slavery to their new masters.</p><p>"Udral" is a template that can be applied to any intelligent corporeal creature.</p><p>A creature slain by an udral's energy drain attack may rise again as an udral under the proper conditions.</p><p>Within one day of its death, if the udral immerses its target's body in a brine lake of sufficient udrachalc concentration, its victim rises again as an udral if it had 5 or more HD.</p><p>Situated near a cold seep in a deep brine lake, is a small rift to the Plane of Shadow, and the brine lake spawns scores of udral.</p><p>Any living or dead intelligent creature immersed in the Deadspawn Seep for more than one hour becomes permanently transformed into an udral.</p><p>Udral: a type of intelligent aquatic undead, created at cold seeps and brine lakes.</p><p><strong>Udral, Powerful Intelligent Aquatic Undead, Fearsome Intelligent Corporeal Undead, intelligent Aquatic Undead:</strong> ?</p><p><strong>Udral Monk:</strong> ?</p><p><strong>Shirothal Nak, Thanatar of the Life-Stealers, Udral Human Monk 14:</strong> ?</p><p><strong>Thrakandul Nak, Thanatar of the Void-Reapers, Udral Sel'varahn Cleric 6/Assassin 7:</strong> ?</p><p><strong>Maldraste Nakn, Thanatar of the Soul-Binders, Udral Merfolk Wizard 15:</strong> ?</p><p><strong>Undead, Undead Creature, Deathless One:</strong> ?</p><p><strong>Frighteningly Powerful Undead:</strong> ?</p><p><strong>Lawful Evil Undead Monk:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Mindless Undead Creature:</strong> ?</p><p><strong>Undead Aquatic Animal:</strong> ?</p><p><strong>Intelligent Undead, Evil Being:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Undead Reef:</strong> Around the craggy and twisted seamount of Udral'Nak a deep reef has grown and been shaped by its residents. This deep reef is like no other in the Sea, for its contained reef-mind has been tainted by udrachalc exposure, and is to all intents and purposes an undead reef.</p><p><strong>Undead Monk:</strong> ?</p><p><strong>Lesser Undead:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghostmaw, Cachalot Ghost, Monstrous Ghost Ceti, Evil Incorporeal Ceti, Leader, Mysterious Undeniably Intelligent Ghost Ceti:</strong> ?</p><p><strong>Cachalot Ghost, Horrific Creature:</strong> ?</p><p><strong>Ghoul, Corporeal Undead:</strong> ?</p><p><strong>Ghoul Lacedon:</strong> ?</p><p><strong>Zyl'Drakorran, Sephoran Lich Psionicist 13, Powerful Undead Sephoran:</strong> The Twisted Reef is the giant phylactery of a powerful undead sephoran, who grew the coral from a living seed and has twisted the reef-mind to his own fell purposes.</p><p><strong>Skeleton, Corporeal Undead:</strong> ?</p><p><strong>Zombie, Corporeal Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/2600/The-Dread-Codex?affiliate_id=17596" target="_blank">The Dread Codex:</a></p><p>[spoiler]</p><p><strong>Akyanzi:</strong> Akyanzi are the heads of spellcasters who are slain by a fire-enchanted weapon. After slain (and likely beheaded) by victorious warriors, negative energy wells from the caster’s anger at being defeated by a non-spellcaster and animates the head only.</p><p>Perhaps akyanzi come from spellcasters slain by drow weapons, or slain by weapons forged in a specific geographic area.</p><p><strong>Barrow Wight:</strong> “Barrow wight” is a template that can be added to any sentient creature with an organic body and a culture with death rituals and has recently died either by a barrow wight’s energy drain ability or naturally; if naturally, the creature must be raised as a barrow wight by some magical force (referred to hereafter as the “base creature”). The creature’s possession of a soul is a determination for the GM to make, but in most campaigns it includes any dragon, giant, humanoid, or monstrous humanoid. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to being raised as a barrow wight.</p><p>Any sentient creature with a soul and death rituals slain by a barrow wight’s energy drain rises as a barrow wight the next night, as per this template.</p><p><strong>Annis Hag Barrow Wight Manx:</strong> ?</p><p><strong>Blighted One: </strong>Born of pestilence, the blighted one is the incorporeal manifestation of creatures that have died from a disease. For only a shadow of the deceased’s essence remains on the Material Plane. When enough creatures die in a general area from the same disease, their shadowy soul remnants band together to form a blighted one (usually 20 creatures to a blighted one).</p><p><strong>Bloodwraith:</strong> The bloodwraith rises from a site of much bloodshed to hunt the creatures that bled, yet did not die, there. Battlefields are, naturally, the most common areas of bloodwraith origin. But if the slain creatures are strong enough (i.e. high-level), then not much blood is required to birth a bloodwraith. The creature’s mind may have come from different entities, but the bloodwraith is nonetheless an individual.</p><p><strong>Bog Slain:</strong> The bog slain is essentially a better version of a zombie. Created by a water mage of little repute (her name is not even remembered today), the only corpses the woman had to work with were ones found in the bog nearby her home.</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>Furthermore, perhaps the initial animating process does not occur until a priest of the rebirth deity casts a spell over the ill-buried corpse. Such ability could be a special one granted by the evil god whenever a follower casts animate dead or similar magics.</p><p>A creature slain by a cadaver lord rises in 1d4 minutes as a cadaver.</p><p><strong>Canine Skulker:</strong> The first skulkers were actual hunting dogs buried with their master. When a lich was slain atop their burial ground, the creature’s necromantic energies seeped into the ground and animated the dogs as skulkers.</p><p>An afflicted canine that dies of a canine skulker's ghoul fever rises as a canine skulker at the next midnight.</p><p><strong>Carcaetan:</strong> A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as punishment or a powerful curse, but some evil individuals undergo it intentionally.</p><p><strong>Cinder Ghoul: </strong>A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.</p><p>Crucifixion Spirit: 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>Dark Voyeur: </strong>A dark voyeur is the spirit of someone who died in its reflection. The slain individual must have had some familiarity with the mirror; which can be as simple as it being in his home or possession for more than five years. The spirit of the slain is unwilling to leave this life and retreats to the mirror in order to watch life as it happens after his death.</p><p>If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they each flee to anther mirror of their home mirror’s original size or larger and reappear at full size and with normal hit points in 1d4 days.</p><p><strong>Deadwood Tree:</strong> It is thought by some elven sages that the deadwood trees were created when the dark elves broke away from the surface world and descended into the underearth, leaving behind a taint on the land which infected random treants throughout the lands. Most scholars scoff at this grandiose theory, but none have been able to disprove it so the myth remains.</p><p><strong>Death Crab Swarm: </strong>When ghouls and other lesser intelligent undead types are destroyed, what is left of their spirits is automatically stored between the material and negative energy planes. When 300 or so of these twice-slain souls are amassed, they reenter the material plane near a coastal area as death crabs. The swarm represents the final effort by the spirits to hold onto life itself as their energy drain power indicates.</p><p><strong>Death Roach:</strong> As soon as one death roach is slain, two more seem to take its place. In living roaches, this is due to rapid birthing from multiple egg batches. But for the death roaches, the reason is a bit more mysterious. When a death roach is killed, its necromantic energy is released and wanders the world like a stale breeze. After one month per hit die of the slain death roach has passed, the energy somehow finds a living roach and inhabits it. When that roach then dies, it immediately animates as a death roach.</p><p>There are some primitive tribes of humans who believe that death roaches are not a world-wide infestation. Rather, death roaches are confined to a certain country and are all part of the same soul. An ancient legend says that Gritztaa, deity of vermin, was attacked and nearly slain by a rival god. So weakened was the deity, that Gritztaa wove his essence into several thousand roaches in order to survive and eventually to regain strength to reassemble as a single entity in the future. Sages prompted for evidence of this theory point to the death roach’s collective mind ability.</p><p><strong>Death Squid:</strong> Some sages believe they are the souls of sailors who drowned beneath the waves. Others are convinced that there are necromantically-charged stones from a long-submerged undead kingdom which turn large aquatic lifeforms into death squids on contact.</p><p>In fact, sahuagin are actually the creators of the death squid, despite the more prominent origin theories bandied about (mentioned above). The ritual used to create them was unique to the evil sea humanoids, but has since been sold to land cultures in exchange for other magics.</p><p><strong>Dread Sphere:</strong> In an ancient magical struggle, the dread spheres were created to perpetuate undead forces for all time.</p><p><strong>Dreadwraith:</strong> The spirits of soldiers who flee from their post in fear return after death as dreadwraiths.</p><p><strong>Fear Guard: </strong>Fear guards embody evil in its blackest incarnation. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location.</p><p>Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours.</p><p>As for where fear guards truly come from, it could be as simple as guards who take a blood oath to a necromancer to serve them in exchange for eternal life. But in this case, it may not be the existence the guards planned.</p><p><strong>Filth Croc:</strong> Sages speculate that these creatures are the result of necromantic experimentation by an ancient sahuagin lich named Klek-tiim. The extensive marshes were the only buffer zone between Klek-tiim’s burgeoning kingdom and the mainland civilization. The lich wanted to stock the marshy borderland with creatures that would deter those who wished to destroy it. As one of the most numerable types of creatures in the marsh, the crocs became the target of undead transformation.</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 burnt flesh swathed in elemental fire.</p><p><strong>Chill Phantom:</strong> Chill Phantom originate from an icy region on the Elemental Plane of Water.</p><p><strong>Flame Servant:</strong> Born from dark necromancy, flame servants are tools of violence and hatred. Every flame servant is created by a spellcaster to complete a particular task.</p><p>The creation of a flame servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet mud, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together.</p><p>The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the flame servant.</p><p>A flame servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly.</p><p>CL 14th; Craft Construct, Spell Focus (necromancy), burning hands, create undead, fire shield, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP.</p><p>Arguably more expensive and costly than a standard golem, the flame servant is the necromancer’s answer to constructs. Unfortunately, it is a very poor answer. Used only by those infatuated with death and/or fire, the flame servant requires a high level caster, can only perform a single task, and is not universally effective in any terrain like standard golems. While a flame servant is cheaper in terms of raw materials, the price increases dramatically due to the necessary spells.</p><p><strong>Chill Servant:</strong> Born from dark necromancy, chill servants are tools of violence and hatred. Every chill servant is created by a spellcaster to complete a particular task.</p><p>The creation of a chill servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet snow, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together.</p><p>The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the chill servant.</p><p>A chill servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly.</p><p>CL 14th; Craft Construct, Spell Focus (necromancy), torpor, create undead, fire shield, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP.</p><p><strong>Flying Abomination:</strong> These monsters are created by the spell of the same name.</p><p>A spellcaster creates these skeletal body parts to have as “handy” servants and to act as guardians of low priority treasures or places.</p><p><strong>Fog Spirit:</strong> Whether fire slew the creature in life or was just its terrible phobia, the emotion was intense enough at the time of unnatural death to reform its essence as a fog spirit.</p><p><strong>Frozen Horror:</strong> The frozen northern landscape is a sea of ice and snow amidst tranquil snow-packed mountains. But amidst this beauty is a veritable graveyard of creatures that die in that dangerous beauty. Harsh elements and starvation take the lives of so many creatures that are not native to the north. Those that lay dead for over a year, however, gather the power to return. If a living creature being walks over the grave spot of a creature that died in the elements, there is a 10% chance per Hit Die of the living creature that the corpse animates as a frozen horror.</p><p><strong>Ghostly Slasher:</strong> Every region in a campaign world has its handful of crazed killers and other evil creatures whose only joy in life is to inflict fear and death on others. When these creatures are eventually hunted down and slain (commonly by brave adventurers), not all of their souls descend into the realm of the damned. The forces in charge of the hells decide to wad many of these murdering, irredeemable spirits together and then send them back onto the Material Plane as one creature—a ghostly slasher—to continue their evil work.</p><p>As many as a dozen former murderers inhabit a ghostly slasher.</p><p><strong>Ghoul Template:</strong> “Ghoul” is a template that can be added to any sentient creature with an organic body and a soul who was killed by a ghoul and affected by its Create Spawn ability, or who ate the flesh of creatures of its type in life and recently died (referred to hereafter as the “base creature”). In most campaigns, this will include any dragon, giant, humanoid, monstrous humanoid, or shapechanger. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to undead raising as a ghoul.</p><p>An afflicted humanoid who dies of a ghoul creature's ghoul fever rises as a ghoul at the next midnight.</p><p><strong>Ogre Ghoul:</strong> This ogre succumbed to a ravenous pack of ghouls many years ago.</p><p><strong>Ghast Prestige Class:</strong> Ghouls who adapt to their degenerate undead state and thrive become fearsome predators called ghasts. While they can no longer follow the classes of civilization, cunning ghasts can progressively build upon the powers of their cursed state and travel down darker paths, increasing their connection to the Negative Energy Plane and becoming ever more deadly threats to those they encounter.</p><p><strong>Ichor Ghoul:</strong> Created to spread disease and general revulsion, the ichor ghoul can be found in any environment where living creatures dwell. Ichor ghouls are found infrequently on their own. They are most often acting on the directives of their creator, a being of some power known as the Dripping Darkness.</p><p><strong>Primal Ghoul:</strong> Sometimes when a spellcaster wants to build a better monster, the result is not always what he expected. The primal ghoul was developed originally as a more powerful version of a ghoul.</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>Gray Death:</strong> Born from a creature that was burned alive, the gray death seeks to destroy all living creatures in revenge for its current state. When this creature dies, its spirit gathers up the elemental force which slew it. The soul then drifts slowly and invisibly for 1d4 days before reforming up to a mile from the place of its death. The gray death’s “birth” is a spectacular display of fiery explosions contained within a 10-foot area.</p><p>When a gray death is born in its fiery explosion, it is actually triggered by a tiny pinprick which links the Elemental Plane of Fire to the Material Plane. When the soul which powers this undead dies in a fire, it then searches for a more permanent source of fire to power itself. The soul spark drifts for a time because it unconsciously is looking for a “weak” area where the Fire Plane can be accessed. When it finds such an area, the resulting birth explosion inflicts 4d6 points of fire damage to any creatures within the 10-foot by 10-foot area.</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, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures to share their icy hell.</p><p>The fact that no hoar spirits are encountered on their own can point to a more unusual cause than is stated above. Instead of attributing it to like minds, perhaps hoar spirits are the result of a magical device hidden in the icy wastes of the spirits’ home. While calling to these undead to unearth itself, the gem might also have a “hive mind” effect on the spirits.</p><p>The unifying factor might not be a magic item, but could be the lost fragments of a forgotten ice deity. The godling was thought destroyed in a long-ago struggle and the pieces of its body were flung to the ends of the campaign world. However, the pieces which landed in the godling’s native environment (arctic cold) are still powerful enough to animate and call upon the hoar spirits to find them.</p><p><strong>Inscriber:</strong> 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.</p><p>Regardless of their missions, they shared the same end: after</p><p>death, their lust for knowledge overcame the laws of nature,</p><p>driving them to search the world for further information.</p><p>It is said that, centuries ago, a trickster god convinced a young man to devote his life to researching the other gods. The minor deity wished to learn his greaters’ weaknesses and knew that only a lowly mortal might succeed at the task (the trickster was forbidden to even speak of such knowledge). That young man became so involved with the cosmic directive that he died and became the first inscriber.</p><p><strong>Jikini:</strong> Fashioned from common vipers, jikini were created for a good purpose—to dispose of dead bodies after a plague swept through the region. Unfortunately, their undead nature turned these snakes to evil, mutating their poisonous bite into a disease and increasing their mental attributes to dangerous levels.</p><p>Perhaps the jikini are the result of one tribe of humanoids being cursed into this form.</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. When such an event occurs, the skeleton is endowed with a powerful intelligence and a desire to seek out and find other such items and absorb them into itself.</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>Ndalawo:</strong> Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow of its former self. Though they prefer to prey on other leopards, perpetuating their foul species, they occasionally attack humanoids as well.</p><p>A leopard reduced to 0 Strength by a ndalawo becomes a new shadow leopard within 1d6 rounds.</p><p><strong>Necroling:</strong> The necroling is the heritage of all necromancers. Each student of the black arts is required to create a necroling of his own before more potent spells and powers are available to him. The necroling, commonly forgotten by the caster, is then used to guard his laboratory or other precious possessions. Designed so the necromancer can experience the feelings associated with death and rebirth as undead, the necroling is created with the spark of a soul who died unnaturally. The necromancer essentially puts a sliver of the angry soul inside its own tiny sarcophagus (in this case an ink bottle) after imbibing the emotions it experienced at death by way of dreams.</p><p>Let’s look a little closer at necroling construction. A spellcaster requires the following: Craft Wondrous Item feat, a corpse of someone who died unnaturally no longer than a day ago, a vial filled with black ink, consecutive casting of sleep, gaseous form, dimension door, and detect thoughts on the ink vial, and finally the drawing of the necromantic glyph of undeath on the corpse’s forehead (requires a DC 12 Knowledge (arcana) check).</p><p>Once the spells have been cast and the glyph drawn, the necromancer must sleep next to the body for 8 hours with the enspelled ink vial on the other side. During the slumber, the necromancer imbibes the thoughts and feelings the corpse’s soul endured at the point of death. The spellcaster learns in vivid mind-wrenching detail what it means to cross the barrier from life into death. At the same time, the ink vial absorbs the last wisp of spirit before it leaves the corpse. This wisp becomes the necroling’s mind while the ink is used when the creature manifests a physical body.</p><p>Necromancer and necroling are not bonded, as such, when he awakens but there is a definite connection between the two. The necroling intuitively recognizes the necromancer as having touched a piece of its former mind and desires to remain close to that presence. The necromancer gains a permanent black stain right below the back of his neck. What this stain does is mark him as a true necromancer. He has experienced what it is to die and understands the very nature of undeath in the creature he has created. The mark also identifies him to other “true” necromancers, perhaps thereby gaining access to secretive cults or information. Undertaking necroling creation is a wholly evil act since the character is ripping part of a person’s soul from its rightful rest and forcing it into eternal servitude.</p><p><strong>Necrotic Entrailer:</strong> The ritual that creates an entrailer not only causes its insides to reorganize into the monster’s tethers, but actually fuses the entrails from other creatures into its matrix. These entrails occupy the entire interior of the entrailer except the brain. As a result, a necrotic entrailer has many densely packed miles of tethers available to it.</p><p><strong>Orc Death Lord:</strong> Powerful orc commanders, if they worship the right god, are returned to the world soon after their usually bloody demise as death lord orcs.</p><p><strong>Orphan of the Night:</strong> Many children are pranksters that, as they mature, repress those childish impulses to the point that they vanish from the adult mind. Those repressed thoughts do actually disappear and reform on the Plane of Shadow as orphans of the night.</p><p><strong>Orphan of the Light:</strong> Unfortunately, for every person who leaves their childish ways behind, there two more who do not. Some of these individuals actually move in the opposite direction, leaving behind caring and innocence. These cast off emotions could theoretically coalesce into “orphans of the light”.</p><p><strong>Phantasm:</strong> Phantasms are malevolent and sinister spirits that delight</p><p>in the destruction of good-aligned creatures. 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>Quick-Shard Cavalier:</strong> The origins of the quickshards lie in ambitious, militant necromancer-kings. Not merely content to craft spells which slay others and animate them, these necromancers of some forgotten continent cooperated to create the quick-shard ritual. The ability to create many quick-shards at one time is a well-guarded secret today. To create even one, however, requires magic en par with create greater undead.</p><p>The bones of slain creatures are gathered together (enough to make a Large creature) and, as long as a humanoid head is amongst the ivory pile, a quick-shard cavalier can be fashioned. The other bone shards fuse together to create the core skeleton while other bits are left to form the creature’s spurs.</p><p><strong>Red Jester:</strong> Red jesters are thought to be the remains of court jesters put to death for telling bad puns, 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 tale speaks of the red jesters as being the court jesters of a god of undeath, sent to the Material Plane to “entertain” those the deity has taken a liking to. The actual truth to their origin remains a mystery.</p><p><strong>Rom:</strong> The rom are a race of ghostly stone giants. As living giants, they once ruled over the population of a great mountain chain. However, these giants’ brutality eventually met with revolution spearheaded by a tribe of dwarves known as the Skull Splitters. During their retreat, the giants’ shaman took matter into his own hands and laid a curse on the region—every giant who died in the war would one day rise again as undead to take back what was once theirs. Unfortunately for the ancestors of that war’s victors, for it is now a century later, the curse appears to be coming true. Several dozen rom (named for the shaman who laid the curse) have been spotted around the northern mountains and all attempts to parlay with them have met with the diplomats’ own deaths.</p><p>Well, perhaps the Rom were cursed to exist in this form before their natural deaths.</p><p><strong>Persistent Soldier:</strong> Whether or not their respective units were victorious, persistent</p><p>soldiers are those inevitable casualties of any war who perished on the battlefield. It is because of these monsters that visitors to a known battlefield site often speak in hushed reverent tones. For it is said that those who mock the fallen military risk their eternal ire. Although they can be centuries perished, some wisp of the persistent soldier’s soul still remains tied to his corporeal body. Accusations against the soldiers, be they in jest or truly malicious, have a chance of rousing that soul to action once again. The fractured personality and memories call their old body which crawls from the earth in the same condition it was in just moments after it died.</p><p><strong>Sacred Guardian:</strong> The sacred guardian is a ghostly tiger of great size which keeps eternal watch over very special graveyards and other burial sites. Whether the guardian is summoned or created for its task is not known; the only certainty being that it is the stuff of powerful magic. The one commonality that sages have discovered amongst the sites protected is that they all have something to do with famous (or infamous) adventurers.</p><p>Perhaps the sacred guardian doesn’t guard the dead at all. Perhaps really great adventurers are asked to serve on another plane of existence before their deaths. If they agree to serve the beings that contact them, these unknown creatures help to fake the adventurer’s death, provide an elaborate burial site, and then bring the adventurers out of this world. To ensure that no one discovers the portal to that other plane which is left in the graveyard or site, the sacred guardian is summoned to duty there.</p><p><strong>Black Skeleton:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked 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>Black skeletons are patterned after the evil dark elves because of that race’s distinctive two-handed fighting style (not to mention the black bones).</p><p>Shock troops of a deity of fear and/or darkness.</p><p>After a fighter wielding two blades fell in battle, an enterprising necromancer attempted to add the fighter to his undead force. But the necromancy became somehow contaminated and the fallen fighter rose as a free-willed skeleton, its bones blackened by the evil which birthed it. The two-handed fighting style was retained and passed to all victims of this original black skeleton. Those humanoids slain by a black skeleton become black skeletons themselves within 1d4 days unless their corpses are burned.</p><p>In numerous prophecies, the End Times are heralded by the appearance of “coal black bones wielding the twin blades of pestilence and fear.” When a planar portal opens not far from a major city and pours forth dozens of black skeletons at irregular intervals, could prophecy be coming true? More likely it is just a plot by a necromancer using the prophecies and black skeletons to his advantage.</p><p><strong>Soulless One:</strong> Soulless ones are powerful undead spirits driven by lament and hatred of the living.</p><p>Soulless ones are the products of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead.</p><p>The origins of the soulless one lie with a young woman who once carried the child of a purportedly-celibate priest. Angry that his sin might be exposed to his superiors, the priest attacked and nearly killed the young woman. Days later, she gave premature birth to a stillborn child, who was taken by the “Dark Ones” to become the very first soulless one.</p><p><strong>Spellgorged Zombie:</strong> 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 any character capable of casting arcane or divine spells.</p><p><strong>Sample Spellgorged Zombie:</strong> This spellgorged zombie was slain by a more powerful rival for some blackmail the former caster threatened to employ. In retribution, the wizard decided to use the slain caster as a spellgorged guardian.</p><p><strong>Spirit of Hate:</strong> Creatures that are slain just before a pleasingly anticipated event return to this plane within 1d4 days as a spirit of hate.</p><p>In elven mythology, spirits of hate (or “pec’zaah” in the Elven tongue) originated in the time just after the split between surface and dark elves. After centuries of discontent, those elves who would become the black-skinned menaces of today finally broke tradition with their surface cousins in an organized protest (the specifics are not known to non-elves). When it seemed these elves were lost to the darkness, a few dozen of their number returned to the forest as part of a ruse. When their surface brothers emerged from their protected community to welcome them home, the dark elves turned on them in a bloody massacre. The deaths of so many elves filled with glad tidings of their fellows’ return supposedly gave birth to the first sprits of hate. There may indeed be some truth to this legend because drow elves are documented as attacking these spirits on sight.</p><p>The spirit of hate can spontaneously emerge from a person who was wrongly slain in sight of her would-be rescuers. The energy of an anticipated rescue becomes the force for undying revenge as the spirit of hate then shadows the failed rescuers until their deaths.</p><p><strong>Tavern Prowler:</strong> All adventurers see the barflies that inhabit every location of drunkenness and revelry in each community. Some of these wretched drunkards were former adventurers themselves. But too many waste their lives away on the barstool, waiting for some kind of emotional pain to dissipate or for good paying work to materialize out of thin air. It is no surprise that these men (and some women) die either inside or on their way to/from the tavern. These are the souls that become tavern prowlers.</p><p>A spirit returns to the same tavern it frequented one month to the day after its death.</p><p>For whatever reason, the same powers which gave the prowler life also gave it a purpose—protect its former home.</p><p><strong>Terkow:</strong> “Terkow” is a template that can be added to any humanoid creature.</p><p>Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a terkow if it had 5 or more HD.</p><p><strong>Sample Terkow:</strong> This terkow sorcerer was just beginning a promising career in the arcane academy before an expedition to the southern jungles turned his life into unlife. A terkow slaughtered the spellcaster’s companions before feeding on him last.</p><p><strong>Thanatos:</strong> Spawned by evil, the thanatos is a great undead fish which exists only to spread that evil. As often as great wars tear apart the land, there are just as many that wage across the ocean depths. Thanatos are one of the earliest attempted at an aquatic doomsday weapon. Created by ancient magic held by sahuagin clerics, the gargantuan versions of these undead fish were sent against all good-aligned aquatic creatures, slaying hundred if not thousands of souls before the assault was countered. And while the sahuagin were obviously unsuccessful in their bid for total domination, dozens of gargantuan thanatos remain today as a chilling reminder of that time; warning all aquatic races that not all stories of the past are fiction.</p><p>The sahuagin have no direct method of creating more thanatos in modern times, but secret rituals known only to the high clerics enable those who can find a thanatos to command it. Other rituals allow the mutation of whales into large thanatos, but not gargantuan ones.</p><p><strong>Tortured:</strong> Tortured undead are those poor creatures who are unfairly tortured to death. The desperate fevered emotions running through the creature at the time of death are enough to push it to the attention of the dread gods responsible for raising undead creatures. But those emotions are just barely enough to grant it an undead status, for the tortured has no intelligence and is only barely aware of itself.</p><p><strong>Undead Lord:</strong> For every type of undead, there exists an undead lord, a being of great power that commands the lesser of its kind.</p><p>“Undead Lord” is an inherited template that can be applied to any undead creature.</p><p>It could be chalked up to a favorable brush with an undead deity, the accidental discovery of a magical pool, or a complex ritual which sacrifices many creatures to enhance a chosen one.</p><p><strong>Cadaver Lord:</strong> ?</p><p><strong>Vohrahn:</strong> Created by spellcasters by binding dead spirits to the bodies of fallen warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.</p><p><strong>Webbed Sentinel:</strong> Webbed sentinels were created by dark elves soon after their retreat into the subterranean world. To deter pursuit by surface elves (and attack by other underearth races), drow necromancers fashioned these creatures made from the most common element they encountered—spiders and their webs. Webbed sentinels patrolled the areas surrounding drow camps and, eventually, fledgling drow cities. After the dark elves managed to establish a firm hold in the underearth, the webbed sentinels were released from servitude to roam the subterranean world, inflicting fear and death on all they met. Dwarves and underearth gnomes each share similar tales about the sentinels and teach them to their children as dreaded nursery rhymes.</p><p><strong>Wraithlight:</strong> Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, tapped in a foreign world after theirs was destroyed and trying to continue their existence.</p><p>These undead creatures are the losers in a battle between two ancient races. The gods punished both races for their insolence at destroying much of the lands during their war. The victors were changed into will-o’-wisps. The losing race, who had been subjected to massive necromantic energies from the victors, was changed into today’s wraithlights.</p><p><strong>True Zombi:</strong> A true zombi can only be created by a Zombi cultist or through the use of magical zombi powder.</p><p>“True Zombi” is a template that can be added to any humanoid creature.</p><p>Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a true zombie if it had 4 or fewer HD, and a terkow if it had 5 or more HD.</p><p>Some sages believe that deep within the world’s largest jungle there exists an ancient magical well of zombi-making. Living creatures partaking of its waters are stricken with the “curse of the true zombi” and become a free-willed undead of this type within 24 hours.</p><p><strong>Sample True Zombi:</strong> An arrogant leader of his own group of bandits, the half-orc led his soldiers into an ambush set by the sinister cult of Zombi. It remembers a brief clash of metal and then a magical powder being blown at it.</p><p></p><p><strong>Ghoul:</strong> An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight.</p><p>An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight.</p><p>An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight.</p><p>Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul.</p><p><em>Change Zombie</em> spell.</p><p><strong>Ghast:</strong> An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight.</p><p>Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast.</p><p><strong>Shadow:</strong> Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds.</p><p><strong>Skeleton:</strong> If a victim dies while engulfed by a bone slime, it becomes a skeleton.</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie.</p><p><em>My Life for Yours</em> spell.</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p>Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead.</p><p>Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead.</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>Wight:</strong> After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.</p><p><strong>Zombie:</strong> Living creatures killed by a deadwood tree rise in 16 rounds as zombies.</p><p>Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies.</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie.</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.</p><p><em>My Life for Yours</em> spell.</p><p></p><p><em>Flying Abominations</em></p><p>Necromancy [Evil]</p><p>Level: Clr 5, Evil 5, Sor/Wiz 7</p><p>Components: V, S, M/DF</p><p>Casting Time: 1 action</p><p>Range: 10 ft.</p><p>Target: One or more body parts within range</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>With this grotesque spell, you animate one or more body parts, imbuing them with the ability to fly and to follow simple verbal commands. The body parts must be relatively fresh (no more than a week old) and cannot be larger than Medium. Any creature that can be affected by animate dead can have a body part subjected to this spell.</p><p>You can animate one HD worth of flying abomination per caster level. These HD can be divided among different body parts as required. A 14th-level wizard could, for example, animate seven 2 HD body parts, or one 10 HD body part and four 1 HD body parts, etc. All body parts to be animated must be within 10 feet of you during casting.</p><p>The characteristics of a flying abomination are determined by the creature’s original size. See the Flying Abominations monster entry above for each creature’s characteristics based on size. The body part does retain the special attacks of the original creature, but only those that could be delivered with only the part in question. Thus, an animated red dragon’s head could bite but could not breathe fire. A dragon’s breath weapon is not a power of its head. An animated giant scorpion stinger, however, would retain the ability to inject poison. Supernatural and spell-like abilities may never be retained.</p><p>Flying abominations obey simple verbal commands in the same manner as a zombie or skeleton and the body parts remain animated until destroyed. They can be turned or rebuked normally.</p><p>Arcane Material Component: The body parts to be animated and a vial of unholy water which is sprinkled over the fragments during casting.</p><p></p><p><em>Change Zombie</em></p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 full round</p><p>Range: Touch</p><p>Target: One zombie touched</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>You touch a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its save, 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>Material Component: A bone from a ghoul and a black onyx gem worth at least 100 gp.</p><p></p><p><em>My Life For Yours</em></p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 3</p><p>Components: V, S, M</p><p>Casting Time: 10 minutes</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>You draw forth a part of your own life force and (if you are not an undead) corrupt it into negative energy, which you can use to animate one corpse as a skeleton or zombie. Because the process of infusing the corpse with the negative energy is inefficient, you must draw forth twice as much of your life energy as what the undead would actually use. Therefore, you lose twice the number of hit points the undead creature would have when finished (so creating a normal Medium skeleton with 6 hit points costs you 12 hit points). Any skeleton or zombie created with this spell is treated as if it had been created with animate dead for the purpose of how many undead you can control. These hit points can be recovered normally (rest, magical healing, etc.)</p><p>If you cannot lose these hit points for any reason (such as if you are protected by a spell that prevents you from taking damage or converts normal damage to subdual or any other kind of damage) the spell fails. If you have no life force, whether positive or negative (for example, if you are a construct) the spell fails.</p><p>Material Component: A black onyx gem worth at least 50 gp with iron and silver wires wrapped around it, which must be placed in the mouth or eye socket of the corpse.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/50707/The-Echoes-of-Heaven-Bestiary-The-Tainted-Tears-OGL-Version?term=echoes+of+heaven+bestiary&affiliate_id=17596" target="_blank">The Echoes of Heaven Bestiary:</a> [spoiler]</p><p><strong>Elemental Wraith:</strong> Elemental Wraiths were all Mortals who subjected themselves to a conversion process while still alive. There are seven levels of Elemental Wraith and each requires a new ordeal of one-hundred-and-one days.</p><p><strong>Earth Wraith:</strong> Agents of the Nopheratus create an Earth Wraith by taking an Ice Wraith and subjecting it to the Ordeal of Earth. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental Earth. This is absolute agony, grinding their bones into pieces. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Earth Wraith.</p><p><strong>Fire Wraith:</strong> Agents of the Nopheratus create a Fire Wraith by taking a Water Wraith and subjecting it to the Ordeal of Fire. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of scorching fires. This is absolute agony. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Fire Wraith.</p><p><strong>Ice Wraith:</strong> Agents of the Nopheratus create an Ice Wraith by taking a Light Wraith and subjecting it to the Ordeal of Ice. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental ice. This is absolute agony, abrading away their remaining soft tissue. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Ice Wraith.</p><p><strong>Light Wraith:</strong> Agents of the Nopheratus create a Light Wraith by taking a Fire Wraith and subjecting it to the Ordeal of Light. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of lightning. This is absolute agony, burning their remaining deep tissue with constant and penetrating current. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Light Wraith.</p><p><strong>Void Wraith:</strong> No one knows how they create the most powerful of all the Elemental Wraiths. Most people think that an Earth Wraith passes beyond the Mortal Realm, into the plane where the Nopheratus resides. There, the Earth Wraith experiences the raw force of death. It strips away the last vestiges of flesh, of emotion, of all humanity. What’s left is a creature almost as alien as the Nopheratus itself. It is the Void Wraith.</p><p><strong>Water Wraith:</strong> A Water Wraith is created by taking a Wind Wraith and subjecting it to the Ordeal of Water. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of violent waters. The Wind Wraith still has the habits of Mortality, so although it doesn’t need to breathe, it can still feel like it’s drowning. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Water Wraith.</p><p><strong>Wind Wraith:</strong> A Wind Wraith is created by the Ordeal of Air. A Mortal is placed in a special necromantic vault for one-hundred-and-one days, where they are killed by a constant buffing of high-velocity winds. The vault eliminates the need for food or water and many subjects survive for weeks or even months. Even after death, the agony continues. At any time, the subject can beg for death and receive it, but if they endure the entire one-hundred-and-one days, they emerge as the Undead Wind Wraith.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/289/The-Faithful-and-the-Forsaken?affiliate_id=17596" target="_blank">The Faithful and the Forsaken</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Undead Auxiliary:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Undead Miner:</strong> ?</p><p><strong>Undead Soldier:</strong> ?</p><p><strong>Mindless Arrow Fodder:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shambling Skeleton:</strong> ?</p><p><strong>Ordinary Skeleton:</strong> Charduni military formations are often reinforced by large numbers of undead, ranging from ordinary skeletons and zombies raised by charduni necromancers to elite Chardun-slain, mummies, ghouls and similar creatures.</p><p><strong>Shambling Zombie:</strong> ?</p><p><strong>Ordinary Zombie:</strong> Charduni military formations are often reinforced by large numbers of undead, ranging from ordinary skeletons and zombies raised by charduni necromancers to elite Chardun-slain, mummies, ghouls and similar creatures.</p><p><strong>Chardun Slain, Chrdun-Slain Undead:</strong> Painless execution (and possible resurrection as Chardun-slain) is also granted to [Charduni] warriors who are too badly injured to continue to fight.</p><p><strong>Relatively Well-Disciplined and Dangerous Chardun-Slain:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/57234/The-Fate-of-Inglemia?affiliate_id=17596" target="_blank">The Fate of Inglemia</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Greater Undead:</strong> The rituals that Oregono uses to create Greater Undead work for the Node or without the Node, depending on how much someone is willing to pay.</p><p><strong>Thinking Undead:</strong> ?</p><p><strong>Undead Slave:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Magi:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/25605/The-Freeport-Trilogy-Five-Year-Anniversary-Edition?affiliate_id=17596" target="_blank">The Freeport Trilogy Five Year Anniversary Edition:</a>[spoiler]</p><p><strong>Shadow Constrictor Snakes:</strong> Shadow snakes are undead created by evil mages or, as in this case, the anger of a deity.</p><p><strong>Shadow Serpents:</strong> The serpent god Yig turned his priests into shadow serpents as a punishment.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">The Holy Warrior's Handbook</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Abomination:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/78544/the-lazy-gm-book-of-brutes?affiliate_id=17596" target="_blank">The Lazy GM: Book of Brutes</a>[spoiler]</p><p><strong>Athach Vampire:</strong> ?</p><p><strong>Athach Vampire 26 HD:</strong> ?</p><p><strong>Athach Vampire Sorcerer 6:</strong> ?</p><p><strong>Athach Vampire Sorcerer 12:</strong> ?</p><p><strong>Ettin Ghost:</strong> ?</p><p><strong>Ettin Ghost Sorcerer 10:</strong> ?</p><p><strong>Ettin Vampire:</strong> ?</p><p><strong>Ettin Vampire Rogue 6, Dangerous Stalker of the Night:</strong> ?</p><p><strong>Ettin Paladin of Slaughter 10, Champion of Evil:</strong> ?</p><p><strong>Minotaur Vampire:</strong> ?</p><p><strong>Minotaur Vampire Fighter 3:</strong> ?</p><p><strong>Minotaur Vampire Rogue 5:</strong> ?</p><p><strong>Minotaur Assassin, Minotaur Vampire Rogue 5/Assassin 5, Deadly Killer:</strong> ?</p><p><strong>Ogre Ghost, Fairly Standard Ogre Ghost:</strong> ?</p><p><strong>Ogre Vandal Priest Ghost, Ogre Ghost Cleric 1:</strong> It may the leader of a cult, or perhaps after the player characters have slain a vandal priest it rises again to wreak revenge upon them.</p><p><strong>Vampire Ogre Bushwacker, Vampire Ogre Fighter 1:</strong> ?</p><p><strong>Vampire Ogre Bushwacker, Vampire Ogre Fighter 1, Leader:</strong> ?</p><p><strong>Vampire Ogre Bushwacker, Vampire Ogre Fighter 5:</strong> ?</p><p><strong>Vampire Ogre Bushwacker, Vampire Ogre Fighter 5, Leader:</strong> ?</p><p><strong>Vampire Ogre Bushwacker, Vampire Ogre Fighter 10:</strong> ?</p><p><strong>Vampire Ogre Bushwacker, Vampire Ogre Fighter 10, Leader:</strong> ?</p><p><strong>Vampire Ogre Wizard, Vampire Ogre Wizard 10:</strong> ?</p><p><strong>Vampire Ogre Wizard, Vampire Ogre Wizard 10, Leader:</strong> ?</p><p><strong>Vampire Ogre Wizard, Vampire Ogre Wizard 15:</strong> ?</p><p><strong>Vampire Ogre Wizard, Vampire Ogre Wizard 15, Leader:</strong> ?</p><p><strong>Troll Ghost:</strong> ?</p><p><strong>Troll Ghost, Spirit Troll:</strong> ?</p><p><strong>Troll Ghost 14 HD:</strong> ?</p><p><strong>Troll Ghost 14 HD, Spirit Troll:</strong> ?</p><p><strong>Troll Ghost 22 HD:</strong> ?</p><p><strong>Troll Ghost 22 HD, Spirit Troll:</strong> ?</p><p><strong>Troll Ghost Archpriest, Troll Ghost Cleric 10:</strong> ?</p><p><strong>Troll Ghost Archpriest, Troll Ghost Cleric 10, Evil Forest Spirit:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeleton, Mindless Servant:</strong> ?</p><p><strong>Athach Skeleton:</strong> ?</p><p><strong>Black Bear Skeleton:</strong> ?</p><p><strong>Brown Bear Skeleton:</strong> ?</p><p><strong>Polar Bear Skeleton:</strong> ?</p><p><strong>Dire Bear Skeleton:</strong> ?</p><p><strong>Dire Bear Skeleton 18 HD:</strong> ?</p><p><strong>Ettin Skeleton:</strong> ?</p><p><strong>Minotaur Skeleton:</strong> ?</p><p><strong>Ogre Skeleton:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Zombie, Servant:</strong> ?</p><p><strong>Zombie, Giant Creature, Zombie Servitor:</strong> ?</p><p><strong>Black Bear Zombie:</strong> ?</p><p><strong>Brown Bear Zombie:</strong> ?</p><p><strong>Ettin Zombie:</strong> ?</p><p><strong>Polar Bear Zombie:</strong> ?</p><p><strong>Minotaur Zombie:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Troll Zombie:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Vampire Spawn:</strong> Creatures drained to 0 Con [by a vampire] become spawn (=<4HD) or vampire (5HD+) under control of vampire.</p><p><strong>Vampire:</strong> Creatures drained to 0 Con [by a vampire] become spawn (=<4HD) or vampire (5HD+) under control of vampire.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/83225/the-lazy-gm-undead-and-other-fell-foes?affiliate_id=17596" target="_blank">The Lazy GM: Undead and Other Fell Foes</a>[spoiler]</p><p><strong>Allip, Standard Allip:</strong> The allip is an incorporeal undead creature formed from a person who committed suicide due to madness.</p><p><strong>Allip, Incorporeal Undead Creature Formed From a Person Who Committed Suicide Due to Madness, Flyer, Relentless Hunter:</strong> ?</p><p><strong>Allip 8 HD:</strong> ?</p><p><strong>Allip 12 HD:</strong> ?</p><p><strong>Fiendish Allip:</strong> ?</p><p><strong>Fiendish Allip:</strong> ?</p><p><strong>Fiendish Allip, Madness Demon, Creature From the Lower Planes Who Feeds on Sanity:</strong> ?</p><p><strong>Fiendish Allip 12 HD:</strong> ?</p><p><strong>Phrenic Allip:</strong> The phrenic allip could represent a “psi fragment”, perhaps a piece of the subconscious mind of a psionic creature that has been ripped away, or all that is left after some strange psychic trauma.</p><p><strong>Phrenic Allip, Allip Variant:</strong> ?</p><p><strong>Phrenic Allip, Psi Fragment:</strong> ?</p><p><strong>Phrenic Allip 12 HD:</strong> ?</p><p><strong>Delirium Mote, Allip Variant:</strong> ?</p><p><strong>Bodak, Normal Bodak:</strong> Humanoids who die from this [bodak's death gaze] become bodaks 24 hours later.</p><p><strong>Bodak, Creature Infused With Negative Energy, Guardian, Ranged Attacker, Relentless Hunter:</strong> ?</p><p><strong>Bodak 13 HD:</strong> ?</p><p><strong>Bodak 17 HD:</strong> ?</p><p><strong>Bodak 21 HD:</strong> ?</p><p><strong>Bodak 25 HD:</strong> ?</p><p><strong>Bodak Vampire:</strong> [A]lthough it is unlikely that a normal bodak could be infected with vampirism this could be an entirely different species of creature, or perhaps the result of dark rituals.</p><p><strong>Bodak Vampire, Bodak Variant:</strong> ?</p><p><strong>Bodak Vampire 17 HD:</strong> ?</p><p><strong>Bodak Sorcerer 1:</strong> ?</p><p><strong>Bodak Sorcerer 4:</strong> ?</p><p><strong>Bodak Sorcerer 8:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Devourer, Giant Undead Creature With the Ability to Absorb a Victim and Feed From Its Soul, Intelligent Foe:</strong> ?</p><p><strong>Devourer 16 HD:</strong> ?</p><p><strong>Devourer 20 HD:</strong> ?</p><p><strong>Devourer 24 HD:</strong> ?</p><p><strong>Devourer 28 HD:</strong> ?</p><p><strong>Devourer 32 HD:</strong> ?</p><p><strong>Devourer 36 HD:</strong> ?</p><p><strong>Half-Fiend Devourer:</strong> ?</p><p><strong>Half-Fiend Devourer, Devourer Variant:</strong> ?</p><p><strong>Devourer Cleric 6, Devourer Variant, Powerful Spellcaster Variant:</strong> ?</p><p><strong>Devourer Cleric 12, Devourer Variant, Powerful Spellcaster Variant:</strong> ?</p><p><strong>Devourer Cleric 18, Devourer Variant, Powerful Spellcaster Variant:</strong> ?</p><p><strong>Devourer Sorcerer 6, Devourer Variant, Powerful Spellcaster Variant:</strong> ?</p><p><strong>Devourer Sorcerer 12, Devourer Variant, Powerful Spellcaster Variant:</strong> ?</p><p><strong>Devourer Sorcerer 18, Devourer Variant, Powerful Spellcaster Variant:</strong> ?</p><p><strong>Ghoul, Ordinary Ghoul:</strong> Anyone dying from ghoul fever rises as an ordinary ghoul at next midnight (or as ghast if 4HD or more).</p><p><strong>Ghast:</strong> Anyone dying from ghoul fever rises as an ordinary ghoul at next midnight (or as ghast if 4HD or more).</p><p><strong>Ghoul, Creature That Feasts on the Dead, Cunning Ambusher, Pack Animal, Relentless Hunter:</strong> ?</p><p><strong>Ghast, Creature That Feasts on the Dead, Cunning Ambusher, Pack Animal, Relentless Hunter:</strong> ?</p><p><strong>Ghast 8 HD:</strong> ?</p><p><strong>Ghoul Hunter, Ghoul Ranger 1:</strong> ?</p><p><strong>Ghoul Stalker, Ghoul Rogue 1:</strong> ?</p><p><strong>Ghoul Stalker, Ghoul Rogue 3:</strong> ?</p><p><strong>Ghoul Stalker, Ghoul Rogue 6:</strong> ?</p><p><strong>Ghast Wizard, Ghast Wizard 1:</strong> ?</p><p><strong>Ghast Wizard, Ghast Wizard 5:</strong> ?</p><p><strong>Ghast Wizard, Ghast Wizard 10:</strong> ?</p><p><strong>Mohrg:</strong> Mohrgs are undead formed from the corpses of murderers and, although zombie-like in appearance, they are fast and agile, with a disturbing paralyzing tongue.</p><p><strong>Mohrg, Undead Formed From the Corpse of a Murderer, Zombie-Like, Cunning Ambusher, Grappler, Intelligent Foe:</strong> ?</p><p><strong>Mohrg 18 HD:</strong> ?</p><p><strong>Mohrg 22 HD:</strong> ?</p><p><strong>Mohrg 26 HD:</strong> ?</p><p><strong>Mohrg 28 HD:</strong> ?</p><p><strong>Mohrg Berserker, Mohrg Barbarian 1:</strong> ?</p><p><strong>Mohrg Berserker, Mohrg Barbarian 4:</strong> ?</p><p><strong>Mohrg Berserker, Mohrg Barbarian 8:</strong> ?</p><p><strong>Mohrg Berserker, Mohrg Barbarian 12:</strong> ?</p><p><strong>Mohrg Soulknife, Mohrg Soulknife 4:</strong> ?</p><p><strong>Mohrg Soulknife, Mohrg Soulknife 8:</strong> ?</p><p><strong>Mohrg Soulknife, Mohrg Soulknife 12:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Mummy, Guardian, Relentless Hunter:</strong> ?</p><p><strong>Mummy 12 HD:</strong> ?</p><p><strong>Mummy 16 HD:</strong> ?</p><p><strong>Mummy 20 HD:</strong> ?</p><p><strong>Mummy 24 HD:</strong> ?</p><p><strong>Mummy Fighter, Mummified War Leader:</strong> ?</p><p><strong>Mummy Fighter, Bodyguard:</strong> ?</p><p><strong>Mummy Sorcerer, Leader:</strong> ?</p><p><strong>Mummy Sorcerer, Tyrant of a Desert Realm:</strong> ?</p><p><strong>Mummy Sorcerer, Vizier:</strong> ?</p><p><strong>Mummy Fighter, Mummy Fighter 1:</strong> ?</p><p><strong>Mummy Fighter, Mummy Fighter 4:</strong> ?</p><p><strong>Mummy Fighter, Mummy Fighter 8:</strong> ?</p><p><strong>Mummy Sorcerer, Mummy Sorcerer 1:</strong> ?</p><p><strong>Mummy Sorcerer, Mummy Sorcerer 5:</strong> ?</p><p><strong>Mummy Sorcerer, Mummy Sorcerer 10:</strong> ?</p><p><strong>Mummy Sorcerer, Mummy Sorcerer 15:</strong> ?</p><p><strong>Nightshade Nightcrawler:</strong> The nightcrawler is a gigantic wormlike variant of the nightshade class of creatures, powerful beings composed of negative energy and darkness.</p><p><strong>Nightshade Nightcrawler, Gigantic Wormlike Variant of the Nightshade, Powerful Being Composed of Negative Energy and Darkness, Burrower, Grappler, Intelligent Foe:</strong> ?</p><p><strong>Nightcrawler 29 HD:</strong> ?</p><p><strong>Nightcrawler 33 HD:</strong> ?</p><p><strong>Nightcrawler 37 HD:</strong> ?</p><p><strong>Nightcrawler 41 HD:</strong> ?</p><p><strong>Nightcrawler 50 HD:</strong> ?</p><p><strong>Nightshade Nightwalker:</strong> ?</p><p><strong>Nightshade Nightwalker, Humanoid Form of the Powerful Nightshade Class of Creatures, Stalking Beast of Darkness and Negative Energy With the Ability to Crush Items in its Claws, Intelligent Foe, Relentless Hunter:</strong> ?</p><p><strong>Nightwalker 25 HD:</strong> ?</p><p><strong>Nightwalker 29 HD:</strong> ?</p><p><strong>Nightwalker 33 HD:</strong> ?</p><p><strong>Nightwalker 37 HD:</strong> ?</p><p><strong>Nightwalker 42 HD:</strong> ?</p><p><strong>Nightshade Nightwing:</strong> ?</p><p><strong>Nightshade Nightwing, Flying Variant of the Nightshade Class of Creatures, Giant Bat-Like Creature of Darkness and Negative Energy, Flyer, Intelligent Foe:</strong> ?</p><p><strong>Nightwing 21 HD:</strong> ?</p><p><strong>Nightwing 25 HD:</strong> ?</p><p><strong>Nightwing 29 HD:</strong> ?</p><p><strong>Nightwing 34 HD:</strong> ?</p><p><strong>Nightwing 21 HD:</strong> ?</p><p><strong>Shadow:</strong> Shadows are creatures composed of living shadow and negative energy.</p><p>Any humanoid reduced to 0 Str by a shadow dies and becomes a shadow under the control of its killer within 1d4 rounds.</p><p><strong>Shadow, Creature Composed of Living Shadow and Negative Energy, Cunning Ambusher, Flyer:</strong> ?</p><p><strong>Shadow 6 HD:</strong> ?</p><p><strong>Shadow 9 HD:</strong> ?</p><p><strong>Shadow Assassin, Incorporeal Creature:</strong> ?</p><p><strong>Shadow Assassin, Shadow Assassin 1:</strong> ?</p><p><strong>Shadow Assassin, Shadow Assassin 4:</strong> ?</p><p><strong>Shadow Assassin, Shadow Assassin 8:</strong> ?</p><p><strong>Spectre:</strong> Any humanoid slain by a spectre rises as a spectre in 1d4 rounds. Spawn are under control of the spectre that created them until it dies.</p><p><strong>Spectre, Incorporeal Undead Creature With a Hatred For Living Creatures, Flyer, Guardian, Intelligent Foe, Relentless Hunter:</strong> ?</p><p><strong>Spectre 11 HD:</strong> ?</p><p><strong>Spectre 14 HD:</strong> ?</p><p><strong>Wailing Spectre, Banshee-Like Creature:</strong> ?</p><p><strong>Wailing Spectre, Spectre Bard 1:</strong> ?</p><p><strong>Wailing Spectre, Spectre Bard 4:</strong> ?</p><p><strong>Wailing Spectre, Spectre Bard 1:</strong> ?</p><p><strong>Spectre Cleric, Spectre Cleric 3:</strong> ?</p><p><strong>Spectre Cleric, Spectre Cleric 6:</strong> ?</p><p><strong>Spectre Cleric, Spectre Cleric 9:</strong> ?</p><p><strong>Wight:</strong> Humanoid slain by wight becomes wight under control of its killer in 1d4 rounds.</p><p><strong>Wight, Physical Undead Creature, Cunning Ambusher, Guardian, Intelligent Foe:</strong> ?</p><p><strong>Wight 8 HD:</strong> ?</p><p><strong>Fiendish Wight:</strong> The fiendish wight is a variant that has arisen from a burial ground where the power of evil is particularly strong.</p><p><strong>Wight With Fighter Levels, Leader of Lesser Wights:</strong> ?</p><p><strong>Wight With Fighter Levels, Bodyguard:</strong> ?</p><p><strong>Wight Lord, Powerful Lord:</strong> ?</p><p><strong>Fiendish Wight 8 HD:</strong> ?</p><p><strong>Wight Soldier, Wight Fighter 1:</strong> ?</p><p><strong>Wight Soldier, Wight Fighter 3:</strong> ?</p><p><strong>Wight Soldier, Wight Fighter 6:</strong> ?</p><p><strong>Wight Lord, Wight Fighter 2/Sorcerer 6/Eldritch Knight 1:</strong> ?</p><p><strong>Wight Lord, Wight Fighter 2/Sorcerer 6/Eldritch Knight 5:</strong> ?</p><p><strong>Wight Lord, Wight Fighter 2/Sorcerer 6/Eldritch Knight 10:</strong> ?</p><p><strong>Wraith:</strong> Any humanoid slain by wraith becomes wraith in 1d4 rounds, under control of creating wraith.</p><p><strong>Wraith, Incorporeal Undead With an Indistinct Form Almost Like a Tattered Cape, Flyer, Guardian, Intelligent Foe, Relentless Hunter:</strong> ?</p><p><strong>Wraith 9 HD:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Dread Wraith 20 HD:</strong> ?</p><p><strong>Dread Wraith 24 HD:</strong> ?</p><p><strong>Dread Wraith 28 HD:</strong> ?</p><p><strong>Dread Wraith 32 HD:</strong> ?</p><p><strong>Woodwraith, Creature From the Darkness of Deep Twisted Forests:</strong> ?</p><p><strong>Woodwraith, Wraith Druid 1:</strong> ?</p><p><strong>Woodwraith, Wraith Druid 6:</strong> ?</p><p><strong>Woodwraith, Wraith Druid 12:</strong> ?</p><p><strong>Psi-Wraith:</strong> It could be a fragment of an evil psionic being, or something torn out of the soul during an evil psionic ritual.</p><p><strong>Psi-Wraith, Wraith Psion 1:</strong> ?</p><p><strong>Psi-Wraith, Wraith Psion 4:</strong> ?</p><p><strong>Psi-Wraith, Wraith Psion 8:</strong> ?</p><p><strong>Psi-Wraith, Wraith Psion 12:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Fell Foe:</strong> ?</p><p><strong>Undead That Causes Energy Drain:</strong> ?</p><p><strong>Undead That Causes Ability Score Damage:</strong> ?</p><p><strong>More Powerful Undead Creature:</strong> ?</p><p><strong>Evil Creature:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Lesser Wight:</strong> ?</p><p><strong>Zombie:</strong> Creatures slain by mohrg rise as zombies under its control in 1d4 days.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/77832/The-Lifebringer?affiliate_id=17596" target="_blank">The Lifebringer</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Horror:</strong> The forces of corruption that transform living creatures into undead horrors are worthy only of destruction.</p><p><strong>Intelligent Undead That Do Not Actually Need to Do Harm to Anyone to Survive:</strong> ?</p><p><strong>Intelligent Undead, Personal Affront to the Normal Flow of Life:</strong> ?</p><p><strong>Unintelligent Undead:</strong> ?</p><p><strong>Lich, Intelligent Undead That Do Not Actually Need to Do Harm to Anyone to Survive:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Skeleton, Unintelligent Undead:</strong> ?</p><p><strong>Zombie, Unintelligent Undead:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2922/The-Lords-of-the-Night-Liches?affiliate_id=17596" target="_blank">The Lords of the Night: Liches:</a>[spoiler]</p><p><strong>Void Lich:</strong> But the Guardian’s worst betrayal was yet to come. To prove his loyalty, the newly named Sentinel of the Void gave his dark master a terrible gift. He devised magical incantations that allowed mortals the ability to trade their life energy in exchange for the powers of Creation. Known as Black Rituals, these incantations were terrible and sinister indeed, for in addition to the power to shape reality, those performing the Rituals were flooded with Void, the wicked darkness that ensnared their minds and corrupted their thoughts. They became slaves to the Void, minions of a truly terrible evil.</p><p>Thriving on shadow, all who cast the rituals became known as Void Liches and they were a force of terrible darkness, twisted by the power of the Arcane and wrapped with the rage and madness of the Void.</p><p>Void Liches follow a similar progression to that of Arcane Liches yet unlike those of the Arcane, they have but one Ritual to bind them inexorably to the Void.</p><p>An Arcane Lich that has been corrupted by the Void.</p><p>Void Rituals on the other hand, can be found almost everywhere. Most great libraries will contain them, sometimes masked as the ramblings of madmen or disguised as nonmagical formulae and obscure mystical information. However innocuous they may at first seem, these Rituals are utterly corrupted and will drag the caster down the Path of the Void into utter despair. Only the most foolish, naive or desperate should attempt them. Or those wishing to align themselves with the Great Corrupter...</p><p>Unlike Arcane Liches, there is but one Void Ritual; a single mystical oath that binds a person, body, mind and soul to the power of the Void. Once the words are uttered, the Void is conjured, weaving itself into the caster’s thoughts. From then on they are bound by shadow, shackled to the Void with unbreakable chains of hunger. As a mortal moves down the Black Path, they are further twisted, their minds and bodies shifting into new forms until they finally collapse into death and arise, a dark and terrible Void Lich.</p><p><strong>Void Wraith:</strong> Many of us reached out to the Void in an attempt to turn back the tide of shadow, yet those that did found only madness. The Void took those that had not the strength to resist and twisted them into harrowed creations. These Wraiths fled the Spectral to wander the mortal realms, champions of evil and enemies of the Arcane, bound in mortal flesh and given strength by the Void.</p><p>Those touched by the Void were transformed into madness-stricken Wraiths filled with a desperate thirst for Arcane energy and a terrible desire to feast upon our essence.</p><p>When a Void Lich is Vanquished, they Reform in the Spectral, bereft of sanity and filled with a terrible craving for Arcane energy. They are doomed to linger as madness riddled ghosts for the rest of eternity...</p><p>When the Arcane was touched by the Void, those that reached out to explore the new and alien force were corrupted by its power. They became the Darke Vertex, terrible beings of the purest evil (known as Wraiths by the Conclave).</p><p><strong>Arcane Lich:</strong> In our most desperate hour we were left with only one option. We amended the Rituals the Sentinel of the Void had used to enslave his army of Void Liches. Binding the Ritual to the forces of Creation we gathered our powers and created the first Arcane Liches.</p><p>Armed with the Rituals of the Arcane Transference, the Conclave was sent out into the mortal realms in search of others to join our army. We offered our powers freely, allowing those that would cast the Rituals to do so of their own volition.</p><p>An Arcane Lich is a once-living creature that has sacrificed their mortality to gain a glimpse of the powers of Creation. Through the five Rituals of the Arcane Transference, the mortal imprints the matrix of their consciousness upon reality.</p><p>The Ritual of the Arcane Transference</p><p>The five Rituals of the Arcane Transference allow a mortal to exchange some of their life-force in return for the ability to manipulate reality. With every Ritual, a mortal must give up a portion of their life essence in exchange for a similar amount of Arcane energy. This energy grants them incredible powers but it also takes them one step away from their mortality.</p><p>When a Lich imprints their mind into reality, they are acknowledged by the universe and accepted by Creation. They are granted an endless existence, but this is in mind alone. To derive any lasting power from the Arcane, a potential Lich must become immortal.</p><p>The easiest way to do this is by passing into undeath.</p><p>The Arcane Rituals use necromancy to seal the caster’s flesh into undeath. Only then is the caster’s mind elevated to a new level of consciousness, free to explore the Path of the Arcane, unfettered by the demands of the flesh.</p><p>A mortal that has sacrificed their mortality to become one with the Arcane.</p><p>All mortals beginning down the Arcane Path must create a Lesser Phylactery. A Lesser Phylactery is a simple item, hand crafted by the prospective Lich as per the instructions in the Ritual of the Arcane Transference. Lesser Phylacteries typically appear as: jewelry, weapons, armor, crystals, ornate boxes and religious icons. A Lesser Phylactery has double the hardness, hit points and Break DC of a standard item of its kind. It has a crafting DC of 15, takes one week to create and costs between 25 to 50 gp (made up of silver, gold or at least one semi-precious stone).</p><p>A mortal can only become an Arcane Lich through the Rituals of the Arcane Transference. These Rituals allow a mortal to imprint their mind upon the fabric of the universe through complex magical incantations and mystical words of power. The Rituals quite literally fool the universe into believing that the caster is one of the Arcane and has free reign to shape reality by the power of thought alone.</p><p>There are five Arcane Rituals, each one of increasing power and complexity. Only the first Ritual can be found in the mortal realms. Beyond that, if a mortal wishes to venture further down the Arcane Path they must journey to Kethak in search of the wisdom of the Conclave and their aid in becoming an Arcane Lich.</p><p>The easiest way to obtain the Rituals of the Arcane Transference is to visit Kethak and the Aedes Singularis, the home of the Conclave and the great Rituals of Power. Of course, merely getting to Kethak requires that the character be Arcane Touched, so that in itself is the first test. The Guild of Wizards guard their Rituals carefully, and those that petition the Conclave to become Liches are carefully screened for suitability. A candidate must show considerable magical potential, have the intelligence to comprehend the complex mystical incantations and have the stability to handle the transformation the Arcane will exert over mind and body. Only when the Conclave deems a mortal ready do they confer the next of the Rituals upon them.</p><p>Each Ritual has a minimum Intelligence requirement that a Lich must meet in order to be able to decipher its complex mystical instructions. To the less intelligent an Arcane Ritual is simply a jumble of incomprehensible glyphs, symbols and diagrams.</p><p>A spellcaster must be of sufficient power and level to be able to command the forces contained within each Arcane Ritual. They must be arcane spellcasters of a minimum level.</p><p>A lesser mortal (even one that can read the Ritual) simply will not be able to master the vast power needed to fuel the Ritual and all casting attempts will utterly fail.</p><p>Arcane Rituals are complex and often expensive affairs. Many can take months or even years to prepare. A number of rare and/or exotic items may be needed, all of which must be hand-crafted. A would-be Lich must take specific precautions indeed to ensure that the Ritual is performed as accurately and precisely as possible.</p><p>Before a mortal can begin the Rituals to become an Arcane Lich, he must have created a Lesser Phylactery. This is a simple device that ties his life force into the Arcane. A mortal cannot create a Standard Phylactery until he becomes a Sunken Lich.</p><p>The Arcane Rituals are complex and time consuming to perform. Each takes a minimum of eight hours plus at least two additional hours per Ritual level (to become a Skeletal Lich takes around sixteen hours). The caster must expend all of their Arcane energy in the process.</p><p>The Arcane Rituals are draining on the mortal endurance. They must only be performed once in every thirty day period or the caster could be utterly slain in the process. At a Ritual’s completion, a still-mortal caster is drained of all but one point of their Constitution and recovers at a rate of 1 point per hour thereafter.</p><p>A mortal must have a minimum level of Constitution to withstand the necromantic forces of the Ritual. If he does not meet the minimum requirement, he is slain in the casting of the Ritual and his mind is destroyed. Providing the caster follows the Ritual exactly (and meets all of the requirements) there is no chance of failure.</p><p>After successfully completing each Arcane Ritual, the mortal advances to the next Lich State, taking on a new template as his body is further infused with necromantic energy. Example: A mortal casts the third Ritual of the Arcane Transference and becomes a Sunken Lich. He applies all the template modifiers for his State and changes his type to Undead.</p><p>The Arcane Rituals were designed for the mortal races (specifically humans). Elementals, demons, undead, nonsentient beings and creatures non-native to the mortal realms cannot bind themselves to the Spectral. Additionally there is a fifty percent chance of failure for non-human creatures or for beings with exceptionally long life spans (in particular elves and drow). The Rituals NEVER work on magical creatures (including dragons, and all monsters).</p><p>Lich State Death Living Sunken Necrotic Skeletal Spectral</p><p>Touched Dead Lich Lich Lich Lich</p><p>Ritual Level AR1 AR2 AR3 AR4 AR5 N/A</p><p>Minimum Intelligence 16 17 20 22 25 30</p><p>Minimum Level 1 5 9 11 13 17</p><p>Constitution Cost 2 (11) 4 (8) All (5) - - -</p><p>Arcane +1 +2 +3 +4 +5 +10</p><p>Arcana Points +3/1 +0/2 +0/3 +0/4 +0/5 +0/6</p><p>Arcane Threshold 3 6 10 15 20 N/A</p><p>Insanities +1 +1 +1 +1 +1 N/A</p><p>Insanity Threshold 12 (10) 13 (12) 14 (14) 15 (16) 16 (20) N/A</p><p>Sorcerae Modifier +1 +2 +3 +4 +5 +8</p><p>Ability Penalty -2 -3 -4 -5 -6 N/A</p><p>Arcane Feats +1 +1 +1 +1 +1 +1</p><p>Ritual Level: This is the Ritual number that must be followed in sequence. Example: a mortal must become Death Touched before he can become Living Dead. Where noted, AR refers to the current Ritual level the character has attained. Example: AR2 indicates that the character has cast the second Arcane Ritual and is currently Living Dead.</p><p>Minimum Intelligence: This is the base (minimum) level of Intelligence a Lich needs to be able to comprehend each Arcane Ritual. This must be his permanent Intelligence score and cannot be modified by spell or magical items.</p><p>Minimum Level: This is the minimum level a character must be before they can perform each Arcane Ritual. Only a Lich’s arcane spellcasting classes have any impact on the minimum level requirement. Example: A character must be 9th level to become a Sunken Lich. He must have nine levels of Wizard or Sorcerer (or any pure arcane spellcasting class); any other classes do not count.</p><p>Constitution Cost: This is the amount of Constitution a character loses when casting each Arcane Ritual. The number in parentheses is the base (minimum) Constitution a character must have in order to perform each Ritual. This must be his permanent Constitution score and cannot be modified by spell or magical items. Upon casting each Ritual the caster loses an amount of Constitution stated for that Ritual and gains an equal amount of Arcane in return. A character does not ever lose hit points from their reduced Constitution.</p><p><strong>Necromantic Lich:</strong> Although necromantic liches (known as mundane liches) have existed in the mortal realms for millennia, they are not like us in any way. Some say the dark gods sought to mirror the power of the Ancients and to create beings that could shape the universe, yet instead they managed only to create beings that were trapped in necromancy and undeath, mortals twisted by darkness and the most terrible evil.</p><p><strong>Sunken Lich:</strong> All mortals becoming Sunken Liches must fashion a Standard Phylactery. This is a more potent device of similar design to a Lesser Phylactery but has a hardness of 20, 40 hit points and a Break DC of 40. A Standard Phylactery has a crafting DC of 20 and costs 100,000gp and 2,000 XP. The creator must be 9th level or greater and must have the Craft Wondrous Item feat and a crafting skill of no fewer than 9 ranks in their chosen material (or materials).</p><p>Sunken Liches are those mortals that have passed beyond the veil of life and into undeath.</p><p>The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.</p><p>Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.</p><p>Arcane Ascendance ritual of power.</p><p><strong>Necrotic Lich:</strong> Necrotic Liches have advanced far beyond mortal existence. The long years have worn down flesh until nothing but tendon and sinew remain and the breath of life is nothing but a distant memory.</p><p>The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.</p><p>Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.</p><p>Corpus Transformation ritual of power.</p><p><strong>Skeletal Lich:</strong> Skeletal Liches are thousands of years old. Their flesh has long been consumed by necromancy and they are naught but bones.</p><p>The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.</p><p>Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.</p><p>Osseus Transfiguration ritual of power.</p><p><strong>Spectral Lich, Ghost Lich:</strong> Spectral Liches (also known as Ghost Liches) are powerful, and very old. They are those Liches that have passed beyond the physical and into a realm of pure consciousness.</p><p><strong>Artifex Lich, Artificer:</strong> ?</p><p><strong>Darke Lich:</strong> ?</p><p><strong>Dirge Lich, Corpse Lich:</strong> ?</p><p><strong>Frost Lich, Battle Lich:</strong> A Frost Lich is bound to the element of cold.</p><p><strong>Mors Lich, Crypt Lich:</strong> ?</p><p><strong>Prime Lich, High Lich:</strong> ?</p><p><strong>Umbral Lich, Puppeteer:</strong> An Umbral Lich is an elementalist bound at least partially to the element of Shadow.</p><p><strong>Servitor:</strong> Servitor Arcane power.</p><p><strong>Arcane Vampire:</strong> There are whispers of ancient Rituals that can convert a vampire into an Arcane Vampire, beings far beyond those of the Void and attuned to the powers of Creation. The Sanctus Cor are said to be capable of performing these Rituals, but they have not chosen to do so. They have told the Conclave that they are waiting for something. But for what could the mysterious Sleepers be waiting...?</p><p><strong>Blood Lich:</strong> Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich.</p><p><strong>Nether Lich:</strong> Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich.</p><p></p><p>SERVITOR</p><p>This is the power of legends, for through it you can raise the dead and create permanent Servitors for yourself. These Servitors are your absolute minions and you can have great power over them. While most of your Servitors are skeletons and zombies, at higher levels of power you can create unique and powerful forms of undead, from mundane vampires, to spectres and even greater creations. The most powerful Liches can create entire armies of shambling undead.</p><p>Creating the Undead</p><p>You can animate the dead by expending Arcane energy to create Servitors, artificially created corpses under your absolute will. These Servitors are mindless creatures, incapable of anything but the most menial tasks.</p><p>Your Servitors rise up as Skeletons or Zombies (depending on the creature and condition of the corpses). You may create more powerful Servitors with this ability but you are restricted as to the maximum HD and number of undead you can control at any one time.</p><p>Use of this power takes one full round. The dead begin to rise at the start of the second round.</p><p>Regardless of the hit dice of a Servitor, you cannot create a nonstandard monster with the standard Servitor powers. Only higher State Liches can create Vampires, Shadow Knights and other Liches.</p><p>Creating Servitors</p><p>You gain the ability to create more powerful undead as you gain further ranks in the Servitor Arcana. For more information on the number, type and power of your Servitors at each Arcana rank, consult the Servitor Creation Chart, below.</p><p>SERVITOR CREATION</p><p>Skill Rank Undead per Arcane Cost Max Control Max Undead HD</p><p>First Tier Necromancer 1 1 2 2</p><p>Second Tier Necromancer 2 1 4 2</p><p>Third Tier Necromancer 3 1 6 3</p><p>Fourth Tier Necromancer 4 1 8 4</p><p>Fifth Tier Necromancer 5 1 10 5</p><p>Sixth Tier Necromancer 6 1 12 6</p><p>Servitor Creation Notes</p><p>♦Servitors have stats identical to those of the undead creature they mimic (ie. skeleton, zombie, ghoul. etc.)</p><p>♦You cannot create any one Servitor whose Hit Dice exceed your own.</p><p>♦ You can see through the eyes of any of your Servitors at any time as a standard action.</p><p>♦ The eyes of your Servitors glow with an eerie purplish energy while using this Arcana and streams of Arcane force surround them.</p><p>♦ Servitors do not have their original souls. They are Arcane-animated corpses created by your will. They can be turned (although they receive a bonus to their Turn Resistance equal to your Arcana rank).</p><p>♦ Your Servitors are affected by Null Magic. Any passing through such areas are instantly destroyed.</p><p>♦ Providing a corpse has not been irreparably damaged, you can create a new Servitor out of the parts of old ones. Servitors created with this power simply rise up from the parts of destroyed creatures, glimmering with Arcane energy.</p><p>♦Servitors cannot be commanded or compelled by anyone other than their creator through mundane means. However, another Arcane Lich may attempt to take control of another’s Servitor by Arcane methods...</p><p></p><p>ARCANE ASCENDENCE</p><p>Level Requirement: 15th</p><p>Apparatus: 250,000 black (must have 25+ Intelligence and no less than five rare/exotic items)</p><p>Performance: 24 hours (difficulty: 40)</p><p>Transforms a character into a Sunken Lich.</p><p></p><p>CORPUS TRANSFIGURATION</p><p>Level Requirement: 15th</p><p>Apparatus: 500,000 black (must have 27+ Intelligence and no less than six rare/exotic items)</p><p>Performance: 24 hours (difficulty: 45)</p><p>Transforms a character into a Necrotic Lich.</p><p></p><p>OSSEUS TRANSFIGURATION</p><p>Level Requirement: 18th</p><p>Apparatus: 1,000,000 black (must have 30+ Intelligence and no less than seven rare/exotic items)</p><p>Performance: 24 hours (difficulty: 50)</p><p>Transforms a character into a Skeletal Lich.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/18261/The-Lords-of-the-Night-Vampires?affiliate_id=17596" target="_blank">The Lords of the Night Vampires:</a>[spoiler]</p><p><strong>Vampire, Black Blood:</strong> Vampires were once living creatures that have been raised from death by necromancy.</p><p>Ever since mortals have existed, feral vampires have wandered the mortal realms under cover of darkness. Created by the raw forces of nature, by curse or magic, feral vampires will certainly exist long after the mortal races have passed to dust.</p><p>Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>A Vampire Scion can become a true vampire should their master be slain, although the outcome of this is uncertain.</p><p>The vampire touched are those mortals bitten on one or more separate occasions by the Children of Vangual. In this blood-drained state, death is close. A third visitation and the victim will rise up as a vampire a few nights later (provided the victim is slain in the process).</p><p>To create a vampire the Children of Vangual must slay their mortal victim by draining every last drop of blood from their body. This is a task in itself - for drinking to the point of death can be extremely difficult. However, this process is not done all at once. The Children of Vangual must come to a mortal three times if they are to turn them into a vampire. This process is called the Visitation and is steeped in ancient ritual and ceremony.</p><p>On the third Visitation, the vampire must drain not only all of the blood but the last vestiges of life energy from their victim. The dead and cold corpse will then rise up as a fledgling vampire a few days later. If the master does not (or can not) follow this process exactly, the slain mortal will become a Vampire Scion, cursed to eternal stagnation and endless subservience.</p><p>On the fourth night of death, a fledgling vampire will rise from the grave. Occasionally this process can happen more quickly, other times, somewhat longer. The necromantic processes are mysterious and cannot be predicted, even by the most learned of sages.</p><p>They were the first of Vangual’s creations and consider themselves the most favored of his children.</p><p>The curse can be passed to any of the mortal races, from human, elf and dwarf, to the monster races: goblin, troll and ogre. There are Black Blood giants, drow and even vampire lizardmen lurking in darkness across the realms.</p><p>Black Blood is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>Shadow Vampires cannot make more of their own. Even if they follow the process exactly, they simply create a standard Black Blood.</p><p>Vampire Scion can evolve to become true vampires, although the process is dangerous and involves either intervention by a lich, or the Second Death of their master. A Vampire Scion’s necromantic energies are intrinsically linked to those of their master. If a vampire master is slain, all Vampire Scion under his control make a Will save (DC 20). If they fail, they are forever slain, the negative energies that sustained them dissipating with their master. Success indicates they become fledgling vampires.</p><p>A vampire must come to a mortal three times if he wants to make a true vampire.</p><p>To create a true vampire, a vampire must drain all of the blood from a mortal and all of their levels. He must do this on three separate encounters on three or more nights. The vampire must drink carefully, for should his victim die before the third visitation, they will rise up as a Vampire Scion a few nights later. There can be interruptions in the process, but any vampire wishing to cement a full and complete relationship with their progeny must follow this procedure. The vampire must perform the Black Kiss within one month of his first visitation or he must begin the whole process anew.</p><p>Vangual’s touch can slay any living being in an instant, devouring their life force with no possible chance of resurrection. He can cause any mortal to rise up as a vampire of any race with but a moment’s thought. This transformation is both permanent and irreversible, but is seen as a blessing rather than a curse in the eyes of his devoted.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p>When a mortal becomes a vampire, the dark energies of necromancy transform their abilities.</p><p>Beholder vampires radiate powerful necromancy and have the power to transform their targets into vampires with the use of their central eye.</p><p><em>Curse of Vampirism</em> spell.</p><p><strong>Vangaard:</strong> But Vangual was far from done. He took one of his chosen and shaped them into a new form, the Vangaard, a creature filled with rage and cold fury.</p><p>The Vangaard can trace their origins back to Toth, the First vampire barbarian and member of the Black Council. The Vangaard Toth is the only member of the Black Council who is not a pure Black Blood. No one knows why Vangual transformed Toth into a Vangaard; perhaps it was a capricious whim by the god of vampires.</p><p>Vangaard is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>Who knows what power Vangual used to create the new order of Vangaard.</p><p><strong>Fire Vampire, Inferno:</strong> The First found a wizard who had been burned beyond imagining in the razing of the great city. Vangual breathed unlife into his tortured flesh, returning him from death as a horribly charred and smoldering spirit. Joined with the powers of flame, this vampire became the embodiment of fire, and was vengeance and destruction incarnate.</p><p>Perhaps the rarest of all vampires, Fire Vampires (or Infernos) are those mortals horribly burned in life.</p><p>Fire Vampires can create progeny, although they rarely choose to (for the memory of their own creation burns upon their minds - and even as filled with madness as they are, they are reluctant to inflict their torment upon another).</p><p>To do so, they must drain all of the blood from a candidate while inflicting powerful flame attacks upon their bodies. They must incinerate their victim on the very threshold of death. Horribly disfigured, the mortal will then rise up as a Fire Vampire a few nights later. They call this method of death (and subsequent reanimation) the Kiss of Fire, and it is said to be one of the most agonizing ways to die. Even cremation does not always prevent the Second Waking, a Fire Vampire’s charred and unrecognizable body reforms from ashes unless it was buried on holy ground.</p><p>Fire Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Ravenous, Leeches:</strong> As the flames of the city died, the remaining dead fell around the ruined city. Some, touched by disease were corrupted by Vangual’s malevolence. They arose as the Ravenous, desperately hungry vampires with a craving for mortal flesh.</p><p>Some say the Ravenous were created by the god of slimes and oozes, while others believe they are demons cast from the abyss and given mortal form.</p><p>When they so choose, the Ravenous can make their own. To do this the victim must be forced to drink a concentrated point of the Leech’s blood. The victim will be fine - for a day or so. After forty eight hours they will begin to get chills, feeling sick and losing a point of Constitution and Strength per day. This will continue throughout the next 2d4+1 days until their skin turns a greenish hue. Finally, facing uncontrollable and agonizing convulsions, they lose one point of Strength and Constitution per hour. Only a neutralize poison spell cast by a cleric of 15th Level or higher, followed swiftly by a remove curse will prevent death. Lost abilities are regained at a rate of 1 point per week.</p><p>Ravenous Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Shadow Vampire:</strong> Next, Vangual awoke the shadow. He ordered the First to bring to him the drow they found in the underworld. Willing or not, he transformed them into Shadow Vampires, insubstantial creatures that only half reside in the mortal realms.</p><p>Shadow Vampires are drow that have been cursed by a most terrible darkness. They were taken by Vangual and transformed into shadow, stripped of their physical forms and their souls.</p><p>Only the drow elder Avernuus has the authority to create new Shadow Vampires, and then only at Vangual’s instruction.</p><p>The Black Council petitioned Vangual for a number of non-drow Shadow Vampires to be created, and he agreed.</p><p>Shadow Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Mock Vampire, The Mocked:</strong> Mock Vampires or the mocked are ghoulish creatures whose bodies have not successfully survived the transition from mortal to vampire. They have remained dead for too long before their Second Waking and have suffered both physical and mental degeneration in the grave.</p><p>The mocked have lain dead in the ground for too long.</p><p>No one knows exactly what creates the mocked, certainly there are many things that can influence the necromantic process: holy ground, divine blessings, even nearby running water or a holy symbol casually tossed into a coffin. A poor first Katharein can result in the vampire rising as one of the mocked.</p><p>The mocked typically remain dead for at least a week longer than the typical 1d4 days, rotting while in the grave.</p><p>Mock Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Ash Vampire:</strong> At the height of Vangual’s power came the most terrible of his children. Ash Vampires: they who feast upon life itself. Draining the very essence from the living, plants wither and the ground turns to dust as they pass. These emotionless vampires are given mortal form in return for performing despicable acts in the name of the lord of blood. It is said those of the ash are the most powerful of Vangual’s creations, and that he could only create them when he had sufficient followers amongst mortals and vampires alike.</p><p>Ash Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>There are many rumors as to why this might be. Some say the Ash Vampires are much older even than Vangual, that only those in the mortal realms were corrupted by the Void and that those that remain on the Ash Plane at the tower of Araxx are immune to the effects of the great corrupter.</p><p>Some say that the Ash Vampires are a truly ancient race, and that their wisdom dates back thousands, if not tens of thousands of years. Others claim that they were never mortal, that the first Ash Vampires came from a race that no longer exists except in memory.</p><p><strong>The Lost:</strong> Finally came the Lost, divine beings that have fallen from the grace of their celestial realm and cast to earth. Retaining a fragment of their memory and a shard of divinity, these creatures are perhaps the most tragic of all the vampire races. Forced to drink blood and to eat ash, they wake to darkness knowing they have done wrong, but not what. Perhaps they can find redemption, but most Lost spend their unlives brooding over their mysterious past and punishing themselves for a transgression they cannot remember. While they are not one of Vangual’s creations, the god of blood eagerly accepts them as his own.</p><p>These creatures are not and have never been mortal. Cursed by divine magic, they have fallen from whichever spiritual domain they once inhabited, given immortal bodies and doomed to live in exile amongst the undead. Once glorious spirits - now vampires - they must drink blood and devour ashes to survive.</p><p>The Lost are not true vampires. They were never ‘turned’ by another, but were instead cursed by powerful magic. Exiled, they appear with no clue as to who they are or from where they came. Occasionally, a divine being will visit them to inform them of their exile, but this will be brief and perfunctory. Their minds and spirits are their own, but their memories are all but gone.</p><p>Lost Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>The Lost are celestials that have been cursed by their god. A character must have previously been a celestial that was cast down from his planar home.</p><p><strong>Vampire Scion:</strong> In time, Vangual showed his vampires how to create children of their own. Vampire Scion are created by a single draining of a mortal’s blood without following the ritualistic process of the Black Kiss. These creatures are devoid of the uniqueness of a true vampire and are typically created as a result of a careless encounter with a mortal.</p><p>To create a vampire the Children of Vangual must slay their mortal victim by draining every last drop of blood from their body. This is a task in itself - for drinking to the point of death can be extremely difficult. However, this process is not done all at once. The Children of Vangual must come to a mortal three times if they are to turn them into a vampire. This process is called the Visitation and is steeped in ancient ritual and ceremony.</p><p>On the third Visitation, the vampire must drain not only all of the blood but the last vestiges of life energy from their victim. The dead and cold corpse will then rise up as a fledgling vampire a few days later. If the master does not (or can not) follow this process exactly, the slain mortal will become a Vampire Scion, cursed to eternal stagnation and endless subservience.</p><p>Vampire Scion are locked in unlife at the moment of death, unchanging yet eternal. Slaves to their masters, most are created when a vampire bitten (once touched) mortal is slain before the effects of the first bite have worn off. These poor souls rise to become Vampire Scion, vampires in name alone, hunters of blood and bringers of death.</p><p>Vampire Scion are created by a single draining of a mortal’s blood (or levels) without following the ritualistic process of the Black Kiss.</p><p>Vampire Scion is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>To create a true vampire, a vampire must drain all of the blood from a mortal and all of their levels. He must do this on three separate encounters on three or more nights. The vampire must drink carefully, for should his victim die before the third visitation, they will rise up as a Vampire Scion a few nights later.</p><p><em>Curse of Vampirism</em> spell.</p><p><strong>Kethax:</strong> The Avystyx Prophecies also mention the coming of the Kethax: evil vampires of hellfire and brimstone from the Ash Plane.</p><p><strong>The First:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Avystyx, The Vampire Bard:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Salvatorian Vandadyne:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Lord Melanch Abraxia, Lord of the Blood Knights of Avystervan:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Agoravaal The Damned Vampire Mage:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Ishtyx:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Kynosh, The Blood-Stained Druid:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Raxx, Leader of the Black Eye:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Toth:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Vathan Gellean, The Hunter:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Volik, Leader of the Blood Guard:</strong> Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.</p><p>It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…</p><p><strong>Agan Ravarr:</strong> ?</p><p><strong>Avernuus:</strong> ?</p><p><strong>Corth The Grey, Ash Vampire:</strong> ?</p><p><strong>Malik Faldein, Ravenous:</strong> ?</p><p><strong>Moloch:</strong> Moloch is a bitter vampire. Horribly burned in the fires that ravaged Veil he was not one of the First. He fell in the great melee that destroyed the city. After his death, necromantic energies seeped into him, perhaps with a blessing from Vangual and he awoke at dusk the following night as the first Fire Vampire.</p><p><strong>Arikostinaal, Lich:</strong> ?</p><p><strong>Avystyx:</strong> ?</p><p><strong>Ket Uth Makkar:</strong> ?</p><p><strong>Phillian Artus Alucidan:</strong> ?</p><p><strong>Blood Hound:</strong> Transformed from the worst performing vampire clerics in Vangual’s service, they are vaguely dog shaped, but with long crimson covered bodies and scarlet matted fur and piercing vermilion eyes.</p><p><strong>Bloodling:</strong> They are favoured by Vangual and are said to be the transformed remnants of his enemies.</p><p><strong>Children of Vangual, Age 1 Black Fighter 6:</strong> ?</p><p><strong>Consanguineous Vampire:</strong> Consanguineous vampires the ‘least of vampires’ were created by the Black Cabal. A punishment inflicted upon their greatest enemies, consanguineous vampires are ravenous creatures tormented by madness and hunger. Created in a special ritual, the procedure of which is known only to members of the Black Cabal, the process transforms a mortal (or a vampire) into a consanguineous vampire.</p><p>Created by the Black Cabal,</p><p>Consanguineous Vampires are the least of vampires.</p><p><strong>Vampire Ghoul:</strong> Created by the twisted diseases of the Ravenous and the sorceries of the Black Cabal, vampire ghouls are twisted versions of vampires.</p><p>Mortals devoured by a vampire ghoul rise up as vampire ghouls in 1d4 nights time.</p><p><strong>Spellmite, Arcanus Phagum:</strong> Spellmites, or Arcanus Phagum are tiny vampiric creatures created by the Black Cabal.</p><p><strong>Blood Leech:</strong> ?</p><p><strong>Goblin Vampire:</strong> ?</p><p><strong>Lizardman Vampire:</strong> ?</p><p><strong>Ogre Vampire:</strong> ?</p><p><strong>Orc Vampire:</strong> ?</p><p><strong>Troll Vampire:</strong> ?</p><p><strong>Beholder Vampire, Blood Tyrant:</strong> Not much is known about beholder vampires except that somehow, the transformation to undeath is possible.</p><p>Whispers abound of beholders created by Vangual known only as Blood Tyrants, evil and wicked creatures conjured by dark magic and filled with bloodlust for the mortal races.</p><p><strong>Demon Vampire:</strong> Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism.</p><p><strong>Devil Vampire:</strong> Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism.</p><p><strong>Outsider Vampire:</strong> Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism.</p><p><strong>Dragon Vampire:</strong> the Black Cabal have made a handful of dragons that now reside on the Elemental Planes of Ash or Negativity, allies and minions of the Necromancers that live there.</p><p><strong>Ash Dragon:</strong> ?</p><p><strong>Drider Vampire:</strong> ?</p><p><strong>Drow Vampire:</strong> ?</p><p><strong>Giant Vampire:</strong> Although the Black Cabal have successfully made a number of vampire giants, they do not adapt well to the change and the Black Kiss works rarely upon them.</p><p><strong>Mind Flayer Vampire:</strong> ?</p><p></p><p><strong>Undead:</strong> It is time to discuss the Void: the source of all darkness, the driving force that gives life to the undead and caresses their cold flesh with soothing hands of shadow.</p><p>The Void is pure darkness. It is the force that drives the undead, the power of evil and shadow. It corrupts the mind and slowly destroys the soul.</p><p></p><p>Curse of Vampirism</p><p>Necromancy</p><p>Level: Clr 9, Sor/Wiz 9</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Touch</p><p>Target: Person touched</p><p>Duration: Permanent</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>You can transform a mortal into a vampire. Upon the spell’s completion, your target will be slain and will rise up as a Vampire Scion under your control or a fledgling vampire (your choice) 1d4 nights later.</p><p>Material Components: A mortal heart marinated in red wine with a pint of attuned vampire Blood and a pinch of vampire dust that the mortal must (be forced to) drink.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19339/The-Lords-of-the-Night-Zombies?affiliate_id=17596" target="_blank">The Lords of the Night: Zombies:</a>[spoiler]</p><p><strong>Zombie, Risen Dead:</strong> THE JOURNAL OF MALADAMIUS, ALCHEMIST</p><p>Monday 4th January - I am taking a break from my conventional research, for I have found something that greatly intrigues me. Whilst studying in the library late this eve I noticed a scrap of parchment that had fallen beneath my desk. The note was a formula of sorts, pertaining to the manipulation (and I presume subsequent re-animation of dead tissue). Curious...</p><p>Tuesday 5th January - I have spent much of the day searching the alchemy section of the library for information on this formula, but have found none. I have not been able to discover from where the parchment came nor any other reference works on so complex a subject. The scrap of paper was torn and the whole formula lost. The secret eludes my mind, but without a complete manuscript I have little on which to work but for tantalizing insights in to what might one day be possible. I shall not grasp at futile secrets. I shall instead accept that such things belong solely to the realm of fiction and not within my reach.</p><p>Thursday 8th January - It is no use. I have been trying to continue my own studies and cast aside the thoughts of the deeper alchemy. I have a paper to present this coming Friday – but I cannot get the formula out of my head.</p><p>Afternoon - I spoke with the head of my department who informed me that the knowledge I sought was as rare as the Philosopher’s stone. He quite clearly informed me that only through divine magic can the dead be truly restored to life. I have determined to prove the hypothesis that alchemy can lead to the reanimation of the dead. Then perhaps I can return to my own work with a clear mind.</p><p>Friday 13th February - I have converted my bedroom into a laboratory, of sorts, although I have used the laboratory in the great hall of wizardry whenever I could, secreting bottles of formaldehyde home in the depths of my cloak. I have abandoned my regular studies in the search for the true formula. The secret is out there, I merely need to find that elusive spark of life.</p><p>Friday 20th February - I have become something of a recluse and even my friends tired of my continual excuses and abandoned me to my research. It is for the best, for I am close now. I have created something that I believe resembles the formula spoken of upon the scrap of paper. This formula, I have called Serum, and I think that through it, I will bridge the gap between the living and the dead. A noble goal, I believe.</p><p>Saturday 21st February - The formula did not work. I injected a quart of the Serum into the corpse of a rat, with no discernible effect. Nothing seems to work. There are times when the Serum, a luminous green in color seems to elicit a response from some of the subjects, but they seem either too long dead or the formula is not strong enough to pull them back from death…</p><p>Saturday 6th March - One month of research; of refining and changing, of spending my entire (yet meager) wealth on equipment, rare potions and powders, I have come to conclusion that without the final part of the puzzle, I will never complete this task. The formula is simply too complex. It is with a heavy heart that I return to my own – admittedly mundane - studies. I only hope I can put this failure behind me and catch up on all that I have lost this past month.</p><p>Thursday 11th March - Something has vexed me all morning. The Serum did not work because the formula was wrong! It called for a single gram of moonsalt, but moonsalt is only an effective reagent in larger doses. Thus I will triple the quantity of moonsalt and reinject it into a fresh rat.</p><p>Evening - Gods be plagued. Once again the Serum has failed. I was sure it would have some effect upon the creature this time. The rat twitched and even opened its eyes and stared curiously around it before falling into a dormancy from which it would not awaken, no matter how much of the Serum I injected into it.</p><p>No matter. It is out of my mind now. I have failed and I must concentrate on more earthly (and practical matters).</p><p>Friday 12th March - I awoke this morning and curiously, the corpse of the rat had vanished. I was certain I left it on the table beside my bed, yet now, it is gone. I suspect foul play from my fellow students, who appear to have taken me back into the fold with open arms.</p><p>Sunday 14th March - I have been unable to sleep. Questions ravage my mind. What if the Serum worked and the rat simply walked away?</p><p>I have prepared another quart of Serum and injected it into a fresh rat. This time it is pinned to my dissection board and I am sitting watching.</p><p>Afternoon - Incredible! I left to fetch more ink from the stationer and when I returned the rat was squirming about on my worktop, fixed securely in place on the board. What to do now? I cannot concentrate on quicksilver this afternoon, but must instead obtain more moonsalt and laudanum.</p><p>Monday 15th March - The rat has vanished. The blood on the dissecting board suggests it tore itself free. Disconcerting; but who is to question the motives of lower species that rely solely on the most basic instincts? I shall move on to larger animals tomorrow.</p><p>I am supposed to be in the Great Hall delivering a paper on the properties of quicksilver, but it will have to wait.</p><p>If my experiments are a success my name will be forever etched into the halls of academia!</p><p>Friday 26th March - I have procured the fresh corpse of a scrawny hound. It is about ten times the size of the rat, so I have increased the concentration of the Serum by a factor of ten. I am injecting the Serum directly into its brain, in an attempt to quicken the reaction time.</p><p>Noon - The hound has awoken! Although I wish it had not, for it howls like some maddened creature, ululating with cries that seem to be issued from the very depths of hell itself.</p><p>I am glad it is secured with tight leather straps, for a great hunger fills its eyes when it looks upon me. Only then is it quiet, and then I wish it would howl again.</p><p>Late Afternoon - Will the creature not shut up?</p><p>Saturday 27th March - I have taken a hatchet to the damnable creature. It is quiet now, at least. Beasts are clearly too primitive to be animated successfully, lacking souls and all.</p><p>Tomorrow I shall speak with the physician – a drinking friend of mine – whose ward this is and see about obtaining a creature of a higher order, for it is now on the highest form of life that I must test my work.</p><p>Sunday 28th March - My laboratory has been upturned and the body of the hound is gone! Its head remains, although I shall dispose of it today. It stares at me still with those hungry eyes. Was this some manner of burglary? Has one of my colleagues been seized by a fit of jealousy? Or did the creature – like the rats – walk away by itself? I cannot torment myself by such thoughts.</p><p>Evening - I have returned from my meeting with the physician. He has agreed to obtain for me a fresh cadaver and I cannot express how overjoyed I am. To converse with someone freshly returned from the grave; that will be an experience unlike any other. To converse with the dead; to discover what lies beyond the veil of death. These are things of which dreams are made.</p><p>Tuesday 6th April - I was roused from my sleep late last night by a resounding knock at the door. It was a servant of the physician bearing a large sack. I swiftly admitted him and the cadaver now lies in my cellar. I am moving my laboratory down there, for it is more secure. And hidden from casual observance.</p><p>Afternoon - I have begun my calculations for the concentration of Serum needed. A great quantity is needed for the cadaver, which by all accounts, was a laborer who fell from the top of a nearby construction and broke his neck. The clerics may not have been able to do anything for him but perhaps I might…</p><p>Evening - I injected a measure of the Serum into the brain of the fellow and waited. Finally he stirred, his eyes rolling wildly in his head and an expression of terror on his face. He gave a low gasp, then he was still. I have re-injected the Serum into his heart, in ever-increasing doses, to no effect.</p><p>Midnight - A terrible shriek summoned me to the cellar while I was trying to get a rare few moments rest. The cadaver was sitting bolt upright, screaming and shrieking in agony (or perhaps fright). He had somehow broken loose of the bonds around his wrists and was flailing wildly. I will leave him for now, and see how long the Serum lasts.</p><p>The first chills of the grave wash over me as I realize the grisly extent to which my research has taken me, but I must cast off such emotions in the name of scientific discovery.</p><p>Monday 17th May - I believe I have perfected the quantities of Serum needed. I managed to rouse the cadaver once more, and he wailed until dawn before falling still. I shall reanimate him when I awaken.</p><p>Late Evening - I have successfully reanimated the cadaver for a third time. It would seem that, so long as I have sufficient Serum, I can keep at this indefinitely. With each injection the look of awareness seems to gather in the corpse’s eyes. I have hope that with enough time I can confer sufficient intellect upon this corpse to enable it to speak…</p><p>Saturday 19th June - It has been quite a taxing few days – I have been so busy that I have hardly had the time to eat, let alone detail my findings in this journal. I have obtained four more corpses, all of which have been animated successfully. I have buried two of them in the graveyard, for I do not need quite so many cadavers in my cellar. The rest are still for now, but I only have to inject Serum into their veins to bring them back to life.</p><p>Monday 21st June - Most exciting is the last of the corpses I animated, for it possesses intelligence! I have had quite a conversation with it this past day, although its mind seems addled and fogged by death. Perhaps it was like that in life. I cannot deny that the creatures I animate look at me innocently enough, yet behind their eyes lies a monstrous and almost feral hunger.</p><p>Were they not restrained I believe I would fear for my safety.</p><p>Noon - I am preparing for the final experiment. Tonight I shall inject the Serum into my own veins. If my journal ends here, the experiment has failed and I am naught but another lifeless cadaver.</p><p>Wednesday 23rd June - I write to you from the other side of the threshold of life and death. The Serum was a complete success. I felt death grasp at me and my heart cease to beat. My vision darkened and all was still. Then I awakened, as though from the deepest slumber and found that a whole day had passed. It feels different. Yes, very different. But I feel strong! And hungry, ever so hungry.</p><p>Over the years many twisted monstrosities were created by Gariach in his attempts to unlock the secrets of life and death. Some were swiftly destroyed while others were left to roam the dusty halls of his mansion, acting as guardians and servants to the madness-stricken wizard. His mansion became a grisly place of death, of gruesome horrors, horrendous abominations and the walking dead...</p><p>Finally, one night, some ten years later, Gariach found the success he desired. He managed to bring a local blacksmith back to unlife with his soul and mind intact. Gariach repeated the process, this time with the corpse of a watchman he had magically transported into the mansion. Again, although his reanimated body was cold and very much dead, his mind and soul were present, unlike the other undead monstrosities he had created before.</p><p>Over the years, Gariach discovered and catalogued countless methods of reanimating the dead from all across the mortal realms, but he was unhappy with all of them. None of them would restore his wife in exactly the way he desired. He sought a master process, one that would precisely approximate the motions of life. Gariach came to the conclusion early on in his research that he would never be able to emulate the gods. His Paths did not create living, breathing creatures, but beings animated by the blackest science or magic. They were the undead.</p><p>As Gariach desperately studied death, he discovered six very different methods existed to restore the dead to unlife. Known as Paths, these six areas of wisdom: Alchemy, Corruption, Ether, Invocation, Sorcery and Surgery, are all the blackest forms of knowledge and only those that have (perhaps) stepped over the line of sanity should learn them (or those that do not care about their souls once they finally depart their mortal coil). Once learned, a Path allows a mortal to cast back the veil of death and to restore a semblance of life back to the dead, but one should be warned: the six Paths are not a route to absolute success and as with all things, the restoration of the dead is never an exact science. One might unlock a terrible doom in the quest for immortality, bringing back more than just the soul of the deceased in the process. Sometimes, the fates deem a soul irretrievably destroyed and not fit for reanimation. When such a creature is made, there are always strange (and sometimes horrifying) results. A creature made by one of these Paths is known as one of the Risen.</p><p>The process by which a Risen is brought back from death (reanimated) is known as the Kindling. The creature’s spark of life is re-ignited, recovering a portion of the vitality they held in life.</p><p>When a Risen is reanimated, they are imbued with a certain amount of life force. Known as Corpus, this essence mirrors the vitality of the living; it is pure, living energy. The Risen are undead beings, animated by necromancy, but within each stirs a flicker of mortal vitality.</p><p>While most of the Risen are reanimated through external methods, a Risen may (far more rarely) reanimate spontaneously. Why this happens is still a mystery; even Gariach himself expressed consternation at being denied the wisdom as to why a Revenant returns from death without magical intervention. Spontaneous Kindling seems to be attributed to random magical influences than to any specific process and such creatures are typically rare and powerful individuals beyond Gariach’s wisdom.</p><p>Each of the six Paths of Creation allows the maker to create a different type of Risen.</p><p>The skill of Risen creation is divided up into six unique feats that must be painstakingly researched in a laboratory or taught by a skilled tutor to any creator that meets the base requirements. Risen creation feats are standard item creation feats that can be purchased with normal character feats (when all research is completed). Anyone that knows one of the Risen creation feats can create a Risen of that type (although there are limits on the number of Risen that can be created). A creator must successfully research one Path of Creation before he can begin studying another.</p><p>The process for creating a Risen is as follows:</p><p>1. Select a base creature, complete with class levels.</p><p>2. Convert the Constitution of the base creature into Corpus energy on a one-for-one basis. All Risen begin play with a minimum Permanent Corpus score of 10.</p><p>3. Apply a Risen template to the base creature, converting Hit Dice, type to undead (or living dead) and acquiring the listed</p><p>attacks and special abilities.</p><p>4. Purchase up to three Corpus powers (adding up the total number of Marks of Decay the powers you gain).</p><p>5. Your DM will select your Marks of Decay up to your required total as purchased by your Corpus powers. You automatically begin play with all required Marks of Decay, even if you did not buy sufficient Corpus powers to offset those Marks of Decay.</p><p>Required Marks of Decay are always used to offset Corpus powers.</p><p>6. Calculate Signum by adding up the total number of Marks of Decay. Adjust the effects of any Corpus powers and Marks of Decay that are altered by Signum.</p><p>When Gariach created the first Risen Dead, his procedures were tailored towards humans, and thus would only work on human corpses.</p><p>Over the centuries Gariach’s Paths have been greatly modified, with varying results, including the ability to create demi-human Risen Dead.</p><p>Regardless of the alterations made to the procedures, the methods of creation only effect corporeal humanoid corpses. Attempts to create Risen giants, dragons and other monstrous undead have met with varying degrees of failure - although there have been some successes: the destruction of the coastal town of Amburgh is thought to be as the result of an attempt to create a Risen kraken by a cult devoted to its worship. What became of the hopelessly insane, undead creature remains a mystery.</p><p>The procedures used to transform magical creatures into Risen are as yet unknown. But the secrets are out there...</p><p>Gariach was ready. For hours had he prepared, casting spells, performing rites and scattering ointments and powders into the air. Sariah’s face was sprinkled with silver, her cheeks glistening like fire when the light from the candelabra caught it.</p><p>The mage stood at the head of the great stone dais upon which his wife lay. He took up a great book in one arm, and raised the other to the skies, “Relash-uurman, est, ethlakar,” he shouted, as if speaking directly to the heavens, “Uvuuth Ost Avantikarr,” the words echoed throughout the Manse, repeating themselves over and over until they finally faded from hearing. In response, lightning crashed somewhere overheard.</p><p>“Wake up, my love.” Gariach whispered, bending over the motionless form of his wife and reaching out to take her hand.</p><p>Yet he faltered; for all of his desires, all of his conviction, something deep within whispered to him – as it did every night when he lay writhing in his bed – the voice of doubt.</p><p>This will never be your wife Gariach. Oh she will be returned to you, but she will never be the same. She may look the same, she may sound the same, but nothing you do will ever return your wife to you.</p><p>Be silent, fools! He hissed inwardly. Cease your taunting. My wife will be returned to me.</p><p>The voices were silent.</p><p>The next moments were a blur. Gariach performed the remainder of the ritual, screaming out a mix of near-unpronounceable vowels and harsh, grinding consonants. With every word, lightning ravaged the world outside the Manse and rain lashed down upon the windows. Finally it was almost dawn, when, exhausted and hoarse beyond words, Gariach said the final words of the ritual that would infuse his wife with vitality once more. The morning sun glimmered upon the horizon, a pale sliver of orange in a plum-colored sky and still lightning raged overhead, illuminating the chamber in electric yellow, and casting stark shadows across the walls.</p><p>Lightning crashed across the chamber; the chandelier exploded with a deafening crack, sending sparkling cinders of glass cascading across the room. Gariach lifted up his arms protectively to shield his eyes, and waited, feeling his heart pounding in his chest.</p><p>The room was quiet, and deathly still. The dust had slowly settled and a terrible silence had fallen over the Manse. There on the dais, alone and bathed in twilight, Sariah opened her eyes…</p><p>An intriguing way to include the Risen in an existing campaign is to have a recently deceased character return to unlife – intentionally or otherwise. Although normally infallible, a raise dead or similar spell may go awry. Interference of evil spirits; impure thoughts on the part of the caster; location, or the flaws inherent in the beliefs of a cleric have all been known to cause ill effects with spellcasting – leading to the return of a character as one of the Risen Dead.</p><p>The Character has died and gone to their god, but they have been punished for their crimes/lack of faith and returned to the mortal realms as one of the Fallen; a Risen of any particular type.</p><p><strong>Alchemical Zombie:</strong> The Path of Alchemy allows the creation of Alchemical Zombies, living dead beings bound to their life-giving Serum.</p><p>When Gariach first began his studies to restore life to his beloved wife, he discovered the life-giving properties of the raw elements of nature. When brewed to the most precise alchemical specifications, the resulting viscous fluid (called Serum) will restore life to the dead. While scholars have been seeking the formula for the elixir of life for centuries, Gariach discovered that it was in fact easier to approximate it through a process that created not actual life, but a facsimile of it. This ‘elixir of unlife’ was the closest thing to restoring life to the dead, although it never quite brings them back as they once were…</p><p>The Path of Alchemy is the only way in which a mortal may transform himself into one of the Risen (although injecting oneself with Serum involves certain death with no guarantee of successfully reanimating as an Alchemical Zombie). Such are the risks of gaining great power and life after death.</p><p>An alchemist must be in possession of a working reanimation formula before they can begin making Serum. The formula is rarely found and even more rarely sold. Researching the formula requires 4d6 months, but the alchemist must have some rudimentary information upon which to work (without such a base, research takes 2d6 years).</p><p>Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One. An application of Serum provides 10 points of Corpus (to an Alchemical Zombie only).</p><p>Correctly brewed Serum is a viscous golden-yellow fluid that smells strangely organic and rather coppery. Serum can only be made in a well-stocked laboratory or a room specially equipped to brew it. A single corpse provides sufficient bodily materials to make two to four applications of Serum. Once distilled, Serum lasts indefinitely (although particularly old Serum may have a number of unusual side-effects: it might create horribly deranged Risen, or it may not work at all).</p><p>Once prepared, the Serum must be injected into a fresh cadaver. The first injection is the most important part of the process, and is exceptionally sensitive to the condition of the corpse. For every hour that has passed since death, there is a 10% chance that something will go wrong with the reanimation process. Insufficiently fresh corpses will result in animating creations with unexpected side effects (they may arise with horrific mental defects or monstrous urges).</p><p>If the formula has been successfully brewed, the Alchemical Zombie Kindles immediately and stirs into unlife within 2d4 hours.</p><p>If injected into a living person – the target must make a Fortitude save every hour (DC 18) or lose 1 point of Constitution. When they reach 0 Constitution, they die an agonizing death (the cure requires a neutralize poison and a heal (or better) spell from a 10th level cleric). The corpse will then arise 2d12 hours later as an Alchemical Zombie.</p><p>While many alchemists may be willing to perform the grisly task of reanimating human dead, others are content to work on more simple creatures. Animals can be reanimated much in the same way as living beings (with a much smaller dose of Serum). As with living mortals, the process is not exact and on occasion the use of Serum can create monstrous aberrations with terrible mental deficiencies: bloated, killer rats and blood-hungry dogs.</p><p>The Alchemical Zombie is such a theory made manifest: a cadaver reanimated by the application of alchemy through Serum: the elixir of unlife.</p><p>Of all the Risen Dead, the Alchemical (or Serum) Zombie appears the least corpselike. This is in part because the process only works on the freshest of corpses, and partly because the Serum is a powerful preservative.</p><p>“Alchemical Zombie” is an acquired template that can be added to any corporeal creature (other than undead) that has a skeletal system.</p><p>Distill Serum feat.</p><p><strong>Eldritch Zombie:</strong> The Path of Sorcery allows the creation of Eldritch Zombies, monstrous beings that devour magic.</p><p>Of all the routes Gariach followed to restore Sariah, the Path of Sorcery was perhaps the most terrible, for it called upon the darkest of enchantments to create a being that was literally ravaged by magic.</p><p>The Rite of the Scourge: This mystical rite creates an Eldritch Zombie. It is considered a most terrible ritual, both in its performance and upon those it touches. There are few that will risk the wrath of the gods to perform it and even fewer that actually choose to perform the Rite of the Scourge upon a willing subject.</p><p>The rite can be taught by a willing teacher or from a book. It takes approximately a week to learn the complex incantations and gestures necessary to perform the rite from a teacher, and no less than a month to study the processes set down on paper.</p><p>The rite requires many rare and complex items in order to be successfully performed. The caster must ensure that the corpse to be Kindled was slain by a magical death effect (such as power word kill). Most necromancers bring a living body back to their laboratory where they can prepare it at their leisure.</p><p>The rite requires that a circle of silver is drawn around the cadaver as well as the lighting of many candles made from the fat of arcane spellcasters. The rite takes four hours to perform, and must result in the destruction of a magical item that is at least as old as the caster. The caster may have no assistance in performing the rite and all items used cannot have been touched by another living being within one month of their use or the entire process must be started afresh.</p><p>Once the rite is completed, the caster makes a</p><p>Spellcraft check (DC25) to Kindle the corpse. A success infuses the cadaver with the mystical energies of the Scourge, reanimating them as an Eldritch Zombie with a single point of Corpus in 1d4 hours. It must feed within one hour of its creation or fall back into a mystical slumber from which it cannot be awakened.</p><p>A Scourge is often spontaneously animated (in very rare cases) when the dead are buried (or have fallen) in places rich with powerful magic (such as: areas of wild magic, sites of powerful rituals or the resting place of an artifact). A creature slain by excessively powerful magic may also arise as a Scourge (a mortal slain by a wish spell, for example), although such reanimations are rare indeed.</p><p>Animated in places of great magical power, the Eldritch Zombie is blight upon magic.</p><p>They do not realize that I was created by the darkest powers to devour their arcane mumblings.</p><p>“Eldritch Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p>Rite of the Scourge feat.</p><p><strong>Ether Zombie:</strong> The Path of Ether allows the creation of the Ether Zombie, undead beings that can temporarily expend their life force to animate the dead around them for a period.</p><p>Gariach speculated that a body could be reanimated through infusions of spiritual energy from other living beings. He believed that by binding the souls of the living to the preserved spirit of the deceased, he could tether a soul to reality - thus allowing complete reanimation. The resulting process creates yet another undead being, but the creature has a more malleable spirit, buffered by the forces of necromancy and sustained by the life force of the living.</p><p>Gariach successfully mastered this process and created several creations (he named Ether Zombies) before discarding the process as being ‘unsuitable’ for the reanimation of his dead wife. He deemed the procedure ‘too fickle’, that ether was highly unstable, and that it produced uncertain mental aberrations in those reanimated.</p><p>Often considered one of the most gruesome of the Paths of Gariach, the Process of Necrotic Transfusion involves the direct transfer of life force from the living to the dead. Through specially crafted receptacles, the cadaver is prepared and then is Kindled at the expense of the living. This process creates an Ether Zombie (although the results are not always certain; many aberrations have been made over the years as a result of incorrectly applied amounts of life force). The draining of life force from the living is said to be agonizing and many careless necromancers have been destroyed by the local militia, having been alerted to the grisly goings-on by the wails of the still-living echoing from their laboratories.</p><p>This procedure is inherently dark and only non-good characters will ever perform it. There are those that consider using evil (or the unspeakably wicked) souls in the process, believing that in the destruction of their souls, the balance against the living is repaid ‘an eye for an eye, a tooth for a tooth’, but many consider it the highest crime against life and indeed, against nature itself.</p><p>The process can be learned by any would-be scholar from a necromancer that has successfully performed the procedure on at least five separate occasions. It takes approximately 40 days (minus the Intelligence score of the pupil) to learn and the student must successfully perform the process to complete their training.</p><p>The Laboratory must be well-prepared for the reanimation process. It must have both an Ether Machine, the receptacles for the energy transfusion as well as a number of Ether Glyphs needed to store the spiritual energy required for the process.</p><p>In addition, the laboratory must be spiritually warded against extra-planar intrusion as well as having sufficient space for the living that are part of this process (usually glass containers that stand upright from which enchanted tubes pass their essence into a central ‘refinement’ crystal).</p><p>The creature to be reanimated must be slain with the draining of each of their levels into a number of magical receptacles known as Ether Glyphs. The corpse must be embalmed with an acrid smelling substance made from organic minerals, life-giving salts and ether. The necromancer must then tattoo various mystical symbols upon the body of the cadaver (this takes about eight hours). These tattoos capture the ether and magical essences, focusing the spirit and allowing the Risen to harness the life force of others.</p><p>The necromancer needs to know how much life force he needs to instill into the corpse before he can reanimate the flesh. He does this by ‘weighing’ the soul of the (still living) creature with Spirit Scales – a mystical device made up of tiny bronze weights that weigh the soul and tell the necromancer exactly how much life force he should use in the creation process. A heavy (higher level) soul requires a lot of life force whereas a weaker (lighter) soul requires only a small amount.</p><p>The process takes between ten and twenty minutes to perform, involving the spiritual energy of the living being stripped from their bodies and bound into the cadaver. It takes approximately one minute to drain one level from a mortal (the process confers one negative level upon them per minute; these levels are restored if the process is interrupted before its completion). At the end of the process, the spiritual energy is transfused into the cadaver in an incandescent swirl of life essence. Ribbons of amber, violet, azure and vermillion burst around the corpse as the Ether Glyphs release their vital energy. At the end of the procedure, the Ether Zombie is immediately Kindled, with Corpus equal to its maximum Permanent score.</p><p>The souls used in the Kindling process are forever destroyed with no possible chance of resurrection. They have been absorbed by the Ether Zombie and cannot be separated. It would take nothing short of a miracle far beyond the power of the gods to unwork such terrible magic. This is considered a most despicable form of reanimation.</p><p>“Ether Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p>Process of the Necrotic Transfusion feat.</p><p><strong>Golem Zombie:</strong> The Path of Surgery allows the creation of Golem Zombie, beings created not from one corpse but from many stitched together and animated by the primal energies of nature.</p><p>The Surgical Process: This rather ghoulish process creates a Golem Zombie: a being reanimated from death, the spark of life rekindled through an electrical process. Through this procedure, the creator literally makes a humanoid by stitching together the preserved body parts of others.</p><p>The brain, internal organs, limbs and even flesh must be sourced and carefully preserved in liquids painstakingly brewed to ensure the organs are kept in perfect condition before they are used.</p><p>The process can be learned from a surgeon with the skill (taking just 2d4 months) or it can be discovered through careful research and painstaking (and ghoulish) experimentation. The researcher may make an Intelligence check at the end of each full year they have spent researching the Path of Surgery (DC 30). The DC falls by 1 with every additional year they spend in study. With comprehensive notes from another surgeon, the DC falls to 25 (-2 per additional year of study).</p><p>A Golem Zombie is created through a combination of surgery, crafting and alchemy. It must comprise of at least six separate components: head and brain, torso, two arms and two legs. The majority of the components must come from living creatures, but need not necessarily come from the same creature. Note: Some body parts, with the exception of the head and brain, may be artificial. A Golem Zombie may be constructed with weapons grafted in place of an arm or hand (this requires specialist knowledge - see Black Surgeon).</p><p>To assemble the components the crafter must bind them together using a combination of staples, metal studs and leather straps. Construction can take a variable number of hours, depending on the number of cadavers used and the quality of the internal organs. It takes approximately eight hours to prepare a creature for reanimation (if all the parts are prepared in advance).</p><p>Once the creature is made, the creator must make a Craft (Leatherworking) check and a Heal check (both with DC 15). A success has crafted a corpse suitable for reanimation. The flesh must then be injected with a thick and syrupy embalming fluid that reacts to electrical energy.</p><p>There are occasions when a surgeon does not have access to all the internal organs and body parts required for the creation of a Golem Zombie. In such instances, flesh and organs can be preserved indefinitely with their injection and/or suspension in preserving fluid. The creation of this fluid requires an alchemy skill of 12 ranks and costs 100 gp for sufficient fluid to contain one internal organ (such as the brain). Preserving fluid takes approximately twelve hours to brew and requires a well-stocked laboratory.</p><p>To reanimate the flesh, a mechanical device known as a Brass Heart must be fashioned and inserted into the chest cavity of the assembled corpse. Roughly spherical, the Brass Heart costs 500 gp and requires a Crafting (metalworking) skill of 12 ranks and has a crafting DC of 20. While inside the Risen, the Brass Heart is wholly inert and cannot be affected in any way.</p><p>The demands placed upon a creator to successfully reanimate the flesh are considerable. They must have access to large amounts of electricity to Kindle the cadaver, plus their laboratory must be well-stocked with some very expensive equipment. Most surgeons build their laboratories on high ground where storms are frequent or use magic to conjure storms when needed. Some employ druids to assist them in their grisly work, while others learn the elemental spells needed to power their experiments.</p><p>It costs approximately 10,000 gp to 50,000 gp to purchase and set up the equipment needed to specifically reanimate the dead. Many items parts are hard to find and their installation can raise some strange questions by those building their recondite devices in mysterious laboratories high up in stormy mountain ranges.</p><p>Once all preparations are complete, the newly prepared cadaver must receive eight points of electricity damage for every point of Corpus the Golem Zombie is to possess. This ‘charging’ must be inflicted within one hour of the Corpse’s completion, or the entire Kindling process must be done afresh. A newly Kindled Golem Zombie begins with a Temporary Corpus score equal to its Permanent Corpus.</p><p>The Golem Zombie is not created from a single corpse, but from the body parts of several creatures stitched together to create a Risen not unlike a flesh golem in appearance.</p><p>“Golem Zombie” is an acquired template that can be added to any corporeal creature or creatures.</p><p>Craft Golem Zombie feat.</p><p><strong>Mock Zombie:</strong> The Path of Corruption allows the creation of Mock Zombies, beings animated through vampiric energy and bound to an ever-changing, liquid form.</p><p>When Gariach was experimenting with the dead and their endless internment in the grave, he discovered that some cadavers naturally animate, for reasons unknown. He was experimenting with unlife, in particular with vampires and liches, studying the necromantic processes involved in their creation. He called this the Path of Binding, and in trying to recreate the process, discovered that the necromantic energies could be corrupted, transforming vampires and mortals into the creatures now known as Mock Zombies. Through this process, mortals that would otherwise become vampires would instead become lesser creatures, the entropic forces diminishing their essence and leaving them filled with festering rot and decay.</p><p>The Path of Binding was designed to harness the necromantic energies of the undead in an attempt to restore life to the slain. The process, through a complex array of crystals and cables, was intended to channel the energy of the undead by converting entropic energy into life-giving vitality. It failed, corrupting all used in the procedure, turning them into Mock Zombies. Its name was changed and it was left as nothing more than a curse, used by evil necromancers to transform their enemies into Mock Zombies.</p><p>Any man of science, alchemy or learned individual can learn this Path, having a very well equipped laboratory designed specifically for the purpose of reanimating the dead. The process can be mastered with a teacher in 1d6 months, or it can be researched, but it is very hard to learn. The student must have access to several Mock Zombies and at least one powerful corporeal undead creature. Research takes 1d4+1 years, at which point the researcher can make an Intelligence check (DC25). Every additional year they spend in research allows another Intelligence check to master the creation process (the DC is lowered by 2 for each additional year of research).</p><p>The binding process is not only expensive, it is time-consuming and difficult to perform. A necromancer must have a well-equipped laboratory before he can begin the process. He must have an network of quartz crystals and magical cabling installed, costing 50,000 gp to purchase and requiring six months to prepare. He must have a wide range of rare potions and unguents to inject into and apply to the corpse costing in the region of 5,000 gp.</p><p>Lastly, the equipment needed to perform the binding process is fragile, expensive and time-consuming to create, costing around 20,000 gp and taking approximately four months to make.</p><p>The cadaver must be injected with a syringe of fresh vampire blood and placed within an intricate network of crystals and magically attuned silver cabling. The corpse may not have been dead for more than 24 hours, or the entire process will fail (or the cadaver will animate purely as a feral zombie). A vampire of no fewer than 5HD must be used to power the procedure. The vampire must have been in existence for longer than one year (or they can not provide sufficient energies to fuel the necromantic process).</p><p>The process takes about one hour for the necromantic energies to pass from the vampire to the cadaver. Blue-black flashes of energy coruscate between the two corpses during the process as the vampire grows slowly weaker. Finally, the vampire passes into a form of unconsciousness, and finally, death, at which point they are reduced to inert ashes (from which there is no returning). At the end of the process, the corpse is animated as a Mock Zombie with 1 point of Corpus for every hit die the vampire possessed.</p><p>A Mock Zombie is almost never created deliberately, instead created by mistake when a vampire fails to rise after the Black Kiss (or through some other vampiric creation process - but never through a typical spell). It is not unheard of for entire groups of vampires to fail to rise when expected, only to emerge over the centuries as Mock Zombies. Rumors abound of a terrible rite known to the Black Council that is powerful enough to strip a vampire of his mystical prowess and forcing his undead flesh to decay, turning him into a Mock Zombie.</p><p>The Mock Zombie is a would-be vampire whose Black Kiss has failed and caused them to lie in their coffins for weeks, months or even years before they rose, not as one of the Children of Vangual but as one of the Risen.</p><p>“Mock Zombie” is an acquired template that can be added to any corporeal creature (other than undead) that has a skeletal system.</p><p>Create Mock Zombie feat.</p><p><strong>Revenant Zombie:</strong> The Path of Invocation allows the creation of the Revenant Zombie, a being pulled from their eternal slumber in order to perform a task for their creator.</p><p>The Rite of Pathos conjures a spirit and Kindles a corpse into a Revenant Zombie, either to right an injustice or to (more commonly) bind a particular spirit to a necromancer’s will for a period, forcing them to endure a form of slavery.</p><p>The ritual can be learned by any with</p><p>the desire and ability to learn it. It is jealously guarded by scholars and the necromancers that know it. Few actually know the true rite; most animate wisps of smoke and deranged spirits from the nether realms. It takes just 48 hours to learn the rite from one that has successfully performed it and 7 days to learn if the pupil has only the written form of the rite from which to learn.</p><p>The caster must protect the area in which he is to perform the Rite with a mystical circle scribed from a powdered mix of silver, salt and chalk. Failure to correctly perform the protective rites will result in the nether spirits conjured during the ritual being loosed to attack the caster during the rite. The caster must be present at the location of the deceased, or at some location that has a direct bearing on their death (such as the place of their demise).</p><p>The rite takes 1 hour to perform, during which time the caster cannot be disturbed or lose his concentration in any way (lest the rite fail and any spirits conjured be let loose upon him). The caster must be in possession of an item that was of value to the deceased in order for the rite to work. This can even be a living member of the deceased’s family (if the necromancer wishes to have a bargaining chip under his belt during the Covenant of Binding).</p><p>At the Rite’s conclusion, the deceased’s soul materializes to form the Covenant of Binding with the necromancer. If both parties agree, the spirit is bound into its original body (or the body of another should the original be unsuitable) and the Revenant is Kindled on full Corpus.</p><p>Some emotions are so strong that their reach extends beyond the grave, clutching at the hearts of the dead and refusing them rest. Love, hate, revenge and loyalty are all emotions strong enough to bring a Revenant Zombie back to life. Revenants walk the earth for two very different reasons:</p><p>Bound Revenants: By being bound by a necromancer or powerful figure for a period of service.</p><p>Unbound Revenants: To complete a task left incomplete by their death – to avenge the death of a loved one; to hunt down and slay the last of their hated foes, or to rescue the master in whose service they died defending.</p><p>Unbound Revenants: Are created spontaneously (or are summoned) due to something bringing them back from death. All have some mission upon the earth (their Quest) that they must complete before they can find eternal rest.</p><p>“Revenant Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p>Spontaneous animation, while rare, happens occasionally. It is usually triggered by powerful emotion at the site of a mortal’s death (or where they have a connection to the mortal realms). Tears of the bereaved upon their gravestone, or the blood of the innocent; there are many ways to trigger the return of a Revenant. Strong emotions can, with the aid of magic, stir the dead back into life, albeit with a terrible desire to put right their wrongs.</p><p>The Rite of Pathos feat.</p><p><strong>Calthar Brecht, Human Alchemical Zombie Wizard 10:</strong> ?</p><p><strong>Irisu, Human Eldritch Zombie Rogue 5, Assassin 5:</strong> It was not the wizard that slew Irisu, but his magical defences. But death was not the end for Irisu, for the magic that slew him also reanimated him as a Scourge.</p><p><strong>Brevik Enkilian, Human Ether Zombie Wizard 14:</strong> ?</p><p><strong>Tolvek, Human Golem Zombie Barbarian 12:</strong> In life he was four or five different people, mostly warriors from his tribe, all slain by the wizard Kathrasin. Tolvek was reanimated by the evil wizard to serve as a bodyguard.</p><p><strong>Ricard Lupus, Human Mock Zombie Rogue 10:</strong> In life, Ricard was a thief and grave robber with a penchant for fencing artifacts and relics. One night he had the misfortune of breaking into a tomb inhabited by a beautiful vampire who, taking a fancy to the unfortunate thief, gifted him with the Black Kiss. Before Ricard could rise as a vampire, a group of priests attacked the vampire, staking her and consecrating the ground. Ricard lay in a state of limbo, not quite dead and yet not alive either. It was five years later that Ricard awoke, not as a vampire but as a Mock Zombie.</p><p><strong>Kargan, Human Revenant Zombie Fighter 12:</strong> ?</p><p><strong>Ash Dragon:</strong> They reproduce by stealing the eggs from other dragons and corrupting them with powerful necromantic rituals.</p><p><strong>Feral Zombie:</strong> A feral zombie is created when a mortal is slain (or bitten within seven days) by a Risen. These corpses Kindle, creating a creature with dark, terrible eyes, the ability to move normally, and an endless and ceaseless appetite for living flesh: a feral zombie...</p><p>Any creature slain by a feral zombie rises up as a feral zombie within 1d6 rounds. Any creature bitten or scratched by a feral zombie that dies within seven days of receiving that wound will automatically rise up as a feral zombie.</p><p>A creature slain by an Eldritch Zombie has a 5% chance of rising up as a feral zombie.</p><p>There is a 1% chance for every level/HD of the Ether Zombie that any mortal upon whom they slay through feeding will reanimate as a feral zombie within 1d6 rounds of their death.</p><p>The cadaver to be turned into a mock zombie must be injected with a syringe of fresh vampire blood and placed within an intricate network of crystals and magically attuned silver cabling. The corpse may not have been dead for more than 24 hours, or the entire process will fail (or the cadaver will animate purely as a feral zombie).</p><p>A creature slain by a Mock Zombie has a chance of reanimating as either a feral zombie or an ooze zombie. Mock Zombies are careful to avoid passing on their curse to others and so are careful how they slay their prey. Many decapitate the corpse (thus preventing all form of reanimation). On death roll d100: 01 to 10: the slain will rise up as an ooze zombie (this chance rises to 01 to 25% if the Mock Zombie devours the brains of the deceased (with the intention of actively creating an ooze zombie). There is an additional 10% chance that even if the corpse does not rise up as an ooze zombie, that it will reanimate as a feral zombie.</p><p><em>Curse of the Undead</em> spell.</p><p><em>Stricken</em> spell,</p><p><strong>Flayed Zombie:</strong> The flayed zombie is a horrific monstrosity created by the Black Cabal for use as a potent warrior and assassin.</p><p>A flayed zombie is created by having their skin painfully removed by another flayed zombie, or by a mage using the excoriate flesh spell.</p><p>Any humanoid slain by a flayed zombie’s excoriate attack will rise as a flayed zombie in 1d4 rounds.</p><p><em>Excoriate Flesh</em> spell.</p><p><strong>Frost Zombie:</strong> The tragically slain corpses of past adventurers, the frost zombie exists only in freezing climes, for they rely on the cold to slow the rate of decomposition of their flesh.</p><p><strong>Gangrel Zombie:</strong> Gangrel zombies are afflicted with a virulent magical disease known only as Pain. Any character receiving damage from a gangrel zombie must make a Fortitude save (DC 15) or be afflicted with Pain. Characters infected with Pain immediately lose 1 hit point and a further 1 hit point at the start of every round. A terrible agony fills those afflicted as their flesh begins to burn from within. Lost hit points incurred due to Pain can only be healed naturally; the disease is highly resistant to magical curing and it can only be removed by a remove disease spell. A target may only contract Pain once at any one time and once cured, are immune to the effects of the disease for 24 hours. If a character falls to 0 hit points, they are overcome with agony for 10 rounds (stunned) while their flesh boils and their minds collapse. Thereafter they rise up as a gangrel zombie.</p><p><strong>Hollow One:</strong> Hollow Ones (or hollow zombies) are the shells of the Risen that have wholly succumbed to the Decay. Their spark of life has been extinguished and their soul forever lost to the swirling mists of entropy. In its place emerges a dreadful malevolence and hunger, desiring nothing more than to feed upon the life force of the living.</p><p>“Hollow One” is an acquired template that can be added to any corporeal Risen Dead.</p><p>Any humanoid slain by a Hollow One rises up as a Hollow One in 1d4 rounds.</p><p>A Risen that loses all of their Corpus energy wholly succumbs to the Decay. Their life force is depleted, their mortal minds forever stripped away. They become Hollow Ones: mindless creatures possessed with naught but an unquenchable hunger for the essence of the living.</p><p>Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One.</p><p><strong>Ooze Zombie:</strong> The spawn of Mock Zombies, they are known as carrion eaters for they are Any creature slain by an ooze zombie rises up as an ooze zombie in 2d6 rounds.</p><p>the cleaners of dungeons, readily devouring anything put in front of them.</p><p>A creature slain by a Mock Zombie has a chance of reanimating as either a feral zombie or an ooze zombie. Mock Zombies are careful to avoid passing on their curse to others and so are careful how they slay their prey. Many decapitate the corpse (thus preventing all form of reanimation). On death roll d100: 01 to 10: the slain will rise up as an ooze zombie (this chance rises to 01 to 25% if the Mock Zombie devours the brains of the deceased (with the intention of actively creating an ooze zombie). There is an additional 10% chance that even if the corpse does not rise up as an ooze zombie, that it will reanimate as a feral zombie.</p><p><em>Ooze Transfiguration</em> spell.</p><p><strong>Sanguine Zombie:</strong> Sanguine is a magical disease devised by the Black Cabal to render the mortal populace vulnerable to vampiric domination. Their experiments failed, creating a disease that mutated, filling those infected with a terrible thirst for violence and stripping them of their higher brain functions. Creatures infected by Sanguine quickly lose their minds, becoming highly feral, hungry for the blood of the living.</p><p>Sanguine is highly contagious, passed from person to person via saliva or blood. Someone bitten or scratched by an infected creature is swiftly filled with a terrible bloodlust. In time, the hunger consumes their life essence, leaving them forever a blood hungry sanguine zombie.</p><p>Sanguine is a magical disease that affects all living creatures not otherwise immune to magical diseases. A creature that comes into contact with the infection must succeed at a Fortitude save (DC 18) or contract Sanguine infection immediately. On infection, the victim loses 1d6 points of Intelligence and Wisdom, and 1 point of Intelligence and Wisdom per round thereafter as the virus courses through their bloodstream. A creature reduced to 0 Intelligence or Wisdom is immediately overcome by a terrible bloodlust, lashing out and attacking everyone near them, discarding weapons in favor of teeth and nails.</p><p>Each day following infection the creature loses 1 point of Constitution. When reduced to 0 Constitution an infected creature dies and rises as a sanguine zombie.</p><p>“Sanguine Zombie” is an acquired template that is added to any living creature that has a skeletal system slain by the Sanguine infection.</p><p><strong>Blight Zombie:</strong> A magical disease of unknown origin, the Voracious Wasting afflicts its victims with an inhuman hunger for human flesh, combined with a terrible rotting.</p><p>The disease is passed on through blood, bites and wounds caused by the infected. A victim may only contract the disease once at any one time and only magical detection will alert a character to the presence of the Voracious Wasting.</p><p>A character must make a Fortitude save (DC 16) to shrug off the effects of the disease when it is first encountered. A failed save causes the victim to lose 1 point of Constitution, Wisdom and Dexterity each day. When their Wisdom reaches 0 the victim has reverted to a completely bestial state and will gorge themselves as much as they can upon human flesh or upon any raw food they can obtain. When their Constitution or Dexterity reaches 0, they have wasted away and arise within 1d6 hour as a blight zombie.</p><p>Once the Wasting is contracted, the victim seems relatively normal for a few days (until they reach half Constitution). At that point they begin to develop a desperate thirst that they cannot sate. After few more days, they begin to develop purple lesions across most of their body. Their hair begins to fall out, their breath grows increasingly more fetid, and they grow yellow, discolored nails. In the final stages of the disease, the victim is sullen, their mind and bodies dimmed, the hunger for flesh uncontrollable. A character that dies while they are infected by the Voracious Wasting immediately rises up as blight zombies one round later.</p><p>The Voracious Wasting may not be naturally cured with the heal skill. Only a cure disease spell (or more potent healing) will remove the disease from a subject, but only within the first 24 hours of infection. Thereafter, the infected character must have all ability points (lost to the Wasting) restored before a cure disease will be effective upon them.</p><p><strong>Necrotic Bacteria:</strong> ?</p><p><strong>Zombie Flesh Eater:</strong> Flesh eaters are undead beings fuelled by powerful necromancy, but their creators have conferred upon them the need to eat living flesh to remain animated and to stave off any signs of rot. Any undead-creation spell (such as animate dead) can make flesh eaters (so long as the necromancer knows how to alter the spell to do so).</p><p><strong>Grafted Zombie:</strong> Black Surgeon Perform Surgical Graft powers.</p><p>Necromancer Grafting feats.</p><p></p><p><strong>Undead:</strong> This book is about hunger, about being slowly consumed from within. It’s about stealing life from beyond the grave, and facing the consequences for extending your existence beyond its natural lifespan. It’s about evading death’s grip; returning from the dead; completing your last quest; whispering a curse on death’s door and haunting the living. All of these things may bring back a creature from the dead.</p><p>When Gariach was experimenting with the dead and their endless internment in the grave, he discovered that some cadavers naturally animate, for reasons unknown.</p><p>Ether Zombie's Minions of the Dead power.</p><p><strong>Zombie:</strong> When you imagine a zombie, I imagine you picture a shambling, rotting corpse animated by the forces of necromancy. It will help us both if you put that image to one side for now – yes, what you believe is certainly true, but it is only a part of what I mean when I talk of the Risen.</p><p>Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One.</p><p>If frost zombies are placed in warmer climes, they lose 1 hit point per minute until they collapse, rising 1d6 rounds later as a standard zombie.</p><p>There are many types of zombie, each created differently. While most are corpses held together by magic, this is not always the case. The form of creation determines how long a zombie will remain in existence. Zombies animated by magic can last considerably longer than those created by a disease or through more natural means.</p><p>A character reduced to -1 hit points from the Black Shivering, rises up as a standard zombie in 1d3 days.</p><p>A character that dies while suffering from Contagion rises up as a standard zombie within 1d4 days.</p><p>A character reduced to 0 Constitution from the Entropy disease, rises up as a standard zombie in 24 hours.</p><p><em>Rite of Returning</em> spell.</p><p><em>Power Word Reanimate</em> spell.</p><p>Ether zombie's Echoes of Life power.</p><p></p><p>RITE OF RETURNING</p><p>Necromancy</p><p>Level: Clr 4, Nec 4, Sor/Wiz 5</p><p>Components: V, S, F</p><p>Casting Time: 1 minute</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: One creature</p><p>Duration: 1 day/level (D)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell infuses any of your living minions with powerful necromantic energy. They lose 1d4 hit points that only return after the expiration of the spell. If they are slain during the spell’s duration, they immediately rise up as a zombie 1d4 rounds later.</p><p>Focus: A circle of silver</p><p></p><p>POWER WORD REANIMATE</p><p>Necromancy</p><p>Level: Clr 9, Nec 8, Sor/Wiz 9</p><p>Components: V, S, F</p><p>Casting Time: 1 action</p><p>Range: Long (400 ft. + 40 ft./level)</p><p>Duration: Instant</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell causes a wash of necromancy to swirl out from the speaker of the single power word. This reanimates all corpses in the area of effect as 1 HD skeletons and 2 HD zombies depending on the condition of the corpses. Corpses rise up at the end of the round and can act at the start of the next round.</p><p>Focus: A sphere of obsidian</p><p></p><p>CURSE OF THE UNDEAD</p><p>Necromancy [Evil]</p><p>Level: Clr 2, Nec 2, Sor/Wiz 3</p><p>Components: V, S</p><p>Casting time: 1 action</p><p>Range: Close (25 ft. + 5 ft. per level)</p><p>Effect: 1 living creature</p><p>Duration: Special</p><p>Saving throw: Fortitude negates</p><p>Spell resistance: Yes</p><p>This foul spell afflicts the subject with bands of powerful necromantic energy. If the subject victim dies within a year and a day of this curse being uttered, they immediately rise up as a feral zombie 1 round after their death.</p><p></p><p>STRICKEN</p><p>Necromantic [Evil]</p><p>Level: Nec 5, Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: One living creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>The subject is afflicted by a malevolent wasting condition that makes them feel strangely nauseous and unable to eat. They lose 1d4 points of Constitution on the spell’s completion. This Constitution is not regained until the condition is cured or the spell is neutralized. A character loses 1 from their maximum hit point total at the end of every day and receives a -4 penalty to their Fortitude saves. If they are reduced to 0 hit points through this spell, they rise up as a feral zombie within 1d6 rounds.</p><p>Material Component: Fennel steeped in the poison of an adder.</p><p></p><p>Ooze Transfiguration</p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: 30 minutes</p><p>Range: 10 ft. per level</p><p>Target one creature</p><p>Duration: instantaneous</p><p>Save: Fortitude</p><p>Spell Resistance: Yes</p><p>This spell transforms a vampire into an ooze zombie. It is considered the worst of curses, only ever performed on those that have committed the most terrible of crimes.</p><p>Arcane Material Components: A sprinkling of fresh Mocked Vampire ichor.</p><p></p><p>DISTIL SERUM [ITEM CREATION]</p><p>You can brew Serum</p><p>Requirements: 7th Level, Brew Potion, Intelligence 15</p><p>Benefits: You can make Serum provided you have a well-equipped laboratory and the correct ingredients (as listed above). You must have access to a working formula before you can comprehend the complex nature of this feat.</p><p>XP Cost: 500 XPs per Hit Dice.</p><p></p><p>RITE OF THE SCOURGE [ITEM CREATION]</p><p>You can create Eldritch Zombies</p><p>Requirements: Write Scroll, must be able to cast 5th level spells</p><p>Benefits: You can create an Eldritch Zombie; a Scourge. A character can only make one Scourge at any one time. A character can assist in any number of Eldritch Zombie creations, but they themselves may only have one Scourge that they personally created with the Rite of the Scourge.</p><p>XP Cost: 1000 XPs per Hit Dice.</p><p></p><p>PROCESS OF THE NECROTIC TRANSFUSION [ITEM CREATION]</p><p>You can create Ether Zombies</p><p>Requirements: Write Scroll, must be able to cast 5th level spells, Intelligence 16+</p><p>Benefits: So long as you have a suitably equipped laboratory, you can create a permanent Ether Zombie.</p><p>XP Cost: 400 XPs per Hit Dice</p><p></p><p>CRAFT GOLEM ZOMBIE [ITEM CREATION]</p><p>You can manufacture a Golem Zombie.</p><p>Requirements: Craft: Metalworking (12), Craft: Leatherworking (15), Heal (12), Knowledge (Anatomy) 12</p><p>Benefits: You can manufacture a Golem Zombie as per the procedures above.</p><p>XP Cost: 600 XPs per Hit Dice</p><p></p><p>CREATE MOCK ZOMBIE [ITEM CREATION]</p><p>You can perform the process needed to create a Mock Zombie.</p><p>Requirements: Craft (alchemy) 10 ranks; able to cast 5th level spells.</p><p>Benefits: You have learned the Path of Corruption and can successfully make Mock Zombies (providing you have access to the correct ritual components).</p><p>XP Cost: 300 XPs per Hit Dice.</p><p></p><p>THE RITE OF PATHOS [ITEM CREATION]</p><p>You can summon and bind a Revenant to you.</p><p>Requirements: 12th Level, able to cast 5th level wizard spells.</p><p>Benefits: You can summon and bind one Revenant to you (but only one at any one time). You must comply with the Covenant of Binding lest the Revenant be set free (and released with the ability to destroy you).</p><p>XP Cost: 800 XPs per Hit Dice</p><p></p><p>THE BLACK SHIVERING</p><p>This disease is carried by many forms of the undead, and is a terrible plague indeed. The Shivering can destroy an entire town, while the population remains unaware that they are the victims of a plague at all.</p><p>Origins: Created by a group of life-hating necromancers, the Black Shivering is designed to slowly whittle away at a population while working in complete secrecy.</p><p>Symptoms: The Shivering afflicts a victim in subtle ways. The target loses 1 from their maximum hit point total once for every 24 hours of the affliction. The character will not be aware of the condition until their hit point total has fallen to half, at which point they will start to feel strange and somewhat light-headed. Note: To avoid suspicion, characters should not know their new hit point totals as time passes, only that they are suffering from some mysterious affliction (thus adding to the suspense and fear of their unknown malady). As the disease progresses (reaches 10 hit points or fewer), the victim’s flesh begins to dry painfully, then begins to disintegrate, nails yellow then fall off, and lips start to wear away, until the teeth begin to show. In the final stages of the disease, the flesh on the victim’s body turns a yellow-parchment color with bloody blotches.</p><p>Death: A character reduced to -1 hit points from the Shivering, rises up as a standard zombie in 1d3 days.</p><p>Curing: The Shivering can only be removed by a 15th level cleric and a wizard of the same level (or higher). The wizard must begin the curing by successfully casting dispel magic (targeted dispel - DC 25). If successful, the cleric must then cast the spells: remove disease and heal. A fail at any part of the process and the curing must be started anew.</p><p>Notes: Those that contract the Shivering do not register as being afflicted by any form of disease. The Shivering is almost completely immune to most forms of magical detection. Only the most powerful detections performed by a 15th level character or higher will recognize that there is any form of magical ailment affecting a character (and even then the results will be vague and unspecific ‘a character will know that there is ‘something’ amiss with another, but not exactly what’).</p><p></p><p>CONTAGION</p><p>This is a disease carried by many Risen (and some zombies). Their claws and teeth glimmer with a nacreous green radiance and they seem to be filled with an abnormal malevolence that even the most non spiritually aligned can detect.</p><p>Origins: No one knows (or will accept responsibility) exactly where Contagion began. Many believe it to have been created in some laboratory under the scrutiny of vampire wizards and evil liches.</p><p>Symptoms: When a character is infected with Contagion, they do not heal naturally. Wounds steadily worsen and if left unchecked, a character will eventually die. While magical healing will work on them, their bodies simply do not recover from injury on their own. They suffer a -4 penalty to their Fortitude saves, and -8 against all forms of diseases and poisons.</p><p>Death: A character that dies while suffering from Contagion rises up as a standard zombie within 1d4 days.</p><p>Curing: Contagion can only be cured by a neutralize poison and a remove disease spell cast by a 10th level cleric or higher. Anything else will not work (although higher-level curing will always be successful).</p><p>Note: there are new (and even more terrible) versions of Contagion in existence that are even granted a save against the curing effects of a cleric. This enhanced version of Contagion saves against any curing attempts as a 15th level wizard.</p><p></p><p>ENTROPY</p><p>This disease was designed to gain revenge upon the strong and the powerful. While its effects are slow, there are few known cures, and most that contract it, eventually dies a horrible wasting death...</p><p>Origins: No necromantic group will take credit for Entropy. It is believed to have originated on the higher planes. The elves call this disease the ‘black wasting’ and treat the afflicted like lepers.</p><p>Contracting the Disease: It must be contracted through food or water, or by direct blood contact with an infected creature (certain undead carry the disease).</p><p>Symptoms: Entropy affects a victim in subtle ways. Infected victims have a greenish tint in their eyes that glimmers in darkness. Elves and other woodland creatures can sense the ‘wrongness’ about them and druids will be sickened by contracting this illness. Every week the infected must make a Fortitude save (DC18) or lose one point of Constitution. Their flesh grows greener as the disease progresses and their nails take on an emerald sheen.</p><p>Death: A character reduced to 0 Constitution, rises up as a standard zombie in 24 hours. They are then carriers of the disease that go on to pass their infection on to all they meet.</p><p>Curing: Entropy is very hard to cure. The magic of the disease mixes with the life force of the victim making a cure, near-impossible to find. A god may remove the infection, as will the death of the character. Other restoratives are much harder to find.</p><p></p><p>Echoes of Life (Su): An Ether Zombie can animate corpses, infusing them with a fraction of its life force. It can choose to expend 1 Corpus to animate any corpse within 30 feet. Corpses animate with a number of HD equal to the Ether Zombie’s Signum. Example: a 2nd Signum Ether Zombie can reanimate the corpse of a 10HD warrior, but the corpse only animates as a 2 HD zombie. Corpses animate immediately and remain animated for 10 rounds (the Ether Zombie can expend additional Corpus energy to continue their existence for another 10 rounds if he desires). All animated zombies remain wholly under the command of the Ether Zombie and cannot be commanded or controlled by anyone else (but they can be turned). If the Ether Zombie is destroyed, all of his creations are destroyed. An Ether Zombie can only have as many undead creatures in existence at any one time as his character level. All creatures reanimate at full hit points. Once a creature has been destroyed, it can never again be reanimated by necromancy; the flesh is corrupted with the taint of ether. Additionally, the Risen cannot feed from any corpse that has been previously animated by an Ether Zombie. The dead flesh has been stripped of vitality and no longer provides any Corpus energy.</p><p></p><p>MINIONS OF THE DEAD</p><p>Cost: 3 Marks</p><p>Effect: An Ether Zombie can animate a number of permanent undead minions equal to his Signum. These minions may have a maximum number of Hit Dice equal to twice their creator’s Signum. To create a minion, an Ether Zombie must expend 5 points of Corpus, reanimating the corpse in 1d10 minutes. If a minion is destroyed, the Ether Zombie can immediately animate another by following the same procedure.</p><p>Level Requirement: None[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/2038/The-Planes--Zahhak?affiliate_id=17596" target="_blank">The Planes - Zahhak</a>[spoiler]</p><p><strong>Hollow Dead, Soul of a Person Who Died in the Material Plane and Ended up in Zahhak Due to Hopelessness But Who Still Possesses the Spark of Willpower that Kept Them From Ending up as a Statue:</strong> Hollow dead are souls who were weak and despaired enough that they fell to the Ashen Waste but were strong enough to avoid becoming statues. </p><p>Zahhak has two kinds of undead native to its dunes and broken lands: the hollow dead and the grey moaners. The first are souls of people who died in the Material Plane and ended up here due to hopelessness but who still possess the spark of willpower that kept them from ending up as statues. </p><p><strong>Grey Moaner, Pale Greyish Remains of a Creature Who Has Succumbed to the Ashen Waste's Influence:</strong> Like hollow dead, the grey moaners are souls too strong to become statues, but the moaners died someplace in Zahhak, most often an adventurer who ran out of luck or willpower. </p><p>The passivity of the hollow dead contrasts sharply with the desperate fierceness of grey moaners, pale greyish remains of creatures who have succumbed to the Ashen Waste’s influence, not truly dead but no longer alive. </p><p><strong>Hollow Dead, Walking Dead, Tortured Soul, Decaying Corpse Coated in a Thick Coat of Dark Ash:</strong> ?</p><p><strong>Grey Moaner, Walking Dead, Ferocious Fighter:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Mindless Undead, Undead Minion:</strong> ?</p><p><strong>Mindless Undead, Undead Minion, Slave:</strong> ?</p><p><strong>Mindless Undead, Undead Minion, Worker:</strong> ?</p><p><strong>Mindless Undead, Undead Minion, Decoration:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Skeleton, Mindless Undead:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie, Mindless Undead:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/20347/The-Players-Guide-to-Arcanis?affiliate_id=17596" target="_blank">The Player's Guide to Arcanis:</a>[spoiler]</p><p><strong>Undead Animal:</strong> ?</p><p><em>Skeletal Companion</em> spell.</p><p><strong>Spirit Warrior:</strong> ?</p><p><strong>Undead Template:</strong> “Undead” is a template that can be added to any corporeal humanoid that has a skeletal system.</p><p>Val'Mordane 4th level Bloodline Neroth's Final Blessing power.</p><p></p><p><strong>Undead:</strong> Sentient undead are the blessed of Neroth; only those whose souls are close to purity can live on as beings of pure intellect, free to contemplate spiritual perfection, unhindered by the demands of living flesh.</p><p>Within the church of Neroth there is an Order, not even spoken of outside of Canceri, and even then only in whispers, known to outsiders as the Order of the Still Heart. To those within, they call it the Blessed Path of Neroth. To most Nerothians, Neroth’s gift is to be sought after, and treasured if it is given. To these ambitious people, however, unlife is not a gift to be given, but a secret to be discovered, and taken. Once a willing soul is taken through the rituals to begin this process, there is no stopping it – he will become an undead creature, dying and rising again.</p><p>In the world of Arcanis, undead are created differently than suggested by the core rules. Therefore, all undead do not automatically radiate as evil creatures. Unless stated otherwise, undead radiate like any other creature (as described above) regardless of their origins. This change affects no other aspect of undead other than alignment and all other spells affect undead normally. Unless detailed otherwise, undead are created with negative energy. However, some undead on Onara are animated through the use of positive energy.</p><p>Intelligent undead are created by using the soul of the person as the fuel that powers the transformation.</p><p>Deathbringer's Life Beyond Life power.</p><p>Order of the Still Heart's Death and Rebirth power.</p><p><strong>Ghost:</strong> <em>Hold the Spirit</em> spell.</p><p><strong>Skeleton:</strong> <em>Mark of Thralldom</em> spell.</p><p><strong>Zombie:</strong> <em>Mark of Thralldom</em> spell.</p><p></p><p>Hold the Spirit</p><p>Necromancy</p><p>Level: Clr (Beltine) 2, HC (Beltine) 3, Spirit 1</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One creature that died within the last 24 hours</p><p>Duration: 1 day/level</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: No</p><p>Beltine owns the sprit and has granted her devout followers the power to hold the sprit to the body for a short amount of time. By casting this spell, the spirit may be bound to the body for longer than the standard 24-hour period. As long as the soul is bound to the body in this fashion and the other requirements of the spell are met, a raise dead spell will bring the target back to life even after the 24-hour limit associated with the cosmology of Arcanis.</p><p>However, death is not easily cheated and this spell is not cast without substantial risks. First, binding the soul to the body in this manner is very traumatic. For every day the target’s soul is bound to its body through this spell, there is a chance the experience will drive the intellect insane. Every day the target is under the effects of this spell, it must make a Will save (DC 10 plus the number of days under the spell’s effect) or become insane as if affected by the insanity spell. Only a heal, limited wish, miracle, or wish can restore the target’s mind. Second, any target of this spell that is not returned to life, for any reason, is forever cursed in the afterlife. When the spell expires without the target being returned to life, it rises, becoming an undead menace to the living. The target gains the ghost template and immediately switches alignment to Chaotic Evil. The first priority of this abomination is to seek out those who where responsible for its death, as well as the caster of the spell who caused its current state. If these goals cannot be met for any reason, the ghost will wander an area equal to one square mile per character level or Hit Die it had in life, slaying all living creatures who enter its domain.</p><p>Material Component: A pearl worth at least 50 gp, which is placed in the corpse’s mouth and remains there until life is returned to the body. The pearl is consumed when the soul returns to its body or when the spell’s duration ends and the body rises as an undead abomination.</p><p></p><p>Mark of Thralldom</p><p>Necromancy (Creation)</p><p>Level: Clr 3 (Neroth), Sor/Wiz (val’Mordane) 3</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Targets: One living creature</p><p>Duration: One year and one day</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>By casting this spell on a single living creature, you ensure that when that creature dies, it will animate as an undead within 1-3 rounds. The target will become either a zombie or a skeleton depending on how intact the body is immediately after death. At the time of the casting, you may issue one simple command that the subject will obey when it returns as one of the living dead, such as “Seek me out for further orders” or “Kill the Elorii in the red tunic.”</p><p>Once the spell is cast, the mark of thralldom lasts for one year and one day, and it is very difficult to remove. First, the victim must have a remove curse cast by a higher level caster than the caster of the mark of thralldom. This nullifies the effects of the mark for 24 hours and allows further steps to be taken to remove it. Next, the victim must have an erase spell cast to remove the mark, then a heal spell cast to nullify the remaining effects. Once this final step is taken, the red dye will seep from the skin and flake away.</p><p>Due to the nature of the casting of this spell, it may not be cast through a spectral hand spell.</p><p>Material Component: A red dye worth 100 gold pieces that is smeared on the subject.</p><p></p><p>Skeletal Companion</p><p>Necromancy</p><p>Level: Clr (Neroth) 1, Blackguard 1, Sor/Wiz 1</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</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>With this spell you may create a skeletal companion. Though limited by its mindless nature; a skeletal companion can be quite useful. This spell animates the body or bones of a Medium-sized or smaller creature and turns it into a skeleton that will follow your simple spoken commands. This skeleton remains animated until destroyed or dismissed by the original caster. Once animated by this spell, the skeleton may never be animated again by any other means. Only a single skeleton from this spell may be controlled at any one time. Any further castings of this spell will fail if you already have one skeletal companion.</p><p>This undead companion does not count against your limit on the number of Hit Dice of undead creatures you may control at any one time. A skeletal companion can only be created from a mostly intact skeleton or corpse. If made from a corpse, the flesh falls off of the bones during animation. The skeletal companion is equal in all respects to the Human Warrior Skeleton entry found in Core Rulebook III.</p><p>This spell will not work on any recently deceased corpse or any corpse that has a spirit still bound to the body in some way.</p><p>Material Component: A small black onyx worth 50 gp, which is placed in the skeleton or corpse’s eye socket or mouth.</p><p></p><p>Death and Rebirth: When the character reaches enough experience to gain 6th level in the Order, he dies (but does not lose a level). This death cannot be stopped short of a wish or miracle. If the character does circumvent this death in some fashion, he may not progress any further in this or any other class. Assuming the character allows his death to overtake him, the next morning, after the warming rays of Illiir illuminate his corpse, the true blessing of Neroth takes hold. The character rises as a free-willed undead. His type changes to Undead and he gains all of the undead characteristics (see Core Rulebook III for the characteristics of this type).</p><p></p><p>Life Beyond Life (Ex): At the apex of his career, after a lifetime punishing those who have spent their lives doing evil unto others, the Deathbringer is granted the power of unlife; the exact nature of his transformation into an undead creature is subject to the GM’s discretion and is proportional to how well the Deathbringer has carried out his mission during his mortal lifetime. The typical transformation is for the Deathbringer to be granted some powerful undead form that permits him to continue carrying out his charge as a member of the Order, but sometimes Neroth has other plans for these most devoted and puissant of His servants.</p><p></p><p>Neroth’s Final Blessing (Ex)</p><p>The greatest blessings of Neroth do not come lightly, and few receive them with such open arms as the val’Mordane. The journey into un-life carries with it great power and strength, shedding the fears and frailties of the human form in exchange for life everlasting, though only those closest to Neroth’s teachings truly comprehend this. In such a measure of understanding, the Val’s body is reborn as that of a walking dead, gaining the Undead template.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">The Psychic's Handbook</a>[spoiler]</p><p><strong>Spontaneous Psychic Construct:</strong> It may be possible for some psychic constructs to arise spontaneously without being deliberately created by a psychic. Such spontaneous constructs may appear due to a combination of intense emotion and latent psychic ability in a living creature, or they may arise from psychics that suffer a sudden or traumatic death (making them a sort of undead).</p><p>Both types of constructs tend to appear in response to strong emotions, namely the emotions of the psychic agent that created them. This often gives spontaneous constructs a particular reason for being, whether to protect a family or loved one or to carry out its creator’s repressed anger, hate, jealousy, or other impulses. Constructs created by the death of a psychic often try to carry out their creator’s dying wishes, whatever they may be. In some cases, spontaneous psychic constructs think or look like their creator. They may possess the creator’s mental skills and abilities, and may even believe that they are their creator in some fashion.</p><p><strong>Spontaneous Psychic Construct, Spirit, Ghost, Psychic Ghost:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1660/The-Quintessential-Elf-II?filters=0_0_0_0_45208_0?affiliate_id=17596" target="_blank">The Quintessential Elf II</a>[spoiler]</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/2155/the-quintessential-wizard?affiliate_id=17596" target="_blank">The Quintessential Wizard</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Mindless Drone:</strong> ?</p><p><strong>Ghost, Malevolent Spirit:</strong> ?</p><p><strong>Evil Ghost:</strong> ?</p><p><strong>Ghoul:</strong> <em>Feast of Flesh</em> spell.</p><p><strong>Lich:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie:</strong> <em>Grave Storm</em> spell.</p><p></p><p>Feast of Flesh</p><p>Necromancy</p><p>Level: Sor/Wiz 4</p><p>Components: V, S, M</p><p>Casting Time: 30 minutes</p><p>Range: Self</p><p>Target: You</p><p>Duration: 1 hour/level</p><p>Saving Throw: See below</p><p>Spell Resistance: No</p><p>Feast of Flesh has some similarities with ghoul touch, although its effects are far more long-lasting and serious. Owing to the grim material component required, few except the vilest of necromancers will ever cast it. It opens up a channel not just to the negative energy plane, but also to the primal essence of ghoulishness on that plane.</p><p>For the duration of the spell, you are granted the ability to paralyse your opponents with your unarmed strike attacks. This paralysis lasts 1d6+2 minutes. Elves are immune to it. Your victims may make Fortitude saving throws to resist the effects of the paralysis. All your unarmed strike attacks gain a bonus of +2 and do normal damage without penalty (rather than subdual damage). If you kill anyone with your unarmed strike attacks while affected by this spell, you may either consume their corpse there and then to gain an additional hour added to the duration of your feast of flesh, or leave the corpse be in which case it may rise as a ghoul itself after 1d4 days (see Core Rulebook III).</p><p>In addition to your paralysing touch, you gain a +2 bonus on all saving throws against mind-affecting magic or sleep spells for the duration of the spell. You work yourself into such a frenzy that it is very difficult to control you with magic.</p><p>At the Games Master’s discretion, a character who uses this spell too frequently may have a chance of becoming a ghoul himself when he dies.</p><p>Material component: At least 5 lbs of raw flesh from the caster’s own species, to be eaten during the casting process.</p><p></p><p>Grave Storm</p><p>Necromancy</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Area: Cone</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude half</p><p>Spell Resistance: Yes</p><p>Drawing upon the lethal arcane energies of the grave, this spell brings into existence a horrid stream of grave dirt, putrid flesh, maggots, and bone dust. This material extends forward in a cone from your hand. It slams into living creatures, overwhelming them in a horrid spray of death magic that deals 1d6 points of damage per caster level to a maximum of 15d6. Those that succeed take half damage. In addition, any creatures killed by this damage arise as zombies under the caster’s control in 1d4 rounds. Treat these creatures as monsters you created with animate dead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/367698/The-Road-to-Monsterberg-Secret-of-the-Golden-Hills?affiliate_id=17596" target="_blank">The Road to Monsterberg, Secret of the Golden Hills</a>[spoiler]</p><p><strong>Gertruda, Ghost:</strong> There are a number of popular legends associated with the mine. There is a ghost named Gertruda who was the wife of a miner lost during an accident in the mine. She went looking for him in the mine after the cruel owners (probably the Fuggers) refused to send a rescue team. She never returned from her expedition, but according to miner’s legends, her ghost still leads lost people to safety sometimes.[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/2178/the-wurst-of-grimtooth-s-traps?affiliate_id=17596" target="_blank">The Wurst of Grimtooth's Traps</a>[spoiler]</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Poltergeist, Ghost, Spirit, Phantom:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Warrior's Ghost:</strong> ?</p><p><strong>Evinrood, Shade, Spirit:</strong> ?</p><p><strong>Ingenious and Very Lazy Vampire:</strong> ?</p><p><strong>Vampire, Gentleman of Strange Demeanor:</strong> ?</p><p><strong>Vampire, Girl:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3019/Tome-of-Horrors-Revised?term=tome+of+horrors&it=1&affiliate_id=17596" target="_blank">Tome of Horrors Revised:</a></p><p>[spoiler]<strong>Apparitions:</strong> 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>Any humanoid slain by an apparition becomes an apparition in 1d4 hours.</p><p><strong>Barrow Wight:</strong> A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds.</p><p>Bhuta: When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.</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> When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy.</p><p>Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days.</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>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>Create Crypt Thing Spell</p><p><strong>Darnoc:</strong> 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>Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds.</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>Orcus:</strong> Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.</p><p><strong>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>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>Groaning Spirit:</strong> The groaning spirit is the malevolent spirit of a female elf</p><p><strong>Haunt:</strong> The haunt is the spirit of a person who died before completing some vital task.</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><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>Undead Ooze:</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>As a full-round action, an undead ooze can expel 1d6 skeletons from its mass.</p><p><strong>Vampiric Ooze:</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>Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.</p><p><strong>Poltergeist:</strong> Poltergeists are undead spirits that haunt the area where they died. A poltergeist has no material form and cannot manifest on the Material Plane. Most poltergeists are evil, as they are “trapped” in the area where they were killed and can never leave this area unless they are destroyed. This “prison” drives them mad and they come to hate all living creatures.</p><p><strong>Shadow Rat Common:</strong> ?</p><p><strong>Shadow Rat Dire:</strong> ?</p><p><strong>Lesser 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. 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><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).</p><p>The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich.</p><p>To create a skulleton, the creator must be at least 9th level. The following ingredients are required.</p><p>— The skull of a humanoid or monstrous humanoid.</p><p>— A few bones from a humanoid or monstrous humanoid.</p><p>— A small quantity (at least 1 pint) of earth (dirt).</p><p>Powder the bones (but not the skull) and mix with the earth or dirt in an iron bowl. Pour the powdered mixture over the skull. Cast the following spells in this order: contagion, fly, stinking cloud, and animate dead. Within 1 hour, the skulleton animates and comes to “life.”</p><p><strong>Ghoul Wolf:</strong> ?</p><p><strong>Dire Ghoul Wolf:</strong> ?</p><p><strong>Shadow Wolf:</strong> ?</p><p><strong>Brine Zombie: </strong>Brine zombies are the remnants of a ship’s crew that has perished at sea.</p><p>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>Bleeding Horror:</strong> Created by the axe of blood, these foul creatures drip with the blood they were so willing to sacrifice to the hungry blade.</p><p>“Bleeding horror” is an acquired template that can be added to any humanoid, monstrous humanoid, giant, magical beast, or outsider (hereafter referred to as the “base creature”) 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</p><p><strong>Bleeding Horror Minotaur:</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>Skeleton Warrior Sample:</strong> ?</p><p><strong>Spectral Troll:</strong> “Spectral troll” is an inherited template that can be added to any troll.</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 on the corpse before such time.</p><p><strong>Spectral Troll Sample:</strong> ?</p><p><strong>Juju Zombie:</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>Juju Zombie Sample:</strong> ?</p><p></p><p><strong>Undead Type:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Lacedons:</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>Skeletons:</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>Spectre:</strong> 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 on the corpse before such time.</p><p><strong>Zombie:</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 humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/629/Tome-Of-Horrors-II?affiliate_id=17596" target="_blank">Tome of Horrors II:</a>[spoiler]</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>A creature slain by a cadaver lord rise in 1d4 minutes as a cadaver.</p><p><strong>Cinder Ghoul: </strong>A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.</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>Fear Guard:</strong> 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>Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours.</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 burnt flesh swathed in elemental fire.</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>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>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>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>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>Red Jester:</strong> Red jesters are thought to be the remains of court jesters put to death for telling bad puns, 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 tale 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 taken a liking to. The actual truth to their origin remains a mystery.</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>Black skeletons speak Common and Abyssal (leading some to believe that the evil that first created these creatures was the product of the demon prince Orcus).</p><p><strong>Corpsespun Creature:</strong> Corpsespun are undead creatures formed when a living creature is slain by a corpsespinner. The poison of the corpsespinner interacts with the slain creature’s body and animates it as a corpsespun creature; a zombie–like automaton sheathed in webs whose insides have been replaced with thousands of tiny spiders.</p><p>“Corpsespun” is an acquired template that can be added to any corporeal creature slain by a corpsespinner.</p><p>Creatures slain (and not devoured) by a corpsespinner rise in 1 hour as creatures known as corpsespuns.</p><p><strong>Corpsespun Fighter:</strong> ?</p><p><strong>Corpsepun Minotaur:</strong> ?</p><p><strong>Spellgorged Zombie:</strong> Created with the use of a <em>create greater undead </em>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 any character capable of casting arcane or divine spells.</p><p><strong>Sample Spellgorged Zombie:</strong> ?</p><p><strong>Undead Lord:</strong> “Undead Lord” is an inherited template that can be applied to any undead creature.</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>Cadaver Lord:</strong> ?</p><p></p><p><strong>Zombie:</strong> 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>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). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3461/Tome-of-Horrors-III?affiliate_id=17596" target="_blank">Tome of Horrors III:</a>[spoiler]</p><p><strong>Blood Wight:</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</p><p>princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight.</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>Demilich:</strong> 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>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>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, Dust:</strong> When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, 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>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. The scarred and battered lantern that depends from the goat’s neck serves to channel souls into the creature itself.</p><p>Soul Capture (Su): Any living creature reduced to 0 or less hit points while within 60 feet of a lantern goat must succeed on a DC 15 Will save or have its soul drawn into the lantern goat’s lantern. The DC increases by +1 for every hit point the character is below 0 (e.g., a character at –3 hit points must save at DC 18). Once captured, the lantern goat slowly digests the creature’s soul over a period of 1 hour, using it to fuel its dark energies. The save DC is Charisma-based.</p><p>A creature slain in this manner can only be returned to life by a resurrection, true resurrection, wish, or miracle. Raise dead has no effect on such a slain creature.</p><p><strong>Lich Shade:</strong> 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>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>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>Rawbones:</strong> A rawbones is an undead creature that comes into being when a tortured person rises from the grave.</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.</p><p><strong>Swarm Shadow Rat:</strong> ?</p><p><strong>Shadow Rat Common:</strong> ?</p><p><strong>Swarm Raven Undead:</strong> ?</p><p>If a murder crow is reduced to 0 hit points or less, it explodes into a murder of standard crows. Use the statistics for the undead raven swarm.</p><p><strong>Paleoskeleton Creature:</strong> Paleoskeletons are the fossil remains of long-dead creatures animated by necromantic rituals. Only fossilized remains can become paleoskeletons. The bones that comprise a paleoskeleton must have been in the earth for thousands or even millions of years. Provided the skull and at least 20% of the actual bones remain, an animate dead spell cast by an arcane spellcaster of at least 12th level will produce a paleoskeleton. The extreme age of the bones and the strange properties of the mineralization interact with the negative energy to produce a very powerful undead creature.</p><p>“Paleoskeleton” is an acquired template that can be applied to any dinosaur or prehistoric animal.</p><p><strong>Paleoskeleton Triceratops:</strong> ?</p><p></p><p><strong>Undead:</strong> Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds.</p><p><strong>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. Soul reapers have no ties to the land of the living, in</p><p>that they have always existed and have always been.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/12365/Trees-of-Fantasy?affiliate_id=17596" target="_blank">Trees of Fantasy</a>[spoiler]</p><p><strong>Lich:</strong> ?</p><p><strong>Bone Spruce Skeleton:</strong> This wooden skeleton can be animated with an animate dead spell as if it were a humanoid skeleton.</p><p>Bone Spruce wood is highly prized by necromancers, because wood harvested from the tree can be animated as per the animate dead spell. Necromancers can use the wood to craft skeletons, then animate the skeleton just as if it were made of bones.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Trojan War</a>[spoiler]</p><p><strong>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> Hades does not allow the dead to walk again except as invisible, immaterial spirits.</p><p>When people die, their spirits descend to the Underworld to the kingdom of Hades. Not all spirits go right away, and some do not stay there peacefully. If the individual died before completing some task, or if the fate of his family remains at risk, he may wander the world as a ghost.</p><p><strong>Ghost, Invisible Immaterial Spirit, Unquiet Spirit, Spirit:</strong> ?</p><p><strong>Ghost, Herald:</strong> ?</p><p><strong>Ghost, Ally:</strong> ?</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell.</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell.</p><p><strong>Shadow:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Specter:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Wraith:</strong> <em>Create Greater Undead</em> spell.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/20498/True-Sorcery?affiliate_id=17596" target="_blank">True Sorcery</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead True Sorcerer, Undead Spellcaster:</strong> ?</p><p><strong>Intelligent Undead Creature:</strong> ?</p><p><strong>Nonintelligent Undead:</strong> ?</p><p><strong>Devourer:</strong> <em>Create Undead</em> spell.</p><p><strong>Devourer, More Powerful Undead, Greater Undead:</strong> ?</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p><em>Create Undead Burst of Undeath</em> spell.</p><p>Gem of Corpse Dancing magic item.</p><p><strong>Ghoul, More Powerful Undead, Greater Undead:</strong> ?</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghast, More Powerful Undead, Greater Undead:</strong> ?</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell.</p><p><strong>Mohrg, More Powerful Undead, Greater Undead:</strong> ?</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell.</p><p><strong>Mummy, More Powerful Undead, Greater Undead:</strong> ?</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell.</p><p><strong>Shadow, More Powerful Undead, Greater Undead:</strong> ?</p><p><strong>Skeleton:</strong> <em>Create Undead</em> spell.</p><p><em>Create Undead Bones and Flesh</em> spell.</p><p><strong>Spectre:</strong> <em>Create Undead</em> spell.</p><p><strong>Spectre, More Powerful Undead, Greater Undead:</strong> ?</p><p><strong>Wight:</strong> <em>Create Undead</em> spell.</p><p><strong>Wight, More Powerful Undead, Greater Undead:</strong> ?</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell.</p><p><em>Create Undead Call Wraith</em> spell.</p><p><strong>Wraith, More Powerful Undead, Greater Undead:</strong> ?</p><p><strong>Zombie:</strong> <em>Create Undead</em> spell.</p><p></p><p>Create Undead</p><p>You can restore dead remains to a semblance of life.</p><p>Prerequisite: Second Magnitude—base DC 20.</p><p>Components: Verbal, Somatic, Expendable; Range: Touch; Target: One corpse; Duration: 1 minute; Saving Throw: None; Spell Resistance: No.</p><p>Base Effect</p><p>With this spell, you turn bones into a skeleton or a cadaver into a zombie. The undead creature can follow you, or it can remain in an area and attack any creature (or just a specific kind of creature you specify) entering the place. It remains animated until it’s destroyed. (A destroyed undead creature can’t be animated again.)</p><p>The undead creature you create remains 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.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead does not count toward the limit.</p><p>Augmented Effects</p><p>You can apply the following augmentations to Create Undead:</p><p>Duration, Range, Targets.</p><p>If you augment the range, this spell affects a target cadaver or pile of bones within range, with no ranged touch attack needed.</p><p>You can also use Create Undead to create more powerful undead. Greater undead increase the Spellcraft DC as follows.</p><p>Undead Spellcraft DC</p><p>Ghoul +10</p><p>Ghast or Wight +20</p><p>Mummy +30</p><p>Mohrg +40</p><p>Shadow +50</p><p>Wraith +60</p><p>Spectre +80</p><p>Devourer +100</p><p>Regardless of the type of undead you create, you can’t create more HD of undead than twice your caster level with a single casting of the Create Undead spell.</p><p>You can also use this spell to take control over an undead creature. Instead of creating undead, you can cast this spell effect on an existing undead creature as a melee touch attack (although you can augment the spell effect as normal).</p><p>Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. A nonintelligent undead creature gets no saving throw against this spell effect.</p><p>When you control a mindless being, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” Nonintelligent undead won’t resist suicidal or obviously harmful orders.</p><p>Any act by you or your apparent allies that threatens the commanded undead creature (regardless of its Intelligence) breaks the spell.</p><p>Your commands are not telepathic; the undead creature must be able to hear you.</p><p>Continuous Effects</p><p>By selecting this spell, you gain a +4 bonus to saving throws made to remove negative levels.</p><p>Synergy</p><p>If you have 5 ranks of Knowledge (religion), you gain a +2 bonus to Spellcraft checks made to cast Create Undead spell effects.</p><p>Sample Spell Effects</p><p>Bones and Flesh</p><p>Spellcraft: DC 25; Components: V, S, E; Range: 10 ft.; Target: One corpse; Duration: 2 minutes; Saving Throw: None; Spell Resistance: No.</p><p>You snap a small bone and speak an incantation, causing a pile of rotten flesh or bones stirs to life at your command. You animate one target corpse within range to become a skeleton or zombie.</p><p>Expendable Component: Small bone.</p><p>Math: DC 20 base, touch to ranged (+4), +1 minute (+1).</p><p>Burst of Undeath</p><p>Spellcraft: DC 59; Components: V, S, E; Range: 60 ft.; Area: 20-ft.-radius burst; Duration: 1 minute; Saving Throw: None; Spell Resistance: No.</p><p>You crush dried bones and speak an incantation. When complete, a spirit of ghostly energy emerges from the bone dust and wails as it reaches the destination you indicate within range. A number of corpses within the area rise up as newly created ghouls. The total HD of the undead created cannot exceed twice your caster level.</p><p>Expendable Component: Dried bones.</p><p>Math: DC 20 base, touch to ranged (+4), +50 ft. (+5), ranged to area (+5), +15-ft. burst (+15), ghoul (+10).</p><p>Call Wraith</p><p>Spellcraft: DC 100; Components: V, S, E; Range: Touch; Target: One corpse; Duration: 1 hour; Saving Throw: None; Spell Resistance: No.</p><p>You rub greasy ash on a skull and intone dark words of power, causing a black essence to suffuse the cadaver. When the spell is complete, a wraith emerges from the flesh and bone. With this spell effect, you create a wraith.</p><p>Expendable Component: Ashes of cremated body.</p><p>Math: DC 20 base, wraith (+60), minute to hour (+20).</p><p></p><p>Gem of Corpse Dancing</p><p>This black stone is about the size of an egg. A white skull marked with a black rune mars its surface.</p><p>When placed in the mouth of a corpse, the gem of corpse dancing animates the cadaver as a ghoul under the wielder’s command for 1 hour. If the ghoul is slain, it cannot be reanimated, but the gem can be reused in another corpse. The gem doesn’t interfere with the ghoul’s bite attacks, but a person attacked by the ghoul on a DC 20 Spot check can note its presence; removal of the gem of corpse dancing slays the ghoul.</p><p>Effect & Augmentations DC</p><p>Base Effect: zombie 20</p><p>Ghoul +10</p><p>Total DC 30</p><p>Magnitude 2nd; Artificer, Create Undead; Price 7,500 gp; Cost to create: 8 days + DC 30 Spellcraft + 3,750 gp + 300 XP.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/3598/ultimate-character-concepts?affiliate_id=17596" target="_blank">Ultimate Character Concepts</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Threat:</strong> ?</p><p><strong>Nasty:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Creature Known to Spread Disease:</strong> ?</p><p><strong>Ghost, Malevolent Spirit:</strong> ?</p><p><strong>Malevolent Spirit:</strong> ?</p><p><strong>Evil Ghost:</strong> ?</p><p><strong>Ghost, Ethereal Creature:</strong> ?</p><p><strong>Ethereal Creature:</strong> ?</p><p><strong>Powerful Ghoul:</strong> ?</p><p><strong>Mighty Lich King:</strong> ?</p><p><strong>Powerful Lich:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Bothersome Lich:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Powerful Vampire:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/1664/ultimate-divine-spellbook?affiliate_id=17596" target="_blank">Ultimate Divine Spellbook</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Nonintelligent Undead Creature:</strong> ?</p><p><strong>Intelligent Undead Creature:</strong> ?</p><p><strong>Corporeal Foe:</strong> ?</p><p><strong>Good Undead:</strong> ?</p><p><strong>Evil Undead:</strong> ?</p><p><strong>Lesser Creation:</strong> ?</p><p><strong>Semi-Sentient Undead Creature:</strong> ?</p><p><strong>Undead Creature Particularly Vulnerable to Sunlight:</strong> ?</p><p><strong>Nonliving Creature:</strong> ?</p><p><strong>Creature That Does Not Breathe:</strong> ?</p><p><strong>Undead Creature Specifically Harmed By Bright Light:</strong> ?</p><p><strong>Devourer:</strong> <em>Create Undead Greater</em> spell, caster level 20th or higher.</p><p><strong>Devourer, More Powerful Intelligent Undead:</strong> ?</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell, caster level 12th to 14th.</p><p><strong>Ghast, More Powerful Undead:</strong> ?</p><p><strong>Ghost:</strong> <em>Kidnap Soul</em> spell.</p><p><strong>Ethereal Ghost:</strong> ?</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell, caster level 11th or lower.</p><p><strong>Ghoul, More Powerful Undead:</strong> ?</p><p><strong>Summoned Ghoul:</strong> ?</p><p><strong>Lich, Caster:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell, caster level 18th or Higher.</p><p><strong>Mohrg, More Powerful Undead:</strong> ?</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell, caster level 15th to 17th.</p><p><strong>Mummy, More Powerful Undead:</strong> ?</p><p><strong>Shadow:</strong> <em>Create Undead Greater</em> spell, caster level 15th or lower.</p><p><strong>Shadow, More Powerful Intelligent Undead:</strong> ?</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><em>Risen Armies</em> spell.</p><p><strong>Skeleton, Semi-Sentient Undead Creature:</strong> ?</p><p><strong>Spectre:</strong> <em>Create Undead Greater</em> spell, caster level 18th to 19th.</p><p><strong>Spectre, More Powerful Intelligent Undead:</strong> ?</p><p><strong>Vampire, Creature Normally Damaged by Sunlight, Creature Damaged by Sunlight, Undead Creature Particularly Vulnerable to Sunlight, Being That Hates the Light of Day:</strong> ?</p><p><strong>Wraith:</strong> <em>Create Undead Greater</em> spell, caster level 16th to 17th.</p><p><strong>Wraith, More Powerful Intelligent Undead:</strong> ?</p><p><strong>Zombie, Undead Zombie, Ordinary Zombie:</strong> <em>Animate Dead</em> spell.</p><p><em>Kidnap Soul</em> spell.</p><p><em>Necromantic Aura</em> spell.</p><p><em>Risen Armies</em> spell.</p><p><strong>Zombie, Semi-Sentient Undead Creature:</strong> ?</p><p></p><p>Animate Dead </p><p>Necromancy [Evil] </p><p>Level: Clr 3, Death 3, Sor/Wiz 4, Adp 3 </p><p>Components: V, S, M </p><p>Casting Time: 1 standard action </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 or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead 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 or zombie can not be animated again. </p><p>Regardless of the type of undead you create with this spell, you can not 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.) 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. </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 true anatomy. </p><p>Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells. </p><p></p><p>Create Undead </p><p>Necromancy [Evil] </p><p>Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6 </p><p>Components: V, S, M </p><p>Casting Time: 1 hour </p><p>Range: Close (25 ft. + 5 ft./2 levels) </p><p>Target: 1 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 create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is 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>Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells. </p><p></p><p>Create Undead, Greater </p><p>Necromancy [Evil] </p><p>Level: Clr 8, Death 8, Sor/Wiz 8 </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 you can create is 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></p><p>Kidnap Soul </p><p>Necromancy [Evil] </p><p>Level: Clr 6, Sor/Wiz 6, Death 6</p><p>Components: V, S, F </p><p>Casting Time: Full-round </p><p>Range: Unlimited </p><p>Target: 1 creature </p><p>Duration: 1 month / level or until successful save (D) </p><p>Saving Throw: Will negates </p><p>Spell Resistance: Yes </p><p>This spell allows you to entrap the soul of your target inside a clay jug, and make with its body what you will. You need to point a specially prepared clay jug at your target for a full round and, if it fails a Will save, its life force is pulled into the jug and its body drops dead. This spell can be cast over scrying effects. </p><p>The following round the body rises as a zombie under your control, keeping its hit points and Armour Class, but otherwise using the statistics for a zombie as detailed in Core Rulebook III. The soul is allowed an additional Will save at the end of every month of the duration to free itself. Whether you free the life force, the spell’s duration ends, or it escapes on its own, the body is returned to normal once the soul returns to it, having no knowledge of what the body did in its absence. Casting raise dead or any other resurrection magic on the body grants the trapped soul another Will save to escape with a +4 morale bonus. </p><p>If the animated body is slain, the trapped life force remains in the jug, and has a 50% chance of becoming a ghost (and quite an angry one) upon its release or escape. In this case, casting resurrection magic on the slain body automatically frees the trapped soul and calls it back to the body. </p><p>Protection from evil and other wards block this spell, and destroying the receptacle ends it. The effect can be dispelled only at the clay jug. </p><p>Focus: A clay jug painted with rich metal paintings worth at least 100 gp. </p><p></p><p>Necromantic Aura </p><p>Necromancy </p><p>Level: Clr 5, Sor/Wiz 7 </p><p>Components: V, S, F/DF </p><p>Casting Time: 1 full round </p><p>Range: Personal </p><p>Area: 100-ft. radius/level spread centred on you </p><p>Duration: 1 hour/level </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p>This spell creates a field in which any creature that dies is immediately animated as a zombie. Any creature that dies within this spell’s area rises as a zombie after 1d4 rounds, under the control of the caster. Corpses that are brought into the circle are not reanimated, nor are ones that were already within the area when the spell was cast. For example, casting this spell in a graveyard does not cause any of the interred to rise. Undead created by this spell count against the usual maximum number that can be controlled by the caster. </p><p>Arcane Focus: A vial of the caster’s own blood. </p><p></p><p>Risen Armies </p><p>Necromancy </p><p>Level: Clr 7, Sor/Wiz 8 </p><p>Components: V, S, M/DF </p><p>Casting Time: 1 full round </p><p>Range: Personal </p><p>Effect: 10-ft. radius/level spread centred on caster </p><p>Duration: 1 minute/level </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p>This spell animates all of the dead within range, for a short period of time. Upon completion, every corpse within the spell’s area of effect rises as a skeleton or zombie under the caster’s command. This spell ignores all limitations on the amount of undead that may be controlled at one time, placing (potentially) armies of the undead at the caster’s fingertips. However, any undead still functional at the end of the spell’s duration disintegrate, collapsing into piles of dust. </p><p>Note that this spell does not supply any form of armament for the undead it creates. Furthermore, the time it takes to dig oneself out of the grave is part of the duration, making this spell most useful on battlefields or in crypts. In all other respects, this spell acts as animate dead. </p><p>Arcane Material Component: A black onyx gem worth at least 500 gp.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/2105/ultimate-equipment-guide-volume-i?affiliate_id=17596" target="_blank">Ultimate Equipment Guide, Volume I</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Insubstantial Undead:</strong> ?</p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/2025/ultimate-equipment-guide-volume-ii?affiliate_id=17596" target="_blank">Ultimate Equipment Guide, Volume II</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Landowner:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Evil Corporeal Undead:</strong> ?</p><p><strong>Mightier Undead Creature:</strong> ?</p><p><strong>Undead Spellcaster:</strong> ?</p><p><strong>Nonliving Creature:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Bodak, Mightier Undead Creature:</strong> ?</p><p><strong>Devourer, Mightier Undead Creature:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> Ghost Pill item.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Hungry Ghoul:</strong> ?</p><p><strong>Lich, Mightier Undead Creature:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Nightshade, Mightier Undead Creature:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire, Foul Undead, Creature That is Naturally Vulnerable to Sunlight:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Wraith, Creature With Daylight Powerlessness, Creature That is Naturally Vulnerable to Sunlight:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p>Ghost Pill The name of this product tends to attract customers who believe it allows the consumer to become incorporeal. When they learn the much scarier truth, most immediately ask about any other article. Ghost pills have no effect whatsoever on a living consumer, ‘living’ being the point here – by consuming ghost pills, a character ensures he will return as a ghost after death. Life as a ghost can sound a lot of fun to some people, though most prefer to go to a well-deserved afterlife. In general, ghost pills are more popular among those characters whose behaviour in life has been less than exemplary. A ghost pill looks like a round, pea-sized, colourless shell. A ghost pill package appears as a corked crystal container containing 20 of these pills. </p><p>Although being a ghost can appear as a gas – not having to die, eat or sleep, never getting tired and having all of those sinister powers – it really is a lonely, grisly, tortured business. Though other merchants may not be so honest, Kay always attempts to make customers aware of how life as a ghost really is, the torment of not being able to feel anything and the indescribable, soul-rending pain of being turned by a cleric. Additionally, since ghost pill consumers tend to die without any ‘unfinished business’ to fulfill, they are usually doomed to remain in the material plane forever, having no escape clause tied to their ghostly condition. Anything that lasts forever can of course become quite boring after a few centuries. If customers still wish to consume ghost pills after hearing these arguments, Kay gladly sells them the product after they have signed a formal disclaimer. Apparently, such waivers make Kay immune to the powers of the undead, though nobody’s really sure. Nobody knows either how is it that Kay has such detailed knowledge about living as a ghost; when asked about it, she just shrugs and changes the subject. </p><p>The regular intake of ghost pills strengthens the consumer’s link to the ethereal plane, allowing his soul to retain incorporeal form after his body dies. A character that dies within 24 hours of having taken a ghost pill always returns as a ghost after one day. If the character dies more than one day after taking his last ghost pills, he has only a 50% chance of returning; the chance lowers to 10% if the dying character took his last ghost pill more than one month ago. If the character dies in circumstances that would actually merit his return as a ghost, such as unfulfilled love or revenge, his chance to return as a ghost increases by 25%. </p><p>Ghost Pills (20): 3,750 gp; 0 lb.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/3700/ultimate-game-designer-s-companion?affiliate_id=17596" target="_blank">Ultimate Game Designer's Companion</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Creature That Has No Constitution Score:</strong> ?</p><p><strong>Creature Immune to Critical Hits:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton, Fallen Warrior:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/1648/ultimate-npcs?affiliate_id=17596" target="_blank">Ultimate NPCs</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Lich, Necromancer:</strong> ?</p><p><strong>Cletus Deadwood, Human Vampire Rogue:</strong> All of the ‘if onlys’ of his life came together in that single instant of terror when the thing emerged from the crypt, a swirl of dust and mist that coalesced into something terrifying, something terrifyingly hungry. The thing said nothing, simply stared at him and Cletus’ will disappeared into a void.</p><p><strong>Cletus Deadwood, Human Vampire Rogue 1:</strong> All of the ‘if onlys’ of his life came together in that single instant of terror when the thing emerged from the crypt, a swirl of dust and mist that coalesced into something terrifying, something terrifyingly hungry. The thing said nothing, simply stared at him and Cletus’ will disappeared into a void.</p><p><strong>Cletus Deadwood, Human Vampire Rogue 5:</strong> All of the ‘if onlys’ of his life came together in that single instant of terror when the thing emerged from the crypt, a swirl of dust and mist that coalesced into something terrifying, something terrifyingly hungry. The thing said nothing, simply stared at him and Cletus’ will disappeared into a void.</p><p><strong>Cletus Deadwood, Human Vampire Rogue 10:</strong> All of the ‘if onlys’ of his life came together in that single instant of terror when the thing emerged from the crypt, a swirl of dust and mist that coalesced into something terrifying, something terrifyingly hungry. The thing said nothing, simply stared at him and Cletus’ will disappeared into a void.</p><p><strong>Cletus Deadwood, Human Vampire Rogue 15:</strong> All of the ‘if onlys’ of his life came together in that single instant of terror when the thing emerged from the crypt, a swirl of dust and mist that coalesced into something terrifying, something terrifyingly hungry. The thing said nothing, simply stared at him and Cletus’ will disappeared into a void.</p><p><strong>Cletus Deadwood, Human Vampire Rogue 20, Small Petty Man:</strong> All of the ‘if onlys’ of his life came together in that single instant of terror when the thing emerged from the crypt, a swirl of dust and mist that coalesced into something terrifying, something terrifyingly hungry. The thing said nothing, simply stared at him and Cletus’ will disappeared into a void.</p><p><strong>Vampire, Something Terrifying, Something Terrifyingly Hungry:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Zombie Dire Shark:</strong> Occasionally, Sahuagin will accompany major raiding parties with a creature guaranteed to terrify and revolt their enemies – the animated corpse of a dire shark.</p><p><strong>Zombie Dire Shark, Creature Guaranteed to Terrify and Revolt Sahuagin Enemies, Animated Corpse of a Dire Shark:</strong> ?</p><p><strong>Faceless Horde of Zombies:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/3599/ultimate-prestige-classes-vol-2?affiliate_id=17596" target="_blank">Ultimate Prestige Classes Vol 2</a>[spoiler]</p><p><strong>Psionic Revenant:</strong> Sometimes, the will to live of a psionic character is so phenomenally strong that it survives their physical death. In order for such a will to be ‘stimulated, the character must have suffered a particularly violent end in which some quality of betrayal played a part. For instance, they could have been sold out by their comrades, have been tricked into letting themselves be imprisoned somewhere and starved to death or have been murdered by someone they trusted or loved.</p><p>Such beings are not undead in the traditional sense. They are animated only partly by the power of the negative material plane and far more by the will-to-live of the psionic brain.</p><p>The revenant's immensely powerful will, fueled by a desire for revenge, animates his physical remains. (Naturally, this does not happen to all psionic characters who are killed in this way, or nobody would ever dare to lull them; it is the Games Master’s discretion whether any one character rises as a revenant or not.)</p><p>It is undead by its own will, not because some evil deity (or the representative of one) chose it as a servitor.</p><p><strong>Cowled Rider:</strong> The cavalry of darkness, the cowled riders were once mortal men who sought to know things that the wise gods had forbidden mortals to learn. Fear of mortality prompts living men to make awful bargains and to sign away that which they should not. Acceptance and initiation into the cult of Kharash Var brings knowledge of terrible things hidden from living minds; the cowled rider does not remain human long, shedding his mortal flesh gladly and taking on the cold form of one of the undead.</p><p>The cult of Kharash Var does not permit the living to dwell in its ranks for long. Upon reaching level 3, the cowled rider transcends a mere lifetime of service to the cult by pledging himself to it in body and soul for all eternity. In a lengthy mind-wracking ceremony of transfiguration, he sheds his mortal flesh and becomes a skeletal knight, an undead creature.</p><p><strong>Psionic Revenant, Force of Supernatural Evil:</strong> ?</p><p><strong>Cowled Rider, Figure of Stark Dread, Apparition, Skeletal Knight, Skeletal Undead Creature:</strong> ?</p><p><strong>Cowled Rider, Returning Nemesis, Undead Crusader:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Evil Undead:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Invading Undead:</strong> ?</p><p><strong>Undead Master Creature:</strong> ?</p><p><strong>Powerful Undead Creature:</strong> ?</p><p><strong>Ancient Undead Horror:</strong> ?</p><p><strong>Higher Undead:</strong> ?</p><p><strong>Sentient Lord of Unlife:</strong> ?</p><p><strong>Animated Corpse:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Blasphemous Travesty:</strong> ?</p><p><strong>Skeletal Undead:</strong> ?</p><p><strong>Animated Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Undead Captain:</strong> ?</p><p><strong>Lesser Creation:</strong> ?</p><p><strong>Semi-Sentient Undead Creature:</strong> ?</p><p><strong>Ordinary Sentient Intelligent Undead Creature:</strong> ?</p><p><strong>Mindless Minion, Putrescent Protege:</strong> ?</p><p><strong>Allip, Unquiet Spirit That Has No Body:</strong> ?</p><p><strong>Ghost:</strong> Ghosts in this context are defined as the psychic remnants of creatures who died while experiencing extreme emotion, be that pain, fear, love or hatred. This emotion has bound them to the physical world, preventing the transition to the planes beyond that they rightly should have made. They remain bound to the ethereal plane. It is not enough merely to destroy the ghost’s form. The circumstances that keep it bound to the place must be investigated and dealt with properly if it is ever to be banished completely. An abandoned lover who committed suicide may need to be reconciled with a mortal descendant of the man who jilted her, a murdered child might wish its murderer to be brought to justice and a wholly malevolent spirit might need to be destroyed with an especially sacred weapon.</p><p><strong>Ghost, Unquiet Spirit That Has No Body, Psychic Remnant of a Creature Who Died While Experiencing Extreme Emotion, Incorporeal Creature:</strong> ?</p><p><strong>Ghost, Wholly Malevolent Spirit:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeletal Serpent:</strong> ?</p><p><strong>Skeleton, Skeletal Undead, Semi-Sentient Undead Creature, Undead Minion:</strong> ?</p><p><strong>Animated Skeleton:</strong> ?</p><p><strong>Skeletal Thing:</strong> ?</p><p><strong>Spectre, Unquiet Spirit That Has No Body:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire, Master, Vampire Tutor, Vampire Master:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Zombie, Mere Zombie:</strong> ?</p><p><strong>Zombie, Mindless Minion, Putrescent Protege, Animated Corpse, Walking Dead, Undead Minion, Scary Creature, Semi-Sentient Undead Creature:</strong> ?</p><p><strong>Unquiet Spirit That Has No Body:</strong> ?</p><p><strong>Ambulatory Corpse:</strong> ?</p><p><strong>Animated Dead Creature:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/63106/Ultimate-Toolbox?affiliate_id=17596" target="_blank">Ultimate Toolbox:</a>[spoiler]</p><p><strong>Undead Skeleton:</strong> ?</p><p><strong>Undead Fish:</strong> ?</p><p><strong>Undead Crew:</strong> ?</p><p><strong>Undead Pirate:</strong> ?</p><p><strong>Undead Bound Spirit Adnan, Sailor:</strong> Haunts inn where he was killed.</p><p><strong>Undead Bound Spirit Armigar, Tinker:</strong> Trapped inisde a golem.</p><p><strong>Undead Bound Spirit Belfius, Wizard:</strong> Trapped inside his own rings.</p><p><strong>Undead Bound Spirit Byrent, Saint:</strong> Watches over his church.</p><p><strong>Undead Bound Spirit Delleria, Pirate:</strong> Bound to the ship she died on.</p><p><strong>Undead Bound Spirit Eniggi, Wizard:</strong> Cursed to fix a broken spyglass.</p><p><strong>Undead Bound Spirit Forredain, Centaur:</strong> Protects sacred falls.</p><p><strong>Undead Bound Spirit Gerae, Pixie:</strong> Bound to the sword that killed it.</p><p><strong>Undead Bound Spirit Jorien, Druid:</strong> Guards grove of rare trees.</p><p><strong>Undead Bound Spirit Khanor, Lich:</strong> Trapped inside his own soul jar.</p><p><strong>Undead Bound Spirit Lutior, Elf Illusionist:</strong> Believes he is still alive.</p><p><strong>Undead Bound Spirit Majeleron, Cardinal:</strong> Sworn to serve forever.</p><p><strong>Undead Bound Spirit Mazrath, Jannisary:</strong> Guards family as a spirit.</p><p><strong>Undead Bound Spirit Ordent, Wizard:</strong> Bound to magical figurine.</p><p><strong>Undead Bound Spirit Ox, Nomad:</strong> Wanders the wastes, searching…</p><p><strong>Undead Bound Spirit Razathon, Gravekeeper:</strong> Roams his cemetery.</p><p><strong>Undead Bound Spirit Saratine, Angel:</strong> Bound to a great holy sword.</p><p><strong>Undead Bound Spirit Sevron the Tyrant:</strong> Bound to a crumbling keep.</p><p><strong>Undead Bound Spirit Thronn, Dwarf General:</strong> Moored to a runestone.</p><p><strong>Undead Bound Spirit Thaddeum, Senator:</strong> Cursed to never be free.</p><p><strong>Apparition:</strong> The victims of a ghastly massacre.</p><p><strong>Created:</strong> ?</p><p><strong>Grudge Spirit:</strong> ?</p><p><strong>Haunt:</strong> The victims of a ghastly massacre.</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Revenant:</strong> ?</p><p><strong>Soulforged:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Abarenth, Revenant:</strong> Haunts his brother who killed him for an inheritance.</p><p><strong>Alteniat, Revenant:</strong> Wealthy merchant killed by debtor to cancel debt.</p><p><strong>Anio, Revenant:</strong> Young groom killed accidentally, kills any man close to bride.</p><p><strong>Artenios, Revenant:</strong> Framed by family and seeks their downfall.</p><p><strong>Doniar, Revenant:</strong> Guild lied by omission and caused his untimely death.</p><p><strong>Ellema, Revenant:</strong> Brother was cursed and killed her; he won’t let her pass on.</p><p><strong>Fromion, Revenant:</strong> Overcome by priests and hates their religion and followers.</p><p><strong>Jorathan, Revenant:</strong> Murdered by wife’s lover, seeks both still.</p><p><strong>Lotemvar, Revenant:</strong> Locked in an oubliette and left to starve to death.</p><p><strong>Manarette, Revenant:</strong> Seeks the man who let her drown.</p><p><strong>Marwond, Revenant:</strong> Accidently killed by adventurers, hunts them now.</p><p><strong>Onlortus,Revenant:</strong> Betrayed by fellow adventurers for his treasure.</p><p><strong>Prisema, Revenant:</strong> Lost her love to a black widow noble, wants to stop her.</p><p><strong>Salivar, Revenant:</strong> Bard killed so another could claim his creativity.</p><p><strong>Saranar, Revenant:</strong> Spies on bandit that killed him, needs hero to help.</p><p><strong>Schemastria, Revenant:</strong> Husband killed her to marry another, hates all men.</p><p><strong>Sparial, Revenant:</strong> Sadistic serial killer victim tries to warn future victims.</p><p><strong>Tremestar, Revenant:</strong> Killed so another could claim his identity.</p><p><strong>Trinella, Revenant:</strong> Burned to death, seeks to purge fire from the world.</p><p><strong>Turestos, Revenant:</strong> Died in prison and haunts all involved in his sentence.</p><p><strong>Arbor Wood:</strong> ?</p><p><strong>Butcher’s Mire:</strong> A brutal killer was chased into the woody swamp and executed by the guard. The locals say he still preys on anyone foolish enough to enter the swampy forest.</p><p><strong>Chessup Barn:</strong> Old man Chessup’s son went mad and killed himself in this huge red building, the house and outlying buildings haven’t been used since due to unexplained occurrences.</p><p><strong>Crazy Quinn’s:</strong> This huge tree has the remnants of a house in its branches — once the home of a slightly mad hermit that traded with locals. His body was found missing its head.</p><p><strong>Dark Grove:</strong> This stand of stones was once a druid’s grove. Now it is twisted and defiled. No one admits to the deed, Nature spirits once guarding the shrine are trapped there, crying for release.</p><p><strong>Darken Fields:</strong> ?</p><p><strong>Esfir’s Mark:</strong> A gypsy caravan was killed and burned in this secluded spot by an angry mob. The ground is scorched and dark to this day. The nomad spirits remain trapped until vindicated.</p><p><strong>Frostfire’s Rest:</strong> A mountain cave where an old red dragon with two breath weapons was killed by adventurers for its unique qualities and riches. Ever since then the mountain rumbles…</p><p><strong>Ghoston:</strong> All the villagers here claim they have at least one ghost living with them in their homes. The spirits are generally friendly, but anyone threatening them risks their displeasure.</p><p><strong>Graven’s Wood:</strong> A bandit king buried treasure in this wood, when he was about to pass on he went back there and guards it even now.</p><p><strong>Kevril’s Library:</strong> ?</p><p><strong>Liberator’s Rest:</strong> The entire population has recently been sacrificed to the Cult of Pestilence. A cultist introduced a potent disease that spread through town. The ghosts want peace.</p><p><strong>Lover’s Leap:</strong> Two lovers were chased to this ridge by bandits, the young man died defending the woman and she leapt off the cliff rather than get captured.</p><p><strong>Nightmare Run:</strong> This dark section of road haunted by the spirit of a black horse, no one claims to remember why, but the creature tries to spook mounts and run them off the road.</p><p><strong>Old Well:</strong> The buildings surrounding the boarded up well are abandoned. They say a dead body poisoned the water. When retrieved they found signs of wrongful death on the corpse. The victim’s ghost wants revenge.</p><p><strong>Rosewood:</strong> Many years ago during a war this forest was en route to a military base. It was entered by a unit of soldiers who stripped it of anything they found useful, destroying even things they didn’t need. The forest fought back and killed them almost to a man. It still doesn’t welcome visitors.</p><p><strong>Sephra’s Gem:</strong> ?</p><p><strong>Slaver’s Ride:</strong> Once the well used road of a slave caravan, it’s now usually called Freedom’s Ride. A rebellious slave was once beaten to death and his ghost now guards the area.</p><p><strong>Trenk’s Rule:</strong> An orc scouting patrol lead by a particularly smart and ambitious orc was ambushed and killed here. The patrol’s leader Trenk Stonerival couldn’t accept his own death and now his ghost rules the area, killing any one, even other orcs and leaving grisly markers around his territory.</p><p><strong>Wayfarer's Rest:</strong> ?</p><p><strong>Wraith Lord:</strong> ?</p><p><strong>Shadow Soldier:</strong> ?</p><p><strong>Undead Vermin:</strong> ?</p><p><strong>Mummy Priest:</strong> ?</p><p><strong>Plague Gaunt:</strong> ?</p><p><strong>Damned and Evil Fey Spirit:</strong> ?</p><p><strong>Elven Ghast:</strong> ?</p><p><strong>Gaunt:</strong> ?</p><p><strong>Vampire Sorcerer-King:</strong> ?</p><p><strong>Souls of the Damned:</strong> Submerged reliquary where the souls of the damned have broken free and hunt the living.</p><p><strong>Undying Soul of Tormented and Vile Crewman:</strong> Sunken ship filled with the undying souls of tormented and vile crewmen.</p><p><strong>Lich Lord:</strong> ?</p><p><strong>Undead Zealot:</strong> Venerable throne room littered with undead zealots, still serving their unclean gods.</p><p><strong>Songbolt Muse:</strong> Manifested from song.</p><p><strong>Ghostly Undead Spirit:</strong> Bound by magic.</p><p><strong>Lord of Kaloria:</strong> ?</p><p><strong>Krazul, Liche King:</strong> ?</p><p><strong>Undead Immune to Fire:</strong> Ritual Effect 29 Raise an undead creature and bind a fire elemental to it, immune to fire damage.</p><p></p><p><strong>Undead:</strong> All of the original inhabitants are undead, walking the halls because of botched funeral rites long ago.</p><p>Any who fall within will rise to be added to the tomb’s selection of undead patrolmen.</p><p>Betrayed by someone loyal.</p><p>Bitten by a vampire.</p><p>Buried in desecrated grave.</p><p>Completed complex ritual to become undead.</p><p>Cursed.</p><p>Dead body was never found.</p><p>Died in honor-bound service to a king.</p><p>Died under intense circumstances.</p><p>Drained by a mummy or wraith.</p><p>Drowned.</p><p>Hell doesn't want you.</p><p>Left behind something of value.</p><p>Magic.</p><p>Murdered in particular violent fashion.</p><p>Oath to serve forever.</p><p>Returned to protect wards left behind.</p><p>Ritual sacrifice or murder.</p><p>Terrified (to dead) by a ghost.</p><p>Unavenged death.</p><p>Unfinished task or unfulfilled oath.</p><p><strong>Ghost:</strong> The victims of a ghastly massacre.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> The victims of a ghastly massacre.</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/332/Vigil-Watch-Secrets-of-the-Asaatthi?affiliate_id=17596" target="_blank">Vigil Watch: Secrets of the Asaatthi</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Ooze:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Creature Particularly Vulnerable to Sunlight:</strong> ?</p><p><strong>Remnant of a Soul:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ancient, Aasatthi Ghost Wizard 2:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Cynosure Msehel, Cynosure of the Orb, Asaatthi Lich Wizard 12 Locus Master 5/Ornamancer 3, Ancient Lich, Enclave Guardian:</strong> ?</p><p><strong>Sepuis, Asaatthi Lich Wizard 9/Druid 7/Locus Master 2:</strong> ?</p><p><strong>Eleuhs, Asaatthi Lich Wizard 12/Dragon Warrior 5:</strong> ?</p><p><strong>Dragon Lich:</strong> ?</p><p><strong>Zharahua, Cold One, Asaathi Lich:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Specter, Remnant of a Soul:</strong> ?</p><p><strong>Vampire, Undead Creature Particularly Vulnerable to Sunlight:</strong> ?</p><p><strong>Wraith, Remnant of a Soul:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51572/Vikings--Midgard?affiliate_id=17596" target="_blank">Vikings - Midgard:</a>[spoiler]</p><p><strong>Gunnar Gunnarson, Undead Fighter 6/Northern Navigator 8:</strong> According to the legend, Gunnarson became some kind of sea zombie and still commands his ship, attacking other Vikings’ ships in his eternal search for the lost sword.</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://athas.org/products/votw/documents/38" target="_blank">Villages of the Wastes</a>[spoiler]</p><p><strong>Undead, Undead Creature, Undead Monster:</strong> ?</p><p><strong>Undead of Mythic Appetite:</strong> ?</p><p><strong>Ghost of Ancient Ancestor:</strong> ?</p><p><strong>Villager Fael:</strong> The only outside relations the villagers of Segovara had and will still have in the future are with the caravans of House Rees. A caravan would come from Balic and deliver raw materials, food, and other supplies to the villagers, and return to Balic with finished goods. However, none have been to the village since the middle of Free Year 10.</p><p>With the situation in Balic having calmed down, House Rees has planned to send a caravan to Segovara in the next few days. When the caravan arrives to find the village dead, the villagers will rise as undead. As the sun goes down that night the villagers will rise as faels and attack the members of the caravan. Blaming House Rees for their deaths and seeing the caravan as representing the merchant house, they will kill and eat all its members.</p><p><strong>Evitius, Dhaot Trader 6:</strong> Since his death at the hands of the other villagers far from his home in Balic, Evitius has become a dhaot. He longs to be buried in his family’s mausoleum back in Balic, and cannot rest until he is.</p><p>Or Evitius will recreate the scene of his death. Since the scene would be from Evitius’s point of view it will be very confused, with a mob of angry faces, shouting too loudly to be heard and wielding torches.</p><p><strong>Dwarven Banshee:</strong> ?</p><p><strong>Dwarven Banshee of a Fallen Water Bearer:</strong> ?</p><p><strong>Kree, Athasian Wraith, True Spirit of the Lake:</strong> Little is known about him, but Kree still exists as a wraith at the bottom of the lake. He has sworn to protect the lake and his tribe for all eternity.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/55629/Warlords-of-the-Accordlands-Monsters-and-Lairs?affiliate_id=17596" target="_blank">Warlords of the Accordlands Monsters and Lairs:</a></p><p>[spoiler]</p><p><strong>Gravel Spawn:</strong> Gravel spawn are an abomination -- undead gargoyles formed from the hacked bits and pieces of slain gargoyles.</p><p><strong>Gaunt Crypt:</strong> A Crypt gaunt is created through ritual.</p><p><strong>Gaunt Swamp:</strong> Most swamp gaunts were men and women killed deep in the marshes of the Accordlands. Marsh hags are notoriously careless with their refuse, and discard failed experiments into the swamps, where it suffuses the corpses. The potions' magical energy grants the swamp gaunts unholy animation.</p><p><strong>Ghost Bog:</strong> Ghost bogs are the animated corpses of the fallen whose bodies are so saturated with magic that they are reanimated in death.</p><p><strong>Hag Undead:</strong> Certain powerful hags have used their potions to give themselves the immortality of the undead.</p><p><strong>Nekrast:</strong> Occasionally, a necromancer of insufficient power to become a lich spontaneously arises after death as a nekrast. Those with a penchant for fire magic have the best chance at returning as one of these creatures. Rumors say that books of lost lore can guide a necromancer along the path to becoming a nekrast; these have yet to be verified.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Unclean Spirit:</strong> Unclean spirits are the undead remnants of dead elves, fueled by intense hatred.</p><p><strong>Woundwraith:</strong> Popular belief (to the extent that anyone is willing to think at much length about woundwraiths) holds that they are the restless spirits of those lost to madness.</p><p><strong>Zombie:</strong> ?</p><p><strong>Purgatoire:</strong> Those who are bound to serve a king or great lord and who die in some grand quest or fundamental duty may rise as a purgatoire. Bodyguards who fail to protect their charges and questing knights who die in pursuit of their goal are the most common purgatoires.</p><p>"Purgatoire" is a template that can be added to any humanoid or monstrous humanoids creature.</p><p><strong>Severed:</strong> The Severed are undead elves who have willingly given their own lives in order to trade mortality for the everlasting youth of undeath.</p><p>To become Severed undead requires a great sacrifice to one of the Elements, the elven pseudo-gods, with each Element demanding a different type of sacrifice and offering a different form of immortality: Blood (ritual murder of a blood relation, to become a Severed vampire), Bone (24 hour rite in which the would-be Severed's every bone is broken, to become a Severed revenant), Flesh (a simple mass slaughter of a dozen people to become a Severed ghoul), and Spirit (ritually removing and rebinding the would-be Severed's soul to his own body, to become a Severed wraith).</p><p>"Severed" is a template that can be added to any elven or half-elven creature.[/spoiler]</p><p></p><p>Wildwood:[spoiler]</p><p><strong>Arboreal Defender:</strong> Once powerful warriors or leaders, arboreal defenders are hopelessly cursed beings. Trapped inside their decaying carcasses, they are forced to do Haiel’s bidding as punishment for the atrocities they committed against the forest during their lives.</p><p>Arboreal defender is an acquired template that can be added to any humanoid or monstrous humanoid creature.[/spoiler]</p><p></p><p><a href="https://www.athas.org/products/WotDL" target="_blank">Wisdom of the Drylanders</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Laborer:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Animated Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Stalker, Invisible Monster, Undead Mindbender, Corporeal Undead:</strong> ?</p><p><strong>Dwarven Banshee:</strong> Vows are aims that are associated with a specific penalty. A dwarf may vow: I will neither eat nor drink nor sleep until I have recovered my stolen kank and he will not become a banshee if he fails; only if he breaks his vow, fails, and eats, drinks or falls asleep without accomplishing his focus. Sometimes bansheehood may be made part of a penalty: “and may I become a banshee if I fail” but this is rare. </p><p><strong>Animated Corpse:</strong> ?</p><p><strong>Athasian Wraith:</strong> ?</p><p><strong>Founder, Athasian Wraith Fighter 10, Incorporeal Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/55632/Worlds-Largest-City?affiliate_id=17596" target="_blank">World's Largest City:</a>[spoiler]</p><p><strong>Skeletal Undead:</strong> ?</p><p><strong>Sir Milton Derek, Vampire Paladin 20:</strong> ?</p><p><strong>Cyric, Mohrg:</strong> In fact, he takes great pride in his most audacious experiment to date, even as his fellow aristocrats murmur in revulsion at it. Working in cooperation with an evil cleric of his acquaintance, he has created an intelligent (more or less) undead servant for his household- a mohrg, whom he calls Cyric, and who now serves as his valet. Together, Sir Geraint and his associate cast create undead on the body of his former valet, just deceased, with the cleric compelling the creature to obey Sir Geraint during the process of creation.</p><p><strong>Sir Reinholt Snowheart, Ghost Aristocrat 12:</strong> Sir Reinholt Snowheart was a wicked, debauched noble who delved deeply into the occult. When old age rendered him infirm, he attempted to bond his soul to a portrait in order to gain immortality. The spell failed and he was left trapped in the painting. His terrified family sealed the hideous thing into the elaborate crypt prepared for his corpse, where it has remained ever since.</p><p><strong>Undead Whale:</strong> ?</p><p><strong>Lord Admiral Kordanus:</strong> They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead.</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated.</p><p><strong>Undead:</strong> An evil cleric raises some or all of the cemetery's residents as undead.</p><p>The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead.</p><p>The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated.</p><p>They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead.</p><p><strong>Wight:</strong> It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it.</p><p>The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead.</p><p><strong>Ghost:</strong> It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it.</p><p><strong>Lich:</strong> It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it.</p><p><strong>Vampire Spawn:</strong> Sir Milton funds Fellnacht's experiments through several layers of unscrupulous moneylenders, keeping his personal involvement to a minimum. He does, however, provide one key function for his very own mad scientist: producing vampire spawn as experimental fodder. H'kuk will kidnap a subject and place him or her in the cage, whereupon Sir Milton will drain the subject's blood and transform him or her into a vampire spawn.</p><p><strong>Mohrg:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>3rd Party Magazines[spoiler]</p><p><a href="https://www.drivethrurpg.com/browse/pub/792/Unicorn-Rampant-Publishing/subcategory/3843_4603/Claw---Claw---Bite--Magazine?affiliate_id=17596" target="_blank">Claw Claw Bite:</a>[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/25710/Claw---Claw---Bite--Issue-2?affiliate_id=17596" target="_blank">Claw Claw Bite 2:</a>[spoiler]</p><p><strong>Lux Cathcart, Butler and Restless Soul, human Aristocrat 7 ghost:</strong> Lux came to this inn still alive but mortally wounded. Several days ago he escaped form the Castle Stieglitz, stealing some jewelry and coming to Onuago where he intended to use the money from the jewelry to start a new life elsewhere with his sweetheart who lives in east Onuago.</p><p>Unfortunately, he was wounded by a zombie while escaping, and though able to swim to a boat and make his way to Onuago, he became feverish and died shortly after arriving at the inn.</p><p>Now his spirit cannot rest until the letters and jewelry are delivered to his love in the east side of town.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/25709/Claw---Claw---Bite--Issue-3?affiliate_id=17596" target="_blank">Claw Claw Bite 3:</a>[spoiler]</p><p><strong>Baron Von Stieglitz, Wight Fighter 7, Rogue 2:</strong> The situation is that the Baron's guilt, brought on by years of leading a militia of thieves and robbers, has finally caught up to him with the murder of one of his servants. The Baron feels that the murder is his fault, and has spent the past few months holed up in his room, brooding over his fallen mistress. This time in isolation and depression, coupled with the corruption already present in his soul and a drinking habit which has hampered his body to fight off infections, has hastened his becoming a wight.</p><p>In the past few months, the Baron has become corrupted by his greedy lifestyle, and has become a wight.</p><p></p><p><strong>Undead:</strong> The situation is that the Baron's guilt, brought on by years of leading a militia of thieves and robbers, has finally caught up to him with the murder of one of his servants. The Baron feels that the murder is his fault, and has spent the past few months holed up in his room, brooding over his fallen mistress. This time in isolation and depression, coupled with the corruption already present in his soul and a drinking habit which has hampered his body to fight off infections, has hastened his becoming a wight. Meanwhile his men have splintered into factions, each with its own lieutenant-leader, and the castle has been looted, which has caused unrest in his buried elders. They too have risen as undead to restore the family to its once proud status as a merchant house.</p><p>Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Mummy:</strong> This tomb houses 4 mummies who have risen from their graves after their descendants were attacked while bringing offerings to them.</p><p><strong>Wight:</strong> Unfortunately, the denizens of the graveyard are restless, and seek to haunt the Baron until he embraces the family law.</p><p>They have been haunted by their faded family name, and have withered into wights like their corrupt descendant.</p><p>Any humanoid slain by the Baron becomes a wight in 1d4 rounds.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/25707/Claw---Claw---Bite--Issue-5?affiliate_id=17596" target="_blank">Claw Claw Bite 5:</a>[spoiler]</p><p><strong>Hungry Plant:</strong> The plants are undead, having consumed the haunted souls of the living.</p><p>The plants sucked the undead out of the corpses and fed on the moonlight streaming in through cracks in the ceiling, becoming the monstrosities that the characters so recently encountered.</p><p></p><p><strong>Undead:</strong> The people became so downtrodden that many succumbed to mental illnesses, which, after burial, led to an undead state.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/50161/Claw---Claw---Bite--Issue-7?affiliate_id=17596" target="_blank">Claw Claw Bite 7:</a>[spoiler]</p><p><strong>Creeping Vine:</strong> ?</p><p><strong>Death Root:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/50160/Claw---Claw---Bite--Issue-8?affiliate_id=17596" target="_blank">Claw Claw Bite 8:</a>[spoiler]</p><p><strong>Zombie Ettin:</strong> In the ettin lands to the south of the Ettal Valley, a deep shadow glides down from the mountain. It is said that in this shadow, the bodies of fallen ettin rise up in the night and drag their feet across the hills.</p><p>These zombie ettin have been reanimated by ettin priests.</p><p><strong>Root of All Evil:</strong> A hybrid of plant, corpse and demon grown in the soils of the abyss, these root-covered bipeds thrive on the roots of other plants.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/50501/Claw---Claw---Bite--Issue-9?affiliate_id=17596" target="_blank">Claw Claw Bite 9:</a>[spoiler]</p><p><strong>Drop Vine:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51668/Claw---Claw---Bite--Issue-10?affiliate_id=17596" target="_blank">Claw Claw Bite 10:</a>[spoiler]</p><p><strong>Spider Zombie:</strong> Spider zombies were once spiders of a different (s)ilk who were slain, but never properly lain to rest. They typically become affected by their own poisons and succumb to an affliction that leaves them in limbo, where they make tasty fleshy treats for zombies, ghouls, and wights</p><p><strong>Spider Ghoul:</strong> ?</p><p><strong>Spider Wight:</strong> ?</p><p><strong>Spider Ghost:</strong> Also creepy, usually after these spider zombies pass from undeadness, they become ghost spiders.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/55412/Claw---Claw---Bite--Issue-12?affiliate_id=17596" target="_blank">Claw Claw Bite 12:</a>[spoiler]</p><p><strong>Faduardo Gantonin, Human Lich Wizard 3, Cleric 3, Mystic Theurge 10, Crafting Artificer 2:</strong> Eventually Faduardo was consumed by his obsession and became a lich, turning himself on his old friends and causing major problems for the people he served for so many years.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/57435/Claw---Claw---Bite--Issue-14?affiliate_id=17596" target="_blank">Claw Claw Bite 14:</a>[spoiler]</p><p><strong>Shadow Swarm:</strong> ?</p><p><strong>Thoul:</strong> A Thoul is a troll which has become a ghoul.</p><p></p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds.[/spoiler]</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/browse/pub/2189/Kobold-Press/subcategory/4291_19180/Kobold-Quarterly?affiliate_id=17596" target="_blank">Kobold Quarterly:</a>[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/50546/Kobold-Quarterly-2?affiliate_id=17596" target="_blank">Kobold Quarterly 2:</a>[spoiler]</p><p><strong>Darrakh, Adult Darakhul Cave Dragon:</strong> The ravenous hunger and ambition that define the Empire of the Ghouls come from a hunting expedition 200 years ago. A priest of the Death God led a pack of ghouls and ghasts into the underdark in a hunt for new sources of meat. The hunters met and devoured a few of the weaker residents of the deep lands, but then met a horror they were woefully ill-prepared to fight, a cave dragon in its prime. Its darkness filled the tunnels, and its jaws devoured ghouls by the dozens.</p><p>Strengthened the Death God’s blessing, one ghast struck a crucial blow with its paralyzing claw, and the dragon was rendered immobile for a dozen heartbeats. The frenzy that followed infected the dragon with ghoul fever. The rest of the ghouls and ghasts died before the dragon could be slain, but the priest of the Death God survived and became the ghoul-dragon’s minion and chief servant. The dragon grew powerful in undeath. Though its growth stopped, its power was greater than any others of its kind.</p><p>So was born Darrakh, Father of Ghouls, the Great and Unending Devourer. Of all dragons below the earth, he is the greatest. He recieves ghoul petitioners in a deep cavern perpetually wrapped in darkness, and when he is displeased, he dines on the flesh of the ghouls, his followers and children.</p><p>The cult of the Hunger God reveres him as an avatar of their deity, an earthly manifestion of the endless gnawing need that drives ghouls to consume corpses. Darrakh is fast, tough, and powerful — and as an undead dragon, extremely lethal.</p><p>As he created ghoul followers, Darrakh and the priest learned that the form of ghoul fever the dragon carried was magically strengthened. Darrakh has always claimed he bathed in the River Styx and struck a bargain with Charon the boatman. The terms seemed to be that to return to the mortal world, he would raise up a race of followers of the Death God. That story is among the secret lore of the Imperial priesthoods. It’s truth depends on what one thinks of the veracity of the undead and the trustworthiness of dragons. Most are sure it’s sheer puffery.</p><p><strong>Darakhul Ghoul:</strong> Darakhul Fever (Su): Magical disease—bite, Fortitude DC 30, incubation period 1 hour, damage 1d6 Con and 1d3 Dex. Requires a DC 16 level check to cure magically. A creature which dies while infected with darakhul fever may become a more powerful form of ghoul (see Empire of the Ghouls for details).[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/54285/Kobold-Quarterly-3?affiliate_id=17596" target="_blank">Kobold Quarterly 3:</a>[spoiler]</p><p><strong>Thing at the Soul of the Mire, Human Lich Druid 15:</strong> ?</p><p><strong>Stone Door:</strong> Combining necromantic artifice and the art of trapmaking, this door is a favorite among priests of undeath, liches, necromancers, and the depraved wretches who favor such evil devices to deal with trespassers. Creating a bone door is quite tedious, and requires placing an animated skeleton in a specially prepared door mold, then pouring in a high quality mortar. This slurry eventually hardens to the consistency of stone. Later, the stonework is decorated, fitted with a locking mechanism and hinges, and then mounted.</p><p>The skeleton’s arms and head are free of the stone confining the rest of its folded extremities, and they jut out like a necromantic fossil. Each bone door’s skeleton has different instructions, though most attack trespassers. Thus, a bone door has two parts: a masterfully constructed stonework door and a large embedded skeleton. In combat, the stonework provides the skeleton with improved cover, though it negates any Dexterity bonus to AC and imposes a –8 penalty on its Reflex saves.</p><p>The sample bone door uses a stone giant skeleton to grapple would-be trespassers and crush them to pieces. The EL takes into account its high AC and grapple bonuses.</p><p>The cost to construct a bone door varies but is never less than 1,825 gp.</p><p><strong>Stone Giant Skeleton:</strong> ?</p><p></p><p><strong>Lich:</strong> The sorcerer or wizard with an unnatural lifespan has been the subject of tales and fables throughout the ages; a thousand, thousand stories hint at their dark beginnings. One of the best known tales tells the story of the Cabal of Unsleep – a cabal of wizards who worked towards the single goal of immortality.</p><p>The Cabal ruled kingdoms eons ago, and all its members were tyrants of renowned cruelty. While they waged war with each other on the surface – they secretly held true as a brotherhood, using their squabbles to gain influence in other lands until, at last, no part of the world was untouched by their icy fingers. This cabal, it is rumored, were among the first to discover the Dreadful Pact and thus were the first liches.</p><p>Liches are created, not born, and their only method of reproduction is the creation of a new lich.</p><p>The lich monster description casually mentions that the process of becoming a lich is unspeakably evil, and that it can only be undertaken by a willing character. In his great work Arcanum, Manse Hoff describes three methods through which a lich can be created, although he hints that some three dozen methods were once catalogued in the great Monstorum Sorcerus. The three known to most are the Dreadful Pact, the Hideous Sacrifice, and the Ripping.</p><p>The Dreadful Pact – in this method, the would-be-lich’s soul is ripped from the body and placed into the phylactery by the self-destruction of the spell caster. The caster creates the phylactery and takes his own life, hoping that the magic that he has used to make the phylactery is strong enough to draw the soul into it.</p><p>This method is quick but has the drawback that unless the phylactery has been prepared perfectly, the soul of the caster is simply drawn away. Some surmise that souls drawn in this way do not simply pass onwards, but move to some unspeakable nether place where they spend eternity wandering in madness.</p><p>The Hideous Sacrifice – this method draws the soul into the phylactery through a variant of the magic jar spell. However, the lich-initiate must cast the spell at the precise moment of his death, and this requires extraordinary timing on behalf of the spellcaster.</p><p>As a consequence, this method is the one most fraught with the chance for mishap - the soul can be drawn before death, trapping the caster in his own spell; the caster can fail to complete the spell and die prematurely, or (in the worst case) the caster’s soul is drawn into entirely the wrong place. In this last case, the lich might end up trapped within a nearby creature or object, such as an accomplice, building, or item.</p><p>The Ripping – the most dreadful method requires a trustworthy and willing volunteer. The ripping is spiritual warfare; the soul is driven from the body into the phylactery through force of pain inflicted on the spellcaster.</p><p>This method is the most sure of success, but it is also the longest and most painful, and requires extraordinary determination on the part of the spellcaster.</p><p>Once the transformation from lich-initiate has been withstood, three further stages remain in the life cycle of a lich: the Journey, the Fading, and the Corruption.</p><p>The Journey</p><p>Only some lich-initiates complete the Beginning and become liches. Those that are lost are variously referred to in arcane works as NetherLiches, the Lost or simply Fallen. Those who do survive acquire the lich template and can look forward to eternal life – and eternal waking.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/58572/Kobold-Quarterly-7?affiliate_id=17596" target="_blank">Kobold Quarterly 7:</a>[spoiler]</p><p><strong>Vampire:</strong> Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost.</p><p><strong>Ghost:</strong> Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost.</p><p><strong>Undead:</strong> Create Undead feat.</p><p><strong>Zombie:</strong> A zombie requires an intact, or nearly intact, fleshy corpse. A dismembered corpse can be stitched back together with a DC 15 Heal check, but all body parts must come from the same corpse.</p><p>Caster level equal to half the HD of the zombie, Create Undead, gentle repose; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD</p><p><em>Animate Undead I</em> spell.</p><p><em>Animate Undead II</em> spell.</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Skeleton:</strong> The creation of a skeleton requires an intact skeleton. If flesh remains on the bones, it may be left to rot away naturally or be stripped from the bones with a DC 5 Heal or Profession (butcher) check.</p><p>Caster level equal to half the HD of the skeleton, Create Undead, cause fear; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD</p><p><em>Animate Undead I</em> spell.</p><p><em>Animate Undead II</em> spell.</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Ghoul:</strong> The creation of a ghoul requires an intact or nearly intact humanoid corpse. It becomes imbued with the unnatural hunger that characterizes these undead horrors.</p><p>CL 3rd, Create Undead, ghoul touch, animate dead I; Market Price 250 gp; Cost to Create 125 gp + 10 XP</p><p><em>Animate Undead I</em> spell.</p><p><em>Animate Undead II</em> spell.</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Ghast:</strong> The creation of a ghast is exactly like creating a ghoul, but it requires a stronger bond to the negative energy plane.</p><p>CL 5th, Create Undead, ghoul touch, animate dead I; Market Price 500 gp; Cost to Create 250 gp + 20 XP</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Shadow:</strong> The creation of a shadow requires a soul. The soul is merged with its shadow-plane duplicate, creating an unliving shade.</p><p>CL 5th, Create Undead, deeper darkness, desecrate; Market Price 400 gp; Cost to Create 200 gp + 16 XP</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Mummy:</strong> The creation of a mummy requires an intact humanoid corpse. The body must be embalmed or preserved, requiring a DC 15 Heal check. The traditional method is via organ removal, drying, and wrapping, but other preservation methods are possible.</p><p>CL 7th, Create Undead, death ward, cause fear, bestow curse; Market Price 1,000 gp; Cost to Create 500gp + 40 XP</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Wraith:</strong> The creation of a wraith requires a soul. Twisting the soul into a wraith requires an elaborate ritual that suffuses the soul with the essence of darkness and evil.</p><p>CL 7th, Create Undead, darkness, enervation, gaseous form; Market Price 1,000 gp; Cost to Create 500gp + 40 XP</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Spectre:</strong> Creating a spectre requires a soul. The soul is forced to relive the moment of its death over and over while being exposed to vast amounts of negative energy. Eventually, its pain and misery force it to arise as a spectre.</p><p>CL 9th, Create Undead, magic jar, feeblemind, bestow curse; Market Price 1,400 gp; Cost to Create 700 gp + 56 XP</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Mohrg:</strong> The creation of a mohrg requires a humanoid corpse. While the corpse is only partially animated, it is imbued with an utter hatred of the living through unspeakable ritualized torture that converts its entrails into a hideously oversized tongue.</p><p>CL 10th, Create Undead, raise dead, speak with dead, symbol of pain; Market Price 1,500 gp; Cost to Create 750 gp + 60 XP</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Devourer:</strong> Creating a devourer requires the body of a medium humanoid. Animating this body as a devourer requires an elaborate ritual, binding the new undead to either the Astral Plane or the Ethereal Plane. During this ritual, the body grows tall and gaunt, leaving the Devourer’s distinctive chest cavity.</p><p>At the completion of the ritual, the devourer may be provided with an essence from a soul trapped using other means (such as magic jar or trap the soul), or via the sacrifice of a living creature. The devourer can be created without a trapped essence but will be unable to use its spell-like abilities until it can trap an essence for itself.</p><p>CL 13th; Craft Undead, magic jar, planar binding (any), enlarge person, enervation, spectral hand; Market Price 2,000 gp; Cost to Create 1,000 gp + 80 XP</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Wight:</strong> <em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p><strong>Greater Shadow:</strong> <em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p><strong>Dread Wraith:</strong> <em>Animate Undead IX</em> spell.</p><p></p><p>Create Undead [Item Creation]</p><p>Prerequisite: Spell Focus (Necromancy) or the ability to rebuke undead, caster level 1st</p><p>Benefit: You can create any undead provided the prerequisites are met.</p><p>Creating an undead requires one day for every 1,000 gp of its market price, 1/25 of its cost to create in XP, and raw materials costing half that price (see individual monster entries for details).</p><p>Completing the undead’s creation drains the appropriate XP from the creator and requires the casting of any spells on the final day.</p><p>The creator must cast the spells personally but may do so using a scroll or similar device.</p><p>As most undead are Evil, creating an undead creature is almost always an Evil act.</p><p>A newly created undead has average hit points for its Hit Dice.</p><p>Mindless undead created using this feat are automatically under the creator’s control. Free-willed undead are not controlled, though the creator can attempt to gain control using some other method at the moment of creation.</p><p>A character can control up to 4 HD of created, mindless undead per level. If you exceed this number, all the newly created creatures fall under your control, and any previously created undead over this limit are released from your control. (The caster chooses which creatures are released.) Any undead commanded by virtue of a command or rebuke undead ability do not count toward this limit.</p><p></p><p>Animate Dead I</p><p>Necromancy (Animation)</p><p>Level: Clr 1, Sor/Wiz 1</p><p>Components: V, S, M/DF</p><p>Casting Time: 1 round</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: One or more animated undead</p><p>Duration: 1 round/level (D)</p><p>Targets: Corpses, no two of which can</p><p>be more than 30 feet apart [See below]</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 accompanying 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.</p><p>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.</p><p>Within the area of a desecrate spell, the duration of animate dead I is doubled.</p><p>Arcane Material Component: A fistful of graveyard soil or a fragment of a tombstone.</p><p></p><p>Animate Dead II</p><p>Necromancy (Animation)</p><p>Level: Clr 2, Sor/Wiz 3</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></p><p>Animate Dead III</p><p>Necromancy (Animation)</p><p>Level: Clr 3, Sor/Wiz 4</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></p><p>Animate Dead IV</p><p>Necromancy (Animation)</p><p>Level: Clr 4, Sor/Wiz 5</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></p><p>Animate Dead V</p><p>Necromancy (Animation)</p><p>Level: Clr 5, Sor/Wiz 6</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></p><p>Animate Dead VI</p><p>Necromancy (Animation)</p><p>Level: Clr 6, Sor/Wiz 7</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></p><p>Animate Dead VII</p><p>Necromancy (Animation)</p><p>Level: Clr 7, Sor/Wiz 8</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></p><p>Animate Dead VIII</p><p>Necromancy (Animation)</p><p>Level: Clr 8, Sor/Wiz 9</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></p><p>Animate Dead XI</p><p>Necromancy (Animation)</p><p>Level: Clr 9</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></p><p>Table 1: Undead Animation</p><p>Spell Level Undead Remains Required Alignment</p><p>Animate Undead I 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>Animate Undead II skeleton (4-5 HD) appropriate corpse or skeleton NE</p><p>zombie (6 HD) appropriate corpse NE</p><p>Animate Undead III 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>Animate Undead IV skeleton (8-9 HD) appropriate corpse or skeleton NE</p><p>zombie (12-14 HD) appropriate corpse NE</p><p>Animate Undead V 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>Animate Undead VI skeleton (12-14 HD) appropriate corpse or skeleton NE</p><p>zombie (18-10 HD) appropriate corpse NE</p><p>Animate Undead VII skeleton (15-17 HD) appropriate corpse or skeleton NE</p><p>spectre humanoid soul LE</p><p>Animate Undead VIII mohrg humanoid corpse CE</p><p>greater shadow humanoid soul CE</p><p>skeleton (18-20 HD) appropriate corpse or skeleton NE</p><p>Animate Undead IX devourer humanoid corpse NE</p><p>dread wraith humanoid or giant soul LE[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/61213/Kobold-Quarterly-Magazine-9?affiliate_id=17596" target="_blank">Kobold Quarterly 9:</a>[spoiler]</p><p><strong>Skin Bat:</strong> Camazotz has created flesh vats within these inverted spires that transform the flayed remnants of sacrifices into undead abominations built of skin.</p><p>Skin bats are undead creatures created from the skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile rituals involving immersion in the Abyssal flesh vats.</p><p>They were born in the fleshwarp cauldrons of Camazotz, the dark bat-god.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/65189/Kobold-Quarterly-11?affiliate_id=17596" target="_blank">Kobold Quarterly 11:</a>[spoiler]</p><p><strong>Vampire:</strong> When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse.</p><p>One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire.</p><p>When someone dies from a vampire bite, friends and family have little time to save their loved one’s soul. If they destroy the sire before the deceased rises as a vampire in 1-4 days, vampirism never settles on the corpse and the deceased’s soul remains free.</p><p><strong>Vampire Spawn:</strong> When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse.</p><p>One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p><a href="https://greyhawkonline.com/OerthJournal/" target="_blank">Oerth Journal</a>[spoiler]</p><p></p><p><a href="https://greyhawkonline.com/OerthJournal/" target="_blank">Oerth Journal 17</a>[spoiler]</p><p><strong>Skulltwister:</strong> The skulltwisters origins date back to many millennia ago when the clerics of the dread god, Tharizdun first came into opposition with the other gods of Oerth. The skulltwister was formed from the dark entropy of the Abyss, the larcenous vileness of the Nine Hells, and the vast emptiness of the Gray Wastes. All these energies were focused by 13 clerics of Tharizdun in a day long ritual. The clerics formed these volatile energies into a solid form on the Plane of Shadow, then gave it sentience by infusing the spirit of a nightshade.</p><p><strong>Skulltwister, Champion of the Powers of Darkness, Abyssal Menace, Humanoid-Looking Horror With Great Ragged Wings Viscous Tusks a Bladed Prehensile Tail and Ragged Leathery Flesh That Ebbs With a Shadowy-Essence:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Non-Corporeal Undead:</strong> Just before the last redoubt of the fort was being stormed, a priest of Hextor among the garrison used a strange metal rod engraved with ancient Flannae glyphs that he found in an ancient chamber under the keep in a desperate act of retribution. The magical holocaust that followed consumed the bodies of both defenders and attackers and condemned their souls to undeath. Most became sword wraiths, though other forms of non-corporeal undead, including a banshee (formerly the elven Sunndian commander), stalk the keep and its hinterland for a radius of a league.</p><p><strong>Banshee:</strong> Just before the last redoubt of the fort was being stormed, a priest of Hextor among the garrison used a strange metal rod engraved with ancient Flannae glyphs that he found in an ancient chamber under the keep in a desperate act of retribution. The magical holocaust that followed consumed the bodies of both defenders and attackers and condemned their souls to undeath. Most became sword wraiths, though other forms of non-corporeal undead, including a banshee (formerly the elven Sunndian commander), stalk the keep and its hinterland for a radius of a league.</p><p><strong>Sword Wraith:</strong> Just before the last redoubt of the fort was being stormed, a priest of Hextor among the garrison used a strange metal rod engraved with ancient Flannae glyphs that he found in an ancient chamber under the keep in a desperate act of retribution. The magical holocaust that followed consumed the bodies of both defenders and attackers and condemned their souls to undeath. Most became sword wraiths, though other forms of non-corporeal undead, including a banshee (formerly the elven Sunndian commander), stalk the keep and its hinterland for a radius of a league.</p><p><strong>Vecna, Whispered One, Most Infamous Lich:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Aisula, Vampire Goddess, Vampiric Wife, Wife, Goddess of Death and Rebirth, Euroz Deity, Vampire, Vampire Euroz:</strong> While traveling the planes in search of adventure and another lover, Aisula met and seduced a young god, who unknown to her was a vampire deity. He eventually turned upon her and they fought. Who this god was she will not say, but it is rumored to be Kas the Destroyer. Needless to say, Aisula suffered grievous wounds. She barely made it home to Luthic’s doorstep before she succumbed to her wounds and died, only to rise again as a vampire euroz.</p><p><strong>Vampire Deity:</strong> ?</p><p><strong>Kas the Destroyer, Vampire Deity:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Dread Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://greyhawkonline.com/OerthJournal/" target="_blank">Oerth Journal 18</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Ghostly Suel Wizard, Human Ghost Wizard 14:</strong> ?</p><p><strong>Nightshade Nightwalker:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Spectre:</strong> ?[/spoiler</p><p></p><p><a href="https://greyhawkonline.com/OerthJournal/" target="_blank">Oerth Journal 19</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Tireless Undead Crewmember:</strong> ?</p><p><strong>Undead Worker:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Normal Ghast:</strong> ?</p><p><strong>More Powerful Than Normal Ghast:</strong> Two ghasts lurk in the pit; the remnants of Areth-Langa’s last victims. They are more powerful than normal ghasts, as they were created within a desecrate affect.</p><p><strong>Abi Dahlzim, Ghost:</strong> ?</p><p><strong>Desert Ghoul:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Human Warrior Skeleton, Skeletal Rower:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Shriveled Up Zombie, Dry One:</strong> ?</p><p><strong>Zombified Humanoid:</strong> ?</p><p><strong>Human Commoner Zombie:</strong> Gravewind keeps a pack of 10 zombies animated from the crews of other ships he has successfully plundered here.</p><p><strong>Human Commoner Zombie, Zombie Skirmisher, Zombie Sailor, Zombified Crewmember, Slow Sloppy Worker:</strong> ?[/spoiler]</p><p></p><p><a href="https://greyhawkonline.com/OerthJournal/" target="_blank">Oerth Journal 20</a>[spoiler]</p><p><strong>Ghast:</strong> ?</p><p><strong>Dragon Cultist Mummy, Mummy Tomb Warden 3:</strong> Two dragon cultists were transformed in to mummies to guard Aerlotazt’s tomb.</p><p><strong>Sharterikk, Dread Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://greyhawkonline.com/OerthJournal/" target="_blank">Oerth Journal 21</a>[spoiler]</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://greyhawkonline.com/OerthJournal/" target="_blank">Oerth Journal 22</a>[spoiler]</p><p><strong>Duke Szeffrin, Undead Animus:</strong> ?</p><p><strong>Undead:</strong> One of the many unmentionable acts inflicted by Duke Szeffrin’s forces involved the priests, who used unholy rites to create various undead of the bodies of those slain in defending the keep.</p><p><strong>Tormented Undead:</strong> ?</p><p><strong>Twisted Form of Undead:</strong> The ruins of Chathold are inhabited primarily by magically based and extra-dimensional creatures, most common are twisted forms of undead derived from the original citizens of the city.</p><p><strong>Queen Sharafere, Fey Queen of the City of Summer Stars, Ghost, Apparition of a Gray-Elven Woman, Elven Maiden:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vecna:</strong> ?</p><p><strong>Nightshade Nightcrawler, Guardian:</strong> ?</p><p><strong>Kas of Tycheron:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Hunefer:</strong> Though severely drained by their efforts the wizards, unbeknownst to history, did not die. Complex interactions and resonances between the ashen staff, Tovag Baragu, energy from the positive and negative energy planes, as well as divine energy from Dorgha Torgu himself, transformed them into the cursed soulless husks called hunefers.</p><p><strong>Ilkben, Hunefer, Cursed Soulless Husk, Undead Demipower, Threat to All Life, Soul Husk, Spellcaster, Husk:</strong> Though severely drained by their efforts the wizards, unbeknownst to history, did not die. Complex interactions and resonances between the ashen staff, Tovag Baragu, energy from the positive and negative energy planes, as well as divine energy from Dorgha Torgu himself, transformed them into the cursed soulless husks called hunefers.</p><p><strong>Hunefer, Cursed Soulless Husk, Undead Demipower, Threat to All Life, Soul Husk, Spellcaster, Husk:</strong> ?[/spoiler]</p><p></p><p><a href="https://greyhawkonline.com/OerthJournal/" target="_blank">Oerth Journal 23</a>[spoiler]</p><p><strong>Advanced Elite Evolved Voidwraith Rogue 6/Assassin 1:</strong> The voidwraith was once an assassin sent to murder Afelbain. After he failed to kill Afelbain, the mad assassin died in the Demiplane of Gloomwalk, where he was reborn as a voidwraith.</p><p><strong>Undead:</strong> ?</p><p><strong>Erik Maure, Ghost:</strong> The long lost Erik Maure was actually buried alive beneath the castle and his ghost cries out for vengeance.</p><p><strong>Aeltoqq, Lich, Twisted Sorcerer, Useful Ally:</strong> ?</p><p><strong>Dread Wraith:</strong> The house is actually the former dwelling of a group of demonic cultists who sought favor with the Demon Prince Demogorgon. When the murders in the tenements occurred this group was to blame, but rather than reward his adherents, Demogorgon cursed them to become dread wraiths and delighted as they fell upon one another as the roof to their dwelling caved in, burying them alive.[/spoiler]</p><p></p><p><a href="https://greyhawkonline.com/OerthJournal/" target="_blank">Oerth Journal 24</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Inhabitant:</strong> ?</p><p><strong>Undead Follower:</strong> ?</p><p><strong>Ancient Nightwalker, Advanced Elite Evolved Nightwalker Nightshade:</strong> ?</p><p><strong>Dagath, Advanced Elite Paragon Quasi-Deity Bodak, Ur-Flan Necromancer:</strong> By far the most cruel and sadistic of the three Ur-Flan, Dagath was devastated by the divine backlash and transformed into a paragon bodak.</p><p><strong>Bodak:</strong> Humanoids that die from [Dagath's death gaze] attack are transformed into bodaks in one day.</p><p><strong>Skulking Cyst Spawn Mob, Mob of Small Skulking Cyst Spawn:</strong> During the backlash, Kasha-Lom’s mother cyst mutated physically and supernaturally with her body. Her lower extremities melded with the cyst into a giant eggsac, giving her the ability to spawn skulking cysts.</p><p><strong>Skulking Cyst Spawn:</strong> During the backlash, Kasha-Lom’s mother cyst mutated physically and supernaturally with her body. Her lower extremities melded with the cyst into a giant eggsac, giving her the ability to spawn skulking cysts.</p><p><strong>Skulking Cyst Spawn, Pustules of Flesh, Balls of Flesh, Skulking Cyst Offspring</strong> ?</p><p><strong>Ukriel the Anguished, Abomination Atropal, Charred Embryonic Form of a Human Child – Severely Malformed and Unfinished:</strong> While searching for weaknesses to exploit in their foes, the Ur-Flannae uncovered the secret burial site of the Oeridian king Ukriel – a paladin of Heironeous undergoing divine ascension. The three necromancers conspired to thwart this would-be deity by stealing his divine spark. From the island edifice, they conducted a ruinous ritual that siphoned Ukriel’s soul and filtered it through the causeway. However, the fusion of holy power and evil magic created a catastrophic backlash that mutated the Oeridian king into an atropal – a stillborn godling.</p><p>Consulting the heavens strongly indicate that a divine alteration had occurred after Ukriel’s death; possibly his apotheosis. But something interrupted this change and Ukriel’s soul was forever trapped behind four impenetrable seals on the Isle of Cursed Souls.</p><p><strong>Abomination Atropal, Stillborn Godling:</strong> ?</p><p><strong>Azkazel, Human Death Knight Fighter 12/Blackguard 9, Hulking Armored Death Knight, Bodyguard:</strong> The atropal is accompanied by two death knights, who were Ukriel’s lieutenant knights in their mortal lives. When they died they were entombed with their lord, and were also inadvertently drawn into the divine maelstrom that followed.</p><p><strong>Sakyazma, Human Death Knight Fighter 21, Hulking Armored Death Knight, Bodyguard:</strong> The atropal is accompanied by two death knights, who were Ukriel’s lieutenant knights in their mortal lives. When they died they were entombed with their lord, and were also inadvertently drawn into the divine maelstrom that followed.</p><p><strong>Deathbringer:</strong> ?</p><p><strong>Advanced Deathshrieker:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Ghost, Incorporeal Undead:</strong> ?</p><p><strong>Luz, Lich Human Wizard 5/Cleric 5/True Necromancer 14, Ur-Flan Lich, Wildcard:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Skeletal Servant:</strong> ?</p><p><strong>Specter:</strong> Atropal Negative Energy Aura power.</p><p><strong>Specter, Incorporeal Undead:</strong> ?</p><p><strong>Wraith, Incorporeal Undead:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Zombie:</strong> Kasha Lom's Deathless Master's Touch power.</p><p></p><p>Negative Energy Aura (Su): All undead in a 30ft. radius (including the atropal) have turn resistance +20 and a negative energy version of fast healing 20. Living creatures in the aura receive 10 negative levels unless they have protection from negative energy or protection from evil. Creatures of 10 hit dice or less perish and rise as specters under the atropal’s command 1 minute later.</p><p></p><p>Deathless Master’s Touch: A living foe of up to one size category larger than a pale master hit by the pale master’s touch attack must succeed on a Fortitude save or die. A slain creature automatically animates 1 round later as a zombie and is under the pale master’s control as if he had animated it. Undead created using this power do not count against a pale master’s HD total for controlling undead.[/spoiler]</p><p></p><p><a href="https://greyhawkonline.com/OerthJournal/" target="_blank">Oerth Journal 25</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Wandering Undead:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>The Walker, Ghost, Legendary Personage:</strong> Rumored to be an aspect of Celestian or Fharlanghn, a being undergoing divine transformation, a disguised fiend, or a ghost forever cursed to stalk the land, his true purpose remains unguessable to all but the most puissant scholars of the ancient and arcane.</p><p><strong>Vecna, Lich:</strong> ?</p><p><strong>Ur-Flan Lich:</strong> ?</p><p><strong>Greater Shadow:</strong> Ilvitreus took two greater shadows and eight shadows created by Cyril, two shadow umber hulks as well as a dozen trolls.</p><p><strong>Shadow:</strong> Ilvitreus took two greater shadows and eight shadows created by Cyril, two shadow umber hulks as well as a dozen trolls.</p><p><strong>Medium Skeleton, Wandering Undead:</strong> ?</p><p><strong>Swordwraith, Elite Incorporeal Swordwraith:</strong> ?</p><p><strong>Medium Zombie, Wandering Undead:</strong> ?</p><p><strong>Particularly Resilient Zombie:</strong> ?</p><p><strong>Gargantuan Corpse Gatherer:</strong> ?[/spoiler]</p><p></p><p><a href="https://greyhawkonline.com/OerthJournal/" target="_blank">Oerth Journal 26</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Ancient Allip, Advanced Evolved Allip:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Ghost, Ghostly Warrior:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://greyhawkonline.com/OerthJournal/" target="_blank">Oerth Journal 27</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Acerak, Cambion Demilich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vecna:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler][/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7945132, member: 2209"] [B]3.5[/B] 3.5 Compilation[spoiler] [B]Undead:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. (SRD 3.5) Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror) Child of Chemosh Improved Create Spawn ability. (Bestiary of Krynn Revised) Child of Chemosh Greater Create Spawn ability. (Bestiary of Krynn Revised) Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead. (Book of Exalted Deeds (3.5)) Nerull’s followers desecrate ancient tombs looking for lost lore, establish cults to provide willing food for vampires, and raise undead armies to terrify the world of the living. (Complete Divine) The souls of characters who die in specific ways sometimes become undead. (Complete Divine) Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. (Complete Divine) As another interesting plot twist, the PCs could storm the laboratory of a necromancer just in time to disrupt a crucial part of an Chemosh is the creator and ruler of the undead. Chemosh raises and animates corpses and imprisons souls by tempting mortals with promises of eternal “life,” dooming them to a horrible existence as his undead slaves. (Dragonlance Campaign Setting) Undead can arise under other circumstances as well: Slain enemies are animated as guardians of their killers, and victims of strife and predators rise as slavering ghouls that wander the streets. (Drow of the Underdark (3.5)) Residents of the neighborhood give the place a wide berth, out of fear of contagious guild members and their leader, said to be a victim of the [suppurating pox] disease who perished and was raised as an undead creature. (Drow of the Underdark (3.5)) House Jorasco believes that something within Delera Omaren’s tomb is preventing the dead from resting in peace. (Eberron City of Stormreach (3.5)) The Shrouds are run by an unusually tall elf woman who calls herself Whisper. Nearly seven feet in height and incredibly long-limbed, Whisper is an imposing figure draped in perfumed shrouds. She is a priest of the Keeper, and her talents at intimidation are nearly as impressive as her deadly touch and ability to animate the dead. (Eberron City of Stormreach (3.5)) The hunter became obsessed with necromantic arts after discovering an old tome devoted to blood rites during an excursion in Xen’drik, and now he enjoys animating his dead enemies to serve him. (Eberron City of Stormreach (3.5)) Jolan’s notes fetch a pretty penny from experimenters in the necromantic arts, divine or arcane, though their sale opens a Pandora’s box. Jolan’s experiments were devoted to finding ways of raising more intelligent and more self-sustaining undead than prior methods allowed. (Eberron City of Stormreach (3.5)) Every month when the moon is full, those who died on the Crying Fields are returned to life as undead horrors, and they battle each other until sunrise. (Eberron Five Nations) Using the necromantic arts at their disposal, the Vol priests called Karrnath’s fallen warriors back from the grave, setting the stage for the rest of the long, long war. (Eberron Five Nations) The corpse collectors seem to be collecting bodies from specific bloodlines, trying to reanimate them with powers beyond the norm for undead. (Eberron Five Nations) In the heart of the Crimson Monastery is an immense necromantic laboratory where the high priest Malevanor spends almost all his time. Corpses—some animate, some not—lie on tables and biers throughout the cavernous room. Channels carved into the floor hold a steady stream of blood that drains into catch basins at the room’s edge. Unless he’s leading a worship service, Malevanor is here as well, creating more undead minions for the Blood of Vol. (Eberron Five Nations) The Karrnathi in Shadukar animated dead Karrns and Thranes to reinforce their dwindling ranks. (Eberron Five Nations) Karrnath’s lead necromancer, Count Vedim ir’Omik, still maintains secret laboratories throughout the country side for the express purpose of creating new types of undead to protect the borders of Karrnath—or perhaps to expand those borders should the opportunity arise. (Eberron Magic of Eberron (3.5)) The Blood of Vol has established quite a foothold in the lands of Karrnath. Its leaders continue to seek new ways to expand their power base at the behest of their organization’s powerful lich leader. The cult continually recruits new undead, as well as exploring the creation of new types of undead, much as Count Vedim ir’Omik does. (Eberron Magic of Eberron (3.5)) Test of Death: The massive skull of a black dragon rests in the center of this chamber, signifying the baleful majesty of Falazure. Its eyes flash red as anyone enters, calling forth heinous undead to harry good folk. Evil beings might find a boon here instead, such as the secret of becoming one of the free-willed undead, if they are willing to risk death to acquire it. (Eberron Secrets of Sarlona) Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie). (Eberron Secrets of Sarlona) If no sentient races inhabit the caverns, then PCs might encounter entombed undead animated by the demise of Izzdelth. When the great necromancer died, his power seeped into the surrounding area, animating the corpses of the fallen. (Eberron Secrets of Xen'Drik) During the spring and summer of 898, new armies arose within the catacombs of the City of Night, as necromancers and corpse collectors created the first undead Legion of Atur. (Eberron The Forge of War) In mid-994, Cyre launched a deep-strike invasion of Karrnath aimed at the undead-producing crypts of Atur. (Eberron The Forge of War) Next, the flashback PCs find themselves dispatched to investigate why an entire town in Thrane has fallen silent. Their discovery is horrific: The townsfolk have been wiped out by a virulent plague, very much like the one they faced years ago. Some of the townsfolk have not remained dead, and the PCs must prevent the spread not of plague, but of plague-spawned undead! (Eberron The Forge of War) The larakens are not the only dangerous creatures dwelling in Akhlaur Swamp. Snakes, crocodiles, and schools of piranhas hide in the shallow areas, and numerous undead—some the results of Akhlaur’s strange experiments and others spawned from doomed expeditions—lurk everywhere in the interior of the swamp. (Forgotten Realms Shining South (3.5)) Somewhere in the middle of the swamp lies a ruined city. Few have managed to reach the ruins and return with any details, but those who did come back revealed that the city was built by elves before the swamp existed. For reasons unknown, a trio of powerful Halruaan wizards diverted a river that normally flowed into the Bay of Azuth and flooded the elf community. (Forgotten Realms Shining South (3.5)) The elves attempted to battle the wizards, hoping to drive them away so that they could restore the river to its normal course, but they could not prevail. Their community was destroyed, and the slain elves rose as undead creatures. Their festering negative energy eventually pervaded the entire swamp, saturating it with foul diseases, twisted and corrupted creatures, and still more undead. (Forgotten Realms Shining South (3.5)) Soldiers and adventurers alike have tried time and again to rid the swamp of this foul pestilence, but until recently, almost every effort served only to make the swamp more deadly. To quote a common Zalazuu expression, “The swamp helps keep the number of fools in town low.” A few months ago, however, the magehound Kiva took a group of Jordaini into the swamp and destroyed the green sphere (an artifact created by the necromancer Akhlaur) that had been responsible for their creation. (Forgotten Realms Shining South (3.5)) Szass Tam creates a vast army of undead to cross the frozen Umber Marshes. The animated corpses crash like waves against the Watchwall but fail to overcome the fortification. (Forgotten Realms Unapproachable East (3.5)) It’s whispered that many of the slain have been reanimated as undead troops in the Rotting Man’s army. (Forgotten Realms Unapproachable East (3.5)) The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death") Ebondeath, who cared more for gaining personal power than for Strongor's vision, was slavishly served by the cultists (each of whom, upon death, was transformed into an undead servitor by his fellows). (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death") Upon Myrkul's death, the god's avatar exploded high above the Sea of Swords. Much of his might rained down on the waters to slowly collect on the sea floor, and the god's essence survives in the Crown of Horns, but a small fraction of the god's power coalesced atop the waves. This floating patch of bone dust drifted north, and -- perhaps by chance, perhaps by dark design -- recently entered the Mere, where Myrkul's fading power animated a leaderless legion of undead from the countless fallen bodies that lie unburied beneath the dark waters. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death") Shadow Wood remained in peace until one day clerics of Takhisis, commanding a vast army of undead, tried to the wood to an ancient ritual called The Curse of the Carrion Land. Their plan was to transform the woods into a stronghold of evil. (War of the Lance (3.5)) Recognizing her peril, the Forestmaster struck an alliance with Peris, a king from a nearby land, to protect the wood from the evil forces. The king and his men stood guard faintfully until, bored with his task, Peris made a pact with the White Stag to hunt down the Forestmaster. (War of the Lance (3.5)) Once the soldiers left their posts, the dark clerics were able to enter the wood and perform the curse. The ritual deepened the natural shadows to permanent darkness, and created undead from those unfortunates killed inside the wood. (War of the Lance (3.5)) They also differ from the Orthodox belief when it comes to the concept of reincarnation. They believe souls do not go to be with the Bear, nor do they appear from nothing. When a creature dies, its soul is reborn in another creature. When deaths outnumber births and no newborn creature is prepared to accept the spirit, an undead creature arises. (Divine Masters: The Faiths and Followers of Tellene) The Congregation of the Dead is a special case. Final Word teaches that undeath is a blessing for the faithful. Those who worship the Harvester and strive to further his ends in life may be rewarded with undeath, according to how many sacrifices they claimed in the service of the Harvester. (Divine Masters: The Faiths and Followers of Tellene) “You must embrace death, surrounding yourself with it, to understand how it works. At this point, you can work to avoid it, or to embrace it. Devote your life to one purpose – delivering souls to our god, and he will grant you undeath – to remain here forever, doing his work.” (Divine Masters: The Faiths and Followers of Tellene) The [Final Word] book’s chapters, called Lives, each describe the level of undeath a cleric [of The Congregation of the Dead] can earn by harvesting the souls of others. While few quantitative references are given, commentary seems to imply that it takes over 10,000 slayings to earn the coveted state of lichdom. (Divine Masters: The Faiths and Followers of Tellene) The Harvesters know that through their actions and devotion to the King of the Undead they will be rewarded at death by being granted undead status. The number and strength of the souls that a cleric takes directly reflect on his future undead status and dying while attempting to take a soul is said to grant automatic undeath. However, many clerics fear dying before harvesting enough souls, and thus attaining only zombie status. Therefore, there is a great tension between risking an early death to slay powerful foes that presumably have strong souls, or going the safe (but slow) route of butchering helpless peasants and children. The ultimate goal, of course, is never to actually die, but to become a lich. (Divine Masters: The Faiths and Followers of Tellene) Besides the obvious taxes, churches might gain revenue from tolls on roads through church-owned territory, fees for spellcasting and other services, or the sale of real or imagined benefits relevant to the faith (the Congregation of the Dead often sells “souls”, so that a wealthy patron might not have to actually commit murder in order to gain greater undead status after death). (Divine Masters: The Faiths and Followers of Tellene) Serun rarely appears on the Prime Material Plane. The Servants of the Swift Sword say that he led a charge of angels against the inhabitants of the Khydoban Desert in the early days of the Dynaj Empire. This battle so devastated that kingdom that it became the wasteland it is today and gave rise to the undead creatures rumored to exist there now. Other faiths have their own interpretation of these distant events, of course. (Divine Masters: The Faiths and Followers of Tellene) According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on. (Svimohzia: The Ancient Isle) They sometimes animate their victims to serve as undead guardians for the most profane chambers in their temples. (Svimohzia: The Ancient Isle) What the PCs soon learn is the merchant is Ssrith Ko’s rival, and he plans to use the relic to raise an army of undead and scour the land clean of human infestation. (Svimohzia: The Ancient Isle) As another interesting plot twist, the PCs could storm the laboratory of a necromancer just in time to disrupt a crucial part of an experiment. Perhaps this creates a powerful or previously unknown variant of undead. (Villain Design Handbook) Over the centuries, many tragic tales arise of people swallowed up or seduced by dark forces. Not truly alive, not quite dead, these walking corpses roam the land for their own purposes, haunting and horrifying those who remain among the living (especially those whom they have left behind). In general, those who become undead do not do so of their own free will. They are merely corpses reanimated through dark and sinister magic, doing their master’s bidding without fear or hesitation. However, some villains seek to gain an undead template (such as a lich) so that they can pursue their mad goals throughout eternity. (Villain Design Handbook) On Tellene, it is common knowledge (among the well educated) that the Congregation of the Dead treats undeath as a reward, not a curse. What is not generally known is that the number and strength of the souls that a cleric takes directly reflects on his future undead status. Dying while attempting to take a soul is said to grant automatic undeath. Those outside the Congregation of the Dead must find another path, but regardless of the technique, all that seek this dark knowledge must pay homage to the King of the Undead. (Villain Design Handbook) Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Whether the caster is the recipient or not, the recipient must be willing to undergo the transformation. Additionally, the caster must spend the spell’s XP cost and material components worth no less than 10,000 gp. This can be a gem-studded piece of artwork honoring the Harvester of Souls, and it is destroyed in the casting. (Villain Design Handbook) As the final step, the caster must kill the recipient of the spell (if this is the caster himself, he must commit suicide). The newly formed undead creature retains his original class abilities, adding the appropriate undead template (see below). Note that if the recipient is not the caster, any time the caster gives the new undead a command, it must make a Will save as if the caster had used control undead to obey. Furthermore, the recipient suffers a –8 circumstance penalty to any save against an actual control undead spell or any other relevant magic that controls undead. If the caster tries to turn, command or rebuke the undead he created, treat the undead as if it had half its number of Hit Dice. (These limitations apply only when the creator of the undead uses these abilities. Other clerics and spells affect the undead normally.) (Villain Design Handbook) Those without access to such overwhelming magical forces can choose to unlock the secrets of certain rituals to become a specific type of undead. Villains trying to obtain the necessary components for these processes must be very secretive. Heroes and even other villains usually want to prevent them from gaining any of the undead templates, and some of the combinations of components for these processes are quite recognizable. (Villain Design Handbook) Unless otherwise specified, discovering the process of becoming a free-willed undead requires a Knowledge (arcana) or Knowledge (undead) skill check against DC 25. (Villain Design Handbook) An open scroll depicted the very sphere now in use to be some type of soul collector. From a brief scan of the document, Lorash determined that this evil wizard was harvesting the humanoids’ souls to then power a spell that would raise their corpses as undead under his control. (Behind the Spells: Compendium) An open scroll depicted the very sphere now in use to be some type of soul collector. From a brief scan of the document, Lorash determined that this evil wizard was harvesting the humanoids’ souls to then power a spell that would raise their corpses as undead under his control. (Behind the Spells: Dispel Magic) It is not uncommon for a crypt wyrm to use the crypt as a breeding ground to attract other prey to kill and animate, or to set its undead out to collect more victims. (Bestiary Nefarious - Monsters of The East) An undead is a once-living creature animated by spiritual or supernatural forces. (Book of Templates Deluxe 3.5) Wandering the world and meeting in hidden places – caves carved into temples, catacombs of lost cathedrals, dungeons from ancient kingdoms – these cultists celebrate the horror and splendor of death. They pray to Mormekar, the only power that matters, calling for his might to enter into them. They raise the undead, and their mightiest members become liches. (Book of the Righteous) Created by a unique undead known as the Raja Ambuchar Devayam, the dowagu usually travel alone carrying out the Raja's orders. Only six dowagu exist at any given time, and should one be destroyed, the Raja replaces it as soon as possible. Their main duty is to wander the world and mark favorable targets with a dark tattoo know as the Stamp of Tan Chin. Marked victims become undead upon their death and march to join the Raja's army. (Creature Catalog) As a full round action, a dowagu may place a dark tattoo upon a helpless creature. This mark cannot be removed through anything short of divine intervention or the destruction of the dowagu's master, the Raja Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange or alter self, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form. Upon the marked victim's death, it becomes a zombie (or greater undead, at the DMs discretion) under the control of the Raja Ambuchar Devayam. The new undead will immediately seek out the Raja to receive orders. (Creature Catalog) Few mortal creatures have ever attempted to eat an entire dirgewood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary - some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. (Creature Collection III) The passage of the black phoenix causes the dead to rise, randomly imbuing corpses below it with varying degrees of unholy might. It is attracted to places of death, disease, and oppression, where, as it passes, ghouls, skeletons, vampires, and other fell beings rise up from among the dead. (Creature Collection III) Any corpse or skeleton within a black phoenix's aura of undeath or that the phoenix casts its shadow upon as it flies overhead may rise up as some type of undead. (Creature Collection III) ear of Ralʹs Fury (Free Year –2,257) (Dark Sun 3 3.5 r7) Infuriated at her lack of progress, Rajaat turns research of the Inner Planes over to Qwithʹs subordinates. Shortly after an accident of unknown origins opens a gate to the Inner Planes, and obsidian flows across the land for hundreds of miles in each direction until the gate is closed by the Seventh Tree. Thousands die in the disaster. Those killed by obsidian rise as undead through a mysterious power from the Inner Planes. (Dark Sun 3 3.5 r7) When some survivors of the massacres of the southlands amassed a large force of meorties and others and attacked the research facility, one of the researchers miscast a gate spell and opened a portal to the paraelemental plane of magma. This portal caused magma to spew out, stretching out for miles and miles, until it covered the land in a thick layer of obsidian. These planes eventually became known as the Deadlands, as everything living on the vast expanse of obsidian woke to find itself undead and in a strange and terrible new world. (Dark Sun 3 3.5 r7) Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. (Epic Monsters) But, since their reanimation, the Whitebeards have taken to worshiping Paraelemental Magma, rather than their traditionally beloved Elemental Earth (the Elements reject undead clerics); with this change in faith came new enhanced over death and the reanimation of undead. If they wished, the Whitebeards could animate a host of dead gnomes as Thinking Zombies (and other types of undead) to defend their home and defeat their murderers; the only thing stopping them is their slowly waning faith in Elemental Earth. (Faces of the Dead Lands) Esmila has never recovered her mental equilibrium. She used her undead and psionic abilities to make the goblins she was sent to interrogate into undead, which obey her absolutely. (Faces of the Forgotten North) The executions commanded by Daskinor’s armies during the Cleansing Wars created several unique types of undead. (Faces of the Forgotten North) Despite every possible contingency, some spirits fail to pass into the next world, remaining trapped in an unnatural state between life and death. Some powerful individuals consciously aspire to achieve undead status, but most unwillingly join their ranks either through death at the hands of such a creature, through the magical intervention of a mortal or via the unfortunate circumstances surrounding their earthly demise. (Into the Black) Perhaps the gravest casualty due to the Great Earthquake happened with the inhabitants of the rhul-thaun village of Mir-Sath, killing most of its inhabitants and turning the others into undead creatures. (Life-Shaping Handbook) General History of Mir-Sath (Life-Shaping Handbook) When the Great Earthquake shook the small rhul-thaun village of Mir-Sath, the ledges that sustained the village crumbled and fell into the swamp at the bottom of the Jagged Cliffs, taking most of the community and its entire population of 2,000 individuals with them. Since no rhul-thaun community ever heard news from it since, they assumed the worst and never visited the place again, afraid of more landslides. (Life-Shaping Handbook) Secret History of Mir-Sath (Life-Shaping Handbook) What most people don't know, however, is that several rhul-thaun did not die in that accident, but rather became undead. (Life-Shaping Handbook) Once the Charioteer of the Sun, Nemamiah ruled a lush and green domain, a paradise. That changed when a madman shattered the magic mirrors that heated the domain. The land perished in the frigid night, as did Nemamiah’s will. He underwent a most grievous transformation, taking the epithet The Leper. Slipping into a hopeless darkness, Nemamiah transformed the dead inhabitants of his domain into undead, and to them laid the task of seeking his absolute oblivion. (Oathbound Arena) The caverns contain numerous labs, libraries, and undead creation pits that continually swell the ranks of his lifeless militia. (Oathbound Arena) This famous conflict lasted for ninety years, until the eighth lord of Barrowhold, Eliaures, a dark sorcerer, poured the life force of an entire one of his cantons into a single enchantment. Eliaures killed tens of thousands of his own people, but spelled the ultimate doom of Doravum. To this day, any who die within the former bloodhold’s borders rise again within a day as an undead being. (Oathbound Wrack & Ruin) It is unknown whether or not Lord Zelvyr still exists, but it is known that his lab contained detailed instructions for creating almost every known type of undead. (Oathbound Wrack & Ruin) Alfheirn’s top advisors were transformed into undead to keep him company, but he is otherwise locked away with all of his magic items, which are almost completely useless to him now. (Oathbound Wrack & Ruin) The mansion is staffed and protected by undead, which are created and overseen by the liches that serve Hadroth. (Oathbound Wrack & Ruin) Annoxus also enchanted and sealed the tower, imprisoning the cruel Zenonelis and his retainers inside for all time. Eventually the vindictive Bloodlord and followers would become foul undead, transformed by the wild and unpredictable magics that permeate the Undercity. (Oathbound Wrack & Ruin) The Dead Lands is the name of the Dragon’s kingdom. The souls of anyone killed by the Dragon are drawn to his domain to serve him for all times. (Secrets of the Dead Lands) In his urgency Nakkash decided to try to access the Paraelemental Plane of Magma. He was careless in his haste - he reached the “Demiplane of Obsidian” instead. Calling Ur-hafri to help him, Nakkash began to apply some of the new spells he had developed for taming the obsidian. One, then another, obsidian elemental came forth - the defilers sent them out to fight. Yet the battle was still going against Qwith's researchers: clearly a much larger elemental was needed. Heedlessly Nakkash and Ur-hafri started trying to enlarge the gate, succeeding both in increasing its size and drawing forth an enormous elemental. (Secrets of the Dead Lands) Ur-hafri directed the massive obsidian elemental out of the summoning chamber, into the courtyard where it waded into the fray, striking down meorty Defenders and Qwith's defilers with equal fury. At the same time, Pandruj and the Tetrarchs, also raised to undeath, saw their chance for revenge and attacked. In the confusion, many of Pandruj’s and G’dranav’s followers attacked each other as well as Qwith’s servants. (Secrets of the Dead Lands) Ur-hafri escaped the sudden attack of Pandruj and his undead, returning to the chamber to find Nakkash desperately trying to regain control of the gate - the experimental magicks he and Ur-hafri had used to expand it had rendered it unstable, pulsing with energy, like a living thing. The two men tried, and failed, to reassert control. The first of the burning roofing beams crashed down, crushing Ur-hafri's skull. (Secrets of the Dead Lands) What happened next has never been completely explained, and the memories of all the undead who were there are now hopelessly entangled with fiction and self-delusion, so the truth may never be known. Nakkash maintains that his summoning spells performed correctly, and should have stabilized the gate. Qwith long blamed herself, believing that she should have supervised her apprentices more closely, since one of them obviously miscalculated the summoning. Gretch once claimed that he was responsible. In an instant of decisive summoning, the gate was accidentally opened fully to the supposed “demiplane,” with explosive results - the gate shattered. (Secrets of the Dead Lands) Millions of tons of molten obsidian poured into the compound, cresting the walls and sweeping aside defilers and Defenders alike. The obsidian, smoking and gurgling, flooded through the city from the magical portal. No one escaped. Outside the city walls, beyond the ring of ruins of old Nagarvos', the farmers and laborers who served Qwith were distracted by the screams of battle, but relaxed when silence fell - clearly another experiment had just failed, and been contained. When the black wave burst out of the city walls and overwhelmed them, the obsidian was utterly silent, rushing over the land. (Secrets of the Dead Lands) It also poured into the Pallid Mere, the salty sea stretching north to south on the eastern side of the Navel which once had been the Sagramog swamps, gushing down the escarpment in a terrible cascade. Gouts of steam roiled up, the sea flash-boiled by the molten obsidian. Great bergs of obsidian were frozen instantly as they crashed into the sea, but more kept coming, a waterfall of death that even the sea itself could not quench. The Pallid Mere boiled, sending forth thick clouds of salty spume, blown east by the suddenly savage winds. The chunks of obsidian, tumbling in the rushing tide, pushed to the southeast, coming to rest on the southeastern shores of the Pallid Mere in mounded walls of fractured blackglass. (Secrets of the Dead Lands) The obsidian consumed the sea, bubbling and foaming as it boiled the water into briny steam. It also devoured the land, flowing west and north, burning and burying everyone and everything in its path. The wave was faster than the news – few were aware of sudden death before it closed over them, its black glassy maw enfolding all of Ulyan. The Hoarwall, that great wall of ice which had for millenia marked the southern extent of the known world, repelled the first wave of obsidian, acting as a levee running east to west east to west and dividing the Black Basin from the Zagath homeland to the south. The obsidian, like a hungry predator, would not be denied its prey. It grew taller and stronger as the gate pumped ever more molten glass into Athas, and flooded over the Hoarwall, rushing south to consume the cold lands of the deep reaches. (Secrets of the Dead Lands) When the obsidian cooled, it formed a vast basin of blackglass, hundreds of miles across. Both the Navel and the ruins of Nagarvos upon which it had been built were utterly buried. None of the wizards survived, and their research perished with them. (Secrets of the Dead Lands) But then, the dead wizards gradually arose. The obsidian which poured through the gate from the Paraelemental Plane of Magma and the negative energy which infected it extracted a strange toll on those who died under its influence – it bound them to the Prime Material Plane as undead. So Qwith and all of Rajaat's minions and those of the city rose in undead form as zhen, a name imprinted on their minds when they awoke, to become the eventual rulers and servants of this new land. Nearly all those slain in the deadly tide rose as undead, though not all were zhen. (Secrets of the Dead Lands) Let it be said that no death is final in the Dead Land. Every being killed will rise again, sometimes mere seconds after death occurs. But the negative energy still lingering in the obsidian also has an effect on those living things that die here of other causes. Living humanoids or animals which die in the Dead Lands who are touching the obsidian will arise 24 hours later as a zhen or other appropriate type of undead (depending on who or what killed them). (Secrets of the Dead Lands) 161st King's Age (-2,258) (Secrets of the Dead Lands) Ral’s Fury (-2,258): A fight over the Gate breaks it, creating a leak into the Obsidian Demiplane. The Gate explodes, releasing the flow of obsidian that would claim the entirety of Ulyan and the surrounding lands. Thus, the Boiling Ruin begins. Rajaat himself presumes all lost and refocuses all attention on the by now so-called Cleansing Wars. (Secrets of the Dead Lands) What happens after the explosion is hard to determine – all factions have a different story. However, the Gate is blocked by an unknown entity a short time after it opens, preventing the flood from covering the entire continent, including the Tablelands. The Zagath Hoarwall has melted down. (Secrets of the Dead Lands) Silt’s Contemplation (-2,250): The obsidian finally settles and cools. (Secrets of the Dead Lands) Enemy’s Vengeance (-2,249): The first zhen (see Terrors of the Dead Lands, page 75) claw their way out of the obsidian, discovering a barren land of blackglass. Nearly all slain in the Boiling Ruin rose as undead, but not all as zhen. (Secrets of the Dead Lands) Something else occurred, however – the Obsidian Wave raised into undeath many of those who had fallen in the cleansing of Ghash-naarg, both human and orc alike. (Secrets of the Dead Lands) Gretch hated his role but excelled at it. He collected all the corpses from the Tforkatch River battlefield and soon assembled a vast horde of undead troops. (Secrets of the Dead Lands) Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undead creature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice. (Strange Lands: Lost Tribes of the Scarred Lands) Deities who rule over death have the right to claim living creatures, send spirits back to the mortal realm as undead, authorise reincarnation and rule over the world’s afterlife. They lend portions of this authority to their Immortal servants, usually in a piecemeal fashion. (The Book of Immortals) Undead are once-living creatures animated by spiritual or supernatural forces. (The Dread Codex) Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead. Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead. (The Dread Codex) While he waits to dig into the Negative Energy Plane, the King of Dark Places amuses himself by developing new blends of undeath and shadow. (The Book of the Planes) A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. (The Dread Codex) It is time to discuss the Void: the source of all darkness, the driving force that gives life to the undead and caresses their cold flesh with soothing hands of shadow. (The Lords of the Night Vampires) The Void is pure darkness. It is the force that drives the undead, the power of evil and shadow. It corrupts the mind and slowly destroys the soul. (The Lords of the Night Vampires) This book is about hunger, about being slowly consumed from within. It’s about stealing life from beyond the grave, and facing the consequences for extending your existence beyond its natural lifespan. It’s about evading death’s grip; returning from the dead; completing your last quest; whispering a curse on death’s door and haunting the living. All of these things may bring back a creature from the dead. (The Lords of the Night: Zombies) When Gariach was experimenting with the dead and their endless internment in the grave, he discovered that some cadavers naturally animate, for reasons unknown. (The Lords of the Night: Zombies) Sentient undead are the blessed of Neroth; only those whose souls are close to purity can live on as beings of pure intellect, free to contemplate spiritual perfection, unhindered by the demands of living flesh. (The Player's Guide to Arcanis) Within the church of Neroth there is an Order, not even spoken of outside of Canceri, and even then only in whispers, known to outsiders as the Order of the Still Heart. To those within, they call it the Blessed Path of Neroth. To most Nerothians, Neroth’s gift is to be sought after, and treasured if it is given. To these ambitious people, however, unlife is not a gift to be given, but a secret to be discovered, and taken. Once a willing soul is taken through the rituals to begin this process, there is no stopping it – he will become an undead creature, dying and rising again. (The Player's Guide to Arcanis) In the world of Arcanis, undead are created differently than suggested by the core rules. Therefore, all undead do not automatically radiate as evil creatures. Unless stated otherwise, undead radiate like any other creature (as described above) regardless of their origins. This change affects no other aspect of undead other than alignment and all other spells affect undead normally. Unless detailed otherwise, undead are created with negative energy. However, some undead on Onara are animated through the use of positive energy. (The Player's Guide to Arcanis) Intelligent undead are created by using the soul of the person as the fuel that powers the transformation. (The Player's Guide to Arcanis) Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds. (Tome of Horrors III) All of the original inhabitants are undead, walking the halls because of botched funeral rites long ago. (Ultimate Toolbox) Any who fall within will rise to be added to the tomb’s selection of undead patrolmen. (Ultimate Toolbox) Betrayed by someone loyal. (Ultimate Toolbox) Bitten by a vampire. (Ultimate Toolbox) Buried in desecrated grave. (Ultimate Toolbox) Completed complex ritual to become undead. (Ultimate Toolbox) Cursed. (Ultimate Toolbox) Dead body was never found. (Ultimate Toolbox) Died in honor-bound service to a king. (Ultimate Toolbox) Died under intense circumstances. (Ultimate Toolbox) Drained by a mummy or wraith. (Ultimate Toolbox) Drowned. (Ultimate Toolbox) Hell doesn't want you. (Ultimate Toolbox) Left behind something of value. (Ultimate Toolbox) Magic. (Ultimate Toolbox) Murdered in particular violent fashion. (Ultimate Toolbox) Oath to serve forever. (Ultimate Toolbox) Returned to protect wards left behind. (Ultimate Toolbox) Ritual sacrifice or murder. (Ultimate Toolbox) Terrified (to dead) by a ghost. (Ultimate Toolbox) Unavenged death. (Ultimate Toolbox) Unfinished task or unfulfilled oath. (Ultimate Toolbox) An evil cleric raises some or all of the cemetery's residents as undead. (World's Largest City) The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead. (World's Largest City) The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated. (World's Largest City) They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead. (World's Largest City) The situation is that the Baron's guilt, brought on by years of leading a militia of thieves and robbers, has finally caught up to him with the murder of one of his servants. The Baron feels that the murder is his fault, and has spent the past few months holed up in his room, brooding over his fallen mistress. This time in isolation and depression, coupled with the corruption already present in his soul and a drinking habit which has hampered his body to fight off infections, has hastened his becoming a wight. Meanwhile his men have splintered into factions, each with its own lieutenant-leader, and the castle has been looted, which has caused unrest in his buried elders. They too have risen as undead to restore the family to its once proud status as a merchant house. (Claw Claw Bite 3) Undead are once-living creatures animated by spiritual or supernatural forces. (Claw Claw Bite 3) The people became so downtrodden that many succumbed to mental illnesses, which, after burial, led to an undead state. (Claw Claw Bite 5) One of the many unmentionable acts inflicted by Duke Szeffrin’s forces involved the priests, who used unholy rites to create various undead of the bodies of those slain in defending the keep. (Oerth Journal 22) [I]Kiss of the Vampire[/I] spell. (Spell Compendium) [I]Oath of Blood[/I] spell. (Heroes of Horror) Ether Zombie's Minions of the Dead power. (The Lords of the Night: Zombies) Deathbringer's Life Beyond Life power. (The Player's Guide to Arcanis) Create Undead feat. (Kobold Quarterly 7) Order of the Still Heart's Death and Rebirth power. (The Player's Guide to Arcanis) Royal Animator Animator Secret Raising Curse secret. (Prestige Class Appendix Vol 2) Moderate Necromancy backfire. (Substandard Magic Items) Frozen Heart immortal gift. (The Book of Immortals) Deathcalm magical weather. (The Book of the Sea) Lost Magewind magical weather. (The Book of the Sea) [B]Allip:[/B] An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. (SRD 3.5) Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness. (Bestiary of Krynn Revised) Those driven to suicide by madness become allips. (Complete Divine) Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown. (Complete Divine) The allip is the spirit of someone driven to suicide by madness. (Dragon 336) Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity. (Dragon 336) For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead. (Dragon 336) A phaergrinn that has successfully grappled an opponent can permanently drain 1 point of Wisdom per round from its foe. A victim drained to 0 Wisdom or less is slain and rises in 1d3 days as an allip. (Bestiary Nefarious - Monsters of The East) The allip is an incorporeal undead creature formed from a person who committed suicide due to madness. (The Lazy GM: Undead and Other Fell Foes) [B]Bodak:[/B] Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil. (SRD 3.5) Humanoids who die from a bodak’s death gaze attack are transformed into bodaks 24 hours later. (SRD 3.5) A humanoid who dies from [Gorguth's Death Gaze] attack is transformed into a bodak 24 hours later. (Elder Evils (3.5)) An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. (Elder Evils (3.5)) Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). (Elder Evils (3.5)) Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well. (Dragon 336) A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect. (Dragon 336) Humanoids who die from this [bodak's death gaze] become bodaks 24 hours later. (The Lazy GM: Undead and Other Fell Foes) [i]Bodak's Glare[/i] spell. (Planar Handbook (3.5)) [I]Bodak's Glare[/I] spell. (Spell Compendium) Crying Fields. (Eberron Five Nations) [B]Devourer:[/B] Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger. (Bestiary of Krynn Revised) Undead sand giants—some vampires, some mummified, others cursed to exist as devourers—rise from the dunes to prey on travelers. (Eberron Dragons of Eberron (3.5)) Creating a devourer requires the body of a medium humanoid. Animating this body as a devourer requires an elaborate ritual, binding the new undead to either the Astral Plane or the Ethereal Plane. During this ritual, the body grows tall and gaunt, leaving the Devourer’s distinctive chest cavity. (Kobold Quarterly 7) At the completion of the ritual, the devourer may be provided with an essence from a soul trapped using other means (such as magic jar or trap the soul), or via the sacrifice of a living creature. The devourer can be created without a trapped essence but will be unable to use its spell-like abilities until it can trap an essence for itself. (Kobold Quarterly 7) CL 13th; Craft Undead, magic jar, planar binding (any), enlarge person, enervation, spectral hand; Market Price 2,000 gp; Cost to Create 1,000 gp + 80 XP (Kobold Quarterly 7) [I]Create Greater Undead[/i] spell. (SRD 3.5) [i]Create Greater Undead[/i] spell. (Complete Divine) [i]Create Greater Undead[/i] spell caster level 20th or higher. (Player's Handbook (3.5)) [i]Create Greater Undead[/i] spell. (Divine Masters: The Faiths and Followers of Tellene) [i]Create Greater Undead[/i] spell. (Advanced Player's Manual) [I]Create Greater Undead[/I] spell. (Advanced Race Codex Drow) [I]Create Greater Undead[/I] spell. (Trojan War) [i]Create Undead[/i] spell. (True Sorcery) [i]Create Undead Greater[/i] spell, caster level 20th or higher. (Ultimate Divine Spellbook) [i]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Create Undead feat. (Kobold Quarterly 7) Crying Fields. (Eberron Five Nations) [B]Ghost:[/B] Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. (SRD 3.5) “Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6. (SRD 3.5) Ghosts are similar to - though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Libris Mortis) “Ghost” is an acquired template that can be applied to any living creature. (Libris Mortis) Ghosts are encountered in many forms, kept back on Krynn for wrongs left unrighted, love unresolved, or perhaps desires left unpursued. (Bestiary of Krynn Revised) Ghosts are similar to- though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Denizens of Dread) “Ghost” is an acquired template that can be applied to any living creature. (Denizens of Dread) Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead. (Book of Exalted Deeds (3.5)) Some souls gather incorporeal ectoplasm around themselves and become ghosts. This process often takes days or months. No one knows why some souls pass on to the Outer Planes and others are “stuck” where they die, but a typical ghost has an instinctive sense of why it specifically exists as a ghost rather than passing on. Usually there’s an unresolved situation that prevents the soul from resting in peace, such as a lover who hasn’t returned from a far-off war or a killer who hasn’t been brought to justice. (Complete Divine) Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown. (Complete Divine) The “Lake of Death” occupies the area where the capital city of Qualinost once stood. The White-Rage River empties into the lake. It is likely that some of the buildings in the ruined city still stand far beneath the surface of the water, along with the carcass of the alien green dragon Beryllinthranox. Many say the ghosts of those who died on both sides haunt the lake. (Dragonlance Campaign Setting) When Dolurrh is coterminous, slippage can sometimes occur between the Material Plane and the Realm of the Dead. Ghosts become common on Eberron because it is as easy for spirits to remain in the world of the living as it is for them to pass to Dolurrh. Spells to bring back the dead work normally, but run the risk of calling back more spirits than the one desired. Whenever a character is brought back from the dead while Dolurrh is coterminous, roll on the following table. (Eberron Campaign Setting) d% Result 01–50 Spell functions normally. 51–80 1d4 ghosts (CR = raised character’s level) appear near the raised character. 81–90 As above, but the wrong spirit claims the risen body and the intended spirit returns as a ghost. 91–99 The spell functions normally, but a nalfeshnee possesses the raised character. 100 The spell does not function; instead, a nalfeshnee animates the body. (Eberron Campaign Setting) Dolurrh is coterminous for a period of one year every century, precisely fifty years after each period of being remote. (Eberron Campaign Setting) Some of the scavengers believe that the ghostbeasts are guardian spirits left behind by the royal family of Cyre to protect the city. Others say that they are the ghosts of the city’s dead. (Eberron Campaign Setting) Other rumors speak of a pirate wizard who arrived on the island with his captain and crew. After the pirates hid their treasure on the mountain, they betrayed and murdered the wizard, adding his magical possessions to their hoard. The wizard returned as a ghost and slew them all, and now pirate ghosts wage eternal war in the sky. (Eberron Player's Guide to Eberron) In the weeks after the fire, the Knights of Thrane and their cleric allies struggled to destroy the remaining undead and rid the city of its Karrnathi stench, but the damage and loss of life were staggering. The city never recovered, and most today believe it is haunted by the ghosts of its burned residents. (Eberron The Forge of War) Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War) The citizens of Valin never stood a chance. Their few defenders were swiftly overrun by the Knights of Thrane, and those who died by the sword or the lance were the fortunate ones. At Kronen’s orders, the survivors were rounded up, impaled, and burned, their bodies scattered across the surrounding fields in symbols of great occult significance that Kronen believed were honoring the Silver Flame. Ash and boiling blood spilled over the fields; screams drowned out the crackling of flames and the shrieks of crows in the sky, come to feast on the body. (Eberron The Forge of War) Legends disagree on the reason for what happened next. Did the ghosts of the dying call down vengeance on their attackers? Did the land itself rebel against the horrors committed upon it? Did the Silver Flame punish those who committed such atrocities in its name? Whatever the cause, the carrion birds and scavengers—crows and vultures, dogs and wolves—turned talons and jaws not upon the bodies, but upon the soldiers of Thrane. To the last individual, everyone who followed Kronen’s mad orders was ripped apart and consumed. Of Kronen himself, no trace was found, except for his emblem of the Silver Flame, scored and defaced by the raking of a thousand claws. (Eberron The Forge of War) If a magelord’s tower was shattered during a spectacular spell-battle, perhaps her vengeful ghost still haunts its ruins. (Forgotten Realms Lost Empires of Faerûn (3.5)) Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence. (Dragon 336) All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters. (Dragon 336) In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead. (Dragon 336) Ghosts are the spectral remains of dead creatures that stubbornly refuse to leave the world of the living. Though many adventurers are stubborn, they are no more likely to return as ghosts than normal people are -- perhaps because adventurers often have access to raise dead and therefore expect to be brought back to life eventually. Nevertheless, an occasional adventurer does force herself into an undead state through sheer willpower when the life force leaves her body. Like all ghosts, such an adventurer must have a strong reason for persisting in an undead form. Thus, a player wishing to play a ghost character should consult with the DM to develop a suitable reason for the ghost's existence and determine appropriate circumstances under which she can rest in peace. (Savage Progressions Ghost and Werewolf Template Classes) "Ghost" is an acquired template usually gained upon an intelligent creature's death. Such a creature can advance in the ghost template class and develop her powers slowly if desired. (Savage Progressions Ghost and Werewolf Template Classes) The reason for their flight is apparent enough, as today the ruins are known to be haunted by the people who tragically died on the day Istar fell. They still dwell in the ruins, cursed to an agonizing existence as wraiths and ghosts. (War of the Lance (3.5)) Ghosts haunt the site of the new Church of the Life's Fire. Manifesting during religious events and holy days, they seem to impart some dire warning, though no one has been able to identify what it is they say. Some speculate they carry the message of the Raiser, while others believe they are doomed spirits of thieves who thought to steal from the church’s tithes, killed by the high cleric when discovered. The church affirms the former and denies the latter. They uphold the belief the church is blessed by the Raiser and the spirits are divine servants come to bless the people. (Svimohzia: The Ancient Isle) Vaporshrouds can also be found in ancient battlefields where the soul-energy of the dead are not strong enough to form ghosts. (Bestiary Nefarious - Monsters of The East) The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes. (Complete Book of Denizens) Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident. (Manual of Monsters) The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms) If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment. (Monster Encyclopaedia 2 Dark Bestiary) A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life. (Monster Encyclopaedia 2 Dark Bestiary) A child killed by the [cursed item the lost] doll’s effects cannot be raised or resurrected. Such victims may return as ghosts themselves. (Nemesis VII: Unsettled Spirits) The carnage blighted the vale and all who lived within it. The soil could no longer support life; creatures within the vale could not heal or give birth. Worse, the first full night after the great battle revealed a further horror; the men who fought and died in the valley continued on their war as ghosts. (The Book of Immortals) Hades does not allow the dead to walk again except as invisible, immaterial spirits. When people die, their spirits descend to the Underworld to the kingdom of Hades. Not all spirits go right away, and some do not stay there peacefully. If the individual died before completing some task, or if the fate of his family remains at risk, he may wander the world as a ghost. (Trojan War) Ghosts in this context are defined as the psychic remnants of creatures who died while experiencing extreme emotion, be that pain, fear, love or hatred. This emotion has bound them to the physical world, preventing the transition to the planes beyond that they rightly should have made. They remain bound to the ethereal plane. It is not enough merely to destroy the ghost’s form. The circumstances that keep it bound to the place must be investigated and dealt with properly if it is ever to be banished completely. An abandoned lover who committed suicide may need to be reconciled with a mortal descendant of the man who jilted her, a murdered child might wish its murderer to be brought to justice and a wholly malevolent spirit might need to be destroyed with an especially sacred weapon. (Ultimate Prestige Classes Vol 2) The victims of a ghastly massacre. (Ultimate Toolbox) It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. (World's Largest City) Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. (Kobold Quarterly 7) [i]Hold the Spirit[/i] spell. (The Player's Guide to Arcanis) Ghostmaker magic weapon. (Villain Design Handbook) Reading from the Scroll of Uncertain Provenance relic. (Complete Divine) Ghost Pill item. (Ultimate Equipment Guide, Volume II) Mastery of the Dead feat. (Eberron Player's Guide to Eberron) [B]Ghoul:[/B] An afflicted humanoid with less than 4 HD who dies of ghoul fever rises as a ghoul at the next midnight. (SRD 3.5) Most humanoids who engage in such activities and return from the grave are mere ghouls. (Libris Mortis) An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Drow of the Underdark (3.5)) A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. (Drow of the Underdark (3.5)) The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves. Undead can arise under other circumstances as well: Slain enemies are animated as guardians of their killers, and victims of strife and predators rise as slavering ghouls that wander the streets. (Drow of the Underdark (3.5)) Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War) Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed. (Eberron The Forge of War) An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. (Elder Evils (3.5)) Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). (Elder Evils (3.5)) Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul. Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. (Fiendish Codex I Hordes of the Abyss) Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul. (Fiendish Codex I Hordes of the Abyss) A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls. (Fiendish Codex I Hordes of the Abyss) The subject of a spawn screen spell does not rise as an undead spawn should it perish from an undead’s attack that normally would turn it into a spawn, such as from the bite of a ghoul (MM 118). (Spell Compendium) Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin. (Dragon 336) The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death") Humanoids killed by a guraah (and not eaten) rise as normal ghouls in 1d12 hours. Casting protection from evil on a body before that time will avert the transformation. (Villain Design Handbook) The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. (Advanced Bestiary) An afflicted humanoid who dies of elevated 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 the elevated ghoul or 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, not a ghoul. (Creature Catalog) Any animal, giant, humanoid, or monstrous humanoid corpse with two or three class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghoul. (Creature Collection III) An afflicted humanoid who dies of a ghoul hound's ghoul fever rises as a ghoul at the next midnight. (Creature Collection III) An afflicted humanoid who dies of a ghoul overghast's ghoul fever rises as a normal ghoul at the next midnight. (Creature Collection III) An afflicted humanoid who dies of a poisonbearer ghoul's ghoul fever rises as a normal ghoul at the next midnight. (Creature Collection III) An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight. (Monster Geographica Forest) Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls. (Monster Geographica Forest) An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight. (Monster Geographica Plains and Desert) An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days. (Monster Geographica Marsh and Aquatic) The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever. (Monster Geographica Underground) Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect. (Monster Geographica Underground) An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight. (Monster Geographica Underground) A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul. (Monster Geographica Underground) Also at the Games Master’s discretion, the captain [of a death hulk] may be made into a more powerful form of undead such as a ghoul, wight, or something even more powerful. This is only likely to occur when the ship has been raised through supernatural means, and not the use of a raise death hulk spell. (Seas of Blood) An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight. (The Dread Codex) An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex) An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex) Anyone dying from ghoul fever rises as an ordinary ghoul at next midnight (or as ghast if 4HD or more). (The Lazy GM: Undead and Other Fell Foes) Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul. (The Dread Codex) Humanoids who die from a demonling nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised) Humanoids who die from a mature nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised) The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated. (World's Largest City) The creation of a ghoul requires an intact or nearly intact humanoid corpse. It becomes imbued with the unnatural hunger that characterizes these undead horrors. (Kobold Quarterly 7) CL 3rd, Create Undead, ghoul touch, animate dead I; Market Price 250 gp; Cost to Create 125 gp + 10 XP (Kobold Quarterly 7) [I]Create Undead[/i] spell. (SRD 3.5) [i]Create Undead[/i] spell caster level 11th or lower. (Player's Handbook (3.5)) [i]Field of Ghouls[/I] spell. (Libris Mortis) [I]Field of Ghouls[/I] spell. (Spell Compendium) [I]Ghoul Gauntlet[/I] spell. (Libris Mortis) [I]Ghoul Gauntlet[/I] spell. (Spell Compendium) [I]Change Zombie[/I] spell. (The Dread Codex) [i]Create Undead[/i] spell. (Advanced Player's Manual) [I]Create Undead[/I] spell. (Advanced Race Codex Drow) [I]Create Undead[/I] spell. (Trojan War) [i]Create Undead[/i] spell. (True Sorcery) [i]Create Undead[/i] spell, caster level 11th or lower. (Ultimate Divine Spellbook) [i]Create Undead Burst of Undeath[/i] spell. (True Sorcery) [i]Feast of Flesh[/i] spell. (The Quintessential Wizard) [I]Saturn's Seal[/I] spell. (Codex Superno) [I]The Ring of Brimer[/I] spell. (Codex Superno) [I]Animate Undead I[/I] spell. (Kobold Quarterly 7) [I]Animate Undead II[/I] spell. (Kobold Quarterly 7) [I]Animate Undead III[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IV[/I] spell. (Kobold Quarterly 7) [I]Animate Undead V[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VI[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) [i]Bonfire of Insanity[/i] epic spell. (Forgotten Realms Champions of Ruin (3.5)) Gem of Corpse Dancing magic item. (True Sorcery) Create Undead feat. (Kobold Quarterly 7) Deathcalm magical weather. (The Book of the Sea) [B]Lacedon:[/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. (Tome of Horrors Revised) 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. Soul reapers have no ties to the land of the living, in that they have always existed and have always been. (Tome of Horrors III) An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul. (Strange Lands: Lost Tribes of the Scarred Lands) Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul. (Strange Lands: Lost Tribes of the Scarred Lands) [B]Ghast:[/B] An afflicted humanoid with 4 or more HD who dies of ghoul fever rises as a ghast at the next midnight. (SRD 3.5) If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. (Libris Mortis) Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. (Libris Mortis) An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Drow of the Underdark (3.5)) A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. (Drow of the Underdark (3.5)) Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed. (Eberron The Forge of War) The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast. (Dragon 336) If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. (Denizens of Dread) Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. (Denizens of Dread) The ghasts are thought to be former clergy of the temple, killed during the Mendarn invasion. (Svimohzia: The Ancient Isle) 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. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath. (Advanced Bestiary) A creature killed by a ghast-lord rises as a form of ghast 1d4 days after death. The victim returns as a ghast if it was a humanoid with 6 or fewer HD and as a ghastly creature if it was a giant or monstrous humanoid or a humanoid with 7 or more HD. (Creature Catalog) An afflicted humanoid who dies of elevated 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 the elevated ghoul or 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, not a ghoul. (Creature Catalog) Any animal, giant, humanoid, or monstrous humanoid corpse with four or more class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghast. (Creature Collection III) A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast. (Monster Geographica Forest) Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts. (Monster Geographica Forest) An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight. (Monster Geographica Plains and Desert) The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. (Nemesis VII: Unsettled Spirits) An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul. (Strange Lands: Lost Tribes of the Scarred Lands) An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight. (The Dread Codex) Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast. (The Dread Codex) Anyone dying from ghoul fever rises as an ordinary ghoul at next midnight (or as ghast if 4HD or more). (The Lazy GM: Undead and Other Fell Foes) The creation of a ghast is exactly like creating a ghoul, but it requires a stronger bond to the negative energy plane. (Kobold Quarterly 7) CL 5th, Create Undead, ghoul touch, animate dead I; Market Price 500 gp; Cost to Create 250 gp + 20 XP (Kobold Quarterly 7) [I]Create Undead[/i] spell. (SRD 3.5) [i]Create Undead[/i] spell caster level 12th-14th. (Player's Handbook (3.5)) [i]Create Undead[/i] spell. (Advanced Player's Manual) [I]Create Undead[/I] spell. (Advanced Race Codex Drow) [I]Create Undead[/I] spell. (Trojan War) [i]Create Undead[/i] spell. (True Sorcery) [i]Create Undead[/i] spell, caster level 12th to 14th. (Ultimate Divine Spellbook) [i]Animate Undead III[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IV[/I] spell. (Kobold Quarterly 7) [I]Animate Undead V[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VI[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Create Undead feat. (Kobold Quarterly 7) Deathcalm magical weather. (The Book of the Sea) [B]Lich:[/B] A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life. (SRD 3.5) “Lich” is an acquired template that can be added to any humanoid creature provided it can create the required phylactery. (SRD 3.5) The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. (SRD 3.5) Each lich must make its own phylactery, which requires 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 and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. (SRD 3.5) As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence. (SRD 3.5) The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor). (SRD 3.5) Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency. (SRD 3.5) When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. A dread necromancer who is not humanoid does not gain this class feature. (Heroes of Horror) Liches surface from time to time as a result of Wizards of High Sorcery lured into false promises of power by Chemosh. (Bestiary of Krynn Revised) Liches are characters who’ve voluntarily transformed themselves into undead, trapping their souls in skeletal bodies. (Complete Divine) Many clerics of Chemosh hold their positions for generations, using their powers to cling to control even after death by transforming themselves into liches or other dread beings. (Dragonlance Campaign Setting) In rare instances, the gift has endured beyond death when contingencies were in place to facilitate a quick transition to an undead state (such as when a drow dies and becomes a lich). (Drow of the Underdark (3.5)) Shortly before the fall of Shantar Othreier, a powerful moon elf high mage foresaw his nation’s inevitable defeat and placed himself and his small force of soldiers into a state of mystical stasis that would last until he could rally the defenders of Shantar Othreier once again. But the spell went disastrously wrong. (Forgotten Realms Lost Empires of Faerûn (3.5)) Although it did place the high mage and his forces in a deep slumber and tether their souls to their bodies, it did not halt the ravages of time. Now, after centuries of half-dead slumber, the high mage and his ghastly followers have arisen again, and they think the Crown Wars are still in progress. (Forgotten Realms Lost Empires of Faerûn (3.5)) They wish to enter the Necrotic Cradle to transform themselves into liches so that they need not fear sunlight, but they haven’t yet been able to get past the guardian. (Player's Handbook II) The comparable rite for clerical liches involves create undead, harm, and unhallow. (Dragon 336) The lich template class has two special requirements. First, the base character must have the Craft Wondrous Item feat so that she can make a phylactery to hold her life force. The would-be lich must craft her phylactery over time, as described below. Second, she must be able to cast spells at a caster level of 11th or higher. It is this power, coupled with the knowledge of the process required, that allows the transformation to occur. (Savage Progressions Lich and Weretiger Template Classes) To complete her transformation to a lich, the character must create a phylactery using the Craft Wondrous Item feat. The phylactery is crafted in three stages, and the lich transfers a bit more of her life force to it at each stage. It does not, however, grant her any of the normal benefits of a phylactery until it is fully completed. (Savage Progressions Lich and Weretiger Template Classes) Paying the cost of each stage of its construction is a prerequisite for the corresponding level in the lich template class. Thus, to take the 2nd level in this class, the lich must invest 40,000 gp and 1,600 XP in her phylactery. She must spend the same amount again to take the 3rd level, and once again to take the 4th level (for a total investment of 120,000 gp and 4,800 XP). She can complete the phylactery early if she wishes, though doing so does not grant her any additional abilities until she takes the appropriate levels in the template class. (Savage Progressions Lich and Weretiger Template Classes) For the purpose of determining item saving throws, the phylactery has a caster level equal to that of the lich at the time she completed the most recent stage of work. For example, if a human wizard 11/lich 1 crafts the first stage of her phylactery, it is caster level 11th. She gains three more wizard levels before finishing the second stage of construction, giving it caster level 14th. At that point, she takes the 2nd level of the template class. She then takes one more level of wizard and completes the phylactery, which is thereafter caster level 15th. (Savage Progressions Lich and Weretiger Template Classes) The most common physical form for a phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is a Tiny object with 40 hit points, hardness 20, and a break DC of 40. Other kinds of phylacteries can also exist, such as rings, amulets, or similar items. (Savage Progressions Lich and Weretiger Template Classes) The [Final Word] book’s chapters, called Lives, each describe the level of undeath a cleric [of The Congregation of the Dead] can earn by harvesting the souls of others. While few quantitative references are given, commentary seems to imply that it takes over 10,000 slayings to earn the coveted state of lichdom. (Divine Masters: The Faiths and Followers of Tellene) Perhaps the evil wizard discovered an ancient ritual that transformed him into a lich. (Villain Design Handbook) The template system makes it easy to quickly create these special types and understand how they work, but there is little detail about the villain’s actual preparations to become such a creature. After all, the villain doesn’t just go down to his laboratory, drink a magic potion and instantly become a lich. It takes time, hard work and the use of unnatural magical powers. (Villain Design Handbook) Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. (Villain Design Handbook) Becoming a Lich (Villain Design Handbook) To become a lich, the base creature must prepare his phylactery himself. This requires he begin with an object worth 120,000 gp. While he need not construct the entire object, he must participate in the creation, assisting the craftsman. Most often, the phylactery takes the form of a sealed metal box with strips of parchment holding magically transcribed phrases. At least one of these phrases must be a special, rare prayer to the Harvester of Souls. (Evil non-followers of the Bringer of the Grave have been known to kill for these prayers. Without this special prayer to Tellene’s god of the undead, the ritual is ineffective.) The box is typically attached to a leather strap to be worn on the forehead or arm. Whatever form the object takes, every aspect must be of the finest materials and workmanship. (The box phylactery is Tiny and has a Hardness of 20, along with 40 hit points and a Break DC 40.) The phylactery can also take the form of a ring, amulet or other object. (Villain Design Handbook) Once the object is prepared, the potential lich applies his Craft Wondrous Item feat. It takes at least 12 days to complete the complex process of enchanting the phylactery, and uses all of the sorcerer or wizard’s spell slots from magic jar, permanency and possibly limited wish for that entire time. (Though clerics can become a lich through this process, the majority of those who attempt it are wizards or sorcerers.) (Villain Design Handbook) The preparer may use outside help for reincarnation or raise dead (instead of limited wish). Usually this involves using a ring of spell storing. Another caster charges the desired spell into the ring and the creator of the phylactery then need only use it once, but thereafter that spell can never be placed in that ring of spell storing again. (Any attempt uses the spell slot, but has no effect.) (Villain Design Handbook) THE FINAL STEP TO LICHDOM (Villain Design Handbook) Additionally, the caster must have a certain potion for the final ceremony. Most casters refuse to leave the creation of such a potion to anyone else, but the imbiber need not be the one who brews it. The potion can be prepared up to one year before the final ceremony. It must be a lethal concoction, and all the following spells must then be cast upon it: permanency, chill touch, fear, hold monster, protection from energy (cold) and animate dead. (Villain Design Handbook) The final rite is performed at midnight after the phylactery is complete. The base creature must find a secluded area (often an area cursed by the Harvester of Souls or one of his temples) and, with the phylactery within range of the magic jar, complete the process. This involves drinking the potion. The imbiber must make a Will save (DC 16). If he fails, he is permanently dead. If he succeeds (and the phylactery is not destroyed in the intervening time), he rises as a lich in 1d10 days. (Villain Design Handbook) A few scholars have suggested that adding certain other spells to the concoction can grant the imbiber a bonus (and presumably also penalties) to his Will save. No villains volunteered for experimentation regarding this possibility (i.e. it is up to the DM). (Villain Design Handbook) Prerequisites: Minimum 11th level sorcerer, wizard or cleric; Craft Wondrous Item feat; magic jar, permanency, reincarnate or raise dead or limited wish; GP Cost: 120,000 (phylactery, caster level = caster’s current level in the appropriate class); XP Cost: 4,800 XP. (Villain Design Handbook) 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. (3rd Era Freeport Companion) Wandering the world and meeting in hidden places – caves carved into temples, catacombs of lost cathedrals, dungeons from ancient kingdoms – these cultists celebrate the horror and splendor of death. They pray to Mormekar, the only power that matters, calling for his might to enter into them. They raise the undead, and their mightiest members become liches. (Book of the Righteous) To become one, an evil spellcaster must knowingly consume a potion that will end his life only to resurrect him as an unliving vessel of pure evil. (Complete Guide to Liches) Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal. (Complete Guide to Liches) No one knows for certain how the first liches came to be. (Complete Guide to Liches) Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood. (Complete Guide to Liches) The creation of a lich requires a willing, living subject. (Complete Guide to Liches) The process of becoming a lich is a dark and arduous one. The secrets and spells that must be learned in order to create a lich are numerous and difficult – it can take a lifetime alone just to learn all that is required. (Complete Guide to Liches) In order to create a lich or a lich variant, two simple elements are essential above all others: a skilled spellcaster to create the lich, and a willing subject to become the lich. (Complete Guide to Liches) The spellcaster can be any high-level spellcaster, including epic-level paladins and rangers. (Complete Guide to Liches) Spellcasting: Caster level 11 Feats: Craft Wondrous Item The subject must be a willing subject. Should the subject not truly desire to become a lich, or understand and object to the fact that becoming a lich involves actually dying and being reborn as an undead creature, the subject will never become a lich or lich variant. Suggestion, charm, or any other sorts of magic spells and psionics used to convince a subject that becoming a lich is a good idea are not enough, nor is misleading the subject about what the lich creation process entails. Only a subject that chooses to be a lich of his own free will can ever successfully become a lich. (Complete Guide to Liches) Once both the spellcaster and the subject are ready and willing, a phylactery must be created to begin the process of lichdom. (Complete Guide to Liches) Creating the phylactery requires the Craft Wondrous Item feat. This phylactery costs a minimum of 120,000 gp and 4,800 XP to create, and possesses a caster level equal to that of its creator when it is made. (Complete Guide to Liches) With the phylactery (and, optionally, the vessel) in place, a ritual is required to bind the soul to the phylactery. Different cultures and magical traditions have developed slightly different rituals for spellcasters who wish to become liches. (Complete Guide to Liches) The Potion of Undead Life: A potion of undead life slays the drinker unless he succeeds a Fortitude save (DC 20). A creature so slain cannot be brought back from the dead by anything short of a wish or miracle. If a creature has undergone the necessary ritual to bind its soul to a phylactery (and optionally, its mind to a vessel), the potion of undead life does not immediately slay the drinker; instead, it causes the creature’s physical body to rapidly decompose, turning into little more than dust and ash in less than two days. This is often to the horror of the lich, who cannot be certain the ritual was effective. But 1d10 days after the subject’s body drops dead from drinking a potion of undead life, he returns as a lich, looking very similar to the way he did in life. (Complete Guide to Liches) Binding the Twin Winds: For this ritual, the prospective lich must find a windy cave, which acts as his phylactery. A ritual binds his soul to the cave, but to make the bonding permanent, he must die amid the cries of both mourning friends and victorious foes – the twin winds of the ritual. After the prospective lich takes its last living breath, his body is suffused with a black miasma of negative energy that slowly dissolves his body. Only once there are no breathing creatures within a hundred feet will the lich be reanimated. Though a difficult ritual to perform, the benefit is that the lich’s phylactery is nearly impossible to steal or destroy. Though the cave only has hardness 8, it has tens of thousands of hit points. (Complete Guide to Liches) The Sultan’s Curse: A thousand years ago, the sultan of a desert nation was blessed by a djinni to be able to invoke a curse of his choice once during his reign. That curse was lain upon a foreigner who defiled the holiest city of the land, and he was struck down by a bolt from the heavens. But the foreigner’s magic allowed him to steal a bit of the divine essence of the lightning bolt, bonding his soul with the twisted glass created when the lightning seared the desert sands. His body reformed from the sands of where he died, and he lives to this day seeking revenge. Similarly, if a mage prepares the proper ritual, and if he is slain by a spell channeling positive energy, he can corrupt that energy and use it to propel himself into the undeath of lichdom. (Complete Guide to Liches) The Diary of Riddles: Many loremasters, feeling their pursuit of knowledge is yet incomplete, craft textual phylacteries, recording in extreme detail the events of their lives, typically in a well-bound tome. The mage seeking to become immortal must include at least one mystery he seeks to solve in his undeath, though additional mysteries may later be added to the book. He then writes an account of his own death into the tome, at which point he dies, his soul binding with the pages. (Complete Guide to Liches) Aqua mortis has one additional use, that of solving the Riddle of Death. For those alchemists who have an inclination for the study, necromancy is a fascinating topic yielding many breakthroughs in the application of negative humours and ephemera. Eventually, the threat of an alchemist’s own mortality catches up with him and if he is so inclined, he seeks a way out. The search for an end to the threat of mortal demise, also called the Riddle of Death, can take an alchemist decades to solve and the answer presented here may never occur to him if he is not willing to trade his mortality for undeath. (Heroes of Fantasy) For those who are, a dose of aqua mortis crafted from an alchemist’s own blood and subjected to an extremely complex process can provide a form of immortality. Though the secret can be gained at 9th level, the skill to actually complete the transformation is usually not attained until much later. (Heroes of Fantasy) Alchemists capable of solving the Riddle of Death generally hold off actually doing so until all of their mortal affairs are in order and the formula they have created is their only hope of survival. This concoction requires one month of constant work, a dose of aqua mortis made from the alchemist’s blood, 5,000 gold pieces in additional materials and rare equipment and an Craft (alchemy) check (DC 45). Failure at the check ruins everything used in the experiment. Success creates a potion that, when consumed, kills the alchemist and revives him as a lich as per the template in the MM. A phylactery must be constructed before the alchemist can actually become a lich. (Heroes of Fantasy) With this seed, the PCs can be recruited to Dierdre’s aid for purposes of acquiring a necromantic tome she requires to move forward with her plans of lichdom. (Nemesis VIII: Cults of Personality) Anyone killed by a bite attack from a godhusk arises as a zombie under the control of the husk. Clerics and other divine spellcasters instead become liches serving the husk. (The Book of the Sea) It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. (World's Largest City) The sorcerer or wizard with an unnatural lifespan has been the subject of tales and fables throughout the ages; a thousand, thousand stories hint at their dark beginnings. One of the best known tales tells the story of the Cabal of Unsleep – a cabal of wizards who worked towards the single goal of immortality. (Kobold Quarterly 3) The Cabal ruled kingdoms eons ago, and all its members were tyrants of renowned cruelty. While they waged war with each other on the surface – they secretly held true as a brotherhood, using their squabbles to gain influence in other lands until, at last, no part of the world was untouched by their icy fingers. This cabal, it is rumored, were among the first to discover the Dreadful Pact and thus were the first liches. (Kobold Quarterly 3) Liches are created, not born, and their only method of reproduction is the creation of a new lich. (Kobold Quarterly 3) The lich monster description casually mentions that the process of becoming a lich is unspeakably evil, and that it can only be undertaken by a willing character. In his great work Arcanum, Manse Hoff describes three methods through which a lich can be created, although he hints that some three dozen methods were once catalogued in the great Monstorum Sorcerus. The three known to most are the Dreadful Pact, the Hideous Sacrifice, and the Ripping. (Kobold Quarterly 3) The Dreadful Pact – in this method, the would-be-lich’s soul is ripped from the body and placed into the phylactery by the self-destruction of the spell caster. The caster creates the phylactery and takes his own life, hoping that the magic that he has used to make the phylactery is strong enough to draw the soul into it. (Kobold Quarterly 3) This method is quick but has the drawback that unless the phylactery has been prepared perfectly, the soul of the caster is simply drawn away. Some surmise that souls drawn in this way do not simply pass onwards, but move to some unspeakable nether place where they spend eternity wandering in madness. (Kobold Quarterly 3) The Hideous Sacrifice – this method draws the soul into the phylactery through a variant of the magic jar spell. However, the lich-initiate must cast the spell at the precise moment of his death, and this requires extraordinary timing on behalf of the spellcaster. (Kobold Quarterly 3) As a consequence, this method is the one most fraught with the chance for mishap - the soul can be drawn before death, trapping the caster in his own spell; the caster can fail to complete the spell and die prematurely, or (in the worst case) the caster’s soul is drawn into entirely the wrong place. In this last case, the lich might end up trapped within a nearby creature or object, such as an accomplice, building, or item. (Kobold Quarterly 3) The Ripping – the most dreadful method requires a trustworthy and willing volunteer. The ripping is spiritual warfare; the soul is driven from the body into the phylactery through force of pain inflicted on the spellcaster. (Kobold Quarterly 3) This method is the most sure of success, but it is also the longest and most painful, and requires extraordinary determination on the part of the spellcaster. (Kobold Quarterly 3) Once the transformation from lich-initiate has been withstood, three further stages remain in the life cycle of a lich: the Journey, the Fading, and the Corruption. (Kobold Quarterly 3) The Journey (Kobold Quarterly 3) Only some lich-initiates complete the Beginning and become liches. Those that are lost are variously referred to in arcane works as NetherLiches, the Lost or simply Fallen. Those who do survive acquire the lich template and can look forward to eternal life – and eternal waking. (Kobold Quarterly 3) [B]Mohrg:[/B] Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. (SRD 3.5) Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger. (Bestiary of Krynn Revised) Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution. (Dragon 336) Only the spell create undead can form a mohrg from a corpse that is not a murderer. (Dragon 336) A mohrg is the animated corpse of a mass murderer or some similarly horrific (and unatoned) villain whose inherent evil enables it to continue its depredations well beyond the grave. (Elite Opponents Mohrgs) The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. (Nemesis VII: Unsettled Spirits) Mohrgs are undead formed from the corpses of murderers and, although zombie-like in appearance, they are fast and agile, with a disturbing paralyzing tongue. (The Lazy GM: Undead and Other Fell Foes) The creation of a mohrg requires a humanoid corpse. While the corpse is only partially animated, it is imbued with an utter hatred of the living through unspeakable ritualized torture that converts its entrails into a hideously oversized tongue. (Kobold Quarterly 7) CL 10th, Create Undead, raise dead, speak with dead, symbol of pain; Market Price 1,500 gp; Cost to Create 750 gp + 60 XP (Kobold Quarterly 7) [I]Create Undead[/I] spell. (SRD 3.5) [i]Create Undead[/i] spell caster level 18th or higher. (Player's Handbook (3.5)) [i]Create Undead[/i] spell. (Advanced Player's Manual) [I]Create Undead[/I] spell. (Advanced Race Codex Drow) [I]Create Undead[/I] spell. (Trojan War) [i]Create Undead[/i] spell. (True Sorcery) [i]Create Undead[/i] spell, caster level 18th or Higher. (Ultimate Divine Spellbook) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Create Undead feat. (Kobold Quarterly 7) [B]Mummy:[/B] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. (SRD 3.5) Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. (Heroes of Horror) Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place. (Heroes of Horror) For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit. (Heroes of Horror) The cleric can use create undead to turn these corpses into mummies. (Complete Divine) The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik) Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik) Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse. (Dragon 336) On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage. (Dragon 336) This tomb houses 4 mummies who have risen from their graves after their descendants were attacked while bringing offerings to them. (Claw Claw Bite 3) The creation of a mummy requires an intact humanoid corpse. The body must be embalmed or preserved, requiring a DC 15 Heal check. The traditional method is via organ removal, drying, and wrapping, but other preservation methods are possible. (Kobold Quarterly 7) CL 7th, Create Undead, death ward, cause fear, bestow curse; Market Price 1,000 gp; Cost to Create 500gp + 40 XP (Kobold Quarterly 7) [I]Create Undead[/i] spell. (SRD 3.5) [i]Create Greater Undead[/i] spell from pestilence domain. (Complete Divine) [i]Create Undead[/i] spell caster level 15th-17th. (Player's Handbook (3.5)) [i]Create Undead[/i] spell. (Advanced Player's Manual) [I]Create Undead[/I] spell. (Advanced Race Codex Drow) [I]Create Undead[/I] spell. (Trojan War) [i]Create Undead[/i] spell. (True Sorcery) [i]Create Undead[/i] spell, caster level 15th to 17th. (Ultimate Divine Spellbook) [i]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Create Undead feat. (Kobold Quarterly 7) [B]Mummy Lord: [/B]Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. (SRD 3.5) [B]Nightshade:[/B] Nightshades are powerful undead composed of equal parts darkness and absolute evil. (SRD 3.5) Even as he died, Izzdelth was animated by the arcane energy he wielded. (Eberron Secrets of Xen'Drik) Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler. (Dragon 336) Negative Energy Plane; passing through the shadows serves to bolster both their shapes and strength. These spirits are the nightshades. (The Book of the Planes) [B]Nightcrawler:[/B] Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 27 or more, as a nightcrawler. (Dragon 336) The nightcrawler is a gigantic wormlike variant of the nightshade class of creatures, powerful beings composed of negative energy and darkness. (The Lazy GM: Undead and Other Fell Foes) [B]Nightwalker:[/B] Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 19 to 26, as a nightwalker. (Dragon 336) [B]Nightwing:[/B] Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. From 11 to 18, the creature might rise as a nightwing. (Dragon 336) [B]Shadow:[/B] Any humanoid reduced to Strength 0 by a shadow becomes a shadow within 1d4 rounds. (SRD 3.5) Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds. (Libris Mortis) Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness. (Bestiary of Krynn Revised) However, anyone who is slain by exposure to the life-draining blackness [of utter darkness] rises as a shadow 1d4 rounds later. (Drow of the Underdark (3.5)) Any humanoid reduced to Strength 0 by a shadow guardian becomes a shadow under the control of its killer within 1d4 rounds. (Forgotten Realms Champions of Ruin (3.5)) In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow. (Dragon 336) The shadows are undead remains of the worshipers inside the temple at the time of the slaughter. (Svimohzia: The Ancient Isle) Halfast’s kin attack all miners with equal fervor, savoring their screams and eventual transformation into shadows to fill their numbers. (Svimohzia: The Ancient Isle) 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 normal shadow in 1d4 rounds. (Advanced Bestiary) Ether shadows are the progenitors of lesser and greater shadows. (Creature Catalog) Any humanoid reduced to Strength 0 by an ether shadow dies and becomes a shadow under the control of its killer within 1d4 rounds. (Creature Catalog) Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds. (Monster Geographica Forest) A collection of shadows and wraiths, disenfranchised from the humanoid undead kingdoms, unwelcome among the bugdead, call the Forbidden Mountains their home. These spirits are those of an ancient tribe of giants which once lived in Ulyan. The bare plains provided little for them to eat, however, and the giants gradually died out, long before the Cleansing Wars. (Secrets of the Dead Lands) The giant tribe had called the pre-Ruin hills which originally stood here home, and it was here that they laid their tired and hungry bones as they starved to death. (Secrets of the Dead Lands) Any creature slain by a psi-shadow becomes an undead shadow in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Terrors of Athas) Some sages theorize that psi-shadows are the source of the creation of all undead shadows. (Terrors of Athas) A creature’s death determines which type of undead it becomes and what special powers or weaknesses it acquires in undeath. (Terrors of the Dead Lands) The type of undead a creature becomes depends on the cause of its death or the motive behind it. Create Undead undead special ability. (Terrors of the Dead Lands) Endless darkness, endless monochrome blackness… it stains the soul. Stay too long amid the shadows, and sanity itself becomes a shadow. For every day spent on the Plane of Shadow without seeing real light, a character must make a Will save (DC 10 + 1 per day). If the save is failed, the character loses one point of Wisdom until he leaves the Plane of Shadow. A character reduced to zero Wisdom forgets the existence of light and goes utterly mad. When he dies, he becomes a shadow. (The Book of the Planes) Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds. (The Dread Codex) Shadows are creatures composed of living shadow and negative energy. (The Lazy GM: Undead and Other Fell Foes) Any humanoid reduced to 0 Str by a shadow dies and becomes a shadow under the control of its killer within 1d4 rounds. (The Lazy GM: Undead and Other Fell Foes) 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. (Tome of Horrors Revised) Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds. (Claw Claw Bite 14) The creation of a shadow requires a soul. The soul is merged with its shadow-plane duplicate, creating an unliving shade. (Kobold Quarterly 7) CL 5th, Create Undead, deeper darkness, desecrate; Market Price 400 gp; Cost to Create 200 gp + 16 XP (Kobold Quarterly 7) Ilvitreus took two greater shadows and eight shadows created by Cyril, two shadow umber hulks as well as a dozen trolls. (Oerth Journal 25) [I]Create Greater Undead[/i] spell. (SRD 3.5) [i]Create Greater Undead[/i] spell. (Complete Divine) [i]Create Greater Undead[/i] spell caster level 15th or lower. (Player's Handbook (3.5)) [i]Create Greater Undead[/i] spell. (Divine Masters: The Faiths and Followers of Tellene) [i]Shadow Touch[/i] spell. (Villain Design Handbook) [i]Create Greater Undead[/i] spell. (Advanced Player's Manual) [I]Create Greater Undead[/I] spell. (Advanced Race Codex Drow) [i]Create Greater Undead[/i] spell caster level 16. (Terrors of the Dead Lands) [I]Create Greater Undead[/I] spell. (Trojan War) [i]Create Undead[/i] spell. (True Sorcery) [i]Create Undead Greater[/i] spell, caster level 15th or lower. (Ultimate Divine Spellbook) [I]Saturn's Seal[/I] spell. (Codex Superno) [i]Animate Undead III[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IV[/I] spell. (Kobold Quarterly 7) [I]Animate Undead V[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VI[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Create Undead feat. (Kobold Quarterly 7) [B]Shadow Greater:[/B] In this room the ancient wizards first contacted and lured Pandorym to this reality. The chamber barely survived its arrival: The annihilating body of the ultraplanar being instantly blew a 30-foot-wide sphere out of existence, along with several of its summoners. In a last act of freedom as the survivors strove to divert it into its prison, Pandorym lashed out at its betrayers. It utterly destroyed the bodies of a handful of mages and their assistants, leaving their suddenly insatiable souls intact. Panic ensued. A few summoners managed to escape, sealing the chamber against dimensional travel. The ghostly remnants of the rest fed on their former allies and coconspirators, bolstering their numbers. Now a dozen angry greater shadows (MM 221) remain trapped within. (Elder Evils (3.5)) Queen No’Ris was a powerful dwarf warrior who ruled with an iron fist long before an earthquake formed the Iceclutch Swamp. A bitter foe of the elf nations, she led a series of brutal wars that reduced both the dwarf and elf populations of the region. The Queen’s spirit has long since fled, but the shadows of her former followers are cursed to guard her tomb. (Forgotten Realms Champions of Ruin (3.5)) Ether shadows are the progenitors of lesser and greater shadows. (Creature Catalog) Ilvitreus took two greater shadows and eight shadows created by Cyril, two shadow umber hulks as well as a dozen trolls. (Oerth Journal 25) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Crying Fields. (Eberron Five Nations) [B]Skeleton:[/B] Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. (SRD 3.5) “Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. (SRD 3.5) A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. (Monster Manual V) A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. (Dangerous Denizens The Monsters of Tellene) A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Denizens of Dread) A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Libris Mortis) The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves. (Drow of the Underdark (3.5)) The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik) Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik) Restless Dead (Elder Evils (3.5)) “Too long have we reveled in our wickedness, too long have we sampled the forbidden—now the gods shun us, sealing the gates to heaven and leaving us lost among the dead.” (Elder Evils (3.5)) When this sign appears, the demarcation between life and death grows ever more blurry. After souls depart, their bodies stir in a wretched existence neither alive nor dead. The sign of the restless dead first makes itself known by isolated occurrences of zombies and skeletons in the community. As it strengthens, the undead plague increases. Corpses pull themselves free from graves, slaughtering former friends and lovers and swelling their ranks until only the shuffling dead remain. (Elder Evils (3.5)) Effect: In the early stages of this sign, only a few of the dead spontaneously animate. Necromancy magic becomes more efficacious, while healing magic is suppressed. As the sign intensifies, more and more corpses rise, growing stronger all the while. (Elder Evils (3.5)) Details: Atropus (Chapter 2) is associated with this sign. (Elder Evils (3.5)) SIGN: RESTLESS DEAD (Elder Evils (3.5)) Atropus’s presence in the sky causes the dead to rise from their graves. (Elder Evils (3.5)) Faint: Necromancy spells and spell-like abilities are cast at +2 caster level. Whenever a living creature dies, a 20% chance exists that it will spontaneously rise as a zombie (MM 265) in 1d4 rounds. (Elder Evils (3.5)) Moderate: As faint, but the chance of spontaneous animation increases to 40%. In addition, the entire campaign setting is affected as if by a desecrate spell (PH 218). Casting consecrate removes this effect in the spell’s area until its duration expires. (Elder Evils (3.5)) Strong: As moderate, but the chance of spontaneous animation increases to 80%. Even creatures that died before this sign manifested begin to rise as skeletons or zombies, depending on the condition of their corpses. In addition, the campaign setting is affected as if by an unhallow spell (PH 297). Casting hallow removes this effect in the spell’s area. (Elder Evils (3.5)) All conjuration (healing) spells and similar spell-like abilities are impeded, meaning that a caster must succeed on a Spellcraft check (DC 20 + the level of the spell) or lose the spell or spell slot without effect. (Elder Evils (3.5)) Overwhelming: As strong, but any creature that dies automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies. All undead creatures gain an extra 2 hit points per Hit Die. In addition, they gain turn resistance equal to one-quarter of their Hit Die total (1–7 HD grants +1 turn resistance, 8–15 HD grants +2, 16–23 HD grants +3, and so on). This bonus stacks with any turn resistance a creature already possesses. (Elder Evils (3.5)) A creature swallowed by the scion of Kyuss takes 1d8 points of Constitution drain each round. Upon death, the victim gains the skeleton template and remains dormant until the scion vomits it up. (Elder Evils (3.5)) Creatures killed by the scion[ of Kyuss]’s breath weapon gain the skeleton template and rise to fight on the following round. (Elder Evils (3.5)) The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death") By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play. (Trove of Treasure Maps) Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran). (Villain Design Handbook) First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template. (Villain Design Handbook) Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. (Villain Design Handbook) The animate dead spell normally only creates zombies, skeletons, or bugdead. (Athasian Emporium) After a number of years’ work, Kritak was ready to join a clan again—by creating his own. Not long before his exile, a great battle was fought between some forgotten human king’s army and a fierce gnoll clan of great number. Who won isn’t important—well, maybe to historians, but not to Kritak. The first field test of corpse soldiers (animate dead’s predecessor) spell took place amidst the snow covered swamps not far from Kritak’s home. During a ritual which lasted for a full hour, the corpses of the human soldiers slain in the battle rose from their watery graves in answer to the gnoll’s call. After the spell was completed, nearly 150 skeletal warriors were assembled outside the swamp. (Behind the Spells: Animate Dead) When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them. (Behind the Spells: Animate Dead) After a number of years’ work, Kritak was ready to join a clan again—by creating his own. Not long before his exile, a great battle was fought between some forgotten human king’s army and a fierce gnoll clan of great number. Who won isn’t important—well, maybe to historians, but not to Kritak. The first field test of corpse soldiers (the predecessor of animate dead) took place amidst the snow covered swamps not far from Kritak’s home. During a ritual which lasted for a full hour, the corpses of the human soldiers slain in the battle rose from their watery graves in answer to the gnoll’s call. After the spell was completed, nearly 150 skeletal warriors were assembled outside the swamp. (Behind the Spells: Compendium) When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them. (Behind the Spells: Compendium) If a weapon with this quality [animating] inflicts enough damage to bring a living target below zero hit points, the target must succeed a Fortitude save (DC 20) or be instantly turned into a skeleton or zombie (wielder’s choice). (Behind the Spells: Compendium) Those slain by the effects of the skulleon’s bite rise as skeletons under the control of the skulleon, their flesh sliding from their bodies as they are animated. (Bestiary Malfearous) A gore wretch can spit a bile-like fluid out in a 5-foot wide line 10 feet long. Those caught in the area of effect must make a Reflex save (DC 12) or suffer 2d4 negative energy. If the gore wretch spits this bile on the carcass of a dead being or creature, the corpse will animate as a skeleton 50% of the time. (Bestiary Nefarious - Monsters of The East) Likewise, the Lord of Nightmares can cause any dead creature within 30 feet to suddenly rise and animate as a zombie or skeleton. (Bestiary Nefarious - Monsters of The East) Any living creature with a skeletal structure that dies from the Constitution drain of a desiccated creature rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A desiccated creature can only create skeletons from creatures that have fewer Hit Dice than it does. (Book of Templates Deluxe 3.5) Any living creature with a skeletal structure that dies from the Constitution drain of a duneshambler rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A duneshambler can only create skeletons with 14 or fewer Hit Dice. (Book of Templates Deluxe 3.5) As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Complete Minions) Le Grand Zombi is continuously surrounded by an aura of negative energy to a range of 40 feet. This functions as a desecrate spell centered on Le Grand Zombi, who is considered to be a permanent fixture dedicated to a deity (thus granting a –6 profane penalty on turning checks, +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD for undead in the area). Additionally, all corpses within the area arise as zombies or skeletons (depending on the freshness of the corpse), under the command of Le Grand Zombi. (Creature Catalog) A master lich possesses great power over lesser undead, and can quickly create an army of undead skeletons and zombies from any corpses it finds. (Creature Catalog) Battle rams that fall honorably in battle are resurrected by the powers of Chardun and continue to serve him as undead. (Creature Collection III) In the same manner as humanoid followers of Chardun, battle rams serve their evil god loyally and, if slain in battle, rise from the dead after 30 days. A risen battle ram gains the skeleton template. Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. (Creature Collection III) Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches) Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods) As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton. (Monster Encyclopaedia 2 Dark Bestiary) Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest) As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Monster Geographica Underground) As a full round action, an undead ooze can expel the skeletons in its body. (Monster Geographica Underground) Death hulks may be created through the use of a raise death hulk spell or through supernatural events – it is said many death hulks still sail the world, powered only by the eternal desire of their captain to complete some unfinished voyage, or to exact revenge upon those who originally sent his ship to the bottom of the ocean. (Seas of Blood) Crew are now either skeletons or zombies, at the Games Master’s discretion. (Seas of Blood) Any type of ship may be raised this way [by a raise death hulk spell] and it will have a full complement of crew, usually zombies, though skeletons may also appear if the ship has lain at the bottom of the sea for more than a year. The Games Master is the final arbitrator of the ship type and the nature of its crew. (Seas of Blood) Elsavos’s entry halls were flooded with molten obsidian during the Shining Tide, but when the wave recoiled from the cliffs, enough air reached the lower elevations to speed the cooling. As a result, the first flush of obsidian hardened rapidly and the inner chambers were not fully flooded. The obsidian also raised many of the city’s former dead to unlife, though the deterioration of the remains has resulted in most of the city’s undead being not zhen but skeletons. (Secrets of the Dead Lands) Bugdead swarms often eat rotting flesh, consuming zombies found anywhere in the Black Basin. These attacks rarely destroy the undead, for the bugdead simply strip the rancid flesh while leaving bone intact; the zombies become skeletons (or exoskeletons). (Terrors of the Dead Lands) Athas has its mindless undead, of course, animated automatons created to serve their masters. These undead are usually skeletons and zombies animated from any bones, huge beasts or small rodents, fallen warriors or spellcasters, returned in undeath to serve as slaves. (Terrors of the Dead Lands) If a victim dies while engulfed by a bone slime, it becomes a skeleton. (The Dread Codex) Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex) 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. (Tome of Horrors Revised) The creation of a skeleton requires an intact skeleton. If flesh remains on the bones, it may be left to rot away naturally or be stripped from the bones with a DC 5 Heal or Profession (butcher) check. (Kobold Quarterly 7) Caster level equal to half the HD of the skeleton, Create Undead, cause fear; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD (Kobold Quarterly 7) [I]Animate Dead[/i] spell. (SRD 3.5) [i]Animate Dead[/i] spell. (Player's Handbook (3.5)) [i]Plague of Undead[/I] spell. (Libris Mortis) [I]Plague of Undead[/I] spell. (Heroes of Horror) [I]Plague of Undead[/I] spell. (Spell Compendium) [i]Animate Dead[/i] spell. (Divine Masters: The Faiths and Followers of Tellene) [i]Animate Dead[/i] spell. (Advanced Player's Manual) [I]Animate Dead[/I] spell. (Advanced Race Codex Drow) [I]Animate Dead[/I] spell. (Dark Sun 3 3.5 r7) [i]Animate Dead[/i] spell. (Ultimate Divine Spellbook) [i]Corpse Soldiers[/i] spell. (Behind the Spells: Animate Dead) [i]Corpse Soldiers[/i] spell. (Behind the Spells: Compendium) [i]Create Undead[/i] spell. (True Sorcery) [i]Create Undead Bones and Flesh[/i] spell. (True Sorcery) [i]Mark of Thralldom[/i] spell. (The Player's Guide to Arcanis) [I]My Life for Yours[/I] spell. (The Dread Codex) [I]Puppets of Death[/I] spell. (Complete Guide to Liches) [i]Raise Death Hulk[/i] spell. (Seas of Blood) [i]Risen Armies[/i] spell. (Ultimate Divine Spellbook) [I]Animate Undead I[/I] spell. (Kobold Quarterly 7) [I]Animate Undead II[/I] spell. (Kobold Quarterly 7) [I]Animate Undead III[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IV[/I] spell. (Kobold Quarterly 7) [I]Animate Undead V[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VI[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) [i]Animate Crew[/i] spell. (The Book of the Sea) [i]Horrible Army of the Dead[/i] epic spell. (Epic Insights Compiled and Updated) [i]Horrorswell[/i] spell. (The Book of the Sea) Animating Door magic item. (Forgotten Realms Shining South (3.5)) Animating weapon quality. (Behind the Spells: Animate Dead) Skeleton Crew magic item. (Faces of the Forgotten North) Stanchion of Second Birth Greater magic item. (Athasian Emporium) Stanchion of Second Birth Lesser magic item. (Athasian Emporium) Undead Generation Plinth magic item. (The Book of Strongholds & Dynasties) The Dead Walk warlock lesser invocation. (Complete Arcane) Create Undead feat. (Kobold Quarterly 7) Zone of Animation feat. (Complete Divine) [B]Human Warrior Skeleton:[/B] [I]Skeletal Guard[/I] spell. (Spell Compendium) [B]Wolf Skeleton:[/B] ? [B]Owlbear Skeleton:[/B] ? [B]Troll Skeleton:[/B] A dread boneyard can summon undead creatures from its own body once per day. After 1d10 rounds, 3–6 troll skeletons or 2–4 young adult red dragon skeletons appear and serve for 1 hour before being reabsorbed into the dread boneyard’s body. (Elder Evils (3.5)) [B]Chimera Skeleton:[/B] ? [B]Ettin Skeleton:[/B] ? [B]Advanced Megaraptor Skeleton:[/B] ? [B]Cloud Giant Skeleton:[/B] ? [B]Young Adult Red Dragon Skeleton:[/B] A dread boneyard can summon undead creatures from its own body once per day. After 1d10 rounds, 3–6 troll skeletons or 2–4 young adult red dragon skeletons appear and serve for 1 hour before being reabsorbed into the dread boneyard’s body. (Elder Evils (3.5)) [B]Spectre:[/B] Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. (SRD 3.5) Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later) (3.5 epic srd) The former high priest of the Monastery of the Unyielding Shield has become a spectre. (Eberron Faiths of Eberron) The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik) Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik) Any humanoid slain by a spectral creature rises as a normal spectre under the control of its killer instead. (Forgotten Realms Dragons of Faerun) Four thousand years ago, at the time of the slave uprising, a Mulan overseer named Imket (see area 6), who was loyal to Sonjar, forced a handful of slaves into their barracks (area 5a) before returning to his own quarters. Trapped in their room when Sonjar died, the four slaves perished of starvation, only to rise later as spectres. (Forgotten Realms Lost Empires of Faerûn (3.5)) A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death. (Dragon 315) When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on. (Dragon 336) Spectres are born from sudden acts of violence. (Dragon 336) According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on. (Svimohzia: The Ancient Isle) Any humanoid slain by the Gray Wraith becomes a spectre in 1d4 rounds. (War of the Lance (3.5)) 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 normal spectre in 1d4 rounds. (Advanced Bestiary) Any humanoid slain by a gargantua spectre becomes a (normal) spectre in 1d4 rounds. (Creature Catalog) The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms) The crypts of Dunmorgause went untouched by the Fey, who find human bones in iron caskets deeply distasteful. However, when the castle became disjoined from the Material Plane, the strong atmosphere of death in the crypts transformed all the graves into portals to the Negative Material Plane. The dead of the line of Daen awoke as a host of wraiths and spectres. (The Book of the Planes) Any humanoid slain by a spectre rises as a spectre in 1d4 rounds. Spawn are under control of the spectre that created them until it dies. (The Lazy GM: Undead and Other Fell Foes) 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 on the corpse before such time. (Tome of Horrors Revised) The victims of a ghastly massacre. (Ultimate Toolbox) Creating a spectre requires a soul. The soul is forced to relive the moment of its death over and over while being exposed to vast amounts of negative energy. Eventually, its pain and misery force it to arise as a spectre. (Kobold Quarterly 7) CL 9th, Create Undead, magic jar, feeblemind, bestow curse; Market Price 1,400 gp; Cost to Create 700 gp + 56 XP (Kobold Quarterly 7) [I]Create Greater Undead[/i] spell. (SRD 3.5) [i]Create Greater Undead[/i] spell. (Complete Divine) [i]Create Greater Undead[/i] spell caster level 18th-19th. (Player's Handbook (3.5)) [i]Create Greater Undead[/i] spell. (Divine Masters: The Faiths and Followers of Tellene) [i]Create Greater Undead[/i] spell. (Advanced Player's Manual) [I]Create Greater Undead[/I] spell. (Advanced Race Codex Drow) [I]Create Greater Undead[/I] spell. (Trojan War) [i]Create Undead[/i] spell. (True Sorcery) [i]Create Undead Greater[/i] spell, caster level 18th to 19th. (Ultimate Divine Spellbook) [i]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Aspect of Atropus Negative Energy Aura power. (Elder Evils (3.5)) Atropal Negative Energy Aura power. (Oerth Journal 24) Create Undead feat. (Kobold Quarterly 7) Crying Fields. (Eberron Five Nations) [B]Vampire:[/B] “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). (SRD 3.5) If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a vampire if it had 5 or more HD. (SRD 3.5) Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath. (Monster Manual V) He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day. (Monster Manual V) Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven. (Heroes of Horror) Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. (Complete Divine) If a vampiric dragon drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. (Draconomicon) Dragons slain by Arstyvrax’s energy drain, or young adult or younger dragons slain by Arstyvrax’s blood drain, rise as zombie dragons. Other creatures slain by Arstyvrax’s blood drain return as vampire spawn (if they had 4 or fewer HD), or as vampires (if they had 5 or more HD). (Eberron Dragons of Eberron (3.5)) Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD. (Eberron Five Nations) In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition. (Eberron Player's Guide to Eberron) It is rumored that the secretive elven sect of the Qabalrin gave birth to the first vampires, and that these undead lords still sleep in hidden vaults. (Eberron Secrets of Xen'Drik) An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. (Elder Evils (3.5)) Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). (Elder Evils (3.5)) The former vampire was refused atonement because he would not return to the Necrotic Cradle and fight his old companions, who had refused rebirth after he had turned them into vampires. (Player's Handbook II) For example, a warforged fighter (a living construct from the EBERRON campaign setting) can’t become a vampire, since that template can be applied only to humanoids and monstrous humanoids. (Player's Handbook II) Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire. (Dragon 336) Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh. (Dragon 336) A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Elite Opponents Creatures That Cannot Be) "Vampire" is a fairly common acquired template among adventurers. When an adventuring party is attacked by a vampire, those slain by its special abilities may rise as vampires themselves if the proper measures are not taken. (Savage Progressions Gaining a Template Midcampaign) A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Savage Progressions Gaining a Template Midcampaign) Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. (Villain Design Handbook) Deliberately becoming a vampire can be as simple as inviting one to drain your life energy. Of course, few villains volunteer for such treatment as it leaves them under the control of the vampiric “parent.” Those seeking to become a first generation vampire tread a dangerous path, but such is the risk for a dedicated villain. (Villain Design Handbook) One method of becoming a first-generation vampire is for the villain to sell his soul to Zazimash, Lord of the Underworld (also known as the Harvester of Souls). Assuming that the deity does not simply destroy the villain on a whim, Zazimash may very well grant the villain’s desire. The second, and safer, way to become a first-generation vampire is by means of an ancient Svimohzish ritual. This ritual can be discovered through roleplaying or by succeeding at a Knowledge (arcane) check (DC 25). (Villain Design Handbook) The ritual requires a special potion for use in the actual ceremony. Creating this potion requires the Brew Potion and Craft Wondrous Item feats. This potion requires three base components. First, at least one quart of blood from a magical creature (dragon, magical beast, outsider or shapechanger, but NOT any creature with the Fire subtype). The blood must also come from a creature whose Hit Dice at least equal that of the creature seeking to become a vampire. Second, the potion requires dust from the ashes of a burned vampire the villain had a hand in slaying. Third, the villain must spend 4,200 XP. Finally, the brewer must collect other rare and exotic ingredients for the potion (typical lists include bat’s eyes, wolf ’s heart, rat brains, tears of a good cleric, a holy symbol dipped in human blood and a pound of dried mosquito or tick husks). The total value of these items if purchased (though that is rarely possible) is at least 16,000 gp. (Villain Design Handbook) The caster level of the potion must be equal to or greater than that of the potential new vampire. Once the potion has been successfully brewed, the new base creature must stand within a greater magic circle against good and sacrifice a living creature, mixing its blood with the potion. It then drinks the entire potion from a human skull, and finishes off the sacrifice by drinking as much of the remainder of the sacrificed creature’s blood as it can stand. This part of the ceremony must be completed in less than ten minutes and in an area no better lit than the equivalent of a fading twilight. During the entire ceremony, when not actually drinking, the creature must recite prayers to the Lord of the Underworld. Theories suggest that the more prayers he knows, the better his chances of success are (the DM may declare a +1 to the save for every two prayers the character knows beyond the tenth). (Villain Design Handbook) Finally, the creature must kill himself while standing in a coffin full of grave dirt, into which he falls after death. The preferred method is slashing the throat with a magical or ceremonial dagger. (Villain Design Handbook) After all this, the base creature makes a single Will saving 0throw (DC 18). If he succeeds, he dies and becomes a free-willed vampire. If he fails, he simply dies (and is permanently deceased). If the potential base creature is NOT the brewer of the potion and his Will save comes up 1, he does become a vampire, but he is under the total control of the brewer of the potion. (Villain Design Handbook) The new vampire rises from his coffin at nightfall 1d6 nights after the completion of the ceremony. (Villain Design Handbook) Prerequisites: Brew Potion, Craft Wondrous Item feats; blood sacrifices; GP Cost: 16,000 gp (blood from a magical creature, dust from a vampire, one pound of mosquito/tick husks); XP Cost: 4,200. (Villain Design Handbook) Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse. (Advanced Bestiary) Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. (Advanced Bestiary) If a variant vampire drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. (Book of Templates Deluxe 3.5) The vampire is a powerful undead monster that spawns its own followers from living humans. (Complete Guide to Vampires) Veldrane mold vampires spawn others of their kind, but a small fraction of their spawn are mutants: They are standard vampires. (Complete Guide to Vampires) When a creature that breathed in a Veldrane vampire's spores is slain by a Veldrane mold vampire, it will rise in 6 days as a new Veldrane mold vampire. There is a 1% chance that it will rise as a standard vampire instead of a Veldrane mold vampire. (Complete Guide to Vampires) A humanoid or monstrous humanoid slain by Dracula's energy drain or reduced to Constitution to 0 or lower through blood drain rises as a vampire 1d4 days after burial. (Creature Catalog) If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. If the victim is a drow elf with 8 or more HD they return as a drow vampire. (Creature Catalog) When one of his cohorts has proven himself to be one of his most dedicated and loyal followers, Gilden rewards him by making him a vampire. (Oathbound Wrack & Ruin) Creatures drained to 0 Con [by a vampire] become spawn (=<4HD) or vampire (5HD+) under control of vampire. (The Lazy GM: Book of Brutes) Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. (Kobold Quarterly 7) When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse. (Kobold Quarterly 11) One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire. (Kobold Quarterly 11) When someone dies from a vampire bite, friends and family have little time to save their loved one’s soul. If they destroy the sire before the deceased rises as a vampire in 1-4 days, vampirism never settles on the corpse and the deceased’s soul remains free. (Kobold Quarterly 11) [B]Vampire Spawn:[/B] Vampire spawn are undead creatures that come into being when vampires slay mortals. (SRD 3.5) A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. (SRD 3.5) If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD. (SRD 3.5) By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn. (Monster Manual V) A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis) If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. (Libris Mortis) A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis) If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. (Libris Mortis) Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Libris Mortis) A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. (Libris Mortis) If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Libris Mortis) If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit. (Libris Mortis) An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. (Libris Mortis) If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD. (Libris Mortis) A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. (Libris Mortis) A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. (Denizens of Dread) If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. (Denizens of Dread) A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. (Denizens of Dread) If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. (Denizens of Dread) Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Denizens of Dread) A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. (Denizens of Dread) If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Denizens of Dread) If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit. (Denizens of Dread) An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. (Denizens of Dread) If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD. (Denizens of Dread) A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. (Denizens of Dread) A humanoid or monstrous humanoid slain by a vampiric dragon’s energy drain attack rises as a vampire spawn 1d4 days after death. (Draconomicon) If a vampiric dragon instead drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. (Draconomicon) Humanoids or monstrous humanoids slain by Arstyvrax’s energy drain rise as vampire spawn 1d4 days after death. Dragons slain by Arstyvrax’s energy drain, or young adult or younger dragons slain by Arstyvrax’s blood drain, rise as zombie dragons. Other creatures slain by Arstyvrax’s blood drain return as vampire spawn (if they had 4 or fewer HD), or as vampires (if they had 5 or more HD). (Eberron Dragons of Eberron (3.5)) Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD. (Eberron Five Nations) A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Elite Opponents Creatures That Cannot Be) A humanoid or monstrous humanoid slain by the vampiric vine horror's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Elite Opponents Creatures That Cannot Be II) A humanoid or monstrous humanoid slain by the vampire night twist's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Elite Opponents Creatures That Cannot Be II) A humanoid or monstrous humanoid slain by a monstrous vampire's energy drain rises as a vampire spawn 1d4 days after burial. If the monstrous vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Elite Opponents Variant Unicorns) A humanoid or monstrous humanoid slain by Nadezda 's energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. (Fight Club The Vampire Werewolf) A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Savage Progressions Gaining a Template Midcampaign) For example, a junior cleric that offers great treasures to a vampire if the vampire destroys a rival cleric is committing an error. First, the cleric is helping the vampire by giving it wealth or magic. Second, the vampire might spawn the rival, worsening the problem. (Divine Masters: The Faiths and Followers of Tellene) A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability. (Villain Design Handbook) A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise. (Book of Templates Deluxe 3.5) If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. (Book of Templates Deluxe 3.5) A humanoid or monstrous humanoid slain by a drow vampire’s Con drain rises as a vampire spawn 1d4 days after burial. (Creature Catalog) If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. If the victim is a drow elf with 8 or more HD they return as a drow vampire. (Creature Catalog) The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. (Nemesis VII: Unsettled Spirits) Creatures drained to 0 Con [by a vampire] become spawn (=<4HD) or vampire (5HD+) under control of vampire. (The Lazy GM: Book of Brutes) Sir Milton funds Fellnacht's experiments through several layers of unscrupulous moneylenders, keeping his personal involvement to a minimum. He does, however, provide one key function for his very own mad scientist: producing vampire spawn as experimental fodder. H'kuk will kidnap a subject and place him or her in the cage, whereupon Sir Milton will drain the subject's blood and transform him or her into a vampire spawn. (World's Largest City) When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse. (Kobold Quarterly 11) One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire. (Kobold Quarterly 11) Vampiric Armor magic armor. (Villain Design Handbook) [B]Wight:[/B] Any humanoid slain by a wight becomes a wight in 1d4 rounds. (SRD 3.5) A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. (SRD 3.5) Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds. (Libris Mortis) Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. (Complete Divine) A humanoid that dies from this [evolved atropal scion's death gaze] attack is transformed into a wight 24 hours later. (Elder Evils (3.5)) Shortly before the fall of Shantar Othreier, a powerful moon elf high mage foresaw his nation’s inevitable defeat and placed himself and his small force of soldiers into a state of mystical stasis that would last until he could rally the defenders of Shantar Othreier once again. But the spell went disastrously wrong. (Forgotten Realms Lost Empires of Faerûn (3.5)) Although it did place the high mage and his forces in a deep slumber and tether their souls to their bodies, it did not halt the ravages of time. Now, after centuries of half-dead slumber, the high mage and his ghastly followers have arisen again, and they think the Crown Wars are still in progress. (Forgotten Realms Lost Empires of Faerûn (3.5)) Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim. (Dragon 336) Any humanoid or monstrous humanoid slain by a vostarr becomes an undead thrall in 1d4 rounds. Spawn are under the command of the vostarr that created them and remain enslaved until its death. These spawn are normal wights as described in the Monster Manual and as such retain none of the abilities they had in life. (Villain Design Handbook) Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds. (Advanced Bestiary) After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens) Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches) Any humanoid slain by a barrowe becomes a wight in 1d4 rounds. (Creature Catalog) Occasionally, a creature drained of all energy by a wight doesn't arise as a full wight. These unfortunate victims are known as half-wights. Until they drain enough energy from the living, the half-wight remains in this lesser state. (Creature Catalog) Living creatures hit by a half-wight’s slam attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the half-wight gains 1 hit dice. When the half-wight reaches 4 HD it transforms into a wight. (Creature Catalog) Any humanoid slain by a neglected ancestral spirit becomes a free-willed wight in 1d4 rounds. (Creature Catalog) Any humanoid slain by a wailing wight becomes a wight in 1d4 rounds. (Creature Catalog) Any humanoid slain by a king-wight becomes a wight in 1d4 rounds. (Creature Catalog) Any humanoid slain by a Mystaran gargantua wight becomes a wight in 1d4 rounds. (Creature Catalog) Any creature killed by the Gray Man’s energy drain rises as a wight under the control of the Gray Man 1d4 rounds after being slain. (Creature Collection III) The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. (Nemesis VII: Unsettled Spirits) Also at the Games Master’s discretion, the captain [of a death hulk] may be made into a more powerful form of undead such as a ghoul, wight, or something even more powerful. This is only likely to occur when the ship has been raised through supernatural means, and not the use of a raise death hulk spell. (Seas of Blood) Humanoid slain by wight becomes wight under control of its killer in 1d4 rounds. (The Lazy GM: Undead and Other Fell Foes) It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. (World's Largest City) The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead. (World's Largest City) Unfortunately, the denizens of the graveyard are restless, and seek to haunt the Baron until he embraces the family law. (Claw Claw Bite 3) They have been haunted by their faded family name, and have withered into wights like their corrupt descendant. (Claw Claw Bite 3) Any humanoid slain by the Baron becomes a wight in 1d4 rounds. (Claw Claw Bite 3) [i]Create Undead[/i] spell. (True Sorcery) [I]Animate Undead III[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IV[/I] spell. (Kobold Quarterly 7) [I]Animate Undead V[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VI[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) [i]Animus Blizzard[/i] epic spell. (Frostburn (3.5)) Scion of Atropus Negative Energy Aura power. (Elder Evils (3.5)) [B]Wraith:[/B] Wraiths are incorporeal creatures born of evil and darkness. (SRD 3.5) Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (SRD 3.5) Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (SRD 3.5) Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds. (Heroes of Horror) Wraiths kill mortally wounded Shrouds to turn them into new wraiths. (Eberron City of Stormreach (3.5)) The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik) Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik) An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. (Elder Evils (3.5)) Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). (Elder Evils (3.5)) Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. (Elder Evils (3.5)) When its leaders refused to join the new empire, the Nentyarch of Tharos destroyed the city. Today, the ruins are haunted by hundreds of wraiths and dread wraiths—the victims of the ancient nentyarch’s merciless wrath. (Forgotten Realms Lost Empires of Faerûn (3.5)) Any humanoid or monstrous humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. (Forgotten Realms Serpent Kingdoms (3.5)) If a creature is slain by this drain [from a wraith doorway dread doorway minor artifact], it rises as a wraith 1d4 rounds later. (Forgotten Realms Shining South (3.5)) A creature whose Constitution is reduced to 0 by Stygian ice rises as a wraith in 2d4 rounds. (Frostburn (3.5)) Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell. (Dragon 336) The reason for their flight is apparent enough, as today the ruins are known to be haunted by the people who tragically died on the day Istar fell. They still dwell in the ruins, cursed to an agonizing existence as wraiths and ghosts. (War of the Lance (3.5)) A wraith, once an elven maiden corrupted by her own greed for magic, is permanently haunting this area. (War of the Lance (3.5)) According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on. (Svimohzia: The Ancient Isle) Any humanoid or monstrous humanoid slain by an avildar becomes a wraith in 1d4 rounds. (Villain Design Handbook) Any humanoid slain by a ghost mount's drain rider ability becomes a free-willed wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Creature Catalog) Any humanoid slain by a wraith-king becomes a wraith in 1d4 rounds. (Creature Catalog) Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms) Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms) After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert) A collection of shadows and wraiths, disenfranchised from the humanoid undead kingdoms, unwelcome among the bugdead, call the Forbidden Mountains their home. These spirits are those of an ancient tribe of giants which once lived in Ulyan. The bare plains provided little for them to eat, however, and the giants gradually died out, long before the Cleansing Wars. (Secrets of the Dead Lands) The giant tribe had called the pre-Ruin hills which originally stood here home, and it was here that they laid their tired and hungry bones as they starved to death. (Secrets of the Dead Lands) Things changed – somewhat – in the burbling aftermath of the Obsidian Flood. The Nameless Shaman rose easily to the surface of the obsidian, and he liked what he saw. The jagged glaciers of blackglass, tumbled and razor-sharp, seemed to him a vast improvement over the hills of Ulyan. Surely all who dwelt in this land were now as dead as he and his people! Indeed, many of the giant’s people, their bones incinerated by the obsidian, rose to join him as lesser wraiths, many of them crimson-tinged through the shaman’s own taint. (Secrets of the Dead Lands) If a creature is reduced below 0 level by negative energy [from an immortal's invoke the end of all things power] it rises from the dead as a wraith under the Immortal’s personal control within 1d4 days. (The Book of Immortals) Matter cannot endure here [in the Uttermost Abyss], unless it is protected by a death ward. Unprotected characters or objects quickly disintegrate – objects become dust, creatures become wraiths. (The Book of the Planes) The crypts of Dunmorgause went untouched by the Fey, who find human bones in iron caskets deeply distasteful. However, when the castle became disjoined from the Material Plane, the strong atmosphere of death in the crypts transformed all the graves into portals to the Negative Material Plane. The dead of the line of Daen awoke as a host of wraiths and spectres. (The Book of the Planes) Negative Dominant planar trait. (The Book of the Planes) After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (The Dread Codex) Any humanoid slain by wraith becomes wraith in 1d4 rounds, under control of creating wraith. (The Lazy GM: Undead and Other Fell Foes) The creation of a wraith requires a soul. Twisting the soul into a wraith requires an elaborate ritual that suffuses the soul with the essence of darkness and evil. (Kobold Quarterly 7) CL 7th, Create Undead, darkness, enervation, gaseous form; Market Price 1,000 gp; Cost to Create 500gp + 40 XP (Kobold Quarterly 7) [I]Create Greater Undead[/i] spell. (SRD 3.5) [i]Create Greater Undead[/i] spell. (Complete Divine) [i]Create Greater Undead[/i] spell caster level 16th-17th. (Player's Handbook (3.5)) [i]Create Greater Undead[/i] spell. (Divine Masters: The Faiths and Followers of Tellene) [i]Create Greater Undead[/i] spell. (Advanced Player's Manual) [I]Create Greater Undead[/I] spell. (Advanced Race Codex Drow) [I]Create Greater Undead[/I] spell. (Trojan War) [i]Create Undead[/i] spell. (True Sorcery) [i]Create Undead Call Wraith[/i] spell. (True Sorcery) [i]Create Undead Greater[/i] spell, caster level 16th to 17th. (Ultimate Divine Spellbook) [i]Animate Undead V[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VI[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Her Fury magic weapon. (Advanced Race Codex Drow) Major Spectral magic weapon. (Advanced Gamemaster's Guide) Create Undead feat. (Kobold Quarterly 7) [B]Dread Wraith:[/B] The oldest and most malevolent wraiths. (SRD 3.5) When its leaders refused to join the new empire, the Nentyarch of Tharos destroyed the city. Today, the ruins are haunted by hundreds of wraiths and dread wraiths—the victims of the ancient nentyarch’s merciless wrath. (Forgotten Realms Lost Empires of Faerûn (3.5)) The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. (Player's Handbook II) 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) The house is actually the former dwelling of a group of demonic cultists who sought favor with the Demon Prince Demogorgon. When the murders in the tenements occurred this group was to blame, but rather than reward his adherents, Demogorgon cursed them to become dread wraiths and delighted as they fell upon one another as the roof to their dwelling caved in, burying them alive. (Oerth Journal 23) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Crying Fields. (Eberron Five Nations) [B]Zombie:[/B] Zombies are corpses reanimated through dark and sinister magic. (SRD 3.5) “Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). (SRD 3.5) Creatures killed by a mohrg rise after 1d4 days as zombies. (SRD 3.5) If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. (SRD 3.5) As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies. (Monster Manual III) As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies. (Monster Manual III) Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage. Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch. (Monster Manual V) Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds. (Libris Mortis) Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. (Libris Mortis) A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Libris Mortis) Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. (Libris Mortis) Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. (Libris Mortis) Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. (Libris Mortis) Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror) Child of Chemosh Greater Create Spawn ability. (Bestiary of Krynn Revised) Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. (Denizens of Dread) A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Denizens of Dread) Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. (Denizens of Dread) Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. (Denizens of Dread) The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves. (Drow of the Underdark (3.5)) The funerary tradition of House Xaniqos is to summon a fiendish monstrous spider to enshroud the dead in webbing, which preserves the bodies until they can be transported back to the caverns beneath the Xaniqos estate. There, spiders drain the corpses of fluids at their leisure, and the husks are animated to serve the house as zombie slaves. (Drow of the Underdark (3.5)) Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. (Denizens of Dread) Wraiths kill mortally wounded Shrouds to turn them into new wraiths; if this fails, the gang’s leader raises the dead Shroud as a zombie. (Eberron City of Stormreach (3.5)) Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie). (Eberron Secrets of Sarlona) The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. (Eberron Secrets of Xen'Drik) Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. (Eberron Secrets of Xen'Drik) Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War) Restless Dead (Elder Evils (3.5)) “Too long have we reveled in our wickedness, too long have we sampled the forbidden—now the gods shun us, sealing the gates to heaven and leaving us lost among the dead.” (Elder Evils (3.5)) When this sign appears, the demarcation between life and death grows ever more blurry. After souls depart, their bodies stir in a wretched existence neither alive nor dead. The sign of the restless dead first makes itself known by isolated occurrences of zombies and skeletons in the community. As it strengthens, the undead plague increases. Corpses pull themselves free from graves, slaughtering former friends and lovers and swelling their ranks until only the shuffling dead remain. (Elder Evils (3.5)) Effect: In the early stages of this sign, only a few of the dead spontaneously animate. Necromancy magic becomes more efficacious, while healing magic is suppressed. As the sign intensifies, more and more corpses rise, growing stronger all the while. (Elder Evils (3.5)) Details: Atropus (Chapter 2) is associated with this sign. (Elder Evils (3.5)) SIGN: RESTLESS DEAD (Elder Evils (3.5)) Atropus’s presence in the sky causes the dead to rise from their graves. (Elder Evils (3.5)) Faint: Necromancy spells and spell-like abilities are cast at +2 caster level. Whenever a living creature dies, a 20% chance exists that it will spontaneously rise as a zombie (MM 265) in 1d4 rounds. (Elder Evils (3.5)) Moderate: As faint, but the chance of spontaneous animation increases to 40%. In addition, the entire campaign setting is affected as if by a desecrate spell (PH 218). Casting consecrate removes this effect in the spell’s area until its duration expires. (Elder Evils (3.5)) Strong: As moderate, but the chance of spontaneous animation increases to 80%. Even creatures that died before this sign manifested begin to rise as skeletons or zombies, depending on the condition of their corpses. In addition, the campaign setting is affected as if by an unhallow spell (PH 297). Casting hallow removes this effect in the spell’s area. (Elder Evils (3.5)) All conjuration (healing) spells and similar spell-like abilities are impeded, meaning that a caster must succeed on a Spellcraft check (DC 20 + the level of the spell) or lose the spell or spell slot without effect. (Elder Evils (3.5)) Overwhelming: As strong, but any creature that dies automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies. All undead creatures gain an extra 2 hit points per Hit Die. In addition, they gain turn resistance equal to one-quarter of their Hit Die total (1–7 HD grants +1 turn resistance, 8–15 HD grants +2, 16–23 HD grants +3, and so on). This bonus stacks with any turn resistance a creature already possesses. (Elder Evils (3.5)) An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. (Elder Evils (3.5)) Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). (Elder Evils (3.5)) Worms: These spaces contain the worms of Kyuss. A character moving through one of these spaces becomes infested with a worm. The worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. At the end of the character’s next turn, the worm burrows into its host’s flesh (a creature with a +5 or greater natural armor bonus is immune to this effect). The worm makes its way to its victim’s brain, dealing 1 point of damage each round for 1d4+1 rounds. At the end of that period, it reaches the brain, where it deals 1d2 points of Intelligence damage each round until it’s killed or it slays its host, which occurs when the victim’s Intelligence is reduced to 0. (Elder Evils (3.5)) A remove curse or remove disease effect destroys the worm while it’s within the host. Dispel evil or neutralize poison delays the worm’s progress for 10d6 minutes. A successful DC 20 Heal check extracts the worm and kills it in the process. (Elder Evils (3.5)) A Small, Medium, or Large creature slain by the worm rises as a spawn of Kyuss (MM2 186) 1d6+4 rounds later. Smaller creatures rot away, while larger creatures gain the zombie template. (Elder Evils (3.5)) The Guild of Portagers used to charge outrageous prices to move goods, three hundred or more years ago. The Red Wizards of the time grew frustrated with the arrangement—homicidally so. They killed most of the portagers and animated them as zombies. (Forgotten Realms Unapproachable East (3.5)) Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful into normal zombies. (Dragon 336) a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size. (Dragon 336) Most dragons who drink directly from the Well of Dragons are stricken down and die immediately, animating as mindless zombie dragons in 1d4 days. (Dragon 344) Creatures killed by a shadow mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs) Creatures killed by a spellstitched mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs) Creatures killed by the fiendgrafted mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs) Creatures killed by Kurge rise after 1d4 days as zombies under his control. They do not possess any of the abilities they had in life. (Elite Opponents Mohrgs) As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 10 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. (Fight Club Voidmind Rot Reaver) As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver fighter 4 can animate 14 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. (Fight Club Voidmind Rot Reaver) As a standard action, the voidmind rot reaver fighter 8 can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 18 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. (Fight Club Voidmind Rot Reaver) The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. (Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death") The Harvesters know that through their actions and devotion to the King of the Undead they will be rewarded at death by being granted undead status. The number and strength of the souls that a cleric takes directly reflect on his future undead status and dying while attempting to take a soul is said to grant automatic undeath. However, many clerics fear dying before harvesting enough souls, and thus attaining only zombie status. (Divine Masters: The Faiths and Followers of Tellene) By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play. (Trove of Treasure Maps) Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. (Villain Design Handbook) Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran). (Villain Design Handbook) First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template. (Villain Design Handbook) He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each). (Villain Design Handbook) Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead. (Villain Design Handbook) Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature. (Villain Design Handbook) Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template. (Villain Design Handbook) Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds. (3rd Era Freeport Companion) Any creature killed by a dread mohrg rises as a zombie in 1d4 days. (Advanced Bestiary) The animate dead spell normally only creates zombies, skeletons, or bugdead. (Athasian Emporium) When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them. (Behind the Spells: Animate Dead) When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them. (Behind the Spells: Compendium) If a weapon with this quality [animating] inflicts enough damage to bring a living target below zero hit points, the target must succeed a Fortitude save (DC 20) or be instantly turned into a skeleton or zombie (wielder’s choice). (Behind the Spells: Compendium) The spell focused a considerable electrical charge into Vask’s palm; a charge that took the shape of any symbol the sorcerer chose. In this case, Vask chose his personal symbol—a stylized “V” within a circle—with which to brand his newly acquired property. Each adult male was branded on the back of the left-hand wrist. As if this humiliation was not enough, the magical electricity was quite painful and some men did not survive the procedure. These, Vask coolly noted to the others, were not worthy of his lordship. After dismissing his newly minted slaves, he raised the slain men as zombies to serve inside the keep aside the unseen servants Vask commonly used. (Behind the Spells: Compendium) The spell focused a considerable electrical charge into Vask’s palm; a charge that took the shape of any symbol the sorcerer chose. In this case, Vask chose his personal symbol—a stylized “V” within a circle—with which to brand his newly acquired property. Each adult male was branded on the back of the left-hand wrist. As if this humiliation was not enough, the magical electricity was quite painful and some men did not survive the procedure. These, Vask coolly noted to the others, were not worthy of his lordship. After dismissing his newly minted slaves, he raised the slain men as zombies to serve inside the keep aside the unseen servants Vask commonly used. (Behind the Spells: Shocking Grasp) A cavern crawler is a peculiar undead creature that resembles the animated exoskeleton of a gigantic centipede. What makes the creature so deadly is that its bite transforms its victims into zombies under its control. (Bestiary Nefarious - Monsters of The East) The bite of a cavern crawler injects the victim with a deadly poison that transforms the victim into a zombie under the cavern crawler's control if the save is failed (injury; DC 15; Init: 1d4 Con; Sec: Transformation) (Bestiary Nefarious - Monsters of The East) Likewise, the Lord of Nightmares can cause any dead creature within 30 feet to suddenly rise and animate as a zombie or skeleton. (Bestiary Nefarious - Monsters of The East) The claw attack of an urqi drains the vital energy of victims that it touches. Each successful energy drain bestows one negative level. If an attack that includes an energy drain scores a critical hit, it drains twice the given amount. The urqi gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. After 24 hours, the victim must make a DC 14 Fort save per level drained or the drain becomes permanent. A victim who gains a number of negative levels that exceeds it hit dice or character level is instantly slain and rises in 1d4 rounds as a zombie under the urqi’s control. (Bestiary Nefarious - Monsters of The East) After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens) Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. (Complete Minions) As a full round action, a dowagu may place a dark tattoo upon a helpless creature. This mark cannot be removed through anything short of divine intervention or the destruction of the dowagu's master, the Raja Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange or alter self, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form. Upon the marked victim's death, it becomes a zombie (or greater undead, at the DMs discretion) under the control of the Raja Ambuchar Devayam. The new undead will immediately seek out the Raja to receive orders. (Creature Catalog) Le Grand Zombi is continuously surrounded by an aura of negative energy to a range of 40 feet. This functions as a desecrate spell centered on Le Grand Zombi, who is considered to be a permanent fixture dedicated to a deity (thus granting a –6 profane penalty on turning checks, +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD for undead in the area). Additionally, all corpses within the area arise as zombies or skeletons (depending on the freshness of the corpse), under the command of Le Grand Zombi. (Creature Catalog) A master lich possesses great power over lesser undead, and can quickly create an army of undead skeletons and zombies from any corpses it finds. (Creature Catalog) Any humanoid or monstrous humanoid slain by a zombire becomes a zombie in 1d4 rounds. Zombie spawn are under the command of the zombire that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a zombire instead become free-willed zombires. (Creature Catalog) For several minutes after the bleak crow captures a soul, its plumage becomes luminescent, emitting a soft, eerie light and giving the bird an almost ghostly appearance. The body of an individual whose soul is thus captured rises as a mindless undead creature under the Crow’s control. (Creature Collection III) As a standard action, a bleak crow can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the crow must be able to see the body to use this ability. The crow makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the crow captures the soul, and the body immediately rises as an undead servant of the crow. (Creature Collection III) The undead servant is identical with a zombie of equal size. (Creature Collection III) Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. (Creature Collection III) An opponent slain in any way by the Gray Man other than by energy drain animates as a zombie under the Gray Man’s control 1d4 rounds after being slain. (Creature Collection III) Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies. (Creatures of Freeport) Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. (Creatures of Freeport) Any living creature slain by an undead dsaliq’s poison becomes a zombie in 1d4 rounds. (Faces of the Dead Lands) Ral‘nat can animate one deceased creature within 30 feet as a swift action into a zombie. Ral‘nat can [not animate and control more than] 20 HD of undead this way. (Faces of the Forgotten North) Every time the time stop effect [of the Confronter Orb of Kalid-Ma artifact] is activated, all dead creatures in the area of effect are reanimated as zombies as if by the animate dead spell, except the possessor or the Orb has no control over the animated creatures. (Legends of Athas) Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods) Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control. (Monster Encyclopaedia 1 Ravagers of the Realms) While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies. (Monster Encyclopaedia 1 Ravagers of the Realms) Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. It does not possess any of the abilities it had in life. (Monster Geographica Underground) The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie. (Monster Geographica Underground) Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds. (Monster Geographica Marsh and Aquatic) Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest) As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook. (Monster Geographica Plains and Desert) The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefit of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook. (Monster Geographica Plains and Desert) On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. (Monster Geographica Plains and Desert) After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert) Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2) Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2) Death hulks may be created through the use of a raise death hulk spell or through supernatural events – it is said many death hulks still sail the world, powered only by the eternal desire of their captain to complete some unfinished voyage, or to exact revenge upon those who originally sent his ship to the bottom of the ocean. (Seas of Blood) Crew are now either skeletons or zombies, at the Games Master’s discretion. (Seas of Blood) Any type of ship may be raised this way [by a raise death hulk spell] and it will have a full complement of crew, usually zombies, though skeletons may also appear if the ship has lain at the bottom of the sea for more than a year. The Games Master is the final arbitrator of the ship type and the nature of its crew. (Seas of Blood) A creature reduced to 0 Constitution by a gray touched creature‘s attacks rises as a zombie under that creature‘s control 24 hours later. (Terrors of Athas) Athas has its mindless undead, of course, animated automatons created to serve their masters. These undead are usually skeletons and zombies animated from any bones, huge beasts or small rodents, fallen warriors or spellcasters, returned in undeath to serve as slaves. (Terrors of the Dead Lands) Hails of arrows [from an undead bonecage] are normally followed up with a barrage of necromantic spells, turning any fallen sailors into zombies. (The Book of the Sea) Anyone killed by a bite attack from a godhusk arises as a zombie under the control of the husk. Clerics and other divine spellcasters instead become liches serving the husk. (The Book of the Sea) Deathcalm magical weather. (The Book of the Sea) Living creatures killed by a deadwood tree rise in 16 rounds as zombies. (The Dread Codex) Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies. (The Dread Codex) Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex) After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (The Dread Codex) Creatures slain by mohrg rise as zombies under its control in 1d4 days. (The Lazy GM: Undead and Other Fell Foes) When you imagine a zombie, I imagine you picture a shambling, rotting corpse animated by the forces of necromancy. It will help us both if you put that image to one side for now – yes, what you believe is certainly true, but it is only a part of what I mean when I talk of the Risen. (The Lords of the Night: Zombies) Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One. (The Lords of the Night: Zombies) If frost zombies are placed in warmer climes, they lose 1 hit point per minute until they collapse, rising 1d6 rounds later as a standard zombie. (The Lords of the Night: Zombies) There are many types of zombie, each created differently. While most are corpses held together by magic, this is not always the case. The form of creation determines how long a zombie will remain in existence. Zombies animated by magic can last considerably longer than those created by a disease or through more natural means. (The Lords of the Night: Zombies) A character reduced to -1 hit points from the Black Shivering, rises up as a standard zombie in 1d3 days. (The Lords of the Night: Zombies) A character that dies while suffering from Contagion rises up as a standard zombie within 1d4 days. (The Lords of the Night: Zombies) A character reduced to 0 Constitution from the Entropy disease, rises up as a standard zombie in 24 hours. (The Lords of the Night: 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. (Tome of Horrors Revised) Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. (Tome of Horrors Revised) 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. 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). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails. (Tome of Horrors II). A zombie requires an intact, or nearly intact, fleshy corpse. A dismembered corpse can be stitched back together with a DC 15 Heal check, but all body parts must come from the same corpse. (Kobold Quarterly 7) Caster level equal to half the HD of the zombie, Create Undead, gentle repose; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD (Kobold Quarterly 7) [I]Animate Dead[/i] spell. (SRD 3.5) [i]Animate Dead[/i] spell. (Player's Handbook (3.5)) [i]Greater Seed of Undeath[/I] spell. (Complete Mage) [I]Plague of Undead[/I] spell. (Libris Mortis) [I]Plague of Undead[/I] spell. (Heroes of Horror) [I]Plague of Undead[/I] spell. (Spell Compendium) [I]Seed of Undeath[/I] spell. (Complete Mage) [i]Animate Dead[/i] spell. (Divine Masters: The Faiths and Followers of Tellene) [i]Animate Crew[/i] spell. (The Book of the Sea) [i]Animate Dead[/i] spell. (Advanced Player's Manual) [I]Animate Dead[/I] spell. (Advanced Race Codex Drow) [I]Animate Dead[/I] spell. (Dark Sun 3 3.5 r7) [i]Animate Dead[/i] spell. (Ultimate Divine Spellbook) [i]Corpse Soldiers[/i] spell. (Behind the Spells: Animate Dead) [i]Corpse Soldiers[/i] spell. (Behind the Spells: Compendium) [i]Create Undead[/i] spell. (True Sorcery) [i]Create Undead Bones and Flesh[/i] spell. (True Sorcery) [i]Grave Storm[/i] spell. (The Quintessential Wizard) [i]Horrorswell[/i] spell. (The Book of the Sea) [i]Kidnap Soul[/i] spell. (Ultimate Divine Spellbook) [i]Mark of Thralldom[/i] spell. (The Player's Guide to Arcanis) [I]My Life for Yours[/I] spell. (The Dread Codex) [i]Necromantic Aura[/i] spell. (Ultimate Divine Spellbook) [I]Puppets of Death[/I] spell. (Complete Guide to Liches) [i]Power Word Reanimate[/i] spell. (The Lords of the Night: Zombies) [i]Raise Death Hulk[/i] spell. (Seas of Blood) [i]Risen Armies[/i] spell. (Ultimate Divine Spellbook) [i]Rite of Returning[/i] spell. (The Lords of the Night: Zombies) [I]Animate Undead I[/I] spell. (Kobold Quarterly 7) [I]Animate Undead II[/I] spell. (Kobold Quarterly 7) [I]Animate Undead III[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IV[/I] spell. (Kobold Quarterly 7) [I]Animate Undead V[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VI[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead VIII[/I] spell. (Kobold Quarterly 7) [I]Animate Undead IX[/I] spell. (Kobold Quarterly 7) Blessed Spawn of Kyuss Bestow Worm power. (Elder Evils (3.5)) Ether zombie's Echoes of Life power. (The Lords of the Night: Zombies) Kasha Lom's Deathless Master's Touch power. (Oerth Journal 24) Animating Door magic item. (Forgotten Realms Shining South (3.5)) Animating weapon quality. (Behind the Spells: Animate Dead) Dnulper magic weapon. (3rd Era Freeport Companion) Elixir of the Unfailing Servant magic item. (Drow of the Underdark (3.5)) Emerald Reanimator Eldritch Machine magic item. (Eberron Campaign Setting) Stanchion of Second Birth Greater magic item. (Athasian Emporium) Stanchion of Second Birth Lesser magic item. (Athasian Emporium) Undead Generation Plinth magic item. (The Book of Strongholds & Dynasties) Zombie Missile magic item. (Oathbound Arena) Grave Rot disease. (Advanced Gamemaster's Guide) Zombie Rage disease. (Bestiary Nefarious - Monsters of The East) The Dead Walk warlock lesser invocation. (Complete Arcane) Create Undead feat. (Kobold Quarterly 7) Zone of Animation feat. (Complete Divine) Die Again Executioner power. (Faces of the Forgotten North) [B]Zombie Bugbear:[/B] ? [B]Zombie Gray Render:[/B] ? [B]Zombie Human Commoner:[/B] Gravewind keeps a pack of 10 zombies animated from the crews of other ships he has successfully plundered here. (Oerth Journal 19) [B]Zombie Kobold:[/B] ? [B]Zombie Minotaur:[/B] ? [B]Zombie Ogre:[/B] Though initially there was all the jockeying and violence that comes from such brutes trying to determine a pecking order among themselves, the ogres have established themselves well enough to work together and regard one another as kin. The process, however, left quite a few of them dead. This didn’t concern the Daughters, who used the available corpses to master their covey ability to cast animate dead. (Stormwrack (3e)) Upon forming a true covey, the Daughters of Mahogra wasted no time applying their newly acquired animate dead ability to animate the corpses of their ogre servants who died, continuing the usefulness of those mighty guardians in death. (Stormwrack (3e)) Their preparations for animation take place in the dead-chamber. The ogres are shaved of every bit of hair, and the hair twisted into rope. The limbs of the corpse are braided with driftwood and twisted hair-rope to give them rigidity and strength, for the hags believe that the source of a creature’s strength is in its hair. The zombies’ mouths are sewn shut before they are animated so that the animating spirit the hags instill in their servants cannot escape. (Stormwrack (3e)) The hags’ zombie servitors are prepared here in the dead-chamber, shaved of all hair, driftwood lashed to limbs by twisted hair-rope, and mouths sewn shut. (Stormwrack (3e)) [B]Zombie Troglodyte:[/B] ? [B]Zombie Umber Hulk:[/B] ? [B]Zombie Wyvern:[/B] ? [/spoiler] 3.5 WotC[spoiler] SRDs[spoiler] SRD 3.5: [spoiler] [B]Undead:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. [B]Allip:[/B] An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. [B]Bodak:[/B] Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil. Humanoids who die from a bodak’s death gaze attack are transformed into bodaks 24 hours later. [B]Devourer:[/B] ? [I]Create Greater Undead[/i] spell. [B]Ghost:[/B] Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. “Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6. [B]Ghoul:[/B] An afflicted humanoid with less than 4 HD who dies of ghoul fever rises as a ghoul at the next midnight. [I]Create Undead[/i] spell. [B]Lacedon:[/B] ? [B]Ghast:[/B] An afflicted humanoid with 4 or more HD who dies of ghoul fever rises as a ghast at the next midnight. [I]Create Undead[/i] spell. [B]Lich:[/B] A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life. “Lich” is an acquired template that can be added to any humanoid creature provided it can create the required phylactery. The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. Each lich must make its own phylactery, which requires 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 and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence. The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor). Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency. [B]Mohrg:[/B] Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. [I]Create Undead[/I] spell. [B]Mummy:[/B] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. [I]Create Undead[/i] spell. [B]Mummy Lord: [/B]Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. [B]Nightshade:[/B] Nightshades are powerful undead composed of equal parts darkness and absolute evil. [B]Nightcrawler:[/B] ? [B]Nightwalker:[/B] ? [B]Nightwing:[/B] ? [B]Shadow:[/B] Any humanoid reduced to Strength 0 by a shadow becomes a shadow within 1d4 rounds. [I]Create Greater Undead[/i] spell. [B]Shadow Greater:[/B] ? [B]Skeleton:[/B] Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. “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]Human Warrior Skeleton:[/B] ? [B]Wolf Skeleton:[/B] ? [B]Owlbear Skeleton:[/B] ? [B]Troll Skeleton:[/B] ? [B]Chimera Skeleton:[/B] ? [B]Ettin Skeleton:[/B] ? [B]Advanced Megaraptor Skeleton:[/B] ? [B]Cloud Giant Skeleton:[/B] ? [B]Young Adult Red Dragon Skeleton:[/B] ? [B]Spectre: [/B]Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. [I]Create Greater Undead[/i] spell. [B]Vampire:[/B] “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a vampire if it had 5 or more HD. [B]Vampire Spawn:[/B] Vampire spawn are undead creatures that come into being when vampires slay mortals. A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD. [B]Wight:[/B] Any humanoid slain by a wight becomes a wight in 1d4 rounds. A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. [B]Wraith: [/B]Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. [I]Create Greater Undead[/i] spell. [B]Dread Wraith:[/B] The oldest and most malevolent wraiths. [B]Zombie:[/B] Zombies are corpses reanimated through dark and sinister magic. “Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). Creatures killed by a mohrg rise after 1d4 days as zombies. If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. [I]Animate Dead[/i] spell. [B]Kobold Zombie:[/B] ? [B]Human Commoner Zombie:[/B] ? [B]Troglodyte Zombie:[/B] ? [B]Bugbear Zombie:[/B] ? [B]Ogre Zombie:[/B] ? [B]Minotaur Zombie:[/B] ? [B]Wyvern Zombie:[/B] ? [B]Umber Hulk Zombie:[/B] ? [B]Gray Render Zombie:[/B] ? [I]Animate Dead[/I] Necromancy [Evil] Level: Clr 3, Death 3, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead 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 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.) 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. 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 true anatomy. Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells. [I]Create Undead[/I] Necromancy [Evil] Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 hour 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 create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is 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. Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells. [I]Create Greater Undead[/I] Necromancy [Evil] Level: Clr 8, Death 8, Sor/Wiz 8 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 you can create is 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 [/spoiler] 3.5 Psionics SRD: [spoiler] [b]Undead Psionic Creature:[/b] ? [B]Caller in Darkness:[/B] A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror. [B]Caller in Darkness:[/B] A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror. (Psionics Unbound) [/spoiler] 3.5 Epic SRD: [spoiler][B]Atropal:[/B] ? [B]Demilich: [/B]“Demilich” is a template that can be added to any lich. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part. The process of becoming a demilich can be undertaken only by a lich acting of its own free will. Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich. [B]Hunefer:[/B] ? [B]Lavawight:[/B] Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds. [B]Shadow of the Void:[/B] ? [B]Shape of Fire:[/B] ? [B]Winterwight: [/B]Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds. [B]Mummy 18 HD: [/B]A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (srd 3.5 epic) A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (Epic Monsters) [I]Mummy Dust[/I] epic spell (srd 3.5 epic) [B]Spectre:[/B] Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later). Mummy Dust Necromancy [Evil] Spellcraft DC: 35 Components: V, S ,M, XP Casting Time: 1 standard action Range: Touch Effect: Two 18-HD mummies Duration: Instantaneous Saving Throw: None Spell Resistance: No To Develop: 315,000 gp; 7 days; 12,600 XP. Seed: animate dead (DC 23). Factors: 1-action casting time (+20 DC). Mitigating factors: burn 400 XP (–4 DC), expensive material component (ad hoc –4 DC). When the character sprinkles the dust of ground mummies in conjunction with casting mummy dust, two Large 18-HD mummies (see below) spring up from the dust in an area adjacent to the character. The mummies follow the character’s every command according to their abilities, until they are destroyed or the character loses control of them by attempting to control more Hit Dice of undead than he or she has caster levels. Material Component: Specially prepared mummy dust (10,000 gp). XP Cost: 2,000 XP. Mummy, Advanced: CR 8; Large undead; HD 18d12+3; hp 120; Init -1; Spd 20 ft.; AC 20, touch 8, flat-footed 20; Base Atk +9; Grp +24; Atk +20 melee (1d8+16 plus mummy rot); Full Atk +20 melee (1d8+16 plus mummy rot); Space/Reach 10 ft./10 ft.; SA Despair, mummy rot; SQ Damage reduction 5/–, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort +8, Ref +7, Will +13; Str 32, Dex 8, Con --, Int 6, Wis 14, Cha 15. Skills and Feats: Hide -5, Listen +9, Move Silently +10, Spot +9; Alertness, Blind-Fight, Great Fortitude, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (slam). Despair (Su): At the sight of a mummy, the viewer must succeed at a Will save (DC 21), or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy’s despair ability for one day. Mummy Rot (Su): Supernatural disease—slam, Fortitude save (DC 21), incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind. [/spoiler] [/spoiler] WotC Books[spoiler] [URL=https://www.drivethrurpg.com/product/148765/Monster-Manual-35?affiliate_id=17596]Monster Manual:[/URL][spoiler] [B]Undead:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. [B]Allip:[/B] An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. [B]Bodak:[/B] Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil. Humanoids who die from this attack are transformed into bodaks 24 hours later. [B]Devourer:[/B] ? [B]Ghost:[/B] Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. “Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature must have a Charisma score of at least 6. [B]Ghost Human Fighter 5:[/B] ? [B]Ghoul:[/B] Ghouls are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul. An afflicted 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, not a ghoul. Ghoul Fever. [B]Lacedon:[/B] ? [B]Ghast:[/B] An afflicted 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, not a ghoul. Ghoul Fever. [B]Lich:[/B] A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life. Even the least of these creatures was a powerful person in life, so they often are draped in once-grand clothing. “Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery. The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. Each lich must make its own phylactery, which requires 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 and 4,800 XP 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. [B]Lich Human Wizard 11:[/B] ? Crying Fields. (Eberron Five Nations) [B]Lich Nonhumanoid:[/B] ? [B]Mohrg:[/B] Mohrgs are reahe animated corpses of mass murderers or similar villains who died without atoning for their crimes. [B]Mummy:[/B] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. [B]Mummy Lord:[/B] Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. [B]Nightshade:[/B] Nightshades are powerful undead composed of equal parts darkness and absolute evil. [B]Nightcrawler:[/B] ? [B]Nightwalker:[/B] ? [B]Nightwing:[/B] ? [B]Shadow:[/B] Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. [B]Greater Shadow:[/B] ? [B]Skeleton:[/B] Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. “Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. [B]Human Warrior Skeleton:[/B] ? [B]Wolf Skeleton:[/B] ? [B]Owlbear Skeleton:[/B] ? [B]Troll Skeleton:[/B] ? [B]Chimera Skeleton:[/B] ? [B]Ettin Skeleton:[/B] ? [B]Advanced Megaraptor Skeleton:[/B] ? [B]Cloud Giant Skeleton:[/B] ? [B]Young Adult Red Dragon Skeleton:[/B] ? [B]Spectre:[/B] Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. [B]Vampire:[/B] “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature. A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. [B]Vampire Human Fighter 5:[/B] ? The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. (Player's Handbook II) Crying Fields. (Eberron Five Nations) [B]Vampire Half-Elf Monk 9/Shadowdancer 4:[/B] ? The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. (Player's Handbook II) [B]Vampire Spawn:[/B] Vampire spawn are undead creatures that come into being when vampires slay mortals. A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. [B]Wight:[/B] Wights are undead creatures given a semblance of life through sheer violence and hatred. Any humanoid slain by a wight becomes a wight in 1d4 rounds. [B]Wraith:[/B] Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. [B]Dreadwraith:[/B] The oldest and most malevolent wraiths. [B]Zombie:[/B] Zombies are corpses reanimated through dark and sinister magic. “Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control. [B]Kobold Zombie:[/B] ? [B]Human Commoner Zombie:[/B] ? [B]Troglodyte Zombie:[/B] ? [B]Bugbear Zombie:[/B] ? [B]Ogre Zombie:[/B] ? [B]Minotaur Zombie:[/B] ? [B]Wyvern Zombie:[/B] ? [B]Umber Hulk Zombie:[/B] ? [B]Gray Render Zombie:[/B] ? Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted 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, not a ghoul.[/spoiler] [URL=http://www.drivethrurpg.com/product/25927/Monster-Manual-III-35?cPath=9730_9731&it=1&affiliate_id=17596]Monster Manual III:[/URL][spoiler] [B]Boneclaw:[/B] The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms. Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws. Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faerûn. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later. Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims. (Dragon 336) This rite requires the spells create undead (caster level 15+) and greater magic fang. (Dragon 336) [B]Bonedrinker:[/B] Terrible undead created in a horrid ritual reminiscent of mummy creation, bonedrinkers wander the dark places of the world, seeking new creatures to feed upon. Hobgoblin wizards originally developed the ritual to create these monstrosities, using the fallen corpses of goblin and bugbear warriors to create the first lesser bonedrinkers and bonedrinkers. The tradition of using bugbears and goblins became habit, and nearly all bonedrinkers previously lived as one of these two goblinoid races. In theory, other humanoid creatures could be converted into bonedrinkers, but this would require twisting and adapting the original ritual. The ritual that turns a bugbear corpse into a bonedrinker requires the [I]create undead[/I] spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years. Many hobgoblin warlords and their bodyguards became bonedrinkers as a result of unorthodox burial rituals. [B]Bonedrinker Lesser:[/B] Lesser bonedrinkers result from applying the necromantic bonedrinker ritual to goblins. The ritual that turns a bugbear corpse into a bonedrinker requires the [I]create undead[/I] spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). Transforming a goblin corpse into a lesser bonedrinker is a similar but less exacting process, requiring create undead cast by a caster of 12th level or higher with 7 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years. [B]Charnel Hound:[/B] Charnel hounds are a stunning achievement of some crazed necromancer or god of death. The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper. (Dragon 336) No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation. (Dragon 336) The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell). (Dragon 336) On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull. (Dragon 336) Crying Fields. (Eberron Five Nations) [B]Deathshrieker:[/B] The deathshrieker is an undead spirit that embodies the horrible cries and shrieks of the dying as they utter their last gasps of life. It roams lonely and forgotten battlefields, charnel houses, or sites of terrible plagues, filling the air with its mournful and soul-sapping screams. It relives the final moments of those who have died from slow, agonizing deaths due to violence, disease, or some other tragedy. Typically, the larger the death and despair of an area, the larger the deathshrieker, although relatively small areas that hosted truly despicable acts of violence can bring one into being as well. [B]Deathshrieker Advanced:[/B] Truly cataclysmic battles sometimes spawn deathshriekers of incredible power. [B]Drowned:[/B] The drowned lost their lives in the watery deep. The evidence of their gasping death always saturates their clothing and flesh, and fills the air around them. Many drowned came to their current circumstances when their ships went down at sea with all hands. Others, more ancient, first arose when their island homes sank beneath the waves ages ago, drowning all. Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today. (Dragon 336) [B]Dust Wight:[/B] Dust wights are hateful creatures formed by a conjunction of elemental earth and negative energy. [B]Ephemeral Swarm:[/B] Ephemeral swarms are the ghostly collections of many little creatures that suffered a common death. Just as when a spirit of a particular creature lingers on as a ghost, when many small creatures die a violent death, they may linger on as a vengeful ephemeral swarm. The undead swarm is composed of the psychic agony and anguish of the newly departed. Ephemeral swarms sometimes manifest in cities recovering from a terrible animal or vermin infestation. These undead swarms are the remnants of one or more swarms that were previously exterminated. [B]Grimweird:[/B] Grimweirds are weak, withered, paranoid former humanoids who have tapped into the energy of the Negative Energy Plane. [B]Necronaut:[/B] Necronauts are created by demons on plains of bones in the Abyss. Necronauts form near sinister planar rifts that haunt the Mournland. [B]Plague Spewer:[/B] ? they are rumored to be the undead remains of giants whom the great dragons of Argonnessen cursed with a foul plague. [B]Salt Mummy:[/B] Salt mummies are preserved corpses of ancient humanoids who were accidentally buried too close to veins of white, brittle salt. Of course, salt alone is not sufficient to suffuse a body with undead vigor; often, such a creature has taken a great sin with it to its subterranean grave, the horror of which eventually creates a linkage to the Negative Energy Plane. Clerics of the Blood of Vol sometimes seal the corpses of slain assassins, corrupt officials, and criminals in caskets packed with salt in hopes of spurring the transformation of those corpses into salt mummies. Most salt mummies, however, are found underground—the remains of evil adventurers, goblinoids, and other humanoid creatures killed in Khyber and ravaged by the salt deposits. [B]Vasuthant:[/B] ? Although their empire perished more than ten thousand years before Dale reckoning, the remains of many Aryvandaar sorcerers continue to haunt their empire’s ancient ruins as vasuthants—ambitious, power-hungry sun elves consumed by utter darkness. [B]Vasuthant Horrific:[/B] A horrific vasuthant has grown massive and terrifying after centuries of absorbing life energy. [B]Zombie:[/B] As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies. As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies.[/spoiler] [URL=http://www.drivethrurpg.com/product/51646/Monster-Manual-IV-35?cPath=9730_9731&affiliate_id=17596]Monster Manual IV:[/URL][spoiler] [B]Bloodhulk:[/B] Bloodhulks are corpses reanimated through an infusion of the blood of innocent victims in a dark and horrible ritual. Their bloated bodies are filled with viscous gore and unholy fluids, providing them with the endurance to absorb an amazing amount of punishment before falling. A bloodhulk is created through a foul ritual that saturates a creature’s flesh with the blood of sacrificed victims. Creating a bloodhulk requires a ritual of bloody sacrifice culminating in a spell of animation. Most living corporeal beings can be made into these horrors. The animate dead spell normally allows the creation of only skeletons and zombies. It can also create bloodhulks, though the process is more difficult. • You can create bloodhulk warriors, giants, or crushers based solely on the size of the corpse you wish to animate: A Medium corpse is required for a bloodhulk fighter, Large for a giant, and Huge for a crusher. Smaller and larger corpses cannot be made into bloodhulks. The creation of a bloodhulk changes the original corpse too much for it to retain most of its original features. • In addition to the usual material components, you must supply blood from three recently slain creatures the same size as the potential bloodhulk. • Bloodhulks are considered to have double their Hit Dice for the purpose of creating and controlling them. Thus, the number of bloodhulks you can create is equal to your Hit Dice (instead of twice your Hit Dice) if you are not in a desecrated area. You can control no more than 2 HD worth of bloodhulks per caster level; if you are attempting to control different sorts of undead creatures, the bloodhulks are considered to have twice as many Hit Dice as are shown in their entries for the purpose of determining the total number of undead you can control. [B]Defacer:[/B] A defacer arises when a spellcaster creates an undead being from the corpse of a doppelganger or other creature that assumes others’ visages. A spellcaster of 14th or higher level can create a defacer by casting create undead on the corpse of a creature that mimics other creatures, such as a doppelganger. Changelings turned into undead sometimes spontaneously rise as defacers instead of what their creators intended. When Dolurrh is coterminous, dead changelings become defacers under circumstances when they might otherwise become ghosts. [B]Necrosis Carnex:[/B] A necrosis carnex is created from several corpses bound together with cold iron bands. They have a simple and stark existence, stemming entirely from their origin as purposefully created undead. A spellcaster of 11th level or higher can create a necrosis carnex with an animate dead spell. To do so requires three corpses from Medium creatures and cold-hammered iron bands worth 200 gp. None of this material is consumed in the casting and but instead becomes the undead amalgam of the carnex. When used to create a necrosis carnex, the animate dead spell has a casting time of 10 minutes. [B]Plague Walker:[/B] A plague walker is an undead weapon created by evil mages and clerics. As undead creatures crafted for use in war, plague walkers have no place in the natural environment. Tales claim that they arise as the result of a rare contagion, but in truth any diseased corpse serves to produce these monstrosities. Creating a plague walker is a relatively simple process, though its cost prevents most spellcasters from producing the creatures in great numbers outside of wartime. Any arcane or divine caster of 6th level or higher who can cast necromancy spells can craft a plague walker. Doing so involves performing a horrific ritual that requires 800 gp worth of unholy water, the corpses of four Medium creatures that died of disease, and two days of prayer. (Two Small corpses are equivalent to one Medium corpse, and one Large body counts as two Medium corpses.) At the end of the ritual, the remains meld into a single plague walker, which obeys its creator’s commands to the best of its ability. [B]Web Mummy:[/B] “Web mummy” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid. When ready to reproduce, a tomb spider finds a suitable corpse (or kills such a creature), implants its eggs, and wraps the corpse in webbing. The host corpse animates as a web mummy and protects its creator. Web mummies are undead creatures animated by a spider with a connection to negative energy. A tomb spider lays its eggs in a humanoid, monstrous humanoid, or giant’s body, animating the corpse as a web mummy. [B]Vitreous Drinker:[/B] The creatures were reputedly created by Vecna for some nefarious purpose.[/spoiler] [URL=http://www.drivethrurpg.com/product/54391/Monster-Manual-V-35?cPath=9730_9731&affiliate_id=17596]Monster Manual V:[/URL][spoiler] [B]Blackwing:[/B] The orcs caught and brutalized eagles for sport until their depraved mystics discovered the necessary ritual to create powerful undead servitors—the first blackwings. The necromantic ritual used to create blackwings requires the intact body of a giant eagle. Blackwings are created from the corpses of giant eagles. The corpse must be buried within the area of an unhallow spell for at least six months. Then, a spellcaster of 18th level or higher must cast create undead on the remains. [B]Deadborn Vulture Zombie:[/B] When a deadborn vulture is reduced to 0 hit points, it immediately dies and becomes a deadborn vulture zombie that retains the vulture’s disease ability. A deadborn vulture reanimates as a zombie after it dies. [B]God-Blooded Orcus-Blooded:[/B] Orcus-blooded” is an acquired template that can be added to any evil undead creature. The sacrifice of good-aligned creatures totaling 20 or more Hit Dice causes an aspect of Orcus to appear and bathe the petitioner with black, tarry blood poured from a golden chalice. The undead creature covered in this blood then grows goatlike horns and gains the Orcus-blooded template. [B]Haunt:[/B] Haunts are spirits that left unfi nished business in life and have returned to seek recompense. [B]Bridge Haunt:[/B] A bridge haunt is a ghostly undead that lingers near the bridge where it came into being after the death of the living creature it once was. This is a bridge haunt, the incorporeal spirit of someone who died at this bridge. [B]Forest Haunt:[/B] Forest haunts are the spirits of fey-touched trees that seek vengeance on intruders within their forest domain. When a dryad is killed, she can curse those who slew her with her dying breath. This curse fuels the spirit of the oak to which she is tied, causing it to stalk the forest until her killers are slain, and sometimes beyond. This is a forest haunt, the spirit of a tree touched by the fey. When a dryad is destroyed and speaks a curse with her dying breath, a forest haunt is born. [B]Taunting Haunt:[/B] A taunting haunt is the twisted, jealous spirit of a deceased bard, jester, or other performer. This is a taunting haunt, the bitter spirit of a troubadour, jester, or bard. [B]Phantom:[/B] “Phantom” is an acquired template that can be applied to any corporeal creature [B]Phantom Ghast Ninja:[/B] By using a secret ritual, Kugan’s master granted him the phantom template for his years of honorable and successful service. [B]Sanguineous Drinker:[/B] Occasionally, small packs of three to nine individuals form in areas of intense death and suffering. Necromancers and cunning undead spellcasters create sanguineous drinkers. Necromancers create them from corpses boiled in blood. Particularly evil and bloodthirsty creatures might spontaneously rise as sanguineous drinkers if they die in an environment soiled with blood and corrupted by negative energy. A spellcaster of 15th level or higher can use the create undead spell to animate a sanguineous drinker. [B]Skull Lord:[/B] Dark rumors speak of the skull lords, powerful undead beings created by the magic unleashed at the death of the mighty necromancer Vrakmul. The twelve skull lords arose from the ashes of the Black Tower of Vrakmul. Whether they were created intentionally by that mad necromancer or came forth spontaneously from the foul energies of his fallen sanctum, none can say. Alternatively, skull lords might simply be a powerful new form of undead with no specific background or number. Skull lords might be the result of failed attempts at achieving lichdom, the undead remains of a race of three-headed beings, or a single creature formed from the magical amalgamation of three corpses. The Battle of Bones is a popular destination for Faerûn’s necromancers, and it is rumored that the first skull lords were spawned in that cursed place. [B]Bonespur:[/B] Bonespurs are animalistic monstrosities created only for fighting and killing. A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. A spellcaster of 8th level or higher can create a bonespur using the create undead spell. Creating a bonespur requires skeletal remains equivalent to six Medium creatures. [B]Serpentir:[/B] Serpentirs are dreadful snakelike undead formed from several skeletons. A spellcaster of 10th level or higher can create a serpentir using the create undead spell. Creating a serpentir requires skeletal remains equivalent to six Medium creatures. A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. [B]Spectral Rider:[/B] Each spectral rider is born of particular circumstances. Blackguards and evil knights are the individuals who most commonly become spectral riders after death. However, even the holiest of paladins can be polluted by foul necromantic magic and twisted into these dark warriors. The rituals that create a spectral rider involve unspeakable desecrations of the corpse. In the case of paladins or holy knights, deception is used to lure the spirit back to its body, binding a pure soul to tainted dead flesh. A spellcaster of 12th level or higher can create a spectral rider using a create greater undead spell. The PC must fi nd a suitable subject corpse—a mounted warrior of at least 6th level at the time of his or her death. Once per month, a skull lord can engage in a 12-hour ritual under the dark moon to create a spectral rider from the remains of a mounted warrior. [B]Skeleton:[/B] A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. [B]Vampire:[/B] Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath. He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day. [B]Vampire Spawn:[/B] By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn. [B]Zombie:[/B] Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage. Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch.[/spoiler] [URL=http://www.drivethrurpg.com/product/51645/Libris-Mortis-The-Book-of-Undead-35?cPath=9730_9731&affiliate_id=17596]Libris Mortis:[/URL][spoiler] [B]Angel of Decay:[/B] ? [B]Atropal Scion:[/B] Atropal scions are clots of divine flesh given form and animation by bleak-hearted gods of death. When a stillborn godling rises spontaneously as an undead, a great abomination is born. If that abomination is defeated, but any fragment or cast-off bit of flesh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature. [B]Blaspheme:[/B] Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians. Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifi ces to evil powers. [B]Bleakborn:[/B] Sometimes a newly created bleakborn spawn becomes a bleakborn instead of a mere zombie, though the wiles of the dark gods determine such instances. [B]Blood Amniote:[/B] If a blood amniote deals as many points of Constitution damage during its existence as its full normal hit point total, it self spawns, splitting into two identical blood amniotes, each with a number of hit points equal to the original blood amniote’s full normal total. [B]Bloodmote Cloud:[/B] ? [B]Bone Rat Swarm:[/B] ? [B]Boneyard:[/B] ? [B]Brain in a Jar:[/B] The ritual of extraction, the spells of formulation, and the alchemical recipes of preservation are closely guarded secrets held by only a few master necromancers. [B]Cinderspawn:[/B] Cinderspawn are burnt-out undead remnants of creatures of elemental fire. [B]Corpse Rat Swarm:[/B] ? [B]Crypt Chanter:[/B] Any humanoid slain by a crypt chanter through its draining melody becomes a crypt chanter 1d4 rounds later. [B]Deathlock:[/B] Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave. [B]Dessicator:[/B] Desiccators are the dried-out undead remnants of creatures of elemental water. [B]Dream Vestige:[/B] The original dream vestige was born from the nightmares of an entire city, as all of its citizens died in cursed sleep (a curse that some attribute to Orcus). Since then, that creature has spawned itself many times over. When a dream vestige gains a number of temporary hit points equal to its full normal hit point total, it self spawns, splitting into two identical dream vestiges, each with a number of hit points equal to the original dream vestige’s full normal total. [B]Entomber:[/B] Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants. [B]Entropic Reaper:[/B] Entropic reapers are undead that arise in Limbo. [B]Evolved Undead:[/B] An evolved undead is an undead whose body is flushed with more negative energy than normal due to an exceptionally long lifetime. When an intelligent undead creature survives for 100 years or more (or when the DM decides to create an undead monster with a twist), there is a 1% chance that its connection to the Negative Energy Plane grows more mature. When this “evolution” occurs, the undead gains this template. Each additional 100 years of existence affords an additional 1% chance of a more mature connection, plus an additional 1% chance for each previous evolution. “Evolved undead” is an acquired template that can be added to any undead with an Intelligence score. [B]Forsaken Skin:[/B] Creatures killed by a forsaken shell slough their skins after 1d4 rounds. These sloughed skins are new forsaken shells under the spawner’s control. [B]Ghost Brute:[/B] Ghost brutes are the spectral remnants of animals, magical beasts, and sentient plants—creatures without the minimum Charisma needed to become normal ghosts. A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid’s animal companion. However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction. “Ghost brute” is an acquired template that can be added to any animal, magical beast, or plant with a Charisma score below 8. Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. (Eberron The Forge of War) [B]Gravetouched Ghoul:[/B] Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a gravetouched ghoul. In rare occasions the creation of a ghoul briefly draws the attention of Doresain, King of the Ghouls. When this happens, the newly formed ghoul does not possess the standard Monster Manual statistics for a ghoul, but instead the base creature gains the gravetouched ghoul template. “Gravetouched ghoul” is an acquired template that can be added to any corporeal aberration, fey, giant, humanoid, or monstrous humanoid with Intelligence and Charisma scores of 3 or higher. [B]Hulking Corpse:[/B] ? [B]Mummified Creature:[/B] Mummies are undead creatures, embalmed using ancient necromantic lore. “Mummified creature” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid. The process of becoming a mummy is usually involuntary, but expressing the wish to become a mummy to the proper priests (and paying the proper fees) can convince them to bring you back to life as a mummy—especially if some of your friends make sure the priests do what you paid them to do. [B]Murk:[/B] A murk that bestows a negative level on a 1 HD creature kills the creature, which becomes a murk under the control of its killer within 1d4 rounds. [B]Necromental:[/B] A necromental is the undead remnant of an elemental creature. “Necromental” is an acquired template that can be added to any elemental. [B]Necropolitan:[/B] Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration. “Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid. Any living humanoid or monstrous humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea. The Ritual: The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner’s fingers and up the arms is not what finally ends the petitioner’s mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death’s chill enter their bodies, many have second thoughts, but it is far too late to go back—the cursed nails and chanting of the ritual ensures that the Crucimigration is completed. The ceremony that lasts for 24 hours—the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner’s last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate. [B]Plague Blight:[/B] Plague blights are animated corpses of humanoids who died from plague or rot. [B]Quell:[/B] ? [B]Raiment:[/B] A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim. [B]Revived Fossil:[/B] Revived fossils are the remains of animals or monsters that were preserved in a petrified state. Fossils are found encased in stone or other geological deposits, but revived fossils are the freed and animated remains of the dead. Revived fossils cannot be created with the animate dead spell, but instead are created through special necromantic rituals that vary depending on the fossil to be revived. “Revived fossil” is an acquired template that can be added to any corporeal creature. [B]Skin Kite:[/B] When a skin kite has absorbed 4 points of Charisma (through its steal skin ability), it attempts to retreat to a safe place where it can take a full-round action to spawn a new skin kite with the stolen skin. [B]Skirr:[/B] ? [B]Skulking Cyst:[/B] A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host (see the necrotic cyst spell). [I]Necrotic Cyst[/I] spell. [B]Slaughter Wight:[/B] Slaughter wights are undead that have been specially touched by dark gods, endowing them with a vicious hatred of life that goes beyond that of simple walking dead. Sometimes a newly created slaughter wight spawn becomes a slaughter wight instead of a mere wight, though the wiles of the dark gods determine such instances. [B]Slaymate:[/B] Slaymates are undead creatures given a semblance of life when a guardian’s betrayal, either outright or through negligence, leads to death. [B]Spectral Lyricist:[/B] In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them. [B]Swarm-Shifter:[/B] “Swarm-shifter” is an acquired template that can be added to any corporeal undead with an Intelligence score. [B]Tomb Motes:[/B] Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials. [B]Umbral Creature:[/B] “Umbral creature” is an acquired template that can be added to any aberration, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8. [B]Visage:[/B] The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders. Any evil outsider slain by a visage becomes a visage 24 hours after death. [B]Voidwraith:[/B] ? [B]Wheep:[/B] ? [B]Ghoul:[/B] Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. [B]Ghost:[/B] Most humanoids who engage in such activities and return from the grave are mere ghouls. Ghosts are similar to - though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Libris Mortis) “Ghost” is an acquired template that can be applied to any living creature. (Libris Mortis) [B]Shadow:[/B] Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds. [B]Wight:[/B] Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds. [B]Zombie:[/B] Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds.[/spoiler] [URL=http://www.drivethrurpg.com/product/3724/Heroes-of-Horror-35?affiliate_id=17596]Heroes of Horror:[/URL][spoiler] [B]Jonah Parsons Human Ghost Expert 4:[/B] Less than a year ago, Jonah and Annalee Parsons were a happy couple in a happy community. They had just found out that they were expecting a child. While Jonah, a researcher and scribe by profession, was working overtime to provide for all that they would soon need, Annalee was busily converting their unused barn into a study for her husband, now that his former study was going to become the new baby’s room. Not long into the pregnancy, however, Jonah began to notice a change in his wife. She wasn’t doing anything different or unusual, but she just didn’t seem like the same person. The one person in whom he could confide his concerns blamed them on the combination of the changes of pregnancy and the anxiety felt by every expectant father. But Jonah was not convinced, and he began to investigate his wife’s condition. Within three months, Jonah was dead—stabbed to death by town guards in his own study; records indicate that he was “slain while attempting to resist a lawful arrest.” What actually happened is that Jonah began to suspect that something had infected his wife’s mind, soul, or both. But before he could discover what was really going on, and perhaps find a way to bring back the Annalee he once knew, the thing inside her sensed his suspicion and contrived a way to silence him. The unholy scion made its mother, now some five months pregnant, scratch and beat herself before running in terror to the local constable. She claimed her husband had gone mad and locked himself into his study after nearly killing her. When the soldiers arrived, they took Jonah by surprise and, in the confusion, mortally wounded him. The story picks up some five months after the death of Jonah Parsons. His daughter, Eve, was born recently, and with her birth came the return of her father as a ghost. What Jonah had begun to uncover is that inside his barn dwelled a dark entity that began to take over the unborn child growing inside his wife as she worked to convert the site into a study for him. Unknown to anyone, the site had once been the location of a shrine dedicated to Cas, the demigod of spite, and that lingering taint was an open invitation to demonic forces to take up residence in Cas’s absence. Cas, rarely one to forgive a slight of any kind, offered Jonah’s restless soul a glimpse of what the Lord of Spite would see as hope. Jonah arose as a ghost, filled with the knowledge that the source of his wife’s madness and his own death was the child she had borne in her womb. [B]Haunting Presence:[/B] Sometimes when undead are created they come into being without a physical form and are merely presences of malign evil. Haunting presences usually occur as the result of atrocious crimes. Tied to particular locations or objects, these beings might reveal their unquiet natures only indirectly, at least at first. As a haunting presence, an undead is impossible to affect or even sense directly. A haunting presence is more fleeting than undead who appear as incorporeal ghosts or wraiths, or even those undead enterprising enough to range the Ethereal Plane. Each haunting presence is tied to an object or location and can only be dispelled by exorcism or the destruction of the object or location. Despite having no physicality, each haunting presence still possesses the identity of a specific kind of undead. For instance, one haunting presence might be similar to a vampire, while another is more like a wraith. [B]Bane Wraith:[/B] They result when someone dies a violent and gruesome death, accompanied by the deaths of his family, friends, and everything he loved and worked for. Bane wraiths develop most frequently, but not exclusively, in or near tainted regions. [B]Bloodrot:[/B] While sages originally believed that bloodrots were slain oozes animated by necromantic spells, they have now come to understand that the bloodrot is not a true ooze at all, despite its oozelike form. Rather, a bloodrot is formed from the remaining fluids of a creature dissolved in acid or otherwise liquefied. [B]Tainted Minion:[/B] A tainted minion is a mortal who has been transformed into a horrific undead servant of evil. “Tainted minion” is an acquired template that can be added to any humanoid or monstrous humanoid creature with at least mild levels of both corruption and depravity (referred to hereafter as the base creature). It is most often applied to a creature that dies because its corruption score exceeds the maximum for severe corruption for a creature with its Constitution score. [B]Tainted Minion Human Fighter 5:[/B] ? [B]Undead:[/B] Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. [I]Oath of Blood[/I] spell. [B]Lich:[/B] When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. A dread necromancer who is not humanoid does not gain this class feature. [B]Mummy:[/B] Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place. For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit. [B]Skeleton:[/B] [I]Plague of Undead[/I] spell. [B]Vampire:[/B] Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven. [B]Wraith:[/B] Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds. [B]Zombie:[/B] Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. [I]Plague of Undead[/I] spell. [B]Corpse Gatherer:[/B] Mass graves and charnel pits sometimes give rise to large undead formed from multiple corpses, such as corpse gatherers. OATH OF BLOOD Necromancy Level: Cleric 5, sorcerer/wizard 5 Components: V, S, M, DF Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: See below Saving Throw: None Spell Resistance: Yes Oath of blood functions only when cast on a creature that has recently been subject to a geas or similar spell. It extends the reach of the geas beyond death. If the individual subject to the geas dies before completing the task, oath of blood animates him as an undead creature in order that he might continue his quest. The nature of the undead creature is determined by the caster level of this spell, as per create undead. Once the task is complete or the original geas (or similar spell) expires, the magic animating the subject ends and he returns to death. Material Component: Grave dirt mixed with powdered onyx worth at least 40 gp per HD of the target. PLAGUE OF UNDEAD Necromancy [Evil] Level: Cleric 9, dread necromancer 9, sorcerer/wizard 9 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more corpses within range Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell unleashes great necromantic power, raising a host of undead creatures. Plague of undead turns the bones or bodies of dead creatures within the spell’s range into undead skeletons or zombies with maximum hit points for their Hit Dice. The undead remain animated until destroyed. (A destroyed zombie or skeleton can’t be animated again.) Regardless of the specific numbers or kinds of undead created with this spell, a single casting of plague of undead can’t create more HD of undead than four times your caster level. The undead you create remain under your control indefinitely and follow your spoken commands. However, no matter how many times you use this spell or animate dead, you can only control 4 HD worth of undead creatures per caster level; creatures you animate with either spell count against this limit. If you exceed this number, newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Anytime this limit causes you to release some of the undead you control through this spell or animate dead, you choose which undead are released. The bones and bodies required for this spell follow the same restrictions as animate dead. All the material to be animated by this spell must be within range when the spell is cast. Material Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp.[/spoiler] [URL=https://www.drivethrurpg.com/product/25928/Book-of-Exalted-Deeds-35?affiliate_id=17596]Book of Exalted Deeds (3.5)[/URL][spoiler] [B]Deathless:[/B] Deathless is a new creature type, describing creatures that have died but returned to a kind of spiritual life. They are similar in many ways to both living creatures and undead. However, while undead represent a mockery of life and a violation of the natural order of life and death, the deathless merely stave off the inevitability of death for a short time in order to accomplish a righteous purpose. While undead draw their power from the Negative Energy plane, the deathless are strongly tied to the Positive Energy plane, the birthplace of all souls. In fact, the deathless are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state. [B]Crypt Warden:[/B] Unlike animated undead that stand eternal guard over their haunts, crypt wardens lie inanimate until their tombs are disturbed. When intruders enter, the crypt warden’s spirit returns from its enjoyment of the Seven Mounting Heavens of Celestia, animating its corpse in deathless form to protect the holy ground it guards. When the threat is over, its soul returns to its rest. [B]Sacred Watcher, Sacred Guardian:[/B] When a character of great virtue dies while another person is in her care, she sometimes clings to a form of life as a sacred watcher. Not undead but deathless, a sacred watcher is very similar to a ghost. Rather than haunting the place of her death or otherwise harassing the living, however, a sacred guardian continues to watch over her ward until someone else can assume that responsibility. “Sacred watcher” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant of good alignment. [B]Sacred Watcher Human Fighter 5:[/B] ? [B]Risen Martyr:[/B] Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead. By contrast, a risen martyr is an exalted character who continues in his earthly existence after his martyrdom, rather than entering the ranks of the petitioners on the celestial planes, in order to finish some unfulfilled task. Within a short time of his martyrdom (usually 1d4+1 days), a risen martyr returns in a spiritual body to complete the holy task that led to his martyrdom. In general, a character who is actively involved in an adventure that involves an exalted goal, and who is martyred for the sake of that purpose, has a sufficient holy purpose to return as a risen martyr. Appropriate holy purposes for a risen martyr might include aiding in the downfall of an evil tyrant or villain, locating a relic or holy artifact in order to stave off a great evil, or defending a city from a plague of ghosts. The goal need not be extremely short-term, and might even be the focus of a whole campaign. However, a risen martyr’s time on the Material Plane is limited. Risen martyrs are very rare, and they actually appear as player characters more often than as NPCs, simply because player characters are generally the ones who pursue the most important and holy quests that can lead to a risen martyr’s existence. To qualify to become a risen martyr, a character must fulfill all the following criteria. Alignment: Any good. Base Save Bonuses: Fort +2, Ref +2, Will +2. Skills: Any one skill 9 ranks, Speak Language (Celestial). Feats: Nimbus of Light, any one other exalted feat. Special: The character must have suffered martyrdom and must not have been returned to life. As a special feature of this prestige class, the character rises with the abilities of a 0-level risen martyr added to the character’s previous abilities. When the character earns enough experience points to advance another level, he must become a 1st-level risen martyr. [B]Deathless Guardian:[/B] Death from Constitution drain from the Cup of Al'Akbar major artifact. Death from Constitution drain from the Talisman of Al'Akbar major artifact. [B]Deathless, Creature That Has Died But Returned to a Kind of Spiritual Life:[/B] ? [B]Crypt Warden, Protector of the Resting Place of a Saint:[/B] ? [B]Crypt Warden, Protector of the Resting Place of a Hero:[/B] ? [B]Undead, Undead Creature:[/B] Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead. [B]Undead Possessor:[/B] ? [B]Evil Undead:[/B] ? [B]Animated Undead:[/B] ? [B]Ghost:[/B] Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead. [B]Ghost Capable of Possession:[/B] ? [B]Ghost Human Fighter 5:[/B] ? [B]Revenant:[/B] Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead. [B]Skeleton, Mindless Skeleton:[/B] ? [B]Vampire, Vamiric Nemesis:[/B] ? [B]Vampire, Creature That is Harmed by Sunlight:[/B] ? [B]Zombie:[/B] ? Cup and Talisman of Al’Akbar: This pair of holy artifacts first appeared in the desert city of Khaibar shortly after a great devastation. Sultan Amhara of Khaibar sent agents to retrieve the cup and talisman after they were stolen from a local temple by bandits. Fearing a great invasion, the sultan concealed the artifacts in two different areas of his palace, but they were found and stolen yet again. Their current whereabouts are unknown. The Cup of Al’Akbar: This chalice is made of hammered gold, chased with silver filigree and set with twelve great gems (apparent value 75,000 gp). It does not radiate magic, although it glows with a warm golden light. Seven times per day, the cup can turn ordinary water into a potion of cure light wounds (1d8+1). The potion must be imbibed directly from the cup; it reverts to ordinary water if poured into another vessel. The holder of the cup can also use a bless spell once per day (cast at 20th level). A non-good keeper of the cup takes 1 point of permanent Constitution drain each day the cup remains in his custody. This drain cannot be restored by any means except a wish or miracle spell. If the keeper’s Constitution drops to 0, he dies and turns into a deathless guardian (see the deathless creature type in Chapter 8: Monsters) bound to the cup. This ability score drain is cumulative with the drain from the Talisman of Al’Akbar (see below). The Talisman of Al’Akbar: The talisman is made of hammered platinum in the shape of an eight-pointed star, chased with gold inlays, and with a small gem tipping each point. The star depends from a chain of gold set with silver beading (apparent value 25,000 gp). Like the cup, the talisman does not radiate magic. However, the wearer can use the following spells: At will—remove disease; 1/day—remove curse. A non-good keeper of the talisman takes 1 point of permanent Constitution drain each day the cup remains in his custody. This drain cannot be restored by any means except a wish or miracle spell. If the keeper’s Constitution drops to 0, he dies and turns into a deathless guardian (see the deathless creature type in Chapter 8: Monsters) bound to the cup. This ability score drain is cumulative with the drain from the Cup of Al’Akbar (see above). Resonating Effect (Cup and Talisman): A creature wearing the talisman and holding the cup can cast resurrection three times per week. Casting the spell requires a 10-minute ritual during which a vial of holy water must be poured into the cup and poured over the remains of the creature to be resurrected. The spell works only on non-evil creatures and ignores the usual material component cost.[/spoiler] [URL=https://www.drivethrurpg.com/product/51630/Complete-Adventurer-35?affiliate_id=17596]Complete Adventurer[/URL][spoiler] [b]Vampire, Malkan Ry-Ul:[/b] ? [b]Undead:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/3733/Complete-Arcane-35?affiliate_id=17596]Complete Arcane[/URL][spoiler] [b]Spellstitched:[/b] Spellstitched creatures are undead that have been powerfully enhanced and fortified by arcane means. Spellstitched creatures can be created only by a wizard or sorcerer with the Craft Wondrous Item feat and of sufficient level to cast the spells to be imbued within the undead’s body. The creation process takes a number of days equal to the Wisdom score of the undead creature being spellstitched (so a minimum of 10 days) and requires the expenditure of 1,000 gp for carving or tattooing materials in addition to 500 XP x the undead creature’s Wisdom score. Undead with arcane spellcasting abilities can spellstitch themselves. “Spellstitched” is an acquired template that can be added to any corporeal undead with a Wisdom score of 10 or higher (referred to hereafter as the base creature). [b]Spellstitched Ghast:[/b] ? [b]Spellstitched Skeleton:[/b] ? [b]Vecna, The Whispered One, The Maimed Lord:[/b] ? [b]Skeleton:[/b] The Dead Walk warlock lesser invocation. [b]Zombie:[/b] The Dead Walk warlock lesser invocation. [b]Bodak:[/b] ? [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Devourer:[/b] ? [b]Lich:[/b] ? [b]Nightshade:[/b] ? [b]Undead:[/b] ? [b]Vampire:[/b] ? [b]Ghost:[/b] ? THE DEAD WALK Lesser; 4th You can turn the bones or bodies of dead creatures into undead skeletons or zombies (as the animate dead spell). Unless you include the normal material component for the spell (an onyx gem worth 25 gp per Hit Die of the undead) as part of the process, undead created by this ability crumble into dust after 1 minute per caster level.[/spoiler] [URL=https://www.drivethrurpg.com/product/28308/Complete-Divine-35?affiliate_id=17596]Complete Divine[/URL][spoiler] [b]Skeleton Animal:[/b] Blighter's Undead Wild Shape power. Blighter's Animate Dead Animal power. [b]Skeleton Animal Large:[/b] Blighter's Undead Wild Shape power 5th level. [b]Skeleton Animal Huge:[/b] Blighter's Undead Wild Shape power 9th level. [b]Zombie Animal:[/b] Blighter's Animate Dead Animal power. [b]Lich Wizard 15, Herald of Vecna:[/b] ? [b]Nightwalker, Herald of Nerull:[/b] ? [b]Vampiric Drow Cleric:[/b] ? [b]Vecna, God of Secrets, Maimed One:[/b] ? [b]Kas:[/b] ? [b]Undead:[/b] Nerull’s followers desecrate ancient tombs looking for lost lore, establish cults to provide willing food for vampires, and raise undead armies to terrify the world of the living. The souls of characters who die in specific ways sometimes become undead. Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. [b]Allip:[/b] Those driven to suicide by madness become allips. Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown. [b]Devourer:[/b] [i]Create Greater Undead[/i] spell. [b]Ghost:[/b] Some souls gather incorporeal ectoplasm around themselves and become ghosts. This process often takes days or months. No one knows why some souls pass on to the Outer Planes and others are “stuck” where they die, but a typical ghost has an instinctive sense of why it specifically exists as a ghost rather than passing on. Usually there’s an unresolved situation that prevents the soul from resting in peace, such as a lover who hasn’t returned from a far-off war or a killer who hasn’t been brought to justice. Not every suicide victim becomes an allip, and not everyone destroyed by absolute evil becomes a bodak; as with ghosts, the exact nature of the transformation is unknown. Reading from the Scroll of Uncertain Provenance relic. [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Lich:[/b] liches are characters who’ve voluntarily transformed themselves into undead, trapping their souls in skeletal bodies. [b]Lich Wizard 11:[/b] ? [b]Mummy:[/b] The cleric can use create undead to turn these corpses into mummies. [i]Create Greater Undead[/i] spell from pestilence domain. [b]Nightshade:[/b] ? [b]Shadow:[/b] [i]Create Greater Undead[/i] spell. [b]Skeleton:[/b] Zone of Animation feat. [b]Spectre:[/b] [i]Create Greater Undead[/i] spell. [b]Vampire:[/b] Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. [b]Vampire Monk 9/Shadowdancer 4:[/b] ? [b]Wight:[/b] Some undead such as vampires and wights create spawn out of a character they kill, trapping the soul of the deceased in a body animated by negative energy and controlled by a malign intelligence. [b]Wraith:[/b] [i]Create Greater Undead[/i] spell. [b]Dread Wraith:[/b] ? [b]Zombie:[/b] Zone of Animation feat. Zone of Animation [Divine] [Epic] You can channel negative energy to animate undead. Prerequisite: Cha 25, Undead Mastery, ability to rebuke or command undead. Benefit: You can use a rebuke or command undead attempt to animate corpses within range of your rebuke or command attempt. You animate a total number of HD of undead equal to the number of undead that would be commanded by your result (though you can’t animate more undead than there are available corpses within range). You can’t animate more undead with any single attempt than the maximum number you can command (including any undead already under your command). These undead are automatically under your command, though your normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons. Undead Wild Shape (Sp): At 3rd level, the blighter gains a version of the wild shape ability. Undead wild shape functions like the druid’s wild shape ability, except that the blighter adds the skeleton template to the animal form he chooses to transform into. The blighter’s animal form is altered as follows: — Type changes to undead. — Natural armor bonus is +0 (Tiny animal), +1 (Small), +2 (Medium or Large), or +3 (Huge). — +2 Dexterity, no Constitution score. — Immunity to cold. — Damage reduction 5/bludgeoning. The blighter gains one extra use per day of this ability at every even blighter level after 3rd. In addition, she gains the ability to take the shape of a Large skeletal animal at 5th level and a Huge skeletal animal at 9th level. Animate Dead Animal (Sp): This ability, gained at 6th level, functions like an animate dead spell, except that it affects only corpses of animal creatures and requires no material component. It is usable once per day. Scrolls of Uncertain Provenance: These bundles of rough parchment have long been associated with Wee Jas, although even her lorekeepers don’t know where the first ones came from. Their name is something of a misnomer: The scrolls of uncertain provenance are not spells stored in written form. Instead, they are a collection of death-obsessed writings in an unknown hand. Those who can command the lore with a set of scrolls of uncertain provenance, it is said, have power over life and death itself. But there are several barriers to understanding the lore of the scrolls. To begin with, they’re written in nearly every language, ancient and modern, and they sometimes switch languages within the same sentence. One hour of reading allows a DC 20 Knowledge (religion) check to learn anything useful from the scrolls, with a +2 bonus for every language the reader speaks. Multiple readers can assist one another in translation, lending the languages they know automatically, but they share in the risk as well (detailed below). Read magic and comprehend languages spells don’t help a reader understand the scrolls, so cryptic are their wisdom. A reader—or at least one reader if a group is translating together—must worship Wee Jas to get anything at all from the scrolls. The second barrier to reading scrolls of uncertain provenance is that the reader often draws near to the border between life and death himself. Whenever someone spends an hour reading scrolls of uncertain provenance, they must roll on the following table whether or not they learn anything useful. d% Effect 01–10 DC 20 Will save or go insane (as the insanity spell). 11–30 DC 20 Will save or the scrolls bestow greater curse upon you. 31–60 DC 20 Will save to receive a geas/quest to perform for Wee Jas. 61–90 Take 1d6 negative levels as energy drain (DC 20 Fort save negates after 24 hours) 91–100 DC 20 Fortitude save or become a ghost for a year and a day. While the risks of reading scrolls of uncertain provenance are great, so too are the rewards. A character who successfully reads from the scrolls for the listed time can choose from the following benefits. Time Benefit 1 hour Renewal pact for yourself 2 hours Renewal pact for another 3 hours Death pact for yourself 4 hours Death pact for another 6 hours True resurrection (and the scrolls disappear) To use this relic, at least one reader must worship Wee Jas and either sacrifice an 8th-level divine spell slot or have the True Believer feat and at least 15 HD. Strong necromancy; CL 15th; Sanctify Relic, Craft Wondrous Item, death pact, renewal pact, true resurrection, creator must worship Wee Jas; Price 118,000 gp; Weight 10 lb.[/spoiler] [URL=https://www.drivethrurpg.com/product/51631/Complete-Mage-35?affiliate_id=17596]Complete Mage:[/URL][spoiler] [B]Zombie:[/B] [I]Seed of Undeath[/I] spell. [I]Greater Seed of Undeath[/I] spell. SEED OF UNDEATH Necromancy Level: Cleric 4, sorcerer/wizard 4 Components: V, S, M Casting Time: 1 full round Range: Touch Target: Living humanoid or animal touched Duration: 1 day/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes The subject’s face briefly takes on a gaunt, pale look and a death’s-head rictus before returning to normal. You plant a kernel of negative energy in a subject, which is held in check by the positive energy inherent to the subject’s own life force. Seed of undeath does not in and of itself, harm the subject. Should the subject die before the spell expires, however, it rises as a zombie 1 round later (as per the animate dead spell), as long as a sufficient corpse remains. Any undead created in this manner are automatically under your control. At any given time, you can have a number of HD worth of undead animated through seed of undeath equal to your own HD, and they count against the maximum number of HD worth of undead you can control at any time (as described under animate dead). Material Component: A black onyx gem worth 25 gp per HD of the subject. SEED OF UNDEATH, GREATER Necromancy Level: Cleric 7, sorcerer/wizard 7 Components: V, S, M Range: Close (25 ft. + 5 ft./2 levels) Area: 40-ft.-radius emanation Every creature in the area briefly takes on a corpselike appearance, then returns to normal. This spell functions like seed of undeath, except it applies to any humanoid or animal that dies in the area while the spell is in effect. Corpses of creatures that died before you cast the spell, or that died outside the area and were then carried within, are unaffected. Material Component: A black onyx worth at least 5,000 gp.[/spoiler] [URL=https://www.drivethrurpg.com/product/1750/Complete-Warrior-35?affiliate_id=17596]Complete Warrior[/URL][spoiler] [b]Undead:[/b] ? [b]Ghost:[/b] ? [b]Lich Lord:[/b] ? [b]Vampire:[/b] ? [b]Vampire Spawn:[/b] ? [b]Vecna:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/25831/Draconomicon-The-Book-of-Dragons-35?affiliate_id=17596]Draconomicon:[/URL][spoiler] [B]Undead Dragon:[/B] It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons. [B]Dracolich:[/B] The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will. The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body. A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse. If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich. “Dracolich” is an acquired template that can be added to any evil dragon. A proto-dracolich transforms into a full-fledged dracolich in 2d4 days. It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons. The Order of the Emerald Claw has sent a mad wizard to raise an army of dracoliches from the battlefields of the Age of Demons. (Eberron Campaign Setting) Sammaster created his first dracolich in the Year of Queen’s Tears (902 DR), and the ranks of the Cult of the Dragon soon swelled. (Forgotten Realms Dragons of Faerun) While exploring the Well of Dragons, Reveilaein came across a group of ogres hauling rubble from a dig. Tossing the dirt everywhere, the ogres were mindless of what might be found in the turned soil. Their taskmaster, a Wearer of Purple named Arleanda (LE female Chondathan human cleric [Velsharoon] 6/wearer of purple 5) wasn’t particularly interested in the excavation—being a more academic type—and failed to notice a tablet amid the dirt. Reveilaein was much more alert, and he secreted away the artifact before anyone discovered it. (Forgotten Realms Dragons of Faerun) In between hours of monotonous work as an apprentice, Reveilaein found time to translate the writings on the tablet—an ancient artifact sacred to the draconic demigod Kalzareinad, the nefarious dragon god of dark secrets. The writings detailed a process through which a half-dragon could undergo a transformation into a dracolich known as the Kaemundar. (Forgotten Realms Dragons of Faerun) The magic used to create dracoliches is a powerful and well-controlled secret, but it does result in occasional unforeseen consequences. (Forgotten Realms Dragons of Faerun) [B]Ancient Blue Dracolich:[/B] ? [B]Proto-Dracolich:[/B] A proto-dracolich comes into being when a dracolich’s spirit possesses any body other than the corpse that was created when the dragon consumed its dose of dracolich brew. The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will. The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body. A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse. If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich. [B]Ghostly Dragon:[/B] Ghostly dragons are most often created when a powerful dragon is slain and its hoard looted. “Ghostly” is an acquired template that can be added to any dragon. The creature must have a Charisma score of at least 8. It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons. [B]Ghostly Adult Green Dragon:[/B] ? [B]Skeletal Dragon:[/B] Skeletal dragons are created via the animate dead spell and function as normal skeletons in most ways, though they retain a few of their draconic abilities and qualities even after death. “Skeletal” is an acquired template that can be applied to any dragon. [B]Skeletal Mature Adult Black Dragon:[/B] ? [B]Vampiric Dragon:[/B] Thankfully, such creatures are rare in the extreme, most often created by energy draining effects or unique confluences of negative energy. “Vampiric” is a template that can be added to any dragon of at least adult age. An adult or older dragon slain by a vampiric dragon’s blood drain returns as a vampiric dragon. It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons. [B]Vampiric Mature Adult Red Dragon:[/B] ? [B]Zombie Dragon:[/B] A zombie dragon is created by use of the animate dead spell or by a vampiric dragon. “Zombie” is a template that can be added to any dragon of at least adult age. Young adult or younger dragons slain by a vampiric dragon's blood drain attack, or any dragons slain by its energy drain attack, rise instead as mindless zombie dragons. [B]Zombie Young Adult White Dragon:[/B] ? [B]Vampire Spawn:[/B] A humanoid or monstrous humanoid slain by a vampiric dragon’s energy drain attack rises as a vampire spawn 1d4 days after death. If a vampiric dragon instead drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. [B]Vampire:[/B] If a vampiric dragon drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. Dracolich Brew: This ingested poison (Fortitude DC 25; 2d6 Con/2d6 Con) is created specifically for a dragon who wishes to become a dracolich. It automatically slays the dragon for which it is prepared (no save allowed). Moderate necromancy; CL 11th; Brew Potion, Knowledge (arcana) 14 ranks; Price 5,000 gp. Dracolich Phylactery: A dracolich’s phylactery is crafted from a solid, inanimate object of at least 2,000 gp value. Gemstones, particularly ruby, pearl, carbuncle, and jet, are commonly used for the phylactery, since they must be able to resist decay. When a dracolich first dies, and any time its physical form is destroyed thereafter, its spirit instantly retreats to its phylactery regardless of the distance between that and its body. A dim light within the phylactery indicates the presence of the spirit. While so contained, the spirit cannot take any actions except to possess a suitable corpse; it cannot be contacted or attacked by magic. The spirit can remain in the phylactery indefinitely. Strong necromancy; CL 13th; Craft Wondrous Item, control undead, gem or similar item of minimum value 2,000 gp; Price 50,000 gp plus value of gem; Cost 25,000 gp plus value of gem + 2,000 XP.[/spoiler] [URL=https://www.drivethrurpg.com/product/51634/Dragon-Magic-35?affiliate_id=17596]Dragon Magic:[/URL][spoiler] [B]Undead Dragon:[/B] ? [B]Dracolich:[/B] ? [B]Ghost Dragon:[/B] ? [B]Vampiric Dragon:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/28592/Dragonlance-Campaign-Setting-35?affiliate_id=17596]Dragonlance Campaign Setting:[/URL][spoiler] [B]Death Knight of Krynn:[/B] Death knights are terrifying corruptions of those who once served as champions of a god. Only a handful of such beings have existed in Krynn’s history, most of whom were Knights of Solamnia in life. Gods of Evil create death knights in return for terrible acts on the part of those who have spurned the protection of the deities of Good. “Death knight” is a template that can be added to any humanoid creature of 6th level or higher. [B]Lord Ausric Krell, Death Knight Fighter 5, Knight of the Lily 7:[/B] A Nordmaarian youth recruited directly by Lord Ariakan, Lord Ausric Krell rose to hold the rank of “Night Warrior” in the Knights of Takhisis, serving and fighting directly under Lord Ariakan himself during the Chaos War. Dishonoring himself and disobeying every tenet of the Dark Knights, Ausric secretly plotted against his lord, finally poisoning Ariakan’s mount before the last, fateful battle with the forces of Chaos. Anyone who might have discovered Ausric’s treachery died in the battle, and he too was overwhelmed and killed by the enemy. The goddess Zeboim, however, found out about the murder of her son and was determined to avenge him. She cursed Ausric to eternal, tormented life. [B]Fireshadow:[/B] Any living creature reduced to Constitution 0 by the green flame of a fireshadow becomes a fireshadow within 1d4 rounds. [B]Skeletal Warrior:[/B] Skeletal warriors were dangerous combatants in life who are forced to battle on after death. To be considered for transformation to a skeletal warrior, a character must be at least 3rd level. “Skeletal warrior” is a template that can be added to any humanoid creature. If a death knight creates a skeletal warrior, it must serve its master until either the death knight or skeletal warrior is destroyed. When a skeletal warrior is created through arcane or divine magic, however, its soul is trapped in a golden circlet, which can then be used to command the creature. Unless commanded against it, a skeletal warrior will do anything in its power to recover the golden circlet and ensure its own free will. A skeletal warrior’s golden circlet is much like a lich’s phylactery. The spellcaster creating the golden circlet must be a cleric, mystic, sorcerer, or wizard of at least 6th level who possesses the Craft Wondrous Item feat. The golden circlet costs 60,000 stl and 2,400 XP to create and has a caster level equal to that of its creator at the time of its creation. Physically, golden circlets are unremarkable bands of gold with a circumference large enough to fit around the creator’s head. The golden circlet has a hardness rating of 10, 20 hit points, and a break DC of 20. Here Sir Ausric Krell, a death knight served by a group of skeletal warriors, is imprisoned, battered by a perpetual storm. Fighting loneliness and boredom, he might keep captives alive for a time before killing them. He forces those he kills to serve him forever as skeletal warriors. [B]Grimix, Skeletal Warrior Barbarian 4:[/B] A minotaur warrior who survived a shipwreck upon the island of Storm’s Keep, Grimix found himself challenged by the death knight, Lord Ausric. Never one to back down, Grimix fought the death knight and was quickly dispatched. Ausric admired the minotaur’s bravery in the face of overwhelming odds, and raised him as a skeletal warrior to serve in the death knight’s growing retinue. [B]Spectral Minion:[/B] A spectral minion is the soul of an intelligent humanoid who died before she could fulfill an important vow. Even in death, spectral minions are bound by the vow or quest placed upon them while they were alive. “Spectral minion” is a template that can be added to any humanoid, monstrous humanoid or giant creature. Spectral minions may have been anything in life, from a lowly clerk to a mighty heroic paladin. [B]Dedrinch, Spectral Minion Expert 5:[/B] This spectral minion was a former scribe and archivist who turned to forgery as a way to make more money. Although he can provide helpful advice or information to adventurers who encounter him in his buried library ruins, his overriding goal is to create perfect forgeries of all the volumes in his collection. [B]Lord Soth, Death Knight:[/B] When Lord Soth was cursed for his crimes at the moment of the Cataclysm, he became a death knight. [B]Fistandantilus, Demilich:[/B] ? [B]Undead Dragon:[/B] ? [B]Shadow Wight:[/B] ? [B]Frost Wight:[/B] ? [B]Undead:[/B] Chemosh is the creator and ruler of the undead. Chemosh raises and animates corpses and imprisons souls by tempting mortals with promises of eternal “life,” dooming them to a horrible existence as his undead slaves. [B]Ghoul:[/B] ? [B]Ghast:[/B] ? [B]Skeleton:[/B] ? [B]Wight:[/B] ? [B]Zombie:[/B] ? [B]Lich:[/B] Many clerics of Chemosh hold their positions for generations, using their powers to cling to control even after death by transforming themselves into liches or other dread beings. [B]Banshee:[/B] ? [B]Ghost:[/B] The “Lake of Death” occupies the area where the capital city of Qualinost once stood. The White-Rage River empties into the lake. It is likely that some of the buildings in the ruined city still stand far beneath the surface of the water, along with the carcass of the alien green dragon Beryllinthranox. Many say the ghosts of those who died on both sides haunt the lake.[/spoiler] [URL=https://www.drivethrurpg.com/product/54308/Drow-of-the-Underdark-35?affiliate_id=17596]Drow of the Underdark (3.5)[/URL][spoiler] [B]Husk Vermin:[/B] Husk vermin are undead creatures formed from the carapaces of monstrous vermin, animated by evil spirits. “Husk vermin” is an acquired template that can be added to any vermin. A living vermin of any size slain by a husk vermin gains the husk vermin template in 1d4 hours. Husk vermin are exclusively made from vermin creatures. Priestesses of Lolth often create husk vermin as favored companions or mounts. Many husk vermin haunt their former territory, transforming their living fellows into husk vermin, until they establish an entire colony of undead. When given the opportunity, a husk vermin preys on its own kind to create more undead, and some regions of the Underdark are infested by entire colonies of these abominations. A character can create a husk vermin by casting a create greater undead spell. Husk vermin are almost exclusively found in the jungles of Xen’drik, where the drow transform monstrous scorpions in profane rituals celebrating Vulkoor. Husk vermin, specifi cally husk spiders, are animated by evil spirits conjured from the realm of Kiaransalee. A living vermin of any size slain by a Huge husk scorpion gains the husk vermin template in 1d4 hours. A living vermin of any size slain by a Medium husk spider gains the husk vermin template in 1d4 hours. A living vermin of any size slain by a husk widowmaker gains the husk vermin template in 1d4 hours. [B]Huge Husk Scorpion:[/B] ? [B]Medium Husk Spider:[/B] Drow priestesses sometimes create husk spiders from particularly beloved pets to ensure they are never without their favored companion. Also, the drow are quick to turn slain spiders into undead to prove their devotion to the Spider Queen. [B]Husk Widowmaker:[/B] Drow necromancers raise widowmakers specifically to transform into husk vermin. [B]Husk Vermin, Foul Undead Horror:[/B] ? [B]Husk Vermin, Soldier:[/B] ? [B]Husk Vermin, Favored Companion:[/B] ? [B]Husk Vermin, Mount:[/B] ? [B]Husk Vermin, Guardian:[/B] ? [B]Husk Vermin, Companion:[/B] ? [B]Husk Widowmaker, Massive Spider, Ideal Mount, Violent Destructive Monster:[/B] ? [B]Husk Widowmaker, :[/B] ? [B]Huge Husk Scorpion, Massive Scorpion, Relentless Hunter:[/B] ? [B]Huge Husk Scorpion, Largest Husk Scorpion, Massive War Platform:[/B] ? [B]Medium Husk Spider, Big Spider, Undead Vermin, Undead Mockery:[/B] ? [B]Husk Spider, Guardian:[/B] ? [B]Husk Spider, Mount:[/B] ? [B]Husk Spider, Companion:[/B] ? [B]Undead, Undead Creature:[/B] Undead can arise under other circumstances as well: Slain enemies are animated as guardians of their killers, and victims of strife and predators rise as slavering ghouls that wander the streets. Residents of the neighborhood give the place a wide berth, out of fear of contagious guild members and their leader, said to be a victim of the [suppurating pox] disease who perished and was raised as an undead creature. [B]Mindless Undead, Dangerous Distasteful Resource:[/B] ? [B]Free-Willed Undead:[/B] ? [B]Undead Servant:[/B] ? [B]Undead Labourer:[/B] ? [B]Guardian:[/B] ? [B]Undead Soldier:[/B] ? [B]Undead Vermin, Guardian:[/B] ? [B]Undead Vermin, Mount:[/B] ? [B]Undead Vermin, Companion:[/B] ? [B]Foul Being:[/B] ? [B]Undead Minion:[/B] ? [B]Autonomous Undead:[/B] ? [B]Undead Troll Bodyguard:[/B] ? [B]Self-Willed Undead:[/B] ? [B]Undead Lover:[/B] ? [B]Ghast:[/B] Ghoul Fever disease. [B]Ghostly Spider:[/B] ? [B]Duergar Ghost:[/B] ? [B]Maeletaurus, Ghost of an Ancient Drow Warrior:[/B] ? [B]Abyssal Ghoul:[/B] ? [B]Ghoul:[/B] The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves. Undead can arise under other circumstances as well: Slain enemies are animated as guardians of their killers, and victims of strife and predators rise as slavering ghouls that wander the streets. Ghoul Fever disease. [B]Slavering Ghoul:[/B] ? [B]Ghoul, Hungry Undead, Rotting Creature, Shambling Creature:[/B] ? [B]Hungry Ghoul:[/B] ? [B]Lich:[/B] In rare instances, the gift has endured beyond death when contingencies were in place to facilitate a quick transition to an undead state (such as when a drow dies and becomes a lich). [B]Lich, Undying Spellcaster, Self-Willed Undead:[/B] ? [B]Vecna, Lich-God:[/B] ? [B]Moressus, Lich Wizard 16, Drow Lich:[/B] ? [B]Shadow Companion:[/B] ? [B]Shadow:[/B] However, anyone who is slain by exposure to the life-draining blackness [of utter darkness] rises as a shadow 1d4 rounds later. [B]Skeleton:[/B] The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves. [B]Medium Skeleton:[/B] ? [B]Elf Skeleton:[/B] ? [B]Drider Vampire:[/B] ? [B]Vampire:[/B] ? [B]Vampire Lord:[/B] ? [B]Vampire, Unofficial Ruler:[/B] ? [B]Khovad, Vampire Half-Drow Fighter 13, Occupant, Former Minion:[/B] ? [B]Telagos, Vampire Warlord, Master, Older Creature, Older Master:[/B] ? [B]Vampire, Self-Willed Undead:[/B] ? [B]Nyvaela, Vampire Drow Cleric 10, Former Drow Priestess, Leading Member:[/B] ? [B]Zombie:[/B] The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves. The funerary tradition of House Xaniqos is to summon a fiendish monstrous spider to enshroud the dead in webbing, which preserves the bodies until they can be transported back to the caverns beneath the Xaniqos estate. There, spiders drain the corpses of fluids at their leisure, and the husks are animated to serve the house as zombie slaves. Elixir of the Unfailing Servant magic item. [B]Small Zombie:[/B] ? [B]Kobold Zombie:[/B] ? [B]Zombie, Zombie Slave:[/B] ? [B]Death Knight:[/B] drow blackguard seeks to become a death knight and must sacrifice two heroes to complete the process. [B]Walking Dead:[/B] ? Ghoul Fever (Su) Disease—bite, Fort DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. An afflicted 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, not a ghoul. ELIXIR OF THE UNFAILING SERVANT Price (Item Level): 750 gp (3rd) Body Slot: — (held) Caster Level: 8th Aura: Moderate; (DC 19) necromancy Activation: Standard (manipulation) Weight: — Inside this bone flask is a noxious black fluid that stinks of rot. The flask itself resembles a screaming face, with a fat stopper in its mouth. An elixir of the unfailing servant ensures that minions keep fighting, even in death. If you consume this vile concoction, any time within the next 8 hours that your hit points are reduced to 0 or lower, you are instantly slain. On the following round, you rise as a zombie (MM 265) with the instructions to attack any non-drow you encounter. Prerequisite: Craft Wondrous Item, animate dead, death knell, evil. Cost to Create: 375 gp, 30 XP, 1 day.[/spoiler] [URL=https://www.drivethrurpg.com/product/28474/Eberron-Campaign-Setting-3e?affiliate_id=17596]Eberron Campaign Setting:[/URL][spoiler] [B]Deathless:[/B] Deathless is a new creature type, describing creatures that have died but returned to a kind of spiritual life. The deathless are strongly tied to the plane of Irian, the Eternal Day, the birthplace of all souls. In fact, the death less are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state. In the center of the island-continent lies a region where necromantic energy flows easily, and it was here that the elf Priests of Transition discovered the rites and rituals required to preserve their elders beyond death. The Aereni preserve their greatest heroes as deathless. (Eberron Player's Guide to Eberron) The Aereni elves preserve their greatest heroes through magic and devotion, and these deathless elves have provided protection and guidance for thousands of years. (Eberron Player's Guide to Eberron) In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition. (Eberron Player's Guide to Eberron) [B]Ascendant Councilor:[/B] ? [B]Karrnathi Skeleton:[/B] It has been imbued with malign intelligence, and its bones have been treated alchemically to make them more resilient. Karrnathi skeletons are created from the remains of elite Karrnathi soldiers slain in battle. First, the priests worked with Kaius’s own court wizards to perfect the process for creating zombie and skeleton troops to bolster Karrnath’s forces. With the addition of armor and weapons, as well as a slight increase in power, these undead were stronger and more formidable than the average mindless walking corpse. Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies. (Eberron Five Nations) [B]Karrnathi Skeleton Archer:[/B] ? [B]Karrnathi Zombie:[/B] It has been imbued with evil intelligence, and its desiccated flesh has been treated alchemically to make it more resilient. Karrnathi zombies are created from the remains of elite Karrnathi soldiers slain in battle. First, the priests worked with Kaius’s own court wizards to perfect the process for creating zombie and skeleton troops to bolster Karrnath’s forces. With the addition of armor and weapons, as well as a slight increase in power, these undead were stronger and more formidable than the average mindless walking corpse. Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies. (Eberron Five Nations) [B]Karrnathi Zombie Archer:[/B] ? [B]Undying Councilor:[/B] Similar in some ways to undead mummies, undying councilors are the well-preserved corpses of ancient elves, still animated by their benevolent spirits. An undying soldier or councilor is an undead creature, but it is charged with positive energy and sustained by the devotion of its descendants. [B]Undying Soldier:[/B] An undying soldier or councilor is an undead creature, but it is charged with positive energy and sustained by the devotion of its descendants. [B]Erandis d'Vol, Vol, Queen of the Dead, Elf Half-Dragon Lich Wizard 16:[/B] In life, Vol was the heir to the fortunes of House Vol. She carried the Mark of Death and proudly proclaimed her heritage as both elf and green dragon. Her half-dragon blood, once thought to be a way to end the elf-dragon wars, eventually led to the eradication of House Vol as both elves and dragons declared the mixing of the species to be an abomination. Lady Vol survived the destruction of her family, but became an undead creature—a lich. As the Vol family was slaughtered, the matriarch used her powers over death to make sure her beloved daughter survived. Erandis became a lich, and now remains as the single memory of her family’s ancient glory. [B]Undead Mind Flayer:[/B] ? [B]Kaius III , Kaius I, Human Vampire Aristocrat 2, Fighter 11:[/B] When Vol, the ancient lich at the heart of the Blood of Vol cult, appeared before Kaius to collect her “considerations” for the aid her priests provided him, he had no choice but to submit. In addition to allowing the cult to establish temples and bases throughout Karrnath, Vol demanded that Kaius partake in the Sacrament of Blood. Instead of the usual ceremony, Vol invoked an ancient incantation that turned Kaius into a vampire. The lich queen Vol turned Kaius I into a vampire, a fact that’s one of the most closely held secrets in the world. (Eberron Five Nations) [B]Moranna, Human Vampire Aristocrat 4/sorcerer 5:[/B] ? Kaius turned his granddaughter into a vampire. (Eberron Five Nations) [B]Malevanor, Mummy Half-Elf Cleric 8:[/b] ? [b]Spectral Dinosaur:[/B] ? [B]Undead Lizardfolk Priest:[/B] ? [B]Undead Dragon:[/B] ? [B]Undead Rat Monstrosity:[/B] Deep in the sewers of Sharn, a mad necromancer assembles a device to transform the rats of the city into undead monstrosities. [B]Skeletal Dragon:[/B] ? [B]Ghostbear:[/B] Some of the scavengers believe that the ghostbeasts are guardian spirits left behind by the royal family of Cyre to protect the city. Others say that they are the ghosts of the city’s dead. [B]Zombie:[/B] Emerald Reanimator Eldritch Machine magic item. [B]Skeleton:[/B] ? [B]Vampire:[/B] ? [B]Lich:[/B] ? [B]Ghoul:[/B] ? [B]Ghost:[/B] When Dolurrh is coterminous, slippage can sometimes occur between the Material Plane and the Realm of the Dead. Ghosts become common on Eberron because it is as easy for spirits to remain in the world of the living as it is for them to pass to Dolurrh. Spells to bring back the dead work normally, but run the risk of calling back more spirits than the one desired. Whenever a character is brought back from the dead while Dolurrh is coterminous, roll on the following table. d% Result 01–50 Spell functions normally. 51–80 1d4 ghosts (CR = raised character’s level) appear near the raised character. 81–90 As above, but the wrong spirit claims the risen body and the intended spirit returns as a ghost. 91–99 The spell functions normally, but a nalfeshnee possesses the raised character. 100 The spell does not function; instead, a nalfeshnee animates the body. Dolurrh is coterminous for a period of one year every century, precisely fifty years after each period of being remote. Some of the scavengers believe that the ghostbeasts are guardian spirits left behind by the royal family of Cyre to protect the city. Others say that they are the ghosts of the city’s dead. [B]Dracolich:[/B] The Order of the Emerald Claw has sent a mad wizard to raise an army of dracoliches from the battlefields of the Age of Demons. [B]Dust Wight:[/B] ? [B]Ephemeral Swarm:[/B] ? [B]Bodak:[/B] ? [B]Nightshade:[/B] ? [B]Shadow:[/B] ? [B]Necronaut:[/B] ? [B]Vasuthant:[/B] ? Emerald Reanimator: This gruesome device incorporates bone and undead flesh into its construction. Any creature that dies within 2 miles of this eldritch machine immediately animates as a zombie under the control of the device’s creator. An emerald reanimator must be built within a manifest zone linked to Mabar.[/spoiler] [URL=https://www.drivethrurpg.com/product/57401/City-of-Stormreach-35?affiliate_id=17596]Eberron City of Stormreach (3.5)[/URL][spoiler] [B]Undead:[/B] House Jorasco believes that something within Delera Omaren’s tomb is preventing the dead from resting in peace. The Shrouds are run by an unusually tall elf woman who calls herself Whisper. Nearly seven feet in height and incredibly long-limbed, Whisper is an imposing figure draped in perfumed shrouds. She is a priest of the Keeper, and her talents at intimidation are nearly as impressive as her deadly touch and ability to animate the dead. The hunter became obsessed with necromantic arts after discovering an old tome devoted to blood rites during an excursion in Xen’drik, and now he enjoys animating his dead enemies to serve him. Jolan’s notes fetch a pretty penny from experimenters in the necromantic arts, divine or arcane, though their sale opens a Pandora’s box. Jolan’s experiments were devoted to finding ways of raising more intelligent and more self-sustaining undead than prior methods allowed. [B]Jolan, Necromancer 7:[/B] Killing Jolan is not as complete an end to things as some might have hoped. After his death, either in Stormreach or after he is executed in Khorvaire, he rises again as one of the undead. [B]Rashade, Bodak, Brother:[/B] ? [B]Ghost:[/B] ? [B]Elf Ghost:[/B] ? [B]Ancient Ghost:[/B] ? [B]Drifter, Human Ghost Rogue 4, Old Spirit, Skilled Thief:[/B] Drifter does not discuss his history or reveal his true name, but most believe he was pushed into the harbor by a member of the Stormreach Guard and that his bones are still drifting in the water. [B]Ghoul:[/B] ? [B]Vol, Lich Queen of the Dead, Lich Queen, Mighty Spellweaver, Mistress: Ancient Lich:[/B] ? [B]Mummy:[/B] ? [B]Jolan, Mummy Necromancer 7:[/B] Jolan has made himself undead. [B]Most Powerful Mummy:[/B] ? [B]Skeleton, Undead Skeleton:[/B] ? [B]Giant Skeleton:[/B] The attacks are the work of a necromantic cult—perhaps a more radical wing of the Blood of Vol. This cult dug deep into the ancient chambers beneath the city and found the burial site of some long-dead giants. When these titanic bones were raised as undead skeletons, they retained the strength to shake the pillars and foundations of the city, breach its underground dungeons, and cause massive collapses in the city above. [B]Vampire:[/B] ? [B]Vampire Lord:[/B] ? [B]Ancient Vampire:[/B] ? [B]Wraith:[/B] Wraiths kill mortally wounded Shrouds to turn them into new wraiths. [B]Wraith, Incorporeal Killer:[/B] ? [B]Dread Wraith:[/B] ? [B]Unliving Force, Avatar of Despair and Self-Destruction, Spirit:[/B] ? [B]Zombie, True Zombie:[/B] Wraiths kill mortally wounded Shrouds to turn them into new wraiths; if this fails, the gang’s leader raises the dead Shroud as a zombie. [B]Elf Zombie:[/B] ? [B]Intelligent Zombie:[/B] Jolan’s experiments with the undead sometimes went awry and these intelligent zombies (use mummies with full human intelligence) have enough intelligence and capability to seek revenge themselves. [B]Infectious Zombie:[/B] Jolan’s crowning achievement is a spell that enables the creation of an infectious zombie: a creature that can spread a disease to those it harms. He has succeeded, and the PCs’ sponsors want him found and brought to their custody to so they can use this weapon of war for themselves. He has already created a number of host zombies and, if he is threatened, he releases them. [I]Animate Infectious Zombie[/I] spell. Zombie Plague disease. [B]Infectious Zombie, Creature That Can Spread a Disease to Those it Harms, Host Zombie, Zombie That Carries a Disease in its Natural Weapons:[/B] ? ANIMATE INFECTIOUS ZOMBIE Necromancy [Evil] Level: Sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: One corpse touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell functions as animate dead except as noted here. It raises a zombie (not a skeleton) that carries a disease in its natural weapons. Apart from the carried infection, infectious zombies are no different from their normal counterparts. Anyone damaged by an infectious zombie’s natural weapon must make a successful DC 16 Fortitude saving throw to avoid contracting the disease, known as zombie plague (see below). Only the initially created infectious zombie is under the caster’s control. Other infectious zombies that are created by succumbing to the disease of the first zombie are uncontrolled unless other spells are put in place to control them. Zombie Plague: The disease carried by an infectious zombie has an incubation period of 24 hours. After that time, a victim who failed its Fortitude save loses 1d6 points of Constitution. An additional save must be attempted every day thereafter until the victim either succeeds, negating the plague, or dies, rising as an infectious zombie.[/spoiler] [URL=https://www.drivethrurpg.com/product/54307/Dragons-of-Eberron-35?affiliate_id=17596]Eberron Dragons of Eberron (3.5)[/URL][spoiler] [b]Undead Spirit:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Draconic Undead:[/b] ? [b]Undead Guardian, Foul Creature, Undead Minion of an Argonnesan Necromancer, Powerful Undead, Ancient Guardian:[/b] ? [b]Undead Guardian:[/b] ? [b]Undead Sand Giant:[/b] ? [b]Undying Soldier:[/b] ? [b]Deathless Elf:[/b] ? [b]Dracolich:[/b] Chronepsis looks harshly on any magic that allows a dragon to escape his judgment, from raise dead to the undead existence of the dracolich. [b]Epic-Level Dracolich:[/b] ? [b]Azalakardon, Epic-Level Dracolich:[/b] ? [b]Devourer:[/b] Undead sand giants—some vampires, some mummified, others cursed to exist as devourers—rise from the dunes to prey on travelers. [b]Devourer, Undead Sand Giant:[/b] ? [b]Ghost of a Fallen Dragon:[/b] Ancient battlefields are haunted by the ghosts of fallen dragons. [b]Dragon Ghost, Spirit:[/b] ? [b]Ghost:[/b] ? [b]Memory of the Prophecy, Iluvira, Ghostly Mature Red Dragon, Ghostly Spirit:[/b] When a young Chamber agent uncovered four stone tablets etched with cryptic Prophecy fragments, he sent them directly to Iluvira. For almost two years, the mature adult red dragon studied the tablets, each day coming a fraction closer to comprehension. One day she excitedly announced that she was on the verge of a breakthrough; the next day, she was dead, and the tablets missing. Iluvira’s murder was never solved, but the dragon herself is not gone. Her ghostly spirit lingers, distressed over the loss of the tablets and desperately trying to recall what fragmented information she had learned. [b]Ghost Fighter 5:[/b] ? [b]Ghost Necromancer 13:[/b] ? [b]Cloud Giant Ghost:[/b] ? [b]Mummified Sand Giant, Undead Sand Giant:[/b] ? [b]Nightwalker, Nightwalker Nightshade:[/b] ? [b]Greater Shadow, Chaotic and Dim Undead:[/b] ? [b]Dragon Skeleton:[/b] ? [b]Skeletal Dragon:[/b] Such creatures are commonly created by the powerful necromancers of the secret Shadowcasters cabal as personal bodyguards and the defenders of their secret lairs. Zombie dragons and skeletal dragons are sometimes found at ancient sites in Argonnessen, animated by the old magic lingering in such places. [b]Skeletal Dragon, Personal Bodyguard:[/b] ? [b]Skeletal Dragon, Defender of a Secret Lair:[/b] ? [b]Skeletal Black Dragon, Skeletal Mature Adult Black Dragon:[/b] ? [b]Red Dragon Skeleton:[/b] ? [b]Cloud Giant Skeleton:[/b] ? [b]Frost-Laden Skeleton:[/b] ? [b]Arstyvrax, Vampiric Old Black Dragon Necromancer 14, Undead Minion of the Blood of Vol, Vampiric Dragon Necromancer, Canny Foe, Vampiric Dragon, Bitter Foe:[/b] Arstyvrax joined the ranks of the undead some two hundred years past. Already an initiate into the necromantic arts, he was doing fieldwork in Xen’drik when he fell to a vampiric wyrm’s assault. [b]Vampiric Wyrm, Foul Undead:[/b] ? [b]Vampire Spawn:[/b] Humanoids or monstrous humanoids slain by Arstyvrax’s energy drain rise as vampire spawn 1d4 days after death. Dragons slain by Arstyvrax’s energy drain, or young adult or younger dragons slain by Arstyvrax’s blood drain, rise as zombie dragons. Other creatures slain by Arstyvrax’s blood drain return as vampire spawn (if they had 4 or fewer HD), or as vampires (if they had 5 or more HD). [b]Vampire, Typical Vampire:[/b] Dragons slain by Arstyvrax’s energy drain, or young adult or younger dragons slain by Arstyvrax’s blood drain, rise as zombie dragons. Other creatures slain by Arstyvrax’s blood drain return as vampire spawn (if they had 4 or fewer HD), or as vampires (if they had 5 or more HD). [b]Vampire, Undead Sand Giant:[/b] ? [b]Dekaraz, Ancient Elf Vampire, Vampire Elf Necromancer 14, Minion, Forgotten Horror of Qabalrin, Qabralin Exile:[/b] ? [b]Wind-Borne Wraith:[/b] ? [b]Zombie Dragon:[/b] Dragons slain by Arstyvrax’s energy drain, or young adult or younger dragons slain by Arstyvrax’s blood drain, rise as zombie dragons. Such creatures are commonly created by the powerful necromancers of the secret Shadowcasters cabal as personal bodyguards and the defenders of their secret lairs. Zombie dragons and skeletal dragons are sometimes found at ancient sites in Argonnessen, animated by the old magic lingering in such places. [b]Wyvern Zombie:[/b] However, the frequency with which undead creatures appear in Argonnessen hints that not all dragons are as intolerant of the necromantic traditions as the Conclave would have it. A reluctance to practice the dark art on true dragons makes wyvern zombies common creations of low-level necromancers. [b]Tyrannosaurus Zombie:[/b] A past or present master of the Frostbreath Caverns cast animate dead on this fossil to create a zombie. [b]Tyrannosaurus Zombie, Undead Horror:[/b] ? [b]Gray Render Zombie:[/b] ? [b]Zombie Young-Adult White Dragon:[/b] ? [b]Zombie Purple Worm:[/b] ? [b]Crisply Frozen Zombie:[/b] ? [b]Boneclaw:[/b] ? [b]Angel of Decay:[/b] ? [b]Blood Amniote:[/b] ? [b]Boneyard:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/28711/EBERRON-Explorers-Handbook-35?affiliate_id=17596]EBERRON Explorer's Handbook (3.5)[/URL][spoiler] [b]Undead Tomb Guardian:[/b] ? [b]Undead:[/b] ? [b]Undead Experiment:[/b] ? [b]Undead Horror:[/b] ? [b]Undead Remnants:[/b] ? [b]Greater Undead:[/b] While he [Jeeryth Ritaal] prefers to watch intruders driven insane by a combination of his tricks and the Madwood’s natural properties, he will settle for simply killing them outright and animating their bodies as greater undead. [b]Negative-Energy Charged Undead:[/b] ? [b]Psionic Undead:[/b] The power of the [quori] monolith attracts psionic creatures from miles around. As well, normal animals and monsters living within a mile of a monolith often give birth to phrenic specimens, and even creatures that die too close to an active monolith are likely to rise as psionic undead [b]Aal'drash, Devourer, Ancient Evil:[/b] Aal’drash was a hobgoblin prince who ruled the fertile plains of what is now northern Breland during the Age of Monsters. Not content with his kingdom of wheat, Aal’drash betrayed the Dhakaani to side with the daelkyr invaders, who promised him an empire of lamentation. He rode with his honor guard of five tentacled monstrosities, the Hand of Corruption, and slaughtered many orcs and goblins before the Gatekeepers sealed the six here in Aal’drash’s former stronghold. Aside from the cultists, each of the leaking cysts contains a trapped creature that will spring forth if the seal is broken, including Aal’drash himself, now transformed into a devourer. [b]Ghoul:[/b] ? [b]Ghost:[/b] Although most of Ashtakala’s buildings have collapsed into ruin, many tall towers and indomitable fortresses remain, inhabited by demons and haunted by the ghosts of everything that has perished here since the dawn of civilization. [b]Jeeryth Ritaal, Ghost Necromancer 13, Elf Necromancer, Builder of the Madwood Citadel, Greatest Danger:[/b] The ghost of Jeeryth Ritaal still haunts these rooms, insane and prone to fits of rage. Ironically, the unfinished business that ties the elf necromancer to this plane is his burning desire to become a lich, and he spends all his time half-coherently researching a magical process that can never succeed because he is already dead. [b]Ghost of a Storm Giant:[/b] Every night at the same time, the ghost of a female storm giant who died in the cataclysm that broke Xen’drik walks silently along the northeastern walkway, floating over those portions that have collapsed. Why she haunts the walkway is unknown, but she could likely reveal much about the ancient city to one who could successfully communicate with her. [b]Lich:[/b] ? [b]Greater Shadow:[/b] ? [b]Phrenic Shadow:[/b] ? [b]Human Commoner Skeleton:[/b] ? [b]Karrnathi Skeleton:[/b] ? [b]Cloud Giant Skeleton:[/b] ? [b]Storm Giant Skeleton:[/b] Whether these skeletons were used as undead sentries during the Age of Giants or were cursed with undeath as a result of the cataclysm that broke the fortress is unclear. [b]Storm Giant Skeleton, Ancient Giant Skeleton, Armored Storm Giant Skeleton, Giant Skeleton, Guardian Skeleton, Undead Ally, Undead Giant, Undead Guardian, Undead Sentry:[/b] ? [b]Vampire Human Fighter 5:[/b] ? [b]Phrenic Wight:[/b] ? [b]Dread Wraith:[/b] ? [b]Phrenic Wraith:[/b] ? [b]Zombie:[/b] ? [b]Zombie Giant:[/b] Even some witnesses of the long-lost Age of Giants survive after a fashion. Giants cursed with undeath after the fall of their civilization can be found in the hidden corners of the ruins. [b]Deathless:[/b] ? [b]Deathless Elf:[/b] ? [b]Undying Elf:[/b] ? [b]Undying Ancestor:[/b] ? [b]Undying Soldier:[/b] ? [b]Undying Councilor:[/b] ? [b]Undying Wizard, Undead Elf:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/51636/Faiths-of-Eberron-35?affiliate_id=17596]Eberron Faiths of Eberron:[/URL][spoiler] [B]General Raulz, Karrnathi Skeleton Cleric 9:[/B] ? [B]Erandis d'Vol:[/B] Rather than see her daughter destroyed, Minara used her powers over life and death to transform Erandis into a lich. [B]Kaius I, Human Vampire:[/B] Vol herself came before the king of Karrnath to claim her due. First, she demanded that her cult be allowed to establish temples and bases in his kingdom. Second, she required Kaius to undergo the Sacrament of Blood. Kaius had heard of the ritual and knew it was harmless to participants, so he agreed. Vol deceived him, however, and used the ritual to turn Kaius into her own personal thrall as a vampire. [B]Malevanor, Mummy Cleric 9:[/B] ? [B]Baszilio, Human Vampire Rogue 2, Wizard 5, Cleric 3:[/B] ? [B]Randall A leazar d’Deneith, Vampire Human Rogue 7:[/B] ? [B]Spectre:[/B] The former high priest of the Monastery of the Unyielding Shield has become a spectre.[/spoiler] [URL=https://www.drivethrurpg.com/product/121301/EBERRON-Five-Nations-35?manufacturers_id=44?affiliate_id=17596]Eberron Five Nations[/URL][spoiler] [b]Ghostbeast:[/b] ? [b]Mourner:[/b] Mourners are undead native to the Mournland, the remains of soldiers who died as a consequence of a great betrayal. All verifiable mourners were once Thrane soldiers under the command of General Kalion Adara at Arjon Ford. They formed in the wake of whatever cataclysm created the Mournland. During the Last War, a legion of Thrane soldiers marched into northern Cyre to halt the advance of several hundred living and undead soldiers from Karrnath. In the Battle of Arjon Ford, the Thrane and Karrnathi forces were about evenly matched, but the terrain and troop disposition gave Thrane a slight edge. On the evening before battle, leaders on both sides outlined their plans and formed their strategies. Each force controlled one side of the Emerald Gleam River. The river was wide and easily crossed at the Arjon Ford. General Delios Adara led the Thrane forces. His plan relied on the organization and cooperation of the three captains under his command: Captain Mythulan Vasiraghi, Captain Thellia Zant, and Captain Kalion Adara (Delios’s daughter). Unknown to Delios, Karrnath had sent a changeling named Qui in disguise to spy upon the Thrane military leaders. Qui gained more than just strategic and tactical information; he found a conflict among the generals that he could exploit. Kalion had long envied her father’s prestige and resented his condescension and lack of confidence in her leadership ability. The spy did what he could to play upon this bitterness. Mere days before the Battle of Arjon Ford, Qui approached Kalion with a deal. Karrnath promised her land, titles, and a prestigious military post superior to what she held in Thrane’s army. Her instructions were to lead her troops (300 soldiers in all) back away from the river toward a narrow culvert. Karrnathi troops would cut off their escape. She agreed, on the condition that if Karrnath ever captured her father, he would not be killed but instead imprisoned to live and watch his daughter’s success. The battle started much as expected. Mythulan feinted across the river, drawing Karrnath’s attention. As he withdrew, Thellia’s troops pressed forward. However, Kalion’s troops did not engage as planned. Lacking any opposition in the center, the Karrnathi forces wedged down the center of the field and split the Thrane forces in two. Kalion’s soldiers had little regard for their captain, but they respected her father greatly. Told that they were circling around in a clever maneuver planned by General Adara, they entered the narrow culvert. Volleys of Karrnathi arrows rained death upon them. All three hundred of Kalion’s soldiers died. Back at Arjon Ford, the situation looked grim for Thrane. Delios worried about his daughter and the missing troops. Karrnath, it seemed, would win the day. Then, above the din and fury of battle, he heard the sound of Cyran trumpets. Cyran soldiers and warforged attacked the Karrnathi forces from the east, pulling the enemy forces in two directions. Heartened by the arrival of the Cyran troops, the Thrane soldiers fought with renewed vigor. The tide of battle had turned, and Thrane won a costly victory that day. After the battle, Kalion Adara’s betrayal became known. Many believe that Kalion fled to Karrnath, but to this day she has not resurfaced, leading some to suspect that she, in turn, was betrayed and killed. The arrow-pocked bodies of the three hundred soldiers who died in the ambush were laid to rest. The bodies were interred in a mass grave, their arms and armor returned to the army for redistribution to other troops. The presiding cleric from the Church of the Silver Flame held a memorial ceremony for the betrayed soldiers. Three days after the Battle of Arjon Ford, a cataclysm transformed Cyre into the Mournland. The soldiers killed by Kalion Adara’s betrayal rose from their mass grave as mourners. Perhaps they seek the death of Kalion, or perhaps they resent those who left them in the Mournland to rot. Whatever they want, they haven’t found it yet. [b]Jarren Firstblood:[/b] ? [b]Skeletal Steed, Heavy Warhorse Skeleton:[/b] ? [b]Madox's Skeletal Steed, Heavy Warhorse Skeleton:[/b] ? [b]Dire Wolf Skeleton:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]King Kaius, Kaius III, Kaius I, Human Vampire Aristocrat 2/Fighter 11:[/b] The lich queen Vol turned Kaius I into a vampire, a fact that’s one of the most closely held secrets in the world. [b]Charnel Hound:[/b] Crying Fields. [b]Lich Wizard 11:[/b] Crying Fields. [b]Dread Wraith:[/b] Crying Fields. [b]Bodak:[/b] Crying Fields. [b]Devourer:[/b] Crying Fields. [b]Spectre:[/b] Crying Fields. [b]Vampire Fighter 5:[/b] Crying Fields. [b]Greater Shadow:[/b] Crying Fields. [b]Undead:[/b] Every month when the moon is full, those who died on the Crying Fields are returned to life as undead horrors, and they battle each other until sunrise. Using the necromantic arts at their disposal, the Vol priests called Karrnath’s fallen warriors back from the grave, setting the stage for the rest of the long, long war. The corpse collectors seem to be collecting bodies from specific bloodlines, trying to reanimate them with powers beyond the norm for undead. In the heart of the Crimson Monastery is an immense necromantic laboratory where the high priest Malevanor spends almost all his time. Corpses—some animate, some not—lie on tables and biers throughout the cavernous room. Channels carved into the floor hold a steady stream of blood that drains into catch basins at the room’s edge. Unless he’s leading a worship service, Malevanor is here as well, creating more undead minions for the Blood of Vol. The Karrnathi in Shadukar animated dead Karrns and Thranes to reinforce their dwindling ranks. [b]Ghost:[/b] ? [b]Lich:[/b] ? [b]Lich Queen Vol:[/b] ? [b]Karrnathi Skeleton:[/b] Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies. [b]Karrnathi Zombie:[/b] Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies. [b]Wight:[/b] ? [b]Vampire Spawn:[/b] Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD. [b]Vampire:[/b] Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD. [b]Regent Moranna Ir-Wynarn, Human Vampire Aristocrat 4/Necromancer 5:[/b] Kaius turned his granddaughter into a vampire. [b]Malevanor, Mummy Cleric 8:[/b] ? [b]Mummy:[/b] ? [b]Wraith:[/b] ? [b]Boneclaw:[/b] ? [b]Salt Mummy:[/b] ? [b]Minotaur Zombie:[/b] ? [b]Allip:[/b] ? [b]Shadow:[/b] ? [b]Ogre Zombie:[/b] ? CRYING FIELDS Haunted Battlefield; Temperate Plains Twenty-seven days of the month, the Crying Fields of southern Aundair are quiet grasslands notable only for the red-tinged flora and the white stone monuments and crypts that dot the landscape. But on nights when the moon is full, the Crying Fields become a twisted mockery of a Last War battlefield, with once-living soldiers battling each other to gain the victory they could not attain in life. The Crying Fields lie east of Ghalt near the Thrane border. Thrane armies, attempting to avoid long sieges of Tower Valiant or Tower Vigilant, invaded toward Ghalt on five separate occasions during the Last War. Each time, a bloody battle was fought among the farms of southeast Aundair—hundreds of acres of land that now comprise the Crying Fields. Aundairian farmers long since abandoned the farms, and now the only life in the Crying Fields is the hardy, crimson-tinged grass that sprang up when the fields lay fallow. Even on the sunniest day, visitors to the Crying Fields can hear the clash of swords and cries of anguish, though muffled and distant as if issuing from another world. At night the sounds of battle grow louder and more distinct. On the night of the full moon, the battle be comes entirely real, as undead soldiers, Aundairian and Thrane alike, emerge from the night to battle one another—and any among the living who are brave enough or unlucky enough to be in the Crying Fields on that night.[/spoiler] [URL=https://www.drivethrurpg.com/product/3729/Magic-of-Eberron-35?affiliate_id=17596]Eberron Magic of Eberron (3.5)[/URL][spoiler] [b]Urdark:[/b] Urdarks are named for their first victim, a halfling sociopath named Arven Urdark. Captured by agents of the Karrn necromancer Count Vedim ir’Omik, this dangerous criminal was quietly transferred to Vedim’s laboratory for experimentation. On questioning the notorious murderer, Vedim came to the conclusion that the halfling was utterly insane. When Urdark died in custody, Vedim was intrigued by the possibility of creating some new type of undead from his corpse, and began a series of sinister experiments that eventually resulted in the creation of the first urdark. Spawned from the bodies of the utterly insane, urdarks are incorporeal undead that take on the form of the child within. Unfortunately, the child within most insane creatures is also utterly insane, and despite their intelligence, urdarks cannot be reasoned with. They seem to take great pleasure in creating more of their kind or simply driving rational minds to the brink of insanity (or beyond it). Any humanoid or monstrous humanoid reduced to Wisdom 0 by an urdark becomes an urdark within 2d4 rounds. Its body remains intact and inanimate, but its spirit is torn free of its corpse and transformed. Count Vedim ir’Omik has plans of his own. While still ostensibly loyal to King Kaius III, he misses the glory days of the Last War, when he could stride openly through court, enjoying the nervous glances of fear and respect (or loathing) from his noble peers. Relegated now to underground, underfunded laboratories, he has begun to seek ways to hurry the onset of the next chapter in the war that he never believes ended. Rather than create simply more Karrnathi zombies and skeletons, as per his orders from his liege, he has recently turned his research in new directions. The results have been more than he dreamed, and now, while seeking to create still more powerful, potent undead, he also looks for ways to use his new creations to seed the start of a new war. So far, the creatures created by Vedim’s necrogenesis program are few. The count is far from stupid, and he knows that should the king discover his program, he might be the next victim on the altar of the Blood of Vol. The fashioned undead (urdarks and vours) are carefully controlled by Vedim, answering only to him or those he provides with specific arcane pass phrases. [b]Vour, Face Eater:[/b] Vours are terrible undead spawned from the laboratories of Karrnath’s chief necromancer, Count Vedim ir’Omik. One of his earliest experiments, the research that led to the first vour was intended to produce a creature that could create spawn quickly, was amenable to command (but intelligent enough to follow complex orders), and had greater mobility than Karrnathi zombies or skeletons. The first experiments were failures until Vedim tried duplicating the flotation magic of the beholders. The tentacles—a completely unexpected side effect—seemed similar enough to eyestalks that Vedim quietly surmised that perhaps the beholder’s flotation and tentacles were physiologically connected in some way. Relatively few vours have been encountered in Karrnath as yet, let alone the rest of Khorvaire. However, the creatures breed quickly, and a few of Vedim’s field tests have resulted in unrecovered corpses that later spawned more of the creatures. The first vours were created from the terribly twisted bodies of captured wights. Vedim appreciated the wights’ energy drain ability, as well as their ability to quickly reproduce. Vours live to feed on the fl esh of the living, but some perverse accident of their creation makes them desire to eat only the faces of their fallen foes. Once a victim has succumbed to their physical attacks or energy drain, a vour carefully, almost lovingly, peels the flesh and skin from the victim’s face and devours it ravenously. In fact, newly spawned vours always tear their own faces off and devour them shortly after their creation. For this reason, the creatures are also sometimes called “face eaters.” They are perfectly aware of their ability to create new spawn, so fresh additions to the pack are never hard to come by should a member fall in battle. Any humanoid slain by a vour’s energy drain attack becomes a vour in 1d4 hours. Spawn are under the command of the vour that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. The transformation from corpse to vour is sudden. The victim’s arms and legs are shed from its body as writhing tentacles sprout from the gaping wounds left behind (which quickly close due to the creature’s fast healing ability). Its jaw grows and distends as extra teeth sprout from it, and if it still has a face, it quickly tears it off and devours it in a single gulp. Count Vedim ir’Omik has plans of his own. While still ostensibly loyal to King Kaius III, he misses the glory days of the Last War, when he could stride openly through court, enjoying the nervous glances of fear and respect (or loathing) from his noble peers. Relegated now to underground, underfunded laboratories, he has begun to seek ways to hurry the onset of the next chapter in the war that he never believes ended. Rather than create simply more Karrnathi zombies and skeletons, as per his orders from his liege, he has recently turned his research in new directions. The results have been more than he dreamed, and now, while seeking to create still more powerful, potent undead, he also looks for ways to use his new creations to seed the start of a new war. So far, the creatures created by Vedim’s necrogenesis program are few. The count is far from stupid, and he knows that should the king discover his program, he might be the next victim on the altar of the Blood of Vol. The fashioned undead (urdarks and vours) are carefully controlled by Vedim, answering only to him or those he provides with specific arcane pass phrases. [b]Arven Urdark, First Urdark, Spirit:[/b] ? [b]Urdark, Fashioned Undead, Karrnathi-Created Undead, Incorporeal Undead:[/b] ? [b]Vour, Torso of Some Humanoid Creature, Terrible Undead, Fashioned Undead, Karrnathi-Created Undead:[/b] ? [b]Vaguely Humanoid Form:[/b] ? [b]Renegade Vour:[/b] ? [b]Newly Spawned Vour:[/b] ? [b]Undead, Undead Creature:[/b] Karrnath’s lead necromancer, Count Vedim ir’Omik, still maintains secret laboratories throughout the country side for the express purpose of creating new types of undead to protect the borders of Karrnath—or perhaps to expand those borders should the opportunity arise. The Blood of Vol has established quite a foothold in the lands of Karrnath. Its leaders continue to seek new ways to expand their power base at the behest of their organization’s powerful lich leader. The cult continually recruits new undead, as well as exploring the creation of new types of undead, much as Count Vedim ir’Omik does. [b]Dark Creature:[/b] ? [b]More Powerful Potent Undead:[/b] ? [b]Karrnathi-Created Undead:[/b] ? [b]Undead Variant:[/b] Further investigation leads the PCs into the depths of the city to a research laboratory operated by a wicked gnome wizard named Yeksir Unday Dark, a lackey and lead researcher into new types of undead for Count Vedim ir’Omik. He is currently working on developing several new undead variants, making this a great time to use supplements such as Libris Mortis to spring new undead on your PCs that they have not already encountered. [b]Undead Prey:[/b] ? [b]Mindless Creature:[/b] ? [b]Undead Minion:[/b] ? [b]Lesser Undead:[/b] ? [b]Undead Foe:[/b] ? [b]Undead Inhabitant:[/b] ? [b]Undead Specimen:[/b] ? [b]Intelligent Undead:[/b] ? [b]Willing Undead:[/b] ? [b]Nonintelligent Undead:[/b] ? [b]Undead Manifestation:[/b] ? [b]Undead Spawned in the Laboratories of Karrnath:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Disturbing Undead:[/b] ? [b]Terrible Undead:[/b] ? [b]Walking Dead:[/b] ? [b]Vol, Queen of the Dead, Powerful Lich Leader, Powerful Lich:[/b] ? [b]Lich, Truly Dangerous Undead:[/b] ? [b]Powerful Lich:[/b] ? [b]Mummy:[/b] ? [b]Karrnathi Skeleton:[/b] ? [b]Vampire, Truly Dangerous Undead:[/b] ? [b]Wight:[/b] ? [b]Dread Wraith:[/b] ? [b]Wraith:[/b] ? [b]Karrnathi Zombie:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/29550/Players-Guide-to-Eberron-35?manufacturers_id=44?affiliate_id=17596]Eberron Player's Guide to Eberron[/URL][spoiler] [b]Vol, Demilich:[/b] ? [b]Krael Kavarat, Vampire:[/b] ? [b]Erandis d'Vol, Vol the Lich-Queen, Queen of the Undead, Half-Dragon, Half-Elf Lich:[/b] ? [b]Deathless:[/b] The Aereni preserve their greatest heroes as deathless. The Aereni elves preserve their greatest heroes through magic and devotion, and these deathless elves have provided protection and guidance for thousands of years. In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition. [b]Vampire:[/b] In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition. [b]Undead:[/b] ? [b]Undying Councilor:[/b] ? [b]Undying Soldier:[/b] ? [b]Lich:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Ghost:[/b] Other rumors speak of a pirate wizard who arrived on the island with his captain and crew. After the pirates hid their treasure on the mountain, they betrayed and murdered the wizard, adding his magical possessions to their hoard. The wizard returned as a ghost and slew them all, and now pirate ghosts wage eternal war in the sky. Mastery of the Dead feat. Mastery of the Dead You have learned to calculate the precise location of Dolurrh at any given time, and to use that knowledge to capture the souls of creatures slain with your death spells. Prerequisite: Knowledge (the planes) 6 ranks, Spellcraft 12 ranks, Spell Focus (necromancy). Benefit: Whenever you slay a creature with a spell that has the death descriptor, you can attempt a caster level check (DC 10 + slain creature’s HD) as a free action to transform the slain creature’s spirit into a ghost under your control. If the check succeeds, the ghost appears in the slain creature’s space at the beginning of your next turn and acts immediately. It follows your spoken commands (even if you don’t share a language), even attacking its former allies if you so choose. It remains present for a number of rounds equal to your caster level (or until you are slain, whichever comes first). While the ghost is present, the corpse can’t be returned to life by any means. You can’t have more than one ghost present simultaneously with this feat. If you create a second ghost while your first ghost is still present, you can choose which one remains (the other disappears, its soul freed from your control).[/spoiler] [URL=https://www.drivethrurpg.com/product/27954/Races-of-Eberron-35?affiliate_id=17596]Eberron Races of Eberron (3.5)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Immensely Powerful Undead Creature:[/b] ? [b]Creature Immune to Mind-Affecting Spells and Abilities:[/b] ? [b]Thinking Undead:[/b] ? [b]Ghost:[/b] ? [b]Ghost, Mysterious Figure:[/b] ? [b]Shadow:[/b] ? [b]Undying:[/b] ? [b]Undying Soldier:[/b] ? [b]Undying Councilor:[/b] ? [b]Undying Warrior:[/b] ? [b]Undying, Ancient Creature, Undead-Like Creature Filled With Positive Energy From the Plane of Irian the Eternal Day:[/b] ? [b]Undying, Spirit of a Great Hero:[/b] ? [b]Undying, Spirit of a Wise Loremaster:[/b] ? [b]Undying Ancestor:[/b] ? [b]Undying Guardian:[/b] ? [b]Vampire Wizard, Immensely Powerful Undead Creature:[/b] ? [b]Dust Wight:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/58527/EBERRON-Secrets-of-Sarlona-35?affiliate_id=17596]Eberron Secrets of Sarlona:[/URL][spoiler] [B]Old Copper Dragon Ghost:[/B] ? [B]Undead:[/B] Test of Death: The massive skull of a black dragon rests in the center of this chamber, signifying the baleful majesty of Falazure. Its eyes flash red as anyone enters, calling forth heinous undead to harry good folk. Evil beings might find a boon here instead, such as the secret of becoming one of the free-willed undead, if they are willing to risk death to acquire it. Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie). [B]Zombie:[/B] Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie).[/spoiler] [URL=https://www.drivethrurpg.com/product/51648/EBERRON-Secrets-of-XenDrik-35?affiliate_id=17596]Eberron Secrets of Xen'Drik:[/URL][spoiler] [B]Cloud Giant Skeleton:[/B] Even as he died, Izzdelth was animated by the arcane energy he wielded. [B]Advanced Bodak:[/B] Even as he died, Izzdelth was animated by the arcane energy he wielded. [B]Vampire:[/B] It is rumored that the secretive elven sect of the Qabalrin gave birth to the first vampires, and that these undead lords still sleep in hidden vaults. [B]Skeleton:[/B] The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. [B]Zombie:[/B] The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. [B]Spectre:[/B] The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. [B]Mummy:[/B] The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. [B]Wraith:[/B] The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home. Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants. [B]Undead:[/B] If no sentient races inhabit the caverns, then PCs might encounter entombed undead animated by the demise of Izzdelth. When the great necromancer died, his power seeped into the surrounding area, animating the corpses of the fallen. [B]Nightshade:[/B] Even as he died, Izzdelth was animated by the arcane energy he wielded.[/spoiler] [URL=https://www.drivethrurpg.com/product/28713/EBERRON-Sharn-City-of-Towers-35?affiliate_id=17596]Eberron Sharn: City of Towers[/URL][spoiler] [b]Feral Spirit:[/b] The legends say that these are the spirits of the warriors who fought for Lord Tarkanan in the War of the Mark. The death curse of the Lady of the Plague bound them to the hordes of vermin called up from below. However, feral spirits can be found beyond Sharn. Any region with a link to Mabar—such as the Gloaming in the Eldeen Reaches—could produce these unnatural swarms. [b]Forgewraith:[/b] The incorporeal spirit of a powerful humanoid consigned to death in the lava furnaces below Sharn, a forgewraith is one of the most fearsome undead creatures found in the city. Some forgewraiths are actually formed from multiple weaker spirits rather than a single powerful soul. Any humanoid slain by a forgewraith becomes a forgewraith in 1d4 rounds. Its body dissolves into ash, while its spirit is torn free from its corpse and transformed. [b]Rancid Beetle Zombie:[/b] Rancid beetle zombies are the animated forms of humanoids who died from beetle rot or the swarm attack of a rancid beetle swarm. The growth of a rancid beetle swarm inside the corpse has caused its skin to harden like chitin, and the body is incredibly resilient. A creature killed by a rancid beetle zombie rises as a rancid beetle zombie in 1d4+1 rounds. A creature that dies of beetle rot becomes a rancid beetle zombie in 1d4+1 days. A rancid beetle zombie is animated by the rancid beetle swarm inside it, though they are separate creatures. A creature that is killed by a rancid beetle swarm immediately becomes a rancid beetle zombie. A creature who dies of beetle rot becomes a rancid beetle zombie in 1d4+1 days. [b]Lady Jesel Tarra'az, Human Vampire Monk 6:[/b] ? [b]Gath, Human Lich Cleric 14:[/b] ? [b]Calderus, Psionic Vampire:[/b] ? [b]Undead:[/b] ? [b]Lich:[/b] ? [b]Vampire:[/b] ? [b]Nightshade:[/b] ? [b]Death Knight:[/b] ? [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Mohrg:[/b] ? [b]Mummy:[/b] ? [b]Spectre:[/b] ? [b]Vampire Spawn:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Effigy:[/b] ? [b]Famine Spirit:[/b] ? [b]Gravecaller:[/b] ? [b]Jahi:[/b] ? [b]Spawn of Kyuss:[/b] ? [b]Spellstitched:[/b] ? [b]Huecuva:[/b] ? [b]Bonedrinker:[/b] ? [b]Plague Spewer:[/b] ? [b]Vol:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/50151/EBERRON-The-Forge-of-War-35?affiliate_id=17596]Eberron The Forge of War:[/URL][spoiler] [B]Karrnathi Dread Marshall:[/B] The result of substantial necromantic experimentation was the dread marshal, an undead officer of greater skill, higher Intelligence, and a substantially stronger sense of personality, than any Karrnathi undead before. [B]Skeletal Heavy Warhorse:[/B] ? [B]Avlast, Ghast Fighter 2:[/B] ? [B]Shiril, Wight Rogue 2:[/B] ? [B]Lavro, Mummy:[/B] ? [B]Mathir, Ghoul Adept 4:[/B] ? [B]Woeforged:[/B] The necromancers of Karrnath have made a horrific discovery deep in the gray mist. A band of warforged once assumed to be part of the Lord of Blades’ cult are in fact nothing of the kind. Just as the warforged are “sort of” alive, they can apparently become “sort of” undead. These “woeforged,” as the necromancers have come to call them, are rusted and broken, just as normal undead are often decayed, and they show the same affinity for negative energy as other undead. Where they come from, who created them, and what they can do remain unclear. [B]Lord Vladimar Kronen, Ghoul Fighter 5, Cleric 4:[/B] ? [B]Undead:[/B] During the spring and summer of 898, new armies arose within the catacombs of the City of Night, as necromancers and corpse collectors created the first undead Legion of Atur. In mid-994, Cyre launched a deep-strike invasion of Karrnath aimed at the undead-producing crypts of Atur. Next, the flashback PCs find themselves dispatched to investigate why an entire town in Thrane has fallen silent. Their discovery is horrific: The townsfolk have been wiped out by a virulent plague, very much like the one they faced years ago. Some of the townsfolk have not remained dead, and the PCs must prevent the spread not of plague, but of plague-spawned undead! [B]Karrnathi Skeleton:[/B] ? [B]Karrnathi Zombie:[/B] ? [B]Skeleton:[/B] ? [B]Zombie:[/B] Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. [B]Human Warrior Skeleton:[/B] ? [B]Human Commoner Zombie:[/B] ? [B]Bleakborn:[/B] ? [B]Bodak:[/B] ? [B]Ghoul:[/B] Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed. [B]Ghost:[/B] In the weeks after the fire, the Knights of Thrane and their cleric allies struggled to destroy the remaining undead and rid the city of its Karrnathi stench, but the damage and loss of life were staggering. The city never recovered, and most today believe it is haunted by the ghosts of its burned residents. Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. The citizens of Valin never stood a chance. Their few defenders were swiftly overrun by the Knights of Thrane, and those who died by the sword or the lance were the fortunate ones. At Kronen’s orders, the survivors were rounded up, impaled, and burned, their bodies scattered across the surrounding fields in symbols of great occult significance that Kronen believed were honoring the Silver Flame. Ash and boiling blood spilled over the fields; screams drowned out the crackling of flames and the shrieks of crows in the sky, come to feast on the body. Legends disagree on the reason for what happened next. Did the ghosts of the dying call down vengeance on their attackers? Did the land itself rebel against the horrors committed upon it? Did the Silver Flame punish those who committed such atrocities in its name? Whatever the cause, the carrion birds and scavengers—crows and vultures, dogs and wolves—turned talons and jaws not upon the bodies, but upon the soldiers of Thrane. To the last individual, everyone who followed Kronen’s mad orders was ripped apart and consumed. Of Kronen himself, no trace was found, except for his emblem of the Silver Flame, scored and defaced by the raking of a thousand claws. [B]Ghost Brute:[/B] Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. [B]Deathshrieker:[/B] ? [B]Ghast:[/B] Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed. [B]Spectre:[/B] ? [B]Wraith:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/51677/Elder-Evils-35?affiliate_id=17596]Elder Evils (3.5)[/URL][spoiler] [b]Atropus, The World Born Dead, Undead World, Moonlike Orb, Small Moonlet:[/b] [A]n undead world “born” at the moment of creation. This moonlike orb is the stillborn afterbirth of the world’s creation, an undead entity that desires nothing less than the end of the entire multiverse. Every sentient mortal race and culture has some explanation for its existence, some story or myth to describe the creation of the world and the birth of the ancestors. Since it is a rare case when two myths are identical, scholars of the subject sift through the rhetoric for commonalities believed to be present in all legends. Complications arise due to regional variations, translation errors, and the simple scarcity of reliable sources, all making the process of divining the roots of creation a daunting task. Certain scholars have made breakthroughs by comparing dwarf creation myths, the oral tradition of the gray elves, and the collected writings of the lich Acererak, recovered from a strange tower deep in the Plane of Shadow. The findings have been disturbing, pointing to some primeval mishap—a horrible divine accident leading to the creation of something called the World Born Dead. According to the writings, creation was the result of a “prime mover.” This being’s identity varies with the particular story. Most scholars agree this entity must be the force behind the gods springing forth into existence from the primeval void. This force, idea, or being is called Atropus. Some theologians believe the appearance of these divine agencies came with a dreadful price. In order for them to take shape, there must have been a sacrifice: For life to exist, there must be death. Atropus must have caused its own death and in that sense became the afterbirth of creation, the wasted materials left over from the formation of the gods. Furthermore, since the gods are living beings, and since life relies upon energy gained from the Positive Energy Plane, Atropus must be their inversion: death incarnate, drawing its own power, such as it is, from the Negative Energy Plane. Little remains of the prime mover that made the supreme sacrifice, nothing more than a decaying, disembodied head, leaving in its wake cast-off necromantic detritus that floats through the void. Those few sages who even know of Atropus debate the origins of this elder evil. They agree that Atropus was spawned when Ao created the first gods, but where they differ is in how Atropus was formed. Some claim the elder evil gained awareness from the divine amniotic fluid surrounding the first god of death, while others claim Atropus was the last god Ao created, but it was stillborn. [b]Aspect of Atropus, Extension of Atropus's Will, The Focus, Headless Human-Shaped Creature, Enormous Headless Human-Shaped Monstrosity:[/b] The focus is a headless, human-shaped creature with flesh fossilized during Atropus’s endless roaming through the cosmos. [b]Gorguth, The Bleak General, Bodak Ranger 2/Fighter 1/Blackguard 9:[/b] ? [b]Young Adult Red Dragon Skeleton:[/b] A dread boneyard can summon undead creatures from its own body once per day. After 1d10 rounds, 3–6 troll skeletons or 2–4 young adult red dragon skeletons appear and serve for 1 hour before being reabsorbed into the dread boneyard’s body. [b]Dread Boneyard:[/b] ? [b]Evolved Atropal Scion:[/b] ? [b]Famine Spirit:[/b] A humanoid or monstrous humanoid of Medium or smaller size killed by a famine spirit rises after 1d3 days as a famine spirit under the famine spirit’s control. [b]Angel of Decay:[/b] ? [b]Lucather Majii, Quell Enchanter 8/Loremaster 10, Incorporeal Presence, Incorporeal Pawn, Wispy Gary-Whist Smoke Collected in a Vaguely Humanoid Form, Ghostly Form:[/b] Lucather Majii’s greatest desire was to know the truth behind the destruction of his ancestors. He explored ever more ancient and mysterious ruins in search of clues. He used his powers of persuasion to convince or to trick people into divulging secrets he desired. The culmination of that search was discovering the prison of Pandorym’s mind, but the experience stripped him of his life and free will. His mind was overwhelmed by the elder evil’s crushing power, which ripped his very soul from his body. His encounter with the mind of Pandorym held unforeseen consequences for Lucather. In addition to stripping away his free will and instilling a hatred of divinity, constant contact with the crystalline prison also ripped his soul from his body. [b]Advanced Deathshrieker:[/b] ? [b]Dread Wraith:[/b] Spewing from 6-inch-diameter pits are streams of poisonous air. Characters who require air can breathe here, but each round they do, they must succeed on a DC 25 Fortitude save or take 2d6 points of Constitution damage. One minute later, they must succeed on a second save or take an additional 1d6 points of Constitution damage. Character slain by the poisonous air rise as dread wraiths (MM 258) after 1d6 rounds. As a standard action, a mind shard of Pandorym can form a siphoning bond with a creature within 90 feet that can cast divine spells or has a divine caster level of at least 1st. The caster must make a DC 48 Will save to resist this ability. If the bond is established, the caster gains 1d4 negative levels per round. For each negative level the caster gains, the mind shard heals 20 hit points. The bond lasts for up to 10 rounds, or until the mind shard breaks it or the caster dies. A caster who receives as many negative levels as Hit Dice dies and rises as a dread wraith in the following round. [b]Blessed Spawn of Kyuss:[/b] ? [b]Gravecrawler:[/b] ? [b]Scion of Kyuss, Evolved Advanced Ulgustasta:[/b] ? [b]Forest Giant Skeleton:[/b] ? [b]Young Adult Red Dragon Skeleton, Form of a Serpentine Horror Capped With the Skull of a Terrifying Beast:[/b] ? [b]Evolved Atropal Scion, Clot of Rotten Flesh, Rotten Form:[/b] ? [b]Famine Spirit, Corpulent Humanoid:[/b] ? [b]Angel of Decay, Disgusting Figure, Vague Shape of an Angel:[/b] ? [b]Advanced Deathshrieker, Hidden Deathshrieker, Shrieking Apparition:[/b] ? [b]Dread Wraith, Dark Tattered Shade:[/b] ? [b]Blessed Spawn of Kyuss, Hidden Spawn, Massive Undead Horror:[/b] ? [b]Gravecrawler, Bloated Maggot With an Eyeless Humanlike Head:[/b] ? [b]Scion of Kyuss, Tremendous Wormlike Creature:[/b] ? [b]Undead, Undead Creature, Undead Entity, Undead Monster:[/b] ? [b]Mindless Undead:[/b] An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). [b]Twitching Undead:[/b] Atropus saps life from worlds it encounters, draining away energy as it draws ever closer to a planet. Once it comes near enough to a planet’s gravity, the celestial body that is the elder evil enters a descending orbit, sweeping closer and closer and looming larger and larger in the night skies. The effects are terrifying. As the moonlet nears a planet’s surface, the dead rise from their graves and, as Atropus fills the night sky, the twitching undead spread like a stain until nothing living remains. [b]Horror:[/b] ? [b]Undead Servitor:[/b] ? [b]Horrible Undead:[/b] He relentlessly hunts for anyone who has enough mental fortitude to withstand Pandorym’s consciousness long enough to free the entity’s psyche. More than a dozen unfortunate souls met their end in this way, many of them lingering as horrible undead. [b]Undead Guardian, Maddened Remnant, Defender:[/b] Over time, the influence of Pandorym’s mind has created undead guardians, the maddened remnants of those who failed to release it. Every mortal being that dies in the frightful complex surrounding the crystalline prison later serves in some way as a defender of the site. And every mortal being foolish enough to enter the complex so far has breathed its last within. An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). [b]Intelligent Undead:[/b] An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). [b]Incorporeal Undead:[/b] An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). [b]Corporeal Horror:[/b] An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). [b]Powerful Undead:[/b] ? [b]Grotesque Undead, Servant:[/b] ? [b]Undead Horror:[/b] ? [b]Allip:[/b] ? [b]Bodak:[/b] A humanoid who dies from [Gorguth's Death Gaze] attack is transformed into a bodak 24 hours later. An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). [b]Bodak, Corporeal Horror:[/b] ? [b]Ghoul:[/b] An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). [b]Ghoul, Intelligent Undead:[/b] ? [b]Lich, Acererak:[/b] ? [b]Nightcrawler:[/b] ? [b]Nightwalker:[/b] ? [b]Nightwing:[/b] ? [b]Shadow:[/b] ? [b]Greater Shadow:[/b] In this room the ancient wizards first contacted and lured Pandorym to this reality. The chamber barely survived its arrival: The annihilating body of the ultraplanar being instantly blew a 30-foot-wide sphere out of existence, along with several of its summoners. In a last act of freedom as the survivors strove to divert it into its prison, Pandorym lashed out at its betrayers. It utterly destroyed the bodies of a handful of mages and their assistants, leaving their suddenly insatiable souls intact. Panic ensued. A few summoners managed to escape, sealing the chamber against dimensional travel. The ghostly remnants of the rest fed on their former allies and coconspirators, bolstering their numbers. Now a dozen angry greater shadows (MM 221) remain trapped within. [b]Greater Shadow, Angry Greater Shadow, Ghostly Remnant:[/b] ? [b]Skeleton:[/b] Restless Dead “Too long have we reveled in our wickedness, too long have we sampled the forbidden—now the gods shun us, sealing the gates to heaven and leaving us lost among the dead.” When this sign appears, the demarcation between life and death grows ever more blurry. After souls depart, their bodies stir in a wretched existence neither alive nor dead. The sign of the restless dead first makes itself known by isolated occurrences of zombies and skeletons in the community. As it strengthens, the undead plague increases. Corpses pull themselves free from graves, slaughtering former friends and lovers and swelling their ranks until only the shuffling dead remain. Effect: In the early stages of this sign, only a few of the dead spontaneously animate. Necromancy magic becomes more efficacious, while healing magic is suppressed. As the sign intensifies, more and more corpses rise, growing stronger all the while. Details: Atropus (Chapter 2) is associated with this sign. SIGN: RESTLESS DEAD Atropus’s presence in the sky causes the dead to rise from their graves. Faint: Necromancy spells and spell-like abilities are cast at +2 caster level. Whenever a living creature dies, a 20% chance exists that it will spontaneously rise as a zombie (MM 265) in 1d4 rounds. Moderate: As faint, but the chance of spontaneous animation increases to 40%. In addition, the entire campaign setting is affected as if by a desecrate spell (PH 218). Casting consecrate removes this effect in the spell’s area until its duration expires. Strong: As moderate, but the chance of spontaneous animation increases to 80%. Even creatures that died before this sign manifested begin to rise as skeletons or zombies, depending on the condition of their corpses. In addition, the campaign setting is affected as if by an unhallow spell (PH 297). Casting hallow removes this effect in the spell’s area. All conjuration (healing) spells and similar spell-like abilities are impeded, meaning that a caster must succeed on a Spellcraft check (DC 20 + the level of the spell) or lose the spell or spell slot without effect. Overwhelming: As strong, but any creature that dies automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies. All undead creatures gain an extra 2 hit points per Hit Die. In addition, they gain turn resistance equal to one-quarter of their Hit Die total (1–7 HD grants +1 turn resistance, 8–15 HD grants +2, 16–23 HD grants +3, and so on). This bonus stacks with any turn resistance a creature already possesses. A creature swallowed by the scion of Kyuss takes 1d8 points of Constitution drain each round. Upon death, the victim gains the skeleton template and remains dormant until the scion vomits it up. Creatures killed by the scion[ of Kyuss]’s breath weapon gain the skeleton template and rise to fight on the following round. [b]Troll Skeleton:[/b] A dread boneyard can summon undead creatures from its own body once per day. After 1d10 rounds, 3–6 troll skeletons or 2–4 young adult red dragon skeletons appear and serve for 1 hour before being reabsorbed into the dread boneyard’s body. [b]Spectre:[/b] Aspect of Atropus Negative Energy Aura power. [b]Vampire:[/b] An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). [b]Vampire, Intelligent Undead:[/b] ? [b]Wight:[/b] A humanoid that dies from this [evolved atropal scion's death gaze] attack is transformed into a wight 24 hours later. Scion of Atropus Negative Energy Aura power. [b]Wraith:[/b] An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. [b]Wraith, Incorporeal Undead:[/b] ? [b]Zombie:[/b] Restless Dead “Too long have we reveled in our wickedness, too long have we sampled the forbidden—now the gods shun us, sealing the gates to heaven and leaving us lost among the dead.” When this sign appears, the demarcation between life and death grows ever more blurry. After souls depart, their bodies stir in a wretched existence neither alive nor dead. The sign of the restless dead first makes itself known by isolated occurrences of zombies and skeletons in the community. As it strengthens, the undead plague increases. Corpses pull themselves free from graves, slaughtering former friends and lovers and swelling their ranks until only the shuffling dead remain. Effect: In the early stages of this sign, only a few of the dead spontaneously animate. Necromancy magic becomes more efficacious, while healing magic is suppressed. As the sign intensifies, more and more corpses rise, growing stronger all the while. Details: Atropus (Chapter 2) is associated with this sign. SIGN: RESTLESS DEAD Atropus’s presence in the sky causes the dead to rise from their graves. Faint: Necromancy spells and spell-like abilities are cast at +2 caster level. Whenever a living creature dies, a 20% chance exists that it will spontaneously rise as a zombie (MM 265) in 1d4 rounds. Moderate: As faint, but the chance of spontaneous animation increases to 40%. In addition, the entire campaign setting is affected as if by a desecrate spell (PH 218). Casting consecrate removes this effect in the spell’s area until its duration expires. Strong: As moderate, but the chance of spontaneous animation increases to 80%. Even creatures that died before this sign manifested begin to rise as skeletons or zombies, depending on the condition of their corpses. In addition, the campaign setting is affected as if by an unhallow spell (PH 297). Casting hallow removes this effect in the spell’s area. All conjuration (healing) spells and similar spell-like abilities are impeded, meaning that a caster must succeed on a Spellcraft check (DC 20 + the level of the spell) or lose the spell or spell slot without effect. Overwhelming: As strong, but any creature that dies automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies. All undead creatures gain an extra 2 hit points per Hit Die. In addition, they gain turn resistance equal to one-quarter of their Hit Die total (1–7 HD grants +1 turn resistance, 8–15 HD grants +2, 16–23 HD grants +3, and so on). This bonus stacks with any turn resistance a creature already possesses. An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). Worms: These spaces contain the worms of Kyuss. A character moving through one of these spaces becomes infested with a worm. The worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. At the end of the character’s next turn, the worm burrows into its host’s flesh (a creature with a +5 or greater natural armor bonus is immune to this effect). The worm makes its way to its victim’s brain, dealing 1 point of damage each round for 1d4+1 rounds. At the end of that period, it reaches the brain, where it deals 1d2 points of Intelligence damage each round until it’s killed or it slays its host, which occurs when the victim’s Intelligence is reduced to 0. A remove curse or remove disease effect destroys the worm while it’s within the host. Dispel evil or neutralize poison delays the worm’s progress for 10d6 minutes. A successful DC 20 Heal check extracts the worm and kills it in the process. A Small, Medium, or Large creature slain by the worm rises as a spawn of Kyuss (MM2 186) 1d6+4 rounds later. Smaller creatures rot away, while larger creatures gain the zombie template. Blessed Spawn of Kyuss Bestow Worm power. [b]Zombie, Corpse, Shuffling Dead, Mindless Undead:[/b] ? [b]Minotaur Zombie:[/b] ? [b]Zombie Transformed From Blessed Spawn of Kyuss:[/b] A remove disease spell (or more powerful spell that achieves the same result) cast on a blessed spawn of Kyuss transforms it into a zombie. Use statistics for a minotaur zombie (MM 267). [b]Atropal, Stillborn God:[/b] Little remains of the prime mover that made the supreme sacrifice, nothing more than a decaying, disembodied head, leaving in its wake cast-off necromantic detritus that floats through the void. Perhaps atropals—the stillborn gods—take their shape from these cast-off bits. [b]Advanced Deathspeaker:[/b] ? [b]Corpse Gatherer:[/b] ? [b]Ragewind:[/b] ? [b]Angel of Decay:[/b] The Ichor Sea is treated as a major negative-dominant environment. Each round, a creature within the sludge must make a DC 25 Fortitude save or gain a negative level. (For the save required 24 hours later, use the same DC.) A creature whose negative levels equal its current levels or Hit Dice is slain, becoming an angel of decay (page 30) after 1d3 rounds. [b]Ethereal Ooze:[/b] ? [b]Quell:[/b] An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). [b]Quell, Incorporeal Undead:[/b] ? [b]Forsaken Shell:[/b] An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100). [b]Forsaken Shell, Corporeal Horror:[/b] ? [b]Spawn of Kyuss:[/b] If the PCs become involved, they track the missing citizens to a temple buried below the city. There, a mad avolakia (MM2 28) infects the captives with bright green worms to transform them into spawn of Kyuss. A humanoid or monstrous humanoid of Medium or smaller size killed by the Worm that Walks rises after 1d4 rounds as a spawn of Kyuss (MM2 186) under the Worm’s control. The marsh is a mess of mud, pools of brown water, and dead reeds. In its center is a still, black pool of stinking water. Just beneath the surface are the rotting remains of the villagers who lived here. The salts of the water preserve their bodies, keeping them ready for animation. As long as no one drinks the water, the pool and its contents are harmless. Consuming or touching the water exposes the characters to the tiny green worms crawling through the muck. The worms function as those bestowed by the blessed spawn of Kyuss’s bestow worm ability (see page 138). Worms: These spaces contain the worms of Kyuss. A character moving through one of these spaces becomes infested with a worm. The worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. At the end of the character’s next turn, the worm burrows into its host’s flesh (a creature with a +5 or greater natural armor bonus is immune to this effect). The worm makes its way to its victim’s brain, dealing 1 point of damage each round for 1d4+1 rounds. At the end of that period, it reaches the brain, where it deals 1d2 points of Intelligence damage each round until it’s killed or it slays its host, which occurs when the victim’s Intelligence is reduced to 0. A remove curse or remove disease effect destroys the worm while it’s within the host. Dispel evil or neutralize poison delays the worm’s progress for 10d6 minutes. A successful DC 20 Heal check extracts the worm and kills it in the process. A Small, Medium, or Large creature slain by the worm rises as a spawn of Kyuss (MM2 186) 1d6+4 rounds later. Smaller creatures rot away, while larger creatures gain the zombie template. Blessed Spawn of Kyuss Bestow Worm power. [b]Spawn of Kyuss, Lesser Creature:[/b] ? [b]Ulgurstasta, Lesser Creature:[/b] ? Bestow Worm (Su) Once per round as a free action, a blessed spawn of Kyuss can bestow a worm onto its opponent. It can do this when it hits with a slam attack or by making a touch or ranged touch attack up to 10 feet away (+16 and +4 attack modifiers, respectively). A worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. At the start of the spawn’s next turn, the worm burrows into its host’s flesh (a creature with a +5 or greater natural armor bonus is immune to this effect). The worm makes its way to its victim’s brain, dealing 1 point of damage each round for 1d4+1 rounds. At the end of that period, it reaches the brain, where it deals 1d2 points of Intelligence damage each round until it’s killed or it slays its host, which occurs when the victim’s Intelligence is reduced to 0. A remove curse or remove disease spell destroys the worm while it’s within the host. Dispel evil or neutralize poison delays the worm’s progress for 10d6 minutes. A successful DC 20 Heal check extracts the worm and kills it in the process. A Small, Medium, or Large creature slain by the worm rises as a new spawn of Kyuss (MM2 186) 1d6+4 rounds later. Smaller creatures rot away, and larger creatures gain the zombie template. Negative Energy Aura (Su) All undead creatures within 30 feet gain +5 turn resistance and fast healing 5, while all living creatures gain fi ve negative levels for as long as they remain in the area unless they have some protection against negative energy effects. Living creatures that have 5 or fewer Hit Dice are slain and rise as spectres after 1d4 rounds. Negative Energy Aura (Su) All undead in the aura including the atropal scion gain +4 turn resistance and fast healing 5. Living creatures within the aura count as having two negative levels. Living creatures that have 2 Hit Dice or fewer are slain and rise as wights (MM 255) under the atropal scion’s control 1 minute later.[/spoiler] [URL=http://www.drivethrurpg.com/product/51643/Fiendish-Codex-I-Hordes-of-the-Abyss-35?affiliate_id=17596]Fiendish Codex I Hordes of the Abyss:[/URL][spoiler] [B]Ghoul:[/B] Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul. Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul. A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls.[/spoiler] [URL=https://www.drivethrurpg.com/product/3730/Champions-of-Ruin-35?affiliate_id=17596]Forgotten Realms Champions of Ruin (3.5)[/URL][spoiler] [b]Lossarwyn the Ice Lich, Lich Druid 18/Heirophant 1, Druid Lich:[/b] ? [b]Shadow Guardian:[/b] ? [b]Cwuvain, Ghost Elf Fighter 7, Banshee, Undead Spirit:[/b] ? [b]Aumvor the Undying, The Undying One, Lich Human Necromancer 15/Archmage 5/Epic Wizard 7/Netherese Arcanist 5, Perhaps the Most Legendary Lich, Netherese-Lich, Last Surviving Arcanist of Fallen Netheril:[/b] Aumvor rose to prominence during the Netherese Age of Discovery, during the heady days of the empire’s expansion across Faerûn. While other Netherese wizards sought out the stars and distant shores, Aumvor turned inward, seeking to understand the mysteries of death and dying. Aumvor earned the moniker of “the Undying” by surviving for centuries in the bowels of his black basalt castle in the heart of the Lonely Moor, attended by generation after generation of descendants, all the while untouched by the ravages of time. Instead of resorting to lichdom, the Netherese necromancer fed off the life force of a long line of “living zombies” he created as servitors, some of them from his own family. In the Year of Sundered Webs (–339 DR), another Netherese wizard, Karsus, triggered the collapse of the Weave, which tore apart the magical underpinnings of Netheril. The momentary absence of magic decimated Aumvor’s legion of living zombies and triggered his contingency magics, whisking him to the depths of a secret lair in the heart of the High Forest and transforming him into a lich. [b]Prince-Consort Imbrar Heltharn, Death Knight Human Ex-Paladin 8/Blackguard 10, Fallen King of Impultur, Undying Prince-Consort, Undead Prince Consort, Undead Servant:[/b] Although Imbrar and his Royal Guard fought valiantly, they were no match for the Queen of Whispers and her minions on their own turf. One by one they fell, as they fled through the treacherous mountain passes, until only Imbrar remained. Undone by his pride and dreams of valor, Imbrar realized he had squandered Soargar’s Legacy and broken the faith of his subjects. The Queen of Whispers captured him alive, and the brokenhearted king was then subjected to a stream of torments, until finally his will and faith in the Triad broke as he drew his final breath. To Soneillon’s delight, the fallen king of Impiltur then arose as a death knight and servant to her will. [b]Shadow Guardian, Ultrapowerful Shadow:[/b] ? [b]Undead, Undead Creature, Undead Being:[/b] ? [b]Undead Minion:[/b] ? [b]Uncontrolled Undead:[/b] ? [b]Undead Master:[/b] ? [b]Undead Dragon:[/b] ? [b]Powerful Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] [i]Bonfire of Insanity[/i] epic spell. [b]Lich:[/b] ? [b]Dracolich:[/b] Their first goal was the creation of a dracolich, or undead dragon, a task they first accomplished in 902 DR. The rituals and components necessary to create a dracolich were transcribed in the Tome of the Dragon, a holy relic that is now used by the cult’s many cells to raise their own dracolich allies. Aside from the Well of Dragons, several other powerful cult cells have either created a dracolich already or are well on their way to it. The rituals and components necessary to create a dracolich were transcribed in the Tome of the Dragon, a holy relic that is now used by the cult’s many cells to raise their own dracolich allies. [b]Dracolich, Undead Dragon:[/b] ? [b]Torynnar Rhaevaern, Lich Baelnorn Elf Wizard 15/Archmage 4:[/b] ? [b]The Dodkong, Crafty Stone Giant Lich:[/b] ? [b]Szass Tam, Lich, Zulkir of Necromancy:[/b] ? [b]The Everlasting Wyrm, Dracolich:[/b] ? [b]The Legendary Larloch, Netherese Lich of Warlock's Crypt:[/b] ? [b]Mummy:[/b] ? [b]Greater Shadow:[/b] Queen No’Ris was a powerful dwarf warrior who ruled with an iron fist long before an earthquake formed the Iceclutch Swamp. A bitter foe of the elf nations, she led a series of brutal wars that reduced both the dwarf and elf populations of the region. The Queen’s spirit has long since fled, but the shadows of her former followers are cursed to guard her tomb. [b]Bound Greater Shadow:[/b] ? [b]Shadow:[/b] Any humanoid reduced to Strength 0 by a shadow guardian becomes a shadow under the control of its killer within 1d4 rounds. [b]Spectral Mage:[/b] On rare occasions the lich has taken a living apprentice, assuming the student shows great promise and is of Netherese heritage, but few survive the apprenticeship. Those who do not are usually transformed into spectral magesMag and forced to serve the Undying One for eternity. [b]Vampire:[/b] ? [b]Vampire Lord:[/b] ? [b]Orbakh:[/b] ? [b]Vampiric Master:[/b] ? [b]Crown-Wraith:[/b] In the Year of Visions (731 DR), the legendary paladin Sarshel entered the Citadel of Conjurers (which lay near the Hill of Tombs) and shattered the fabled Crown of Narfell. In so doing, he broke Orcus’s hold over the artifact and forced the army of demons led by the balor Ndulu to retreat and scatter. Although Sarshel gathered up the physical fragments of the headgear, the souls of the long-dead Nentyarchs trapped within the crown quickly fled their ancient prison in the form of powerful wraiths. [b]Crown-Wraith, Powerful Wraith:[/b] ? [b]Zombie:[/b] ? [b]Death Knight:[/b] In the Year of the Adamantine Spiral (106 DR), crusaders of Myrkul from the Castle of Al’hanar attacked and (temporarily) destroyed the Everlasting Wyrm. While plundering the dracolich’s hoard, the followers of Myrkul discovered the imprisoned demon lord, and, in exchange for ninety-nine years of service to the Church of Myrkul, the crusaders agreed to release the demon lord from his binding. With Eltab’s aid, the followers of Myrkul seized control of the city of Shandaular in the Council Hills and established the theocracy of Eltabranar, encompassing most of the Eastern Shaar. The crusaders of Myrkul might have learned from Eltab the ritual of voluntarily transforming themselves into death knights, a secret the demon had long ago stolen from Demogorgon, although church dogma holds (or at least held) that the Lord of the Dead granted them the “gift” in exchange for their eternal servitude. [b]Crawling Claw:[/b] ? [b]Huecava, Undead Remnant:[/b] ? Bonfire of Insanity (Ritual) Necromancy [Chaotic, Evil, Vile] Spellcraft DC: 217 Components: V, S, M Casting Time: 10 minutes Range: 1-mile radius Duration: Instantaneous Saving Throw: Fortitude negates; see text Spell Resistance: Yes Development: 1,953,000 gp, 39 days, 78,120 XP; Seeds: animate dead (DC 23), slay (DC 25); Factors: area effect (+15) to 20-ft. radius (+2) increased 800% (+32), additional 160 HD (+160); Mitigating factors: increase casting time (–20), ghouls (–10), uncontrolled undead (–10) A bonfire is built of human bones and burned during a rainstorm while this spell is cast. The smoke from the fire rises up and mingles with the rain clouds, filling them with vile power. As the tainted water rains down and soaks the ground, up to sixty corpses within range rise up as ghouls. Even skeletal remains are affected. The corpses receive no saving throw against the spell’s effects, not even if they are buried in consecrated ground. Humanoids (including the spellcasters) of up to 80 HD that are touched by the vile rain must make a Fortitude saving throw or be afflicted with a magical disease that turns them into flesh-starved ghouls within 24 hours. The disease is resistant to all forms of magical healing less powerful than a heal spell. The total Hit Dice worth of undead created from this spell, both from corpses and living creatures, is 180. The spell does not grant the spellcaster any ability to control the undead created by the spell. These undead can be commanded, rebuked, or turned normally. Material Component: A bonfire, at least 10 feet in diameter, made out of the remains of at least twenty humanoids. These remains are destroyed by the fire and are unaffected by the vile rain.[/spoiler] [URL=https://www.drivethrurpg.com/product/25995/City-of-Splendors-Waterdeep-35?affiliate_id=17596]Forgotten Realms City of Splendors: Waterdeep (3.5)[/URL][spoiler] [b]Wraith Sea:[/b] Any humanoid reduced to 0 Strength by a sea wraith dies and becomes a sea wraith in 2d4 rounds unless the body is removed from the water or a protection from evil spell is cast upon the body before the transformation occurs. The upper caverns of Umberlee’s Cache are haunted by sea wraiths, a self-propagating form of aquatic undead that continue to add to their number by transforming most interlopers into undead of a similar nature. [b]Wraith Sea, Cloaklike Spirit, Servitor of Umberlee, Guardian, Incorporeal Creature, Self-Propogating Form of Aquatic Undead:[/b] ? [b]Undead, True Undead, Undead Creature, Undead Monster:[/b] ? [b]Evil Undead:[/b] ? [b]Jandar Ilbaereth:[/b] ? [b]Undead Plant Monster:[/b] ? [b]Deathshrieker, Undead Horror:[/b] ? [b]Arcturia, Half-Fey Human Worm That Walks Wizard 15, Vile Form of Undead:[/b] This level was long the private demesne of Arcturia, one of Halaster’s most ambitious apprentices. After her death during Halaster’s Higharvestide, contingency magics whisked her corpse to her sanctuary, leaving the illusion of a body in their wake. Thanks to careful preparations, Arcturia was reborn as a vile form of undead. [b]Death Tyrant:[/b] ? [b]Ghast:[/b] ? [b]Ghost:[/b] ? [b]Ghost Beholder:[/b] ? [b]Ghost Medium Animated Object:[/b] ? [b]Ghostly Apparition of a Black Plague-Wagon, Haunting:[/b] ? [b]Ghost of the Bathing Monk, Spirit:[/b] ? [b]Gundwynd Ghost, Long-Dead Ghost of the Gundwynd Family:[/b] Long-dead ghosts of the Gundwynd family, who were imprisoned in the dungeon over a century ago, also haunt the Fireplace Level. A member of the Gost clan left the Gundwynds to starve in one of the beast cages so he could seize their possessions. [b]Lich:[/b] ? [b]Renwick “Snowcloak” Caradoon, Archlich Human Wizard 14/Arcane Devotee 5:[/b] Renwick fell in the final battle, but the eldest brother had prepared to transform into an archlich, a process he began as he lay dying. Only Samular knew that Renwick had survived his “death” in battle. [b]Lady Alathene Moonstar, Archlich Human Wizard 15/Arcane Devotee 5:[/b] ? [b]Faram Khaldan, Banelich:[/b] ? [b]Umbralax, Powerful Shadow Dracolich:[/b] ? [b]20 HD Mohrg:[/b] ? [b]16 HD Mohrg:[/b] ? [b]Mummy:[/b] ? [b]Greater Shadow:[/b] Lhestyn led more than four dozen Shadow Thieves into ambushes within this court and she and her hidden allies killed all of them over seven encounters spread across a tenday. While the Shadow Thieves were physically removed from the city after that tenday, the spirits of the slain remained here. They did not manifest fully for more than two decades, but they have been infrequently active since that time as greater shadows. [b]Greater Shadow, Spirit:[/b] ? [b]Shadow:[/b] ? [b]Shadowy Wraithlike Creature:[/b] ? [b]Vampire:[/b] ? [b]Artor Morlin, Vampire Fighter 13/Blackguard 3/Master Vampire 3, Master Vampire, Vampiric Mercenary Lord, Powerful and Cunning Vampire, Vampire Lord:[/b] ? [b]Servitor Vampire:[/b] ? [b]Fhang, Doppelganger Vampire Rogue 9:[/b] ? [b]Merfolk Vampiric Spawn:[/b] At the time the Company of Crazed Venturers explored this place, a trio of banelar inhabited the waters, but Artor has since replaced them with vampiric spawn created from merfolk he kidnapped from the harbor. [b]Huntmistress Dhusarra, Vampire Fighter 2/Cleric 14:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Dread Wraith:[/b] ? [b]Zombie:[/b] ? [b]Crimson Death:[/b] ? [b]Curst:[/b] During the Time of Troubles, a contingent of five Cellarers never returned from the sewers. Believed to be lost, they actually were transformed into cursts and continue to patrol the sewers. [b]Curst Commoner 1:[/b] ? [b]Doomsphere, Normal Doomsphere:[/b] ? [b]Xiilqil, Slayer of Savengriff and Tzarrakyn the Elder, Doomsphere:[/b] ? [b]Dread:[/b] ? [b]Dread Advanced, Skeletal Hands, Frightening Killer:[/b] ? [b]Drowned:[/b] ? [b]Flameskull:[/b] They vanish hurriedly, though, when the Circle of Skulls appears. This spellhaunt (as wizards call it) is all that is left of some early priests of Mystra who tried to devise their own means of immortality and achieved only a lichlike state. As Skullport grew, the Skulls learned to absorb and empower wizards they killed, transforming them into flameskullsLE. Not every arcane spellcaster was susceptible to absorption into the mantle, but enough were to create a great number of vassal skulls. [b]Huecuva:[/b] The undercroft is haunted by a dozen or more huecuvasFF, once monks of Chauntea who hid in the abbey’s crypts rather than battle the trolls. [b]Lord Haran Ilvastarr, Huecuva Ex-Paladin 9:[/b] The late Lord Haran Ilvastarr, granduncle of the current lord, was a noted paladin of Helm and ward civilar (captain) of the city watch in his day. During the Guild Wars, he deliberately withdrew several Watch patrols from one neighborhood, allowing an allied merchant family to attack a rival family and burn their villa to the ground. His perfidy came to light during the reign of the Lords-Magister, and as his crimes were directed at an ally of House Zoar, he was summarily tried and hung. Members of House Ilvastarr took possession of the body and hid it away in this crypt, fearful of what might arise from his remains. A cleric of Tymora cast a hallow spell herein, preventing Lord Haran from rising as an undead creature. Should any part of Lord Haran’s mortal remains be removed from this chamber for any reason, his spirit will no longer be constrained from rising as an undead monster. Within 24 hours, his remains transform him into a LE male huecuvaFF ex-paladin 9. [b]Skull of Skullport, Flameskull Advanced:[/b] In the Year of Sundered Webs (–339 DR), the temporary collapse of the Weave that destroyed the flying cities of Netheril left the ceiling of the Sargauth Enclave temporarily without magical support. More than two-thirds of the enclave collapsed, leaving the area (the current Level Three of Undermountain) in ruins. The survivors were twisted into magically potent undead that survive to this day as the Skulls of Skullport (see page 109). The true history of the Skulls is known only to Halaster and a few of his apprentices. At the exact moment that the Weave faltered in the Year of Sundered Webs (–339 DR), the Netherese arcanists of the Sargauth Enclave were experimenting with the great mythal that encompassed their subterranean city. As surges of wild magic wracked the mythal, the arcanists were drawn into the magical mantle that enveloped their city. The thirteen most powerful arcanists were transformed into the Skulls of Skullport and trapped within the ruined city, while their apprentices were trapped within the twisted remnants of the mythal in the form of spellshades (treat each as CN flameskullLE sorcerer 9 with a rainbow-hued, vaguely humanoid-shaped body). In the centuries that followed, the thirteen Skulls lurked within the ruins of their shattered enclave, unable to move more than 300 feet beyond the cavern that now houses the Port of Shadow. The mythal that held the Skulls in thrall allowed their thoughts to mingle, and over time the thirteen Skulls lost their individual identities and developed a collective consciousness that retained only fragments of its constituent personalities. While each Skull still exhibited odd habits, pet peeves, and even the occasional bit of skill or wisdom reminiscent of its original personality, for all intents and purposes the Skulls became a single entity. Such ambitions were shattered just a few years later, when a powerful extraplanar entity named Vhostym tapped into Skullport’s mythal with an artifact known as a Weave Tap. The ensuing destruction destroyed four of the Skulls, wreaked havoc in the Port of Shadow, and transformed the remaining Skulls into true undead. [b]Flameskull Sorcerer 9, Spellshade:[/b] The true history of the Skulls is known only to Halaster and a few of his apprentices. At the exact moment that the Weave faltered in the Year of Sundered Webs (–339 DR), the Netherese arcanists of the Sargauth Enclave were experimenting with the great mythal that encompassed their subterranean city. As surges of wild magic wracked the mythal, the arcanists were drawn into the magical mantle that enveloped their city. The thirteen most powerful arcanists were transformed into the Skulls of Skullport and trapped within the ruined city, while their apprentices were trapped within the twisted remnants of the mythal in the form of spellshades (treat each as CN flameskullLE sorcerer 9 with a rainbow-hued, vaguely humanoid-shaped body). [b]Vassal Flameskull:[/b] ? [b]Plague Spewer:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/57386/Dragons-of-Faerun-35?affiliate_id=17596]Forgotten Realms Dragons of Faerun:[/URL][spoiler] [B]Spectral Creature:[/B] “Spectral creature” is an acquired template that can be added to any aberration, animal, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8. Any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid slain by a spectral creature rises as a spectral creature under the command of its killer in 1d4 rounds. Create Spectral Spawn feat. (Forgotten Realms Dragons of Faerun Web Enhancement City of Wyrmshadows) [B]Spectral Spitting Felldrake:[/B] ? Quildan has created two undead guardians for the main supply entrance. (Forgotten Realms Dragons of Faerun Web Enhancement City of Wyrmshadows) [B]Aghazstamn, Wyrm Blue Diembodied Dracolich:[/B] ? [B]Alasklerbanbastos, “The Greay Bone Wyrm”, the Great Bone Wyrm of Dragonback Mountain, Great Wyrm Blue Dracolich:[/B] Alasklerbanbastos is literally just the skeleton of a great wyrm blue dragon animated by a fell intelligence that clings to existence with fierce intensity. After Tchazzar’s apparent ascension to godhood in the Year of the Dracorage (1018 DR), Alasklerbanbastos turned to the nascent Dragon Cult cell in Mourktar in a desperate bid for additional power and underwent the transformation ritual to become a dracolich shortly thereafter. [B]Alglaudyx, Wyrm Black Dracolich:[/B] ? [B]Arkhelthingril, “Ice”, Old White Dracolich:[/B] ? [B]Arlauthra Manytalons, Wyrm Black Dracolich:[/B] ? [B]Aurgloroasa, The Sibilant Shade, First Whisperer, Wyrm Shadow Dracolich:[/B] ? [B]Azarvilandral, “Shard”, Old Blue Dracolich:[/B] ? [B]Azurphax, Adult Green Dracolich:[/B] ? [B]Calathanorgoth, “The Old One”, Black Wyrm Dracolich:[/B] In the Year of the Immortals (1037 DR), Calathanorgoth transformed himself into a dracolich with the aid of the Cult, who hoped to subsume the magical might of House Orogoth. [B]Canthraxis, Adult Blue Dracolich:[/B] ? [B]Capnolithyl, “Brimstone”, Vampiric Advanced 36 HD Smoke Drake Dragon Sorcerer 10:[/B] ? [B]Chardansearavitriol, “Ebondeath”, Very Old Black Disembodied Dracolich:[/B] ? [B]Crimdrac, Ancient Red Dracolich:[/B] ? [B]Daurgothoth, “The Creeping Doom”, First Reader, Great Wyrm Black Dracolich Wizard 20, Archmage 5:[/B] ? [B]Dretchroyaster, “The Monarch Reborn”, Wyrm Green Dracolich:[/B] ? [B]Eboanaflimoth, “Ebonflame”, Adult Red Dracolich:[/B] ? [B]Garrathmaw, “Insyzor”, “Incisor”, Very Old Fang Dracolich:[/B] ? [B]Ghaulantatra, Old Mother Wyrm, Ghostly Great Wyrm White Dragon:[/B] Thaluul was the cause of her death, but in her stronger ghostly form she managed to destroy the beholder, and now they are both fettered to the lair. [B]Goarulskul, “the Black”, Wyrm Black Dracolich:[/B] ? [B]Gotha, Ancient Red Dracolich:[/B] ? [B]Greshrukk, “Red Eye”, Old Red Disembodied Dracolich:[/B] ? [B]Halatathlaer, Ghostly Ancient Copper Dragon:[/B] ? [B]Hethcypressarvil, “Cypress the Black”, Wyrm Black Dracolich:[/B] ? [B]Iltharagh, “Golden Night”, Very Old Topaz Dracolich:[/B] ? [B]Ividilandyr, “Ivy Deathdealer”, Mature Adult Green Dracolich:[/B] ? [B]Jaxanaedegor, Very Old Green Vampiric Dragon:[/B] ? [B]Khalahmongre, Ancient Blue Dracolich:[/B] ? [B]Kistarianth, “The Red”, Ancient Red Dracolich:[/B] ? [B]Kryonar, Wrym White Dracolich:[/B] ? [B]Malygris, “The Suzerain of Anauroch”, Very Old Blue Dracolich:[/B] In the Year of the Sword (1365 DR), the Sembian cell convinced a very old blue dragon named Malygris to become a dracolich. [B]Mornauguth, “The Moor Dragon”, Young Adult Green Dracolich Cleric 8: Rauglothgor, Great Wyrm Red Dracolich:[/B] ? [B]Sapphiraktar, “The Blue”, Wyrm Blue Dracolich:[/B] ? [B]Saurglyce, Mature Adult White Dracolich:[/B] ? [B]Shargrailer, “The Dark”, “The Sacred One”, Great Wyrm Red Disembodied Dracolich:[/B] Sammaster and his followers created their first dracolich, Shargrailer, in the Year of the Queen’s Tears (902 DR). [B]Shhuusshuru, “Shadow Wing”, Great Shadowing of the Far Hills, Great Wyrm Shadow Dracolich:[/B] ? [B]Urshula, Very Old Black Dracolich:[/B] ? [B]Uthagrimnoshaarl, Great Wyrm Shadow Dracolich:[/B] ? [B]Vesz’zt Auvryana, Vampiric Adult Drow-Dragon Rogue 6, Assassin 3:[/B] ? [B]Vr’tark, Mature Adult Blue Dracolich:[/B] ? [B]Xavarathimius, “The Everlasting Wyrm”, Great Wyrm Green Dracolich:[/B] ? [B]Zethrindor, Ancient White Disembodied Dracolich:[/B] ? [B]Sammaster, Lich:[/B] In the Year of Many Mists (1282 DR), Sammaster briefly returned as a lich, once criteria he had set into play three centuries before were finally resolved amid the ruined city of Harrowsmouth. [B]Thaluul, Ghost Beholder:[/B] Thaluul was the cause of her death, but in her stronger ghostly form she managed to destroy the beholder, and now they are both fettered to the lair. [B]White Dracolich:[/B] ? [B]First Interpreter, Alagshon Nathaire, Banelich Human Cleric 25, Divine Disciple 5:[/B] Before his own destruction, Sammaster secretly brought Alagshon Nathaire back from the dead as a banelich. Sammaster brought him back from the dead in the Year of Rogue Dragons (1373 DR) as a banelich, intending to make restore him to his position as Second-Speaker. [B]Reveilaein Brant, Dracolich Half-Black Dragon Human Wizard 6:[/B] While exploring the Well of Dragons, Reveilaein came across a group of ogres hauling rubble from a dig. Tossing the dirt everywhere, the ogres were mindless of what might be found in the turned soil. Their taskmaster, a Wearer of Purple named Arleanda (LE female Chondathan human cleric [Velsharoon] 6/wearer of purple 5) wasn’t particularly interested in the excavation—being a more academic type—and failed to notice a tablet amid the dirt. Reveilaein was much more alert, and he secreted away the artifact before anyone discovered it. In between hours of monotonous work as an apprentice, Reveilaein found time to translate the writings on the tablet—an ancient artifact sacred to the draconic demigod Kalzareinad, the nefarious dragon god of dark secrets. The writings detailed a process through which a half-dragon could undergo a transformation into a dracolich known as the Kaemundar. Fascinated by the idea of becoming immortal but aware of his human limitations, the young apprentice sought a way to transform himself into a half-dragon. Reveilaein was aware that his master Vargo had once been a normal human but had discovered an alchemical process that turned him into a half-black dragon. The young mage concocted a scheme to steal the formula. He waited until Vargo was busy with Cult duties and ripped the page out of the mage’s notes that contained the formula. Reveilaein had the command word to bypass the wards on Vargo’s spellbook, having required it for some of his tasks as an apprentice. What he did not expect is that ripping the page also set off a ward. Vargo sensed the ripping of his spellbook and immediately transported himself back to his chambers. Reveilaein was somewhat prepared for such an eventuality. He read a scroll of teleport he had stolen from Vargo and transported himself away from the Well. Reveilaein retreated to Arabel, where he analyzed the alchemical formula stolen from Vargo and the ritual described on the tablet. He searched out a priest of Kalzareinad, employing considerable resources to pay a diviner to locate a follower of the dark demigod. The divinations paid off, and Reveilaein located Morven Vance, a Mulan priestess of Kalzareinad. Morven was a disciple of Maldraedior (LE male great wyrm blue dragon ascendant 3) and is one of a very small number of worshipers of Kalzareinad. Tantalizing the priestess with a relic of her deity, Reveilaein convinced her to help him perform his two rituals. It occurred to him that she might seek to slay him or steal the knowledge for herself, but he was too obsessed with immortality and power to care. Morven did indeed consider the possibility of killing the wizard or stealing the magic. In a moment of weakness, while helping him perform the ritual, she became too afraid to seize the artifact for herself. She helped Reveilaein perform the ritual to transform him into a Kaemundar. [B]Lacedon Ghast:[/B] ? [B]Gilgeam:[/B] The worshipers of Gilgeam have just suffered what might be their worst defeat. They managed to bring their deity back in an undead body, but the followers of Tiamat and their allies destroyed the god-king, ending any hope of his return. [B]Dracolich Slough:[/B] The magic used to create dracoliches is a powerful and wellcontrolled secret, but it does result in occasional unforeseen consequences. As a dracolich ages and moves around its lair, it brushes up against its treasure and rock formations; it has occasional fights with dragon slayers, and almost always wins. This daily wear and tear leads to sloughing of the rotting tissue hanging on a dracolich’s massive frame. What few know is that this sloughed carrion often has a life of its own. Dracolich slough tends to accumulate, and due to the negative energy of the magic infusing the dracolich, it gathers in small piles. [B]Djinni Ghost, Undead Genie:[/B] Ghazir the Deserts Edge magic item. [B]Frost Giant Phantasm, Frost Giant Ghost, Frost Giant Spirit:[/B] Ghazir the Deserts Edge magic item. [B]Spectre:[/B] Any humanoid slain by a spectral creature rises as a normal spectre under the control of its killer instead. [B]Dracolich, Sacred One, Night Dragon:[/B] Sammaster created his first dracolich in the Year of Queen’s Tears (902 DR), and the ranks of the Cult of the Dragon soon swelled. While exploring the Well of Dragons, Reveilaein came across a group of ogres hauling rubble from a dig. Tossing the dirt everywhere, the ogres were mindless of what might be found in the turned soil. Their taskmaster, a Wearer of Purple named Arleanda (LE female Chondathan human cleric [Velsharoon] 6/wearer of purple 5) wasn’t particularly interested in the excavation—being a more academic type—and failed to notice a tablet amid the dirt. Reveilaein was much more alert, and he secreted away the artifact before anyone discovered it. In between hours of monotonous work as an apprentice, Reveilaein found time to translate the writings on the tablet—an ancient artifact sacred to the draconic demigod Kalzareinad, the nefarious dragon god of dark secrets. The writings detailed a process through which a half-dragon could undergo a transformation into a dracolich known as the Kaemundar. The magic used to create dracoliches is a powerful and well-controlled secret, but it does result in occasional unforeseen consequences. [B]Ghostly Dragon:[/B] ? [B]Vampiric Dragon:[/B] ? Ghazir the Desert’s Edge Employed in the conquest of the Nelanther and the taming of the Cloud Peaks, Ghazir the Desert’s Edge is a legendary weapon of the Shoon Imperium with a cursed reputation. Lore: Characters can gain the following pieces of information about Ghazir by making Knowledge (arcana) or Knowledge (history) checks. DC 15: In the Year of the Burnished Blade (276 DR), Qysar Shoon IV of the Shoon Imperium fashioned a uniquely powerful scimitar from the shifting sands of the Calim Desert, drawing on the trove of magical lore seized from the hoard of Rhimnasarl the Shining. Shoon IV was a necromancer, unskilled in swordplay, who crafted the weapon solely to prove it could be done. The blade (named Ghazir, or “war crescent” in Alzhedo) lay unused in the royal vaults for nearly a decade after it was forged. DC 20: In the Year of Wasted Pride (285 DR), Qysara Shoon V formally bequeathed the scimitar to a senior ralbahr (admiral), Murabir of Memnon Faruk yn Aban el Khafar yi Memnon, as a symbol of office. Faruk had long championed the conquest and colonization of the Nelanther, as the genie-haunted isles west of Zazesspur were known, and the gift was seen as a symbol of the qysara’s favor. The ensuing naval campaign was a great success; nearly a score of rogue djinn were slain, and the gale-force winds that had long prevented the safe passage of sailing ships along the Sword Coast abated. Despite the construction of the Sea Towers of Irphong and Nemessor, the subsequent colonization efforts foundered, due to the nobles’ distaste for the constant cool winds (which many attributed to the angry spirits of the djinn) and other factors of living close to the stormy Trackless Sea. Faruk was eventually cashiered in the Year of Sundered Sails (302 DR) by the qysara’s successor, Shoon VI, and Ghazir was returned to the vaults beneath the Imperial Mount of Shoonach, where it languished for nearly three decades. DC 30: The winter that stretched from the Year of Roused Giants (330 DR) to the Year of Cold Clashes (331 DR) was one of the coldest on record in the Shoon Imperium. The Calishar Emirates were blanketed in snow, and raiding giants emerged from the mountains to plunder isolated communities. After a large tribe of frost giants began harrying the outlying farms of Athkatla, Qysar Shoon VII dispatched a large company of soldiers to deal with the menace. Ghazir was loaned to the troops’ colonel, Balak Muham yn Daud el Talhib, who used Desert’s Edge to dispatch dozens of northern behemoths. Although Muham was hailed as a hero upon his return to Shoonach, Ghazir’s reputation was tarnished by the string of harsh winters that followed, coupled with reports that the frost giants’ spirits continued to haunt the Cloud Peaks. Rumors suggested that the weapon was in some manner cursed, and that the souls of its victims remained tethered to this world where they continued to harass the living. It was deemed politically expedient by Shoon VII’s viziers to return Ghazir to the royal vaults, where it lay untouched until the fall of the Imperium. In the Year of the Corrie Fist (450 DR), Iryklathagra seized Ghazir along with many other treasures as she plundered Shoonach, and Desert’s Edge has lain untouched in her hoard ever since. Description: Ghazir is a great scimitar nearly 5 feet in length from tip to pommel. The glassteel blade is fashioned from the crystalline sand left in the wake of Memnon’s Crackle, a shifting region of intense heat in the Calim Desert. A curving line of fire endlessly dances within the heart of the blade. The scimitar’s smoothly polished basket and hilt are carved from the talon of a long-dead blue wyrm and engraved with magic runes encircling the sigil of Shoon IV. Effect: Ghazir is a +2 elemental bane flaming scimitar. The weapon also absorbs the first 10 points of fire damage per attack that the wearer would normally take (similar to the resist energy spell). Once per day, the bearer can use air walk. Finally, one curious power of Ghazir creates lingering phantoms of every creature it fells. Such ghosts are tied only to the general geographic region in which they are slain and are left with only the power to manifest themselves in two different forms (though not both concurrently). The dead victims can manifest as either visual phantoms or as natural or elemental phenomena somehow linked to their mortal lives. Although this power is little understood, it seems to have created djinni ghosts capable of manifesting as winds throughout the Nelanther and frost giant phantoms capable of manifesting as regions of bitter cold and snow in the Cloud Peaks. Consequences: Ghazir has a fell reputation, even today, although most folk who do not understand Alzhedo think it the name of an efreeti bound into to the form of a blade. Merchants regularly curse Desert’s Edge when making a treacherous passage through the blizzard-prone Fang Pass or the fierce gales that buffet Asavir’s Channel. Should Ghazir resurface in Amn or Tethyr after being removed from Iryklathagra’s hoard, tales of vengeful frost giant ghosts and tormented undead genies will once again spread through the Nelanther and along the Sword Coast. Moreover, such rumors might be rooted in fact, for the coast of Amn and northern Tethyr will suffer increasingly fierce gales and harsh winters in the years following Ghazir’s reappearance, as each additional phantom created by the blade incites all previous phantoms to employ their remaining magical powers to the greatest effect possible. Moreover, should Desert’s Edge be used to slay other beings, tales might spread of their spirits plaguing the region as well. The leaders of Amn and Tethyr will be forced by public opinion to seek custody of the scimitar, but the white wyrm who lairs atop Mount Speartop (Icehauptannarthanyx) will move quickly to claim Ghazir for his own hoard. He fears that the Cloud Peaks climate will grow noticeably warmer if the frost giant spirits are somehow laid to rest by destroying the scimitar. Having bargained unsuccessfully with Iryklathagra for centuries to acquire Desert’s Edge, Icehauptannarthanyx will be quick to take advantage of the opportunity afforded by a band of adventurers who acquire the scimitar. Overwhelming conjuration; CL 20th.[/spoiler] [URL=https://www.drivethrurpg.com/product/28446/Lost-Empires-of-Faerun-35?affiliate_id=17596]Forgotten Realms Lost Empires of Faerûn (3.5)[/URL][spoiler] [b]Baneguard:[/b] The clerics of Bane first developed the method of creating baneguards and kept it secret for many years, but the technique has long since spread to other evil faiths. The Thayan branch of Bane’s church is especially fond of creating baneguards, and these creatures serve as temple guardians in Thayan trading enclaves throughout Faerûn. Because they are also quite popular among the followers of Velsharoon, demigod of liches, baneguards are found in great numbers in Skull Gorge and the Battle of Bones, at the southwestern tip of Anauroch. A cleric of at least 14th level can create a baneguard using the create undead spell. [b]Direguard:[/b] A Thayan improvement on the original baneguard, the direguard has both a more sinister appearance and greater magical power than its lesser cousin. A cleric of at least 16th level can create a direguard using the create undead spell. [b]Curst:[/b] Cursts are undead humanoids trapped under a curse that will not let them die. They are created when an evil spellcaster casts bestow curse on a dying subject, then uses create undead or create greater undead to grant the victim undeath. “Curst” is an acquired template that can be added to any humanoid creature. [b]Curst Human Fighter 5:[/b] ? [b]Dread:[/b] A dread is a pair of animated skeletal arms created for use as an undead guardian. A dread can be created with an animate dead spell, but in addition to all the normal requirements of the spell, the caster must provide a zendalure gemstone worth at least 1,000 gp. [b]Dread Warrior:[/b] Called forth to serve in undeath through foul necromantic magic, dread warriors are undead beings created from the corpses of skilled warriors. Dread warriors are created with the spell animate dread warrior. “Dread warrior” is a template that can be added to any humanoid creature with at least 3 character levels. [b]Dread Warrior Human Warrior 4:[/b] ? [b]Flameskull:[/b] Flameskulls are undead guardians created from the fresh skulls of humanoid spellcasters. [b]Nightshade Nighthaunt:[/b] ? [b]Baneguard, Skeleton:[/b] ? [b]Curst, Undead Humanoid:[/b] ? [b]Curst, Servitor:[/b] ? [b]Curst Human Fighter 5, White-Skinned Warrior:[/b] ? [b]Imket, Human Curst Fighter 10, Pitiful Creature:[/b] The pitiful creature in this room was Imket, Sonjar’s favorite slave. In life, Imket was a capable hunter and a cruel overseer. During the uprising, he grew fearful of angering his master and forcibly returned a handful of slaves (see area 5a) to their barracks. Sonjar never returned to the tower, and Imket survived for years as the geode’s sole occupant. Years later, he finally died alone, still believing that his wrathful master was punishing him by cursing him and imprisoning him here. [b]Dread, Skeletal Pair of Arms, Pair of Animated Skeletal Arms, Undead Guardian, Mindless Automaton:[/b] ? [b]Dread Warrior Human Warrior 4, Armored Warrior:[/b] ? [b]Flameskull, Human Skull Wreathed in Evil Green Flame, Undead Guardian, Human Skull Complete With Jawbone Surrounded by Eerie Green Flames:[/b] ? [b]Nightshade Nighthaunt, Malignant Figure, Something Like a Gargoyle With Large Shadowy Wings Curling Horns and a Lashing Tail But Its Body Appears to be Sculpted From Purest Night and its Face is Blank Except for the Pale Lifeless Orbs of its Eyes, Malicious Sinister Creature of Unliving Darkness, Smallest Weakest of the Nightshades, Terrifying Foe, Creature of Utter Darkness:[/b] ? [b]Undead, Undead Creature, Undead Being:[/b] ? [b]Long-Lived Being:[/b] ? [b]Undead Lord:[/b] ? [b]Powerful Undead Creature:[/b] ? [b]Guardian:[/b] ? [b]Undead Soldier:[/b] Shortly before the fall of Shantar Othreier, a powerful moon elf high mage foresaw his nation’s inevitable defeat and placed himself and his small force of soldiers into a state of mystical stasis that would last until he could rally the defenders of Shantar Othreier once again. But the spell went disastrously wrong. Although it did place the high mage and his forces in a deep slumber and tether their souls to their bodies, it did not halt the ravages of time. Now, after centuries of half-dead slumber, the high mage and his ghastly followers have arisen again, and they think the Crown Wars are still in progress. [b]Undead Soldier, Ghastly Follower:[/b] ? [b]Eight-Limbed Undead Elf:[/b] ? [b]Undead Servant:[/b] ? [b]Restless Undead:[/b] ? [b]Skeletal Undead That Choke and Gasp as if Desperately Trying to Breathe, Restless Undead Remnants:[/b] ? [b]Undead Resident:[/b] ? [b]Undead Spirit:[/b] When Netheril fell, the fearful dwarves of Ascore sealed off the portion of the Lowroad leading east. The undead spirits of trapped Netherese and dwarf merchants who died alongside their caravans now roam the Lowroad east of Ascore. [b]Undead Elder Brain:[/b] Ioulaum’s intentions became clear when he created an undead elder brain from the minds of his illithid students and then merged his own sentience into it. [b]Undead Servitor:[/b] ? [b]Undead Jhaamdathan Royalty:[/b] ? [b]Plague-Rotted Undead:[/b] ? [b]Evil Creature:[/b] ? [b]Dangerous Undead:[/b] ? [b]Undead Remains of a Slain Dwarf Warrior:[/b] ? [b]Ancient Undead:[/b] ? [b]Undead Servitor of Large Size:[/b] ? [b]Allip:[/b] ? [b]Ghast, Lesser Undead Follower:[/b] ? [b]Ghost:[/b] If a magelord’s tower was shattered during a spectacular spell-battle, perhaps her vengeful ghost still haunts its ruins. [b]Ghost, Vengeful Ghost:[/b] ? [b]Princess Olmma, Shield Dwarf Ghost Fighter 6:[/b] ? [b]Lady Saharel, The Sorceress of Saharelgard, Human Ghost Wizard 20/Archmage 5/Netherese Arcanist 5, Ghost Sorcereress of Spellgard:[/b] Lady Saharel, the Sorceress of Saharelgard, was once a leading member of the High Mages of Netheril. She survived the fall of the Empire of Magic as an archlichMon and lived on in the ruins of her castle, which was renamed Spellgard, for centuries thereafter. Each archlich has a passion—one to which she devotes her life, her love, and all the power of her Art. Lady Saharel’s passion was Elminster Aumar. During the Time of Troubles, she defended the Sage of Shadowdale by slaying Manshoon and lost her own unlife in the process. Manshoon returned almost immediately by means of his stasis clone spell and, because her task was not done, Lady Saharel returned as a ghost. [b]Mind Flayer Ghost:[/b] ? [b]Human Ghost Fighter 10/Wizard 5/Eldritch Knight 5:[/b] ? [b]Reluraun, Moon Elf Ghost Fighter 12, Mad Undead Creature, Two Disembodied Eyes and a Pair of Skeletal Arms and Hands:[/b] In a clearing at the heart of Ardeep Forest lies the vault of a fallen elf warrior named Reluraun (male CE moon elf ghost fighter 12), whose spirit was twisted into a mad, undead creature by evil magic during his final battle. [b]Ghoul, Slain Plunderer in Undead Form:[/b] ? [b]Ghoul, Lesser Undead Follower:[/b] ? [b]Lich:[/b] Shortly before the fall of Shantar Othreier, a powerful moon elf high mage foresaw his nation’s inevitable defeat and placed himself and his small force of soldiers into a state of mystical stasis that would last until he could rally the defenders of Shantar Othreier once again. But the spell went disastrously wrong. Although it did place the high mage and his forces in a deep slumber and tether their souls to their bodies, it did not halt the ravages of time. Now, after centuries of half-dead slumber, the high mage and his ghastly followers have arisen again, and they think the Crown Wars are still in progress. [b]Netheres Lich:[/b] ? [b]Archlich:[/b] ? [b]Baelnorn:[/b] Now and then, an old and very powerful Olin Gisir chooses to sacrifice her mortal life and undergo the transformation into a baelnorn—a powerful, good-aligned elf lich who eternally guards a site important to her people. Several of these crypts are guarded by baelnorn spellcasters—usually members of the crypt’s noble house who accepted unlife to stand guard over the dead and protect their families’ secrets. The Guardian Paramours, lovers banned by their families from seeing each other, become the first baelnorns sworn to the coronal and Cormanthyr. [b]Baelnorn, Powerful Good-Aligned Elf Lich, Elf Lich:[/b] ? [b]Baelnorn, Fearsome Guardian:[/b] ? [b]Baelnorn, Baelnorn Guardian:[/b] ? [b]Baelnorn Spellcaster:[/b] ? [b]Respected Baelnorn:[/b] ? [b]Demilich:[/b] ? [b]Human Lich Wizard 20:[/b] ? [b]Illithilich:[/b] After the fall, Ioulaum quietly continued to choose apprentices from among the most promising Netherese refugees. Curiously, he also accepted apprentices from the nearby mind flayer city of Ellyn’taal, and his illithid students, who called themselves the Alhoon, are believed to have been the first illithiliches. Ioulaum’s intentions became clear when he created an undead elder brain from the minds of his illithid students and then merged his own sentience into it. Most of his illithilich apprentices were destroyed in this arcane ritual, but a few escaped and spread the secret of illithilich creation to mind flayer communities throughout the Realms Below. The mind flayer eventually transformed itself into an illithilich and became consumed with the study of node magic. [b]Lich Lord:[/b] ? [b]Powerful Lich:[/b] ? [b]Ambuchar Devayam, Human Lich Necromancer 18, Solon's Ruler:[/b] ? [b]Kryonar, Dracolich Wyrm White Dragon, Renegade:[/b] ? [b]Alarendi Eveningshine, Moon Elf Baelnorn Wizard 17/Archmage 2, Most Senior Baelnorn:[/b] ? [b]Pharos, Moon Elf Baelnorn Wizard 24:[/b] ? [b]Synnorha Durothil, Baelnorn:[/b] ? [b]Moon Elf Baelnorn Wizard 13:[/b] ? [b]Wulgreth of Netheril, Lich:[/b] –408 Year of Sleeping Dragons: Karsus discovers heavy magic. In the process of experimenting with it, he slays Wulgreth of Netheril, a renegade arcanist, and transforms him into a lich. Long before casting his fateful spell, Karsus had experimented with a discovery he called heavy magic and, in the process, inadvertently turned another arcanist named Wulgreth into a lich. [b]Iolaum, Lich:[/b] ? [b]Thakloamur, Lich, Rival, Mysterious Slayer:[/b] Unbeknownst to the Helbrestans, two elders named Thakloamur and Mingaudorr, who had retired from public life many years before, were still lurking in hidden, spell-guarded rooms and passages. Eventually, they attained two different and imperfect forms of lichdom. Both forms of undeath required the liches to subsume energy (life essence for Thakloamur, and spell power for Mingaudorr) from time to time, or crumble away. [b]Mingaudorr, Lich, Rival:[/b] Unbeknownst to the Helbrestans, two elders named Thakloamur and Mingaudorr, who had retired from public life many years before, were still lurking in hidden, spell-guarded rooms and passages. Eventually, they attained two different and imperfect forms of lichdom. Both forms of undeath required the liches to subsume energy (life essence for Thakloamur, and spell power for Mingaudorr) from time to time, or crumble away. [b]Wulgreth of Ascalhorn, Human Lich Wizard 20/Archmage 3/Netherese Arcanist 5:[/b] 883 Year of the Giant’s Oath: Wulgreth of Ascalhorn flees Hellgate Keep and takes refuge in the ruined city of Karse. While attempting to tap the immortal power of the dead god Karsus, he is slain by his servant Jhingleshod. The magical energies unleashed upon his death create the Dire Wood and transform Wulgreth of Ascalhorn into a lich. Wulgreth of Ascalhorn fled the destruction, accompanied only by Jingleshod the Iron Axeman, his man-at-arms. When Jingleshod realized that Wulgreth intended to exact his revenge against the demons by raising an army of undead from the ruins of Karse, the Iron Axeman finally found the courage to slay his master. Unfortunately, he did so while Wulgreth was casting his epic spell. The arcane energies that the archwizard had been molding at the moment of his death were released, transforming him into a lich and the region surrounding the ruins of Karse into the Dire Wood. [b]Aumvor the Undying, Netherese Lich:[/b] ? [b]Larloch of Warlock’s Crypt, Netherese Lich, Archrival:[/b] ? [b]Lady Saharel, the Sorceress of Saharelgard, Archlich:[/b] ? [b]Ioulaum, Oracle of Ellyn’taal, Elder Brain Lich Wizard 31/Archmage 5/Netherese Arcanist 5:[/b] After the fall, Ioulaum quietly continued to choose apprentices from among the most promising Netherese refugees. Curiously, he also accepted apprentices from the nearby mind flayer city of Ellyn’taal, and his illithid students, who called themselves the Alhoon, are believed to have been the first illithiliches. Ioulaum’s intentions became clear when he created an undead elder brain from the minds of his illithid students and then merged his own sentience into it. [b]Rhaugilath the Ageless, Human Archlich Wizard 22/Archmage 5/Netherese Arcanist 2, Favorite Captive, Lich-King of Fallen Orbedal, Shackled Scribe of Larloch:[/b] ? [b]Sarrukh Lich:[/b] ? [b]Arthindol the Terraseer, Sarrukh Lich Wizard 25/Archmage 5:[/b] ? [b]The Beast Lord, Illithilich Wizard 15:[/b] ? [b]The Beast Lord, Mind Flayer Lich Wizard 15:[/b] ? [b]Wulgreth of Netheril, Demilich:[/b] In time, he became a demilich. [b]Rysellin, Lich:[/b] ? [b]Qysar Shoon VII, Human Demilich Necromancer 31/Archmage 5:[/b] After centuries of lichdom, Shoon VII became a demilich and was somehow imprisoned within the Tome of the Unicorn. [b]Qysar Shoon VII, Human Lich:[/b] ? [b]Mallin, Human Lich Evoker 14:[/b] ? [b]Vrandak the Burnished, Lich:[/b] ? [b]Iniarv, Lich:[/b] ? [b]Chardansearavitriol, Great Black Wyrm Dracolich:[/b] ? [b]Ruelve, Archlich, Senior Covenant Member:[/b] ? [b]Daurgothoth, The Creeping Doom, Dracolich:[/b] ? [b]Dark Mother Lalondra Worul, Lich:[/b] In the process of transforming herself into a lich, Dark Mother Lalondra Worul, the reigning high priestess of Shar, brought death to all the True Servants of Shar, whose continued health she had bound to her own. [b]Kelthas the Dread, Mohrg Necromancer 10, Undead Necromancer:[/b] ? [b]Mummy Lord:[/b] ? [b]Mummy:[/b] ? [b]El Sadhara, Mummy Cleric 14, Undead Priestess:[/b] ? [b]Kalloch, Human Mummy Sorcerer 9, Vengeful Undead Guardian:[/b] ? [b]Mardava, Undead Nightshade Nightwalker:[/b] When the uprising reached its gates, the artificer Mardava unleashed a mighty spell to defend Jorhat against the Mulan slaves. The spell ended disastrously, killing both the attacking slaves and the citadel’s defenders. Furthermore, the energies unleashed transformed Mardava into an undead nightshade (CE female nightwalker), and she has prowled Jorhat’s lower levels ever since. [b]Shadow, Former Inhabitant in Undead Form:[/b] ? [b]Greater Shadow:[/b] ? [b]Skeleton, Ordinary Animated Skeleton:[/b] ? [b]Medium Skeleton, Lesser Undead Follower:[/b] ? [b]Skeleton, Mindless Automaton:[/b] ? [b]Spectral Mage, Undead Remains of an Imaskari Artificer:[/b] ? [b]Spectre:[/b] Four thousand years ago, at the time of the slave uprising, a Mulan overseer named Imket (see area 6), who was loyal to Sonjar, forced a handful of slaves into their barracks (area 5a) before returning to his own quarters. Trapped in their room when Sonjar died, the four slaves perished of starvation, only to rise later as spectres. [b]Vampire, Slain Plunderer in Undead Form:[/b] ? [b]Wight:[/b] Shortly before the fall of Shantar Othreier, a powerful moon elf high mage foresaw his nation’s inevitable defeat and placed himself and his small force of soldiers into a state of mystical stasis that would last until he could rally the defenders of Shantar Othreier once again. But the spell went disastrously wrong. Although it did place the high mage and his forces in a deep slumber and tether their souls to their bodies, it did not halt the ravages of time. Now, after centuries of half-dead slumber, the high mage and his ghastly followers have arisen again, and they think the Crown Wars are still in progress. [b]Wight, Lesser Undead Follower:[/b] ? [b]Wraith:[/b] When its leaders refused to join the new empire, the Nentyarch of Tharos destroyed the city. Today, the ruins are haunted by hundreds of wraiths and dread wraiths—the victims of the ancient nentyarch’s merciless wrath. [b]Dread Wraith:[/b] When its leaders refused to join the new empire, the Nentyarch of Tharos destroyed the city. Today, the ruins are haunted by hundreds of wraiths and dread wraiths—the victims of the ancient nentyarch’s merciless wrath. [b]Swordwraith, Undead Swordwraith:[/b] Thousands of Jhaamdathan warriors drowned the night their empire fell, but death did not still their sword arms, and they rose again as undead swordwraiths. [b]Wraith, Former Inhabitant in Undead Form:[/b] ? [b]Zombie, Lesser Undead Follower:[/b] ? [b]Lord Gaucelm Gonfrey, Human Death Knight Fighter 9, Undead Thief-King of Grimmantle, Servant, Lord of Grimmantle Keep:[/b] In the months preceding the Time of Troubles, the death-god Myrkul chose to bestow the gift of undeath upon Gonfrey and convert him into a death knight. [b]Crypt Thing, Undead Crypt Thing:[/b] Once all the tombs had been buried under earthen hills, Gilgeam slaughtered the builders, raised them as undead crypt things, and set them to guard Nergal and his family. [b]Crypt-Thing, Skeletal Undead That Choke and Gasp as if Desperately Trying to Breathe:[/b] ? [b]Huecuva, Undead Remains of a Gilgeam Cleric:[/b] ? [b]Caller in Darkness 22 HD:[/b] The phantom city is deserted except for a cloudlike undead creature formed from the psychic residue of the city’s sudden demise. [b]Caller in Darkness 22 HD, Cloudlike Undead Creature, Tormented Creature, Caller in Darkness of Unusual Size and Power:[/b] ? [b]Keening Spirit:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/28709/Serpent-Kingdoms-35?affiliate_id=17596]Forgotten Realms Serpent Kingdoms (3.5)[/URL][spoiler] [b]Bone Naga:[/b] A bone naga is a skeletal undead creature created from a naga by a spellcaster (usually of its own race). A create undead spell can produce a bone naga from any naga subject with fewer Hit Dice than the creator. “Bone naga” is an acquired template that can be added to any naga. The minor subraces known as banelar nagas and bone nagas both appeared within the past two millennia. The former resulted from a magical ritual that the followers of Bane employed on water nagas, and the latter were the products of dark naga experimentation in the ebon arts of necromancy. To gain control of the nagara, the Myth Drannan lich Druth Daern perpetrated a complex deception. Speaking through a wraithlike apparition that he created above a certain Myth Drannan altar, he claimed to be Ssharstrune, the Ghost Naga—a long-dead naga god. With Daern’s unseen help, the Ghost Naga revived the nagara who had not survived the thornbacks as bone nagas to serve their living kin. [b]Dark Naga Bone Naga Sorcerer 6:[/b] Created by a rival hundred of years ago as a guard, this bone naga despises both its master and its condition. [b]Deathflame:[/b] The deathflame template is the same as the death knight template, except that it can be applied to monstrous humanoids. [b]Chassan, Fireknewt Deathflame Fighter 5/Rogue 2/Blackguard 8, Firenewt Death Knight, Firenewt Overlord, Leader, Overlord:[/b] During the Time of Troubles, Kossuth appeared in the Burning Rift beneath the Peaks of Flame and chose a firenewt blackguard named Chassan, overlord of a local tribe, as his avatar. Kossuth/Chassan led the firenewts into a brutal war with the pterafolk of the Chultengar, and the conflict lasted until the Avatar Crisis had ended. Kossuth returned to the planes, leaving the charred corpse of Chassan in his wake, but the god later rewarded Chassan’s loyalty by allowing him to return to his tribe as a deathflame. During the Time of Troubles, Chassan served as Kossuth’s avatar. The Flamelord’s divine essence was too much for his mortal form, and all that was left of the firenewt after the god’s departure was a blackened husk. After Kossuth returned to the Elemental Plane of Fire, however, he transformed the charred remains of Chassan into a deathflame. [b]Bone Naga, Skeletal Undead Creature Created From a Naga by a Spellcaster, Serpentine Skeleton, Undead Creature Consumed With Hatred and Malice, Undead Horror, Serpentine Skeleton With a Bone Tail Stinger, Naja'se'ssynsa, Eternal Shadow of the Ideal:[/b] ? [b]Dark Naga Bone Naga Sorcerer 6, Skeletal Creature, Giant Undead Snake Except for its Humanlike Skull and Long Deadly Fangs:[/b] ? [b]Terpenzi, The Guardian of Najara, Bone Faerunian Ha-Naga Naga Overlord 10:[/b] ? [b]Free-Willed Bone Naga:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Undead Naga:[/b] Since then, the Ghost Naga has been guiding the Seven in a hissing whisper and creating a veritable army of undead nagas. [b]Undead Naga, Naja'se'ssynsa, Eternal Shadow of the Ideal:[/b] ? [b]Serpentine Undead:[/b] ? [b]Humanoid Undead:[/b] ? [b]Undead Servitor:[/b] ? [b]Scaled Undead Creature, Scaled Undead:[/b] ? [b]Scaleless Undead:[/b] ? [b]Swimming Snake Undead:[/b] ? [b]Undead Remains:[/b] ? [b]Ghast, Follower:[/b] ? [b]Whispering Serpent, Ghost of a Fallen Couatl:[/b] ? [b]Ghostly Warrior:[/b] ? [b]Anthilar, Ghost:[/b] ? [b]Ghoul, Follower:[/b] ? [b]Ghoul, Scaled Undead Creature:[/b] ? [b]Lacedon:[/b] ? [b]Ancient Sarrukh Lich, Lich King, King Oreme:[/b] In the bowels of the city, however, the few dozen sarrukh who chose to remain behind transformed themselves into liches and have clung ever since to the remnants of their empire, ruling the asabis who stayed behind to guard them. A handful of Isstossef spellcasters embraced a form of lichdom in an effort to preserve the legacy of their empire at any cost. [b]Fallen Archlich:[/b] ? [b]The Old One, Black Dracolich Great Wyrm:[/b] ? [b]Druth Daern, Ssharstrune, The Ghost Naga, Lich:[/b] ? [b]Anthilar, Lich:[/b] ? [b]Hssthak, Sarrukh Mummy Sorcerer 10/Archmage 5:[/b] ? [b]Elven Mummy:[/b] ? [b]Sword-Wielding Spell-Hurling Mummy That Practices the Ancient Traditions of Anaurian Battlemages:[/b] ? [b]Skeleton, Follower:[/b] ? [b]Skeletal Warrior:[/b] ? [b]The Blood-Curdling Scream, Rock Gnome Vampire Illusionist 9:[/b] ? [b]Wight, Follower:[/b] ? [b]Prince Chelimber the Proud, Powerful Wight:[/b] ? [b]Yuan-Ti Dread Wraith, Undead Consort, Yuan-Ti Abomination:[/b] ? [b]Wraith:[/b] Any humanoid or monstrous humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. [b]Zombie, Follower:[/b] ? [b]Death Knight:[/b] ? [b]Jahi, Undead Three-Headed Serpent, Leader:[/b] ? [b]Crimson Death:[/b] These voracious undead are the tortured spirits of Lapal slaves who were slaughtered many centuries ago in a vile ceremony by the yuan-ti. [b]Crimson Death, Voracious Undead, Tortured Spirit of a Lapal Slave Who Was Slaughtered Many Centuries Ago in a Vile Ceremony by the Yuan-Ti:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/3741/Shining-South-35?affiliate_id=17596]Forgotten Realms Shining South (3.5)[/URL][spoiler] [b]Undead, Undead Thing, Undead Creature:[/b] The larakens are not the only dangerous creatures dwelling in Akhlaur Swamp. Snakes, crocodiles, and schools of piranhas hide in the shallow areas, and numerous undead—some the results of Akhlaur’s strange experiments and others spawned from doomed expeditions—lurk everywhere in the interior of the swamp. Somewhere in the middle of the swamp lies a ruined city. Few have managed to reach the ruins and return with any details, but those who did come back revealed that the city was built by elves before the swamp existed. For reasons unknown, a trio of powerful Halruaan wizards diverted a river that normally flowed into the Bay of Azuth and flooded the elf community. The elves attempted to battle the wizards, hoping to drive them away so that they could restore the river to its normal course, but they could not prevail. Their community was destroyed, and the slain elves rose as undead creatures. Their festering negative energy eventually pervaded the entire swamp, saturating it with foul diseases, twisted and corrupted creatures, and still more undead. Soldiers and adventurers alike have tried time and again to rid the swamp of this foul pestilence, but until recently, almost every effort served only to make the swamp more deadly. To quote a common Zalazuu expression, “The swamp helps keep the number of fools in town low.” A few months ago, however, the magehound Kiva took a group of Jordaini into the swamp and destroyed the green sphere (an artifact created by the necromancer Akhlaur) that had been responsible for their creation. [b]Undead Damaged By Sunlight:[/b] ? [b]Undead Wizard:[/b] ? [b]Undead Servitor:[/b] ? [b]Terrible Undead Creature:[/b] ? [b]Undead Stalwart:[/b] ? [b]Allip:[/b] ? [b]Devourer:[/b] ? [b]Ghast:[/b] ? [b]Ghost:[/b] ? [b]Voolad Espiral, Ghost, Spirit:[/b] Thruldar was once the last outpost city of Estagund along the trade route into Luiren. In the Year of the Shattered Altar (1264 DR), a human druid named Voolad Espiral led a surprise attack on Thruldar with the support of some of the monster chieftains of Veldorn. The druid commanded a small army of dark trees and other dangerous plant creatures, and he managed to take the city completely by surprise. Thruldar was razed and most of its inhabitants slain. In the nearby forest, several tribes of ghostwise halflings took notice of the dark magic emanating from Thruldar and went to investigate. Upon discovering what had occurred there, the tribes organized a second surprise attack and managed to slay the druid. But the powerful evil that had given the druid purpose would not accept the defeat of its servant, and Voolad soon rose up as a ghost. Formerly the westernmost city of Estagund, Thruldar was demolished by an evil druid and a horde of dark trees. Ghostwise halflings managed to slay the druid and magically seal his ghost and minions inside the city, but the place is now a deadly nest of fell plant creatures and undead things longing to get out. 1264 Year of the Shattered Altar: The druid Voolad Espiral, with the help of dark trees and other monsters, sacks Thruldar, an Estagundan community on the edge of the Lluirwood. Marchwardens and local ghostwise halflings slay Voolad and contain his spirit inside the ruins with magic. [b]Ghoul:[/b] ? [b]Lacedon:[/b] ? [b]Lich:[/b] ? [b]Dracolich:[/b] ? [b]The Everlasting Wyrm, Extremely Old and Powerful Dracolich:[/b] ? [b]Mohrg:[/b] ? [b]Shadow:[/b] ? [b]Greater Shadow:[/b] ? [b]Animated Creature:[/b] [i]Sticks and Stones[/i] spell. [b]Humanoid Skeleton:[/b] ? [b]Skeleton:[/b] Animating Door magic item. [b]Spectre:[/b] ? [b]Queen Yenandra, The Nightmare Queen, The Pirate Queen, Spectral Guardian Half-Drow Rogue 3/Cleric 10/Scourge Maiden 3:[/b] The current Queen of Dambrath is Hasifir Hazm’cri (LE female half-drow wizard 12/cleric 4 of Loviatar), who—in defiance of custom—was a powerful wizard rather than a high cleric of Loviatar when she took the throne. Her selection came as a surprise to her subjects, who fully expected her mother Yenandra (LE female half-drow rogue 3/cleric 10 of Loviatar/scourge maiden 3), the so-called “Pirate Queen,” to name one of Hasifir’s sisters as successor, since both were clerics who shared their mother’s taste for sailing and pillage. But Yenandra was visibly failing from both old age and a wasting disease that baffled Dambrath’s clerics. In exchange for the throne, Hasifir offered her mother a spell that would allow her to choose the manner and time of her own death, bind her to the land she had ruled for so long, and weave her name into undying legend. With the help of a circle of drow sorcerers and the blessing of Loviatar, Hasifir transformed Yenandra and her favorite horse into a spectral guardian and a nightmare, respectively. 1356 Year of the Worm: Queen Yenandra, suffering the ravages of old age and disease, is willingly transformed into a spectral guardian by her wizard daughter Hasifir and several drow sorcerers. [b]Vampire, Undead Damaged By Sunlight, Evil Creature:[/b] ? [b]Saed the Vampire Lord, Vampire, King of the City, Lord of the City:[/b] 1048 Year of the Chevalier: Saed, formerly a nawab on the council of Turelve in Durpar, is transformed into a vampire and flees to the destroyed city of Vaelen, where he quickly assumes control. [b]Vampire Spawn:[/b] ? [b]The Blood-Curdling Scream, Rock Gnome Vampire Illusionist 9:[/b] ? [b]Wight:[/b] ? [b]Dread Wraith:[/b] ? [b]Wraith:[/b] If a creature is slain by this drain [from a wraith doorway dread doorway minor artifact], it rises as a wraith 1d4 rounds later. [b]Zombie:[/b] Animating Door magic item. [b]Zombie Slave:[/b] As if the spiders didn’t present enough danger, a traditional story says that a terrible undead creature that steals people’s bodies and turns them into zombie slaves haunts the Sharawood. [b]Mantimera Zombie:[/b] A mantimera was killed, brought here, and animated by the Rindorn’s cousin. [b]Mantimera Zombie, Gruesome Creature, Guardian:[/b] ? [b]Death Tyrant:[/b] Xianthrope has created a number of death tyrants to destroy both hin and yuan-ti who wander into their hunting grounds. STICKS AND STONES Necromancy Level: Cleric 3, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One Small pile of debris Duration: 1 round/level Saving Throw: None Spell Resistance: No You animate a pile of rocks, branches, limbs, and other debris into the crude shape of a skeletal creature of Medium size that immediately attacks whatever foe you designate. You can change the animated creature’s chosen target as a move action. The creature’s combat statistics are those of a 2 HD humanoid skeleton, except that it also has a wight’s energy drain supernatural ability (see the Skeleton and Wight entries in the Monster Manual for details). Animating Door: Any dead creature that falls or is carried through a doorway of this type is temporarily animated (as the animate dead spell) for 1d6+4 rounds. The animated creatures function in all ways as either zombies or skeletons, depending on the state of decomposition (DM’s discretion) and attack any other living creatures in the area. Moderate necromancy; CL 7th; Craft Wondrous Item, animate dead; Price 15,000 gp.[/spoiler] [URL=https://www.drivethrurpg.com/product/28722/Unapproachable-East-35?affiliate_id=17596]Forgotten Realms Unapproachable East (3.5)[/URL][spoiler] [b]Dread Warrior:[/b] Called forth to serve in undeath through foul necromantic magic, dread warriors are undead beings usually created from the corpses of skilled warriors. Dread warriors are created by casting the animate dread warrior spell. “Dread warrior” is a template that can be added to any humanoid of at least 3 Hit Dice or levels. [E]nhanced undead soldiers created by Szass Tam. [i]Animate Dread Warrior[/i] spell. [b]Dread Warrior Human Warrior 4:[/b] ? [b]Juju Zombie:[/b] Animated by a particularly hateful brand of necromancy, juju zombies are malicious, murderous creatures enslaved by the mighty spells that created them. A juju zombie can be created with a create undead spell cast by a 16th-level spellcaster or by certain powerful magical curses or diseases, such as the blightspawned’s blight touch. “Juju zombie” is a template that can be added to any formerly living corporeal creature with an Intelligence score of at least 1. Each month a creature lives as a blightspawned, it must succeed at a Fortitude save (DC 15 + 1 per previous saving throw attempted) or die. A blightspawned that dies in this fashion animates as a juju zombie. The leader of the Umber Council is Ysvel the Black (NE female lich Drd18) who was driven mad by an ancient artifact—a rusted iron rod known as the Ironwood—that she uncovered in the sucking mud of her home marshes years ago. She killed her acolytes in their sleep and then turned them into juju zombies at the command of the device. [E]nhanced undead soldiers created by Szass Tam. [b]Juju Zombie Bugbear:[/b] ? [b]Dread Warrior, Enhanced Undead Soldier:[/b] ? [b]Juju Zombie, Malicious Murderous Creature, Enhanced Undead Soldier:[/b] ? [b]Juju Zombie, Bloodthirsty Thing:[/b] ? [b]Undead, Undead Monster, Undead Being, Undead Creature:[/b] Szass Tam creates a vast army of undead to cross the frozen Umber Marshes. The animated corpses crash like waves against the Watchwall but fail to overcome the fortification. It’s whispered that many of the slain have been reanimated as undead troops in the Rotting Man’s army. [b]Free-Willed Undead Creature:[/b] ? [b]Mindless Undead:[/b] ? [b]Powerful Undead:[/b] ? [b]Old Hateful Undead:[/b] ? [b]Undead Thayan Soldier:[/b] ? [b]Undead Foot Soldier:[/b] ? [b]Undead Soldier:[/b] ? [b]Undead Druid:[/b] The leader of the Umber Council is Ysvel the Black (NE female lich Drd18) who was driven mad by an ancient artifact—a rusted iron rod known as the Ironwood—that she uncovered in the sucking mud of her home marshes years ago. She killed her acolytes in their sleep and then turned them into juju zombies at the command of the device. Under its malevolent influence, she transformed herself into a lich—a rare choice among druids. [b]Animated Corpse:[/b] Szass Tam creates a vast army of undead to cross the frozen Umber Marshes. The animated corpses crash like waves against the Watchwall but fail to overcome the fortification. [b]Enhanced Undead Solder:[/b] [E]nhanced undead soldiers created by Szass Tam. [b]Dangerous Undead:[/b] ? [b]Restless Undead:[/b] ? [b]Unliving Spawn:[/b] Each incursion is more difficult to fend off, and large portions of the realm have been poisoned by the nilshais’ alien sorcery. From these corrupted regions horrid, unliving spawn emerge to haunt the silver woods and terrorize the citadels of the star elves. [b]Allip:[/b] ? [b]Bodak:[/b] ? [b]Ghost:[/b] ? [b]Restless Nar Ghost:[/b] ? [b]Nar Demonpriest Ghost:[/b] ? [b]Great Barrow Ghost:[/b] ? [b]Slain Tuigan Raider Ghost, Tuigan Ghost, Years-Dead Raider From the Endless Waste:[/b] ? [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Lacedon:[/b] ? [b]Lich:[/b] ? [b]Young Adult Red Dracolich:[/b] ? [b]Ysvel the Black, Lich Druid 18, Undead Druid:[/b] The leader of the Umber Council is Ysvel the Black (NE female lich Drd18) who was driven mad by an ancient artifact—a rusted iron rod known as the Ironwood—that she uncovered in the sucking mud of her home marshes years ago. She killed her acolytes in their sleep and then turned them into juju zombies at the command of the device. Under its malevolent influence, she transformed herself into a lich—a rare choice among druids. [b]Dracolich:[/b] ? [b]Szass Tam, Zulkir of Necromancy, Lich Necromancer 10/Red Wizard 10/Archmage 2/Epic 7:[/b] ? [b]Very Old Deep Dragon Skeleton, Skeletal Dragon:[/b] The king’s primary advisor is Lady Farkattle (LE female hobgoblin Nec11). She has managed to animate the corpse of a long-dead, very old deep dragon that once made its home here but was slain in the war that brought the old empire of Narfell to a bloody end. [b]Kryonar, White Dracolich Wyrm:[/b] ? [b]Nightwing:[/b] ? [b]Nightshade, Dangerous Undead:[/b] ? [b]Shadow, Shadow Creature:[/b] ? [b]Tiny Skeleton:[/b] ? [b]Skeleton Medium-Size:[/b] ? [b]Very Old Deep Dragon Skeleton:[/b] The king’s primary advisor is Lady Farkattle (LE female hobgoblin Nec11). She has managed to animate the corpse of a long-dead, very old deep dragon that once made its home here but was slain in the war that brought the old empire of Narfell to a bloody end. This skeletal dragon looks like a dracolich to the uninitiated, but it is entirely under Farkattle’s control. [b]Very Old Deep Dragon Skeleton, Skeletal Dragon, Fearsome Monster:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Vampire Spawn:[/b] ? [b]Vampire Lord:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie, Ordinary Zombie, Tireless Zombie:[/b] The Guild of Portagers used to charge outrageous prices to move goods, three hundred or more years ago. The Red Wizards of the time grew frustrated with the arrangement—homicidally so. They killed most of the portagers and animated them as zombies. [b]Zombie, Mindless Shambling Corpse, Walking Dead:[/b] ? [b]Zombie Medium-Size:[/b] ? [b]Banedead:[/b] ? [b]Baneguard:[/b] ? [b]Curst:[/b] ? ANIMATE DREAD WARRIOR Necromancy [Evil] Level: Sor/Wiz 6 Components: V, S, M, XP Casting Time: 10 minutes Range: Touch Target: One humanoid corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No You transform the corpse of a skilled warrior into an undead monster under your command. The corpse in question must be that of a humanoid with at least three levels or Hit Dice and no more Hit Dice than your own, killed within the last tenday. The body must be substantially whole, although any injury short of dismemberment does not interfere with the spell. Upon completion of the spell, the subject corpse reanimates as a dread warrior under your command. The creature serves loyally and obeys your orders to the best of its ability, although a cleric with the ability to command undead can usurp your control with a sufficiently high rebuke undead check. Upon the caster’s death, the dread warrior becomes a free-willed undead creature. Created twenty years ago by the zulkir of Necromancy, Szass Tam, this spell is found only in the spellbooks of those Red Wizards who served as his apprentices and the apprentices of those apprentices. Szass Tam has been using this spell to steadily create a vast army of dread warriors. Material Component: A rusted fragment of a sword blade broken in battle. XP Cost: 250 XP per HD of the dread warrior created.[/spoiler] [URL=https://www.drivethrurpg.com/product/1449/Frostburn-35?affiliate_id=17596]Frostburn (3.5)[/URL][spoiler] [b]Entombed:[/b] The entombed are undead preserved by being encased in shells of ice—but still able to move and kill. Entombed are human or humanoid undead entirely frozen inside an icy sheath that gives them the stature of an ogre. Any humanoid slain by an entombed becomes an entombed in 1d4 rounds, provided it is encased in ice. Previous members of the Ninerazers, and lesser minions who have served Azediel well, are buried here, placed in blocks of ice to be viewed by the current Ninerazers as a reminder of their fate should they fail in their duties. The proximity of the Soul Vortex has further infused these bodies with unholy power, and some of them are now full-fledged entombed. [b]Ghost Frostfell:[/b] Ghosts are the spectral remains of intelligent beings killed in the frostfell, particularly those slain by supernatural phenomena such as blood snow, lightning pillars, or the terrible storm known as the Howl of the North. Some ghosts created in the frostfell possess unusual powers not often found elsewhere. [b]Ghost Frostfell Human Sorcerer 3:[/b] ? [b]Icegaunt:[/b] Over long winters or on high mountain peaks, human remains become freeze-dried husks with perfectly preserved hair, clothes, and skin, but without any liquid remaining in their flesh. When animated, these corpses become icegaunts, intelligent undead tied to alpine glaciers and vast polar ice caps. Icegaunts are commonly the result of sacrifices to mountain gods. In a few cases, icegaunts are created from the bodies of polar explorers, who then wander endlessly, seeking to lead others astray in a frozen death. Any humanoid slain by an icegaunt rises as an icegaunt at the next midnight. Uzradin spends much of his time here under the massive cairn at the end of the valley, waiting for his services to be called upon. This sheltered valley may seem like an ideal place for characters to sneak into the city, but in truth Uzradin remains ever vigilant. If he senses intruders, he calls upon the dead bodies buried here to rise and attack as icegaunts. [b]Winterspawn:[/b] ? [b]Entombed, Desiccated Human Corpse, Fearsome Apparition, Undead Preserved by Being Encased in a Shell of Ice, Ice Creature:[/b] ? [b]Entombed, Human Undead Entirely Frozen Within an Icy Sheath That Gives Them the Stature of an Ogre:[/b] ? [b]Entombed, Humanoid Undead Entirely Frozen Within an Icy Sheath That Gives Them the Stature of an Ogre:[/b] ? [b]Ghost Frostfell, Spectral Remains of an Intelligent Being Killed in the Frostfell:[/b] ? [b]Ghost Frostfell Human Sorcerer 3, Human Wearing Snow-Covered Furs Over a Tattered Robe:[/b] ? [b]Icegaunt, Aged Human, Intelligent Undead Tied to Alpine Glaciers and Vast Polar Ice Caps, Wrinkled Creature With Tanned Skin and a Bony Handshake:[/b] ? [b]Icegaunt, False Guide:[/b] ? [b]Tilkatakus, Icegaunt, Deranged Undead Remains of Tilkatakus, Once-Simulacrum Undead:[/b] This room was once Delzomen’s personal sanctuary, a place for him to hole up in and sleep, eat, study, and relax. It also served as a safe room, a place where he could retreat to in case his Iceforge was invaded. Unfortunately, Delzomen’s protections failed when he tried to transfer the mind and soul of Tilkatakus into a simulacrum, and when he retreated here in a panic, he only delayed the inevitable when the enraged and insane Tilkatakus simulacrum tracked him down. Delzomen managed to defeat the simulacrum, but not before receiving a mortal wound. This room still lies in ruins. A large mound of snow, all that remains of Tilkatakus, lies heaped in the center of the room, next to a large frozen bloodstain on the floor. A +2 keen giant bane rapier lies partially buried in the snow, its blade caked with frozen blood as well. These sights are obvious to anyone entering the room, but as soon as a creature enters the room, the deranged undead remains of Tilkatakus, still bound to the snow and ice of his mortal remains, rises up in unholy rage. Treat this creature as an icegaunt, but it does not let the mound of snow out of its sight. [b]Winterspawn, Frozen Warrior, Frozen Undead Warrior, Deadly Foe, Officer of an Undead Army, Ice Creature:[/b] ? [b]Uzradin, Guardian of the Icerazor Boneyard, Advanced 24-HD Winterspawn, Powerful Winterspawn, Terrible Undead:[/b] One of the Ninerazers, a powerful winterspawn named Uzradin, guards this bleak area. Once a powerful frost folk warlord, he served Icerazer for many years as one of the Ninerazers before he was laid low during an attack on the city by a pair of gold dragons who had come to rescue their daughter from Icerazer Palace. Uzradin was buried here, but such was his rage at death that he returned that night to Icerazer Palace, beyond death and now undead, to pledge his services again to Azediel. [b]Undead, Undead Creature:[/b] ? [b]Corporeal Undead Creature That is Immune to Cold:[/b] ? [b]Undead With the Cold Subtype:[/b] ? [b]Corporeal Undead:[/b] ? [b]More Dangerous and Evil Undead:[/b] ? [b]Spawn:[/b] ? [b]Allip:[/b] ? [b]Bodak:[/b] ? [b]Devourer:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Mohrg:[/b] ? [b]Mummy:[/b] ? [b]Mummy Lord:[/b] ? [b]Nightcrawler:[/b] ? [b]Nightwalker:[/b] ? [b]Nightwing:[/b] ? [b]Shadow:[/b] ? [b]Medium Skeleton:[/b] [i]Animus Blast[/i] epic spell. [b]Human Skeleton:[/b] ? [b]Wolf Skeleton:[/b] ? [b]Owlbear Skeleton:[/b] ? [b]Ettin Skeleton:[/b] ? [b]Chimera Skeleton:[/b] ? [b]Troll Skeleton:[/b] ? [b]Stone Giant Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Spectral Remains:[/b] ? [b]Vampire Spawn:[/b] ? [b]Wight:[/b] [i]Animus Blizzard[/i] epic spell. [b]Wraith:[/b] A creature whose Constitution is reduced to 0 by Stygian ice rises as a wraith in 2d4 rounds. [b]Dread Wraith:[/b] ? [b]Wolf Zombie:[/b] ? [b]Kobold Zombie:[/b] ? [b]Troglodyte Zombie:[/b] ? [b]Ogre Zombie:[/b] ? [b]Human Zombie:[/b] ? [b]Human Commoner Zombie:[/b] ? [b]Bugbear Zombie:[/b] ? [b]Wyvern Zombie:[/b] ? [b]Gray Render Zombie:[/b] ? [b]Minotaur Zombie:[/b] ? [b]Banshee:[/b] ? [b]Corpse Gatherer:[/b] ? [b]Crimson Death:[/b] ? [b]Famine Spirit:[/b] ? [b]Gravecrawler:[/b] ? [b]Jahi:[/b] ? [b]Ragewind:[/b] ? [b]Spawn of Kyuss:[/b] ? [b]Abyssal Ghoul:[/b] ? [b]Bhut:[/b] ? [b]Huecuva:[/b] ? [b]Hullathoin:[/b] ? [b]Swordwraith:[/b] ? [b]Ulgurstasta:[/b] ? Animus Blast E Evocation [Cold] Spellcraft DC: 50 Components: V, S Casting Time: 1 standard action Range: 300 ft. Area: 20-ft.-radius hemisphere burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes To Develop: 450,000 gp; 9 days; 18,000 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: set undead type to skeleton (–12 DC), 1-action casting time (+20 DC). When this spell is cast, you can engulf your enemies in a coldball that deals 10d6 points of cold damage to each one. Up to twenty of those victims that perish as a result of the blast are then instantly animated as Medium skeletons. These skeletons serve you indefinitely. You cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow you to exceed the normal limit for controlled undead work just as well with undead created with animus blast. Animus BlizzardE Evocation [Cold] Spellcraft DC: 78 Components: V, S Casting Time: 1 minute Range: 300 ft. Area: 20-ft.-radius hemisphere burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes To Develop: 702,000 gp; 15 days; 28,080 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: increase damage to 20d6 (+40 DC), set undead type to wight (–4 DC). When this spell is cast, you can engulf your enemies in an unusually powerful burst of cold that deals 20d6 points of cold damage to each one. Up to five victims that perish as a result of the blast are then instantly animated as wights. These five wights serve you indefinitely. You cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow you to exceed the normal limit for controlled undead work just as well with undead created with animus blizzard.[/spoiler] [URL=https://www.drivethrurpg.com/product/1752/Lords-of-Madness-The-Book-of-Aberrations-35?affiliate_id=17596]Lords of Madness: The Book of Aberrations (3.5)[/URL][spoiler] [b] Alhoon, Illithilich, Mind Flayer Lich, Typical Alhoon:[/b] A lot of mind flayers practice magic, and some grow quite powerful. However, illithid society prefers to focus on the creatures’ true heritage of psionic mastery. As a result, excessive study of magic is considered a distraction at best and an offense at worst. Mind flayers that persistently violate this stricture suffer the ultimate punishment; they are banned from joining with the elder brain upon their deaths. For that reason, mind flayers that study magic, and especially sorcery, devote the better part of their attention to devising ways to extend their lives unnaturally. The ultimate goal is to become a lich. Those that succeed at becoming liches are known as alhoons to other mind flayers, or illithiliches in the Common tongue. An alhoon conforms to all the normal rules for adding the lich template to a humanoid, except as noted below. [b]Mind Flayer Vampire, Illithid Vampire, Vampiric Mind Flayer, Vampiric Illithid:[/b] Even stranger than illithid sorcerers are illithid vampires. How they come to be is unknown. Unlike other vampires, they do not create spawn or propagate their kind by leaving victims wounded but not yet undead. Vampiric mind flayers are enigmas. Their origins are unknown, as they cannot spawn other vampires. They need both fresh blood and fresh brains to survive. Furthermore, they are feral, unreasoning killers, with no hint of the formidable intellect they possessed in life. Whatever process transforms a mind flayer into a vampiric state also destroys its rationality. It is not derived from adding the vampire template to a mind flayer. [b]Gnoll Skeleton, Skeleton Minion:[/b] ? [b]Alhoon, Horrendously Formidable Foe:[/b] ? [b]Mind Flayer Vampire, Enigma, Feral Unreasoning Killer, Unique Specific Form of Undead:[/b] ? [b]Death Tyrant, Truly Reprehensible Creature, Undead Beholder Akin to a Zombie Though They Retain Some Innate Magical Abilities, Guardian:[/b] ? [b]Intelligent Undead:[/b] ? [b]Nonintelligent Undead:[/b] ? [b]Mind Flayer Lich Sorcerer 12:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Gaunt Hairless Creature:[/b] ? [b]Undead Graft:[/b] ? [b]Powerful Lich:[/b] ? [b]Ancient Human Necromancer-Lich:[/b] ? [b]Lich, Inedible Neighbor:[/b] ? [b]Drowned Mummy, Sinister Guardian:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] ? [b]Skeleton, Human Skeleton:[/b] ? [b]Vampiric Creature:[/b] An aboleth savant attempts to transform itself into a vampiric creature. [b]Powerful Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ? [b]Animated Dead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/168690/Miniatures-Handbook-35?affiliate_id=17596]Miniatures Handbook (3.5)[/URL][spoiler] [b]Aspect of Vecna:[/b] ? [b]Cursed Spirit:[/b] Those who die while under terrible curses or inimical enchantments sometimes linger on as cursed spirits, bringing their misfortune to others. [b]Gravehound:[/b] Gravehounds sometimes rise from the corpses of wild dogs who have scavenged the bodies of humanoids that were improperly buried; the site of a mass grave is one of the gravehounds’ favorite feeding grounds. [b]Aspect of Vecna, Withered Humanoid:[/b] ? [b]Cursed Spirit, Tormented Immaterial Form:[/b] ? [b]Gravehound, Canine Creature, Rotting Fleshy Body, Canine Who Lives Not But is Not Dead, Decomposing Canine of Exceptional Size:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Sentient Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Unintelligent Undead:[/b] ? [b]Ghoul:[/b] ? [b]Mummy:[/b] ? [b]Nightshade:[/b] ? [b]Wolf Skeleton:[/b] ? [b]Skeleton:[/b] ? [b]Wraith:[/b] ? [b]Dread Wraith:[/b] ? [b]Zombie:[/b] ? [b]Roaming Zombie:[/b] ? [b]Troglodyte Zombie:[/b] ? [b]More Powerful Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/27882/planar-handbook-3-5?affiliate_id=17596]Planar Handbook (3.5)[/URL][spoiler] [b]Undead Entropic Creature:[/b] ? [b]Vlaakith the Lich-Queen, Githyanki Lich Wizard 25, Absolute Ruler:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Intelligent Undead:[/b] ? [b]Mindless Undead:[/b] ? [b]Bodak:[/b] [i]Bodak's Glare[/i] spell. [b]Devourer:[/b] ? [b]Ghost Fighter 5:[/b] ? [b]Ghost Troll:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Lich, One Who Would Try to Deny the Grave:[/b] ? [b]Lich Wizard 11 Human:[/b] ? [b]Nightshade Nightwing:[/b] ? [b]Nightshade Nightwalker:[/b] ? [b]Nightshade Nightcrawler:[/b] ? [b]Shadow, Undead Shadow:[/b] ? [b]Greater Shadow:[/b] ? [b]Skeleton:[/b] ? [b]Vampire:[/b] ? [b]Vampiric Giant:[/b] ? [b]Vampire Human Fighter 5:[/b] ? [b]Vampire Spawn:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Dread Wraith:[/b] ? [b]Zombie:[/b] ? [b]Atropal:[/b] ? [b]Shadow of the Void:[/b] ? [b]Ragewind:[/b] ? [b]Abyssal Ghoul:[/b] ? [b]Aspect of Vecna:[/b] ? Bodak’s Glare Necromancy [Death, Evil] Level: Cleric 8 Components: V, S, DF Casting Time: 1 round Range: 30 ft. Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes This spell allows you to channel the deadly gaze of the bodak. Upon completion of the spell, you may target a creature within range that can see you. That creature dies instantly unless it succeeds on a Fortitude save. The target need not meet your gaze. If you slay a humanoid creature with this attack, it transforms into a bodak 24 hours later unless it has been resurrected in the meantime. The bodak is not under your command, but can be controlled as normal with a rebuke undead check.[/spoiler] [URL=https://www.drivethrurpg.com/product/148008/Players-Handbook-35?affiliate_id=17596]Player's Handbook (3.5)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Evil Undead Cleric:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]Nonintelligent Undead Creature:[/b] ? [b]Intelligent Undead, Intelligent Undead Creature:[/b] ? [b]Powerful Undead Creature:[/b] ? [b]Less Powerful Undead:[/b] ? [b]Evil Undead:[/b] ? [b]Sentient Undead:[/b] ? [b]Nonliving Creature:[/b] ? [b]Creature That is Damaged or Destroyed by Bright Light:[/b] ? [b]Undead Creature Particularly Vulnerable to Bright Light:[/b] ? [b]Undead Creature Specifically Harmed by Bright Light:[/b] ? [b]Allip:[/b] ? [b]Devourer:[/b] [i]Create Greater Undead[/i] spell caster level 20th or higher. [b]Devourer, More Powerful Intelligent Sort of Undead:[/b] ? [b]Ghost:[/b] ? [b]Ghoul, Undead Ghoul:[/b] [i]Create Undead[/i] spell caster level 11th or lower. [b]Ghoul, More Powerful Sort of Undead:[/b] ? [b]Ghast, Undead Ghast:[/b] [i]Create Undead[/i] spell caster level 12th-14th. [b]Ghast, More Powerful Sort of Undead:[/b] ? [b]Lich:[/b] ? [b]Vecna, God of Secrets, The Maimed Lord, The Whispered One, The Master of All That is Secret and Hidden:[/b] ? [b]Mummy, Undead Mummy:[/b] [i]Create Undead[/i] spell caster level 15th-17th. [b]Mummy, More Powerful Sort of Undead:[/b] ? [b]Mohrg:[/b] [i]Create Undead[/i] spell caster level 18th or higher. [b]Mohrg, More Powerful Sort of Undead:[/b] ? [b]Nightcrawler:[/b] ? [b]Shadow:[/b] [i]Create Greater Undead[/i] spell caster level 15th or lower. [b]Shadow, More Powerful Intelligent Sort of Undead:[/b] ? [b]Skeleton, Undead Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Skeleton, Nonintelligent Undead Creature:[/b] ? [b]Human Skeleton:[/b] ? [b]Spectre:[/b] [i]Create Greater Undead[/i] spell caster level 18th-19th. [b]Spectre, More Powerful Intelligent Sort of Undead:[/b] ? [b]Vampire, Creature That is Damaged or Destroyed by Bright Light, Undead Creature Particularly Vulnerable to Bright Light, Undead Creature Specifically Harmed by Bright Light:[/b] ? [b]Kas, Traitorous Lieutenant:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] [i]Create Greater Undead[/i] spell caster level 16th-17th. [b]Wraith, More Powerful Intelligent Sort of Undead:[/b] ? [b]Zombie, Undead Zombie:[/b] [i]Animate Dead[/i] spell. [b]Zombie, Nonintelligent Undead Creature:[/b] ? [b]Human Zombie:[/b] ? [b]Ogre Zombie:[/b] ? [b]Zombie Guard:[/b] ? Animate Dead Necromancy [Evil] Level: Clr 3, Death 3, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead 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 or zombie can’t be animated again.) Regardless of the kind 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.) 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. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones, so creating a skeleton from a purple worm, for example, is not possible. 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 true anatomy, so a dead gelatinous cube, for example, cannot be animated as a zombie. Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells. Create Undead Necromancy [Evil] Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 hour 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 create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is 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. For example, at 16th level you could decide to create a ghoul or a ghast instead of a mummy. Doing this may be a good idea, because 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 (see Turn or Rebuke Undead). This spell must be cast at night. Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells. Create Greater Undead Necromancy [Evil] Level: Clr 8, Death 8, Sor/Wiz 8 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 you can create is 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[/spoiler] [URL=https://www.drivethrurpg.com/product/28731/Players-Handbook-II-35?affiliate_id=17596]Player's Handbook II:[/URL][spoiler] [B]Tanneth Silverwright, Vampire Fallen Paladin:[/B] ? [B]Undead:[/B] Necrotic Cradle. [B]Sashess, Half-Elf Vampire Monk:[/B] The former vampire was refused atonement because he would not return to the Necrotic Cradle and fight his old companions, who had refused rebirth after he had turned them into vampires. One of these vampires, a half-elf monk named Sashess, is rumored to haunt the lands around the Necrotic Cradle still. [B]Raptor-Pharaoh mummy:[/B] ? [B]Displacer Beast Skeleton:[/B] ? [B]Sorcerer Wraith:[/B] ? [B]Vampire Halfling:[/B] ? [B]Vampire:[/B] The former vampire was refused atonement because he would not return to the Necrotic Cradle and fight his old companions, who had refused rebirth after he had turned them into vampires. For example, a warforged fighter (a living construct from the EBERRON campaign setting) can’t become a vampire, since that template can be applied only to humanoids and monstrous humanoids. [B]Devourer:[/B] ? [B]Dread Wraith:[/B] The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. [B]Nighwing:[/B] ? [B]Human Vampire Fighter 5:[/B] The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. [B]Half-Elf Vampire Monk 9, Shadowdancer 4:[/B] The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions. [B]Lich:[/B] They wish to enter the Necrotic Cradle to transform themselves into liches so that they need not fear sunlight, but they haven’t yet been able to get past the guardian. [B]Ghost:[/B] ? [B]Demilich:[/B] ? [B]Mummy:[/B] ? [B]Shadow:[/B] ? [B]Vecna:[/B] ? [B]Wight:[/B] ? The Necrotic Cradle: Character rebuilds that relate to necromancy (both undeath and aspects of the physical body) seem particularly appropriate for the Necrotic Cradle. This location might allow any or all of the following rebuilds: return an undead character to life, exchange life for undeath at the cost of an appropriate number of character levels, change ability scores, or exchange class levels or prestige class levels for necromancy-themed class levels or prestige class levels. Certain places of power allow those with mettle to change themselves in strange and wondrous ways. Rumor holds that in some such places, a person can ignore the plans of the gods and even change his race. Because the Necrotic Cradle is a place where life and death meet and mix, great changes can be wrought there.[/spoiler] [URL=https://www.drivethrurpg.com/product/27893/Races-of-Stone-35?affiliate_id=17596]Races of Stone (3.5)[/URL][spoiler] [b]Undead:[/b] ? [b]Dangerous Undead:[/b] ? [b]Ghost Dwarf Cleric 10, Herald:[/b] ? [b]Ghost Goliath Barbarian 18, Herald:[/b] ? [b]Malevolent Ghost:[/b] ? [b]Powerful Lich:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/3722/races-of-the-wild-3-5?affiliate_id=17596]Races of the Wild (3.5)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Powerful Undead:[/b] ? [b]Creature That Lives Without Truly Being Alive:[/b] ? [b]Undead Spirit:[/b] ? [b]Ghost Elf Cleric 10/Wizard 10, Herald:[/b] ? [b]Ghost Raptoran Barbarian 20, Herald:[/b] ? [b]Ghostly Torchbearer:[/b] ? [b]Lich:[/b] ? [b]Skeletal Wolf:[/b] ? [b]Vampiric Drow Cleric:[/b] ? [b]Raptoran Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/28314/Spell-Compendium-35?affiliate_id=17596]Spell Compendium:[/URL][spoiler] [B]Dog Skeleton:[/B] ? [B]Orc Skeleton:[/B] ? [B]Zombie Fighter:[/B] ? [B]Zombie Warhorse:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Corporeal Undead:[/B] ? [B]Undead:[/B] [I]Kiss of the Vampire[/I] spell. [B]Vampire:[/B] ? [B]Bodak:[/B] [I]Bodak's Glare[/I] spell. [B]Skeleton:[/B] [I]Plague of Undead[/I] spell. [B]Zombie:[/B] [I]Plague of Undead[/I] spell. [B]Ghoul:[/B] The subject of a spawn screen spell does not rise as an undead spawn should it perish from an undead’s attack that normally would turn it into a spawn, such as from the bite of a ghoul (MM 118). [I]Field of Ghouls[/I] spell. [I]Ghoul Gauntlet[/I] spell. [B]Wight:[/B] ? [B]Human Warrior Skeleton:[/B] [I]Skeletal Guard[/I] spell. [B]Kobold Zombie:[/B] ? [B]Owlbear Skeleton:[/B] ? [B]Bugbear Zombie:[/B] ? [B]Troll Skeleton:[/B] ? [B]Ogre Zombie:[/B] ? [B]Allip:[/B] ? [B]Ghast:[/B] ? [B]Wyvern Zombie:[/B] ? [B]Mummy:[/B] ? [B]Shadow:[/B] ? [B]Vampire Spawn:[/B] ? [B]Devourer:[/B] ? [B]Mohrg:[/B] ? [B]Nightshade:[/B] ? [B]Wraith:[/B] ? [B]Spectre:[/B] ? [B]Lich:[/B] ? BODAK’S GLARE Necromancy [Death, Evil] Level: Abyss 8, Cleric 8 Components: V, S, F Casting Time: 1 standard action Range: 30 ft. Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes You invoke the powers of deep darkness and your eyes vanish, looking like holes in the universe itself. Upon completion of the spell, you target a creature within range that can see you. That creature dies instantly unless it succeeds on a Fortitude save. The target need not meet your gaze. If you slay a humanoid creature with this attack, 24 hours later it transforms into a bodak (MM 28) unless it has been resurrected in the meantime. The bodak is not under your command, but can be controlled as normal with a rebuke undead check. Focus: A black onyx gem worth at least 500 gp. FIELD OF GHOULS Necromancy [Death, Evil] Level: Hunger 7 Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: 30-ft.-radius emanation centered on you Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes Wrenching life from their bodies with your magic, your foes’ remains stir and rise as ghouls under your control. Humanoid creatures in the area with –1 to –9 hit points that fail their saving throws die and immediately rise as ghouls (MM 118) under your control. You choose whether the ghouls follow you, or whether they can remain where formed and attack any creature (or just a specific kind of creature) the ghouls notice. The ghouls remain until they are destroyed. The ghouls that you create remain under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). 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). 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. Creatures that fall to –1 hit points or fewer in the area after the spell is cast are likewise subject to its effect and rise as ghouls on your next turn. No creature can be affected by this spell more than once per round, regardless of the number of times that the area of the spell passes over it. This spell does not affect creatures that are already dead, or creatures that are killed by reducing their hit points to –10. GHOUL GAUNTLET Necromancy [Death, Evil] Level: Hunger 5, sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: One living humanoid creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul. The subject takes 3d6 points of damage per round while its body slowly dies and its flesh is transformed into the cold, undying flesh of the undead. When the victim reaches 0 hit points, it becomes a ghoul (MM 118). If the target fails its initial saving throw, remove disease, dispel magic, heal, limited wish, miracle, Mordenkainen’s disjunction, remove curse, wish, or greater restoration negates the gradual change. Healing spells can temporarily prolong the process by increasing the victim’s hit points, but the transformation continues unabated. The ghoul that you create remains under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). 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). 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. KISS OF THE VAMPIRE Necromancy Level: Sorcerer/wizard 7 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Drawing upon the powers of unlife, you give yourself abilities similar to those of a vampire. You become gaunt and pale with feral, red eyes. You gain damage reduction 10/magic, and you can use any one of the following abilities each round as a standard action. • enervation, as a melee touch attack • vampiric touch, as a melee touch attack • charm person • gaseous form (self only) While you are using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects. A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + turning character’s Cha modifier) or be panicked (or cowering) for 10 rounds. A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + turning character’s Cha modifier) or be stunned (or charmed as by charm monster) for 10 rounds. Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires. Material Component: A black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face. PLAGUE OF UNDEAD Necromancy [Evil] Level: Cleric 9, sorcerer/wizard 9 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more corpses within range Duration: Instantaneous Saving Throw: None Spell Resistance: No Unleashing a cold rush of necromantic energy, you cause a host of undead to rise from the bodies of the fallen. This spell turns the bones or bodies of dead creatures into undead skeletons (MM 225) or zombies (MM 265) with maximum hit points for their Hit Dice. If you can control them, these undead follow your spoken commands. The undead remain animated until destroyed (a destroyed skeleton or zombie can’t be animated again). Regardless of the specific numbers or kinds of undead created with this spell, you can’t create more HD of undead with this spell than four times your caster level with a single casting of plague of undead. The undead you create remain under your control indefinitely. No matter how many times you use this spell or animate dead (PH 198), however, you can control only 4 HD worth of undead creatures per caster level. The limit imposed by this spell and the animate dead spell are the same, meaning that creatures you animate with either spell count against this limit. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Any time you must release part of the undead that you control because of this spell or animate dead, you choose which undead are released until the total HD of undead you control is equal to four times your caster level. The bones and bodies required for this spell follow the same restrictions as animate dead. Material Component: A black sapphire worth 100 gp or several black sapphires with a total value of 100 gp. SKELETAL GUARD Necromancy [Evil] Level: Sorcerer/wizard 8 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One or more fingerbones Duration: Instantaneous Saving Throw: None Spell Resistance: No Shaking the fingerbones in your hand like dice, you coat them in shadowy energy. As you cast them to the ground to complete the spell, animate skeletons spring up where you threw the bones. You create a number of loyal skeletons from fingerbones. Treat all skeletons as human warrior skeletons (MM 226), except that each one has turn resistance equal to your caster level – 1. You can create one skeleton per caster level. These skeletons count toward the number of Hit Dice of undead you can have in your control (4 HD per caster level, as with animate dead). Material Component: One finger bone from a humanoid and one onyx gem worth 50 gp per skeleton to be created.[/spoiler] [URL=https://drivethrurpg.com/product/28313/stormwrack-3e?affiliate_id=17596]Stormwrack (3e)[/URL][spoiler] [b]Blackskate:[/b] A blackskate is made up of cast-off bits of flesh, bone, scale, and cartilage that settle to the ocean floor. Somehow this organic detritus mixes with the dark currents of the blackwater trenches and a terrible undead creature is created. [b]Blackskate, Terrible Undead Creature:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Undead Merfolk:[/b] ? [b]Mindless Undead:[/b] ? [b]Ghast:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Lacedon, Aquatic Ghoul:[/b] ? [b]Mohrg:[/b] ? [b]Human Warrior Skeleton, Animated Guardian:[/b] ? [b]Spectre:[/b] ? [b]Vampire Noble:[/b] ? [b]Vampire:[/b] ? [b]Zombie Ogre:[/b] Though initially there was all the jockeying and violence that comes from such brutes trying to determine a pecking order among themselves, the ogres have established themselves well enough to work together and regard one another as kin. The process, however, left quite a few of them dead. This didn’t concern the Daughters, who used the available corpses to master their covey ability to cast animate dead. Upon forming a true covey, the Daughters of Mahogra wasted no time applying their newly acquired animate dead ability to animate the corpses of their ogre servants who died, continuing the usefulness of those mighty guardians in death. Their preparations for animation take place in the dead-chamber. The ogres are shaved of every bit of hair, and the hair twisted into rope. The limbs of the corpse are braided with driftwood and twisted hair-rope to give them rigidity and strength, for the hags believe that the source of a creature’s strength is in its hair. The zombies’ mouths are sewn shut before they are animated so that the animating spirit the hags instill in their servants cannot escape. The hags’ zombie servitors are prepared here in the dead-chamber, shaved of all hair, driftwood lashed to limbs by twisted hair-rope, and mouths sewn shut. [b]Zombie Ogre, Guardian:[/b] ? [b]Zombie Ogre, Servant, Zombie Servitor:[/b] ? [b]Zombie Ogre, Hag's Eye Ogre Zombie, Large Creature, Dead Ogre of Shatterhull, Hag's Eye Zombie, Undead Ogre:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/28621/underdark-3-5?affiliate_id=17596]Underdark (3.5)[/URL][spoiler] [b]All-Consuming Hunger, Dreadful All-Consuming Hunger:[/b] The all-consuming hunger is an undead swarm composed of tiny bits of dead body parts, often from a variety of creatures. It transmits a horrible, wasting disease that turns its victims into all-consuming hungers. Any living creature killed by an all-consuming hunger rises as a new all-consuming hunger within 1d4 rounds. [b]All-Consuming Hunger, Writhing Pulsing Mass of Putrescent Body Parts, Undead Swarm Composed of Tiny Bits of Dead Body Parts, Writhing Pulsating Mass of Rotten Body Parts and Jellied Organ, Mindless Undead:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Underdark Undead:[/b] ? [b]Mindless Undead Laborer:[/b] ? [b]Mindless Undead Soldier:[/b] ? [b]Mindless Undead:[/b] ? [b]Undead Master:[/b] ? [b]Powerful Undead, Powerful Undead Creature:[/b] ? [b]Undead Stone Giant:[/b] ? [b]Dodforer, Death Chief:[/b] When one of the clan chieftains in Cairnheim dies, the Dodkong brings him back to unlife as a dodforer, using ancient giant rituals and the power of the crown of Obadai, a stone giant artifact that grants the Dodkong power over the undead. [b]Dodforer, Undead Stone Giant:[/b] ? [b]Koenig Serpentspine, Chief of the Dodforers, Undead Stone Giant Ranger 9:[/b] When one of the clan chieftains in Cairnheim dies, the Dodkong brings him back to unlife as a dodforer, using ancient giant rituals and the power of the crown of Obadai, a stone giant artifact that grants the Dodkong power over the undead. [b]Lesser Undead:[/b] ? [b]Unthinking Menace:[/b] ? [b]Undead Servant:[/b] ? [b]Restless Undead:[/b] ? [b]Allip:[/b] ? [b]Bodak:[/b] ? [b]Devourer:[/b] ? [b]Ghast:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Mightiest Lich:[/b] ? [b]Ulpharz, Lich:[/b] ? [b] Vr'Tark, Mature Adult Blue Dracolich, Powerful But Dumb Dracolich:[/b] Vr’tark (LE male mature adult blue dracolich) had the misfortune while alive of becoming the target of a cult that wished to make him into a dracolich. First, they presented him with a cursed item, a headband of idiocy (see sidebar), which appeared to be a headband of intellect. Then they completed their mission and transformed him into a dracolich. [b]Dodkong, Lich Stone Giant Sorcerer 10, Undead Giant:[/b] ? [b]Illithilich, Undead Illithilich:[/b] An illithilich, as the name suggests, is an illithid who has undertaken the rituals to become a lich. [b]Tsurlanej, Illithilich Sorcerer 16:[/b] In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain. [b]Ornolyg, Illithilich Wizard 19:[/b] In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain. [b]Fruyshuk, Illithilich Cleric 18:[/b] In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain. [b]Luors'Naleg, Illithilich Sorcerer 14/Monk 3:[/b] In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain. [b]Grishnurok, Illithilich Wizard 11/Psion 6:[/b] In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain. [b]Worvinul, Illithilich Sorcerer 17:[/b] In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain. [b]Ellistiv, Illithilich Psion 12:[/b] In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain. [b]Aulagol, Illithilich Wizard 15:[/b] In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain. [b]Thalynsar, Illithilich, Master Illithilich:[/b] In desperation, the ulitharid Thalynsar formulated a plan to preserve the powers and memories of the elder brain through undeath. Thalynsar transformed itself and several other illithids into illithiliches, and together these new elders devoured the elder brain. [b]Daurgothoth the Creeping Doom, Great Wyrm Black Dracolich:[/b] ? [b]Dyrr the Lichdrow, Drow Lich Sorcerer 20/Wizard 3/Cleric 1, Real Power, Author:[/b] ? [b]Keeper of Thaal, Human Demilich Wizard 31, Most Dangerous Denizen, Ancient Demilich, Ultimate Master:[/b] ? [b]Harthel Vras, Drow Lich Cleric 18, Matron of House Vrasl:[/b] ? [b]Barytes, Derro Half-Dragon Lich Wizard:[/b] ? [b]Mhorg:[/b] ? [b]Mummy:[/b] ? [b]Gohzet, Mummy Rogue 5/Assassin 6, Most Powerful Tool:[/b] ? [b]Thadrack, Mummy Fighter 4:[/b] ? [b]Nightshade Nightwing:[/b] ? [b]Nightshade Nightwalker:[/b] ? [b]Marauding Nightshade, Monstrosity:[/b] ? [b]Shadow:[/b] ? [b]Skeleton, Mindless Undead:[/b] ? [b]Drider Vampire:[/b] ? [b]Vampire, Creature Vulnerable to Sunlight:[/b] ? [b]Vampire Spawn:[/b] ? [b]Hamezaar, Gold Dwarf Vampire Fighter 7/Ranger 3/Blackguard 9, Vampire-Father:[/b] ? [b]Ss'lesh, Medusa Vampire:[/b] Ss’lesh (LE female medusa vampire) is the direct spawn of Hamezaar and serves him faithfully. [b]Tsabrak of the Blood, Drow Vampire Necromancer 18:[/b] ? [b]Wight:[/b] ? [b]Dread Wraith:[/b] ? [b]Wraith:[/b] ? [b]Zombie Medium:[/b] ? [b]Zombie, Mindless Undead:[/b] ? [b]Baneguard:[/b] ? [b]Banshee:[/b] ? [b]Bone Naga:[/b] ? [b]Breathdrinker:[/b] ? [b]Famine Spirit:[/b] ? [b]Spawn of Kyuss:[/b] ?[/spoiler] [/spoiler] Dragon Magazine:[spoiler] Dragon 315 [B]T'liz:[/B] Arcane spellcasters who perform a paroxysm of defiling magic sometimes become t’liz, undead defilers who walk the earth, feasting on the living energy of creatures rather than plants. Sometimes becoming a t’liz is accidental, but a defiler often seeks out undeath to prolong his life at the expense of the planet’s health. “T’liz” is an acquired template that must be applied to any humanoid creature. [B]Ghoul Fleshgivor:[/B] Repeat uses of rejuvenative corpse on the temple ghouls has given Yorin some insight into the interaction of life energy and ghoulish hunger, and (with help from others in his church) he is on the brink of turning Hedris and Pont into a new type of undead, the fleshvigor, which gains power from eating the dead. Once perfected, the process could be used on other corporeal undead, and Yorin would gain great status in his church. An afflicted humanoid who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghoul at the next midnight. [B]Ghast Fleshgivor:[/B] An afflicted humanoid with 4 or more Hit Dice who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghast at the next midnight. “Fleshvigor” is an acquired template that can be added to any non-skeletal corporeal undead [B]Spectre:[/B] A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death. Dragon 322 [B]Nether Hound:[/B] Kiaransalee, drow goddess of the undead and vengeance, is credited with the creation of nether hounds, slavering undead empowered to hunt down and slay her enemies. The truth is perhaps more complex, as other powers of undeath have also been known to send these fiendish undead after their foes. In fact, Kiaransalee has shared the nature of the nether hounds’ creation with her allies—particularly those who have sided with her against the demon lord Orcus. The exact process of how nether hounds are created remains unknown, although it is thought to require acts only Kiaransalee and her night hag minions are corrupt enough to perform. “Nether hound” is an acquired template that can be added to any corporeal undead with an Intelligence of 3 or more and nongood alignment. Dragon 324 [B]Icy Prisoner:[/B] Icy prisoners are undead creatures created from the bodies of those drowned in icy lakes, ponds, or streams. Any humanoid drowned by an icy prisoner becomes an icy prisoner in 1d4 rounds. [B]Steaming Soldier:[/B] Steaming soldiers are undead born of battles on frigid tundra and unforgiving ice fields. These monstrosities arise when wounded warriors are left to die on the battlefield, and the icy landscape drains their warmth. Any humanoid slain by a steaming soldier becomes a steaming soldier in 1d4 rounds. Dragon 334 [B]Humbaba:[/B] Some believe that they were first created by the gods of the afterlife. Dragon 336 [B]Favored Spawn of Kyuss:[/B] Favored spawn of Kyuss cannot be created with create undead spell or with create greater undead; the secrets of their creation reside only with Kyuss and his most trusted minions. “Favored Spawn of Kyuss” (known simply as the “favored” to cultists of Kyuss) is an inherited template that can be added to any living, corporeal creature. By pressing its face against a helpless victim, the favored spawn of Kyuss can infest the victim with a rain of 2d6 worms. This ability is treated the same as its create spawn ability, but a victim slain by the resulting infestation rises as a favored spawn of Kyuss rather than a normal zombie. [B]Allip:[/B] The allip is the spirit of someone driven to suicide by madness. Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity. For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead. [B]Bodak:[/B] Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well. A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect. [B]Bone Naga:[/B] Dark nagas know of a ritual to create a bone naga using animate dead. The ritual requires numerous components, including the ocular fluids of a divine caster and a sentient reptile. These can come from the same creature, if appropriate. Only taught to dark nagas, this rite contains a number of special somatic components that humanoids cannot emulate. It is rumored that some free-willed bone nagas also possess the ability to perform the creation ritual and actively seek out their living brethren, enslaving them in undeath. [B]Boneclaw:[/B] Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims. This rite requires the spells create undead (caster level 15+) and greater magic fang. [B]Charnel Hound:[/B] The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper. No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation. The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell). On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull. [B]Crawling Head:[/B] The first crawling head was created deliberately years ago, constructed from the severed head of a hill giant by a necromancer later slain by his own creation. The rite requires create undead and the sacrifice of a giant who just fed on at least three sentient beings. [B]Crimson Death:[/B] Legends tell that a crimson death is born from the destruction of a strong-willed vampire. This is not, in fact, the case. Crimson deaths might form from anyone who dies via exsanguination and whose body is then consumed or destroyed. A traveler in a marsh sucked dry by leeches and then consumed by other swamp creatures might rise as a crimson death. Similarly, a vampire who drains a victim and then cremates the body to prevent it from rising as another vampire might provoke the manifestation of a crimson death. The same hatred and iron will required to create ghosts or wraiths is necessary for the formation of a crimson death. [B]Death Knight:[/B] The demon prince Demogorgon is credited with creating the first such horror. Some warriors seek out the undead existence of the death knight, but a mortal cannot perform the ritual without assistance. The transformation requires the active assistance of a powerful fiend. On rare occasions, death knights occur spontaneously upon the death of a favored servant of an archfiend or evil deity. Finally, and even less frequently, death knights might arise as the result of a curse. If an innocent dies due to a fallen paladin’s actions, that individual might pronounce a dying curse that results in eternal unlife for the former champion of light. [B]Drowned:[/B] Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today. [B]Effigy:[/B] Like so many undead, effigies form from the hate and rage of a dying individual. Such people must die under circumstances wherein they believe they have been deprived of their rightful due by the actions of others. For example, someone murdered on the verge of completing a major ambition or gaining a windfall might become an effigy. In addition, an effigy can only form if the individual died by fire, such as a fireball or flame strike spell, or a dragon’s breath. [B]Famine Spirit:[/B] Not everyone who dies of hunger becomes a famine spirit. Specifically, someone must spend much of his life hungry or otherwise wanting for basic necessities. Potential sources include people living in poverty or who dwell in famine-prone areas. The individual must, near the end of his life, have had the opportunity to raise himself from his current state, perhaps to acquire riches or move to more fertile lands. This chance must be snatched away by the actions of another person or sentient being, thus causing the individual to perish not only of starvation but also of frustration and cruelly shattered hopes. Only when all these conditions are met, a truly strong-willed individual becomes a famine spirit. [B]Ghast:[/B] The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast. [B]Ghost:[/B] Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence. All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters. In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead. [B]Ghoul:[/B] Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin. [B]Huecuva:[/B] Legend tells that a huecuva results from a curse levied on fallen clerics, druids, monks, and paladins. As punishment for their heresies, their patron deities condemn them to a state of eternal undeath. In truth, this is only partially correct. Most deities who count paladins and druids among their servants are unlikely to inflict such an undead horror upon the world. Indeed these fallen souls are cursed by their patron—but that curse is simply the complete abandonment of the former servant’s soul, leaving him open to whatever evils might lurk in the depths of his spirit. Eventually, these evils consume him, leaving little but resentment and loathing for the deity that once favored him. Only then, when such powerful hate mingles with lingering divine energy does the fallen faithful become a huecuva. [B]Lich:[/B] As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence. The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor). Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency. The comparable rite for clerical liches involves create undead, harm, and unhallow. [B]Mohrg:[/B] Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution. Only the spell create undead can form a mohrg from a corpse that is not a murderer. [B]Mummy:[/B] Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse. On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage. [B]Nightshade:[/B] Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler. [B]Shadow:[/B] In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow. [B]Spectre:[/B] When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on. Spectres are born from sudden acts of violence. [B]Sword Wraith:[/B] Like a ghost, a sword wraith is driven by a single-minded ambition that lingers after death—in this case, the desire to continue battle, to shed more blood. Unlike the ghost, however, the sword wraith’s purpose might not actually be his own. The bloodlust and dark desires of his fellow soldiers often mixes with the sword wraith’s own. Thus, the purpose that drives a sword wraith might belong to any one of the soldiers lying dead on the field, or might even be an entire platoon’s combined discipline and love of carnage. This can sometimes create sword wraiths from the noblest commanders and the lowliest scouts. [B]Vampire:[/B] Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire. Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh. [B]Wight:[/B] Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim. [B]Wraith:[/B] Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell. [B]Spawn of Kyuss:[/B] The spawn began with Kyuss, an ancient priest of a forgotten deity who ruled an empire before the advent of modern civilization. Any evil cleric can create a spawn of Kyuss by casting create undead as long as he is at least 15th level. The material component for creating a spawn of Kyuss, however, is slightly different than normal. This version of the spell must be cast over the grave of a killer who was buried without a coffin in unhallowed ground (a DC 25 Knowledge [local] check can usually determine if such a body lies near a specific settlement). If the caster has a preserved or live Kyuss worm he may substitute that for the 250 gp black onyx gem that is otherwise required to animate the body. As the spell is cast, the grave blooms with worms and maggots as the newly created spawn of Kyuss rises from within. A Small, Medium, or Large creature slain by a worm from a favored spawn of Kyuss rises as a new spawn of Kyuss (not a favored spawn) 1d6+4 rounds later. The nigh-indestructible sons of Kyuss were created by the then priest Kyuss for his own dark purposes. [B]Zombie:[/B] Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful into normal zombies. a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size. Dragon 339 [B]Animus:[/B] An animus is the product of a magical ritual performed on live humanoids by devils and clerics of Hextor. “Animus” is an acquired template that can be added to any humanoid creature. [B]Lich, Suel:[/B] Suel liches are ancient undead spellcasters who managed to survive the Rain of Colorless Fire that destroyed their homeland. “Suel lich” is an acquired template that can be added to any humanoid arcane spellcaster of at least 15th level. Dragon 340 [B]Cauldron Spawn:[/B] If bodies are placed within the cauldron of corruption and no spell is cast, 3 rounds later they arise as cauldron spawn. “Cauldron spawn” is an acquired template that can be added to the corpse of any creature that was once a living corporeal creature with an Intelligence of 6 or higher. Such creatures must be Large or smaller to fit within the Cauldron of Corruption and gain this template. Dragon 343 [B]Living Wall:[/B] Some living walls are deliberate creations by evil and cruel necromancers using rare spells, but some (particularly in Ravenloft) arise spontaneously when a person is entombed alive within a wall. This only happens when the terrified victim curses his slayer, his screams rising loud enough to be heard beyond the walls of his prison. When the victim dies, the curse soils his life energy, which becomes trapped in the wall. Eventually, madness overtakes the spirit and turns it chaotic evil, at which point all dead creatures within 300 feet of the wall rise, shamble to the wall, and join it, fusing together into a thing that seems like stone made from fused and transformed flesh. “Living wall” is an acquired template that can be added to any Small, Medium, or Large corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, or vermin creature with at least 4 Hit Dice. [/spoiler] Web Articles[spoiler][URL=http://archive.wizards.com/default.asp?x=dnd/we/20040522a]Complete Divine Web Enhancement More Divinity:[/URL][spoiler] [b]Shadow:[/b] ? [b]Allip:[/b] ? [b]Wraith:[/b] ? [b]Spectre:[/b] ? [b]Greater Shadow:[/b] ?[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/we/20030822a]Dragonlance Campaign Setting Web Enhancement Minor Dragon Overlords of the Fifth Age:[/URL][spoiler] [b]Frostwight:[/b] ?[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/eo/20030823a]Elite Opponents Gnolls:[/URL][spoiler] [b]Y'reess, Fiendish Gnoll Vampire Ranger 9:[/b] Once a member of an elite caste of demon-touched gnolls, Y'reess was an esteemed hunt leader among his people. Many years ago, he ran afoul of a powerful vampire when his pack of hunters discovered the creature's tomb. [/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/eo/20060407a]Elite Opponents Creatures That Cannot Be:[/URL][spoiler] [b]Demon Vampire, Vampiric Glabrezu, Glabrezu Vampire:[/b] ? [b]Gelatinous Cube Vampire:[/b] ? [b]Gelatinous Vampire Bear:[/b] ? [b]Gelatinous Vampire Griffon:[/b] ? [b]Vampire Spawn:[/b] A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. [b]Vampire:[/b] A humanoid or monstrous humanoid slain by a vampiric glabrezu's energy drain rises as a vampire spawn 1d4 days after burial. If the vampiric glabrezu instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. [/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/eo/20070401a]Elite Opponents Creatures That Cannot Be II:[/URL][spoiler] [b]Vampiric Vine Horror:[/b] ? [b]Vampire Night Twist:[/b] ? [b]Nymph Lich Druid 6:[/b] ? [b]Vampire Spawn:[/b] A humanoid or monstrous humanoid slain by the vampiric vine horror's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. A humanoid or monstrous humanoid slain by the vampire night twist's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [b]Monstrous Vampire:[/b] A humanoid or monstrous humanoid slain by the vampiric vine horror's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. A humanoid or monstrous humanoid slain by the vampire night twist's energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/eo/20040821a]Elite Opponents Mohrgs:[/URL][spoiler] [b]Shadow Mohrg:[/b] ? [b]Spellstitched Mohrg:[/b] ? [b]Elite Fiendgrafted Mohrg:[/b] ? [b]Kurge the Executioner, Mohrg Assassin 5:[/b] ? [b]Mohrg:[/b] A mohrg is the animated corpse of a mass murderer or some similarly horrific (and unatoned) villain whose inherent evil enables it to continue its depredations well beyond the grave. [b]Zombie:[/b] Creatures killed by a shadow mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. Creatures killed by a spellstitched mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. Creatures killed by the fiendgrafted mohrg rise after 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. Creatures killed by Kurge rise after 1d4 days as zombies under his control. They do not possess any of the abilities they had in life. [/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/eo/20030905a]Elite Opponents Ogre Mages:[/URL][spoiler] [b]Nam-Sun, Ghost Half-Green-Dragon/Half-Ogre-Mage Sorcerer 8:[/b] Slain decades ago by a rival ogre mage, Nam-Sun now haunts the forest where she once lived. She hungers only for revenge against her killer, who currently serves as advisor to a tribe of fire giants in a distant mountain range. [/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/eo/20060714a]Elite Opponents Variant Blackspawn Stalkers:[/URL][spoiler] [b]Blackspawn Stalker Mumia Swarm-Shifter:[/b] Undoubtedly some splinter group devoted to Nerull or Lolth or even Tiamat made a blackspawn stalker into a mumia so it could continue the fight, and the patron deity gave it swarm powers. [b]Imhotep:[/b] ?[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/eo/20070713a]Elite Opponents Variant Frostwind Viragos:[/URL][spoiler] [b]Spellwarped Silveraith Frostwind Virago:[/b] ? [b]Silveraith:[/b] A spellcaster killed outright by the backlash of this Spellwarped Silveraith Frostwind Virago creature's magic absorption rises as a silveraith in 1d4 days if it would qualify for the template. [b]Juju Zombie:[/b] Each month a creature lives as a blightspawned, it must succeed at a Fortitude save (DC 15 + 1 per previous saving throw attempted) or die. A blightspawned that dies in this fashion animates as a juju zombie.[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/eo/20060324a]Elite Opponents Variant Medusas:[/URL][spoiler] [b]Ghost Medusa:[/b] ?[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/eo/20061219a]Elite Opponents Variant Unicorns:[/URL][spoiler] [b]Monstrous Vampire Unicorn:[/b] ? [b]Vampire Spawn:[/b] A humanoid or monstrous humanoid slain by a monstrous vampire's energy drain rises as a vampire spawn 1d4 days after burial. If the monstrous vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [b]Monstrous Vampire:[/b] A humanoid or monstrous humanoid slain by a monstrous vampire's energy drain rises as a vampire spawn 1d4 days after burial. If the monstrous vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/eo/20070413a]Elite Opponents Weird and “Wonderful” Stirges:[/URL][spoiler] [b]Ghost Brute Stirge:[/b] The ghost brute stirge (CR 2) was driven to return from death by an unquenchable thirst for warm blood, and it single-mindedly searches for victims to sate its terrible cravings. [/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/eo/20040201a]Elite Opponents Wyverns:[/URL][spoiler] [b]Skeletal Wyvern:[/b] ?[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/ei/20030810a]Epic Insights Compiled and Updated:[/URL][spoiler] [b]Skeleton:[/b] [i]Horrible Army of the Dead[/i] epic spell. HORRIBLE ARMY OF THE DEAD Necromancy [Death, Evil] Spellcraft DC: 112 Components: V, S Casting Time: 1 full round Range: 300 ft. Area: 300-ft. radius Target: One or more living creatures Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes To Develop: 1,008,000 gp; 21days; 40,320 XP. Seeds: animate dead (DC 23), slay (DC 25). Factors: reduce casting time by 9 rounds (+18 DC), create additional 60 HD of undead (+60 DC), create skeletons (-12 DC). Mitigating factor: burn 1,000 XP (-10 DC). All living creatures within the area (to a maximum of 80 HD, no creature with more than 10 HD is affected) wither and die, their flesh falling to dust in seconds. The next round, these creatures rise as skeletons. You can naturally control 1 HD of undead per caster level; any undead beyond this number are uncontrolled (but since you’re probably creating them out of the middle of your enemy’s army, they’ll cause plenty of chaos on their own). XP Cost: 1,000 XP.[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/fw/20041126a]Far Corners of the World Shadows of Glory Monsters of the Lost City:[/URL][spoiler] [b]Golem Remnant:[/b] With the passage of countless ages, the majority of any guardians and sentinels that survived the ancient cataclysm long since died or moved to different regions. Yet one category of creature in particular remained at their posts: constructs. The golems and other animated guardians created by the ancients simply remained at their posts, patient and silent, awaiting new orders that would never come. Eventually, the elements wore down even these ancient constructs, and their bodies fell apart from disuse. Yet so strong was the binding magic that anchored the animating elemental spirits to these ancient golems that when the bodies died, their elemental "souls" died as well -- yet they did not return to the elemental planes once their bodies wasted away. Still bound to a body that no longer existed, these disembodied elemental spirits transformed into strange undead known today as golem remnants. A golem remnant is a particularly unusual undead creature. The elemental spirits that create them are no longer bound to the Material Plane, yet their ages of idle torment that ended with dissolution universally leave them insane, and once freed, they seek out other statues, suits of armor, even dead bodies to inhabit and animate.[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/fc/20051209a]Fight Club Chuladoal:[/URL][spoiler] [b]Chuladoal Fiendish Gravetouched Ghoul Swarm-Shifter Troll:[/b] Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death. [b]Chuladoal Fiendish Four-Headed Gravetouched Ghoul Swarm-Shifter Pyro-Troll:[/b] Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death. [b]Chuladoal Fiendish Four-Headed Gravetouched Ghoul Swarm-Shifter Pyro-Troll Barbarian 4:[/b] Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death. [/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/fc/20070622a]Fight Club Drossang Tachlash:[/URL][spoiler] [b]Drossang Tachlash, Redspawn Arcaniss Spectral Mage Rogue 1/Spellwarp Sniper 1:[/b] So, she began seeking out training in arts that are rare among her kind, and as she became more specialized with ray spells, she gained more notice. Not in a good way, though, because a wizard in the Cult of the Dragon captured her and turned her into a spectral mage. [b]Drossang Tachlash, Redspawn Arcaniss Spectral Mage Rogue 1/Spellwarp Sniper 5:[/b] So, she began seeking out training in arts that are rare among her kind, and as she became more specialized with ray spells, she gained more notice. Not in a good way, though, because a wizard in the Cult of the Dragon captured her and turned her into a spectral mage. [b]Drossang Tachlash, Redspawn Arcaniss Spectral Mage Rogue 1/Spellwarp Sniper 5/Incantatrix 4:[/b] So, she began seeking out training in arts that are rare among her kind, and as she became more specialized with ray spells, she gained more notice. Not in a good way, though, because a wizard in the Cult of the Dragon captured her and turned her into a spectral mage. [/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/fc/20070803a]Fight Club Imbrudar:[/URL][spoiler] [b]Imbrudar, Brain in a Jar Psion 2:[/b] Imbrudar was created in a lab long ago. [b]Imbrudar, Brain in a Jar Psion 9:[/b] Imbrudar was created in a lab long ago. [b]Imbrudar, Brain in a Jar Psion 13:[/b] Imbrudar was created in a lab long ago.[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/fc/20070323a]Fight Club The Vampire Werewolf:[/URL][spoiler] [b]Nadezda Jilek, Orc Werewolf Vampire Scout 5:[/b] Among the colony of orc werewolves, Nadezda wasn't that special or even noticed. As one among many in the pack, she took her place like everyone else. She trained as a scout and hunted food for the tribe. On her last hunt, lycanthrope-hating paladins and clerics wiped out her whole tribe while she was away, and she returned to a burned village and piles of charred corpses. As she grieved and buried her kin that night, a vampire attacked her. [b]Nadezda Jilek, Orc Werewolf Vampire Scout 5/Rogue 1/Pious templar 4:[/b] After Nadezda's tribe was wiped out, she wandered the world for a while, and eventually fell in with a temple of Gruumsh. She trained as a temple guardian and served in that capacity for a few years before the temple was attacked by a vampire. She did her best to hold it at bay, but in the end she was overcome. [b]Nadezda Jilek, Orc Werewolf Vampire Scout 5/Rogue 1/Pious Templar 4/Shadowdancer 1/Warshaper 4:[/b] After years of serving a temple of Gruumsh as a pious templar, Nadezda became disillusioned with religion and wandered the world again. Along the way she met a druid and learned much from him about shapechanging and controlling her body. But wanderlust called again, and she was on the verge of departing when a vampire attacked them both. [b]Vampire Spawn:[/b] A humanoid or monstrous humanoid slain by Nadezda 's energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [b]Monstrous Vampire:[/b] A humanoid or monstrous humanoid slain by Nadezda 's energy drain rises as a vampire spawn 1d4 days after burial. If Nadezda instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and was a humanoid or monstrous humanoid, and as a monstrous vampire if it had 5 or more HD and was an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/fc/20060317a]Fight Club Voidmind Rot Reaver:[/URL][spoiler] [b]Sapphiraktar, Dracolich:[/b] ? [b]Zombie:[/b] As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 10 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. As a standard action, the voidmind rot reaver can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver fighter 4 can animate 14 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. As a standard action, the voidmind rot reaver fighter 8 can animate any dead creature within 60 feet that was affected by his wound rot ability within the last 24 hours. Creatures so animated rise as zombies. The voidmind rot reaver can animate 18 HD worth of undead at any one time, and these don't count against the Hit Dice of undead he can control using his rebuke undead ability. [/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/al/20040602a]Forgotten Realms Adventure Locales The Haunted Glen:[/URL][spoiler] [b]Haunted Glen:[/b] Some time ago, a fey nymph visited him, fell in love with him, and enticed him to fall in love with her. This love was his undoing, for his paramour was an evil fey from the Unseelie Court. She and a group of evil fey creatures came one night and captured the woodsman, and in a night-long dance ritual stole his soul, or at least a part of it. The ritual so affected the trees that they can no longer grow in the clearing. They carried the body into the forest and hid it; later, animals ate it. Part of his spirit remains, seeking wholeness or rest, but unable really to affect the world around him. (This is the darkness or sadness that presses upon the area.)[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/al/20050223a]Forgotten Realms Adventure Locales The Ruined Village Square:[/URL][spoiler] [b]Fronn, Human Ghost Ranger 9:[/b] The three people who were lost from the village died (either due to the passing of time or unlucky mishaps with the portal), but only the farmer's son became a ghost and started haunting the ruins. This ghost is the form that one occasionally glimpses in the square, and he is restlessly trying to find a way home. He may choose to interact with the PCs if they stay in the ruins area for at least 2 hours. His name is Fronn, and he came to realize how he was transported via the fountain; though he died, his spirit remained behind at the site of the portal. Because of this, he tries to keep other people out of the fountain during the times that the portal is active.[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/we/20060503a]Forgotten Realms City of Splendors Waterdeep Web Enhancement Environs of Waterdeep:[/URL][spoiler] [b]Baelnorn:[/b] ? [b]Daurgothoth, The Creeping Doom, First Reader of the Cult of the Dragon, Black Greay Wyrm Dracolich Wizard 20/Archmage 5:[/b] ? [b]Larloch:[/b] ? [b]Hill Giant Skeleton:[/b] ? [b]Death Tyrant:[/b] ? [b]The Howler, Banshee:[/b] ? [b]Umbralax, Shadow Dracolich:[/b] ? [b]Rorrina, dual, (daughter) of Tuvala of Clan Stoneshaft, Vampire Shield Dwarf Cleric 10:[/b] ? [b]Skeleton:[/b] ? [b]Lich:[/b] ? [b]Lacedon:[/b] ? [b]Wraith:[/b] ?[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/we/20070425a]Forgotten Realms Dragons of Faerun Web Enhancement City of Wyrmshadows:[/URL][spoiler] [b]Spectral Shadow Dragon:[/b] In the Year of the Darkspawn (634 DR), the shadow dragons of Clan Jaezred were overthrown by their own half-drow/half-shadow dragon progeny, known as the zekylen, who had mastered powerful planar magic in secret while purporting to serve their masters. Haerinvureem, a great shadow wyrm better known as “Shimmergloom,” escaped the carnage through the Shadow Plane, but the rest of his clan were slain and reanimated as spectral creatures. Spectral shadow dragons, undead remnants of the shadow dragons of Clan Jaezred. [b]Spectral Spitting Felldrake:[/b] Quildan has created two undead guardians for the main supply entrance. [b]Spectral Creature:[/b] Create Spectral Spawn feat. [b]Shadow:[/b] ? Create Spectral Spawn You have the ability to create undead spawn with ties to the Plane of Shadow with your energy drain ability. Prerequisite: Energy drain special ability. Benefits: Creatures slain with your energy drain ability arise as sp[spoiler]awn under your control with the spectral creature†† template. They remain under your control until your death.[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/we/20070307b]Forgotten Realms Dragons of Faerun Web Enhancement New Draconic Monsters:[/URL][spoiler] [b]Hoarder Dragon:[/b] Hoarders are dragons who were so greedy in life that when they died, they could not abandon their treasure. While they hold many similarities to ghosts, these creatures manifest for entirely different reasons. Their unfettered avarice causes them to haunt the site of their hoard, unwilling to give up a single coin. In life, most hoarders worshipped Task, the dragon god of greed. Scholars suggest that he rewards them for their service by transforming them into hoarders when they die. They point out that the creatures usually use gems the color of their scales for eyes. "Hoarder" is a template that can be added to any nongood dragon. [b]Amilektrevitrioelis, "Amilek", Mature Blue Dragon Hoarder:[/b] As Amilek grew in size and greed, he attracted the attention of Task, the dragon god of greed. Most blues have aspirations of tyranny and domination, but Amilek was an exception. Task loved to watch the avaricious blue writhing in his mountains of coins, spending months cataloging his wealth, down to the last copper piece. Amilek was one of Task's favorite, receiving numerous gifts from The Taker throughout the years. What he did not know was that the spirit of Amilek still existed, called back to the treasure hoard by its dark master.[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/we/20060913a]Forgotten Realms Dragons of Faerun Web Enhancement Roll Call of Dragons:[/URL][spoiler] [b]Aghazstamn, Wyrm Blue Disembodied Dracolich:[/b] ? [b]Alasklerbanbastos, The "Great Bone Wyrm", Great Wyrm Blue Dracolich:[/b] ? [b]Alglaudyx, Wyrm Black Dracolich:[/b] ? [b]Arkhelthingril, "Ice", Old White Dracolich:[/b] ? [b]Arlauthra Manytalons, Wyrm Black Dracolich:[/b] ? [b]Aurgloroasa, "The Sibilant Shade", Wyrm Shadow Dracolich:[/b] ? [b]Azarvilandral, "Shard", Old Blue Dracolich:[/b] ? [b]Azurphax, Adult Green Dracolich:[/b] ? [b]Calathanorgoth, "The Old One", Wyrm Black Dracolich:[/b] ? [b]Canthraxis, Adult Blue Dracolich:[/b] ? [b]Capnolithyl, "Brimstone", Vampiric Advanced 36 HD Smoke Drake Sorcerer 10:[/b] ? [b]Chardansearavitriol, "Ebondeath", Very Old Black Disembodied Dracolich:[/b] ? [b]Crimdrac, Ancient Red Dracolich:[/b] ? [b]Daurgothoth, "The Creeping Doom", Great Wyrm Black Dracolich Wizard 20/Archmage 5:[/b] ? [b]Dretchroyaster, "The Monarch Reborn", Wyrm Green Dracolich:[/b] ? [b]Eboanaflimoth, "Ebonflame", Adult Red Dracolich:[/b] ? [b]Garrathmaw, "Insyzor", "Incisor", Very Old Fang Dracolich:[/b] ? [b]Ghaulantatra, "Old Mother Wyrm", Ghostly Great Wyrm White Dragon:[/b] ? [b]Goarulskul, "The Black", Wyrm Black Dracolich:[/b] ? [b]Gotha, Ancient Red Dracolich:[/b] ? [b]Greshrukk, "Red Eye", Old Red Disembodied Dracolich:[/b] ? [b]Halatathlaer, Ghostly Ancient Copper Dragon:[/b] ? [b]Hethcypressarvil, "Cypress the Black", Wyrm Black Dracolich:[/b] ? [b]Iltharagh, "Golden Night", Very Old Topaz Dracolich:[/b] ? [b]Ividilandyr, "Ivy Deathdealer", Mature Adult Green Dracolich:[/b] ? [b]Jaxanaedegor, Vampiric Very Old Green Dragon:[/b] ? [b]Khalahmongre, Ancient Blue Dracolich:[/b] ? [b]Kistarianth "The Red", Ancient Red Dracolich:[/b] ? [b]Kryonar, Wyrm White Dracolich:[/b] ? [b]Malygris, "The Suzerain of Anauroch", Very Old Blue Dracolich:[/b] ? [b]Mornauguth, "The Moor Dragon", Young Adult Green Dracolich, Human, Cleric 8:[/b] ? [b]Pelendralaar, Adult Red Dracolich:[/b] ? [b]Rauglothgor, Great Wyrm Red Dracolich:[/b] ? [b]Sapphiraktar, "The Blue", Wyrm Blue Dracolich:[/b] ? [b]Saurglyce, Mature Adult White Dracolich:[/b] ? [b]Shargrailar, "The Dark", "The Sacred One", Great Wyrm Red Disembodied Dracolich:[/b] ? [b]Shhuusshuru, "Shadow Wing", Great Wyrm Shadow Dracolich:[/b] ? [b]Urshula, Very Old Black Dracolich:[/b] ? [b]Uthagrimnoshaarl, "The Dire Dragon", Great Wyrm Shadow Dracolich:[/b] ? [b]Vesz’zt Auvryana, Vampiric Adult Drow-Dragon Rogue 6/Assassin 3:[/b] ? [b]Vr’tark, Mature Adult Blue Dracolich:[/b] ? [b]Xavarathimius, "The Everlasting Wyrm", Great Wyrm Green Dracolich:[/b] ? [b]Zethrindor, Ancient White Disembodied Dracolich:[/b] ?[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/rp/20040714a]Forgotten Realms Realms Personalities Ghiz'kith, Devotee of the True Sseth:[/URL][spoiler] [b]Ghiz'kith, Sarrukh Lich Wizard 10/Arcane Devotee of Sseth 5:[/b] Driven from Okoth prior to its fall (circa -34,100 DR), Ghiz'kith fled from his defeat at the hands of the foul albino, Pil'it'ith. Retreating into Mhairshaulk, the powerful sarrukh wizard longed for further arcane knowledge. Ultimately, he sought knowledge that would allow him to outlast his enemy and survive into the future, that he might rise to power once again. He scoured his vast personal library for answers, though none could be found. At long last, in the twilight of his life, it looked as though Pil'it'ith had succeeded in finally destroying Ghiz'kith when Ghiz'kith made a desperate plea to Sseth, praying for the knowledge that had eluded him begging for immortality. Sseth responded to his disciple and bestowed upon him knowledge of a process that would transform him body and soul, turning arcane might into the long sleep from which Ghiz'kith would awaken as a lich. To this day, the reason for Sseth's assistance to Ghiz'kith is unknown. Perhaps he had foreseen his imprisonment by the dark god Set or perhaps he did this to test his chosen, Pil'it'ith. Whatever the reason, Ghiz'kith slumbered in an amber chrysalis and slowly changed. The yuan-ti of Mhairshaulk displayed Ghiz'kith in his amber prison, hanging the massive amber tomb from the ceiling in the grand temple like some misbegotten crystal chandelier. Ghiz'kith's corpse, contained within, served as a constant reminder of the past and the yuan-tis' slavery to the sarrukh. The Time of Troubles came, and indeed Sseth found himself imprisoned by Set. Shortly after Set began granting spells to his sarrukh worshipers, Sseth began struggling against the bonds of eternal slumber. As a result of these struggles, Ghiz'kith awoke, much to the surprise of the yuan-ti of Mhairshaulk, who, upon opening the proceedings of what was to be a grand sacrifice, entered their place of worship to find the amber prison shattered and its former occupant missing. A great hunt for the body of Ghiz'kith ensued, but for a time, he was nowhere to be found.[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/we/20040313a]Forgotten Realms Player's Guide to Faerun Web Enhancement Monster Update:[/URL][spoiler] [b]Beholder Death Tyrant:[/b] ? [b]Dracolich:[/b] ? [b]Banedead:[/b] ? [b]Baneguard:[/b] ? [b]Bat Deep Bonebat:[/b] ? [b]Dread Warrior:[/b] ? [b]Zombie Tyrantfog:[/b] ? [b]Curst:[/b] ? [b]Revenant:[/b] ? [b]Crypt Spawn:[/b] ? [b]Spectral Mage:[/b] ? [b]Abyssal Ghoul:[/b] ? [b]Drider Vampire:[/b] ? [b]Orb Wraith:[/b] ? [b]Wraith Spider Small:[/b] ? [b]Wraith Spider Medium:[/b] ? [b]Wraith Spider Large:[/b] ? [b]Wraith Spider Huge:[/b] ? [b]Keening Spirit:[/b] ? [b]Silveraith:[/b] ? [b]Zin-Carla:[/b] ?[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/we/20031004a]Forgotten Realms Underdark Web Enhancement Organizations of the Underdark:[/URL][spoiler] [b]Dracolich:[/b] ?[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/we/20031024a]Forgotten Realms Underdark Web Enhancement Underdark Dungeons:[/URL][spoiler] [b]Death, Dread Wraith:[/b] ? [b]Disease, Mummy Monk 7:[/b] ? [b]Yureck, Nightcrawler:[/b] ? [b]Shadow:[/b] ?[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/wn/20041201a?affiliate_id=17596]Forgotten Realms Wyrms of the North By Dragons Ruled and Divided:[/URL][spoiler] [b]Daurgothoth, The Creeping Doom, Black Great Wyrm Dracolich:[/b] ?[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/wn/20040310a?affiliate_id=17596]Forgotten Realms Wyrms of the North Voaraghamanthar, "the Black Death":[/URL][spoiler] [b]Penanggalan:[/b] ? [b]Sea Zombie:[/b] ? [b]Iniarv, Lich:[/b] ? [b]Chardansearavitriol, "Ebondeath", Old Black Dracolich:[/b] The dragon had actually heeded the entreaties of Strongor Bonebag, a charismatic Priest of Myrkul with ties to the Cult of the Dragon, and been transformed into a dracolich. On their own, the brothers unearthed a collection of dark sermons probably written by Strongor Bonebag. Reading these sermons (which they've kept secret from the Cult), they've come to believe Chardansearavitriol underwent a process different from that which the Cult uses to create most dracoliches. [b]Lich:[/b] ? [b]Undead:[/b] The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. Ebondeath, who cared more for gaining personal power than for Strongor's vision, was slavishly served by the cultists (each of whom, upon death, was transformed into an undead servitor by his fellows). Upon Myrkul's death, the god's avatar exploded high above the Sea of Swords. Much of his might rained down on the waters to slowly collect on the sea floor, and the god's essence survives in the Crown of Horns, but a small fraction of the god's power coalesced atop the waves. This floating patch of bone dust drifted north, and -- perhaps by chance, perhaps by dark design -- recently entered the Mere, where Myrkul's fading power animated a leaderless legion of undead from the countless fallen bodies that lie unburied beneath the dark waters. [b]Ghoul:[/b] The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. [b]Skeleton:[/b] The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. [b]Zombie:[/b] The taint of the dead god Myrkul's power in recent history animated many of the dead drowned beneath the western Mere, creating a profusion of strange undead and many sorts of ghouls, skeletons, and zombies now found in groups wandering the swamp and the lands around, attacking everyone they encounter. [/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/we/20040730a]Planar Handbook Web Enhancement Planar Touchstones:[/URL][spoiler] [b]Balor Skeleton:[/b] ? [b]Lich:[/b] ? [b]Dread Wraith:[/b] ? [b]Elite Vampire Half-Elf Monk/Shadowdancer 13:[/b] ?[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/we/20060217a]Red Hand of Doom Web Enhancement Creature Appendix:[/URL][spoiler] [b]Ghost Dire Lion:[/b] ? [b]Ghost Brute Lion:[/b] ? [b]The Ghostlord, Human Lich Druid6/Blighter 5:[/b] ? [b]Lesser Bonedrinker:[/b] ?[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/sp/20030824a]Savage Progressions Gaining a Template Midcampaign:[/URL][spoiler] [b]Vampire:[/b] "Vampire" is a fairly common acquired template among adventurers. When an adventuring party is attacked by a vampire, those slain by its special abilities may rise as vampires themselves if the proper measures are not taken. A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. [b]Vampire Spawn:[/b] A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn (see the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. [/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/sp/20040117a]Savage Progressions Ghost and Werewolf Template Classes:[/URL][spoiler] [b]Ghost:[/b] Ghosts are the spectral remains of dead creatures that stubbornly refuse to leave the world of the living. Though many adventurers are stubborn, they are no more likely to return as ghosts than normal people are -- perhaps because adventurers often have access to raise dead and therefore expect to be brought back to life eventually. Nevertheless, an occasional adventurer does force herself into an undead state through sheer willpower when the life force leaves her body. Like all ghosts, such an adventurer must have a strong reason for persisting in an undead form. Thus, a player wishing to play a ghost character should consult with the DM to develop a suitable reason for the ghost's existence and determine appropriate circumstances under which she can rest in peace. "Ghost" is an acquired template usually gained upon an intelligent creature's death. Such a creature can advance in the ghost template class and develop her powers slowly if desired.[/spoiler] [URL=http://archive.wizards.com/default.asp?x=dnd/sp/20031212a]Savage Progressions Lich and Weretiger Template Classes:[/URL][spoiler] [b]Lich:[/b] The lich template class has two special requirements. First, the base character must have the Craft Wondrous Item feat so that she can make a phylactery to hold her life force. The would-be lich must craft her phylactery over time, as described below. Second, she must be able to cast spells at a caster level of 11th or higher. It is this power, coupled with the knowledge of the process required, that allows the transformation to occur. To complete her transformation to a lich, the character must create a phylactery using the Craft Wondrous Item feat. The phylactery is crafted in three stages, and the lich transfers a bit more of her life force to it at each stage. It does not, however, grant her any of the normal benefits of a phylactery until it is fully completed. Paying the cost of each stage of its construction is a prerequisite for the corresponding level in the lich template class. Thus, to take the 2nd level in this class, the lich must invest 40,000 gp and 1,600 XP in her phylactery. She must spend the same amount again to take the 3rd level, and once again to take the 4th level (for a total investment of 120,000 gp and 4,800 XP). She can complete the phylactery early if she wishes, though doing so does not grant her any additional abilities until she takes the appropriate levels in the template class. For the purpose of determining item saving throws, the phylactery has a caster level equal to that of the lich at the time she completed the most recent stage of work. For example, if a human wizard 11/lich 1 crafts the first stage of her phylactery, it is caster level 11th. She gains three more wizard levels before finishing the second stage of construction, giving it caster level 14th. At that point, she takes the 2nd level of the template class. She then takes one more level of wizard and completes the phylactery, which is thereafter caster level 15th. The most common physical form for a phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is a Tiny object with 40 hit points, hardness 20, and a break DC of 40. Other kinds of phylacteries can also exist, such as rings, amulets, or similar items.[/spoiler] [/spoiler] [/spoiler] [/spoiler] 3.5 2nd Party[spoiler] [URL=http://www.drivethrurpg.com/product/23333/Bestiary-of-Krynn-Revised-35?affiliate_id=17596]Bestiary of Krynn Revised:[/URL][spoiler] [B]Corporeal Undead:[/B] These are undead with physical bodies, usually their own. Their souls are bound to them, usually in such a way as to darken their natures and make them hateful and dangerous to the living. [B]Incorporeal Undead:[/B] Incorporeal undead are souls prevented from leaving Krynn and joining the Progression of Souls for some reason. [B]Ankholian Undead:[/B] Ankholian undead are the result of imbuing standard undead with the properties of a fireshadow. Texts found in the libraries of the Tower of Wayreth say the ankholian undead first arose early on during the Age of Might when a wizard named Ankholus attempted to create a fireshadow (DRAGONLANCE Campaign Setting, page 225). These texts state that Ankholus, though powerful, had a limited understanding of planar entities and assumed the fireshadow was an undead creature that could be easily recreated. The fate of Ankholus was never made clear, though the texts speculate that he succumbed to an ankholian form of undeath as a lich. “Ankholian undead” is an acquired template that can be added to any corporeal undead creature. The breath weapon and heat aura of an ankholian undead also affect other undead in a unique way. When damaged by an ankholian undead’s breath weapon or heat, corporeal undead creatures must succeed at a Reflex save or gain the ankholian undead template. [B]Ankholian Owlbear Zombie:[/B] ? [B]Ankholian Zombie:[/B] Any living creature slain by an ankholian undead becomes an ankholian undead zombie in 1d4 rounds. [B]Daemon Warrior:[/B] Daemon warriors are the soldiers of Chaos, created by the mad god from the souls of the dead trapped in torment within the Abyss. [B]Knight Haunt:[/B] Knight haunts are the spectral remains of members of one of Krynn’s Knightly Orders whose spirits now inhabit the armor and weapons they bore in life. Up until the Chaos War, almost all knight haunts were former Knights of Solamnia who, for some reason, were unable to pass onto the hereafter. Many had fallen in battle and had unfinished business, while others remained after death as guardians of places which they had once sworn to defend. With the formation of the Knights of Takhisis, a few fallen individuals of that Order also rose as knight haunts. The War of Souls brought about a marked rise in the numbers of knight haunts, not only the from Solamnics and Dark Knights, but also some members of the Legion of Steel. However, after the return of the gods and the opening of the Gate of Souls once again, these numbers dropped considerably. [B]Remnant:[/B] Remnants are the spectral remains of powerful wizards and sorcerers who died as a result of a large surge in magic or whose magic consumed them. Any arcane spellcaster slain by a remnant becomes a remnant in 1d4 rounds. His body is consumed by a rush of magical forces, and his spirit remains. [B]Shadow Wight:[/B] A shadow wight is a horrid creation of Chaos. The first shadow wights were created from the slain souls of Knights of Solamnia and Takhisis, as well as other dead spirits. [B]Frost Wight:[/B] ? [B]Undead Beast:[/B] Undead beasts are the result of wanton destruction visited upon forest animals by priests of Chemosh. Many believe that after the slaughter of countless animals, the priests conduct a foul rite that twists the remains of the animals into the unnatural shape of a stahnk or gholor. Like all matters supernatural, rumors abound that sometimes the intervention of a cleric of Chemosh is not needed to bring forth an undead beast. Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events. [I]Create Undead Beast[/I] spell. [B]Undead Beast Stahnk:[/B] Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events. [B]Undead Beast Gholor:[/B] ? [B]Witchlin:[/B] Wichtlins were once elves, half-elves, or the animal companions of elven or half-elven druids and rangers, transformed by the power of Chemosh into creatures of hatred. Legends among the elves tell of a Silvanesti queen, Sylvyana, known as the Ghoul Queen for her abhorrent devotion to necromancy. The god of the undead, Chemosh, granted her a timeless existence in return for her services, and it was apparently her dark curse upon those subjects who rose up against her that created the wichtlins. Wichtlin druids and rangers lose access to spellcasting and supernatural abilities, but retain their animal companions. These companions also acquire the wichtlin template, their type changing to undead. “Wichtlin” is an acquired template that can be added to any elf, half-elf, or fey or the animal companion of a druid or ranger. An elf or half-elf slain by a wichtlin rises in seven days as a wichtlin. [B]Witchlin Kagonesti Elf Ranger 4:[/B] This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale. [B]Witchlin Elk Animal Companion:[/B] This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale. [B]Undead:[/B] Child of Chemosh Improved Create Spawn ability. Child of Chemosh Greater Create Spawn ability. [B]Allip:[/B] Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness. [B]Devourer:[/B] Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger. [B]Ghost:[/B] Ghosts are encountered in many forms, kept back on Krynn for wrongs left unrighted, love unresolved, or perhaps desires left unpursued. [B]Lich:[/B] Liches surface from time to time as a result of Wizards of High Sorcery lured into false promises of power by Chemosh. [B]Mohrg:[/B] Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger. [B]Shadow:[/B] Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness. [B]Zombie:[/B] Child of Chemosh Greater Create Spawn ability. Create Undead Beast Necromancy [Evil] Level: Clr 8 (Chemosh) Components: V, S, M, DF Casting Time: 2 hours Range: Close (25 ft. +5 ft./2 levels) Target: See text Duration: Instantaneous Saving Throw: None Spell Resistance: No This evil spell is one granted only by Chemosh to his worshippers. With it, you can create an undead beast of your choosing. This spell requires you to cast it upon the corpses of any number of animals. The Hit Dice of these animals must be equal to those of the undead beast you wish to create. Creatures created by this spell are automatically under your control, and you can bestow control of the creature to any other individual of your choice. If the controller of an undead beast dies, the creature is free to act of its own accord. Material Component: A small clay statue of the creature to be created. This spell must be cast upon the remains of many animals. You must place a black onyx gem worth at least 50 stl per HD of the undead to be created into the mouth of the statue. The magic of this spell melts both the statue and the gem, using them as the basic foul viscous fluids that merge and breathe tainted life into the animal corpses. Improved Create Spawn (Su) At 2nd level, a Child of Chemosh with the ability to create spawn (such as a wight or vampire) may do so with victims it has not personally slain. The Child of Chemosh must have witnessed the death of the target creature within the last 24 hours and must spend one hour with the corpse. At the end of this vigil, the creature is assumed to have just been slain for the purposes of how soon the creature will rise as a spawn of the Child of Chemosh. Children of Chemosh without the ability to create spawn do not benefit from this ability. Children of Chemosh whose victims rise as free-willed undead (such as ghouls and ghasts) may spend one hour in vigil with the corpse before it rises, in which case the newly created undead is under the child’s control until the child is destroyed. Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability. Greater Create Spawn (Su) At 4th level, the Child of Chemosh’s ability to create spawn improves even further. The child no longer needs to have been personally present at the death of the target creature, and the creature may have been dead for up to a week. This ability otherwise works exactly like the improved create spawn ability above. Children of Chemosh without the ability to create spawn gain the ability to create zombies from any humanoid they slay, just as a mohrg does (see Monster Manual). Children of Chemosh whose victims rise as free-willed undead may choose to create zombies instead or spend time in vigil as described under Improved Create Spawn above. Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability.[/spoiler] [URL=http://www.drivethrurpg.com/product/54246/Dangerous-Denizens-The-Monsters-of-Tellene?term=tellene&affiliate_id=17596]Dangerous Denizens The Monsters of Tellene:[/URL][spoiler] [B]Eaten One:[/B] created from fallen heroes who have been partially consumed by oozes or other hideous creatures. [B]Hound of Ill-Omen:[/B] ? [B]Mummy Blood Hijarjany:[/B] The blood mummy (known as the “hijarjany”) results from mummification that excluded the removal of the organs (usually common folk). [B]Mummy Heretic Ghoskinjany:[/B] These beings were horridly tortured and then mummified alive, a process that granted them great power and a terrible hatred for anything living. [B]Mummy Noble Shojarijany:[/B] The Shojarijany, or “noble mummy,” resulted from the best mummification process available during the Middle Period. [B]Mummy Rattlebon Thinchejany:[/B] ? [B]Mummy Royal Shijarinjany:[/B] ? [B]Mummy Servitor Jhurijany:[/B] Jhurijany, or “servitor mummies,” were created from commoners as servants to the kings, priests and to the undead masters. [B]Poltergeist:[/B] ? [B]Reliqus:[/B] The reliquae of Tellene are rumored to be the creation of Queen Simura, a former ruler of Pekal who turned to the dark arts of necromancy late in her reign. [B]Rusalka:[/B] Rusalka are the undead spirits of women who have met an untimely end through drowning, whether by murder or suicide. Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep’Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and for a great while wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the water and all the water that earned the pirates their livelihood. The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding bogs and rivers; the rusalka had come to Kalamar. [B]Sheet Phantom:[/B] Sheet phantoms are the maligned spirits of those betrayed byfriends and family members. They return for revenge by inhabiting a piece of fabric related to their betrayal and death. No one knows for certain where the sheet phantom originates, for the first documented case of the sheet phantom has been corrupted by urban legend. Coincidentally (or not), this sheet phantom was the spirit of an expert Mendarn tailor, Blesdar Forband. Blesdar was said to make the most magnificent clothing known throughout the region. But one customer, a noble by the name of Granden, refused payment until he saw perfection. Blesdar locked himself in his shop and worked. Completing his fifth attempt, the tailor proudly presented his work to the noble. Granden turned down his efforts yet again. Finishing his sixth attempt with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation. It was there that he realized the truth – Granden had cruelly kept Blesdar working so that he could spend time with the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died. He was mourned only by those that knew and appreciated his work. The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his wife had made them for him. Moments later, Granden fell to the floor dead. The noble’s chest had been crushed in. Supposedly, since that event, sheet phantoms have appeared across the lands of Tellene. Some say Blesdar’s fabric had been resold and his vengeful spirit curses any who uses it. Others say that the story is no more than myth and some type of unseen demon stalks the land. The Brandobians call this creature a “blesdar,” with no other understanding of what it may be. [B]Sheet Ghoul:[/B] If a person dies because of a sheet phantom’s constricting ability, or as a result of damage caused by another source while wearing the sheet phantom, the victim rises as a sheet ghoul in 1d4 days. [B]Swordwraith Skarrnid:[/B] Swordwraiths are the evil spirits of defeated soldiers, come back from the darkness to wreak vengeance on any living creature that in some way resembles their former opponents. [B]Treant Undead:[/B] The undead treant is a once-benevolent servant of nature now corrupted and twisted into a shell of its former self. Although opposing forces have combated undead treants in the past, they are still no closer to understanding where these undead treants come from. The undead treants certainly do not multiply like natural creatures, nor do certain spells (those that normally create undead) work on dead trees. Amongst the druids and rangers, theories of the undead treant abound, though none of them have been proven. One theory states that trees the monster animates become undead themselves. Another speculates that the undead treant’s touch passes on the undead curse to others of its kind. One more blames evil druids and their blighting magic, creating such creatures to serve out their bidding. And yet one more assumes that when an undead treant kills a living treant, it passes on its curse much like a vampire. [B]Skeleton:[/B] A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. [/spoiler] Denizens of Dread: [spoiler] [B]Akikage (Shadow Assassin):[/B] Creatures spawned from ninjas and assassins who died while trying to destroy an assigned victim. [B]Ancient Dead:[/B] Created by the ritual preservation of a corpse and animated by dark magic. “Ancient Dead” is a template that can be applied to any living creature. [B]Animator:[/B] Animator is an acquired template that can be added to any nonmagical object. [B]Arayashka (Snow Wraith):[/B] Arayashka are the souls of people who were killed by an arayashka. Any humanoid slain by an arayashka and buried in an area where snow may fall rises as an arayashka during the next snowstorm. [B]Bastellus (Dream Stalker):[/B] Victims who die due to the bastellus’s dream invasion become a bastellus in 1d4 days. [B]Bat Skeletal Bat:[/B] ? [B]Boneless:[/B] First created in the laboratories of Darkon’s ruler through a bizarre ritual that separated and animated separately the bones and flesh of a corpse. “Boneless” is an acquired template that can be added to any corporeal creature (other than undead) that once had a skeleton. [B]Bowlyn:[/B] Without exception, the bowlyn were sailors on oceangoing vessels who died from an accident at sea. [B]Cat Crypt:[/B] ? [B]Cloaker Dread Undead:[/B] Undead Cloakers are rumored to be the tragic remnant of a resplendant cloaker drained by undead. [B]Corpse Candle:[/B] Corpse candles are incorporeal spirits of murdered individuals that attempt to coerce the living into gaining revenge upon their killers. [B]Crimson Bones:[/B] Crimson bones are gruesome undead created when a humanoid is flayed alive in a sacrificial ritual. Crimson bones are not created purposely; they rise spontaneously from the dead, driven by hatred of the living and lust for vengeance. [B]Geist:[/B] Geists are the undead spirits of creatures that died a traumatic death with either a task uncompleted or an evil deed unpunished. “Geist” is a template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger. [B]Bussengeist:[/B] Bussengeists are the spirits of people whose actions or inaction caused a great tragedy in which they were killed. [B] Poltergeist:[/B] Beings that become poltergeists often died in scenes of great violence and emotional turmoil. [B]Ghoul Lord:[/B] Ghoul Lords are the cursed souls of humanoids who dared to taste the flesh of their own race. These individuals gain the dire attention of the Dark Powers and are corrupted by their cannibalistic sins. They become twisted creatures, eventually dying and rising again in the form of ghoul lords, masters of the ravenous dead. “Ghoul lord” is an acquired template that can be added to any humanoid or monstrous humanoid creature. A humanoid or monstrous humanoid reduced to 0 Constitution or less by a ghoul lord’s ravenous fever dies and rises as a ghoul lord in 24 hours if the body is not destroyed. [B]Spectral Hag:[/B] A spectral hag arises when a hag dies during an evil ceremony. “Spectral Hag” is an acquired template that can be added to any hag. [B]Hound Dread Phantom Hound:[/B] Phantom hounds are the restless spirits of loyal dogs who failed in their duty to their master. [B]Hound Dread Carcass Hound:[/B] Carcass hounds are zombielike, mindless animated corpses. [B]Jolly Roger:[/B] A jolly roger is the restless corpse of a pirate or ship’s captain that died at sea. [B]Lebentod:[/B] Lebendtod are a dangerous form of undead first created by the necromancer Meredoth. “Lebendtod” is An acquired template that can be added to any humanoid creature. Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is left completely undisturbed, the creature rises as a lebendtod. [B]Lich Elemental:[/B] “Elemental Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery. [B]Mist Ferryman:[/B] A few sages hold that they are manifestations of the mists themselves, but most believe they represent the fate of those who die in the Misty Border, doomed to wander forever. If an afflicted victim dies of ferryman's rot, her skin flakes away into dust, leaving a skeletal corpse that rises as a mist ferryman in 6 rounds and retreats into the Mists. [B]Mist Horror:[/B] Some maintain that they are the spirits of evil beings who attracted the attentions of the Dark Powers but who were not evil enough to imprison in their own domain. Other scholars have posited the theory that mist horrors are created from the bodies of creatures slain by a mist golem. “Mist horror” is a template that can be applied to any living creature. [B]Odem:[/B] Odems are remnants of the spirits of evil humanoids that did not have the force of will to become ghosts. [B]Death's Head Tree Death's Head:[/B] When the heads ripen, they break off from the Death's Head tree and float away. When this happens, the heads’ type becomes “undead.” [B]Undead Treant:[/B] Thoroughly corrupted by evil in life, many dread treants assumed a vampiric existence in death. [B]Radiant Spirit:[/B] Radiant spirits manifest when a powerful paladin or lawful good cleric is killed before completing an important spiritual quest. [B]Remnant Aquatic:[/B] Remnants are the spirits of humanoids whose bodies were thrown into a watery, unconsecrated grave after they had been worked to death. [B]Rushlight:[/B] The rushlight is created from the spirit of an evil creature who has been burned alive. [B]skeleton Pyroskeleton:[/B] Created from the skeletons of murdered humanoids. The undead priestess Radaga of Kartakass was the first to create pyroskeletons. On a night when the Mists were thick, Radaga and her minions took the corpses of six murdered soldiers and cast enlarge person, produce flame, protection from energy and animate dead on them. As the skeletons began to stir, enlarge person was cast on each a second time. The Mists fused with the newly created undead to allow enlarge person to increase the skeletons a second time. Others have since learned the methods, and each creator often experiments with the process until they create a distinct variant. [B]Skeleton Strahd Skeleton:[/B] Animated by Barovia's darklord. Whether as a result of Count Strahd's own research or because of some inherent property of the land of Barovia is unknown. [B]Skeleton Strahd's Skeletal Steed:[/B] Strahd’s skeletal steeds are the animated remains of heavy warhorses whose riders have fallen in battle against the lord of Barovia. [B]Spirit Waif:[/B] A spirit waif is the restless soul of a murdered child. Having become the victim of some nefarious beast, the child’s soul remains trapped on this plane. [B]Valpurleiche (Hanged Man):[/B] The valpurleiche, or hanged man, is the tortured form of a hanged humanoid filled with a tremendous amount of spite and hate during his execution. Some valpurleiches are created from the souls of those who were wrongly executed. Others are simply enraged criminals who want revenge despite their just sentence. [B]Vampire Chiang-Shi:[/B] If the chiang-shi drains the victim’s Constitution to 0 or less, the victim returns as a chiang-shi if it had 5 or more Hit Dice. [B]Vampire Nosferatu:[/B] If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a nosferatu if it had 5 or more Hit Dice. [B]Vampire Nosferatu Cerebral vampire:[/B] Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. [B]Vampire Vrykolaka:[/B] If the vrykolaka drains the victim’s Constitution to 0 or less, the victim returns as a vrykolaka if it had 5 or more Hit Dice. [B]Vampire Dwarven Vampire:[/B] If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a dwarven vampire if it had 5 or more Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire rises 1d4 days after the vampire’s visit. [B]Vampire Elven Vampire:[/B] If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as an elven vampire if it had 5 or more HD. [B]Vampire Gnome Vampire:[/B] To create a new minion, a gnomish vampire must drain a gnome victim's Constitution to 0 or less, then place the corpse in the same sarcophagus in which the vampire itself sleeps. The gnomish vampire must then lie atop its victim for three full days, not even leaving to feed, allowing its negative energy to seep into the victim. At the end of this period, the victim returns as a gnomish vampire if it had 5 or more Hit Dice. [B]Vampire Halfling Vampire:[/B] A halfling victim slain by a vampire's Constitution drain returns as a halfling vampire if it had 5 or more HD. [B]Wight Dread:[/B] Any humanoid slain by a dread wight becomes a dread wight in 1d4 rounds. Any humanoid slain by a greater dread wight becomes a dread wight in 1d4 rounds. [B]Wight Dread Greater:[/B] Any giant slain by a greater dread wight becomes a greater dread wight. [B]Zombie Cannibal:[/B] An individual slain by a cannibal zombie rises swiftly to join his slayer and the pack as a new cannibal zombie. [B]Zombie Desert:[/B] The first desert zombies were the product of the experimentations of one of Har’Akir’s most powerful spellcasters, the ancient dead known as Senmet. Since his time, other powerful wizards and sorcerers in that desert realm have learned how to raise up the dead to serve them as desert zombies. [B]Zombie Mud:[/B] Mud zombies generally hail from Darkon, where Azalin Rex has discovered how to create minions that would keep going despite insurmountable problems, such as missing arms or legs. [B]Zombie Sea:[/B] ? [B]Zombie Strahd:[/B] Barovia’s darklord has mastered the secret of creating more potent zombies than the usual animated corpses. [B]Zombie Fog:[/B] ? [B]Fog Cadaver:[/B] The fog can animate any humanoid corpse within its mist-filled area. It can animate corpses that are buried in the ground unless they were blessed at the time of burial or are buried in sanctified ground. The fog can animate up to 10 dead bodies each round. A zombie fog can animate a total number of cadavers at any one time equal to its current hit points. [B]Zombie Lord:[/B] Zombie lords are created only through a rather unlikely set of circumstances. A humanoid of evil alignment must first be slain by an undead creature, without joining the ranks of the undead himself. Then, an attempt to restore the dead individual to life, such as through a raise dead spell, must go awry, with the deceased individual failing the necessary Fortitude save. If that happens, the deceased may enter undeath as a decayed, corpselike zombie lord. “Zombie lord” is a template that can be added to any humanoid or monstrous humanoid. [B]Ghast:[/B] If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. [B]Ghost:[/B] Ghosts are similar to- though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. “Ghost” is an acquired template that can be applied to any living creature. [B]Skeleton:[/B] A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). [B]Vampire Spawn:[/B] A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit. An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD. A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. [B]Zombie:[/B] Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. [/spoiler] [URL=https://www.drivethrurpg.com/product/29540/Dragons-of-Krynn-35?affiliate_id=17596]Dragons of Krynn (3.5)[/URL][spoiler] [b]Undead:[/b] Hundreds of dragon turtle eggs are buried along the shores of the islands, but few survive long enough to hatch. Scavengers, birds, even ambitious rangers can get to them by land during low tide. Unbeknownst to the dragon turtles, Night uses her stealth and magic to steal a few for her experimentation with creating undead. [b]Horrible Undead Dread Wolf:[/b] In the time after the death of Huma Dragonbane, the Black Robes of the Third Dragon War gained unlimited freedom to perform vile experiments. It was a time when Galen Dracos created horrible undead dread wolves. [b]Cyan Bloodbane, Dracolich:[/b] A student of the renegade wizard Galan Dracos in the Age of Dreams, Cyan Bloodbane brought about the Nightmare in Silvanesti, served Raistlin Majere, and later died in the War of Souls at the hands of Mina. Rumors that the sinister green had taken the steps to become a dracolich have circulated among many of the more paranoid and fearful elven exiles. [b]Lacedon, Bloated Ghoul of a Drowned Sailor:[/b] ? [b]Lord Soth:[/b] ? [b]Frost Wight, Creature of Chaos:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/3164/War-of-the-Lance-35?affiliate_id=17596]War of the Lance (3.5)[/URL][spoiler] [b]Spectral Minion Philosopher:[/b] ? [b]Spectral Minion Warrior:[/b] They are enraged over the fate of their people and at having been left behind. [b]Gray Wraith, Guardian of the Silver Arm, Advanced Spectre, Malevolent Spirit, Guardian Spirit:[/b] The silver arm served its purpose during the Third Dragon War and, soon after the defeat of Takhisis and the banishment of the dragons, it was taken to a small temple near Qualinost. There it was left in the hands of a devoted sect of clerics of the gods of Light, who watched over it for hundreds of years, revering it for its role in thwarting the dragons of Evil. When the final days of the Age of Might approached, and the gods issued their warnings to the people of Krynn, the priests at the temple were among those faithful who joined their divine patrons and left the world-all save one, a priest who had lost his faith and shirked his responsibility. When the Cataclysm struck, and the temple was sundered, the last priest died in sight of the silver arm and was forever bound to it. [b]Hollow Sky, Ghost Human Fighter 5, Malevolent Spirit:[/b] As a child, Hollow-Sky was one of Goldmoon's playmates. The handsome young man appeared to be a good match for Chieftain's Daughter and was often found in her company. The pair spent many years as friends and may have even loved one another, but this match was not to be. Though neither child knew it, Hollow-Sky was intentionally placed in Goldmoon's presence in an attempt to broker peace between their respective fathers. Loreman, tribal recordkeeper and father of Hollow-Sky, had long considered his bloodline more pure than that of his rival, the Que-Shu chieftain, Arrowthorn, the father of Goldmoon. Both fathers hoped that their progeny would grow to love one another, and Loreman was content for a time. However, as Hollow-Sky grew into maturity and Loreman's age began to weigh on him, the recordkeeper grew impatient and devised a plan whereby he would finally become Chieftain. Hollow-Sky began training as a warrior with his older brother Hawker, who agreed with his father's ideals, and ruthlessly educated his brother in the skills and mindset of a Que-Shu hunter. Hollow-Sky admired his older brother, and Hawker used this admiration to instill new values and ideals in the young warrior's impressionable mind. Over time, Hollow-Sky developed an ego to match his skills, and came to view the other Que-Shu with the same arrogance that Loreman held toward Arrowthorn. When the new warrior renewed his attentions toward his one-time playmate, his personality and motives had drastically changed. Though Hollow-Sky was still infatuated with the beautiful Chieftain's Daughter, he had come to view his friend as little more than a prize to be won for himself and his family. Goldmoon soon discovered that this warrior was not the same person she had grown up with, and kept her distance, despite his protests. It was Hollow-Sky's mixture of devotion and lust that caused him to sabotage a round of Que-Shu games in favor of Hawker and himself. The two winners would accompany Goldmoon to the Hall of the Sleeping Spirits, for Hollow-Sky was convinced that she would learn to appreciate his strength and skill during the dangerous journey to the Hall. This plan was thwarted when the shepherd Riverwind defeated Hawker, but Hollow-Sky would still travel with the pair to the tomb of their ancestors. Loreman, however, had other plans for Chieftain's Daughter. Hawker had previously been told to kill Goldmoon at the Hall, but now Hollow-Sky was instructed to carry out the deed in his brother's absence. The young warrior reluctantly agreed to slay his childhood friend, but, in the end, his lust saved her and doomed himself. During their journey to the Hall of the Sleeping Spirits, Hollow-Sky planned to drug Riverwind and take Goldmoon to the nearby Que-Kiri tribe, where a forced marriage would make Hollow-Sky the Que-Shu chieftain. His plan was foiled. Hollow-Sky fell to his death from a cliff face after being stabbed by Goldmoon. Though he perished in the fall, Hollow-Sky's malevolent spirit remains in the world. [b]Lord Soth, Knight of the Black Rose, Death Knight Human Fighter 7/Rogue Knight 10:[/b] Now a death knight serving Queen Takhisis, Lord Soth is a tragic figure, doomed to undeath by his inability to control his wayward passions. Lord Soth was a Knight of the Rose, a high-ranking member of the knighthood during the years of Istar's glory, just prior to the Cataclysm. He fell in love with an elf maiden and seduced her, never telling her he was already married. His wife conveniently "disappeared" at about this time and he was suspected of having murdered her, though this could never be proved. He brought the elf maiden and their child to his home, Dargaard Keep. The elf maiden found out about his wife and, although she was horrified, she believed that there was a core of goodness in him that might yet save him. She prayed to the gods to give Soth a chance to redeem himself. He was given foreknowledge of the Cataclysm and was told that he alone had the means to stop it. Determined to redeem himself, though it should mean his death, Soth rode toward Istar. He was stopped by a party of elven women, who hinted that his elven lover was unfaithful to him and that her child was not his. Overcome by a jealous rage, Soth abandoned his quest and turned back to Dargaard Keep. He arrived just as the Cataclysm struck. He denounced his wife and did nothing to save his wife or child when the huge chandelier in the hall crashed down on top of them. As she lay dying, his wife laid a curse upon him, calling upon the gods to transform him into a death knight. Once a great fortress of the Lord of Knightlund, Dargaard Keep burned during the Cataclysm when its ruler, Lord Soth, fell from grace and was cursed by the gods. The citadel of the rose was ruled by Lord Soth, a high-standing Knight of the Rose, and was the place where his most infamous crimes were committed-the last being allowing his wife and infant son to perish in a fire that swept the keep during the Cataclysm. Soth was cursed with undeath, along with his servants and retainers. [b]Galatea, Spectral Minion Monk 5, Exotic Looking Woman:[/b] ? [b]Estigon, The Keeper of the Lyceum, Ghost Human Diviner 4/Cleric 4, Ghost of a Cleric-Mage, Spirit:[/b] ? [b]Spectral Minion:[/b] Those journeying through the Plains of Dust may be given to hallucinations or witness to mirages. Legends also tell that armies of spectral minions from long forgotten battles meet upon the plains, cursed to replay the battles that brought their deaths. The dwarves of Zhakar believe that the summit ridges surrounding Zhakar Keep are haunted, and avoid them at all costs. Tales are told of a horde of dwarves that struck out days prior to the Cataclysm to see what was going on in the surrounding lands, when the spectacular fire rained down on them from the sky, killing every last one. The massacre left spectral minions roaming the trails of the summits. Now, these undead ambush any living thing that passes through their region, as they intend to make others pay for the injustice of their deaths. Shadow Wood remained in peace until one day clerics of Takhisis, commanding a vast army of undead, tried to the wood to an ancient ritual called The Curse of the Carrion Land. Their plan was to transform the woods into a stronghold of evil. Recognizing her peril, the Forestmaster struck an alliance with Peris, a king from a nearby land, to protect the wood from the evil forces. The king and his men stood guard faintfully until, bored with his task, Peris made a pact with the White Stag to hunt down the Forestmaster. Once the soldiers left their posts, the dark clerics were able to enter the wood and perform the curse. The ritual deepened the natural shadows to permanent darkness, and created undead from those unfortunates killed inside the wood. This included King Peris and his men, for the dark clerics hunted them down and killed them. But the clerics of Takhisis could not foresee that their spell would ma[k]e King Peris and his men rise again as Spectral Minions, forever doomed to protect the woods. The citadel of the rose was ruled by Lord Soth, a high-standing Knight of the Rose, and was the place where his most infamous crimes were committed-the last being allowing his wife and infant son to perish in a fire that swept the keep during the Cataclysm. Soth was cursed with undeath, along with his servants and retainers. [b]Spectral Minion Philosopher, Tall Stooped Figure, Spectral Minion Instructor:[/b] ? [b]Ivor, Spectral Minion Warrior, Gigantic Hooded Man:[/b] ? [b]Sven, Spectral Minion Warrior, Gigantic Hooded Man:[/b] ? [b]Spectral Minion Warrior, Whirl of Spiritual Energy in Torment:[/b] ? [b]Spectral Minion Philosopher, Figure:[/b] ? [b]Spectral Minion Philosopher, Red Robed Wizard:[/b] ? [b]Spectral Minion Philosopher, Black Robed Wizard:[/b] ? [b]Spectral Minion Warrior, Very Aggressive Former Victim of the Up and Down Trap:[/b] ? [b]Spectral Minion Philosopher, Spectral Minion Human Expert 5:[/b] ? [b]Spectral Minion Warrior, Spectral Minion Human Warrior 5:[/b] ? [b]Strange Spectral Figure, Spirit:[/b] ? [b]Undead, Undead Creature:[/b] Shadow Wood remained in peace until one day clerics of Takhisis, commanding a vast army of undead, tried to the wood to an ancient ritual called The Curse of the Carrion Land. Their plan was to transform the woods into a stronghold of evil. Recognizing her peril, the Forestmaster struck an alliance with Peris, a king from a nearby land, to protect the wood from the evil forces. The king and his men stood guard faintfully until, bored with his task, Peris made a pact with the White Stag to hunt down the Forestmaster. Once the soldiers left their posts, the dark clerics were able to enter the wood and perform the curse. The ritual deepened the natural shadows to permanent darkness, and created undead from those unfortunates killed inside the wood. [b]Undead Minion:[/b] ? [b]Corporeal Undead:[/b] ? [b]Terrible Creature:[/b] ? [b]Walking Horror:[/b] ? [b]Undead Elven Warrior:[/b] ? [b]Undead Shadow Creature:[/b] ? [b]Undead Elf:[/b] ? [b]Evil Undead Minion:[/b] ? [b]Mighty Undead Wizard:[/b] ? [b]Undead Who Crave Living Flesh:[/b] ? [b]Terrible Undead:[/b] ? [b]Undead Follower, Lesser Undead Creature:[/b] ? [b]Banshee, Groaning Spirit, Ghost Silvanesti Elf Noble 6:[/b] Lord Soth was a Knight of the Rose, a high-ranking member of the knighthood during the years of Istar's glory, just prior to the Cataclysm. He fell in love with an elf maiden and seduced her, never telling her he was already married. His wife conveniently "disappeared" at about this time and he was suspected of having murdered her, though this could never be proved. He brought the elf maiden and their child to his home, Dargaard Keep. The elf maiden found out about his wife and, although she was horrified, she believed that there was a core of goodness in him that might yet save him. She prayed to the gods to give Soth a chance to redeem himself. He was given foreknowledge of the Cataclysm and was told that he alone had the means to stop it. Determined to redeem himself, though it should mean his death, Soth rode toward Istar. He was stopped by a party of elven women, who hinted that his elven lover was unfaithful to him and that her child was not his. Overcome by a jealous rage, Soth abandoned his quest and turned back to Dargaard Keep. He arrived just as the Cataclysm struck. He denounced his wife and did nothing to save his wife or child when the huge chandelier in the hall crashed down on top of them. As she lay dying, his wife laid a curse upon him, calling upon the gods to transform him into a death knight. His retainers became skeletal warriors, who serve under his command, and the elven women who betrayed him rose as banshees, who sing to him the song of his guilt every night. The citadel of the rose was ruled by Lord Soth, a high-standing Knight of the Rose, and was the place where his most infamous crimes were committed-the last being allowing his wife and infant son to perish in a fire that swept the keep during the Cataclysm. Soth was cursed with undeath, along with his servants and retainers. [b]Ghost of a Lonely Light Keeper:[/b] ? [b]Ghost:[/b] The reason for their flight is apparent enough, as today the ruins are known to be haunted by the people who tragically died on the day Istar fell. They still dwell in the ruins, cursed to an agonizing existence as wraiths and ghosts. [b]Ghostly Citizen:[/b] In the Northern Wastes is a ruin known as the Ghostly Citadel. The citadel is a magical place that is difficult to find because it seems to shift location from time to time. Within the ruins are the residents that once lived there, now undead. When one passes through the gates of the ruins, they find that the citadel appears to be restored to its former glory, whole and intact. Each day, the ghostly citizens re-live the final day of the Cataclysm when a piece of the fiery mountain that struck Istar also struck the citadel, killing everyone within its walls. Anyone caught in the Ghostly Citadel when the sun sets dies along with its inhabitants, and becomes part of the endless cycle. That is unless someone can find a way to bring peace to these poor trapped souls. [b]Ghostly Citizen, Poor Trapped Soul:[/b] ? [b]The Banshee, Ghost Cleric, Haunter of the Tower of the Stars:[/b] ? [b]Ghost of a Solamnic Lord:[/b] ? [b]Ghostly Knight:[/b] ? [b]Mummy:[/b] ? [b]Animated Skeleton, Creature Composed of Formerly Living Material, Corporeal Undead:[/b] ? [b]Kith-Kanan, Skeletal Remains, Skeleton:[/b] ? [b]Human Warrior Skeleton:[/b] ? [b]Spectre:[/b] Any humanoid slain by the Gray Wraith becomes a spectre in 1d4 rounds. [b]Spectral Stag:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] The reason for their flight is apparent enough, as today the ruins are known to be haunted by the people who tragically died on the day Istar fell. They still dwell in the ruins, cursed to an agonizing existence as wraiths and ghosts. A wraith, once an elven maiden corrupted by her own greed for magic, is permanently haunting this area. [b]Wraith, Robed Apparition in Black With Vaguely Elven Features:[/b] ? [b]Roving Zombie:[/b] ? [b]Fistandantilus, Spirit:[/b] ? [b]Spirit of the Dead:[/b] ? [b]Banshee:[/b] Once a kind-hearted follower of the god Astarin, she is an unwilling prisoner after her hatred for Lorac trapped her spirit within. [b]Skeletal Warrior Fighter 4/Crown Knight 3, Skeletal Warrior Guardian:[/b] Lord Soth was a Knight of the Rose, a high-ranking member of the knighthood during the years of Istar's glory, just prior to the Cataclysm. He fell in love with an elf maiden and seduced her, never telling her he was already married. His wife conveniently "disappeared" at about this time and he was suspected of having murdered her, though this could never be proved. He brought the elf maiden and their child to his home, Dargaard Keep. The elf maiden found out about his wife and, although she was horrified, she believed that there was a core of goodness in him that might yet save him. She prayed to the gods to give Soth a chance to redeem himself. He was given foreknowledge of the Cataclysm and was told that he alone had the means to stop it. Determined to redeem himself, though it should mean his death, Soth rode toward Istar. He was stopped by a party of elven women, who hinted that his elven lover was unfaithful to him and that her child was not his. Overcome by a jealous rage, Soth abandoned his quest and turned back to Dargaard Keep. He arrived just as the Cataclysm struck. He denounced his wife and did nothing to save his wife or child when the huge chandelier in the hall crashed down on top of them. As she lay dying, his wife laid a curse upon him, calling upon the gods to transform him into a death knight. His retainers became skeletal warriors, who serve under his command, and the elven women who betrayed him rose as banshees, who sing to him the song of his guilt every night. The citadel of the rose was ruled by Lord Soth, a high-standing Knight of the Rose, and was the place where his most infamous crimes were committed-the last being allowing his wife and infant son to perish in a fire that swept the keep during the Cataclysm. Soth was cursed with undeath, along with his servants and retainers. [b]Skeletal Warrior:[/b] A death knight may transform a dead humanoid into a skeletal warrior completely under its control. The process takes one hour of uninterrupted concentration. Skeletal warriors created count against the death knight's total undead followers. [b]Skeletal Warrior Guardian:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/179988/Deadly-Trappings?affiliate_id=17596]Deadly Trappings[/URL][spoiler] [b]Maladren, Malagren, Garamen Sparkfinger, Gnome Lich:[/b] ? [b]Gramagorda, Lich:[/b] ? [b]Ghoul:[/b] ? [b]Undead:[/b] ? [b]Shadow:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/54245/Divine-Masters-The-Faiths-and-Followers-of-Tellene?affiliate_id=17596]Divine Masters: The Faiths and Followers of Tellene[/URL][spoiler] [b]Undead, Undead Creature:[/b] They also differ from the Orthodox belief when it comes to the concept of reincarnation. They believe souls do not go to be with the Bear, nor do they appear from nothing. When a creature dies, its soul is reborn in another creature. When deaths outnumber births and no newborn creature is prepared to accept the spirit, an undead creature arises. The Congregation of the Dead is a special case. Final Word teaches that undeath is a blessing for the faithful. Those who worship the Harvester and strive to further his ends in life may be rewarded with undeath, according to how many sacrifices they claimed in the service of the Harvester. “You must embrace death, surrounding yourself with it, to understand how it works. At this point, you can work to avoid it, or to embrace it. Devote your life to one purpose – delivering souls to our god, and he will grant you undeath – to remain here forever, doing his work.” The [Final Word] book’s chapters, called Lives, each describe the level of undeath a cleric [of The Congregation of the Dead] can earn by harvesting the souls of others. While few quantitative references are given, commentary seems to imply that it takes over 10,000 slayings to earn the coveted state of lichdom. The Harvesters know that through their actions and devotion to the King of the Undead they will be rewarded at death by being granted undead status. The number and strength of the souls that a cleric takes directly reflect on his future undead status and dying while attempting to take a soul is said to grant automatic undeath. However, many clerics fear dying before harvesting enough souls, and thus attaining only zombie status. Therefore, there is a great tension between risking an early death to slay powerful foes that presumably have strong souls, or going the safe (but slow) route of butchering helpless peasants and children. The ultimate goal, of course, is never to actually die, but to become a lich. Besides the obvious taxes, churches might gain revenue from tolls on roads through church-owned territory, fees for spellcasting and other services, or the sale of real or imagined benefits relevant to the faith (the Congregation of the Dead often sells “souls”, so that a wealthy patron might not have to actually commit murder in order to gain greater undead status after death). Serun rarely appears on the Prime Material Plane. The Servants of the Swift Sword say that he led a charge of angels against the inhabitants of the Khydoban Desert in the early days of the Dynaj Empire. This battle so devastated that kingdom that it became the wasteland it is today and gave rise to the undead creatures rumored to exist there now. Other faiths have their own interpretation of these distant events, of course. [b]Undead Abomination:[/b] ? [b]Travesty Against Life:[/b] ? [b]Nightspawn:[/b] ? [b]Mindless Animated Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Intelligent Undead That Are Not Automatically Evil:[/b] ? [b]Spawning Undead:[/b] ? [b]Evil Intelligent Undead:[/b] ? [b]Evil Undead:[/b] ? [b]Unintelligent Undead:[/b] ? [b]Very Intelligent Undead:[/b] ? [b]More Powerful Undead:[/b] ? [b]Devourer:[/b] [i]Create Greater Undead[/i] spell. [b]Ghost, Intelligent Undead That Are Not Automatically Evil:[/b] ? [b]Ghoul, Intelligent Undead:[/b] ? [b]Lich:[/b] The [Final Word] book’s chapters, called Lives, each describe the level of undeath a cleric [of The Congregation of the Dead] can earn by harvesting the souls of others. While few quantitative references are given, commentary seems to imply that it takes over 10,000 slayings to earn the coveted state of lichdom. [b]Lich, Intelligent Undead:[/b] ? [b]Lich-Queen:[/b] ? [b]Mohrg:[/b] ? [b]Mummy:[/b] ? [b]Not-So-Secret Nightwalker Advisor, Direct Servant:[/b] ? [b]Shadow:[/b] [i]Create Greater Undead[/i] spell. [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Skeletal Dragon:[/b] ? [b]Spectre, Specter:[/b] [i]Create Greater Undead[/i] spell. [b]Vampire, Intelligent Undead, Creature That Takes Penalties in Bright Light or True Daylight:[/b] ? [b]Creature That Takes Penalties in Bright Light or True Daylight:[/b] ? [b]Vampire Spawn:[/b] For example, a junior cleric that offers great treasures to a vampire if the vampire destroys a rival cleric is committing an error. First, the cleric is helping the vampire by giving it wealth or magic. Second, the vampire might spawn the rival, worsening the problem. [b]Undead Vampire Lord:[/b] ? [b]Vampire, Semantoth:[/b] ? [b]Wight, Intelligent Undead:[/b] ? [b]Wraith:[/b] [i]Create Greater Undead[/i] spell. [b]Wraith, Intelligent Undead:[/b] ? [b]Zombie:[/b] The Harvesters know that through their actions and devotion to the King of the Undead they will be rewarded at death by being granted undead status. The number and strength of the souls that a cleric takes directly reflect on his future undead status and dying while attempting to take a soul is said to grant automatic undeath. However, many clerics fear dying before harvesting enough souls, and thus attaining only zombie status. [i]Animate Dead[/i] spell.[/spoiler] [URL=https://www.drivethrurpg.com/product/180944/Svimohzia-The-Ancient-Isle?affiliate_id=17596]Svimohzia: The Ancient Isle[/URL][spoiler] [b]The Black Duke, Duke Halinozh, Death Knight Human Aristocrat 8, Black Rider:[/b] However, not all Svizohr who died stayed dead. Some arose from their graves to continue the war. One such Svizohr is Duke Halinozh, once a mighty warlord once close to stealing the throne, before his comrades turned on him at the Svomwhi gates. With his dying words, he cursed those houses, vowing to return and slaughter them all. [b]Malcan Halfast, Umbral Stone Dwarf Fighter 3/Rogue 5, Living Corpse:[/b] The exiles braved the dangers of the deep earth and avoided many of the perils and monsters lying in wait for fresh meat. They dodged the drow cities, moving beyond the swarms of illithids, until they came to the deepest bowels of the earth. There they founded Krularr, now the City of the Damned. Lacking food and water, facing monstrous enemies on all fronts, the dwarves fought to survive, but as many guessed from the beginning, they were doomed. As hideous deep-dwelling creatures overran their outpost, they invoked Dusur the Harvester of Souls to visit vengeance on their enemies. Dwarf men, women and children died as the walls leaked the god’s poisonous hate, spilling onto the monsters and their minions, killing all. When the shrieks of the dying abated, the dwarves who gave their souls to the Lord of the Underworld arose from death. Maddened by their doom, they walk the land as living corpses. [b]Undead, Undead Creature:[/b] According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on. They sometimes animate their victims to serve as undead guardians for the most profane chambers in their temples. What the PCs soon learn is the merchant is Ssrith Ko’s rival, and he plans to use the relic to raise an army of undead and scour the land clean of human infestation. [b]Undead Abomination:[/b] ? [b]Undead Guardian:[/b] The cult seeks to please a powerful (supposedly – one only has his word for it) demon known as Ragg'rt, by making blood sacrifices, participating in obscene orgies, and cavorting with summoned demons, all for the promise of power. They lure unsuspecting individuals into their coven, where they immerse their victim into the rites and rituals associated with their “god.” Found lacking, the cultists torture and mutilate the victim, calling forth demons to entertain them. They sometimes animate their victims to serve as undead guardians for the most profane chambers in their temples. [b]Undead Soldier:[/b] ? [b]Wandering Spirit:[/b] According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on. [b]Ghast:[/b] The ghasts are thought to be former clergy of the temple, killed during the Mendarn invasion. [b]Ghast, Lesser Undead Creature:[/b] ? [b]Ghost:[/b] Ghosts haunt the site of the new Church of the Life's Fire. Manifesting during religious events and holy days, they seem to impart some dire warning, though no one has been able to identify what it is they say. Some speculate they carry the message of the Raiser, while others believe they are doomed spirits of thieves who thought to steal from the church’s tithes, killed by the high cleric when discovered. The church affirms the former and denies the latter. They uphold the belief the church is blessed by the Raiser and the spirits are divine servants come to bless the people. [b]Ghost, Doomed Spirit of a Thief Who Thought to Steal From the Church's Tithes Killed by the High Cleric When Discovered:[/b] ? [b]Ghoul, Lesser Undead Creature:[/b] ? [b]Terrus Dyrn, Lich:[/b] ? [b]Lich, Ancient Evil, Malevolent Force:[/b] ? [b]Shadow:[/b] The shadows are undead remains of the worshipers inside the temple at the time of the slaughter. Halfast’s kin attack all miners with equal fervor, savoring their screams and eventual transformation into shadows to fill their numbers. [b]Shadow, Undead Remains:[/b] ? [b]Skeleton, Lesser Undead Creature:[/b] ? [b]Spectre:[/b] According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on. [b]Spectre, Wandering Spirit:[/b] ? [b]Wight, Lesser Undead Creature:[/b] ? [b]Wraith:[/b] According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on. [b]Wraith, Wandering Spirit:[/b] ? [b]Zombie, Lesser Undead Creature:[/b] ? [b]Banshee:[/b] According to Ozhvinmishii beliefs, when a mortal dies, his soul remains trapped within the flesh, caught there unless someone else intercedes on its behalf. Clerics are mortal intercessors; they facilitate the soul’s passage to whatever plane the mortal’s god resides. Without a cleric to speak the death rites, the soul remains caught in the remains of the body, hence the explanation of undead. Some souls have such ties to the mortal world that they become wandering spirits, wraiths, banshees, spectres and so on. [b]Banshee, Wandering Spirit:[/b] ? [b]Skeletal Warrior:[/b] ? [b]Umbral Creature:[/b] An aberration, animal, dragon, giant, humanoid, magical beast or monstrous humanoid reduced to Strength 0 by Malcan's Strength damage rises as an umbral creature in 1d4 rounds, under the command of Malcan.[/spoiler] [URL=https://www.drivethrurpg.com/product/81826/Trove-of-Treasure-Maps?affiliate_id=17596]Trove of Treasure Maps[/URL][spoiler] [b]Lucky Bob, Spectre:[/b] Lucky Bob was a well-known pirate who ravaged the sea lanes for many years. While robbing merchant vessels was profitable, Lucky Bob grew weary of the ordinary booty of trade goods available to him on the high seas. He plundered his share of merchant goods, arms and supplies over the years but he longed for that one big haul that would make him rich and let him retire to an easy life. His greed and rumors of great treasure convinced him to travel inland to the Village of Golain. Golain was home to the Feerino family, who reputedly had a collection of fabulous jewels. Thus, he and his accomplice, Sal "Cutthroat" Sonog set out to Golain to begin their career as burglars. Golain was a tiny but well defended village that had a wooded wall surrounding it with several guard towers overlooking the homes and the surrounding land. After staying at an inn in Golain for several days while they cased the home of the Feerino family, they concluded that it was too well defended to risk an ordinary break-in – the Feerinos maintained a large number of mercenary guards to man their towers and walls. But Lucky Bob’s partner in crime, Sonog, had an idea: if they could create a diversion, they could distract the family and the guards and he and Bob could sneak in to grab the jewels. This diversion had to be something big; some enormous spectacle that would draw everyone out of the Feerino mansion. That was when Lucky Bob and Sonog decided to set fire to the farmer’s market on the east side of town. If the fire could be made large and impressive enough, every able-bodied hand in the village would be called into the bucket brigade, leaving the jewels unguarded. Their plan worked. In fact, it worked so well that they obtained the Feerino jewels without so much as raising a sword. Unfortunately, their fire rampaged out of control. Many lives were lost as the conflagration consumed the entire village and much of the surrounding forest. The unanticipated mass destruction presented a problem for the thieves. Surely refugees from the village would begin an exodus to neighboring settlements. They would likely seek shelter in the coastal Town of Tairid near where Lucky Bob’s pirate crew lay in wait for the return of their captain. The Golain disaster would bring a significant number of authorities sniffing around and that was the last thing the two men needed. So they decided to head further inland to lay low until the coast was clear. They fled to the tiny village of Terinoot. What Lucky Bob and Sonog failed to realize was that the Feerino jewels bore a curse. This curse drove many of those who possessed the jewels over the years mad. For Lucky Bob and Sonog, already considered not entirely stable by many, this process progressed very quickly. On the way to the village of Terinoot, the men passed through a forest of palm trees as the landscape became dryer. There, the strange birds in the trees seemed to heckle them with calls of "Lucky Bob, caw, not so lucky! Caw!" In the men’s minds the bizarre avians repeated this over and over, each time it grew louder and louder. When the men arrived in Terinoot, they could still hear the voices of the birds in their minds. "Lucky Bob, caw, not so lucky! Caw!" It was as if the birds were laughing at them. They rented a room at an inn called the Sailor’s Last Bunk and nervously made plans to free themselves of their predicament. The men planned to hide the jewels and lay low, hoping that the incessant laughing of the birds in their heads would fade when the birds lost interest. Once free of the avian mockery, they would to return later with a magic-user or cleric who could dispel the supernatural forces that were surely at work here. The men investigated the cellar of the inn for a good place to hide their booty. There in the cellar they found a stone cover over an old abandoned well. In years past, the inhabitants of the inn used the well for both water and brewing. But over time the well became fouled by excessive iron ore deposits in the surrounding rock and the water (and more importantly the beer) became rust colored and foul to the taste. Thus, the well was abandoned. The pirates climbed into the well and buried Lucky Bob’s prize in the wall of the well behind loose stones. The ill-fated pair tried to retire for the night but neither of them slept soundly. They continued tossing and turning to the laughing of the birds in their heads and the mantra, "Lucky Bob, caw, not so lucky! Caw". The next morning the men set out to return to their ship. By the time the men had reached the forest of the birds, Lucky Bob began blaming his companion for the maddening sounds. In a fit of insanity, he struck out at Sonog hoping to make the noises stop. By this time, Sonog too had begun to mistrust Lucky Bob and this attack pushed him over the edge. The two men struggled and Sonog bludgeoned Lucky Bob to death with a stone, shouting out all the while, "Lucky Bob, caw, not so lucky! Caw". With the voices still in his head and Sonog fully gripped by the insanity of the curse of the Feerino jewels, he saw the blood and gore that spilled out of Lucky Bob’s remains and began to consume his former shipmate. As he tore into the flesh he was overjoyed to find that this grisly act began to quiet the voices in his head. With a renewed vigor he stripped the body to the bone hoping it would quell the voices permanently. Once his mind was quiet, he came to his senses and confronted the ever-growing horror of what he had done. [b]Shadow:[/b] ? [b]Skarrnid Swordwraith:[/b] ? [b]Huecuva:[/b] ? [b]Swordwraith:[/b] ? [b]Skeleton:[/b] By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play. [b]Zombie:[/b] By day their maker, Holbad the necromancer, has commanded them to conceal themselves in the marshes to avoid the appearance of foul play.[/spoiler] [URL=https://www.drivethrurpg.com/product/54438/Villain-Design-handbook?affiliate_id=17596]Villain Design Handbook[/URL][spoiler] [b]Avildar, Great Wraith:[/b] Becoming an avildar (meaning “great wraith” in Brandobian) is a tricky and involved process. It is also one of the rarer procedures, so often a villain must spend considerable time and resources even learning how to go about it. As far as anyone knows, ancient Brandobian records are the only known source of information on these creatures. Unfortunately, no one yet knows from where (or from what) the first avildar originated. The ancient Brandobian ritual to become an avildar can be learned through roleplaying or with a successful Knowledge (arcana) check (DC 30). To gain an avildar template, the potential new undead creature needs several spells, though he need not cast all of them himself. The ceremony takes 5-8 hours and must be performed in an area sacred to the Harvester of Souls within a greater magic circle against good. The prospective avildar must spend four hours in a row reciting special prayers before casting or using any spells at all. First, the villain must use a magic jar, entering the receptacle and returning to his body twice before continuing. Then he casts fly upon his body, hovering a few feet above the ground. He must use permanency and then enervation upon himself (to show his disdain for the world) within a three-round span of time or the entire ritual fails. Finally, he must cast gaseous form on himself. Using secret knowledge obtained in learning the ritual, he moves his gaseous form in a peculiar, swirling pattern for the remainder of the ceremony. Some speculate that the final form is a “ghostly” representation of the skull that symbolizes the Harvester of Souls. At the end of that time, the body dies and the form dissipates. The potential new avildar must succeed at a Will save (DC 15) or permanently die. If he succeeds, he rises in 1d4 nights as a self-willed avildar. Prerequisites: enervation, fly, gaseous form, magic jar, permanency; GP Cost: 5,000; XP Cost: 1,250. [b]Guraah, Self-Willed Ghoul:[/b] Becoming a guraah is relatively simple, compared to some other types of undead. First, the prospective creature that wishes to gain the guraah template must learn the appropriate ritual ceremony. This can be discovered through roleplaying or by a successful Knowledge (arcane) check (DC 25). According to rumor, the guraah (a Reanaarese word that roughly translates as “self-willed ghoul”) are frequently found in the city of Giilia as visitors, or servants, of the city’s vampire ruler, Esmaran. It is unknown if Esmaran invented the dark ritual wherein a person may magically become this type of ghoul, or if she simply discovered it in an ancient book found deep in the catacombs under the city. Regardless of its creator, the ceremony is still effective. This ceremony lasts 1d4 hours, and proceeds as follows: First, the caster must set up a contingency spell that activates an animate dead. Then the prospective guraah casts ghoul touch upon himself, making it permanent. Any of these spells can be obtained from scrolls or items. Next, he must see to it that his body will die within 1d4 hours (often, personally slashing his wrists before exiting his corporeal form, or relying on an assistant such as an undead or construct). Finally, he must cast magic jar (through his own ability, not with a scroll or other item) and send his life force into a nearby receptacle. At the moment of death, the caster returns from his magic jar to his body. If he succeeds at a Will save (DC 10), he gains the guraah template. The new guraah rises at the first midnight after its creation. If the caster fails his save, either the timing of his return or his preparations were off. He is now dead, not undead. Of course, he can be animated or raised like any other corpse. Prerequisites: animate dead, contingency, ghoul touch, magic jar, permanency; GP Cost: 100 gp (magic jar focus); XP Cost: 500. [b]Kyseth, Great Mummy:[/b] The secrets of creating any type of kyseth (an ancient Dejy word meaning “great mummy”) have been lost to the sands of time. Sages suggest that only ancient Dejy cultures (who guarded the secrets in life and beyond the grave) knew them. It is said that Kordalen, a Brandobian scholar, took a small band of mercanaries and other scholars deep into the Khydoban desert in hopes that he could find the fabled undead kingdom and learn the answer. Neither he nor any member of his group ever returned. However, current sages do know that creating a kyseth requires many individuals working together, and the mummified subject has little to do beyond a certain point, as he must be killed early in the process. Some Reanaarian sages speculate it took a minimum of 90 days to create a kyseth. Of course, no modern villain with a modicum of sense would leave his fate up to underlings attempting to apply secrets of an uncertain nature. It may also be that mummification inexorably links the subject to a specific location, and such a loss of mobility interferes with one’s plans. It would be a serious weakness, as enemies can continuously assault the location until the kyseth is destroyed. Because of these difficulties, no modern villain can easily become a kyseth. However, the template may still be applied to ancient villains who died many centuries ago. [b]Reliqus, Galanam:[/b] Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran). First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template. He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each). Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead. Before he arises, the pair of gemstones must be placed in the character’s empty eye sockets, where they will magically graft themselves and be in no danger of falling out. If this is not done, the character will not have access to the gem’s special abilty (see below). Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature. Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template. He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the xenoa template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person. Once he dies (any time within the duration of the contingency), he arises as a xenoa in 1d12 hours. If, for some reason, more than 50% of his flesh was destroyed (eaten, burned, etc.), before his arising, he gains the reliqus template (see above), though without the use of the special gem powers normally available to a reliqus. [b]Vostarr, Barrowman, Wight:[/b] Deliberately becoming a vostarr (a Fhokki word roughly translating as “barrow man,” or “wight” in Merchant’s Tongue) is similar to becoming an avildar. The subject must perform a ritual in an area sacred to the Harvester of Souls, within a greater magic circle against good. However, he does not need gaseous form or fly spells. At the beginning, he need only switch into the receptacle and back once. Halfway through the ceremony, after reciting a long series of prayers to the King of the Undead (which are different than those necessary to gain any other undead template) he casts bull’s strength upon himself (this spell cannot be supplied by outside forces). He must cast permanency and enervation within a three round span. The remaining time is spent reciting further prayers. At the end of the ceremony, the creature sacrifices its own life to the Harvester of Souls. The villain must succeed at a Will save (DC 12). If he succeeds, he rises the next night as a vostarr. Prerequisites: bull’s strength, enervation, magic jar, permanency; GP Cost: 3,000; XP Cost: 750. It is said that the first vostarr came from an arctic land far to the north, and soon spread its taint among the Fhokki tribes near Lake Jorakk, before the tribesmen banded together briefly to destroy all the undead menaces. Yet, rumors of vostarrs still echo throughout the countryside and more than one murder or disappearance has been attributed to this monster. [b]Xenoa, Smart Zombie:[/b] Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature. Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template. He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the xenoa template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person. Once he dies (any time within the duration of the contingency), he arises as a xenoa in 1d12 hours. If, for some reason, more than 50% of his flesh was destroyed (eaten, burned, etc.), before his arising, he gains the reliqus template (see above), though without the use of the special gem powers normally available to a reliqus. [b]Esmaran, Elven Vampire Necromancer 13:[/b] ? [b]Puramal, Human Ghost Fighter 4:[/b] A fallen bridge in the city of Pipido is the anchor for the ghost of Puramal, a soldier who died defending the bridge. The ghost is filled with anger at seeing his companions flee, leaving him to die. Puramal died as the bridge collapsed and does not know or does not care that there is nothing left to defend. Puramal is a victim of circumstances whose unlife is devoted to defending the bridge that he could not protect in life. He will defend this area with every ounce of strength that he has, not caring whom he is defending it from. [b]Terrus Dyrn, Lich Sorcerer 18:[/b] The origin of Terrus Dyrn, the lich, is lost to the sands of time. Rumors say that Dyrn was an evil sorcerer who traveled with a group of adventurers, now dead these many centuries. Of course, no one has talked to Dyrn to confirm this. [b]Undead:[/b] As another interesting plot twist, the PCs could storm the laboratory of a necromancer just in time to disrupt a crucial part of an experiment. Perhaps this creates a powerful or previously unknown variant of undead. Over the centuries, many tragic tales arise of people swallowed up or seduced by dark forces. Not truly alive, not quite dead, these walking corpses roam the land for their own purposes, haunting and horrifying those who remain among the living (especially those whom they have left behind). In general, those who become undead do not do so of their own free will. They are merely corpses reanimated through dark and sinister magic, doing their master’s bidding without fear or hesitation. However, some villains seek to gain an undead template (such as a lich) so that they can pursue their mad goals throughout eternity. On Tellene, it is common knowledge (among the well educated) that the Congregation of the Dead treats undeath as a reward, not a curse. What is not generally known is that the number and strength of the souls that a cleric takes directly reflects on his future undead status. Dying while attempting to take a soul is said to grant automatic undeath. Those outside the Congregation of the Dead must find another path, but regardless of the technique, all that seek this dark knowledge must pay homage to the King of the Undead. Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Whether the caster is the recipient or not, the recipient must be willing to undergo the transformation. Additionally, the caster must spend the spell’s XP cost and material components worth no less than 10,000 gp. This can be a gem-studded piece of artwork honoring the Harvester of Souls, and it is destroyed in the casting. As the final step, the caster must kill the recipient of the spell (if this is the caster himself, he must commit suicide). The newly formed undead creature retains his original class abilities, adding the appropriate undead template (see below). Note that if the recipient is not the caster, any time the caster gives the new undead a command, it must make a Will save as if the caster had used control undead to obey. Furthermore, the recipient suffers a –8 circumstance penalty to any save against an actual control undead spell or any other relevant magic that controls undead. If the caster tries to turn, command or rebuke the undead he created, treat the undead as if it had half its number of Hit Dice. (These limitations apply only when the creator of the undead uses these abilities. Other clerics and spells affect the undead normally.) Those without access to such overwhelming magical forces can choose to unlock the secrets of certain rituals to become a specific type of undead. Villains trying to obtain the necessary components for these processes must be very secretive. Heroes and even other villains usually want to prevent them from gaining any of the undead templates, and some of the combinations of components for these processes are quite recognizable. Unless otherwise specified, discovering the process of becoming a free-willed undead requires a Knowledge (arcana) or Knowledge (undead) skill check against DC 25. [b]Ghost:[/b] Ghostmaker magic weapon. [b]Lich:[/b] Perhaps the evil wizard discovered an ancient ritual that transformed him into a lich. The template system makes it easy to quickly create these special types and understand how they work, but there is little detail about the villain’s actual preparations to become such a creature. After all, the villain doesn’t just go down to his laboratory, drink a magic potion and instantly become a lich. It takes time, hard work and the use of unnatural magical powers. Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Becoming a Lich To become a lich, the base creature must prepare his phylactery himself. This requires he begin with an object worth 120,000 gp. While he need not construct the entire object, he must participate in the creation, assisting the craftsman. Most often, the phylactery takes the form of a sealed metal box with strips of parchment holding magically transcribed phrases. At least one of these phrases must be a special, rare prayer to the Harvester of Souls. (Evil non-followers of the Bringer of the Grave have been known to kill for these prayers. Without this special prayer to Tellene’s god of the undead, the ritual is ineffective.) The box is typically attached to a leather strap to be worn on the forehead or arm. Whatever form the object takes, every aspect must be of the finest materials and workmanship. (The box phylactery is Tiny and has a Hardness of 20, along with 40 hit points and a Break DC 40.) The phylactery can also take the form of a ring, amulet or other object. Once the object is prepared, the potential lich applies his Craft Wondrous Item feat. It takes at least 12 days to complete the complex process of enchanting the phylactery, and uses all of the sorcerer or wizard’s spell slots from magic jar, permanency and possibly limited wish for that entire time. (Though clerics can become a lich through this process, the majority of those who attempt it are wizards or sorcerers.) The preparer may use outside help for reincarnation or raise dead (instead of limited wish). Usually this involves using a ring of spell storing. Another caster charges the desired spell into the ring and the creator of the phylactery then need only use it once, but thereafter that spell can never be placed in that ring of spell storing again. (Any attempt uses the spell slot, but has no effect.) THE FINAL STEP TO LICHDOM Additionally, the caster must have a certain potion for the final ceremony. Most casters refuse to leave the creation of such a potion to anyone else, but the imbiber need not be the one who brews it. The potion can be prepared up to one year before the final ceremony. It must be a lethal concoction, and all the following spells must then be cast upon it: permanency, chill touch, fear, hold monster, protection from energy (cold) and animate dead. The final rite is performed at midnight after the phylactery is complete. The base creature must find a secluded area (often an area cursed by the Harvester of Souls or one of his temples) and, with the phylactery within range of the magic jar, complete the process. This involves drinking the potion. The imbiber must make a Will save (DC 16). If he fails, he is permanently dead. If he succeeds (and the phylactery is not destroyed in the intervening time), he rises as a lich in 1d10 days. A few scholars have suggested that adding certain other spells to the concoction can grant the imbiber a bonus (and presumably also penalties) to his Will save. No villains volunteered for experimentation regarding this possibility (i.e. it is up to the DM). Prerequisites: Minimum 11th level sorcerer, wizard or cleric; Craft Wondrous Item feat; magic jar, permanency, reincarnate or raise dead or limited wish; GP Cost: 120,000 (phylactery, caster level = caster’s current level in the appropriate class); XP Cost: 4,800 XP. [b]Vampire:[/b] Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Deliberately becoming a vampire can be as simple as inviting one to drain your life energy. Of course, few villains volunteer for such treatment as it leaves them under the control of the vampiric “parent.” Those seeking to become a first generation vampire tread a dangerous path, but such is the risk for a dedicated villain. One method of becoming a first-generation vampire is for the villain to sell his soul to Zazimash, Lord of the Underworld (also known as the Harvester of Souls). Assuming that the deity does not simply destroy the villain on a whim, Zazimash may very well grant the villain’s desire. The second, and safer, way to become a first-generation vampire is by means of an ancient Svimohzish ritual. This ritual can be discovered through roleplaying or by succeeding at a Knowledge (arcane) check (DC 25). The ritual requires a special potion for use in the actual ceremony. Creating this potion requires the Brew Potion and Craft Wondrous Item feats. This potion requires three base components. First, at least one quart of blood from a magical creature (dragon, magical beast, outsider or shapechanger, but NOT any creature with the Fire subtype). The blood must also come from a creature whose Hit Dice at least equal that of the creature seeking to become a vampire. Second, the potion requires dust from the ashes of a burned vampire the villain had a hand in slaying. Third, the villain must spend 4,200 XP. Finally, the brewer must collect other rare and exotic ingredients for the potion (typical lists include bat’s eyes, wolf ’s heart, rat brains, tears of a good cleric, a holy symbol dipped in human blood and a pound of dried mosquito or tick husks). The total value of these items if purchased (though that is rarely possible) is at least 16,000 gp. The caster level of the potion must be equal to or greater than that of the potential new vampire. Once the potion has been successfully brewed, the new base creature must stand within a greater magic circle against good and sacrifice a living creature, mixing its blood with the potion. It then drinks the entire potion from a human skull, and finishes off the sacrifice by drinking as much of the remainder of the sacrificed creature’s blood as it can stand. This part of the ceremony must be completed in less than ten minutes and in an area no better lit than the equivalent of a fading twilight. During the entire ceremony, when not actually drinking, the creature must recite prayers to the Lord of the Underworld. Theories suggest that the more prayers he knows, the better his chances of success are (the DM may declare a +1 to the save for every two prayers the character knows beyond the tenth). Finally, the creature must kill himself while standing in a coffin full of grave dirt, into which he falls after death. The preferred method is slashing the throat with a magical or ceremonial dagger. After all this, the base creature makes a single Will saving 0throw (DC 18). If he succeeds, he dies and becomes a free-willed vampire. If he fails, he simply dies (and is permanently deceased). If the potential base creature is NOT the brewer of the potion and his Will save comes up 1, he does become a vampire, but he is under the total control of the brewer of the potion. The new vampire rises from his coffin at nightfall 1d6 nights after the completion of the ceremony. Prerequisites: Brew Potion, Craft Wondrous Item feats; blood sacrifices; GP Cost: 16,000 gp (blood from a magical creature, dust from a vampire, one pound of mosquito/tick husks); XP Cost: 4,200. [b]Allip:[/b] ? [b]Zombie:[/b] Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran). First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template. He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each). Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead. Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature. Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template. [b]Skeleton:[/b] Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran). First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template. Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. [b]Wraith:[/b] Any humanoid or monstrous humanoid slain by an avildar becomes a wraith in 1d4 rounds. [b]Ghoul:[/b] Humanoids killed by a guraah (and not eaten) rise as normal ghouls in 1d12 hours. Casting protection from evil on a body before that time will avert the transformation. [b]Wight, Undead Thrall:[/b] Any humanoid or monstrous humanoid slain by a vostarr becomes an undead thrall in 1d4 rounds. Spawn are under the command of the vostarr that created them and remain enslaved until its death. These spawn are normal wights as described in the Monster Manual and as such retain none of the abilities they had in life. [b]Ghast:[/b] ? [b]Shadow:[/b] [i]Shadow Touch[/i] spell. [b]Vampire Spawn:[/b] A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability. Vampiric Armor magic armor. SHADOW TOUCH Necromancy [Evil] Level: Clr 3, Sor/Spl/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Personal Duration: 3 rounds + 1 round per level Saving Throw: Fortitude negates Spell Resistance: Yes When the caster completes this spell, his or her hand turns black as pitch. Touched creatures must make a saving throw or suffer 1d4+1 hit points of damage and 1 point of temporary Strength damage. If an opponent is reduced to 0 Strength in such a manner, he or she becomes a shadow (see the Monster Manual). Otherwise, lost Strength points return at the rate of 1 point per day. A creature brought below 0 hit points by the damage is dying, but will not become a shadow. Note that the caster must also make a Fortitude saving throw or he begins to suffer the effects of lost Strength at a rate of 1 point per round. He must engulf his shadow hand in flames (taking 1d4 points of damage) in order to remove the dweomer before the spell duration expires if he wishes to avoid further Strength loss. Ghostmaker: This fiendish heavy mace, crafted from black iron, has a head worked to resemble a human face shrieking in agony. This heavy mace is a +3 enchanted weapon, and is favoured by clerics of the Rotlord who have the ability to compel service from powerful undead. Any creature killed by this weapon arises as a ghost, and immediately seeks out the mace’s bearer. If he is capable of rebuking and commanding undead, the mace’s owner may use a turning attempt to seize control of the ghost. Otherwise, the ghost attacks the bearer. If the ghost destroys the bearer, it leaves to stalk the living and spread destruction in its wake. Strong Necromancy; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, command, create greater undead; Market Price: 30,312 gp. Vampiric Armor: Commonly found only in half- and fullplate varieties, vampiric armor is both bane and boon to its wearer. To most wearers, the armor looks like a fairly typical suit of shrike armor (see the KINGDOMS OF KALAMAR Player’s Guide). However, with magical aid such as detect magic, the suit shows strong enchantment and necromantic auras. On the positive side, the armor is +1 magical armor (or better), allows the wearer to turn into gaseous form three times per week, and has the added special ability of Invulnerability (see Dungeon Master’s Guide page 219). On the negative side, the external spikes are actually a form of drinking tube for the armor, which needs the blood of sentient beings in order to survive. Each day the armor is worn, it requires a number of hit points (of blood) equal to twice its AC bonus. The armor must take the blood from live foes through the spikes. Only damage caused by the actual spikes counts towards this total. One of the ways to achieve this is to grapple opponents on the spikes (see Armor Spikes on page 124 of the Player’s Handbook). If no blood is forthcoming by the end of the day, the suit automatically drains it from its wearer, growing spikes inwards into his or her flesh. Even when not worn, the armor still craves blood and loses one from its AC bonus and a number of uses of gaseous form per week it is not fed. Feeding the unworn armor one hit point of blood per day halts this slow degradation. Each day missed, even if not concurrent, should be counted (the villain cannot feed the armor only once per week and still stave off the power loss!). When the armor reaches a zero AC bonus it has effectively “died,” and requires 20 hit points worth of blood per +1 AC and use of gaseous form that the wearer wants “re-charged.” The Invulnerability bonus only functions when the armor is fully fed. A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability. Strong Necromancy; Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, bestow curse, gaseous form, slow death, stoneskin, wish or miracle. Market Price: 124,750 gp; Weight: 45 lb.[/spoiler] [/spoiler] 3.5 3rd Party[spoiler] 3rd Party Books[spoiler] [URL=https://www.drivethrurpg.com/product/17889/1001-Science-Fiction-Weapons-Revised?affiliate_id=17596]1001 Science Fiction Weapons (Revised)[/URL][spoiler] [b]Zombie, Target Who Suffers No Particular Ill Effect From Having Their Head Cut Off:[/b] ? [b]Atomic Zombie, Target Who Suffers No Particular Ill Effect From Having Their Head Cut Off:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]3rd Era Freeport Companion[/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 giant, humanoid, or monstrous humanoid creature that dies by fire. [b]Ship of the Damned Pirate, Fire Spectre Corsair 2, Animated Skeleton:[/b] ? [b]The Accursed, Fire Spectre, Undead Horror, Undead Pirate, Devil Conjured Up From the Bowels of Hell, Horrid Creature:[/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. As a result, an encounter with this fiery ship brings a crew of 30 fire spectres under the command of Captain Kothar himself, an adversary few wish to face. [b]Captain Kothar the Accursed, Fire Spectre Rogue 12, Undead Horror, Undead Pirate, Undead Remains, Horrid Creature:[/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. 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. As a result, an encounter with this fiery ship brings a crew of 30 fire spectres under the command of Captain Kothar himself, an adversary few wish to face. [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. [b]Shadow Serpent, Dreaded Shadow Serpent:[/b] A shadow serpent is an undead remnant of a cleric of Yig that somehow failed its god and people and is now cursed to spend eternity as a wretched thing. When Valossa became contaminated with the minions of the Unspeakable One, its people corrupted and befouled by the King in Yellow’s awful touch, the serpent god Yig cast down the Valossan empire and cursed his priests for failing in their sacred duty to safeguard the serpent people and keep them pure in their faith to him. Those priests who bore the brunt of the serpent god’s wrath became the dreaded shadow serpents, appalling undead creations consumed with remorse for their mortal failings and channeling that grief into hatred for the living, especially the inheritors of the world. [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. 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. It is the animated remains of a skinned humanoid. A spellcaster with an intact hide of a sentient humanoid or monstrous humanoid can create a skin cloak with a create undead spell. [b]Fire Spectre, Animated Skeleton, Supernatural Terror, Unnatural Creature, Burning Soul of the Damned, Undead Abomination That Houses the Soul of a Black-Hearted Villain, Formidable Opponent, Spirit:[/b] ? [b]Fire Spectre, Raging Monstrosity:[/b] ? [b]Flayed Man, Beggar Draped in Rags, Terrifying Abomination Shrouded in Flayed and Tattered Skin, Vile Undead Creature, Rare Undead Horror, Horrible Creature, Undead Abomination With a Strong Connection to Negative Material Plane:[/b] ? [b]Shadow Serpent, Dark Serpent Seemingly Made of Shadow, Undead Remnant of a Cleric of Yig, Wretched Thing, Careful Opponent, Appalling Undead Creation, Inky Black Shadow of a Good-Sized Viper, Featureless Mass, Cursed Soul of a Serpent Person, Undead Guardian:[/b] ? [b]Skin Cloak, Leather Cloak, Empty Skin of Some Unfortunate Victim, Animated Skin of Mortal Human, Unfortunate Remains of Those Who Have Crossed Necromancers, Animated Remains of a Skinned Humanoid:[/b] ? [b]Strongest Skin Cloak:[/b] ? [b]Skulldugger:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Noteworthy Evil Creature:[/b] ? [b]Shambling Undead:[/b] ? [b]Undead Enemy:[/b] ? [b]Intelligent Undead:[/b] ? [b]Melanie Grump, Human Ghost Rogue 1:[/b] Melanie Crump was a thief, a mother, and a member of the Guild. Crump was a reluctant criminal, turning to crime as a means to survive. She wasn’t pretty enough to be a courtesan, wasn’t smart enough to attend the Institute, and lacked the gumption to pick up an honest trade. A widow burdened by two young boys, she was desperate and turned to petty theft to make ends meet. As with just about every petty hood and cutpurse in the city, the Thieves’ Guild swallowed her up, bringing her into the fold and making sure she had a fair stab at filching purses. The Guild even let her keep most of what she stole. Crump and other junior members had no idea about the Guild’s association with Mazin, a distant slaver-city, and many might have withdrawn from the guild had they known of its shadowy benefactor. So in her ignorance, she worked for the Guild, working her part of the Eastern District and struggling to make sure her children didn’t follow her example. One night, during a large and boisterous festival, Crump stole the wrong purse from the wrong man. Her victim was well-dressed, with bronze skin and dark eyes. His robes were soft black velvet and he was attractive in an intimidating sort of way. Thinking the man had money, she nicked his purse and vanished into the crowds. When she settled in an alley to examine what she had collected, she was surprised to find that the only thing inside the bag was a wavy-bladed dagger. The sparkling emerald serving as its pommel would fetch a fair price, but the blade itself seemed useless, pitted and corroded as it was. She tucked the weapon away and headed back to her house. That’s when all hell broke loose. 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]Lich:[/b] 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]Vampiric Kraken:[/b] ? [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. Dnulper magic weapon. [b]Human Zombie:[/b] Instead, a flayed man keeps the company of 1d4+2 human zombies that it has created with its create spawn ability. [b]Zombie, Undead Minion:[/b] ? Dnulper Price: 45,309 gp Space: Held Caster Level: 17th Aura: Strong evocation and necromancy (DC 23) Activation: — Weight: 12 lb. The shaft of this wicked looking guisarme is blackened as if scorched and the blade is a dull gray color. Dnulper functions as a +2 unholy guisarme. In addition, any living, corporeal creature slain by Dnulper rises on the following round as a zombie under your control. These creations remain animated until the next sunrise or sunset, whichever comes first. Zombies created by this weapon must remain within 50 feet of the wielder or revert to inanimate corpses. There is no limit to the number or total Hit Dice of zombies that may be created in this manner. Legends Dnulper is said to be the creation of Friar Ingiltere, a mad monk and necromancer of Freeport’s distant past (DC 25 Knowledge—history), and named for the villain’s wicked patron, a demon of unsurpassed power (DC 30). The weapon’s shaft is carved from a lightning-struck trunk of a hangman’s tree, and the head is forged from the grave sword of an ancient chieftain (DC 25). Prerequisites: Craft Magic Arms and Armor, animate dead, unholy blight, creator must be evil. Cost to Create: 22,500 gp (plus 309 gp for the masterwork guisarme), 1,800 XP, 45 days[/spoiler] [URL=https://www.enworld.org/threads/eamonvale-web-enhancements-from-darkloch-creative-enterprises.702317/]A Brief History of Eamonvale[/URL][spoiler] [b]Undead:[/b] ?[/spoiler] [URL=https://preview.drivethrurpg.com/en/product/56852/A-Touch-of-Evil-Vol-5-Kobolds?affiliate_id=17596]A Touch of Evil, Vol. 5: Kobolds[/URL][spoiler] [b]Ancestor Spirit:[/b] ? [b]Ancestor Spirit, Ghostly Kobold:[/b] ? [b]The Frenzy, Ghostly Entity, Spirit, Disembodied Ghost of Vengeance, Ancestral Spirit, Protective Spirit, Disembodied Spirit, Entity, Mysterious Entity:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Lich:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/18896/Advanced-Bestiary?term=advanced+bestiary&it=1&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. Cursed to walk the earth until their warlike ways lead to their destruction, blood knights seek always to fight and conquer. “Blood knight” is an acquired template that can be applied to any living creature that is proficient with light, medium, and heavy armor, wears full plate armor, and has blood Altered Blood Knight: Ignore the required proficiency with armor and change the name of the template to the blood gaunt. In this form, the template could be applied to the temple guardians of a god of murder. Alternatively, blood knights could result from a curse that animates great quantities of spilled blood into a strange new form. The blood knights could be unique. Perhaps a group of paladins that unwittingly participated in a highly evil act were cursed to become blood knights. Make the template self-propagating. Creatures killed by Constitution damage from a blood knight’s attacks rise as blood knights in 1d4 rounds. [B]Morden Thrallhammer:[/B] Morden Thrallhammerer 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 its enemies. When some giants took up residence near his clan’s territory, Morden 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, Morden led a vicious attack on wounded and noncombatant giants while a decoy force of dwarves distracter their warriors. When Morden 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 Morden’s force retreated, leaving him trapped beneath the she-giant’s body. By the time the giant warriors returned, Morden 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, dwarf-made armor in which he died. [B]Dread Allip:[/B] Babbling, whispering, screaming, and muttering, dread allips pass through walls and strike at living creatures, hoping to gain companions in undeath and madness. 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 Spirit Naga:[/B] ? [B]Dread Bodak:[/B] Bodaks are extraplanar undead created when living beings are touched by ultimate evil. A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, the use of the death knell spell on a friend seems most likely to create a dread bodak. A dread bodak is consumed with the desire for revenge on everyone it knew in life and anyone who gets in the way. 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 method such as use of the death knell spell. Any creature killed by a dread bodak’s death knell ability rises as a dread bodak in 1d6 rounds. [B]Dread Bodak Tyrannosaurus:[/B] ? [B]Dread Devourer:[/B] Few know how these dread devourers originated, but some sages speculate that they form as ethereal or astral “shadows” of creatures on coexistent planes that die from energy draining effects. “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]Dread 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. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath. The first dread ghasts were villains of still broader scope. 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. [B]Dread Ghast Gnoll:[/B] ? [B]Dread Ghost:[/B] Like normal ghosts, dread ghosts are restless spirits that exist on both the Material and the Ethereal Planes. Unlike many other dread undead, dread ghosts have no special power over others of their kind, but some mystery of their creation makes them more powerful than standard ghosts. “Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score. [B]Dread Ghost Medusa:[/B] “Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score. [B]Dread Ghoul:[/B] Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had indulged in unwholesome pleasures, such as cannibalism or necrophilia, in life. The original dread ghouls came into being because they had exhorted or compelled others to such acts while alive. “Dread ghoul” is an acquired template that can be added to any living creature. In most cases, dread ghouls feast on the bodies of the fallen. However, any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a dread ghoul at that time. [B]Dread Ghoul Frost Giant:[/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. In most cases, dread lacedons feast on the bodies of the fallen, or sea creatures such as sharks devour them. However, any creature killed by a dread lacedon that lies undisturbed until the next midnight rises as a dread lacedon at that time. [B]Dread Lacedon Cachalot Whale:[/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. Only a willing evil creature can become a dread lich. An integral part 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 and 8,000 XP 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. [B]Dread Lich Titan:[/B] The rare evil titan that learns the secret of lichdom in its youth cannot help but seek out and follow that dark path. [B]Dread Mohrg:[/B] Some say that a dread mohrg is the restless spirit of a sentient creature that perished from starvation and never received a proper burial. Others say that it is all that remains of a mortal punished by the gods for gluttony or for starving other creatures. “Dread mohrg” is an acquired template that can be added to any evil living creature with a mouth and a digestive tract that includes intestines. [B]Dread Mohrg Seven Headed Cryohydra:[/B] Native to the colder climes, it was created when a normal cryohydra slew an entire village of humans. [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 next to it as a new dread mummy. [B]Dread Mummy Harpy:[/B] ? [B]Dread Shadow:[/B] Like normal shadows, they are sentient pools of darkness and negative energy that drain strength and life from living creatures. “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. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds. [B]Dread Shadow Achaierai:[/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] Like ghosts, dread spectres are the incorporeal spirits of living beings that continue to act after death. “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. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds. [B]Dread Spectre Nymph:[/B] ? [B]Dread Wight:[/B] Dread wights are the animate 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]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, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. Any creature with an Intelligence score of 3 or higher whose Constitution score reaches 0 from a dread vampire’s blood drain attack returns as a dread vampire 24 hours after death. [B]Dread Vampire Night Hag:[/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. Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. A dread wraith created in this manner is under the command of its creator and remains so until either it or the creator is destroyed. When a dread wraith sovereign is killed, one of its dread wraith spawn that had 10 or more character levels in life becomes a dread wraith sovereign. [B]Dread Wraith Sovereign Trumpet Archon:[/B] When a trumpet archon falls to the touch of a dread wraith sovereign, gods and angels weep. Dread wraith sovereign trumpet archons are heinous undead beings composed in equal parts of sacrilege, cruelty, and hate. [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 living creature. Once every 1d4 rounds, a dread mummy can breathe a 30-foot cone of tomb gas, sand, and dust. Each living creature in the area must succeed on a Fortitude save (DC 10 + 1/2 dread mummy’s character level + dread mummy’s Cha modifier) or gain 1d4 negative levels. A creature killed by a dread mummy’s breath of death ability rises as a dread zombie in 1d4 rounds. [B]Dread Zombie Aasimar:[/B] ? [B]Negative-Energy-Charged Creature:[/B] Through dark magic, a spellcaster can strengthen an undead creature’s link to the chilling source of its unnatural existence. “Negative-energy-charged creature” is an acquired template that can be added to any undead creature. [I]Empower Undead[/I] spell [B]Negative-Energy-Charged Wight:[/B] ? Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds. [B]Nightmare Creature Undead:[/B] Make nightmare creature an acquired template gained when an evil individual is killed in a particularly torturous manner by good creatures. [B]Poltergeist:[/B] A poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that house poltergeists are places where they felt a sense of ownership and security. A simple death, even a murder, is rarely enough to cause the victim’s spirit to remain as a poltergeist—the death must intimately involve the location. 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. “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:[/B] ? [B]Athach Poltergeist:[/B] ? [B]Alternate Sonic Creatures: [/B]Ghosts: Sonic creatures might be ghosts or a specific form of undead. In this case, the template should change the creature’s type to undead, and the sound the sonic creature makes should be mournful wailing. [B]Changed Swamp Lord Template:[/B] ? [B]Ghoul:[/B] The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. [B]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. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath. [B]Shadow: [/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 normal shadow in 1d4 rounds. [B]Spectre:[/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 normal spectre in 1d4 rounds. [B]Vampire:[/B] Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. [B]Wight:[/B] Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds. [B]Dread Wraith:[/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:[/B] Any creature killed by a dread mohrg rises as a zombie in 1d4 days. [I]Empower Undead[/I] Necromancy [Evil] Level: Clr 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Undead creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell grants the touched undead the negative-energy-charged creature template. The target is immediately empowered with the benefits of the template and knows how to utilize all the abilities it grants. Material Component: A gem worth at least 10 gp that has spent a night within the body of an undead creature.[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Advanced Gamemaster's Guide[/URL][spoiler] [b]Undead:[/b] ? [b]Undead Lord:[/b] ? [b]Walking Dead:[/b] ? [b]Minor Undead:[/b] ? [b]Most Powerful Undead:[/b] ? [b]Powerful Undead:[/b] ? [b]Banshee:[/b] ? [b]Ghost Cleric:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Mighty Lich, Chief Necromancer:[/b] ? [b]Lich Who Was Once a Magician of Life and Love:[/b] ? [b]Greater Mummy:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] Major Spectral magic weapon. [b]Warrior-Zombie:[/b] For example, a GM might have a series of adventures planned that call for a necromancer to start raising all the bodies from nearby cemeteries to form an army. [b]Zombie:[/b] Grave Rot disease. [b]Zombie With an Intelligence Score of 2:[/b] Magical locations come in three power levels: minor, moderate, and major. The standard powers of each are listed below, but feel free to grant additional powers to a particular location. For example, a major location of healing might give all who come there an additional save against any disease they suffer from, or a minor site of necromancy might allow the creation of zombies with an Intelligence score of 2. Spectral, Major A major spectral weapon is imbued with the powers of undeath and darkness. Any creature struck by a major spectral weapon must make a DC 18 Will save or take energy drain, gaining one negative level. After 24 hours, the creature must make a DC 18 Fortitude save. If the save is successful the negative level goes away; if not, the creature permanently loses one level. A character who takes one more negative level than he has levels or Hit Dice is killed and has a 10% chance to rise immediately as a wraith under the control of the creature wielding the major spectral weapon. A ranged weapon with this ability confers it on ammunition fired. A creature immune to energy drains is immune to the effects of a major spectral weapon. A creature must save against a major spectral weapon ever time the weapon deals damage to it and can suffer multiple negative levels and multiple lost levels. Each negative level forces its own Fortitude save 24 hours after it is gained. A character who loses a level to a major spectral weapon has a scar that never heals and can always feel the wound on the anniversary of its infliction. A spectral weapon cannot also be defending, merciful, or holy. Strong necromancy; CL 18th; Craft Magic Arms and Armor, energy drain; Price +5 bonus. [ Grave rot (Su) Injury 18 6 hours 1d4 Con** ** A character that dies of grave rot rises as zombie, gaining the zombie template. The character is a carrier of grave rot, and can infect victims it injures.[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Advanced Player's Manual[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Mindless 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]Mohrg:[/b] [i]Create Undead[/i] spell. [b]Mummy:[/b] [i]Create Undead[/i] spell. [b]Shadow, Normal Shadow:[/b] [i]Create Greater Undead[/i] spell. [b]Skeleton, Undead Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Human Warrior 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 Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Human Commoner Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Advanced Race Codex Drow[/URL][spoiler] [B]Undead Item:[/B] Undead Items These follow the verminous item creation rules but use undead. They have a hardness of 8 and 20 hit points per inch of thickness. They are vulnerable to turning and other effects that harm undead in the same way verminous items are vulnerable to vermin-specific magic. If anyone but the creator touches an undead item, it bestows one negative level for as long as the item is touched. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the item is touched. [B]Undead, Undead Creature:[/B] ? [B]Devourer:[/B] [I]Create Greater Undead[/I] spell. [B]Drow:[/B] Or perhaps drow are undead: The spirits of evil elves travel beneath the earth to become drow when they are barred from the celestial realms. [B]Ghast:[/B] [I]Create Undead[/I] spell. [B]Ghoul:[/B] [I]Create Undead[/I] spell. [B]Ghoul, Undead That Feasts Upon Flesh, Undead Wife:[/B] ? [B]Evil 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]Shadow, Summoned Creature:[/B] ? [B]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. Her Fury magic weapon. [B]Undead Zombie:[/B] [I]Animate Dead[/I] spell. Her Fury Price: — Space: — Caster Level: 21st Aura: Overwhelming necromancy (DC 25) Activation: — or as spell Weight: 3 lb. This rusted and pitted kukri is sticky with old blood. Her Fury is a +2 keen unholy vorpal kukri and a relic of great importance to the worshipers of Black Widow. The faithful of Black Widow immediately recognize the weapon’s similarity to their goddess’s famous weapon (Knowledge— religion DC 20). Her Fury grants you the ability to cast finger of death (100-foot range, DC 17) once per day, and when used to hinder the plans of the Spider Queen’s clerics, Her Fury allows you to cast create undead (wraiths only) on any creature you kill. The wraith is not commanded by the weapon nor you (unless a successful turning check is made), but it cannot attack you so long as the weapon is held in hand. Her Fury has an Intelligence of 11, a Wisdom of 14, and a Charisma of 12. It has an Ego of 19 and communicates through semi-empathy. It is chaotic evil.[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Advanced Race Codex Dwarves[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Skeletal Foe:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Advanced Race Codex Elves[/URL][spoiler] [b]Undead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Advanced Race Codex Gnomes[/URL][spoiler] [b]Undead Creature:[/b] ? [b]Lich:[/b] ? [b]Shadow, Undead Horror:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Advanced Race Codex Half-Elves[/URL][spoiler] [B]Undead, Undead Creature:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Advanced Race Codex Halflings[/URL][spoiler] [b]Undead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Advanced Race Codex Half-Orcs[/URL][spoiler] [B]Undead:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Advanced Race Codex Humans[/URL][spoiler] [B]Undead, Undead Creature:[/B] ? [B]Undead That Use Enervating Attacks That Bestow Negative Levels:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/201365/Adventure-Havens-Apothecaries-and-Alchemists?affiliate_id=17596]Adventure Havens: Apothecaries and Alchemists[/URL][spoiler] [b]Liche:[/b] ? [b]Courtney, Vampire Human Expert 2:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/679/Anger-of-Angels?affiliate_id=17596]Anger of Angels[/URL][spoiler] [b]Vrykolaka:[/b] Vrykolakas are created when a fiend possesses the corpse of an evil person and animates it. “Vrykolaka” is an acquired template that you can add to any humanoid creature. A humanoid slain by a vrykolaka’s blood drain attack rises as a vrykolaka 1d10 days after its death (possessed by a different fiendish spirit than the one inhabiting its killer). [b]Nikolos, Human Vrykoloaka Aristocrat 2:[/b] ?[/spoiler] [URL=https://athas.org/products/loa/documents/27]Athasian Dragons[/URL][spoiler] [B]Undead Creature:[/B] ?[/spoiler] [URL=https://athas.org/products/ae/documents/32]Athasian Emporium[/URL][spoiler] [B]Undead War Beetle:[/B] As controlled, mindless creatures, undead war beetles are usually encountered accompanying a city-state’s army or patrolling the territory between two cities, albeit some powerful necromancers calling the wastes home know of how to animate such creatures and have added them to the undead troops of their wandering armies. Undead war beetles are exclusively created for war by evil magic, and therefore, despite being mindless, are always neutral evil. The animate dead spell normally only creates zombies, skeletons, or bugdead. It can also create undead war beetles, albeit the process is a lenghtlier and costlier one. The undead war beetle must be assembled just like a vehicule from the pieces of a whole watroach or rezhatta beetle that has not yet decayed significantly. The creation process is a costly one, requiring skilled labor and special alchemical substances and bindings: rezhatta war beetles cost 7,500 Cp, while watroach war beetles cost 6,000 Cp; in addition to this is the price of the spell components necessary for the animate dead spell. The creation process requires the carapace to be pried off and the internal organs discarded, and the carapace reformed to make space for an upper deck and individual weapon's ports all around the body. The creation process takes 10 days and requires skilled labor in the form of a crew with the Profession (siege engineer) skill; once ready, the beetle is animated by a templar or necromancer sponsored by a sorcerer-monarch. Reforming the carapace requires a DC 20 Craft (chitinworking) check or a DC 25 Heal check. [B]Undead War Beetle Rezhatta:[/B] Once surrounded and killed, usually by means of psionics or poison, the beetle’s corpse, watroach or rezhatta, is taken back to a city to be prepared as an engine of war. The animate dead spell normally only creates zombies, skeletons, or bugdead. It can also create undead war beetles, albeit the process is a lenghtlier and costlier one. The undead war beetle must be assembled just like a vehicule from the pieces of a whole watroach or rezhatta beetle that has not yet decayed significantly. The creation process is a costly one, requiring skilled labor and special alchemical substances and bindings: rezhatta war beetles cost 7,500 Cp, while watroach war beetles cost 6,000 Cp; in addition to this is the price of the spell components necessary for the animate dead spell. The creation process requires the carapace to be pried off and the internal organs discarded, and the carapace reformed to make space for an upper deck and individual weapon's ports all around the body. The creation process takes 10 days and requires skilled labor in the form of a crew with the Profession (siege engineer) skill; once ready, the beetle is animated by a templar or necromancer sponsored by a sorcerer-monarch. Reforming the carapace requires a DC 20 Craft (chitinworking) check or a DC 25 Heal check. [B]Undead War Beetle Watroach:[/B] Once surrounded and killed, usually by means of psionics or poison, the beetle’s corpse, watroach or rezhatta, is taken back to a city to be prepared as an engine of war. The animate dead spell normally only creates zombies, skeletons, or bugdead. It can also create undead war beetles, albeit the process is a lenghtlier and costlier one. The undead war beetle must be assembled just like a vehicule from the pieces of a whole watroach or rezhatta beetle that has not yet decayed significantly. The creation process is a costly one, requiring skilled labor and special alchemical substances and bindings: rezhatta war beetles cost 7,500 Cp, while watroach war beetles cost 6,000 Cp; in addition to this is the price of the spell components necessary for the animate dead spell. The creation process requires the carapace to be pried off and the internal organs discarded, and the carapace reformed to make space for an upper deck and individual weapon's ports all around the body. The creation process takes 10 days and requires skilled labor in the form of a crew with the Profession (siege engineer) skill; once ready, the beetle is animated by a templar or necromancer sponsored by a sorcerer-monarch. Reforming the carapace requires a DC 20 Craft (chitinworking) check or a DC 25 Heal check. [B]Undead War Beetle, Animated Giant Beetle, Controlled Mindless Creature, Animated Creature, Mobile Engine of War:[/B] ? [B]Undead War Beetle Modified:[/B] Undead war beetles can be modified by skilled craftsmen, and because of it may offer unusual challenges. A skilled craftsman can improve upon the basic design of the beetle depending on his mastery of the Knowledge (warcraft) skill. Each improvement has a Knowledge (warcraft) DC and a cost in Cp, and is applicable only once. [B]Undead War Beetle Rezhatta, Huge Beetle, Great Beetle, Cursed Beetle, Mekillot Sized-Beetle, Undead Monstrosity, Giant Rezhatta, Giant Beetle, Beast, Undead Creation:[/B] ? [B]Undead War Beetle Rezhatta Modified:[/B] Skilled siege engineers can modify these creatures before they are animated, turning the rezhatta beetle into an engine of war able to devastate enemy troops just by wading into them, and taking advantage of the watroach’s otherwise discarded drones. [B]Undead War Beetle Watroach, Enormous Insectoid Creature Filled With Holes In Its Tough Carapace, Potent Weapon of Fear, Beast, Damn Thing, Dead Watroach, Bug, Big Bug:[/B] ? [B]Undead War Beetle Watroach Modified:[/B] Skilled siege engineers can modify these creatures before they are animated, turning the rezhatta beetle into an engine of war able to devastate enemy troops just by wading into them, and taking advantage of the watroach’s otherwise discarded drones. [B]Bugdead:[/B] The animate dead spell normally only creates zombies, skeletons, or bugdead. [B]Undead, Undead Creature:[/B] ? [B]Undead Drone Swarm:[/B] ? [B]Defiled Poisonweed:[/B] The bright orange petals of a poisonweed plant turned undead by the action of defiling represent the epitome of noxiousness. [B]Undead Pixie:[/B] ? [B]Intelligent Undead:[/B] ? [B]Mindless Undead:[/B] ? [B]Corporeal Mindless Undead Creature:[/B] ? [B]Undead Swarm:[/B] ? [B]Plant Undead Creature:[/B] This item is made of the intertwined supple branches, or hard and twisted brambles, from a plant that turned into an undead creature after having been almost destroyed thanks to the actions of a defiler. [B]Dregoth, Undead Dragon King:[/B] ? [B]Dwarven Banshee:[/B] ? [B]Ioramh:[/B] ? [B]Dune Runner:[/B] ? [B]Fael:[/B] ? [B]Human Namech Wizard 5:[/B] ? [B]Human Namech Fighter 5:[/B] ? [B]Skeleton:[/B] The animate dead spell normally only creates zombies, skeletons, or bugdead. Stanchion of Second Birth Greater magic item. Stanchion of Second Birth Lesser magic item. [B]Gith Skeleton:[/B] ? [B]Athasian Wraith:[/B] ? [B]Zombie:[/B] The animate dead spell normally only creates zombies, skeletons, or bugdead. Stanchion of Second Birth Greater magic item. Stanchion of Second Birth Lesser magic item. [B]Thinking Zombie:[/B] ? Stanchion of Second Birth, Lesser A 3 foot-tall bronze pole, this lesser version of the greater stanchion of second birth has the form of a nail or needle whose blunt end is shaped into a decomposing arm reaching for the sky. When impaled in a corpse or skeleton, and after a command word is spoken, a lesser stanchion animates the remains, turning the corpse into a skeleton or zombie. It can do so twice per day. The undead creature recognizes the pole-bearer as its master and obeys him as per the animate dead spell. Regardless of the type of undead you create with this item, you can’t create more than 10 HD of undead per use. (The desecrate spell doubles this limit.) No matter how many times you use the stanchion in this way, however, you can control only 20 HD worth of undead creatures. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous uses become uncontrolled. (You choose which creatures are released.) Faint necromancy; CL 5th; Craft Wondrous Item, animate dead; Price 26,900 Cp; Weight 15 lb. Stanchion of Second Birth, Greater Used during great gladiatorial events that showcase games known as Rebirthings, this massive object is a rare sight in the arena. A stanchion of second birth is so named because it is primarily used in the arena to reanimate dead gladiators and beasts. Weighing in at around 300 pounds and 3-feet tall, this bronze object is shaped like an inverted bell whose underside tapers to a point like a spiral shell. The top is inscribed with arcane symbols and fited with a heavy lid; two curved metal handles are meant to help porters move the stanchion. A greater stanchion is activated by plunging the tapered end into the ground, leaving the top of the item freestanding. Upon utterance of a command word once per day, it animates corpses within a 50 feet radius, turning the remains into skeletons or zombies. The undead creatures recognize the user of the stanchion as their master and obey him as per the animate dead spell. Regardless of the type of undead you create with this item, you can’t create more than 30 HD of undead per use. (The desecrate spell doubles this limit.) No matter how many times you use the stanchion in this way, however, you can control no more than 60 HD worth of undead creatures. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous uses become uncontrolled. (You choose which creatures are released.) Strong necromancy; CL 15th; Craft Wondrous Item, animate dead; Price 59,100 Cp, Weight 300 lb.[/spoiler] [URL=http://www.drivethrurpg.com/product/17812/Bane-Ledger?term=bane+le&it=1&affiliate_id=17596]Bane Ledger I :[/URL][spoiler] [B]Angiaks:[/B] During lean times, tribal peoples are forced to make hard decisions about who can eat and who cannot. Newborn babies that cannot be fed are left to die in the wilderness. Angiaks are the restless souls of these children killed by their fellow clansmen. The naming of a child imbues it with a spirit. If a child must be sacrificed in this way, avoid naming it and you will be safe from the vengeful angiaks. [B]Bay-kok:[/B] ? [B]Civatateo:[/B] When a woman of royal status dies while giving birth, she sometimes returns from the dead as a fiendish civatateo. [B]Impundulu:[/B] Necromancers create these fell creatures to be both servants and lovers. [/spoiler] [URL=https://www.drivethrurpg.com/product/20188/Behind-the-Spells-Acid-Arrow?affiliate_id=17596]Behind the Spells: Acid Arrow[/URL][spoiler] [B]Guardian Undead:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/19876/Behind-the-Spells-Animate-Dead?affiliate_id=17596]Behind the Spells: Animate Dead[/URL][spoiler] [b]Kritak Gnoll Lich:[/b] Kritak, it is said, battled to the death; but even as the final blow was struck upon him, a specially prepared wand exploded. After his exile, Kritak fashioned the wand as a security measure. For you see, even if his body perished the prepared magics of the wand would preserve the gnoll’s consciousness in a nearby body, allowing him to forever pursue his necromantic sorcery. In this case, an elven survivor became the vessel of Kritak’s soul and mind. Those other elves that were not killed in the wand’s blast were shortly slain thereafter by their “trusted friend.” But an unforeseen side effect of the possession magic soon showed itself. Apparently, the raw power which fed the wand’s magic continues in the new body, which becomes a surrogate wand itself. Not designed to contain such necromantic energies, each body Kritak jumps into slowly deteriorates. Within months, perhaps a year, the gnoll’s current body disintegrates and his consciousness must jump into another living creature or be forever lost. The shaman is rumored to still exist, within Noras no less (although that nation has been split and renamed many times since) as some form of demi-lich. You can easily tell his true nature, for even if the host body has not yet deteriorated badly, the original “U” branded on him by Xox carries over from body to body as some kind of curse. This brand no longer means “exile” to the gnolls but rather is identified with Kritak directly. Many gnolls worship the former shaman as a deity of undeath. “Was Kritak the first lich?” you ask. No, but he is probably the first gnoll lich. [b]Skeleton:[/b] After a number of years’ work, Kritak was ready to join a clan again—by creating his own. Not long before his exile, a great battle was fought between some forgotten human king’s army and a fierce gnoll clan of great number. Who won isn’t important—well, maybe to historians, but not to Kritak. The first field test of corpse soldiers (animate dead’s predecessor) spell took place amidst the snow covered swamps not far from Kritak’s home. During a ritual which lasted for a full hour, the corpses of the human soldiers slain in the battle rose from their watery graves in answer to the gnoll’s call. After the spell was completed, nearly 150 skeletal warriors were assembled outside the swamp. When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them. [i]Corpse Soldiers[/i] spell. Animating weapon quality. [b]Skeleton, Skeleton Warrior:[/b] ? [b]Owlbear Skeleton:[/b] ? [b]Skeleton, Created Undead:[/b] ? [b]Zombie:[/b] When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them. [i]Corpse Soldiers[/i] spell. Animating weapon quality. [b]Zombie, Created Undead:[/b] ? VARIANT SPELL: Corpse Soldiers As the spell animate dead with the following exceptions. Level: Clr 5, Death 5, Sor/Wiz 5 Casting Time: 10 minutes Range: 300-ft.-radius, centered on you Target: Any whole corpse in range The spell’s power reaches into the earth which allows even buried undead to come to the magic’s call. There is no limit to the amount of undead affected by a single casting of corpse soldiers. All corpses within range walk, shuffle, claw, or swim their way to you after casting. No matter how many times you use this spell, however, you can control only 7 HD worth of undead creatures per caster level, instead of the 4 HD maximum as imposed by animate dead. In addition, each undead receives a +1 profane bonus to attack and damage rolls. Material Component: A black onyx gem worth 1,000 gold pieces which you must smash at the end of the casting time. Animating If a weapon with this quality inflicts enough damage to bring a living target below zero hit points, the target must succeed a Fortitude save (DC 20) or be instantly turned into a skeleton or zombie (wielder’s choice). The created undead is under direct control of the weapon wielder as per the animate dead spell. The maximum Hit Dice worth of undead that can be controlled through the weapon is 36. This number is cumulative with undead controlled by any other means. Moderate necromancy; CL 9th; Craft Magic Arms and Armor, animate dead, creator must be evil; Price +3 bonus.[/spoiler] [URL=https://www.drivethrurpg.com/product/20527/Behind-the-Spells-Antimagic-Field?affiliate_id=17596]Behind the Spells: Antimagic Field[/URL][spoiler] [b]Undead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/56664/Behind-the-Spells-Compendium?affiliate_id=17596]Behind the Spells: Compendium[/URL][spoiler] [b]Undead, Undead Creature:[/b] An open scroll depicted the very sphere now in use to be some type of soul collector. From a brief scan of the document, Lorash determined that this evil wizard was harvesting the humanoids’ souls to then power a spell that would raise their corpses as undead under his control. [b]Guardian Undead:[/b] ? [b]Buried Undead:[/b] ? [b]Created Undead:[/b] ? [b]Undead Servant:[/b] ? [b]Intelligent Undead:[/b] ? [b]Low-Powered Undead:[/b] ? [b]Ghost of a Slain Child:[/b] ? [b]Particularly Powerful Ghost:[/b] ? [b]Drow Wizard Ghost:[/b] ? [b]Drow Lich:[/b] ? [b]Kritak, Gnoll Lich, Some Form of Demi-Lich:[/b] Unfortunately for Kritak, his experiments had not gone unnoticed. An elven alliance of adventurers from that era had been keeping tabs on the shaman. Previously considered a minor annoyance by the Ef ’winn Noras (roughly translated as “Watchers of Noras”), the gnoll’s ability to raise a skeletal army now elevated his threat potential. After a day of preparation, Kritak commanded his undead force to march to the graveyard. But the Ef ’winn Noras was ready and they ambushed the gnoll and his forces in sight of the shaman’s goal. Kritak used magic to strengthen his skeletons as the elves converged, some growing as tall as giants with others wielding weapons as formidably as the veteran warriors they were in life. In the end, however, the skeletons were no match for the elven adventurers. Kritak, it is said, battled to the death; but even as the final blow was struck upon him, a specially prepared wand exploded. After his exile, Kritak fashioned the wand as a security measure. For you see, even if his body perished the prepared magics of the wand would preserve the gnoll’s consciousness in a nearby body, allowing him to forever pursue his necromantic sorcery. In this case, an elven survivor became the vessel of Kritak’s soul and mind. Those other elves that were not killed in the wand’s blast were shortly slain thereafter by their “trusted friend.” But an unforeseen side effect of the possession magic soon manifested. Apparently, the raw power which fed the wand’s magic continues in the new body, which becomes a surrogate wand itself. Not designed to contain such necromantic energies, each body Kritak jumps into slowly deteriorates. Within months, a year at most, the gnoll’s current body disintegrates and his consciousness must jump into another living creature or be forever lost. The shaman is rumored to still exist, within Noras no less (although that nation has been split and renamed many times since) as some form of demi-lich. You can easily tell his true nature, for even if the host body has not yet deteriorated badly, the original “U” branded on him by Xox carries over from body to body as some kind of curse. This brand no longer means “exile” to the gnolls but rather is identified with Kritak directly. Many gnolls worship the former shaman as a deity of undeath. “Was Kritak the first lich?” you ask. No, but he is probably the first gnoll lich. [b]Lich:[/b] ? [b]Lich Lord:[/b] The pantheon decided to structure divine magic a bit differently than arcane. Prospective clerics needn’t learn obtuse rituals or gather bizarre odds and ends to cast a spell. All they would need would be faith (surely, an enticing lower bar for spellcasting). To promote awareness of their new gift to the mortals, they decided to spearhead the effort with both a useful and visual spell—one that allows healing by touch (in this case, cure light wounds)! One deity, however, was less than thrilled with the banner spell: the god of death, Jelluk. He and his followers (not to mention his many undead servants) had virtually no use for any type of cure spell. The pantheon deliberated on Jelluk’s cry of “unfair treatment” and eventually reached a compromise. The spell would retain its effects under the original parameters but now include a necromantic pattern which allowed it to be reversible. As a result, the cure light wounds spell could find use by any divine spellcaster no matter their moral tendencies and, most importantly, came under the school of necromancy thanks to the new configuration. This latter point was actually the intended goal of Jelluk the whole time. The death god knew that, even without this new spell available to his followers, mortals would be even more inclined to throw themselves into dangerous circumstances since their allies had the power to heal their wounds. More foolhardy mortals inevitably made for a status quo of dead mortals despite the new spell. Oh no, reversibility of cure spells was just an added bonus. For you see, Jelluk’s added necromantic pattern allowed for every casting of the spell, no matter its form (healing or harming) to pay some amount of lip service to the death god. Each of these spells thus drew a very minute amount of energy from him with a reciprocal amount of “worship” returned (albeit unknowingly from the caster). To keep secret this “pseudo-worship,” Jelluk created a complex network of energy conduits around his planar home. When these bits of worship-power reached his realm, the conduit system absorbed and dispersed them to predefined locations. In the process, the energy was converted back into tiny bits of necromantic power—nothing that could be easily traced even by a deity’s prying eyes, mind you. Use of cure spells over the many centuries has added up to quite a bit of hoarded necromantic power for Jelluk. So just what is the god doing with it? Several theories have been bandied about by mortal minds, two of which have been verifi ed. The first is that some of the energy is creating and maintaining a number of “lich lords” whose forms do not require phylacteries and possess increased vitality and power. [b]Lilleth Voran, Lich:[/b] ? [b]Skeleton, Skeletal Warrior:[/b] ? [b]Low-Powered Servant:[/b] Besides creating some low-powered servants and warriors, animate dead tends to give evil spellcasters some clout amongst their rivals. [b]Skeleton:[/b] After a number of years’ work, Kritak was ready to join a clan again—by creating his own. Not long before his exile, a great battle was fought between some forgotten human king’s army and a fierce gnoll clan of great number. Who won isn’t important—well, maybe to historians, but not to Kritak. The first field test of corpse soldiers (the predecessor of animate dead) took place amidst the snow covered swamps not far from Kritak’s home. During a ritual which lasted for a full hour, the corpses of the human soldiers slain in the battle rose from their watery graves in answer to the gnoll’s call. After the spell was completed, nearly 150 skeletal warriors were assembled outside the swamp. When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them. If a weapon with this quality [animating] inflicts enough damage to bring a living target below zero hit points, the target must succeed a Fortitude save (DC 20) or be instantly turned into a skeleton or zombie (wielder’s choice). [i]Corpse Soldiers[/i] spell. [b]Owlbear Skeleton:[/b] ? [b]Robed Skeletal Figure, Undead Servitor:[/b] ? [b]Vampire:[/b] ? [b]Vampire, Creature Possessing the Energy Drain Ability:[/b] ? [b]Wight, Creature Possessing the Energy Drain Ability:[/b] ? [b]Zombie:[/b] When you create skeletons and zombies with this spell [animate dead], you form a minor mental link with them. If a weapon with this quality [animating] inflicts enough damage to bring a living target below zero hit points, the target must succeed a Fortitude save (DC 20) or be instantly turned into a skeleton or zombie (wielder’s choice). [i]Corpse Soldiers[/i] spell. [b]Zombie Crackling With Electricity:[/b] The spell focused a considerable electrical charge into Vask’s palm; a charge that took the shape of any symbol the sorcerer chose. Vask chose his personal symbol—a stylized “V” within a circle—with which to brand his newly acquired property. Each adult male was branded on the back of the left wrist. As if this humiliation was not enough, the magical electricity was quite painful and some men did not survive the procedure. These, Vask coolly noted to the others, were not worthy of his lordship. After dismissing his newly minted slaves, he raised the slain men as zombies to serve inside the keep aside the unseen servants Vask commonly used. Corpse Soldiers As the spell animate dead with the following exceptions: Level: Clr 5, Death 5, Sor/Wiz 5 Casting Time: 10 minutes Range: 300-ft.-radius, centered on you Target: Any whole corpse in range The spell’s power reaches into the earth which allows even buried undead to come to the magic’s call. There is no limit to the amount of undead affected by a single casting of corpse soldiers. All corpses within range walk, shuffle, claw, or swim their way to you after casting. No matter how many times you use this spell, however, you can control only 7 HD worth of undead creatures per caster level, instead of the 4 HD maximum as imposed by animate dead. In addition, each undead receives a +1 profane bonus to attack and damage rolls. Material Component: A black onyx gem worth 1,000 gold pieces which you must smash at the end of the casting time.[/spoiler] [URL=https://www.drivethrurpg.com/product/20672/Behind-the-Spells-Cure-Wounds?affiliate_id=17596]Behind the Spells: Cure Wounds[/URL][spoiler] [B]Undead Servant:[/B] ? [B]Intelligent Undead:[/B] ? [B]Undead, Undead Creature:[/B] ? [B]Lich Lord:[/B] The pantheon decided to structure divine magic a bit differently than arcane. Prospective clerics needn’t learn obtuse rituals or gather bric-a-brac to cast a spell. All they would need would be faith (surely, an enticing lower bar for spellcasting). To promote awareness of their new gift to the mortals, they decided to spearhead the effort with both a useful and visual spell—one that allows healing by touch (in this case, cure light wounds)! One deity, however, was less than thrilled with the banner spell: the god of death, Jelluk. He and his followers (not to mention his many undead servants) had virtually no use for any type of cure spell. The pantheon deliberated on Jelluk’s cry of “unfair treatment” and eventually reached a compromise. The spell would retain its effects under the original parameters but now include a necromantic pattern which allowed it to be reversible. As a result, the cure light wounds spell could find use by any divine spellcaster no matter their moral tendencies and, most importantly, came under the school of necromancy thanks to the new configuration. This latter point was actually the intended goal of Jelluk the whole time. The death god knew that, even without this new spell available to his followers, mortals would be even more inclined to throw themselves into dangerous circumstances since their allies had the power to heal their wounds. More foolhardy mortals inevitably made for a status quo of dead mortals despite the new spell. Oh, no, reversibility of cure spells was just an added bonus. For you see, Jelluk’s added necromantic pattern allowed for every casting of the spell, no matter its form (healing or harming) to pay some amount of lip service to the death god. Each of these spells thus drew a very minute amount of energy from him with a reciprocal amount of “worship” returned (albeit unknowingly from the caster). To keep secret this “pseudo-worship,” Jelluk created a complex network of energy conduits around his planar home. When these bits of worship-power reached his realm, the conduit system absorbed and dispersed them to predefined locations. In the process, the energy was converted back into tiny bits of necromantic power—nothing that could be easily traced even by a deity’s prying eyes, mind you. Use of cure spells over the many centuries has added up to quite a bit of hoarded necromantic power for Jelluk. So just what is the god doing with it? Several theories have been bandied about by mortal minds, two of which have been verified. The first is that some of the energy is creating and maintaining a number of “lich lords” whose forms do not require phylacteries and possess increased vitality and power.[/spoiler] [URL=https://www.drivethrurpg.com/product/59254/Behind-the-Spells-Darkness?affiliate_id=17596]Behind the Spells: Darkness[/URL][spoiler] [b]Undead:[/b] ? [b]Abomination to the Natural World:[/b] ? [b]Spirit of the Dead, Restless Spirit:[/b] ? [b]Zombie, Dead, Corpse, Foul Zombie, Vile Undead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/23371/Behind-the-Spells-Dispel-Magic?affiliate_id=17596]Behind the Spells: Dispel Magic[/URL][spoiler] [B]Undead:[/B] An open scroll depicted the very sphere now in use to be some type of soul collector. From a brief scan of the document, Lorash determined that this evil wizard was harvesting the humanoids’ souls to then power a spell that would raise their corpses as undead under his control.[B]Robed Skeletal Figure, Undead Servitor:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/20873/Behind-the-Spells-Lightning-Bolt?affiliate_id=17596]Behind the Spells: Lightning Bolt[/URL][spoiler] [B]Lileth Voran, Lich:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/19811/Behind-the-Spells-Magic-Missile?affiliate_id=17596]Behind the Spells: Magic Missile[/URL][spoiler] [B]Undead:[/B] ? [B]Human Spirit:[/B] ? [B]Goblin Spirit:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/20395/Behind-the-Spells-Polymorph?affiliate_id=17596]Behind the Spells: Polymorph[/URL][spoiler] [B]Undead:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/20244/Behind-the-Spells-Prestidigitation?affiliate_id=17596]Behind the Spells: Prestidigitation[/URL][spoiler] [B]Undead:[/B] ? [B]Native Creature:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/20357/Behind-the-Spells-Shocking-Grasp?affiliate_id=17596]Behind the Spells: Shocking Grasp[/URL][spoiler] [b]Zombie:[/b] The spell focused a considerable electrical charge into Vask’s palm; a charge that took the shape of any symbol the sorcerer chose. In this case, Vask chose his personal symbol—a stylized “V” within a circle—with which to brand his newly acquired property. Each adult male was branded on the back of the left-hand wrist. As if this humiliation was not enough, the magical electricity was quite painful and some men did not survive the procedure. These, Vask coolly noted to the others, were not worthy of his lordship. After dismissing his newly minted slaves, he raised the slain men as zombies to serve inside the keep aside the unseen servants Vask commonly used. [b]Zombie Crackling With Eldritch Electricity:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/20621/Behind-the-Spells-Sleep?affiliate_id=17596]Behind the Spells: Sleep[/URL][spoiler] [b]Ghost of a Slain Child:[/b] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/20087/Behind-the-Spells-Temporal-Stasis?affiliate_id=17596']Behind the Spells: Temporal Stasis[/URL][spoiler] [B]Particularly Powerful Ghost:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/19934/Behind-the-Spells-Wish--Limited-Wish?affiliate_id=17596']Behind the Spells: Wish & Limited Wish[/URL][spoiler] [B]Vampire, Creature Possessing the Energy Drain Ability:[/B] ? [B]Wight, Creature Possessing the Energy Drain Ability:[/B] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/27813/Bestiary-Malfearous?term=Bestiary+Malfearous&it=1&affiliate_id=17596]Bestiary Malfearous:[/URL][spoiler] [B]Death Beater:[/B] It is unknown what event creates a death beater, but they are often found in mines, dungeon hallways and tombs where many beings have lost their lives in previous accidents. [B]Ghargoyle:[/B] The ghargoyle is a horrid construct created by necromantic wizards as guardians. It costs 1,000 gp to properly prepare the dead body of a gargoyle for transformation into a ghargoyle. It takes a DC 13 craft (taxidermy) or DC 13 (leatherworking) check to create the body. Caster Level 9; craft construct; [I]Animate Dead[/I], [I]Confusion[/I], [I]Enervation[/I], [I]Geas/Quest[/I]; Price: 15,000 gp; Cost: 8,000 gp + 320 XP. [B]Karrock:[/B] The bite of a karrock spreads a deadly plague to its victim. Those bitten that fail a Fort save are infected (Injury; Fort DC 15; incubation: Instant; Init: 3d8 Con, Sec: 1d8 Con). Those who die from the disease fall to the ground lifeless, becoming a blackened, bloated corpse in but a single round. In a short span of time (1d4+1 rounds) later, the deceased victim rises as a karrock. [B]Keeper:[/B] Keepers are undead constructs, but the exact procedure to create them is unknown, and there do not seem to be any known procedures to spawn new keepers. It is thought that the deceased god Teeth, The Master Vampire, passed the secret of creation of these creatures to his priests. With the god’s destruction, the secret to creating new keepers has become lost. [B]Gray Render Zombie:[/B] ? [B]Human Warrior Zombie:[/B] ? [B]Cloud Gant Skeleton:[/B] ? [B]Living Dead:[/B] The Living Dead are beings that have been infected with a deadly disease that stops the living processes (heartbeat, need for rest), yet sustains the body in a semblance of life. The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later. It is thought that the living death disease is a creation of Lepornunse, who in some way wanted to emulate his father Teeth, lord of the undead. [B]Living Dead Human Commoner:[/B] Wracked with the horrid disease that makes the victim like a walking zombie, the living dead is a being cursed to feed on human flesh and spread the terrible disease to others. The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later. [B]Living Dead Plaguebearer:[/B] ? [B]Living Dead Lord of Disease:[/B] ? [B]Redbones:[/B] Redbones are undead created by powerful spellcasters using a deadly spell to effect their creation. Redbones are created with the use of a special spell. Redbones are the specialty creations of the Red Cabal of Barbed March. The Red Cabal keeps the secret of their creation a jealously guarded secret. [I]Redifre Death[/I] spell [B]Skeleking:[/B] Skelekings are foul necromantic constructs animated from the fallen bodies of powerful Aesir warriors. Their endless years of battle give them great skill, and the foul magic that binds them back to a corporeal body also enslaves them to the evil being who has raised them. A skeleking template may be applied to any formerly good warrior-type of 6th level or better. Once animated, the flesh is consumed in an unholy fire and the incantation that raises them from the dead burns a crown of ashes into their skull, forever marking them as servants to their animator. Only spellcasters of an evil alignment who worship a devilish power can create a skeleking. Creating a skeleking requires the corpse of a deceased warrior with a Base Attack Bonus of +6 or better. The caster then uses the spell [I]Create Greater Undead[/I] and requires the expenditure of a fire opal (instead of a black onyx gem) worth 50 gp per hit dice of the skeleking to be created. A caster cannot create a skeleking whose hit dice are greater than ¾ the level of the caster. According to legend, the Dark One found a way to steal away the dead from Asgard and bind them into these skeletal frames, and passed this knowledge to his dark armies of the Skyland Hold. Since the Skyland Hold fell, devils have continued to pass the knowledge on to those wizards and clerics who prove their allegiance to the Dark One. [B]Skeleking Duke:[/B] This skeleking is formed from the body of a fallen warrior of good. [B]Skeleking Baron:[/B] ? [B]Skeleking Warrior-King:[/B] ? [B]Skulleon:[/B] A skulleon is the undead remnants of a drake, orm or dragon brought to life by unknown magical powers. Legends often ascribe them as rising from the remnants of a draconic creature that was slain in battle and its hoard stolen from it. Skulleons are often ascribed to being remnants of dragons slain during the First Dragon War in Amberos’s past. The draconic remains often linger in desolate areas, killing all that come near. [B]Skeleton:[/B] Those slain by the effects of the skulleon’s bite rise as skeletons under the control of the skulleon, their flesh sliding from their bodies as they are animated. [I]Redfire Death[/I] Necromancy (Evil, Fire) Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Short (25 ft. +5 ft./2 levels) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Casting this spell release a furious ball of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. The spell does no damage to objects. The explosion creates no pressure. Perhaps most insidious about this spell is that any humanoid victim reduced to -10 hit points or less by the spell is immolated by the flame, transforming the slain individual into a redbones (regardless of original form or HD). You cannot create more HD of redbones than twice your caster level with a single casting of Redfire Death. Any additional corpses slain but not raised by the spell are consumed to ash and cannot be the target of Animate Dead or another casting of Redfire Death. 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.) 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. Material Component: You must possess a ruby worth 125 gp per redbones you animate. The magic of the spell turns the gem into worthless powder.[/spoiler] [URL='https://www.scribd.com/doc/8706825/Bestiary-Nefarious-Monsters-of-the-East']Bestiary Nefarious - Monsters of The East[/URL][spoiler] [B]Animus:[/B] In a living body, there are two forces that combine to grant life to the body. The most well-known is the soul, which houses the personality, intelligence and mental prowess of the body. The other portion is the animus – a feral force that grants the ability to control the body in all things – whether they are creatures with souls or not. Normally, upon the death of an individual, the animus likewise departs the body, and is spent, unable to obtain the energy to pass on to another realm of existence. However, in rare cases, the animus force may be exceptionally strong, and usually passes on to the Beastlands. In even rarer cases, the feral force refuses to leave the corpse of its host body, and takes control of the corpse. Drawing on the positive energy plane, these animus “undead” become like wild animals, bent on the destruction of anything living. Animus is a template that can be added to any aberration, animal, giant, humanoid, magical beast, or monstrous humanoid. [B]Dire Ape Animus:[/B] An animus dire ape is the remains of a strong-willed dire ape still driven by its animal instincts. [B]Avangi:[/B] The avangi is the corporeal remains of an individual that has come back to wreak vengeance on those it feels wronged it in life and lead to its death. Strangely, according to most legends, avangi are granted their undead existence by Zzadasa, the Judge, as a boon to wreak vengeance on their slayers. Priests of Zzadasa violently oppose this legend stating that undeath is against the laws of nature and is thus completely out of character for Zzadasa. These priests claim that avangi are instead testament to the fact that though the undead god Teeth has been imprisoned, he still has the power to raise the dead – in this case, the avangi – for his own dark purposes. [B]Spharon Mummy:[/B] Once per round, as a free action, any one being in melee combat with the spharon mummy is subject to a +3 melee touch attack by the immature spharons in the creature’s system. A struck victim must make a Fort save (DC 14) or be infested with the immature spharons (Spharon Infestation disease; Infection: injury; DC 14; Incubation: 1 day; Damage: 1d3 Con). Once a victim is reduced to 0 Con or less, 1d20 mature spharons erupt from the corpse. The former host then becomes a Spharon Mummy. Spawned from spharon attacks, mummy spharons are rarely encountered far from the Blue Desert in Llannhanex. Unfortunately, an assassin in Llannhanex took to using the spharons to slay a usurper of the throne without realizing what would occur when the spharon mature. Luckily, the pharaoh’s sorcerer recognized the danger, and the mummy was put into temporal statis, though its location remains unknown. If a spharon successfully latches onto a victim, it may inject eggs into the victim to spawn more spharons as a free action. The victim must make a Fort save DC 14 or be infested with the eggs (Spharon Infestation disease; Infection: injury; DC 14; Incubation: 1 day; Damage: 1d3 Con). Once the victim is reduced to 0 Con or less, the former host dies and becomes a Spharon Mummy, controlled by negative energy fed to it by the attached spharon. [B]Cavern Crawler:[/B] While original found in the Domes of the Dead in the west and thought to have been a byproduct of the magic that killed the first necromancer, Black Marentail, cavern crawlers have begun to appear in the deserted wastes of Randu and other areas in the east. There are clues pointing to their appearance being the subtle workings of Lepornunse, god of disease, but for what reason, none can fathom. [B]Drakkenwyrm:[/B] It is unknown exactly what force brings the drakkenwyrm to life, but the result is a terrifying dragon revenant. Some adventurer tales speak of a freshly slain dragon's bones sliding from the corpse to form a drakkenwyrm before astonished adventurer's very eyes, whereas other tales speak of a drakkenwyrm forming years after the dragon's death. Regardless of when or how they are formed, it is clear that a drakkenwyrm only results following the death of an adult-sized dragon or larger. [B]Ekima:[/B] Ekimma are bizarre undead creatures formed from giants who are not properly laid to rest. As titans, giants have the choice to be reincarnated on death or to pass on to an afterlife in Asgard, where Ko Kassa has set aside a realm for them. Some giants, however, are neither willing to move on or forget their murder. By sheer will, they remain on as Ekimma, striking against their slayers and any other living thing. [B]Gore Wretch:[/B] The gore wretch is a pathetic undead creature formed when the spiritual remains of a humanoid possess a carrion bird that has devoured part of its flesh. Having throttled the life from the bird, the soul uses the bird's carcass, swelling the bird's size until it is as tall as a man. [B]Hopping Gnasher:[/B] Oddly, hopping gnashers only seem to spring up in Spi Dak Su, the Skienlands and Chiamung. Why these “vampires” only appear in these oriental lands is unknown, but thought that it may have something to do with Skierian and Nippon physiology. [B]Lamentor:[/B] Lamentors are individuals who died alone with feelings of self-loathing and worthlessness. They return to the land of the living to spread woe and drain the life of others, hoping to make them join the lamentor in death as some sort of companion. [B]Remnant Defender:[/B] Remnant Defenders are undead creatures that are the remains of those who were entrusted to protect or defend a specific area, and failed. Haunted by their need to defend an area beyond death, they rise from the grave to continue protecting the area they guarded in life. While many remnant defenders were good beings in life, in unlife they are hateful towards others – especially those of a similar race and/or profession as their own. They often blame others for their own failures, and will attack such individuals as traitors of the worst sort. Remnant defender is not a template; defenders tend to have unique racial qualities (and sometimes abilities tied to the area they defend). Sample remnant defenders are given here, but they can be encountered for any race that wield the courage and willpower to defend something beyond the bounds of life. Remnant Defenders are the remains of warriors slain in battle while defending some location or item. So strong is their determination to defend the lost location that after death, their remains arise in a futile effort to defend what they could not in life. [B]Elvin Remnant Defender:[/B] When Ziga turned to evil, she embarked on a campaign of terror against the elves of Amberos, and her various races and demons slew many elves before the tide was turned against her. There are many numerous lost and hidden enclaves across Amberos that once belonged to the elves that were plundered during or shortly after Ziga’s betrayal. Several of these lost enclaves hold remnant defenders, still waiting after centuries for the elves to come and relieve them of their duties. [B]Elvin Remnant Defender Warlord, 3HD Elvin Remnant Defender Wizard 2/Eldritch Knight 4:[/B] ? [B]Dwarven Remnant Defender:[/B] Dwarven remnant defenders are often the remains of defensive positions that were overrun and slaughtered. Most dwarven remnant defenders are from the titanic battles between the Dwarven Dur-Wundar Empire and the Devilhands of Gehenna during the Dark Age. The dwarves were driven from their underground strongholds by the Devilhands, and now many of the ancient and abandoned underground structures have become the sole residents of contingents of dwarven defenders, returned to unholy life to defend the ancient halls of their despoiled ancestors. [B]Dwarven Remnant Defender Captain, 4HD Dwarven Remnant Defender Fighter 3/Dwarven Defender 6:[/B] ? [B]Urqui:[/B] Urqi are undead soldiers who betrayed their comrades and were slain in the combat that followed. Many Randese soldiers during the Randu war were secretly worshippers of Titanicus who drove or tricked their companions into many battles. Some of these devout Titanicus followers even lead their comrades into suicide attacks to further foment the war on both sides. Some of these betrayers committed crimes so foul that they have arisen as Urqi and haunt the desolate borders between Randu and other countries, looking to stir trouble wherever they can. [B]Vaporshroud:[/B] A vaporshroud is an undead created when many individuals die an otherwise avoidable death in a single area. For example, those who die in a fire because the entrance was blocked, or sailors who die upon the reefs in a fog bank are prime candidates for creating a vaporshroud. Vaporshrouds are generally found around the Black Hills of Misake, where Black Marentail killed entire towns in his quest to master necromantic magic. Vaporshrouds can also be found in ancient battlefields where the soul-energy of the dead are not strong enough to form ghosts. [B]Xercean:[/B] Xerceans are undead warriors for a long-fallen liche known as Xerces. A victim slain by a xercean’s bite attack will rise as a xercean at the falling of the next dusk. If the victim [of a xercean's bite attack] is buried in consecrated ground, or the body is subjected to a dispel evil or break enchantment spell before the next sundown, the victim will not rise as a xercean. Rumor has it that a liche in Randu has learned the secret to the creation of these creatures and they have begun to appear in the blasted wastes of that realm. [B]Dire Ape Animus, Enormous Shaggy Ape, Remains of a Strong-Willed Dire Ape, Simple Beast:[/B] ? [B]Avangi, Pale Corpse, Corporeal Remains of an Individual That Has Come Back to Wreck Vengeance on Those it Feels Wronged it in Life and Lead to its Death, Tireless Near Faultless Tracker:[/B] ? [B]Spharon Mummy, Corpse, Desiccated Corpse With a Large Fist-Sized Blue Scarab (a Spharon) Attached Firmly in the Center of its Chest, Mindless Creature:[/B] ? [B]Cavern Crawler, Shambling Mass of Legs, Beast, Peculiar Undead Creature Rhat Resembles the Animated Exoskeleton of a Gigantic Centipede:[/B] ? [B]Drakkenwyrm, Slinking Pile of Dried Bone-White Dragon Bones, Dragon, Terrifying Dragon Revenant:[/B] ? [B]Ekima, Ghostly White Shape, Bizarre Undead Creature:[/B] ? [B]Gore Wretch, Man-Sized Buzzard, Pathetic Undead Creature, Malevolent Evil Creature:[/B] ? [B]Hopping Gnasher, Humanoid, Lesser Form of Vampire, Failed Vampire, Vampire:[/B] ? [B]Lamentor, Ghostly Humanoid, Spirit, Individual Who Died Alone With Feelings of Self-Loathing and Worthlessness, Spirit:[/B] ? [B]Remnant Defender, Remains of One Who Was Entrusted to Protect a Specific Area and Failed:[/B] ? [B]Remnant Defender, Remains of One Who Was Entrusted to Defend a Specific Area and Failed:[/B] ? [B]Elvin Remnant Defender, Collection of Bones:[/B] ? [B]Elvin Remnant Defender, Remains of a Warrior Slain in Battle While Defending Some Location:[/B] ? [B]Elvin Remnant Defender, Remains of a Warrior Slain in Battle While Defending Some Item:[/B] ? [B]Dwarven Remnant Defender, Collection of Bones, Desiccated Dwarven Warrior:[/B] ? [B]Urqui, Humanoid, Undead Soldier Who Betrayed Their Comrades and Was Slain in the Combat That Followed, Hateful Spiteful Creature, Former Warrior:[/B] ? [B]Vaporshroud, Voluminous Cloud of White Vapor, Undead Created When Many Individuals Die an Otherwise Avoidable Death in a Single Area:[/B] ? [B]Xercean, Gray-Skinned Humanoid, Undead Warrior:[/B] ? [B]Undead, Undead Creature:[/B] It is not uncommon for a crypt wyrm to use the crypt as a breeding ground to attract other prey to kill and animate, or to set its undead out to collect more victims. [B]Undead Monstrosity:[/B] The phomicus beetle is a plague creature often thought to have been created as a punishment to desert-dwelling folk. It robs the life energy of its victims, turning them into undead monstrosities that haunt the barren wastes. [B]Undead Minion:[/B] ? [B]Powerful Undead:[/B] ? [B]Allip:[/B] A phaergrinn that has successfully grappled an opponent can permanently drain 1 point of Wisdom per round from its foe. A victim drained to 0 Wisdom or less is slain and rises in 1d3 days as an allip. [B]Ghost:[/B] Vaporshrouds can also be found in ancient battlefields where the soul-energy of the dead are not strong enough to form ghosts. [B]Xerces, Powerful Liche, Long-Fallen Liche:[/B] ? [B]Liche:[/B] ? [B]Mummy:[/B] ? [B]Shadow:[/B] ? [B]Skeleton:[/B] A gore wretch can spit a bile-like fluid out in a 5-foot wide line 10 feet long. Those caught in the area of effect must make a Reflex save (DC 12) or suffer 2d4 negative energy. If the gore wretch spits this bile on the carcass of a dead being or creature, the corpse will animate as a skeleton 50% of the time. Likewise, the Lord of Nightmares can cause any dead creature within 30 feet to suddenly rise and animate as a zombie or skeleton. [B]Skeleton, Created Undead:[/B] ? [B]Vampire:[/B] ? [B]Vampire, Vampiric Master:[/B] ? [B]Vampire, Evil Being:[/B] ? [B]Wraith:[/B] ? [B]Zombie:[/B] A cavern crawler is a peculiar undead creature that resembles the animated exoskeleton of a gigantic centipede. What makes the creature so deadly is that its bite transforms its victims into zombies under its control. The bite of a cavern crawler injects the victim with a deadly poison that transforms the victim into a zombie under the cavern crawler's control if the save is failed (injury; DC 15; Init: 1d4 Con; Sec: Transformation) Likewise, the Lord of Nightmares can cause any dead creature within 30 feet to suddenly rise and animate as a zombie or skeleton. The claw attack of an urqi drains the vital energy of victims that it touches. Each successful energy drain bestows one negative level. If an attack that includes an energy drain scores a critical hit, it drains twice the given amount. The urqi gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. After 24 hours, the victim must make a DC 14 Fort save per level drained or the drain becomes permanent. A victim who gains a number of negative levels that exceeds it hit dice or character level is instantly slain and rises in 1d4 rounds as a zombie under the urqi’s control. Zombie Rage disease. [B]Zombie, Undead Minion:[/B] ? Zombie Rage: Victim’s flesh begins to rot and peel away. When the victim is reduced to 0 Con or less, they not only die, but arise as a zombie 1d4 hours later.[/spoiler] [URL=http://www.drivethrurpg.com/product/28035/Dungeon-Crawl-Classics-Presents-Blackdirges-Dungeon-Denizens?cPath=187_4930&it=1&affiliate_id=17596]Blackdirge's Dungeon Denizens:[/URL][spoiler] [B]Ash Guardian:[/B] The ash guardian is a creature of dust, earth and ash created when soil is fouled with the remains of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately the wrath of these spirits congeals into a single entity capable only of hate and evil. The ash guardian is usually found in the “special” earth belonging to a vampire. [B]Bone Swarm:[/B] A creature reduced to 0 levels by a bone swarm’s energy drain attack is slain and rapidly decays, all flesh rotting away in a manner of seconds. The resulting skeleton then spontaneously disassembles, each individual bone separating from the whole to form a new bone swarm. [B]Flayed Horror:[/B] The process of creating a flayed horror requires a living humanoid victim, who is slowly and torturously flayed alive. The terrible pain and horror suffered by the victim, as well as no small amount of necromantic energy, is combined to provide the spark of undeath necessary to animate the flayed horror. [B]Lichling:[/B] Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul. [B]Lichwarg:[/B] Lichwargs are undead hunters created by liches to trackdown living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it. Any lich can create a lichwarg with create undead or create greater undead. [B]Possessed Object:[/B] Possessed objects are mundane items given unnatural locomotion through the controlling presence of ghostly remnants. Largely indistinguishable from mundane items, possessed objects most commonly arise when beings die in particularly traumatic manners, yet do not possess the force of will to manifest as ghosts. Usually these items were closely related to or meaningful in the lives of the presences that animate them (like a warrior’s weapon or a cleric’s robes), although proximity to or involvement in a creature’s death seems just as likely causes for possession. In such cases, weapons, statues, large pieces of furniture, and even constructs prove attractive choices for possession. Possessed objects most commonly appear in civilized areas where some murder or accident took place, and many minor hauntings and urban legends arise due to random attacks from these lesser ghosts. Evidence also suggests mass tragedies generating a single possessed object animated by numerous souls. For example, a lone carriage might roll through the burnt-out husk of an orphanage, possessed by the souls of dozens of orphans, forever seeking a mother. While mass deaths might create a possessed object of gigantic size, this is no more likely than a single soul infusing a large object. “Possessed object” is an acquired template that can be added to any construct without an Intelligence score. [B]Scourging Corpse:[/B] A scourge corpse is an undead creature forced to endure eternal torment, a constant state of unrelenting physical and mental pain. The creature is placed in this horrible condition either by a vengeful deity, or by a powerful artifact created by beings of immense power. This process is long and dangerous, requiring intricate rituals and the combined casting of many powerful spells (blasphemy, destruction, geas/quest, resurrection, soul bind) that may take days to complete. “Scourge corpse” is an acquired template that can be added to any humanoid. [B]Shambling Skullpiles:[/B] A shambling skullpile is an undead monstrosity formed from the many skulls of ritually sacrificed creatures. The horror and torment of these sacrificed victims form a maelstrom of psychic energies, which take a physical form by animating and possessing skulls into a rough humanoid form. [B]Doomtwitch Zombie:[/B] Doomtwitch zombies are a rare form of undead, supernaturally quickened by an obscure necromantic process. “Doomtwitch Zombie” is an acquired template that can be added to any corporeal humanoid, giant, or monstrous humanoid.[/spoiler] [URL=http://www.drivethrurpg.com/product/19676/Book-of-Fiends?manufacturers_id=536&it=1&affiliate_id=17596]Book of Fiends:[/URL][spoiler] [B]Skulldugger:[/B] Only two demon princes know the secret of skulldugger creation: Gamigin and Orcus. Both of these princes are masters of necromancy and lords of undeath. Skullduggers are created in blasphemous rituals enacted personally by the demon princes. They use souls to animate these undead, rather than negative energy as is usually the case. In theory the ritual can be performed on several different types of skeletons. However, both demon princes favor the remains of an extinct breed of qlippoth. They have found its winged form of great utility, so other forms of skullduggers are almost never seen. [B]Vessel of Orcus:[/B] Orcus constructs these vessels from the stitched together faces of sinners. Even though they lack mobility, these faces retain some sense of their former lives and their current fate. The skins form a sort of bladder, of which Orcus then fills near to bursting with maggots. He ties off sections with hard leather straps to give the creature form—legs and arms, and a pillow-like head. Vessels of Orcus are very rare and never made by necromancers; they are a product of Orcus’ depraved invention alone. [B]Necro-Ripper:[/B] In the eternal war, Ulasta, the Exarch of Envy creates her own soldiers. Cobbled together in great lifeless factories at the heart of the Circle of Envy, these constructs are made of undead parts, pieced together by daemons that yearn to join the battle but are forced instead to toil. [B]Exiled:[/B] Not all residents of Hell remain there for eternity. Some gods and powers sentence spirits who did mostly good deeds in life but experienced a moral failing somewhere close to his death, preventing immediate entry into the proper plane he deserves. “Exiled” is an acquired template that can be added to any dead humanoid or monstrous humanoid creature, provided it is of good alignment and violated the tenets of its faith, code of conduct or alignment just prior to death and died before repenting. [B]Jalie Squarefoot The Lich Fiend:[/B] Millennia ago, Jalie was a pit fiend whose promotion to the nobility came at the expense of a vicious rival, another pit fiend named Belphagon. The vengeful fiend and his coterie, jealous of Jalie’s meteoric rise, concocted a number of plans for his assassination. After he had escaped dozens of attempts, one finally left Jalie barely alive, mere inches from humiliating demotion. He needed a new weapon—and he found one. Jalie discovered the secrets of lichdom, but he also learned that a mortal body was a prerequisite. Leaving a polymorphed double at court, he hid away to prepare the lich’s phylactery, then took mortal form long enough to ritually destroy his body and pass through the horrid change to unlife.[/spoiler] [URL=http://www.drivethrurpg.com/product/2765/Book-of-Templates--Deluxe-Edition-35?term=book+of+templates+deluxe&it=1&affiliate_id=17596]Book of Templates Deluxe 3.5:[/URL] [spoiler] [B]Corpse Vampire:[/B] Nosferatu, mullo, and dreaded hopping vampires all have one thing in common—they are corpses animated by an evil and animalistic will to feed on the living. Not truly sentient, these abominations are like a spiritual plague that can infest almost any creature. Only the bodies of the truly vile or terribly corrupted animate thusly. “Corpse Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant. An appropriate creature slain by a corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a Will save (as if it were alive, DC 10 + one-half of the corpse vampire’s HD + its Charisma modifier). Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty. An appropriate creature slain by a gnoll corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a DC 10 Will save. Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty. Any appropriate creature that drinks or otherwise ingests the blood of a fleshbound vampire comes back as a corpse vampire if it dies with the blood still in its system. Such a creature gains the Corpse Vampire template. Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits. [I]Create Undead[/I] spell [I]Create Greater Undead[/I] spell [B]Gnoll Corpse Vampire:[/B] ? [B]Dessicated:[/B] Aptly called the “horrors of the sands” or the “dried ones,” desiccated are a special type of undead created from the dried remains of creatures that have perished in the brutal environments of the world’s deserts. Skilled necromancers know how to raise desiccated. “Desiccated” is an acquired template that can be added to any living creature besides an elemental or ooze. [I]Create Undead [/I]spell [I]Create Greater Undead[/I] spell [B]Duneshambler:[/B] ? [B]Fleshbound Vampire: [/B]Fleshbound vampires are bloodsucking undead possessing superior physical abilities. Although they are undead, they can breed with each other (or suitable humanoids) to produce young or infect humanoids by forcing them to ingest vampire blood. “Fleshbound Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant. An appropriate creature slain by a fleshbound vampire’s blood drain attack rises as a fleshbound vampire the next night after its death. Any creature of the appropriate type that is disabled or dying and drinks the blood of a fleshbound vampire immediately stabilizes, but transforms into a fleshbound vampire over the next 24 hours. An afflicted dhampirelike creature begins to hunger for blood, and must make a Will saving throw against drinking the blood of any sentient creature it sees bleeding (wounded in combat, and so on). If the infected creature does drink, it must make a similar saving throw to resist drinking its victim dry. Killing another sentient creature in this manner causes the dhampirelike creature to die and transform into a full fleshbound vampire (losing the Dhampire template abilities altogether) after the next day has passed into night. As indicated in the template, fleshbound vampires can reproduce biologically. To do so requires a partner of the appropriate species that is either alive or also a fleshbound vampire. The offspring of a fleshbound vampire and a living being is a dhampire (see the Dhampire sample of the Half-Template metatemplate). Two fleshbound vampires produce another fleshbound vampire that ages like a normal member of the species until it reaches adulthood, at which point aging ceases. An appropriate creature slain by Pavil’s blood drain attack rises as a fleshbound vampire the next night after its death. Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits. [I]Create Greater Undead[/I] spell [B]Pavil:[/B] A murderer, Pavil was cast out into the wilderness by his north-dwelling clan. He faired well there, preying on those unfortunate enough to cross his path and eventually falling in with similar ne’er-do-wells. This all changed when Pavil’s band took a young girl from a passing group of strangers for sport—what was good in Pavil made him protect her. When her kinsman, an immortal blood-drinker, came to find the girl, Pavil was the only man given any sort of mercy. [B]Paleoskeleton:[/B] Paleoskeletons are the fossilized remains of long-dead creatures animated by special rituals associated with spirits of the earth. Shamans or druids who know the proper rites can summon these undead dinosaurs as guardians. Evil clerics have necromantic arts that allow them to raise similar creations, though fossil skeletons associated with mere negative energy are much weaker. Paleoskeleton” is an acquired template that can be applied to any dinosaur, prehistoric animal, or any other living creature appropriate for fossil remains. [I]Animate Paleoskeleton[/I] spell [B]Triceratops Paleoskeleton:[/B] ? [B]Skinhusk:[/B] An idea born of the vilest necromantic depravation, the skinhusk is a hollow shell of a creature’s skin, animated to undeath by rituals of unspeakable evil. “Skinhusk” is a template that can be added to any living creature that has a skin. Craft (taxidermy) is used to create skinhusks, taking a DC 20 Craft (taxidermy) check. Cost is the same as preparing a body for create undead. A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check. [I]Create Undead[/I] spell. [I]Create Greater Undead [/I]spell. [B]Dire Bear Skinhusk:[/B] ? [B]Terror Vampire:[/B] “Terror Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant. A humanoid or monstrous humanoid with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire. [I]Create Greater Undead [/I]spell. [B]Terror Vampire Spawn:[/B] A creature slain by a terror vampire’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise. Potential spawn with more Hit Dice than the terror vampire do not rise. A humanoid or monstrous humanoid with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire. Terror vampire spawn are creatures with fewer Hit Dice than the terror vampire that created them, most often 4 or fewer Hit Dice. A creature slain by a terror harpy’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise. A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn (see the Terror Vampire Spawn template, page 170) 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy. [I]Create Greater Undead[/I] spell. [B]Terror Harpy:[/B] A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy. [B]True Mummy:[/B] The true mummy is the pinnacle of the embalmer’s art—a sentient undead as powerful as many liches. The problem with becoming one is that almost all the vital work for the creation of the true mummy occurs after the death of the person to be preserved, and no guarantees can be had that the embalmer will do the job correctly or that he will not steal the immortal power of the true mummy for his own, leaving the mummy as a nearly mindless automaton of the gods of death. “True Mummy” is an acquired template that can be added to any living creature with an Intelligence score greater than 3, other than an elemental, an ooze, or a plant. A true mummy is always created via a long ritual that is planned before the aspiring mummy’s death. This ritual requires the sacred vessels detailed here. The core element of becoming a true mummy is the removal of the organs during the embalming process and placing them into specially prepared sacred vessels, which in turn store the true mummy’s essential soul and persona. Unless the true mummy is separated from these sacred vessels, no mere physical attacks can ever slay it due to its fast healing. Each would-be true mummy must make (or have made) three sacred vessels. The sacred vessels are usually small stone or clay jars (sometimes metal) just large enough to contain the fresh organs to be placed within. Many also have rings mounted upon their top so they may be hung from a rope or cord. A sacred vessel has a hardness of 12 and 30 hit points, with a spell resistance of 12 + the creator’s level. The sacred vessels contain some of the essential energies of the embalmed true mummy. Each jar contains one or more organs, and each organ is linked to a specific ability. The liver is linked to Intelligence, stomach and small and large intestines to Wisdom, and spleen and lungs to Charisma. If any are destroyed, the true mummy can be killed, and only a wish or miracle can restore the creature. Destruction of one or more of the jars also causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points). [B]Desecrated True Mummy:[/B] Destruction of one or more of a true mummy’s sacred vessel jars causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points). If the true mummy’s sacred vessels are destroyed, the creature loses all memories of its former life and becomes an abomination. A desecrated true mummy usually has a true mummy as its base creature, but this variant can be applied to any creature that qualifies for the True Mummy template. [B]Kaminheni the Traveler:[/B] Though her true name is known only to her, it is rumored the Traveler was once a princess—one gifted with the final power of eternal life. [B]Exoskeleton:[/B] The Skeleton template can be applied to creatures with exoskeletons as much as those with internal bones. [B]Greater Undead:[/B] Greater undead can be created using the versions of create undead or create greater undead found in this book. [B]Greater Skeleton:[/B] Use the Skeleton template in the MM, but a greater skeleton can have any amount of Hit Dice, limited only by the base creature’s Hit Dice. The only limit on a greater skeleton’s potential Hit Dice is the caster level of the spellcaster who creates them. [I]Create Undead[/I] spell. [I]Create Greater Undead[/I] spell. [B]Greater Zombie:[/B] Use the Zombie template in the MM, but a greater zombie can have any amount of Hit Dice, limited only by the base creature’s Hit Dice. Do not double racial Hit Dice. The only limit on a greater zombie’s potential Hit Dice is the caster level of the spellcaster who creates them. [I]Create Undead[/I] spell. [I]Create Greater Undead[/I] spell. [B]Hardened:[/B] Hardened undead are corporeal undead specially treated to be tougher and more resilient. Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with the embalming skill gains the Hardened variant. [B]Hardened Skinhusk:[/B] A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check. [B]Variant Vampire Spawn: [/B]A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise. If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. Vampire spawn are humanoids or monstrous humanoids (and other creatures you allow) with fewer Hit Dice than the vampire that created them, most often 4 or fewer Hit Dice. [B]Alternative Vampire Spawn:[/B] Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits. [B]Incorporeal Undead:[/B] Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with this skill gains the Hardened variant. An incorporeal undead prepared with this skill gains +1 hit point per Hit Die from the respect shown its body. [B]Undead:[/B] An undead is a once-living creature animated by spiritual or supernatural forces. [B]Skeleton: [/B]Any living creature with a skeletal structure that dies from the Constitution drain of a desiccated creature rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A desiccated creature can only create skeletons from creatures that have fewer Hit Dice than it does. Any living creature with a skeletal structure that dies from the Constitution drain of a duneshambler rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A duneshambler can only create skeletons with 14 or fewer Hit Dice. [B]Vampire:[/B] If a variant vampire drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. [B]Vampire Spawn:[/B] A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise. If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. [I]Animate Paleoskeleton[/I] Necromancy Level: Animal 8, druid 7, shaman 7 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: One set of fossils Duration: Instantaneous Saving Throw: None Spell Resistance: No You summon a primal spirit to occupy the fossils of a deceased prehistoric beast. The fossils include most of the upper portion of the creature’s skull and 20% of the creature’s other bone mass, but the power of the spell creates the missing parts of the skeleton out of the local rock. The raised paleoskeleton must have no more Hit Dice than your caster level, or the spell automatically fails. The created paleoskeleton is not under your control, but you can attempt to command it and secure its loyalty with a wild empathy check. See the Paleoskeleton template. Material Component: Volcanic ash, obsidian, and amber worth at least 50 gp per Hit Die of the creature raised. [I]Create Greater Undead[/I] Necromancy [Evil] Level: Cleric 7, Death 7, sorcerer/wizard 9 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell must be cast at night. You create even more potent undead than those created with create undead, limited to devourers, fleshbound vampires, ghosts, greater desiccated, mohrgs, mummies, spectres, terror vampires, vampires, and wraiths. You can raise 4 Hit Dice of these types of undead +2 Hit Dice per level you are over 13th. You may also use this spell to create undead listed in the create undead spell, starting at 7 Hit Dice and gaining +2 Hit Dice per level over 13th. Created undead are not automatically under your control. You may attempt to command the undead as it forms with a turning check. A wish or miracle spell puts a creature of the types listed in this spell under your control. Material Component: A jet gem worth 50 gp per Hit Die of the raised creature. [I]Create Undead[/I] Necromancy [Evil] Level: Cleric 5, Death 5, Evil 5, sorcerer/wizard 7 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell must be cast at night. You can create powerful kinds of undead: corpse vampires, desiccated, ghasts, ghouls, greater skeletons, greater zombies, shadows, skinhusks, and wights. You can raise 3 Hit Dice of these types of undead +1 Hit Die per level you are above 9th. Thus, a 12th-level character could raise any of these undead that have 6 Hit Dice or less. Other created undead are not automatically under your control, but you may attempt to command the undead as it forms with a turning check. A limited wish or small miracle spell puts the creature under control automatically. Material Component: A jet gem worth 50 gp per Hit Die of the raised creature.[/spoiler] [URL='https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596']Book of the Righteous[/URL][spoiler] [B]Undead, Undead Creature:[/B] Wandering the world and meeting in hidden places – caves carved into temples, catacombs of lost cathedrals, dungeons from ancient kingdoms – these cultists celebrate the horror and splendor of death. They pray to Mormekar, the only power that matters, calling for his might to enter into them. They raise the undead, and their mightiest members become liches. [B]Unnatural Force:[/B] ? [B]Something Unholy:[/B] ? [B]Foe That the Gods Oppose:[/B] ? [B]Creature of Negative Energy:[/B] ? [B]Undead Vessel[/B] Whenever the 3rd-level or higher holy warrior with this ability turns undead and does enough turning damage to destroy the undead, she may instead call upon the spirits that once inhabited the now desecrated and undead bodies. If the person who raised the undead is in the area (one mile radius per holy warrior level) the spirits come into the undead vessels and then go to destroy the evil creature or spellcaster that has so desecrated their mortal vessels. [B]Ghost of a Sailor:[/B] ? [B]Lich:[/B] Wandering the world and meeting in hidden places – caves carved into temples, catacombs of lost cathedrals, dungeons from ancient kingdoms – these cultists celebrate the horror and splendor of death. They pray to Mormekar, the only power that matters, calling for his might to enter into them. They raise the undead, and their mightiest members become liches. [B]Mummy:[/B] ? [B]Shadow:[/B] ? [B]Skeleton:[/B] ? [B]Vampire:[/B] ? [B]Wight:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596']Bow & Blade[/URL][spoiler] [B]Undead:[/B] ? [B]Undead Lifeweaver:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Buccaneers of Freeport 3rd Era Web Enhancement[/URL][spoiler] [b]Scevola Hest, Hestian Spectre Corsair 7/Sea Dog 8, Skilled Strategist, Lord and Master of the Black Contessa, Universally Dreaded Ghost:[/b] During the last years of the Golden Age of Piracy, the first mate of a pirate-hunting ship led a mutiny and turned corsair himself. So began the long and bloody career of Scevola Hest, who would become one of the most feared buccaneers ever to sail this world’s seas. One unlucky day a few years later, the Black Contessa took a ship with no treasure, only religious pilgrims. When the angry captain ordered the deaths of every man, woman, and child aboard, the congregation’s high priest told Hest that the gods would witness this deed and deny him the light of Heaven. The captain mocked his words, and continued plying the sea lanes until the pilgrims’ homeland sent an entire fleet to hunt down and sink the Contessa. This they did, though at great cost. However, this was not the final end of Scevola Hest. The Black Contessa appeared once again, a ghost ship crewed by the damned spirits of her crew, and all answering to its captain’s powerful will. [b]Hestian Spectre:[/b] During the last years of the Golden Age of Piracy, the first mate of a pirate-hunting ship led a mutiny and turned corsair himself. So began the long and bloody career of Scevola Hest, who would become one of the most feared buccaneers ever to sail this world’s seas. One unlucky day a few years later, the Black Contessa took a ship with no treasure, only religious pilgrims. When the angry captain ordered the deaths of every man, woman, and child aboard, the congregation’s high priest told Hest that the gods would witness this deed and deny him the light of Heaven. The captain mocked his words, and continued plying the sea lanes until the pilgrims’ homeland sent an entire fleet to hunt down and sink the Contessa. This they did, though at great cost. However, this was not the final end of Scevola Hest. The Black Contessa appeared once again, a ghost ship crewed by the damned spirits of her crew, and all answering to its captain’s powerful will. Hest still preys on other ships, much as he did in life, but now that he and his crew are undead, these raids are motivated by sheer spite against the living rather than any desire for booty. Hest revels in the suffering of his victims, but he prefers to maximize the suffering he causes by choosing targets who will be missed: those with loved ones, or who hold key positions in temples or governments. Many of those so affected by his attacks, as well as fools hoping to make their own name by defeating the legendary captain, have attempted to rid the world of this abominable ship and crew. All have failed—and many have become trapped in the same curse, bound as unwilling minions of their intended quarry. “Hestian Spectre” is an acquired template that can be added to any living, intelligent creature slain by a Hestian spectre and whose body was on board the Black Contessa when it vanished in daylight. Any creature slain by a Hestian spectre, and whose body is present aboard the Black Contessa when it vanishes in daylight, rises again as a Hestian spectre when the ship next reappears. [b]Andre D'Medicci, Hestian Spectre Aristocrat 8, Effective Second-in-Command, First Mate:[/b] ? [b]Tamelia Brune, Hestian Spectre Corsair 6/Sea Dog 2:[/b] Tamelia Brune was well on her way to becoming an infamous pirate captain when her ambition blinded her common sense. She vowed to defeat the universally dreaded ghost of Scevola Hest, but instead found only death and servitude aboard the Black Contessa. [b]Commodore Cossimo Ulisse, Hestian Spectre Aristocrat 6/Expert 3, Little More Than a Ghostly Shell of His Former Self:[/b] Ulisse commanded the fleet that finally sunk the Black Contessa. When the ghost ship returned, the Commodore gathered a new force, equipped with holy men and silver weapons, to attempt to destroy her again. He died in the attempt, as did all he led. Hest craved further revenge, so sent divers to recover Ulisse’s corpse and bring it aboard so that his archenemy would join the ranks of his crew the next night. [b]Lieutenant Nicola Sansaverio, Hestian Spectre Aristocrat 3/Corsair 2:[/b] Sansaverio knew of Hest’s sedition, but failed to inform his captain before the mutiny occurred. Now he suffers eternal damnation along with the rest of Hest’s crew, and he is the only one aboard who believes he deserves it. [b]Cuomo Darr, Hestian Spectre Warrior 2/Corsair 2:[/b] ? [b]Hestian Spectre, Unwilling Minion:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Ghost:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/333436/Codex-Superno?affiliate_id=17596]Codex Superno[/URL][spoiler] [B]Undead, Undead Creature:[/B] ? [B]Ghast:[/B] ? [B]Ghoul:[/B] [I]The Ring of Brimer[/I] spell. [I]Saturn's Seal[/I] spell. [B]Shade:[/B] ? [B]Forlorn Ghost:[/B] ? [B]Spirit:[/B] ? [B]Ghost:[/B] ? [B]Evil Spirit:[/B] ? [B]Greater Shadow:[/B] ? [B]Shadow:[/B] [I]Saturn's Seal[/I] spell. [B]Malign Spirit:[/B] ? [B]Malignant Spirit:[/B] ? [B]Spirit of a Temperamental Epicurean Chef:[/B] ? The Ring of Brimer Conjuration [Summoning, Ritual] Level: Magus 2 Components: V, S, M Casting Time: 3 days (see below) Range: Touch Target: One person or creature Duration: 6 days Saving Throw: Will negates (see below) Spell Resistance: No Source: Historical, Munich Grimoire Legal Status: D This somewhat complex ritual magic spell enables the caster to enchant a golden ring with the power to simulate the death of a living person, or simulate life in a dead body. The spell consists of two parts, first enchanting the ring, then summoning spirits to activate it. Once the ring has been created and properly enchanted it can be used again, and the spell can be cast more quickly (only the second part of the ritual is required, reducing casting time to 1 hour). To cast the spell, the caster must make a ring of pure gold (value at least 1 gulden), which must be inscribed with the names of six spirits, three on the outside of the ring, three on the inside. This requires someone to make an ability or skill check (Dex DC 15 or Perform: Engraving, DC 10). The engraving can be made by the caster or by someone else, but it requires skill (or luck) to engrave the names properly. However, the legal implications of putting those six names on a ring are somewhat fraught so if a second party does it must be a trusted confederate or a discrete agent. Once the ring is engraved, it is taken to a stream or brook and immersed in running water where it must be left for five days. On the fifth day it is taken out of the stream and placed inside a tomb, where it must be left overnight. On the morning of the sixth day the caster conducts the second part of the spell, activating the ring. The second ritual involves going to a secluded place outdoors, not in sight of any human settlement. At this place a special double magic circle is inscribed using a sword, with the names of six spirits inscribed inside of it. Then ritual invocation is made four times, at which point the spirits appear, and after another exchange of ritualistic phrases, they will enchant the ring. Once enchanted, the ring has two powers. First, if placed on the finger of a living person, it will cause them to fall as if dead and appear to be deceased for up to six days. If the target is unwilling a Will Save negates the spell, otherwise the effect is automatic. Second, if placed on the finger of a corpse, it will cause the corpse to rise up, transform into a ‘refreshed’ state as if living, and carry on as if it were a living person for up to six days. For the living person affected by the spell, they will be left in a relaxed state, with no pain, able to hear what transpires around them, and to see anything that transpires directly before their eyes (if they are open, but they can neither open nor move their eyes on their own). They will not be able to move or even breathe, but will suffer no ill effects of their immobility, no hunger or thirst, nor the effects of exposure or normal environmental heat or cold, nor any discomfort whatsoever. While under the effects of the spell they are in a partly protected form of stasis, with one of the spirits watching over them each day. If they are attacked or about to be harmed, the spirit will immediately awaken them. If a dead body is animated, one of the six spirits will occupy it on each subsequent day. The body and it’s clothing if any will appear as if alive, with any signs of deterioration, wounds or disease vanished. The spirits are intelligent enough to feign normal activity of the deceased person, but will not possess any of their skills, and will not know any of their secrets. They can engage in conversation, move about, perform simple tasks and so on, but they will not perform hard physical labor or any complex tasks. They are compelled to present a convincing performance that the deceased person is actually alive, but they won’t do much more than that. Material components: a golden ring worth at least 1 gulden, a sharp sword, incense. Success and Failure When this spell is cast, the Spellcraft roll should be made at the time of the ritual and then kept aside by the GM. On a Critical failure the ring has been cursed. If placed on the finger of a living person, they will suffer as from the SRD 3rd level Cleric Spell Bestow Curse as if cast by the caster. If placed on the ring of a corpse it will animate as a Ghoul with 13 Hit Points, which will immediately attack the caster and anyone else nearby until it’s destroyed or turned. On a Critical success the ring confers the effects of the SRD 1st level Cleric Spell Sanctuary on any living person wearing the ring for the duration of the spell, if placed on the finger of a corpse, before fully animating the corpse will answer questions for 1 minute / level in the manner of the SRD 3rd level Cleric Spell Speak with Dead before going on to feign life. Saturn’s Seal Necromancy Level: Witch 3, Magus 3 Components: V, S, M Casting Time: 1 round Range: One building or house Duration: Until removed Saving Throw: Will Negates Spell Resistance: No Source: Historical (Picatrix) Legal Status: E Saturn’s seal is yet another nasty household curse. To cast the spell, the caster locates a suitable secret location to cast the spell. This can be either indoors or outdoors, so long as the moon and stars are visible such as through a window or inside a courtyard, or even through an open door. The caster then waits until the day and hour of Saturn which also falls during a waxing moon. Then the they must inscribe a lead tablet with the sign of Saturn and a brief magical inscription, and recite the magic words. The tablet must then be taken to the target household secretly, and hidden somewhere within the building or residence. This must be under the roof and physically inside the building –it cannot be buried in the ground beneath it or for example in a nearby garden or field. The head of the household (as determined by the GM) is entitled to a Will Saving Throw. If they pass, there is no effect. If they fail, all members of the household, all guests or servants, and all visitors who linger overnight are affected until the tablet is found and destroyed or removed. The effects are as follows: Once per day, anyone engaged in conversation must make a Will Save or begin bitterly arguing. All parties involved are at -4 on any Diplomacy, Sense Motive or Bluff checks. All skill checks for anyone affected are at -2 to the die roll, and all Saving Throws are at -1. Food and beverages stored in the house spoil at twice the normal rate, and healing inside the house takes place at half the normal rate. If the domicile has a cellar, attic, or other dark and infrequently visited space, each week on Saturn’s day roll one d10. On an 8, a Shadow of 18 HP has been spawned or has decided to visit the home. The Shadow will bide its time and attempt to attack the first isolated person it can find by surprise. If possible it will turn victims into more of its kind. This spell is particularly dangerous for households situated near a churchyard or which include a private cemetery or crypt. In addition to the above, on each new moon while the curse remains in effect, any graves or inhumations within 500’ of the domicile or dwelling under the curse may be disturbed. Roll 1 d10 for each grave inside the proscribed distance. On an 8 the body within the grave will animate as a Ghoul of 17 Hit Points. The Ghoul will attempt to claw its way out of the grave, which it can do quickly if it’s interred in the earth. If it is in an intact stone or brick crypt it will be trapped but scratching will be audible. As soon as it is able to do so the Ghoul will attack and attempt to turn others by spreading its necromantic infection. The tablet being ancient magic of Classical or pre-Classical origins, it is highly resistant to sacred abjuration or Holy remedies. All attempts to Remove Curse etc. with the help of Abrahamic rituals or artifacts such as Church bells are at -4 on the die roll. Even arcane remedies are of limited use, Dispel Magic is at -2 on the die roll against this noxious curse. The only sure way to break the malediction is to locate and remove or destroy the lead tablet. Once the tablet is found, through suitable magical means (such as an Identify spell) the casters identity may be determined. Success and Failure On a Critical Failure the curse rebounds onto the caster, who suffers the effects on communication, skill checks and Saving Throws until receiving a successful Remove Curse. On a Critical Success the curse lures a Ghast of 26 hit points and 2d4 Ghouls of 18 HP each to attack the building under the curse. The undead creatures emerge from a tunnel in the floor of the house, in basement, interior garden or equivalent at midnight on the Hour of Saturn (see Table of Hours, as the hour of Saturn changes based on the day of the week)[/spoiler] [URL=http://www.drivethrurpg.com/product/54942/The-Complete-Book-of-Denizens?term=complete+book+of+denizens&affiliate_id=17596]Complete Book of Denizens:[/URL] [spoiler] [B]Aszevara:[/B] Aszevara are creatures touched by chaotic forces, their bodies warped by fell magics and wracked with terrible suffering. The exact method by which a creature is transformed into an aszevara is unknown. Such an event is a rare occurrence, brought on by terribly destructive magics. Often, the creature is exposed to these magics as a result of its own tampering with powers beyond its control, but witnesses to such magics may be tainted by them, as well. The unleashed energy leaves the creature both physically and spiritually devastated, and the dark magics replace everything that has been lost. “Aszevara” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, undead, or vermin. When the xxyth rose up from the oceans of the north, the mistji responded by delving into forbidden tomes and devising spells which would rend the fabrics of energy and life. By creating a storm of overwhelming destruction, they thought would lay waste to the xxyth. Somewhere in their souls they knew that by their spells, Avadnu would be marred, but it seemed a small price to prevent the world’s utter demise. The great storm rose with unbridled fury called from the depths of the universe. Those surviving during those dark times saw a cloud of swirling red, hanging as a sign of doom over Kaelendar’s northwestern skies. Stones melted under the cloud’s lightning, and lakes evaporated beneath its rain. But it was all a waste. The xxyth remained, and moved over the blasted land as easily as they had the formerly fertile valleys. The mistji had failed. But the storm of alien energies did not kill all. Some creatures were changed, life clinging to deformed, withering shells and changing as the xxyth passed. Minds and souls twisted beyond hope, the aszevara wander the Kaarad Lands, working madness with the powers that the storm that birthed them was meant to destroy. [B]Bhorloth Raging Spirit:[/B] The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes. [B]Carcaetan:[/B] A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as a punishment or a powerful curse, but some evil individuals undergo it intentionally. Found throughout Avadnu, the Izgrat Witches perform bizarre rituals of self-mutilation, and revere Vérthax as their lord and master. Through their meddling in necromancy, they created the carcaetans to further their evil influence over the world. [B]Flame Servant:[/B] Born from dark necromancy, flame servants are tools of violence and hatred. Every flame servant is created by a spellcaster to complete a particular task. The creation of a flame servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet mud, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together. The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the flame servant. A flame servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly. CL 14th; Craft Construct, Spell Focus (necromancy), burning hands, create undead, fire shield, fireball, caster must be at least 14th level; Price 60,900 gp; Cost 30,900 gp + 2,400 XP. [B]Flame Soul:[/B] Some orders of monks embrace the “burning soul,” a set of spiritual beliefs epitomizing the destructive power of flame. Certain initiates in these orders go to their deaths prepared to be raised by their brothers as flame servants, and emerge from the transformation with their minds intact. During the civil uprising of Iipon Hurr, Lord Tholust’s only son Feitruin was slain in the very battle that he thought would end the conflict. King Lonthbeern sent Feitruin’s body to Tholust’s castle as a warning to either cease the attacks and reopen trade routes, or face the wrath of his army. Enraged, Tholust summoned the necromancer Slithbourne to exact his revenge. Slithbourne took Feitruin’s body deep into the bowels of Lord Tholust’s keep, and for seven days and nights the necromancer worked his dark magics. On the eighth day, Slithbourne emerged with the reanimated corpse of Feitruin. Feitruin marched across the Tuath Plain and into Iipon Hurr, and none could stand against him as he stalked through the streets. He proceeded to Lonthbeern’s castle, and sought out the king’s chamber, where he wrapped his smoking hands around Lonthbeern’s neck. Both man and corpse were reduced to ash in a flash of light. The burnt and blackened path left by Feitruin’s journey to Iipon Hurr became known as the Path of Sorrow, and to this day, the floor in King Lonthbeern’s old chamber has a charred spot which cannot be removed. And though Feitruin was the first flame servant created by Slithbourne, he was not the last. In time, other necromancers learned Slithbourne’s ritual, though it remains a guarded secret. [B]Inscriber:[/B] 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]Magickin Necromantos:[/B] The necromantic powers infusing the necromantos can bring it back from death. If the necromantos is killed and its body is not destroyed, it makes a level check (1d20 + necromantos’s HD) against DC 16. If it succeeds, it returns to life in 2d4 days. There is a 10% chance that the necromantos will not return fully alive, and permanently gain the undead type. [B]Malison:[/B] A malison is a spiteful undead formed by the union of a man’s fury with the dying curse of a god. The first malisons were born when a god took his final breath, and cursed the world that had destroyed him. That breath, those words, held so much power that they lingered in the air. They spread apart, and each syllable was drawn to a dead human whose hatred resembled its own. The humans rose, empowered and enraged. They remembered little of their lives, but their personalities and quirks remained, as well as their memory of what they had hated. When each was finally destroyed, its empowering breath sought out a new host, creating a new malison. [B]Soulless One:[/B] Soulless ones are the product of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead. In one of the last cycles of the seventh arc, a young woman from Falas claimed to have been ravaged by a demon. A child would be born, she’d been told, and that child would bring about the damnation of the world. The woman fell into a nightmare of delusion and self-destruction, wishing to end her life rather than inflict such a terror upon Avadnu. She carried the child within her womb for six weeks, until a skarren raid cut through Falas. Skarren warriors fell upon the village in waves, and the young woman was slain by a skarren thar-chak. The skarren slaughtered every resident of the village, never knowing the horror they destroyed. Though the child was never born, it was transformed and rose as the world’s first soulless one. In time, the soulless one reached out to other stillborn spirits, and began raising them as its servants. [B]Swallowed:[/B] The swallowed are the transformed remains of drowned men and women, forced into the service of a watery master. When a human drowns in an ocean ruled by magical forces, there’s a chance he or she will rise again as one of the swallowed. The swallowed retain a few fragmented memories, but none of the personality of their old selves—sages believe that a drowned victim’s body and soul are reshaped, used like clay by a powerful being who lacks the knowledge to create life from nothingness. Swallowed are born in the seas surrounding the Broken Isles, and local shamans say that their master is the daughter of a mysterious sea god. [B]Vohrahn:[/B] Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals. [I]Bind Vohrahn Spell[/I] After decades or centuries of existence certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. The spell to create these creatures was originally developed by members of xxyth cults, and the practice dates back to the Time of Dust. Since then, creating vohrahn has become a common practice among many students of the black arts, but until the War of the Shadow had never been used on such a grand scale. [B]Wraithlight:[/B] Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence. Mouleji, the infamous sulwynarii explorer whose observations on unusual creatures were as often wildly inaccurate as they were insightful, believed that wraithlights were the only peaceful creatures ever to have been born in the Void, and that their souls had come to Avadnu after their swift extinction. Mouleji’s contemporaries were quick to point out holes in his theory, but only halfheartedly defended their own proposal that wraithlights were the ghosts of the gods’ first, failed attempts at creating life. [B]Ghost:[/B] The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes. [B]Wight:[/B] After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. [B]Zombie:[/B] After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead.[/spoiler] [URL=http://www.drivethrurpg.com/product/2628/Complete-Guide-to-Liches-35-edition?it=1&affiliate_id=17596]Complete Guide to Liches:[/URL][spoiler] [B]Dracolich:[/B] Like a lich, a dracolich must possess a phylactery for its soul to survive the transition to undeath. Though the dragon itself need not craft its own phylactery, the fiercely magical nature of dragons requires that the dragon must possess some spellcasting ability for its soul to endure in a phylactery, putting a certain age limit on which dragons can become dracoliches. Either the dragon must have spellcaster class levels, or it must be of a sufficient age to naturally have a caster level. A dracolich’s phylactery costs a minimum of 190,000 gp and 7,700 XP to create, and possesses a caster level equal to the caster level of the spellcaster who created it. Should the dragon so desire, a more elaborate and expensive phylactery can be created; as with a standard lich, this extra expense in creating a phylactery aids in the process of successfully creating a dracolich. [B]Drowlich:[/B] The creation process for a drowlich is no different than that of a standard lich; however, the drow’s affinity for evil and its long years of existence in the underdark somehow serve to enhance the necromantic power that gives the drowlich its undead existence. [B]Novalich:[/B] A spellcaster cannot turn another creature into a novalich, so all novaliches are necessarily spellcasters themselves. Otherwise, novalich phylacteries are identical to those of normal liches. [B]Philolich:[/B] When a lich desires to keep cherished family or servants with him through eternity, he creates a philolich, a lesser lich whose spirit is bound to his own. Philoliches can only be created by another lich; the philolich cannot be created by a living spellcaster. The only requirements to become a philolich are to be willing, and to have a lich capable and willing to transform the character. Because much of the essence of the philolich’s soul is bound to the original lich’s phylactery, a philolich’s phylactery is easier to make, costing a minimum of 2,000 gp and 80 XP. It has a caster level equal to that of the lich that created it. Failed rituals to create a philolich instead create a semi-lich. [B]Semi-Lich:[/B] The result of a failed attempt to become a lich. Sometimes the process of lichdom is not successful, and with such complicated spells and rituals involved, it is almost surprising there are so few tales of lichdom gone awry. For example, most drinkers of the potion of undead life let themselves die, but if the subject resists the poison after letting his soul be bonded to the phylactery, the subject may rise as a creature known as a semi-lich. If a creature dies while its soul is partially in a phylactery due to the join the soul spell, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that. Failed rituals to create aphilolich instead create a semi-lich. It is a creature that attempted to become a lich and was mostly unsuccessful. This failure stems from its phylactery. While the physical form of the creature became imbued with necromantic force in order to animate it in an undead state, the semi-lich’s original life force – its soul – was never successfully captured and bonded to the prepared phylactery. Without the phylactery, the creature’s original life force dissipated into nothingness, leaving behind only a ghastly undead monster inhabiting the creature’s original body. [B]Warlich:[/B] Spellcasters cannot turn themselves into warliches; they can only change others into this undead monster. The spellcaster turning a warrior into a warlich can either be living or undead. [B]Lichling:[/B] Imbued with the essence of a lich. Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul. [I]Animate Lichling[/I] spell. [B]Lichwarg:[/B] Lichwargs are undead hunters created by liches to track down living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it, allowing him to see through its eyes and direct it from a distance. Any lich can create a lichwarg with create undead or create greater undead. [B]Demi-Lich:[/B] The second possibility is that the lich’s body breaks apart and shatters, turning it into little more than fine powder and a skull. In this state, the skull still houses the remaining fragments of the lich’s still-living mind. With only its demented mind left intact, the lich finally reaches its ultimate state of purest evil – the demi-lich. [B]Lich:[/B] To become one, an evil spellcaster must knowingly consume a potion that will end his life only to resurrect him as an unliving vessel of pure evil. Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal. No one knows for certain how the first liches came to be. Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood. The creation of a lich requires a willing, living subject. The process of becoming a lich is a dark and arduous one. The secrets and spells that must be learned in order to create a lich are numerous and difficult – it can take a lifetime alone just to learn all that is required. In order to create a lich or a lich variant, two simple elements are essential above all others: a skilled spellcaster to create the lich, and a willing subject to become the lich. The spellcaster can be any high-level spellcaster, including epic-level paladins and rangers. Spellcasting: Caster level 11 Feats: Craft Wondrous Item The subject must be a willing subject. Should the subject not truly desire to become a lich, or understand and object to the fact that becoming a lich involves actually dying and being reborn as an undead creature, the subject will never become a lich or lich variant. Suggestion, charm, or any other sorts of magic spells and psionics used to convince a subject that becoming a lich is a good idea are not enough, nor is misleading the subject about what the lich creation process entails. Only a subject that chooses to be a lich of his own free will can ever successfully become a lich. Once both the spellcaster and the subject are ready and willing, a phylactery must be created to begin the process of lichdom. Creating the phylactery requires the Craft Wondrous Item feat. This phylactery costs a minimum of 120,000 gp and 4,800 XP to create, and possesses a caster level equal to that of its creator when it is made. With the phylactery (and, optionally, the vessel) in place, a ritual is required to bind the soul to the phylactery. Different cultures and magical traditions have developed slightly different rituals for spellcasters who wish to become liches. The Potion of Undead Life: A potion of undead life slays the drinker unless he succeeds a Fortitude save (DC 20). A creature so slain cannot be brought back from the dead by anything short of a wish or miracle. If a creature has undergone the necessary ritual to bind its soul to a phylactery (and optionally, its mind to a vessel), the potion of undead life does not immediately slay the drinker; instead, it causes the creature’s physical body to rapidly decompose, turning into little more than dust and ash in less than two days. This is often to the horror of the lich, who cannot be certain the ritual was effective. But 1d10 days after the subject’s body drops dead from drinking a potion of undead life, he returns as a lich, looking very similar to the way he did in life. Binding the Twin Winds: For this ritual, the prospective lich must find a windy cave, which acts as his phylactery. A ritual binds his soul to the cave, but to make the bonding permanent, he must die amid the cries of both mourning friends and victorious foes – the twin winds of the ritual. After the prospective lich takes its last living breath, his body is suffused with a black miasma of negative energy that slowly dissolves his body. Only once there are no breathing creatures within a hundred feet will the lich be reanimated. Though a difficult ritual to perform, the benefit is that the lich’s phylactery is nearly impossible to steal or destroy. Though the cave only has hardness 8, it has tens of thousands of hit points. The Sultan’s Curse: A thousand years ago, the sultan of a desert nation was blessed by a djinni to be able to invoke a curse of his choice once during his reign. That curse was lain upon a foreigner who defiled the holiest city of the land, and he was struck down by a bolt from the heavens. But the foreigner’s magic allowed him to steal a bit of the divine essence of the lightning bolt, bonding his soul with the twisted glass created when the lightning seared the desert sands. His body reformed from the sands of where he died, and he lives to this day seeking revenge. Similarly, if a mage prepares the proper ritual, and if he is slain by a spell channeling positive energy, he can corrupt that energy and use it to propel himself into the undeath of lichdom. The Diary of Riddles: Many loremasters, feeling their pursuit of knowledge is yet incomplete, craft textual phylacteries, recording in extreme detail the events of their lives, typically in a well-bound tome. The mage seeking to become immortal must include at least one mystery he seeks to solve in his undeath, though additional mysteries may later be added to the book. He then writes an account of his own death into the tome, at which point he dies, his soul binding with the pages. [B]Skeleton:[/B] Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. [B]Wight:[/B] Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. [I]Animate Lichling[/I] Necromancy [Evil] Level: Clr 4, Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: 1 or more pile of bones touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell functions as animate dead, except that you create a type of undead known as a lichling. The limit for the total hit dice of undead you can control applies to lichlings as well as normal zombies and skeletons created with animate dead. Animate lichling can only be cast by a spellcaster who has successfully created a phylactery. Material Components: A diamond worth 100 gp and a withered goat’s heart for each lichling you create, both of which must be placed in a pile of bones. The bones become the lichling, and the components are consumed in the casting. [I]Join the Soul[/I] Necromancy [Evil] Level: Brd 4, Clr 6, Drd 6, Sor/Wiz 6 Components: V, S Casting Time: 30 minutes Range: Touch Target: Personal or creature touched, and prepared phylactery Duration: Instantaneous then 1 round/level Saving Throw: Will negates Spell Resistance: Yes This spell is used in many rituals of lichdom to bind the life essence of the caster or another creature into a prepared phylactery. Willing creatures voluntarily fail their save to resist. If cast upon an unwilling target, the spell traps the life essence of that target in the phylactery for 1 round per caster level. The target suffers a penalty to all his ability scores equal to 2d4 for the spell’s duration, although this cannot reduce an ability below 1. If the creature dies while its soul is partially in the phylactery, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that. A successful Will save by an unwilling target only means that the target feels slightly nauseous, but otherwise is able to function normally. If, after receiving this spell, the ritual to become a lich is not completed within 1 hour, the subject’s body dies, and the subject’s life essence is trapped within the phylactery for the rest of eternity. [I]Puppets of Death[/I] Necromancy [Evil] Level: Clr 6, Death 6, Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: 50 ft. Area: 50 ft. radius emanation, centered on the caster Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell functions like animate dead, except that the skeletons or zombies animated this way only remain animated until the end of the spell’s duration, and that the spell animates all dead bodies in the area of effect. The caster may control up to 2 Hit Dice of undead per caster level with this spell, in addition to the normal limit of animate dead spells. Material Components: Powder from a crushed skull.[/spoiler] [URL=http://www.drivethrurpg.com/product/3126/Complete-Guide-to-Vampires?term=complete+guide+to+vampires&it=1&affiliate_id=17596]Complete Guide to Vampires:[/URL][spoiler] [B]Inferno Vampire:[/B] The first inferno vampire was created unintentionally. A terrible curse was cast upon a vampire, turning all of him – except his blood – into stone before he was hurled into a lava flow. Somehow he survived, becoming the first inferno vampire. That first inferno vampire was able to create more of his kind, and a new and violent type of vampire appeared. Must drink the blood of a dragon, preferably red, while already a vampire or just prior to being turned into a vampire by another inferno vampire who has the create spawn ability. Creatures with the cold subtype cannot become inferno vampires (attempts are fatal). If a humanoid or monstrous humanoid slain by an inferno vampire’s energy drain was a sorcerer, or had ever consumed dragon’s blood, he rises from his ashes as an inferno vampire after 1d4 days. [B]Lymphatic Vampire:[/B] About one in a thousand vampires that drinks blood can become a lymphatic vampire. Of these, most continue to drink blood, but those that switch to lymphatic fluids only transform into lymphatic vampires. The character must be turned into a vampire by another lymphatic vampire who has the create spawn ability, or be one of the few naturally occurring mutations. A lymphatic vampire’s spawn are also lymphatic vampires. [B]Magebane Vampire:[/B] Magebane vampires come into existence when powerful magic users become vampires. The character must be turned into a vampire by another magebane vampire who has the create spawn ability. If a magebane vampire drains a humanoid or monstrous humanoid of all spell slots or psionic power points, the victim’s Intelligence immediately drops to 0. He returns as a magebane vampire with 0 race levels after 1d4 days. (A creature without spellcasting or psionic ability cannot become a magebane vampire.) [B]Moglet Vampire:[/B] Like lymphatic vampires, moglets are created when a standard vampire or moglet uses the create spawn ability on someone who meets the requirements. A moglet vampire who has the create spawn ability must slay the character. Before death the character must have experienced some extreme emotional trauma that has left them emotionally damaged. If a moglet drains a humanoid or monstrous humanoid’s Charisma to 0 or lower, and slays the victim, he returns as a moglet vampire with 0 race levels after 1d4 days. [B]Sukko Vampire:[/B] The character must be turned into a vampire by another sukko vampire who has the create spawn ability. Creatures with the fire subtype cannot become sukko vampires (attempts are fatal). If a sukko vampire drains a humanoid or monstrous humanoid’s Strength to 0 or lower, and then slays them by freezing them in ice, the victim returns as an sukko vampire with 0 race levels after 1d4 days. [B]Vampire:[/B] The vampire is a powerful undead monster that spawns its own followers from living humans. Veldrane mold vampires spawn others of their kind, but a small fraction of their spawn are mutants: They are standard vampires. When a creature that breathed in a Veldrane vampire's spores is slain by a Veldrane mold vampire, it will rise in 6 days as a new Veldrane mold vampire. There is a 1% chance that it will rise as a standard vampire instead of a Veldrane mold vampire.[/spoiler] [URL=http://www.drivethrurpg.com/product/1431/Complete-Minions?affiliate_id=17596]Complete Minions:[/URL] [spoiler][B]Bone Sovereign:[/B] Bone sovereigns are the accumulated remains of skeletons whose animating enchantments have coalesced over the years to form a single, self-aware undead entity. When skeletal undead are left to stand unguided over centuries in concentrated groups, their animating forces and physical forms occasionally merge together and achieve a type of sentience. Whether this is brought about by the gradual failure of their individual enchantments or caused by the will of malevolent outsiders remains unknown. It is even speculated that a god of death may create these monsters from abandoned undead to increase his domain. [B]Cacogen:[/B] The cacogen is a deformed human, typically a leper, hunchback, or clubfoot, but sometimes a scarred or branded rogue, who has been brought back to life to serve an evil sorcerer or wizard as a necromantic guardian. [B]Heart Stalker:[/B] A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night [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. 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. [B]Ka Spirits:[/B] In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the other world. The ka spirit is the soul of one this unfortunates. In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death. [B]Undead Warlord:[/B] This creature is the spirit of a powerful ancient warlord, who long ago lost his life through an act of betrayal. [B]Wraith Skin:[/B] Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering. [B]Skeleton:[/B] As a standard action, a bone sovereign can create any number of skeletal monsters from its body. [B]Zombie:[/B] Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds.[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Corwyl Village of the Wood Elves[/URL][spoiler] [B]Undead, Undead Creature:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Undead Plant:[/B] ? [B]Allip, Spirit:[/B] ? [B]Ghost:[/B] These are spirits who (for whatever reason) neither went on to the afterlife nor were bound to a memory tree. [B]Ghost, Spirit:[/B] ? [B]Valsoff Deloryl, Ghost, Despised Village Ghost, Elf Spirit Fighter 10/Bard 1, Restless Spirit:[/B] Endora Deloryl is the only surviving Council member from before the Dark War. It was her hatred of the drow that pushed the village into war with Dezzavold, for she convinced her nephew Valsoff to kill the drow’s messenger. His ghost now haunts her, blaming her for all that has occurred since. Valsoff ’s spirit has been unable to rest since the Dark War, and no memory tree was planted for him. Although Valsoff generally wanders the village, he spends a great deal of time haunting Endora Deloryl and trying to influence young Gloriannel and now Pattys Dulas. He remains bitter about the events that transpired, but only because the villagers make warding signs at the mention of his name, when they should be embracing him as the village’s greatest hero, the man who saved them from enslavement by their dark kin. He believes that Endora did not do enough to ensure his place in history for his great deed. She allows the others to curse him, and never reveals her complicity in the act that caused their kin to revile him. [B]Orellin Byrniel, Mischievous Ghost, Elf Spirit Rogue 5/Wizard Illusionist 1, Spectral Prankster:[/B] Orellin blames Valsoff Deloryl for his death and the deaths of many other elves in the Dark War. He has chosen his ghostly afterlife to keep an eye on the spirit of his enemy and to attempt to fight his continuing influence over the rulers of Corwyl. [B]Eranade Dezzav, Drow Ghost Fighter 9/Rogue 2, Spectral Spy:[/B] Eranade came to Corwyl 400 years ago to gain the wood elves’ help against the encroaching Virdrae. Eranade had serious reservations about the mission, but her mother believed that logic and diplomacy could overcome the differences between their two peoples, especially in the face of a threat that could consume them both. Eranade’s plea fell on deaf ears and the Honor Meet was desecrated by death, leading to the Dark War. But Eranade’s outrage at her murder tied her spirit to the Middle World, returning her to unlife as a ghost. [B]Lyassa, Lich, Undying Lich, Master:[/B] A demon bound into a sword, Bloodspiller is a sentient enchanted blade created ages ago by Lyassa, an evil gray elven warrior-wizard. Unwilling to die after a mere six centuries, the mage used dire magic to become an undying lich, and withdrew to the dark places beneath the earth to continue her arcane studies. [B]Spectre, Spirit:[/B] ? [B]Vampire:[/B] ? [B]Dread Wraith, Spirit:[/B] ? [B]Wraith, Spirit:[/B] ?[/spoiler] [URL=https://www.enworld.org/resources/creature-catalog.1559/]Creature Catalog[/URL] (as of 7/26/23)[spoiler] [B]Ambuchar Devayim, Tan Chin:[/B] Ambuchar Devayam was once known as Tan Chin, a powerful necromance and the emperor of the Shou Lung region of Kara-Tur. He was a cruel ruler, and his people revolted and banished him from the land. Tan Chin ventured to the region of Solon and unconvered ancient Imaskari magic, which he combined with his own potent necromancy to become a unique undead entity upon his death. [B]Amiq Rasol, Deep Man, Dark Man:[/B] Amiq rasol, also called "deep men" or "dark men", arise from corsairs who were marooned, murdered, or otherwise lost at sea. They now haunt the coasts or islands near the sites of their demise, existing in a state of undeath until their remains are given a proper burial. [B]Angreden:[/B] An angreden is the undead remnant of a being so filled with anger and hatred that its corpse cannot rest. Angredens also arise on occasion from victims who died while under a powerful curse, and now seek to share that curse with other members of the living. [B]Ankou:[/B] Arising from the remains of a miserly farmer or peasant, one so debased as to have murdered his own family out of greed or to have allowed his family to perish rather than share his hoard of food with them, the ankou is now an undead abomination. [B]Arcane Head:[/B] Arcane heads are created by hags from previous victims. Arcane heads are always formed in flocks of thirteen. If one is destroyed, its mistress usually creates a replacement as soon as possible. For reasons unknown, a hag never creates more than thirteen arcane heads. [B]Arcane Head of Mullonga:[/B] ? [B]Avenging Spirit:[/B] Avenging spirits are the souls of innocents whose murders went unpunished. Forever bound to the site of their deaths, avenging spirits persevere to protect their loved ones and avenge their own deaths. [B]Baka:[/B] A baka is a variant ghoul formed when a cannibal is transformed via necromancy into an undead creature. [B]Barrowe:[/B] It is unknown what event resulted in the first barrowes, but they are able to create others of their kind by draining the life forces of their living kin. Any hill giant slain by a barrowe becomes a barrowe in 1d4 rounds. [B]Beholder Zombie:[/B] Beholders have a funeral custom in which they encase their fallen in a blood-red salve that hardens into a tough shell. The beholders believe that this shell contains and protects the souls of the dead within their bodies, allowing the fallen comrade an eternity of pleasant dreams. Beholder zombies are a side-effect of this process. Should the blood-red casing crack or otherwise be damaged, the dead beholder springs to unlife and attacks any interlopers within its resting place. [B]Bereginya, Rusalka:[/B] Although the origin of the bereginya is shrouded in mystery, the most popular theory is that some girl long ago insulted a god. This god caused the girl to fall into a river and drown. She was then cursed to return as an undead. The girl was horror-stricken and she applied the same punishment to anyone who saw her, thus passing the curse along. Any humanoid female who dies by drowning due to the actions of a bereginya becomes a bereginya in 1d4 rounds. [B]Bereginy Greater, Rusalka Greater:[/B] Bereginya form packs led by a greater bereginya. Should the greater bereginya die, the lesser bereginya with the most hit points takes the role as leader. They all walk onto dry land and await a victim. The first humanoid to have the misfortune of coming across them is attacked. The carcass is then fed to the pack leader. After finishing her meal, the pack leader begins a strange ritual that transforms it into a greater bereginya. During this time, the other bereginya of the pack do not consume flesh. [B]Blazing Bones:[/B] Blazing bones are an extremely rare type of undead, created when magic goes awry. These unfortunate souls are the result of a poorly prepared contingency spell by a wizard or cleric, who is killed by fire. This twisted magic keeps the victim in a state of undeath, forever tormented by the fire that killed it, and hopelessly insane. [B]Blood Warrior:[/B] Blood warriors are a specialized form of undead created by the mighty Bhaalspawn known as Kazgaroth. Transformed by Kazgaroth's corrupting mass charm, these undead warriors serve the Beast fanatically. He [Kazgaroth] rounds out his troops with his powerful ability to change an entire batallion of warriors into undead servants known as blood warriors. Once per year, Kazgaroth may transform up to 500 humanoids into blood warriors. Each creature must succeed on a DC 29 Will save or immediately become a typical blood warrior (regardless of its original size or type). Blood warriors are fanatically loyal to Kazgaroth, and may only be restored to their original form by a wish or miracle spell. This is a polymorph and death effect. The save DC is Charisma-based. [B]Bloody Bones:[/B] Bloody bones arise from the remains of the most vile criminals. Cursed to continue to ply their gruesome trades in eternal undeath, bloody bones rob and murder the living with reckless abandon. [B]Bloody Bones Rogue 3:[/B] ? [B]Bole-Undead:[/B] Bole-undead are created in a special cauldron manufactured from the bole (or trunk) of a great tree befouled by evil magic. Any corporeal undead can be created in this manner, and normally mindless undead instead gain a small bit of sentience. “Bole-undead” is an acquired template that can be added to any corporeal undead creature. [B]Bole-Skeleton Human Warrior Skeleton:[/B] ? [B]Bole-Zombie Troglodyte Zombie:[/B] ? [B]Bole-Wight:[/B] ? [B]Bone Tyrant Master, Bloody Bones:[/B] ? [B]Bone Tyrant Minion, Bloody Bones:[/B] ? [B]Burnbones:[/B] Burnbones are created when a chaotic evil deity infuses one of his favored priests with a portion of his dark essence. Even a small portion of the deity's power is so great to dissolve all flesh and sinew in the process, leaving only a walking pile of bones behind. This skeletal creature is continuously limned with dark fire. The fanatical loyalty of the chosen priests becomes amplified and twisted during the transformation, leaving most burnbones half insane and highly paranoid. After the Banedeath, Cyric granted a portion of his power to his most faithful priests. The power of the Dark Sun was so overwhelming that all that remained of these priests were their bones. “Burnbones” is an acquired template that can be added to any creature able to cast 6th-level divine spells with a chaotic evil patron deity. [B]Burnbones Human Cleric 12:[/B] ? [B]Cairn:[/B] Cairns arise spontaneously when a stone giant dies after despoiling the earth, even inadvertently. Example occur a cave-in when using their great strength to dig huge mines, drowning while building dams, and so on. Cairns lack the ability to create others of their kind. [B]Canopic Shade:[/B] ? [B]Canopic Corpse:[/B] “Canopic corpse” is an inherited template that can be added to any corporeal undead. The ritual that creates the canopic corpse also creates two canopic shades: the heart and the mind. [B]Canopic Shade The Heart:[/B] The ritual that creates the canopic corpse also creates two canopic shades: the heart and the mind. [B]Canopic Shade The Brain:[/B] The ritual that creates the canopic corpse also creates two canopic shades: the heart and the mind. [B]Canopic Corpse Human Zombie:[/B] ? [B]Canopic Corpse Vampire Spawn:[/B] ? [B]Cariad Ysbryd, Ghost Lover:[/B] A cariad ysbryd, or “ghost lover,” is the spirit of a good elven female who has chosen to remain among the living to perform good deeds. [B]Vampire Ch'ing Shih:[/B] Ch'ing shih arise when a body is not given the proper funeral rites, allowing the darker side of the soul to animate the body. "Ch'ing shih" is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]Vampire Ch'ing Shih Greater:[/B] A greater ch'ing shih is created by trapping the portion of its soul aligned with the spirits of goodness within a clay jar, allowing the evil portions of the soul to have full control of the corpse. The creation of a soul jar requires the Craft Wondrous Item feat. The creator must be able to cast spells and have a caster level of 7th or higher. The soul jar costs 60,000 gp and 2,400 XP to create and has a caster level equal to that of its creator at the time of creation. [B]Vampire Ch'ing Shih Human Barbarian 4:[/B] ? [B]Child of Maalpherus:[/B] The Children of Maalpherus are variant zombies created by the priesthood of Maalpherus, a god of disease and plague. These undead are often fashioned from the corpses of those who angered the deity. Large specimens represent ogres, minotaurs, and other larger races who angered the deity. A Child of Maalpherus can be created with a create undead spell cast by an 12th-level spellcaster or by certain powerful magical curses or diseases. [B]Composite Mummy Crocodile:[/B] Composite mummies are specialized mummies created from the most dedicated servants of deities associated with mummification. Crocodile composite mummies are most often associated with Sobek, the Egyptian crocodile god. [B]Composite Mummy Hippopotamus:[/B] Composite mummies are specialized mummies created from the most dedicated servants of deities associated with mummification. Hippopotamus composite mummies are most often associated with Taweret, the Egyptian fertility goddess. [B]Composite Mummy Jackal:[/B] Composite mummies are specialized mummies created from the most dedicated servants of deities associated with mummification. Jackal composite mummies are most often associated with Anubis, the Egyptian death god. [B]Composite Mummy Typhonic Beast:[/B] Composite mummies are specialized mummies created from the most dedicated servants of deities associated with mummification. Typhonic beast composite mummies are most often associated with Set, the Egyptian god of storms, chaos and the desert. [B]Crypt Servant:[/B] A crypt servant can be created with a create undead spell of caster level 13th or higher. The spell must be cast within the tomb where the crypt servant is to serve. Although a crypt servant can be created from any corpse, volunteers are preferred. In fact, many ancient crypt servants originally volunteered for their posts, wishing to serve their masters in death as in life. [B]Cryptknight:[/B] Cryptknights are the undead remnants of fighters that were time-trapped at the moment of their deaths. This unique condition originated in the wizard Martek's tomb, but similar temporal anomalies could occur elsewhere and create similar beings. [B]Dark Lord:[/B] A dark lord is created when an extremely powerful creature is destroyed by a sphere of annihilation, but is spirit somehow perseveres, grown stronger and deadlier in the process. It is believed that at the moment of destruction, the dark lord's soul is transferred to the Negative Energy Plane, rather than the intended afterlife in its deity's domain. The soul is fused with the dark matter of the utter void, gaining devastatingly destructive powers. The dark lord then seeks to return to the mortal realm to torment the living. Although most dark lords are created by contact with a sphere of annihilation, some are created from contact with the epic creatures known as umbral blots (blackballs), a sphere of ultimate destruction spell (see Spell Compendium), or even contact with a voidstone on the Negative Energy Plane itself. Dark lord” is an acquired template that can be added to any living creature whose highest base saving throw bonus is +9 or higher that has been destroyed by a sphere of annihilation or similar effect. [B]Dark Lord Orc Fighter 15:[/B] ? [B]Dhrakoth the Corrupter:[/B] Born in the heart of the Negative Energy Plane, Dhrakoth's essence was fused with a corporeal dragon through Tiamat's dark magic. [B]Dowagu:[/B] Created by a unique undead known as the Raja Ambuchar Devayam, the dowagu usually travel alone carrying out the Raja's orders. [B]Dracula, Vampire:[/B] Dracula was once a powerful, evil fighter from a Material Plane world. Upon his death, he arose as a vampire, growing more powerful over time into a lord of undeath. [B]Drowned Maiden, Potoplenytsia, Rusalka:[/B] A potoplenytsia, or "drowned maiden", is the spirit of a murder victim, usually a woman, who was drowned. [B]Skeleton Dry Bones:[/B] "Dry Bones” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. If the creature has more than 20 Hit Dice, it can’t be made into a dry bones by the animate dead spell. [B]Skeleton Dry Bones Human Warrior:[/B] ? [B]Ekimmu:[/B] An ekimmu is the undead spirit of a humanoid that was not given proper burial rites. [B]Firegaunt:[/B] Firegaunts arise from the remains of fire giants who have frozen to death, their bodies spontaneously combusting into unexpiring torches. They have also been rumored to arise from fire giants so given to rage while alive that their fiery tempers burn brighter after death. [B]Frostmourn:[/B] Frostmourns arise spontaneously when a dead frost giants remains completely dessicate in the intense cold. Frostmourns lack the ability to create others of their kind, and lead mostly solitary existences, never congregating in groups larger than three [B]Galley Beggar:[/B] Scholars believe these undead were once fey, who are now driven to torment the humanoid races who inhabit their former lands. [B]Skeleton Gem Eyes:[/B] "Gem eyes" is an acquired template that can be added to any corporeal creature. [B]Skeleton Gem Eyes Pearl Eyes Human Fighter 5:[/B] ? [B]Skeleton Gem Eyes Ruby Eyes Human Fighter 5:[/B] ? [B]Skeleton Gem Eyes Emerald Eyes Human Fighter 5:[/B] ? [B]Ghast-Lord:[/B] Ghast-lords were undead clerics of cannibalistic or anthropophagus tribes, who revered deities of similar pursuits. [B]Ghastly Creature:[/B] A creature killed by a ghast-lord rises as a form of ghast 1d4 days after death. The victim returns as a ghast if it was a humanoid with 6 or fewer HD and as a ghastly creature if it was a giant or monstrous humanoid or a humanoid with 7 or more HD. [B]Ghast-Lord Bugbear Adept 9:[/B] ? [B]Ghost Mount:[/B] Ghost mounts arise from the spirits of mistreated mounts animals, creatures so brutally handled in life that they survive after death to take vengeance on all creatures who ride them. The statistics above can cover horses, camels, and even antelopes, while those of Huge size can represent elephants and other larger mounts. [B]Ghost Mount Lesser:[/B] Lesser ghost mounts arise from the spirits of mounts that fell during battle, to starvation, or other premature deaths. Unlike true ghost mounts, lesser ghost mounts did not suffer cruelty from their masters, and as such harbor no ill will toward the living. [B]Ghost Lesser:[/B] Lesser ghosts are restless spirits whose passing on to the next world is prevented for some reason. These reasons might include an urgent need to pass on an important message to someone, to accomplish some sort of unfinished task, to seek vengeance against its killer, or to atone for misdeeds. [B]Ghost-Stone:[/B] A powerful, evil individual may choose to send his malicious spirit into a specially prepared stone upon his death. [B]Ghost-Stone Human Fighter 5:[/B] ? [B]Ghoul Elevated:[/B] Elevated ghouls are superior in all ways to their lesser kin. Such ghouls only arise as the result of powerful magic. An elevated ghoul can be created by an 18th-level or higher spellcaster using create undead. Alternatively, a limited wish cast on a ghoul or a ghast elevates it, but breaks the caster's control (if any) over the undead. [B]Ghul Mage:[/B] Many great ghuls are gifted in the arcane arts, and these ghul mages take levels in arcane spellcasting classes. Many also become sha'irs. [B]Ghul Great:[/B] Great ghuls are undead formed from the cruelest, vilest members of an inferior order of janni. Any janni slain by a great ghul becomes a free-willed great ghul in 1d4 rounds. Lesser ghuls can be promoted to great ghuls by efreet and other powerful genies, although the methods used to do so are unknown. [B]Mountain Ghul:[/B] ? [B]Ghul Lesser:[/B] Unlike great ghuls, lesser ghuls cannot create new ghuls from slain janni. In fact, some powerful genies seem to have discovered how to create lesser ghuls from humanoids as well as jann. [B]Ghul Mountain Lesser:[/B] ? [B]Ghul-Kin Soultaker:[/B] Ghul-kin, like their great ghul cousins, are undead formed from the cruelest, vilest members of an inferior order of janni. Any janni slain by a soultaker becomes a free-willed soultaker in 1d4 rounds. [B]Ghul-Kin Witherer:[/B] Ghul-kin, like their great ghul cousins, are undead formed from the cruelest, vilest members of an inferior order of janni. Any janni slain by a witherer becomes a free-willed witherer in 1d4 rounds. [B]Goat Demon:[/B] Goat demons are a minor form of undead presumably created by Orcus or his artaaglith servants. [B]Grave Mist:[/B] Any humanoid slain by a grave mist becomes a grave mist in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. [B]Gray Philosopher:[/B] The gray philosopher is an undead spirit of an evil cleric that died with some important unresolved philosophical deliberations in mind. [B]Half-Wight:[/B] ? [B]Headless Horseman:[/B] A headless horseman arises from the remains of cavalrymen, cavaliers, and other mounted warriors who died as a result of violence. Most often they arise from death from decapitation. Headless horseman often retain a sense of purpose in undeath, completing quests, guarding locations or objects, or patrolling roadways. "Headless horseman" is a template that can be added to any humanoid or monstrous humanoid creature with the Mounted Combat feat. [B]Horseman's Mount:[/B] Upon arising as an undead, the headless horseman is granted a special mount (see below). Should the mount be destroyed, 24 hours later the headless horseman can create another mount through a special ceremony that requires one minute and the skeletal remains of a heavy warhorse. [B]Headless Horseman Human Fighter 5:[/B] ? [B]Hungry Dead:[/B] “Hungry dead” is a template that can be added to any corporeal creature other than an undead [B]Hungry Dead Centaur:[/B] ? [B]Inquisitor:[/B] Inquisitors are powerful undead horrors, ancient experts in torture created by evil wizards as the ultimate in sheer terror. Most inquisitors were created hundreds, if not thousands of years ago and are cursed to exist on causing pain for eternity. [B]Ka:[/B] A ka is akin to a mummy, although it always arises from the remains of a noble, king, or pharoah. It perseveres in undeath to guard its tomb, attacking only when the treasures it guards are threatened. [B]Kada:[/B] Kada are emotional shadows left behind when a person dies, lingering as undead until they complete their unfinished business. Formed when emotions evoked by death are insufficient to form a full ghost, the deceased's soul actually moves on, leaving only this remnant behind. Kada always have a purpose related to what caused the emotion which created them. The goal is always something that was important to the person who formed the kada, but the nature of the goal can vary widely. [B]Ker:[/B] ? [B]King-Wight:[/B] A king-wight is the undead remains of a powerful evil monarch who has voluntarily entered undeath to eternally rule his kingdom. "King-wight" is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]King-Wight Human Fighter 10:[/B] ? [B]Krakendraugr, Undead Kraken:[/B] An undead cephalopod animated by some evil entity to become a mindlessly malevolent servant. [B]Kyokotsu, Crazy Bones Flying Spirit, Crazy Bones:[/B] A kyokotsu, meaning "Crazy Bones", is an undead spirit that occasionally forms from a forgotten corpse. Its cursed existence drives it to attack living mortals. They are usually encountered near wherever they died — somewhere a corpse can lie undiscovered, such as the bottom of a well or the overgrown bank of a little-used mountain trail. Most kyokotsu are solitary, but there are very rare cursed places where groups of crazy bones roam, killing those they encounter. These are usually based around sites where a family of evil doers was murdered and left to rot. Any humanoid slain by a kyokotsu becomes a kyokotsu if the victim's remains are abandoned. The victim becomes a normal kyokotsu at midnight on the first anniversary of its death. It is not under the control of any other kyokotsu, and does not possess any of the abilities it had in life. The victim will not become a kyokotsu if the corpse is buried, destroyed (usually by cremation), or if a simple funerary prayer is spoken over the remains - the latter requires a DC 10 Knowledge (religion) check. Furthermore, a kyokotsu can not form from a corpse that has been affected by the turn undead special ability or any spell that weakens undead or protects against decay or evil, such as hallow, gentle repose, or protection from evil. [B]Le Grand Zombi:[/B] It is rumored that Le Grand Zombi was once a powerful necromancer who may have tinkered with the process of lichdom to more closely resemble its favored undead. [B]Zombie Overmind:[/B] ? [B]Lich Master:[/B] A master lich is a variation of the standard lich developed from a combination of incantations, potions, and promises made to dark, extradimensional powers. An undead creature becomes a master lich until such time as it must pay the price of the promises given to the dark powers. "Master lich" is a template that can be added to any humanoid creature. [B]Lich Master Other:[/B] "Master lich" is a template that can be added to any humanoid creature. Master liches of other kinds of creatures, such as dragons, might exist but use different templates. [B]Lich Master Human Wizard 13/Fighter 1:[/B] ? [B]Lich Master Human Wizard 16/Archmage 5:[/B] ? [B]Lost Soul:[/B] A lost soul is an amalgamation of zombie-like beings in a single entity. Lost souls are the animated mortal remains of wanderers who die in the Nightmare Lands. [B]Lost Soul Large:[/B] Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous. [B]Lost Soul Huge:[/B] Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous. [B]Lost Soul Gargantuan:[/B] Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous. [B]Lost Soul Colossal:[/B] Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous. [B]Lost Soul Incorporeal:[/B] An incorporeal lost soul is an amalgamation of spectral beings in a single entity. Lost souls are the animated mortal remains of wanderers who die in the Nightmare Lands. Different types of lost souls can be encountered in both the Terrain Between and in the dreamscapes. [B]Lost Soul Incorporeal Large:[/B] Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous. [B]Lost Soul Incorporeal Huge:[/B] Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous. [B]Lost Soul Incorporeal Gargantuan:[/B] Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous. [B]Lost Soul Incorporeal Colossal:[/B] Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous. [B]Lost Soul Corporeal:[/B] Lost souls are the animated mortal remains of wanderers who die in the Nightmare Lands. Different types of lost souls can be encountered in both the Terrain Between and in the dreamscapes. [B]Malice:[/B] A malice is a gray philosopher’s evil notion given form but not substance. These wispy shapes are the animated evil thoughts of the gray philosopher that have taken on a substance and will of their own. [B]Maramet, The Undead King:[/B] Maramet was once Vestland’s last High King, but he was turned into a unique undead creature by the high priest of Gyl Erid, Axemines, to serve as a guardian of the Eridian crypt. [B]Memento Mori:[/B] A memento mori is created to serve as an everlasting remembrance of a dead person, and as an ever-vigilant guardian over its body. [B]Mist Scarlet Dancer:[/B] Scarlet dancers first appeared in the bowels of Zhentil Keep, and most still reside in the sewer tunnels beneath that dreadful locale. Rumors suggest that scarlet dancers were the result of a failed Zhentarim experiment, but no hard evidence exists to support this claim. Regardless, the lords of Zhentil Keep keep a close eye on the scarlet dancer population, fearful of an outbreak reaching the surface. [B]Moilian Heart:[/B] The first Moilian hearts were created by Academician Drake, a powerful necromancer of the legendary Black Academy. The early Moilian hearts were little more than non-sentient unliving body parts that fed off the energy of living beings. That all changed when the demilich Acererak was destroyed. Acererak, now a vestige, imparted a bit of his essence into the remaining Moilian undead. Moilian hearts gained sentience, power, and a desire to further the ends of Acererak. They still maintain a small footprint of their original human memories, which translates into hatred of Orcus and his followers. Since Moilian hearts lack the ability to create others of their kind, they constantly seek ancient tomes holding the lost lore of Moil. Within these librams they hope to find the spells needed to increase their numbers. Moilian hearts can be created only by a lost spell known as animate Moilian, rumored to be an 8th-level arcane necromancy spell that creates undead which leech the life energy of living creatures. Moilian Hearts, known to a few scholars in Eberron as Farlnen Hearts, were created by the Blood of Vol in necromantic laboratories deep within the frozen catacombs of Illmarrow Castle. Some whisper that the secret of their creation was found in Xen'drik, where artifacts told of a lost city called Moil and its unholy inhabitants. In Faerûn, Moilian hearts are created by Myrkul, the former god of the dead whose essence now resides in a powerful artifact known as the Crown of Horns. [B]Mummy Ice:[/B] Ice mummies arise from the remains of lost travelers who succumbed to the harsh cold of icy wastes. Left to die bitter and alone, the hatred they felt for the rescuers who never came has fueled their unlife, and they now seek to punish the living who travel the same desolate terrain that brought about their ruin. [B]Mystaran Gargantua Spectre:[/B] ? [B]Mystaran Gargantua Wight:[/B] ? [B]Necromantic Battering Ram:[/B] Necromantic battering rams are the creations of true ghouls, used as the vanguard of their armies. [B]Neglected Ancestral Spirit:[/B] As long as one’s descendants make the proper sacrifices, ancestral spirits are at worst neutral, and often beneficent beings. But if an ancestral spirit is ignored, it eventually goes mad and begins preying on the living. [B]Neogi Undead Old Master:[/B] Neogi undead old masters are elder neogi who have transformed into undead to avoid becoming great old masters, the bloated and witless reproductive stage of their species. [B]Ninja Spirit Shadow, Shadow Ninja:[/B] The origins of ninja spirit shadows are mysterious. Some ninjas are thought to have transformed into these undead spirits through secret occult rites, much as a monk becomes an outsider. In other cases, they seem to be victims of a powerful curse. [B]Parrot Undead:[/B] Occasionally tropical necromancers craft them as servants as well. [B]Phantom Spider:[/B] Phantom spiders are undead arachnids first created by the drow from the essence of deadlier wraith-spiders. Any creature slain by a phantom spider becomes a free-willed phantom spider within 1d4 rounds. [B]Advanced Phantom Spider:[/B] ? [B]Prikolic:[/B] Prikolics are dead werewolves that have re-animated as zombies. The corpse of any humanoid or giant slain by a prikolic in hybrid form becomes a prikolic in 1d4 rounds. [B]Rapper:[/B] A rapper is an undead dwarf, believed to be a cursed thief or assassin who died in the act of attempting to steal something. [B]Resident:[/B] A resident is a tormented soul, doomed to exist among the living until it can find self-forgiveness. In life, a resident was a person who was offered true love, but lacked the courage or conviction to accept the blessing and thus lost it, becoming embittered. [B]Revenant-Magna:[/B] Revenant-magnas arise from innocent victims too weak to defend themselves against a violent demise. They most often arise from children and elderly. Like typical revenants, they exist only for revenge against their killers. However, their thirst for vengeance is so strong that should their killer die at the hands of another, the cannot rest until their killer's killer is slain by their own hands. This can lead to a chain of events resulting in the revenant-magna attacking someone they never met in life with unholy fury. [B]Reviler:[/B] Revilers are undead created from evil beings by dark deities of discord and destruction to spread terror, strife, and woe. [B]Saugh Dearg-Due:[/B] Dearg-due are part of the saugh, and army of the dead created by a dark fey prince. The saugh are an army of the dead created by Loht, Prince of the Sith, to serve him when he moves against the lands of mankind. [B]Saugh Gossamer:[/B] Gossamers are part of the saugh, and army of the dead created by a dark fey prince. The saugh are an army of the dead created by Loht, Prince of the Sith, to serve him when he moves against the lands of mankind. [B]Scavenger Spirit:[/B] Scavenger spririts arise from the spirits of tomb-raiders, graverobbers, and other looters of the dead. [B]Scorched One:[/B] Scorched ones arise from the remains of those who have succumbed to the perils of the desert. They now draw their power from the sun, wandering the deserts seeking out and tormenting the living. Due to their link to the power of the sun, scorched ones have weaker ties to the Negative Energy Plane than other undead. A scorched one can be created with a create undead spell cast by a 15th-level spellcaster. [B]:[/B] ? [B]Scryxull, Zombie Snake:[/B] A scryxull, or "zombie snake", is an undead serpent created to guard evil temples, dungeons, or the labs of evil spellcasters. A spellcaster of 12th or higher level can create a scryxull by casting create undead on the corpse of a serpent of at least Large size. [B]Sea Bonze:[/B] Sea bonze are the remains of monks that died of drowning. [B]Sea Abbot:[/B] Sea abbots were more powerful monks in life, and often seek to recreate monastic orders of sea bonze in undeath. [B]Semilich:[/B] A semilich arises when a lich fails to achieve the transformation into a demilich. “Semilich” is an acquired template that can be added to any lich. The process of becoming a semilich can be undertaken only by a lich acting of its own free will. [B]Semilich Human Wizard 11:[/B] ? [B]Seven Swords:[/B] [A] group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life. The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned. [B]Seven Swords, The General, Ito Tadahiro:[/B] The General is one of the Seven Swords, a group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life. The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned. The General was once Ito Tadahiro, the widowed father of Ito Kiku (the young woman who became the Veiled Maidens). While amazing with a sword, his arrogance and lack of tactical acumen made him a poor war leader. General Ito suffered such catastrophic defeats he lost all rank and position, forcing him into the disgraceful life of a wandering sell-sword. Eventually fate – or the krakentoa's curse – drew him back home, where he became one of the undead that haunts Ito-Jo castle to this day. [B]Seven Swords, The Paper Warrior, Ito Chomei:[/B] The Paper Warrior is one of the Seven Swords, a group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life. In life, the Paper Warrior was a steward responsible for administering the affairs of the clan and its castle. In death, it dreams of calligraphy and inventing tyrannical rules of government. The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned. The Paper Warrior was once Ito Chomei, a notable scholar. He cared nothing about the misery of the clan's subjects so long as the paperwork was "elegant". [B]Seven Swords, The Reaper, :[/B] The Reaper is one of the Seven Swords, a group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life. The Reaper was once a nobleman who affected the habits of a peasant. He specialized in the scythe, with which he harvested men even more eagerly than he'd harvest wheat. The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned. Not even the Reaper can remember what its name was when he was alive, all that is known is he was a Kensei weapon master who lived in a stone gardener's hut next to the second gatehouse of the castle. [B]Seven Swords, The Shadow Walker, Ito Yoichi, The-One-Who-Walks-In-Shadow:[/B] The Shadow Walker is one of the Seven Swords, a group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life. In life, the Shadow Walker was a master assassin and spy who performed many clandestine missions for his clan. The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned. The Shadow Walker was once Ito Yoichi, a highly skilled ninja. He was such an expert in stealth that the Ito clan's enemies knew of him only through rumors about "the one-who-walks-in-shadow". Ito Yoichi often masqueraded as a common warrior during missions. [B]Seven Swords, The Veiled Maidens, Ito Kiku, Daughter of Death:[/B] The Veiled Maidens is one of the Seven Swords, a group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life. In life, the Veiled Maidens was a young noblewoman expert in dancing and martial arts. In death, her spirit incarnated into seven identical bodies that move in perfect choreography to trap and destroy intruders. The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned. The Veiled Maidens was once Ito Kiku, daughter of Ito Tadahiro. Nothing is remembered of her except for her loyalty to her father, a disgraced warrior so fearsome that Kiku became known as the "daughter of death". [B]Ether Shadow:[/B] Ether shadows are created in a dark ritual, forever binding part of their essence to the Material Plane on which it is conducted, while the rest is tied to the Ethereal Plane, and both are tainted with negative energy. [B]Shadowrath Lesser, Blackbones:[/B] Shadowraths are specialized undead first created by an artifact dedicated to a death deity. Lesser shadowraths, or "blackbones", are completely subservient to their creator or the possessor of the artifact that created them. In the Forgotten Realms setting, shadowraths are created by the Crown of Horns, a legendary artifact created by the god Myrkul. [B]Shadowrath Greater, Abysskin:[/B] Greater shadowraths, also known as "abysskin", are created by powerful artifacts dedicated to a death deity. “Greater Shadowrath” is an acquired template that can be added to any humanoid creature slain by an artifact dedicated to a death deity. In the Forgotten Realms setting, shadowraths are created by the Crown of Horns, a legendary artifact created by the god Myrkul. [B]Shadowrath Greater Elite Troglodyte Fighter 8, Abysskin Troglodyte Champion:[/B] ? [B]Shee, Banshee Rider:[/B] ? [B]Shock Bones:[/B] A shock bones is a variant skeleton animated to carry an electrical charge. [B]Shock Bones Troll:[/B] ? [B]Siren Ravenloft:[/B] It is believed that they were once merfolk who were transformed by a massive burst of negative energy. [B]Skeleton Crystal:[/B] A crystal skeleton is a variant skeleton whose bones have been transformed into pale blue ice. Though they are compelled to follow orders of their creator, they are not beyond independent thought. They are not passive undead, waiting motionless in a crypt or graveyard, but a restless guard, stalking an area in frustrated anger. Sages believe that crystal skeletons exist in an agitated state because they are good-aligned souls trapped in an evil union of magics. This would account for their suicidal attacks, as once destroyed, their souls are free to rest in peace once again. A crystal skeleton may be created with animate dead, but each casting also requires the casting of chill touch and shatter. Unlike the standard skeleton template, a crystal skeleton may only be created from a giant, humanoid, or monstrous humanoid base creature. [B]Crystal Skeleton Human Warrior:[/B] ? [B]Crystal Skeleton Frost Giant:[/B] ? [B]Skeleton Defiling:[/B] A defiling skeleton can be created with a create undead spell from a 12th-level caster with an additional material component: a gem worth 100 gp per Hit Die of the defiling skeleton to be created. [B]Skeleton Dust:[/B] A dust skeleton is a variant skeleton whose bones are dried almost to the point of disintegration. [B]Skeleton Dust Human Warrior:[/B] ? [B]Skeleton Dust Light Horse:[/B] ? [B]Skeleton Spike:[/B] Spike skeletons can be created with a create undead spell cast by a 12th-level spellcaster. [B]Skelter:[/B] A skelter is a special undead that arises only from a creature that possesses a bloodline. "Skelter" is a template that can be added to any humanoid or monstrous humanoid creature that possesses a bloodline. Any humanoid or monstrous humanoid slain by a skelter's energy drain attack becomes a zombire in 1d4 rounds. Zombire spawn are under the command of the spectre that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a skelter instead become free-willed skelters. [B]Skelter Human Fighter 5/Major Demon Bloodline 1:[/B] ? [B]Skleros:[/B] Skleros are specialized skeletons animated from the remains of trained fighters. [B]Skleros Large:[/B] Large skleros are often created from ogres and hill giant remains. [B]Skotos:[/B] Skotos are spirits that have broken free of the netherworld and now roam the world of the living as undead. [B]Skuz:[/B] Any humanoid drowned by a skuz becomes a skuz in 1d4 rounds. Humanoids who are killed by a skuz, but not drowned, do not become skuz. [B]Sluagh, The Host, Host of the Unforgiven Dead:[/B] Any fey creature slain by a sluagh's envenomed arrow becomes part of the sluagh swarm. [B]Soul Beckoner:[/B] Any humanoid slain by a soul beckoner becomes a soul beckoner in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. [B]Spectral Cloud:[/B] Spectral clouds are undead cloud giants. Any giant slain by a spectral cloud's energy drain attack becomes a spectral cloud in 1d4 rounds. [B]Lesser Spectral Cloud:[/B] When non-giants are drained of all energy by a spectral cloud, they become a lesser spectral cloud. Any humanoid slain by a spectral cloud becomes a lesser spectral cloud in 1d4 rounds. [B]Spectral Wizard:[/B] Spectral wizards are undead creatures who voluntarily entered an eternal unlife to continue their magical pursuits. This transition requires mysterious rituals and a sacrifice of arcane power to fuel the wizard's unending existence. "Spectral wizard" is a template that can be added to any creature capable of casting arcane spells. [B]Spectral Wizard Human Wizard 13:[/B] ? [B]Spirit Psionic:[/B] Psionic spirits are incorporeal undead that were once psions. The true origins of psionic spirits are unknown, but two theories have proven popular to explain their genesis. The first claims that they were once psionicists who somehow become trapped within a shadow form. Eventually the torment of their hideous half-existence drove them into madness, evil, and at the last into the arms of evil deities, who granted them undeath. The second theory simply asserts that psionic spirits were once evil psionicists who suffered a violent death while using their mental powers. Somehow the spirits of such psionicists remain in the world in the form of psionic ghosts. [B]Suicide Spirit:[/B] Suicide spirits, as their name suggests, are incorporeal undead that arise from those who took their own lives. A suicide spirit's ultimate goal is to tempt a living being into killing itself, and thereby becoming a suicide spirit itself. If a suicide spirit slays a humanoid with its suicidal urge attack, the suicide spirit and the victim's body will vanish, and the victim's soul is torn free of its corpse and becomes another suicide spirit 1d4 rounds later. [B]Sundel Bolong:[/B] A sundel bolong is an evil spirit of a female humanoid who was wronged by men during her life. [B]Temperament:[/B] Temperaments are undead storm giants that have become walking thunderstorms of destruction. Most arise from starvation brought on by the destruction of their nearby environment, causing their crops to fail and hunting to grow sparse. Any giant slain by a temperament's dark lightning attack becomes a temperament in 1d4 rounds. [B]Lesser Temperament:[/B] When non-giants are drained of all energy by a temperament, they become a lesser temperament. Any humanoid slain by a temperament becomes a lesser temperament in 1d4 rounds. [B]Temporal Stalker:[/B] Any humanoid slain by a temporal stalker's energy drain attack becomes a temporal stalker in 1d4 days [B]Treant Hoarfrost:[/B] A hoarfrost treant is the undead embodiment of a frost treant that has succumbed to a bitter death. [B]Tuyewera:[/B] The tuyewera is an undead monster created by evil clerics in remote parts of the jungle. To create such a monstrosity, the cleric must find a humanoid slain by death magic. The cleric ritually severs the corpse’s tongue, and removes both legs below the knees. The cleric then uses secret spells to infuse the corpse with the ancestral spirit of a powerful spellcaster to animate it. [B]Tyerkow:[/B] ? [B]Tymher-Haid, Ghost-Swarm:[/B] A tymher-haid, or “ghost-swarm”, arises when a large number of weak creatures are not given proper funerary rites. They often arise spontaneously in places of great carnage, such as gutted dungeons and bloodied battlefields. They often do not arise until years after the deaths of the once-living that become them. [B]Umbra:[/B] Umbra are undead shadow elves that serve a powerful banshee queen. The umbra dwell in the domain of Keening, moving through the tunnels of Mount Lament with indifference, awaiting the commands of Tristessa. They patrol Keening in search of the banshee's baby. When Tristessa became the darklord of Keening, she had over five hundred umbra to command. Their numbers have dwindled over the years, however, so that fewer than one hundred umbra dwell in the domain currently. [B]Tristessa, Darklord of Keening:[/B] ? [B]Umibozu, Sea Bonze:[/B] It is unknown whether umibozu are a collective entity formed from monks who lost their lives at sea, or simply undead versions of an unknown gigantic yōkai. [B]Undead Dragon Slayer:[/B] Undead dragon slayers are creatures animated by an unquenchable urge to kill dragons. Most are created by evil dragon-fighting cults, but a few have dragged themselves back from the dead through their undying hatred of dragonkind. Those undead dragon slayers created by necromantic rites must obey the spellcasters who ushered them into unlife. “Undead Dragon Slayer” is an acquired template that can be added to any humanoid creature that has a base attack bonus of +9 or higher or a caster level of 9th or higher. [B]Undead Dragon Slayer Human Ranger 2/Ex-Paladin 3/Blackguard 8:[/B] ? [B]Undead Mass:[/B] An undead mass is a vile undead conglomeration created by the most twisted of necromancers. [B]Battlefield Undead Mass:[/B] ? [B]Advanced Undead Mass:[/B] ? [B]Undead Trophy Head:[/B] Undead trophy heads are animated severed heads of giants or other large creatures. An undead trophy head can be created with an animate dead spell by a spellcaster of at least 9th level. In addition to all the normal requirements of the spell, the caster must also cast cause fear immediately thereafter. [B]Variant Undead Trophy Head:[/B] Undead trophy heads can arise from any type of creature, with different forms of natural attacks. Those from rhino or bison, for example, might have a gore attack (with damage appropriate for their size) rather than a bite attack. Regardless of the original creature, an undead trophy head never possesses any special abilities of the creature from which it came. Thus, a severed medusa head might have snakes attacks, but would lack poison and the petrifying gaze. [B]Variant Undead Trophy Head Rhino:[/B] ? [B]Variant Undead Trophy Head Bison:[/B] ? [B]Variant Undead Trophy Head Medusa:[/B] ? [B]Undead Unseelie Faerie:[/B] Undead members of the Unseelie Court come into being when a faerie (of any alignment) dies in a battle between the two courts. The horror of kin slaying kin creates a ripple through the Seeming itself, preventing the deceased faerie from dissipating into it. The creature’s spirit becomes trapped, sentenced to eternally walk the Shadow World but stripped of the magical abilities it once had. It becomes an unthinking being, lashing out in anger and resentment at the living, held in check only by the Dark Queen. "Undead unseelie faerie" is an acquired template that can be added to any fey creature. [B]Undead Unseelie Pixie:[/B] ? [B]Undead Unseelie Nymph:[/B] ? [B]Undead Unseelie Hoary Hunter:[/B] ? [B]Vampire Drow:[/B] "Drow Vampire" is a template that can be added to any drow. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. If the victim is a drow elf with 8 or more HD they return as a drow vampire. [B]Vampire Drow Rogue 2/Ranger 5/Shadowdancer 3:[/B] ? [B]Vampire Drow Ravenloft:[/B] ? [B]Vampire Goblin:[/B] Goblin vampires are a special strain of undead that primarily affects goblinoids, spread when a goblin vampire slays a goblinoid victim. More rarely, members of other races are transformed into goblin vampires as the result of a terrible curse. “Goblin vampire” is an acquired template that can be added to any humanoid, monstrous humanoid, or living creature with the goblinoid subtype. Any goblinoid slain by a goblin vampire rises as a free-willed goblin vampire in 1d4 days. [Other h]umanoids slain by a goblin vampire do not become goblin vampires; only a special curse can transform a non-goblinoid into a goblin vampire. [B]Goblin Vampire Bugbear Rogue 2:[/B] ? [B]Vampire Greater Arch-Lord:[/B] Vampire arch-lord is the second step in the greater vampire template progression. "Vampire arch-lord" is an acquired template that can be added to any vampire lord that has existed in that state for 999 years of unlife. [B]Vampire Greater Arch-Lord Human Fighter 9:[/B] ? [B]Vampire Greater Arch-Prince:[/B] Vampire arch-prince is the fifth and final step in the greater vampire template progression. "Vampire arch-prince" is an acquired template that can be added to any vampire prince that has existed for 999 years of unlife. [B]Vampire Greater Arch-Prince Human Fighter 15:[/B] ? [B]Vampire Greater Lord:[/B] Vampire lord is the first step in the greater vampire template progression. "Vampire lord" is an acquired template that can be added to any vampire that has existed for 999 years of unlife. [B]Vampire Greater Prince:[/B] Vampire prince is the fourth step in the greater vampire template progression. "Vampire prince" is an acquired template that can be added to any vampire princeling that has existed for 999 years of unlife.:[/b] ? [B]Vampire Greater Prince Human Fighter 13:[/B] ? [B]Vampire Greater Princeling:[/B] Princeling is the third step in the greater vampire template progression. "Vampire princeling" is an acquired template that can be added to any vampire arch-lord that has existed for 999 years of unlife. [B]Vampire Greater Princeling Human Fighter 11:[/B] ? [B]Vampire Ice:[/B] Despite their name, ice vampires are not variations of traditional vampires. Rather, they are the remains of wild elven women who have taken their own lives through drowning. On Krynn, all ice vampires are the spirits of kagonesti women. [B]Vampire Kender:[/B] Kender vampires, as their name suggests, are vampiric undead that were once living kender. They share certain characteristics with "normal" vampire spawn, including the inability to create more of their kind. These vile undead were created by cruel magical experimentation that left them bound to the will and domain of their creator. Kender vampires despise their creators, but the twisted magic that created them makes them unable to rebel or act in any way contrary to their masters' interests. The foul magics that create kender vampires bind their existence to a domain. This domain is a territory at least 10 miles across, but it can be as large as a country. [B]Vampire Lesser:[/B] Many vampires have the ability to create lesser vampires rather than (or in addition to) vampire spawn. Most lesser vampires were once victims who died from a lesser vampire's blood draining. Some normal vampires have the ability to create lesser vampire thralls rather than (or in addition to) vampire spawn. A humanoid or monstrous humanoid slain by a lesser vampire’s blood drain rises as a lesser vampire 1d4 days after their death. [B]Vampire-Spectre, Ch'ang-Kuei:[/B] ? [B]Vartha:[/B] Some arise spontaneously, sacrificing their afterlives to guard some important relic or individual in the mortal world. Others are sent by nonevil deities to aid their followers in times of need, or to hunt down and punish wrongdoers. [B]Vartha Dark:[/B] Dark vartha often become undead through avarice, guarding their own treasure even beyond the end of their natural life. Others are cursed for a lifetime of greed. [B]Visceraith, Bone Spirit:[/B] A visceraith, or bone spirit, forms when the powerful yearning for life is combined with a wizard’s use of magic. As a result, visceraiths are impossible to summon or create. [B]Voracious Creature, Ravenous Creature:[/B] Voracious creatures arise from the remains of populations wiped out from famine and starvation. Both animals and humanoids may arise as voracious creatures. “Voracious” is an acquired template that can be added to any animal or humanoid. [B]Voracious Human Commoner 1:[/B] ? [B]Voracious Small Viper:[/B] ? [B]Vrykolakas:[/B] Vrykolakas are vampiric undead that arise when a demonic spirit from the Abyss enters and animates a corpse. [B]Vrykolakas Greater:[/B] Vrykolakas grow in power the longer they feed, eventually becoming the horrific greater vrykolakas after 80 days. [B]Zombie Walking Dead:[/B] A walking dead can be created with a create undead spell cast by a 14th-level spellcaster. [B]Zombie Walking Dead Half-Dead:[/B] The half-dead stat block represents the loss of a limb and heavy damage to the body. [B]Zombie Walking Dead Mostly Dead:[/B] The mostly dead stat block is generally a crawling, one-armed torso, and is thus smaller in size. [B]Watchghost, Unsleeping Guardian:[/B] Watchghosts are guardian undead, created by magic, and made to serve powerful masters. "Watchghost" is a template that can be added to any humanoid. The creature must have a Charisma score of at least 8. [B]Watchghost Human Fighter 7:[/B] ? [B]Web-Spectre:[/B] A web-spectre is an undead arcane spellcaster who has used its magical powers to achieve a form of quasi-immortality. Such status is far easier to achieve than lichdom, so many lesser spellcasters seek to become web-spectres. “Web-Spectre” is an acquired template that can be added to any arcane spellcaster of 6th-level or higher. [B]Web-Spectre Elf Wizard 6:[/B] ? [B]Wight Wailing:[/B] Wailing wights originally arose from the remains of several priests of Acererak in the Undertomb beneath the Tomb of Horrors. A wailing wight can be created by a spellcaster of 15th-level or higher using create undead. [B]Wraith-King:[/B] Wraith-kings are the result of an unholy pact between a powerful individual and an evil deity. The mortal believed he was gaining the gift of immortality, but the gift was twisted into an eternal existence of undeath. "Wraith-king" is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]Wraith-King Elf Fighter 5/Wizard 5/Eldritch Knight 5:[/B] ? [B]Wraith-Spider:[/B] Wraith-spiders are unusual undead first created by the drow, who utilized them primarily as guardians, although they have been used in battle against duergar and other Underdark foes. Any creature slain by a wraith-spider's poison becomes a free-willed wraith-spider within 1d4 rounds. Any spider slain by a wraith-spider's energy drain arises as a free-willed wraith-spider within 1d4 rounds. [B]Advanced Wraith-Spider:[/B] ? [B]Wyrd:[/B] Wyrds are undead elves with strong ties to the Positive Energy Plane. The origin of wyrds is unknown. The most likely theory is that they are the spirits of elves abandoned by their kin, left to die violent, solitary deaths. They tend to be most common near locales of ancient evil, ruined temples, scenes of great treachery, and battleground where evil triumphed over good. To date, all attempts by necromancers to create wyrds have failed. “Wyrd” is an acquired template that can be added to any humanoid with the elf subtype. If the base creature has less than 8 Hit Dice, it becomes a lesser wyrd, while those of 8 or greater Hit Dice become greater wyrds. [B]Wyrd Lesser:[/B] “Wyrd” is an acquired template that can be added to any humanoid with the elf subtype. If the base creature has less than 8 Hit Dice, it becomes a lesser wyrd, while those of 8 or greater Hit Dice become greater wyrds. [B]Wyrd Greater:[/B] “Wyrd” is an acquired template that can be added to any humanoid with the elf subtype. If the base creature has less than 8 Hit Dice, it becomes a lesser wyrd, while those of 8 or greater Hit Dice become greater wyrds. [B]Wyrd Lesser Wood Elf Ranger 4:[/B] ? [B]Wyrd Greater Wood Elf Ranger 8:[/B] ? [B]Zombie Absorbing:[/B] An absorbing zombie can be created with a create undead spell from a 11th-level caster, but also requires shocking grasp and lesser globe of invulnerability. [B]Zombie Acid:[/B] An acid zombie can be created with the spells create undead and acid arrow. The caster level must be at least 12th. [B]Zombie Bloodstone:[/B] The first bloodstone zombies were created long ago by a crazed necromancer obsessed with creating undead with beauty to surpass the finest living humanoids. Through long experimentation, he created a supernatural disease that actually improved the physical beauty of those who died and arose again in undeath. The necromancer quickly succumbed to the claws of his creations, becoming a bloodstone zombie himself. A bloodstone zombie can be created by a 12th-14th level spellcaster using the create undead spell. [B]Zombie Juju:[/B] Juju zombies are created when a humanoid is drained of all life levels from the effects of an energy drain spell. "Juju zombie" is a template that can be added to any non-undead corporeal humanoid. [B]Zombie Juju Human Fighter 3:[/B] ? [B]Zombie Netherese Lesser:[/B] Any humanoid or monstrous humanoid slain by a Netherese zombie's natural attacks becomes a Netherese zombie in 1d4 rounds. Any humanoid slain by a [greater] Netherese zombie's natural attacks becomes a Netherese zombie in 1d4 rounds. Those with 6 or more Hit Dice gain this [zombie Netherese greater] template, while others become lesser Netherese zombies. [B]Zombie Netherese Greater:[/B] “Greater Netherese zombie” is an acquired template that can be added to any humanoid or monstrous humanoid creature with at least 6 Hit Dice. Any humanoid slain by a [greater] Netherese zombie's natural attacks becomes a Netherese zombie in 1d4 rounds. Those with 6 or more Hit Dice gain this [zombie Netherese greater] template, while others become lesser Netherese zombies. [B]Zombie Netherese Greater Medusa:[/B] ? [B]Zombie Quick:[/B] A quick zombie can be created with the spells create undead and haste. The caster level must be at least 12th. “Quick zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. [B]Zombie Quick Human:[/B] ? [B]Zombie Quick Dire Wolf:[/B] ? [B]Zombie Quick Wyvern:[/B] ? [B]Zombire:[/B] A zombire is a special undead that arises only from a creature that possesses a bloodline. "Zombire" is a template that can be added to any humanoid or monstrous humanoid creature that possesses a bloodline. Any humanoid or monstrous humanoid slain by a zombire becomes a zombie in 1d4 rounds. Zombie spawn are under the command of the zombire that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a zombire instead become free-willed zombires. Any humanoid or monstrous humanoid slain by a skelter's energy drain attack becomes a zombire in 1d4 rounds. Zombire spawn are under the command of the spectre that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a skelter instead become free-willed skelters. [B]Zombire Human Fighter 5/Major Demon Bloodline 1:[/B] ? [B]Undead:[/B] Created by a unique undead known as the Raja Ambuchar Devayam, the dowagu usually travel alone carrying out the Raja's orders. Only six dowagu exist at any given time, and should one be destroyed, the Raja replaces it as soon as possible. Their main duty is to wander the world and mark favorable targets with a dark tattoo know as the Stamp of Tan Chin. Marked victims become undead upon their death and march to join the Raja's army. As a full round action, a dowagu may place a dark tattoo upon a helpless creature. This mark cannot be removed through anything short of divine intervention or the destruction of the dowagu's master, the Raja Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange or alter self, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form. Upon the marked victim's death, it becomes a zombie (or greater undead, at the DMs discretion) under the control of the Raja Ambuchar Devayam. The new undead will immediately seek out the Raja to receive orders. [B]Agarat:[/B] ? [B]Bleakborn:[/B] Any humanoid slain by a moilian heart becomes a bleakborn* in 24 hours. [B]Banshee:[/B] ? [B]Bodak:[/B] ? [B]Crawling Claw:[/B] ? [B]Devourer:[/B] ? [B]Dracolich:[/B] ? [B]Ghast:[/B] A creature killed by a ghast-lord rises as a form of ghast 1d4 days after death. The victim returns as a ghast if it was a humanoid with 6 or fewer HD and as a ghastly creature if it was a giant or monstrous humanoid or a humanoid with 7 or more HD. An afflicted humanoid who dies of elevated 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 the elevated ghoul or 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, not a ghoul. [B]Ghost:[/B] ? [B]Ghoul:[/B] An afflicted humanoid who dies of elevated 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 the elevated ghoul or 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, not a ghoul. [B]Shadow:[/B] Ether shadows are the progenitors of lesser and greater shadows. Any humanoid reduced to Strength 0 by an ether shadow dies and becomes a shadow under the control of its killer within 1d4 rounds. [B]Greater Shadow:[/B] Ether shadows are the progenitors of lesser and greater shadows. [B]Skeleton:[/B] Le Grand Zombi is continuously surrounded by an aura of negative energy to a range of 40 feet. This functions as a desecrate spell centered on Le Grand Zombi, who is considered to be a permanent fixture dedicated to a deity (thus granting a –6 profane penalty on turning checks, +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD for undead in the area). Additionally, all corpses within the area arise as zombies or skeletons (depending on the freshness of the corpse), under the command of Le Grand Zombi. A master lich possesses great power over lesser undead, and can quickly create an army of undead skeletons and zombies from any corpses it finds. [B]Young Adult Red Dragon Skeleton:[/B] ? [B]Spectre:[/B] Any humanoid slain by a gargantua spectre becomes a (normal) spectre in 1d4 rounds. [B]Undead Swarm:[/B] ? [B]Vampire:[/B] A humanoid or monstrous humanoid slain by Dracula's energy drain or reduced to Constitution to 0 or lower through blood drain rises as a vampire 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. If the victim is a drow elf with 8 or more HD they return as a drow vampire. [B]Vampire Spawn:[/B] A humanoid or monstrous humanoid slain by a drow vampire’s Con drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. If the victim is a drow elf with 8 or more HD they return as a drow vampire. [B]Wight:[/B] Any humanoid slain by a barrowe becomes a wight in 1d4 rounds. Occasionally, a creature drained of all energy by a wight doesn't arise as a full wight. These unfortunate victims are known as half-wights. Until they drain enough energy from the living, the half-wight remains in this lesser state. Living creatures hit by a half-wight’s slam attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the half-wight gains 1 hit dice. When the half-wight reaches 4 HD it transforms into a wight. Any humanoid slain by a neglected ancestral spirit becomes a free-willed wight in 1d4 rounds. Any humanoid slain by a wailing wight becomes a wight in 1d4 rounds. Any humanoid slain by a king-wight becomes a wight in 1d4 rounds. Any humanoid slain by a Mystaran gargantua wight becomes a wight in 1d4 rounds. [B]Wraith:[/B] Any humanoid slain by a ghost mount's drain rider ability becomes a free-willed wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Any humanoid slain by a wraith-king becomes a wraith in 1d4 rounds. [B]Zombie:[/B] As a full round action, a dowagu may place a dark tattoo upon a helpless creature. This mark cannot be removed through anything short of divine intervention or the destruction of the dowagu's master, the Raja Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange or alter self, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form. Upon the marked victim's death, it becomes a zombie (or greater undead, at the DMs discretion) under the control of the Raja Ambuchar Devayam. The new undead will immediately seek out the Raja to receive orders. Le Grand Zombi is continuously surrounded by an aura of negative energy to a range of 40 feet. This functions as a desecrate spell centered on Le Grand Zombi, who is considered to be a permanent fixture dedicated to a deity (thus granting a –6 profane penalty on turning checks, +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD for undead in the area). Additionally, all corpses within the area arise as zombies or skeletons (depending on the freshness of the corpse), under the command of Le Grand Zombi. A master lich possesses great power over lesser undead, and can quickly create an army of undead skeletons and zombies from any corpses it finds. Any humanoid or monstrous humanoid slain by a zombire becomes a zombie in 1d4 rounds. Zombie spawn are under the command of the zombire that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a zombire instead become free-willed zombires. [B]Zombie Wyvern:[/B] ? Create Watchghost Necromancy Level: Clr 8, Sor/Wiz 8 Components: V, S, M Casting Time: 10 rounds Range: Touch Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell creates a watchghost from the corpse of a humanoid. The subject must have been dead no more than five years. This spell will animate the corpse with that being's spirit and intelligence restored, and bind its will into the service of the caster. This servitude will last until the death of the caster, and the watchghost will remain in its undead state until destroyed. While the spell is being cast, the caster must issue his chosen commands to the new watchghost. These commands involve only one specific task that the watchghost will be required to do while in the service of the caster, and the terms must be specifically defined. This task must be explained as far as what it is and how it must be done, and it allows for one exception. For example, the caster may order the watchghost to "Guard my chambers against all intruders except for myself, and kill any who try to enter." This spell binds the watchghost to a lawful alignment and unquestioning servitude, but the watchghost retains a good or evil alignment. Material Components: 1,500 gp worth of diamond dust, four of the caster's teeth ground into powder, and a handful of the caster's hair. These components tie the lifeforce of the caster to the watchghost, binding it into the caster's service for life.[/spoiler] [URL=http://www.drivethrurpg.com/product/3238/Creature-Collection-Revised?affiliate_id=17596]Creature Collection Revised:[/URL][spoiler] [B]Alley Reaper:[/B] An alley reaper is the spirit of an assassin or cutthroat who died with blood on his hands. Belsameth - considering that person particularly ruthless, cunning, and deceitful - gave him an extended lease not on life, but on the world. [B]Bottle Imp:[/B] Rumor has it that these horrible shadowy creatures are crafted from the ghosts of children by using dark rituals. [B]Carnival Crewes Necromantic Golem:[/B] Not every corpse is reanimated sufficiently intact to serve as an individual warrior, and many who begin undeath in good repair become so severely damaged that they can no longer perform field service. From these remnants are made the Krewe of Bone’s so-called necromantic golems. They are golems only in that they are constructed, usually by sewing or lashing remains together around carefully constructed hardwood and iron frames. The rest of the process is completed by the Krewe’s sons of Mirth, using the powers of the blood and curses that saturate Blood Bayou to give a sort of life to the dead tissue. After the proper rituals are enacted, the pieces of the golem gain a dark communal life and begin acting as parts of a single, terrible undead behemoth, the product of long hours of careful craftsmanship. Built not only for the battlefield, but also as works of art to be used in the carnival, these monstrosities are the pride of the Bones. [B]Chardun-Slain:[/B] The God Chardun, the Great General, awards distinguished soldiers and units the gift to carry on their wars after death. Chardun-slain rise one full solar cycle after their deaths, apparently at the behest of the Great General, and resume whatever assignment cost them their lives. [B]Fleshcrawler:[/B] Fleshcrawlers were once wicked humans who made dark bargains and ultimately were taken to the Abyssal Caldera, where demon lords made them undead and gave them dark gifts. [B]Golem Bone:[/B] Bone golems are constructed through the use of magical tomes and access to at least 4 Medium skeletons. Creating the golem requires a successful DC 15 Craft (bone) check. CL 5th; Craft Construct, bone construct (Hollowfaust: City of Necromancers, Chapter Five), gentle repose, polymorph other, caster must be at least 5th level; Price 2,000 gp; Cost 1,000 gp +80 xp [B]Ice Haunt:[/B] Legends say that a man who dies in the snow cursing the goddess of the bitter arctic winds will rise again on the night of the full moon, hungry for warm, raw flesh to fill his shrunken belly. Ice haunts are the frost-rimed remains of travelers who starved to death in the blizzards of the north, undead creatures with pale white skin and withered flesh. [B]Inn Wight:[/B] Inn-wights are the ghosts of children who do not realize that they are dead, and they wander a city in search of warmth and comfort. [B]Marrow Knight:[/B] These knights are crafted from the bones of humans and horses defeated and collected by the necromancers of Hallowfaust. [B]Memory-Eater:[/B] Creatures slain by a memory-eater rise in 1d6 days as a memory-eater. [B]Mistwalker:[/B] ? [B]Slarecian Ghoul:[/B] There is little dispute that these ghouls were once slarecians. Whether they became ghouls to escape destruction or were subject to it upon death due to a predilection for cannibalism is hardly of concern to the unfortunates who face them. [B]Slarecian Shadowman:[/B] ? [B]Spirit of the Plague:[/B] After death, the spirits of those who had agonized under Chern's plagues the longest, those whose wills were broken and spent at death, returned to the mortal world bound by Chern’s will. A very few souls who die from a communicable illness rise as spirits of the plague a few months later to ignite epidemics. [B]Undead Ooze:[/B] The undead ooze is created when an ooze of any other sort violates the grave of a restless and evil soul. A malevolent spirit, still tied to the rotting flesh consumed by the ooze, occasionally enters it. This is the last meal the ooze takes as a living creature, as it is changed into a thing of undeath and filled with a hatred of the living as well as a low cunning. [B]Unholy Child:[/B] These deceptive creatures are the spirits of infants murdered or left to die by their parents. [B]Well Spirit:[/B] The ghost of a being who drowned in a well. [B]Butcher Spirit:[/B] Butcher spirits are what remains of animals once sacrificed in religious rites to feed the relentless hunger of the titan Gaurak. The animals’ wholesale slaughter was avenged by an angry Denev, who sought to destroy the ravenous lord’s cults by allowing the animal spirits to remain in the world to lash out at their murderers. “Butcher spirit” is an acquired template that can be added to any animal. [B]Unhallowed:[/B] Sometimes, perhaps once in a hundred years, a child is born bearing signs that he or she is beloved of the gods. She may be stronger, smarter, swifter or more beautiful than any other child. Above all, she is gifted with abundant blessings and is clearly destined for greatness in the fullness of time. These souls go on to become mighty warriors, legendary paramours, silver-tongued thieves or righteous holy men, meant to share their talents with those in need. It is a fundamental truth of the universe that the gods expect much of those to whom they give the greatest gifts. Sometimes that trust is betrayed. With a single act, these blessed individuals turn their backs on their sacred pacts with the gods and heed the call of self-interest and evil. People are fallible, and power can corrupt. Not everyone is up to the challenges of a disciplined and compassionate life, and the temptations of base nature are always present. Usually, once these heroes lose their way and use their mighty skills to indulge their dark sides, there is no turning back. Such a violation of sacred trust earns them the eternal enmity of the gods. When these fallen souls reach the end of their lives, nothing but an eternity of torment awaits them. Along with all the gods’ wonderful gifts comes an equally powerful ego, and many corrupted heroes do not go so easily into the afterlife. They linger in the world ofthe living by sheer black will. The more their bodies rot, the more they cling to their physical existence, knowing that everything they feel is just a pale shadow of the punishments that await them. These tormented spirits, called the Unhallowed because of their abandonment by the gods, are very powerful undead creatures whose influence can bring ruin not just to individuals, but to entire kingdoms. [B]Unhallowed Faithless Knight:[/B] The faithless knight was once a bold and noble warrior who, in a moment of rashness or passion, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his patron deity’s faith. “Faithless knight (Unhallowed)” is a template that can be added to any humanoid creature that possesses levels in fighter or paladin and betrayed the tenets of his god in life. [B]Unhallowed False Lover:[/B] The false lover was once the paragon of charm and beauty, who effortlessly won the hearts and souls of any who looked upon him. He inspired heroes and heroines to great deeds, gave birth to new forms of art and literature and transformed the cultures of entire kingdoms with his wit and grace. Ultimately, however, he betrayed those dreams, crushing the spirits of those who loved him, sometimes simply because he could. He left a trail of broken lives in his wake, exulting in raw sensuality and power. As the years passed and his looks began to wane, he lapsed into bitterness, spitefully using his powers to manipulate those around him and leech every last drop of happiness from their lives. “False lover (Unhallowed)” is a template that can be added to any humanoid creature with a Charisma of 15 or greater and betrayed the trust and love of multiple paramours in life. [B]Unhallwed Forsaken Priest:[/B] There is no greater crime in the eyes of the gods than that committed when a holy woman forsakes her vows of obedience and uses her influence to lead innocent members of the faith down paths of corruption and iniquity. The forsaken priest is a creature who betrayed the highest offices of her patron deity and, since that time, has been a force of malevolence and temptation to any soul caught in her clutches. “Forsaken priest (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the cleric class, followed one of the gods of good and used his influence in the clergy to lead worshipers of his god away from the god’s tenets. [B]Unhallowed Treacherous Thief:[/B] The treacherous thief was cursed by the gods for betraying those who trusted him, all for the sake of nothing more than petty greed. He used his skills to steal from those who had almost nothing to call their own, simply for the joy of taking what did not belong to him. He murdered people for nothing more than a handful of coins. And now, in death, there is no treasure in the world great enough to buy his way out of damnation. “Treacherous thief (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the rogue or bard class and performed acts of great treachery.[/spoiler] [URL=http://www.drivethrurpg.com/product/3287/Creature-Collection-III-Savage-Bestiary?affiliate_id=17596]Creature Collection III:[/URL][spoiler] [B]Ashcloud:[/B] Although attributed to Chern by the divine races, titanspawn themselves blame these undead on the goddess Belsameth, or sometimes on the Lord of Destruction, Vangal. [B]Carcass:[/B] Gathered and created from the fallen ranks of the Ghoul King's most stalwart enemies, these undead atrocities have been denied any hope of a dignified death, corrupted into some of the most grotesque of the Ghoul King’s slaves. Bloated to an obscene size by the fell magics of the Ghoul King, carcasses are grossly obese. Jagged horizontal incisions through which all their internal organs are removed, split their distended abdomens into gaping maws, leaving the creatures nothing more than gigantic rotting husks. Once the bodies are magically and surgically altered, they are then reanimated and sent out on stumps of morbid fat to tromp back against the ranks of the Ghoul King's foes. [B]Deep Stalker:[/B] Some claim these creatures arise from slaughtered sea life, while others claim they are the twisted souls of evil men who perished at sea. Perhaps they are some combination of the two. [B]Dread Crawler:[/B] Along the coast of Termana, near the fearsome Isle of the Dead, there is a salt bog and bayou. This area was once inhabited by a species of large, roachlike vermin, but the negative energies of the Isle reached out and transformed them into undead servants of the Ghoul King. [B]Forsaken Spirit:[/B] When Chem was felled by the high elves, he cursed not only the living with his foul breath, but those who were dying, dead, or not yet born as well. So great was hts wrath that he shackled the souls of his destroyers to the earth, while infecttng them with diseases potent enough to affect even the undead. [B]Ghoul Hound:[/B] Created through secret necromantic rituals, these relentless predators are animated by their dark masters to hunt down and terrify the living. An afflicted canine who dies of a ghoul hound's ghoul fever rises as a ghoul hound at the next midnight. [B]Ghoul Gormul:[/B] Gormul ghouls draw much of their power from the stone embedded in their bodies. This necromantic development of the Ghoul King is crafted from a semiprecious gemstone found only on the Isle of the Dead and apparently imbued with quantities of negative energy. While only the Ghoul King possesses the secret of creating Gormul ghouls. The process of creating a Gormul ghoul wipes out all memory of its previous life. [B]Ghoul Overghast:[/B] Theories about overghasts’ origins abound. Most scholars believe that they were created spontaneously by explosions of necromantic energy near the end of the Divine War - the same energies that are thought to have created the fearsome Isle of the Dead. While these notions have not been confirmed, it is known that on occasion an ordinary ghast can be transformed into one of these creatures. [B]Ghoul Poisonbearer:[/B] The poisonbearer is yet another undead creation of the Ghoul King, lord of the Isle of the Dead. [B]Love-Scorned Soul:[/B] These sad creatures are the undead remains of particularly strong-willed people who died tragically because of their love for another. A woman slain en route to the altar, a man who fell from his bedroom window after finding his lover in the arms of another, victims of the unhallowed monster known as the false lover - any of these might return as a love-scorned soul. Embittered and warped by their deaths, love-scorned souls appear as spectral versions of their former lives, their once happy features twisted by sorrow, anger, despair, and hatred. [B]Mummy Spiderweb:[/B] Spiderweb mummies are created by necromancers with the aid of a rare species of spider found only in southern Termana. These so-called mummy spiders are harmless in small numbers, but those who wish to create spiderweb mummies breed the arachnids by the tens of thousands. Fresh corpses are given to these spiders, which immediately cover them in webbing and inject their bodies with a poison that preserves the flesh for future consumption. Normally, the spiders would feed upon the corpse for weeks or months, but once it has been treated with enough venom, the corpse is then taken back by the necromancer and subjected to profane rituals that bring it back to a shambling semblance of life. The mummy spiders also lay their eggs on the corpse, and spiderweb mummies are often crawling with hundreds if not thousands of the tiny creatures. On the Isle of the Dead, however, the fell necromantic energies that abound there will sometimes spontaneously create a spiderweb mummy from the corpses of those who die near a mummy spider lair. [B]Mummy Spiderweb Ghoul King's Guard:[/B] The Ghoul King’s necromancers make fearsome versions of these already dangerous hunters. [B]Pain Doll:[/B] Pain dolls are tormented undead creatures created by cruel and sadistic ritual. While pain dolls can be created by evil cults. necromancers and the like, they can also be created spontaneously, as the victims of cruel torture return to madness-tinged unlife. A cleric of at least 16th level can create a pain doll using a create undead spell cast in a special 6-hour ritual, requiring a DC 17 Ritual Casting check for each hour; the body to be animated must be slain during this special torture ritual, which also requires a single DC 15 Profession (torturer) check. In addition, victims of especially wicked torture have been known to rise spontaneously as pain dolls (especially those who worship Chardun or Vangal), seeking vengeance upon those who tormented them. [B]Phoenix Black:[/B] The black phoenix's dying place becomes an unholy spot, prowled by undead. Living things shun the area; plants refuse to grow there; milk curdles and food spoils; and only foul beasts are willing to call the tainted locale home. Inevitably, a bird dies near the spot of the black phoenix's death, and this bird rises as the new black phoenix. It rapidly grows in size, absorbing the nearby death energy, and the cycle of the black phoenix continues. [B]Plague Gator:[/B] As the forsaken elves struggled against Chern, bits of his corrupt flesh flew everywhere, some landing many leagues away in the swamps of northern Termana. There, alligators that consumed his flesh were transformed into the perversions now known as plague gators. [B]Slon Gravekeeper:[/B] The gravekeeper is an undead slon, the first to be buried at a particular graveyard. An elder slon who dies suddenly and cannot make its way to an established graveyard becomes the gravekeeper of a new gravesite. [B]Unbegotten:[/B] Closely related to forsaken spirits, they are the spirits of elven children who died from Chern’s curse while still in their mothers’ wombs. [B]Soulless:[/B] The Sisters of the Sun learned of such horrors when they originally pushed the Ghoul King from the western kingdoms back to the Isle of the Dead. The Army of the Living watched as the very life force was drawn from the first 13 Sisters to step onto those bleak shores. Consumed by undeath, these 13 turned against their former fellows. Since that time, a few other unwary paladins have been captured by the Ghoul Lord’s servitors and brought to the Isle to be twisted by its dark power. “Soulless” is a template that can be added to any living creature with levels in paladin or ex-paladin. [B]Undead:[/B] Few mortal creatures have ever attempted to eat an entire dirgewood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary - some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. The passage of the black phoenix causes the dead to rise, randomly imbuing corpses below it with varying degrees of unholy might. It is attracted to places of death, disease, and oppression, where, as it passes, ghouls, skeletons, vampires, and other fell beings rise up from among the dead. Any corpse or skeleton within a black phoenix's aura of undeath or that the phoenix casts its shadow upon as it flies overhead may rise up as some type of undead. [B]Ghoul:[/B] Any animal, giant, humanoid, or monstrous humanoid corpse with two or three class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghoul. An afflicted humanoid who dies of a ghoul hound's ghoul fever rises as a ghoul at the next midnight. An afflicted humanoid who dies of a ghoul overghast's ghoul fever rises as a normal ghoul at the next midnight. An afflicted humanoid who dies of a poisonbearer ghoul's ghoul fever rises as a normal ghoul at the next midnight. [B]Ghast:[/B] Any animal, giant, humanoid, or monstrous humanoid corpse with four or more class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghast. [B]Skeleton:[/B] Battle rams that fall honorably in battle are resurrected by the powers of Chardun and continue to serve him as undead. In the same manner as humanoid followers of Chardun, battle rams serve their evil god loyally and, if slain in battle, rise from the dead after 30 days. A risen battle ram gains the skeleton template. Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. [B]Wight:[/B] Any creature killed by the Gray Man’s energy drain rises as a wight under the control of the Gray Man 1d4 rounds after being slain. [B]Zombie:[/B] For several minutes after the bleak crow captures a soul, its plumage becomes luminescent, emitting a soft, eerie light and giving the bird an almost ghostly appearance. The body of an individual whose soul is thus captured rises as a mindless undead creature under the Crow’s control. As a standard action, a bleak crow can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the crow must be able to see the body to use this ability. The crow makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the crow captures the soul, and the body immediately rises as an undead servant of the crow. The undead servant is identical with a zombie of equal size. Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. An opponent slain in any way by the Gray Man other than by energy drain animates as a zombie under the Gray Man’s control 1d4 rounds after being slain.[/spoiler] [URL=http://www.drivethrurpg.com/product/24965/Creatures-of-Freeport?term=creatures+of+freeport&it=1&affiliate_id=17596]Creatures of Freeport:[/URL][spoiler] [B]Deadwood Tree:[/B] Before the fall of the serpent people, the great trees of Valossa’s jungles were inhabited by spirit lizards. 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. 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. It is claim’d by some Authorities as Facte that the Natures of the Deville Lizarde, the Spiritte Lizarde, and the Deadewoode Tree are intertwined, all three Creatures sharing a Common Originne. The Isles of the Serpente’s Teethe, according to this Theory, were, in far distant Antiquity, the topmoste Peakes of a Greate Continente, that some have named Valossa. This Valossa, it is saide, was riven in Fragmentes and caste into the Sea by the Unspeakable One, which was at that Time a most potente Power of Chaosse; and the Magickal Humours that were bred by this Catastrophe shot through certaine of the Spiritte Lizardes, which had until that Time served the same Office in Valossa as Dryaddes do in other Landes. Some Few escaped the Corruption; but those caught in their Trees by the Unnaturale Blaste were fused with the Woode and became the Evil Deadewoodes, while those that were Outside suffered the Destruction of their Trees and were scour’d by the magickal Windes of the Disaster, shaping them into the Deville Lizardes. This, it is claim’d, is why the Deville Lizardes show such Fury towarde the Deadewoodes, who were once their Kin but now embrace Evil; while equally they are Abash’d to show Themselves before the Spiritte Lizardes, who suffer’d neither their Losse nor their Shame. So the Story goes; whether it be Facte or Fancy remaines to be proven. There are, in Freeporte and elsewhere, certaine Manuscripts that suggest that the Islandes of the Serpente’s Teethe were at one time high Mountains set upon a Vaste Continent knowne as Valossa; which Lande was sunder’d and throwne into the Sea by a Greate Disaster in Ancient Times. The Force behinde this Cataclysm is thought to be a powerful Being of Chaosse knowne as the Unspeakable One. The Chaotick Energies that were released afflict’d the remaining Lande most cruelly, binding some of these Fey Reptiles into their Trees, which became the awful Deadewoodes; while others, caught without their Arboreal Homes, were Blast’d by Chaosse and Warp’d into the Creatures presently knowne as Deville Lizardes. [B]Hazarel Boneroot, Deadwood Tree:[/B] ? [B]Death Crab Swarm:[/B] It is said that death crabs are a solid manifestation of the spirits of long-dead pirates. [B]Thanatos:[/B] Some do contende that the Creature is Undeade in its Nature, having once been a Greate Living Fishe that was alter’d by Magick, or by feasting upon the Corpses of the Deade. [B]Zombie:[/B] Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies. Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. [/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Cults of Freeport 3rd Era Web Enhancement[/URL][spoiler] [B]Undead, Undead Creature:[/B] ? [B]Ritual Ghoul:[/B] The Cannibal Ritual ritual. [B]Ritual Ghoul, Undead Corpse-Eater:[/B] ? [B]Euglenus Cleaves, Ritual Ghoul Expert 9/Cultist 3:[/B] Eldest Child power. [B]Slim William the Pleaser, Ritual Ghoul Necromancer 8:[/B] When Lucinda is under the influence of the Cannibal Ritual. [B]Horrible Lucinda Penmark, Ritual Ghoul Cultist 1, Child-Ghoul:[/B] When Lucinda is under the influence of the Cannibal Ritual. [B]Sly Simon Midwich, Ritual Ghoul Cultist 2, Child-Ghoul:[/B] When Simon is under the influence of the Cannibal Ritual. [B]Gross Billy Eggbert, Ritual Ghoul Commoner 1, Child-Ghoul:[/B] When Billy is under the influence of the Cannibal Ritual. [B]Ritual Ghoul Commoner 1, Child-Ghoul:[/B] When under the influence of the Cannibal Ritual. [B]Shadow:[/B] Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. Enslaving the Dead ritual. [B]Dread Shadow Normal Shadow:[/B] Enslaving the Dead ritual. [B]Gallus Vickers, Shadow Wizard 9, Undead Wizard, Ghost:[/B] Gallus Vickers is a shadow of his former self—quite literally. Xyrades used his newfound black magic to bind his dead companion’s spirit to his will, and set him to translating shards. [B]Ghoul:[/B] ? [B]Reanimated Dead:[/B] ? The Cannibal Ritual By ritually consuming the bodies of the dead, the Charnel God’s followers come closer to their god. This incantation transforms those partaking in the unholy feast into ghouls for a limited time. If perfected, the incantation could make this transformation permanent, and give the Charnel God’s followers a manner of immortality—as undead. The most complete copy of this incantation is found in the dreaded Ghoul’s Manuscript, long thought destroyed by witch hunters in their crusade against necromancy. School: Necromancy Level: 6th DC: 24 (34 + 4 multiple targets - 6 duration -2 F -1 XP -5 B) Components: V, S, M, B, XP Material Component: A fresh humanoid corpse, and tools to butcher and cook it. Backlash: All subjects of this incantation must make a Will saving throw (DC 16 + caster’s Cha modifier) or have their alignment changed to chaotic evil permanently. The caster and any willing participants in the Cannibal Ritual automatically fail this roll. (A caster who is already chaotic evil may take 10 on the Knowledge roll.) XP Cost: 100 XP Casting Time: 10 minutes per check; 6 successes required Range: Close (55 ft.) Target: One or more creatures Duration: 12 hours (one night) Saving Throw: None (or Will negates) Spell Resistance: No Success: If the ritualist succeeds on his Knowledge (forbidden) check, every character who ate the specially prepared flesh is transformed into a ghoul for the remainder of the night (no save allowed), gaining the strength and hunger of an undead corpse-eater. Apply the Ritual Ghoul template (see below) to each recipient. Failure: If the ritualist fails his check, none of the subjects are transformed, but all are afflicted by an unholy craving for human flesh that lasts for 10 minutes times the margin of failure. (For example, if the check failed by 6, then the hunger lasts for 60 minutes.) This compulsion may be resisted for 10 minutes with a successful DC 15 Will save. Enslaving the Dead This incantation traps the soul of the deceased in a bodiless undead state, under the command of the caster. School: Necromancy Level: 9th DC: 30 (34 - 2 range -1 M - 1 B) The caster must be trained in the Knowledge (religion) skill. If he is not, the DC of the Knowledge (forbidden) check increases by +4. Components: V, S, M, B Material Component: The corpse of the dead creature to be enslaved, and a black onyx gem worth at least 50 gp per HD of the deceased creature. Backlash: When the shadow is created, everyone present must succeed on a DC 15 Will save or gain 1 Insanity Point. In addition, the caster automatically acquires 1 Insanity Point for the blasphemy of creating and enslaving an undead. Casting Time: 10 minutes per check; 9 successes required. Range: Touch Target: One dead creature Duration: Instantaneous Saving Throw: None Spell Resistance: No Success: If the caster succeeds on his Knowledge (forbidden) check, a shadow is created. This shadow has as many HD as the deceased character did. (If the GM owns the Advanced Bestiary, apply the dread shadow template instead, with the modifications listed in the “Creating a Normal Shadow” sidebar.) This shadow is compelled to serve its creator (no saving throw). Threatening the shadow does not cancel this effect—the spirit is truly at the mercy of the caster’s whims. Failure: If the caster fails his check, the incantation fails, and the corpse can never again be subject to any form of necromantic spell or effect. Eldest Child (Sp) Between his regular performance of the Cannibal Ritual and the voice of the Charnel God in his head, Cleaves gains a +2 competence bonus with that incantation. He may also assume the form of a ritual ghoul at will.[/spoiler] [URL=https://www.drivethrurpg.com/product/11875/Curse-of-the-Moon?affiliate_id=17596]Curse of the Moon[/URL][spoiler] [b]Undead:[/b] ? [b]Vampire, Sunlight-Vulnerable Creature:[/b] ? [b]Wraith, Sunlight-Vulnerable Creature:[/b] ? [b]Ghostly Dog:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/58518/Dangerous-Creatures--Fossa?affiliate_id=17596]Dangerous Creatures: Fossa[/URL][spoiler] [b]Ghost Greater Fossa:[/b] ? [b]Skeleton Greater Fossa:[/b] ?[/spoiler] [URL=https://athas.org/products/ds3/documents/109]Dark Sun 3 3.5 r7[/URL][spoiler] [B]Undead, Undead Creature:[/B] Year of Ralʹs Fury (Free Year –2,257) Infuriated at her lack of progress, Rajaat turns research of the Inner Planes over to Qwithʹs subordinates. Shortly after an accident of unknown origins opens a gate to the Inner Planes, and obsidian flows across the land for hundreds of miles in each direction until the gate is closed by the Seventh Tree. Thousands die in the disaster. Those killed by obsidian rise as undead through a mysterious power from the Inner Planes. When some survivors of the massacres of the southlands amassed a large force of meorties and others and attacked the research facility, one of the researchers miscast a gate spell and opened a portal to the paraelemental plane of magma. This portal caused magma to spew out, stretching out for miles and miles, until it covered the land in a thick layer of obsidian. These planes eventually became known as the Deadlands, as everything living on the vast expanse of obsidian woke to find itself undead and in a strange and terrible new world. [B]Undead Wizard:[/B] ? [B]Undead Mindbender:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Mindless Animated Undead:[/B] ? [B]Creature That is Especially Vulnerable to Sunlight:[/B] ? [B]Corporeal Undead:[/B] ? [B]Undead Body:[/B] ? [B]Undead Horror:[/B] ? [B]Undead War Beetle, Undead War Machine:[/B] ? [B]Liumakh, Undead Psion Telepath 10/Thrallherd 7:[/B] ? [B]Thinking Undead Wizard:[/B] Year of Ralʹs Fury (Free Year –2,257) Infuriated at her lack of progress, Rajaat turns research of the Inner Planes over to Qwithʹs subordinates. Shortly after an accident of unknown origins opens a gate to the Inner Planes, and obsidian flows across the land for hundreds of miles in each direction until the gate is closed by the Seventh Tree. Thousands die in the disaster. Those killed by obsidian rise as undead through a mysterious power from the Inner Planes. Rajaatʹs servants arise as the rulers of this land, becoming powerful thinking undead wizards and psionicists. The Dead Lands are born. [B]Thinking Undead Psionicist:[/B] Year of Ralʹs Fury (Free Year –2,257) Infuriated at her lack of progress, Rajaat turns research of the Inner Planes over to Qwithʹs subordinates. Shortly after an accident of unknown origins opens a gate to the Inner Planes, and obsidian flows across the land for hundreds of miles in each direction until the gate is closed by the Seventh Tree. Thousands die in the disaster. Those killed by obsidian rise as undead through a mysterious power from the Inner Planes. Rajaatʹs servants arise as the rulers of this land, becoming powerful thinking undead wizards and psionicists. The Dead Lands are born. [B]Gretch, Undead Defiler:[/B] ? [B]The Guardian, Undead Spirit:[/B] ? [B]Ancient Undead:[/B] ? [B]Undead Warrior:[/B] ? [B]Dwarven Banshee:[/B] Dwarves that die while being unable to complete their focus return from the dead as banshees to haunt their unfinished work. [B]Jo'orsh, Dwarven Banshee:[/B] The Dark Lens is an ancient artifact thought to have been created by Rajaat as the Time of Magic was coming to an end. The evil sorcerer fashioned the Dark Lens as a focus for his power, amplifying his magic and psionic energies to unheard of levels. By using the Dark Lens Rajaat created other powerful artifacts—such as Silencer, Scorcher, and Scourge. Rajaat used the Dark Lens to give his 15 Champions their incredible powers. As the Cleansing Wars were ending and the champions discovered the true nature of their master’s schemes, the disciples of Rajaat took the Dark Lens and used its power to imprison their master in a place called the Hollow. Shortly after Rajaat was entombed, the Dark Lens was stolen by two dwarves named Jo’orsh and Sa’ram. These dwarves were self–proclaimed protectors of Athas, taking the Dark Lens from the Pristine Tower to the Estuary of the Forked Tongue and secluding it on the isle of Mytilene. There they created a safeguard for the Dark Lens in the form of a crystal pit, which proved deadly to any who attempted to retrieve the artifact. Years later Jo’orsh and Sa’ram perished while defending the Dark Lens from evil giants. Soon after, they arose as banshee, and used their new powers to guard the Dark Lens from the eyes of the Dragon and the rest of Rajaat’s champions. [B]Sa'ram, Dwarven Banshee:[/B] The Dark Lens is an ancient artifact thought to have been created by Rajaat as the Time of Magic was coming to an end. The evil sorcerer fashioned the Dark Lens as a focus for his power, amplifying his magic and psionic energies to unheard of levels. By using the Dark Lens Rajaat created other powerful artifacts—such as Silencer, Scorcher, and Scourge. Rajaat used the Dark Lens to give his 15 Champions their incredible powers. As the Cleansing Wars were ending and the champions discovered the true nature of their master’s schemes, the disciples of Rajaat took the Dark Lens and used its power to imprison their master in a place called the Hollow. Shortly after Rajaat was entombed, the Dark Lens was stolen by two dwarves named Jo’orsh and Sa’ram. These dwarves were self–proclaimed protectors of Athas, taking the Dark Lens from the Pristine Tower to the Estuary of the Forked Tongue and secluding it on the isle of Mytilene. There they created a safeguard for the Dark Lens in the form of a crystal pit, which proved deadly to any who attempted to retrieve the artifact. Years later Jo’orsh and Sa’ram perished while defending the Dark Lens from evil giants. Soon after, they arose as banshee, and used their new powers to guard the Dark Lens from the eyes of the Dragon and the rest of Rajaat’s champions. [B]Fael:[/B] The village of Segovara was a client village of House Rees of Balic. Located southeast of Balic across the Estuary of the Forked Tongue, the village rests inside a small narrow canyon. The village is mainly a collection of huts built against both sides of the canyon walls. Because of the lack of space inside the canyon only one narrow road exists in the cramped village. The villagers manufactured leather goods for House Rees, however their isolated position, without a source of water, left them utterly depende[nt] on Rees['] caravans. In the chaotic aftermath of the trade lords’ seizure of power in Balic the village was forgotten and all of the villagers perished. The next time a caravan from House Rees arrives at the village the entire population will rise as faels. [B]Kaisharga:[/B] ? [B]Dregoth the Ravager, Kaisharga, Undead Dragon King, Undead Sorcerer-King:[/B] Year of Friendʹs Fury (Free Year –1,970) Lead by Abalach–Re of Raam, the sorcerer‐kings storm Giustenal and kill Dregoth, Ravager of Giants just before he is to become a 30th–level Dragon. The battle destroys the city, the land, and most of its population. Afterwards, Hamanu throws the Scorcher into the Silt Sea. With the aid of his high templar Mon Adderath, Dregoth is returned to life as an undead dragon king. [B]Meorty:[/B] ? [B]Raiig:[/B] ? [B]T'liz, Nevarli:[/B] ? [B]Thinking Zombie:[/B] [I]Unliving Identity[/I] spell. [B]Thinking Skeleton:[/B] [I]Unliving Identity[/I] spell. [B]Thinking Exoskeleton:[/B] [I]Unliving Identity[/I] spell. [B]Dust Wight:[/B] ? [B]Salt Mummy:[/B] ? [B]Defacer:[/B] ? [B]Plague Walker:[/B] ? [B]Sanguineous Drinker:[/B] ? [B]Skull Lord:[/B] ? [B]Ashen Husk:[/B] ? [B]Dry Lich:[/B] ? [B]Forlorn Husk:[/B] ? [B]Shadow:[/B] ? [B]Undead Skeleton:[/B] [I]Animate Dead[/I] spell. [B]Vile Wraith:[/B] ? [B]Zombie, Undead Zombie, Mindless Zombie:[/B] [I]Animate Dead[/I] spell. [B]Gray Zombie, Summoned Zombie, Powerful Zombie:[/B] ? Unliving Identity Necromancy [Evil] Level: Clr 7, Dead Heart 5, Wiz 7 Components: V, S, M, XP Casting Time: 1 round Range: Touch Target: One zombie Duration: Instantaneous Saving Throw: See text Spell Resistance: See text In a macabre ritual, you sacrifice some of your essence to imbue a mindless zombie with a sentience of its own. You restore its memory and skills it once knew in life. You recall a mindless zombie’s consciousness from the Gray, transforming it into a thinking zombie (TotDL 78). This spell restores personality, memory, identity, skills, class levels—everything but life. The creature remains undead, and if you previously controlled the zombie, you may elect to retain control of it, but its Hit Dice count against the total you can control with animate dead; if you exceed that number, excess undead from previous castings become uncontrolled. Many creatures prefer not to return from the Gray to inhabit an undead body. If the creature is unwilling to return, it can make a Will save using its save bonus from life (not that of the target zombie). The spirit’s spell resistance, if any, also applies. Some clerics and all druids transformed into thinking zombies become ex–members of their class. The “good vs. evil” component of the thinking zombie’s alignment becomes evil, but creatures who were nonevil in life usually gain the death wish weakness (TotDL 18). Material Component: An item significant to the zombie’s former life, such as an article of clothing, a favorite piece of equipment, etc. XP Cost: 20 XP per HD of the thinking zombie to be created.[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Dezzavold Fortress of the Drow[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Undead Spawn:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]Eranade Dezzav, Drow Ghost Fighter 9/Rogue 2:[/b] Eranade reluctantly carried out her mother’s plan, but, as she suspected, her pleas were ignored, and it also ignited the long-lived racial hatred in some of Corwyl’s Council. Her requested Honor Meet, a peaceful summit between noble ruling elves, only earned Eranade deeply driven swords and death—undeath, actually, for the woman could find no rest from this betrayal, and it twisted her soul toward evil. Eranade came to Corwyl 400 years ago to gain the wood elves’ help against the encroaching Vidrae. Eranade had reservations about the mission, but her mother believed logic and diplomacy could overcome the differences between their two peoples, especially in the face of a threat that could consume both societies. Eranade’s pleas were ignored and the Honor Meet was desecrated by death, leading to Lenerasa’s Folly (Corwyl’s Dark War). Eranade’s outrage at her murder tied her spirit to the Middle World, returning her to unlife as a ghost.[/spoiler] [URL=https://drivethrurpg.com/product/51358/doom-striders?affiliate_id=17596]Doom Striders[/URL][spoiler] [b]Undead:[/b] ? [b]Rampaging Lich:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/441842/dungeon-crawl-the-mermaid-s-cove-5e-3-5e-pf2e?affiliate_id=17596]Dungeon Crawl - The Mermaid's Cove (5E/3.5E/PF2E)[/URL][spoiler] [b]Eyeless Corpse, Eyeless Corpse Minion:[/b] Idyia escaped and, guided by Thetys, she found a secret entrance to her old temple, where she uncovered an artifact of the goddess—a bone flute—that she used to kill the pirates who had held her captive, turning them into undead monstrosities. [b]Ghost Pirate Captain:[/b] Idyia escaped and, guided by Thetys, she found a secret entrance to her old temple, where she uncovered an artifact of the goddess—a bone flute—that she used to kill the pirates who had held her captive, turning them into undead monstrosities. [b]Eyeless Corpse, Undead Monstrosity, Undead Pirate, Minion:[/b] ? [b]Ghost Pirate Captain, Skeletal Man, Undead Monstrosity, Undead Pirate:[/b] ? [b]Ghost of a Pirate:[/b] Idyia escaped and, guided by Thetys, she found a secret entrance to her old temple, where she uncovered an artifact of the goddess—a bone flute—that she used to kill the pirates who had held her captive, turning them into undead monstrosities. [b]Ghost of a Pirate, Ghostly Figure, Spirit, Undead Monstrosity, Undead Pirate:[/b] ? [b]Wight:[/b] ? [b]Human Commoner Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/19034/EN-Critters--Ruins-of-the-Pale-Jungle?affiliate_id=17596]E.N. Critters 1 Ruins of the Pale Jungle:[/URL][spoiler] [B]Animus:[/B] An animus is the spiritual remains of a humanoid, intelligent magical beast or dragon that remains behind to guard a site long after the body has crumbled to dust. An animus comes into being when a creature, often a humanoid of average intelligence, dies while attempting to guard or protect a particular site, object, or being. An animus is created when a creature, usually a humanoid, dies while attempting to protect something and continues to try to do so after its death. [B]Baya Tumbili:[/B] It is said that it was once a flesh and blood creature, an awakened ape turned into an undead monster by a powerful evil druid researching necromantic rituals. However, the baya tumbili proved to be too chaotic and too unstable for even the druid to tolerate. Its master destroyed its pet’s body while it was on the Material Plane, and then set in place powerful wards that prevented the creature’s essence from reconstituting itself back on the druid’s home plane. An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner. [B]Baya Tumbili Spawn:[/B] Baya tumbili spawn are apes that have been turned into undead spawn. An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner. [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. Any humanoid slain by a haze horror becomes a haze horror in 1d4 rounds. Haze horrors are most likely the creation of some necromancer. Although the origin of the haze horror is unknown, it is known that they tend to remain near where they died, and sometimes where their corpse is. [B]Leafling Ancestor Lesser:[/B] Leafling ancestors are the undead life forces of leafling shamans occupying their own shrunken, disembodied heads. Most every leafling shaman is honored by having their head shrunken and worn as a totem in battle, but only a select few have the power in life to live on in undeath as a lesser ancestor. [B]Leafling Ancestor Greater:[/B] On occasion, this lesser form of ancient will attract such a following that it achieves a god-like status among several clans or tribes. Their combined devotions empower the Ancestor to become one of the greater variety. [B]Revered Ancestor:[/B] Revered ancestors are psionically endowed members of ancient cultures, sacrificed by friends and family to protect them in this life through powers of the afterlife. Often they were entombed with the treasure they had in life as well as with psionic enhanced items in the hope that it would increase their chances of awakening after the sacrificial ritual was done to create them. They always have a jade knife as it is a standard requirement of the ritual to create them. The ancient cultures of the Pale Jungle sacrificed and entombed their family members in an attempt to gain protection over their house and sometimes even over their village. The tombs were often cornerstones of buildings, columns, and even carefully dug holes in the ground. The family member would be sacrificed (sometimes to a balam chac), the body wrapped in cloth and mummified with sacred herbs, and then placed in the prepared location. The location was then sealed according to ritual. Those family members with latent psionic ability so entombed became active revered ancestors with those powers fully awakened and directed toward kineticism. [B]Shetani:[/B] Legends speak of a great wizard called Eldaar, known for exploits of great daring and acts of equally great cruelty. It is said that this mage took great delight in his arcane experimentation, and that the Shetani or Children of Eldaar are the result of one such experiment. When a living monkey is brought down by a shetani, its corpse is left alone by the pack for reasons that are unknown. The newly dead monkey will then rise 24 hours later as a new shetani. Any monkey slain by shetani will rise as one in hours unless their corpse is destroyed. Their origin is through arcane experiments in an attempt to create a bestial zombie.[/spoiler] [URL=https://www.drivethrurpg.com/product/19150/EN-Critters--Beyond-the-Campfire?affiliate_id=17596]E.N. Critters 2 Beyond the Campfire:[/URL][spoiler] [B]Bereft:[/B] A Bereft is the undead remains of a dryad that was forced to watch as its bound tree was cut down or destroyed and was unable to do anything to prevent it. With its tree gone, it slowly perished within the next day full of suffering, unrelenting grief and remorse. Unable to accept that it failed to protect its home, it now wanders the land untied to any particular tree, guilt-ridden and irrational. These creatures are twisted mockeries of their former selves, deformed by hate and self-loathing. The Bereft are created when forced to watch their bound tree destroyed and then left to wither in its absence. [B]Blighter:[/B] Blighters are undead specially created from the corpses of humanoid druids. Centuries ago, a conflict arose between a circle of druids and a powerful city-state that was seeking to expand into areas under the druids’ protection. The druids were powerful, but too few in number to effectively combat the legions of the city-state. One of the circle, a brash druid known for his eccentric ideas, proposed that they use their powers to create warriors of their own, an army of guardians that could be used to defend the wilderness. Intrigued, but cautious, the elder druids began experimenting in the creation of a being that could serve to defend different areas of their territory. In the end, they succeeded and created what they began calling a Nature’s Avatar. Fearful that their creation could be perverted to some dark purpose, the elder druids purposely tied the creature to one specific area, charging it with the defense of that area and no more. The brash druid who had initially proposed the idea was outraged. Since the Nature’s Avatar was bound to one area, it could only serve as a defensive creature. The druid believed strongly that the fight should be taken to the city-state itself, and thus in secret he began experimenting with his own designs in an attempt to create a mobile foot soldier, one that could wreak havoc among the farming communities and travel routes that led to and from the city-state. The druid became obsessed and began tapping into dark powers in order to complete his creation. Instead of constructing a being made from the elements of nature, he turned towards transforming and re-animating the remains of dead comrades. The forces that he was manipulating began to affect his mind, turning him from the path of protector of nature to the creator of something malevolent and undead. (Some sages have theorized that a powerful devil or demon lord was manipulating the druid without his knowledge, but this theory has never been proven.) In the end, he created what would come to be known as the blighters. Blighters were created to cause death and destruction to the citizens of the threatening city-state. Their powers were designed to be able to combat the city-state’s soldiers while also being able to raze farms and harry merchant caravans. They were created with a desire to destroy the humanoids that dwelled in the opposing community. They were originally created long ago by a corrupted druid using necromantic powers. The druid responsible for the creation of these creatures strayed from the true path of druidism. He was first obsessed and then possibly became insane as his project evolved. Dark powers took an active interest in this foolhardy venture and twisted it to serve their own ends. [B]Nightshade Nightflyer:[/B] Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all living things, with the faint scent of carrion on its breath. Nightflyers originate from the plane of shadow and are formed from the darkness therein, resembling any of a number of raptors all combined into one creature. Sages speculate a nightflyer is a dream reflection of all such birds of prey given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning. While it is unknown for sure how they are created, it is believed they are incapable of reproduction or spawning, which implies they may be limited in number, but exactly how large that number is as yet remains unknown. It serves as aerial spy for greater night shades and is incapable of reproduction, including creating spawn. [B]Nightshade Nightguard:[/B] Nightshades are powerful undead creatures with a variety of devastating abilities that hail from the plane of shadow. It is not known if any true ecology exists for them, since being undead creatures is it presumed they are incapable of true reproduction, but it is apparent the nightguard were created to serve as the shock troops for the nightshades. They are the equivalent of elite guardsmen serving powerful nobles, only with no small amount of power themselves. They are believed to be incapable of reproduction or spawning, but it is rumored that more powerful nightshades are able to create nightguards by capturing the souls of particularly powerful evil warriors and empowering them with negative energy from the plane of shadow, binding them to their forces while doing so. It serves as an advance scout for greater nightshades and is incapable of reproduction, including creating spawn. [B]Nightshade Nighthound:[/B] Believed to be fey hounds from the plane of shadow, they only appear during the hour of twilight when the sun has just set and before night fully encompasses the land. They resemble hunting dogs composed entirely shadows, and are thought to be shadow reflections of once-living hounds. Some say they are the magically created crossbreed of nightstalkers and shadow mastiffs, if such could breed. The more common belief is they are the souls of guard and attack dogs summoned by dark forces and empowered with negative energy from the plane of shadow. Regardless of how they were created, it is believed nighthounds are incapable of reproduction or spawning, have no interest in anything other than hunting and killing, and are incapable of remorse, sympathy, or compassion for any living creature. [B]Nightshade Nightstalker:[/B] Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all things living, its foul breath bearing the scent of death and decay. Nightstalkers originate from the plane of shadow and are formed from the darkness therein, resembling large hounds or wolves in form but composed entirely of shadow. Sages speculate that a nightstalker is a dream reflection of all such beasts given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning. Others believe they are the souls of worgs and other evil wolf-like creatures summoned by dark forces and given substance by negative energy from the plane of shadow, ruthless hunters with little regard for the living except as prey which they take great pleasure in hunting and killing. It serves as a hunting hound for greater nightshades and is incapable of reproduction, including creating spawn. [B]Owl Howler:[/B] Owl howlers were first created by a necromancer nearing lichhood that devised a ritual to bring along his familiar with him to the life of the undead. It was so effective that other owls were used to create guardians for his lair. The ritual it takes to create an owl howler is quite painful. It is at the height of pain when the creature is about to pass on, that its essence is captured and stored into a gem. This gem is then placed inside the skull of the recently dead owl. The gem used must be at least 100gp in value and needs to be yellowish in coloring like a topaz or a piece of amber. The gem is not destroyed in the creation process and can be collected from the creature’s skull after it is slain. It is said that its screech is caused by the immense pain that the creature has endured and now releases in a horrifying attack. They are created through a horrific ritual and serve necromancers as familiars.[/spoiler] [URL=https://www.drivethrurpg.com/product/19231/EN-Critters--Tulenjord-Land-of-the-Fallen-One?affiliate_id=17596]E.N. Critters 3 Tulenjord Land of the Fallen One:[/URL][spoiler] [B]Frostbitten:[/B] The frostbitten are the animated corpses of those who die from exposure. Oftentimes their last prayers of salvation will go out to any deity that will listen. Evil deities are not above twisting these final pleas, and as the elements take the life, they fill the husk with a spirit from whatever plane they call home. The frostbitten on Tulenjord are the direct result of the dead god’s lingering malevolence. Although any evil deity is capable of creating them, for some unknown reason the dead divinity has dozens of them roaming the island. The souls inhabiting the frozen bodies are usually those of former priests. Oaths and promises of servitude along with past displays of faith are sometimes rewarded with this second chance upon the earth. Frostbitten are usually put in charge of a cult, or placed in the service of especially powerful priests. They will do anything to avoid heading back to the torment they have returned from, using every moment of their wretched existence to propagate the will of their deity. Those frostbitten raised by the dead god know only that they must find a way to revive him. Its frozen body is inhabited by the soul of a fervent worshipper of an evil god. [B]Snow Spirit:[/B] A snow spirit is the undead life essence of someone who has died a cold and lonely death from exposure to the arctic elements. The vast majority of snow spirits are chaotic neutral spending their time careening wildly and mindlessly through the arctic wastelands. A few are created from the death of a black-hearted and malevolent creature, who, once expired, leaves behind only its hateful spirit. This form of snow spirit will actively seek living creatures to suck the life and warmth from. Lastly, and most rare, are the wandering life essences of a soul so saintly that its beneficent nature withstands its cold and lonely death. This form of snow spirit will actually seek out dying creatures and protect them from the elements. They are the lost souls of those freezing to death alone and helpless in the frozen wastes.[/spoiler] [URL=https://www.drivethrurpg.com/product/2569/EN-Critters--Along-the-Banks-of-the-River-Vaal?affiliate_id=17596]E.N. Critters 4 Along the Banks of the River Vaal:[/URL][spoiler] [B]Bandalvis:[/B] A bandalvis is a form of undead created when a vissalia succumbs to the ancient curse upon it, feeding on the blood of the living but never able to completely sate its hunger. When this bloodlust curse overtakes a vissalia, it seeks out a victim to feed upon. Once it drinks the blood of a victim it slays for the first time, the transformation to a bandalvis completes and dark powers infuse the body. Fortunately, a bandalvis is a unique form of undead unable to create spawn and only coming into being through the curse upon the vissalia. It is created when a vissalia succumbs to a curse laid upon its race by the gods. Those of the vissalia who had not been transformed became cursed by their gods to forever long for the land, but to never have it unless they drank of the lifeblood of the land-dwellers. At first, they believed this to be a fair trade, and hunted the land-dwellers who came to the water’s edge. It wasn’t too long before the vissalia understood the full extent of the curse as they spilled the blood of innocent creatures and in so doing were transformed into terrible monsters ever hungering for warm blood. Thus were the first bandalvis created. Once the vissalia and terravis were of one race that dwelled in the deep waters of the seas and rivers, but a desire to become part of the realms above led the vissalia’s ancestors to involve themselves in forbidden magics, and to forsake the gods they worshipped to gain favor with the gods of the upper realms. The gods of the deep were justly angered by this, and punished the vissalia with the curse of bloodlust. Now they long for the warm blood of the land-dwellers, the smell of it awakening a primal hunger that if not kept in check threatens to consume them by leading them into a frenzy to attack the source of the blood to sate their hunger. This bloodlust can cause a vissalia to forsake its mortality and give itself over to the darker gods, becoming an undead abomination that exists solely to feed upon the living. If it gives in to its bloodlust, a vissalia can turn into the undead bandalvis. [B]Blood Fountain Swarm:[/B] A blood fountain swarm consists of about 1,500 undead leeches. They are created through a rather specific process over a number of days. First, a stone receptacle must be coated with the blood of a sacrificed humanoid. Then at least 1,500 leeches must be collected and each leech must suck a tiny amount of the necromancers blood. Next, each leech has its back quarter cut off and is placed into the receptacle to die. Once all have been cut and slain, 4 animate dead spells must be cast consecutively (either from memory or spell completion items) and the swarm rises and is released into the place it is to guard. [B]zombie:[/B] ? [B]ghoul:[/B] ? [/spoiler] [URL=https://www.drivethrurpg.com/product/2738/EN-Critters--Interlopers-from-the-Blasted-Realm?affiliate_id=17596]E.N. Critters 5 Interlopers of the Blasted Realms:[/URL][spoiler] [B]Remains of the Fallen:[/B] This swarm is native to the Blasted Realm. It is formed from the aftermath of any great conflict that has left bodies strewn across the battle field. Drawn to the psychic and emotional turmoil of such a conflict, the soulfire that permeates this realm coalesces within the remains of the various combatants, re-animates the individual body parts and then gathers them into a collective mass. This mass then develops a hive-like mind and begins to act independently. The swarm is an expression of the fury of the battle and therefore seeks out further conflict. It will attack any living being in an attempt to destroy it. One swarm may form for every 30 bodies left on the field. Swarms tends to form within 24 hours of the conflict’s cessation. This swarm is essentially soulfire taking shape as the rage of the great many that have fallen in the countless battles across the Blasted Realm.[/spoiler] [URL=https://www.drivethrurpg.com/product/2915/EN-Critters--Berks-Wasteland?affiliate_id=17596]E.N. Critters 6 Berk’s Wasetland:[/URL][spoiler] [B]Boneswirl:[/B] A boneswirl is an undead creature animated through strong elemental magic. Boneswirls were originally created by evil djinn that had taken up residence on the material plane, away from their inherently good brethren. Djinn necromancers used the bodies of humanoids to make more powerful and mobile undead guardians. The ritual of creating a boneswirl is long and complicated, as with creating many greater undead, but the process is a bit different. The primary difference is that minor air elementals are bound to the bones that comprise a boneswirl. They keep the whirlwind in motion. The elementals are twisted and perverted in the binding, but they are also part of the boneswirl’s new identity. Their insanity is a large part of what drives a boneswirl to kill everything it can. A boneswirl is typically created from the bones of a single humanoid creature, though it is possible to create one from any creature with a skeleton. The visage of a standard boneswirl is disturbing enough, but one created with the skull of a dragon or a mindflayer can send opponents fleeing into the desert without even attacking. No matter what creature it was originally made from, it retains no memory of its past life. It knows only an intense feeling of loss and pain. This is its primary drive for hunting down and killing living creatures. A boneswirl can be created through use of the [I]create undead[/I] spell by a 15th-17th level caster (though characters should be made to research the ritual first). It is native to warm deserts where it was first created by evil djinn. It can be created through the use of a create undead spell by a caster of 15th level or higher. [B]Dessicated:[/B] A desiccated is an intelligent undead creature that has had all the moisture drained from its body. A humanoid slain by a desiccated’s absorb moisture ability rises as a desiccated 1d4 days later. When a desiccated kills a humanoid creature with its absorb moisture ability, that creature undergoes a slow transformation during which every last drop of moisture is lost from its body. Water, blood, and other bodily fluids completely evaporate, organs turn to dust, and the skin becomes a dried out husk. Once complete, negative energy animates and gives sentience to the corpse. Even though the new creature retains some small semblance of its former self, bits and pieces of memories and thoughts, it is now overcome with an incredible and unquenchable thirst. The energy that created the desiccated continues to work and the creature continually feels the moisture being sucked from it. Those slain by having all of their moisture sucked out will rise as desiccated themselves within four days time.[/spoiler] Elemental Lore [spoiler] [B]Drought:[/B] Droughts look like massive, desiccated draft horses. They range from six to eight feet tall at the shoulder. The process of transformation into a drought darkens their hides to sooty black, no matter what color they were in life. Their manes also turn dark, usually either burnt brown or black. Everything soft weathers away from these creatures when they rise from the grave, leaving behind only hard bone, leathery skin, and flickering flames. Not even the greatest necromancers know for sure how they come into being. Many speculate that they appear when thousands of animals die of thirst due to unnaturally long droughts. Others feel that they may be punishments sent into the world by particularly demented gods. [B]Rime Wraith:[/B] Rime wraiths are the spirits of hunters, fishermen, and others who drowned in the dead of winter after slipping under the ice. [B]Shadow With the Cold Descriptor:[/B] A humanoid reduced to zero Strength by a rime wraith becomes undead. Within 1d4 rounds, it rises as a shadow with the cold descriptor. [/spoiler] [URL=http://www.drivethrurpg.com/product/12464/Epic-Monsters?src=also_purchased&it=1&affiliate_id=17596]Epic Monsters:[/URL] [spoiler] [B]Atropol Abomination:[/B] Not every divine pregnancy ends in a successful birth. As with the non-divine races some children fail to reach term, when this occurs in the divine realm the child is sometimes animated by the Negative Energy Plane and is reborn as an atropal. [B]Demilich:[/B] A demilich is the next evolutionary step in the life of an evil wizard. Through the creation of soul gems a lich may shed they body and travel the multiverse as an astral entity. ‘Demilich’ is a template that can be added to any lich. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below. The process of becoming a demilich can be undertaken only by a lich acting of its own free will. Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich. [B]Hunefer:[/B] Hunefers once strode across the planes as demigods. Slain by adventurers their godly power was stripped from them, but their followers did not abandon them. The body of the hunefer was recovered inscribed with symbols important to them and carefully wrapped for their eventual return to life and ascension to godhood. Now awakened, the hunefer are on a undying quest to recover their lost divinity. [B]Lavawight:[/B] The lavawight is the end result of foolish adventurers who attack a shape of fire. Those that succumb to a shape of fire's blazefire embrace are converted to lavawights. Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds. [B]Nightswimmer Nightshade:[/B] ? [B]Shadow of the Void:[/B] A shadow of the void is cold vengeance personified. [B]Shape of Fire:[/B] A shape of fire is white-hot rage personified. [B]Winterwight:[/B] The winterwight is the end result of adventurers foolish enough to attack shadow of the void. Those that succumb to a shadow of the void's blightfire embrace are converted to winterwights. Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds. [B]Sebastian the Shadow Souled:[/B] Although no one else remembers his history, Sebastian still feels the driving fear of death that led him to sacrifice his kingdom, his people and his own newborn son to the powers of darkness in return for eternal life. [B]Bodiless Ao:[/B] ? [B]Undead:[/B] Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. [B]Mummy:[/B] A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. [/spoiler] [URL=https://athas.org/products/FotDL]Faces of the Dead Lands[/URL][spoiler] [b]Zombie Crodlu:[/b] ? [b]Zombie Crodlu Heavy:[/b] ? [b]Zombie Crodlu Heavy Warmount:[/b] ? [b]Undead Crodlu:[/b] ? [b]Skeleton Crodlu Mount:[/b] ? [b]Unreclaimed:[/b] When a S’thag Zagath dies upon the obsidian of the Dead Lands, it soon reanimates as a maddened, hateful parody of it’s living self: a Bugdead. Usually, the living S’thag Zagath quickly move to perform mysterious psionic rituals on these newly risen undead, calming and subjugating them to the will of their living brethren - these are the creatures known to the undead humanoids of the Dead Lands as Scarlet Wardens. When these rituals are not performed in time, the result is a creature known among the zagath as an Unreclaimed. Bigger and stronger than other Scarlet Wardens and generally belligerent (if not hateful) towards it’s living kin - and those Scarlet Wardens that serve them, Unreclaimed retain both the tentacles and innate psionics that are removed from other Scarlet Wardens during the “reclamation” rituals. “Unreclaimed” is an acquired template that can be added to any Scarlet Warden. The Unreclaimed and their Scarlet Warden “cousins” have shared origins: they were the innumerous masses of workers, soldiers, and officers who either died in the cataclysm caused by the Deathwash, or starved to death in isolation. The Unreclaimed rose with the same curse of undeath which now awaits all Zagath who die upon the blackglass. As they crawled out of their graves, they instinctively lurched back to their birthstones, barely registering how the land around them was now an endless plain of black glass. [b]Anthyarka, Queen of the Great Mound, Unreclaimed Scarlet Warden Necromant 10:[/b] ? [b]The Unreclaimed, Unreclaimed Scarlet Warden:[/b] ? [b]Weaker Unreclaimed:[/b] ? [b]Maddened Hateful Parody of its Living Self:[/b] ? [b]Athasian Wraith:[/b] Any humanoid slain by the Nameless Shaman’s energy drain becomes an Athasian wraith 1d4 days after death. [b]Ogres in the Walls, Athasian Wraith, Angry Ogre-Wraith, Angry Undead, Conglomerate Undead Being:[/b] The ogres who fell defending Tru’ezarr were not from Ulyan, but rather the city-state of Celik. While the ogres of Ulyan often formed the working class of the Sageocracy or multiracial townships of the eastern basin, these ogres were distinctly more martial. Celik was home to many ogres and orcs from the nearby Yellow Hills or southern plains, whom had centuries of experience fighting as mercenaries. Celik, resettled by Remaans after the great psionic disaster that destroyed it millennia before, and survived through its vital position on the southern trade route and (in a third case of not learning from its own history) the employ of highly skilled, well-paid mercenaries. Celik depended on controlling trade with the great southern cities of Uylan, and as such, constructed Tru’ezzar atop the Winding Way, on the rim of the Cliffs of Ulyan. The ogres were explicitly forbidden from influencing the politics of Ulyan, and so stood by as Rajaat’s great army marched down the Winding Way into Ulyan. When word of the siege of Nagarvos reached the top of the cliffs, Celik’s elders dispatched reinforcements to the garrison, and their fears were supported by interrogated orcish refugees from Ghash-naarg: Uyness of Waverly marched for the Winding Way, intent on capturing it for herself. With their restrictions now null due to Nagarvos’ destruction, the ogres deployed into the Winding Way itself, taking full advantage of their size and the tight quarters to make Uyness pay in blood for every step up the switchback route. But they were hopelessly outnumbered, and unable to contact their employers in Celik for clarification, the commander refused to collapse the Winding Way. Thus, step by step the ogres were driven upward back into Tru’Azzar itself, and finally slain to the last. Afterwards, their bones and blood were used by the triumphant Defiler-Warlord Ram-azah to shore up the fort’s ruined walls. Despite their gruesome ends, the slain garrison passed into the Gray, at least until the Shining Tide. The strange necromantic energies unleashed with the obsidian tore them from the Gray, binding their spirits to the bones and blood-mortar of Tru’azzar as wraiths. [b]Wraith Honor Guard, Dodam's Honor Guard, Athasian Wraith Fighter 12:[/b] Dodam and his Honor Guard pushed deeper in an effort to hunt down the city's Whitebeard Fathers - the last moment of his life, he was proudly breaching the entrance hall of the Whitebeard Council when the tunnel collapsed on his head. Dodam crawled out of the rubble as a thinking zombie after the fires had died and Gallard's forces had departed, joined by the wraith remnants of his Honor Guard, who were bound in service to their commanding officer. [b]Daskinor's Dead, Athasian Wraith Castaway Fighter 15:[/b] Though the Shining Tide did not breach their gates, its necromantic energies did, reanimating the human dead who had fallen in the siege of the city as wraiths. These particular soldiers fell in battle to the goblins' elemental clerics and mindbenders. As Daskinor's forces looted Gzhabakr, the dead were stripped of all possessions and interred with honor in small cairns made from the rubble of the city (the traditional burial method of their people) the graves were topped by sharp-pointed stones - a stylized mountain or chevron guiding the spirit upward. The human dead rested peacefully for decades until the Shining Tide washed overhead and were reanimated as wraiths, with their focus being the large central burial-cavern itself by their desire to ascend to the heavens. Suddenly awakening deep within the caverns rather than experiencing their promised heavenly ascension did no favors for the wraith's sanity, and they immediately blamed the surprised undead goblins for their state. [b]Airy Shade:[/b] ? [b]Forbidden Mountain Wraith:[/b] ? [b]The Nameless Shaman, Unique Athasin Wraith:[/b] The tribe's last shaman was born when their clan had been reduced to less than a dozen, in the era when Rajaat was just beginning to experiment with magic and recruit students. Rajaat's early attempts to harness the Gray as a source to power arcane magic would end in disaster and the death of his entire first generation of students, who were warped into powerful undead beings known as Crimsons. The Nameless Shaman, in distant Ulyan, tried his best to help his tribe using his paltry knowledge of medicine and magic but could not feed them or stop them from resorting to cannibalism in desperation. Eventually the shaman himself died alone of starvation, and his rage and sorrow drew one of the newborn Crimsons like a shark to blood. The creature bonded with the shaman instead of devouring his soul, reanimating the shaman as something similar to a wraith. [b]Massive Semi-Transparent Skeletal Being:[/b] ? [b]Giant Wraith:[/b] ? [b]Wraith of the Forbidden Mountains, Athasian Wraith Wizard 15, Powerful Wraith:[/b] The tribe's last shaman was born when their clan had been reduced to less than a dozen, in the era when Rajaat was just beginning to experiment with magic and recruit students. Rajaat's early attempts to harness the Gray as a source to power arcane magic would end in disaster and the death of his entire first generation of students, who were warped into powerful undead beings known as Crimsons. The Nameless Shaman, in distant Ulyan, tried his best to help his tribe using his paltry knowledge of medicine and magic but could not feed them or stop them from resorting to cannibalism in desperation. Eventually the shaman himself died alone of starvation, and his rage and sorrow drew one of the newborn Crimsons like a shark to blood. The creature bonded with the shaman instead of devouring his soul, reanimating the shaman as something similar to a wraith. From its influence, many of the souls of the shaman’s tribe, both recent and ancient, were drawn from the Gray and reanimated as powerful wraiths. [b]Lesser Wraith:[/b] ? [b]Dim Grey Mist Burning With Silvery Flames That Flicker In and Out of Existence With Dark Dull Red Eyes:[/b] ? [b]Greater Wraith:[/b] ? [b]Tlatnaloc, Guardian of the Perished, Human Athasian Wraith, Undead Guardian:[/b] It was from his admiration for the supernatural powers of these leaders that Tlatnaloc’s own death sprung. A high officer saw how impressed Tlatnaloc was with even simple psionic and arcane effects and began to tutor the young warrior in the arts. He tricked Tlatnaloc into agreeing to serve in any capacity which would afford him a chance to develop such powers, and then had the young man killed and reanimated as an undead guardian to protect the catacombs of the dead. Tlatnaloc was bound to serve in this role until Tectuktitlay’s final conquest of the world. [b]Wraith Taskmaster of Harkor:[/b] ? [b]Sentinel of Death, Human Athasian Wraith Wizard 10/Necrmant 7:[/b] Created by Harkor during his rise to power, the Sentinels of Death are internal police and spies, required by any serious tyrant. Harkor chose demihumans that the undead plainsfolk would naturally despise and raised them to a position of power, to ensure the Sentinels have little political power beyond what he bestows upon them. Enslaved with nigh-permanent necromancies, they are Harkor’s hands. [b]Shumash Guerilla Wraith, Human Athasian Wraith Psion Kineticest 15:[/b] Psionic learning was deeply revered in Shumash in the Green Age, and many great sages and masters of the Way came from (and returned to be buried in) Chumash. When the Black Tide swept over the city, the souls of many great psionicists animated, and bereft of their long decayed bodies, they became wraiths. [b]Shumash Guerilla Wraith, Orc Athasian Wraith Psion Kineticest 15:[/b] Psionic learning was deeply revered in Shumash in the Green Age, and many great sages and masters of the Way came from (and returned to be buried in) Chumash. When the Black Tide swept over the city, the souls of many great psionicists animated, and bereft of their long decayed bodies, they became wraiths. [b]Pixie Blight:[/b] Due to its proximity to Nagarvos’ and long distance from the other sylvan lands inhabited by pixie’s, Small Home was Wyan of Bodach’s first major assault on the pixies and sprites before leaving Ulyan. Like many of the Champions, he came up with new and horrible ways to torment his assigned races even beyond death, thus creating the blights out of decapitated pixie prisoners. When the remaining pixies of the area arose as racked spirits an instant and mutual antipathy developed between the spirits and the blights, one that remains to this day. [b]Crimson:[/b] Rajaat's early attempts to harness the Gray as a source to power arcane magic would end in disaster and the death of his entire first generation of students, who were warped into powerful undead beings known as Crimsons. [b]Cursed Dead:[/b] ? [b]Dhaot:[/b] ? [b]Wandering Dhaot:[/b] ? [b]Dune Runner:[/b] ? [b]Dwaven Banshee:[/b] ? [b]Stalwart Banshee, Stalwart of Toganay, Dwaven Banshee Fighter 13:[/b] The Stalwarts of Toganay were reanimated as banshees by their shame and guilt: they were sworn to defend the people of Toganay, but they failed. They will never rest, but they have collectively resolved to use their undead states to the advantage of their people, granting Toganay an eternal, unkillable defense force. When the Butcher of Dwarves arrived, the militia held out for an entire week, forcing the humans to pay in blood for every foot of cliff scaled and pushed into their mines. They fought a staggered, cautious retreat down into the tunnels, but away from the caves where their families were held in stasis, which were sealed with magic by the Sun clerics. The wounded Stawarts did not retreat but were slain by their comrades, so as to trick Egendo into thinking that they were making a suicidal last stand, and that the noncombatants had escaped over the cliff-rim to other dwarven colonies. Egendo realized that the survivors were likely holed up in the deepest mines, but the battle had already cost him too many men, and he had no intention of being waylaid into hunting every dwarf down in the dark. Thus, he had his defilers flood the mines with poison gas as his forces withdrew, which killed the few surviving dwarves that were not in stasis. Sensing no more living dwarves, Egendo moved on. The first Stalwarts were already rising as banshees as the humans departed, unsure if the plan had worked. [b]Nophdeh, Dwarf Dwaven Banshee Rogue 13/Fighter 5, Cruel Unrelenting Tyrant:[/b] Manipulated by Gretch into failing at his Focus and returning as a dwarven banshee, Nophdeh served as Gretch’s spymaster during the Cleansing Wars. [b]Nophdeh Lieutenant, Dwarf Dwaven Banshee Rogue 13:[/b] ? [b]Nophdeh Sergeant, Dwarf Dwaven Banshee Fighter 13:[/b] ? [b]Nophdeh Scout, Dwarf Dwaven Banshee Rogue 8:[/b] ? [b]Shumash Guerilla Banshee, Dwarven Banshee Fighter 15:[/b] The Dwarven Banshees of Shumash were largely dwarves that broke and ran when the army Irikos breached the city walls to cleanse Shumash. Now they roam endlessly in an effort to defend Shumash and all the Dead Lands from the Bugdead menace. [b]Fael:[/b] ? [b]Musraaf's Chosen Cavalry Commander, Human Fael Fighter 15:[/b] When the Shining Tide inundated the Musraafi people, their minds were largely focused on providing food for their families, not the squabbling of the chieftains, and when they died, they reanimated as fael rather than zhen. [b]Musraaf's Chosen Cavalry Lieutenant, Human Fael Fighter 8:[/b] When the Shining Tide inundated the Musraafi people, their minds were largely focused on providing food for their families, not the squabbling of the chieftains, and when they died, they reanimated as fael rather than zhen. [b]Musraaf's Chosen Spearman Lieutenant, Human Fael Psychic Warrior 8:[/b] The Spearmen's minds were largely focused on providing food for their families, not the squabbling of the chieftains, and when they died, this reanimated them as fael rather than zhen. [b]Musraaf's Chosen Spearman Lieutenant, Human Fael Fighter 6:[/b] The Spearmen's minds were largely focused on providing food for their families, not the squabbling of the chieftains, and when they died, this reanimated them as fael rather than zhen. [b]Yughbo the Relentless, Lord of the Blacktooth Maw Clan, Ogre Fael Barbarian 15:[/b] In the last few months of his mortal existence, as the Cleansing Wars raged through Ulyan, something stirred deep in his mind — he began thinking of how to restore the fortunes of the ogre race. Dying under the blades of the Cleansing Armies and returning as a fael with the Obsidian Tide buried this impulse for a time. When the Cleansing Wars came to the lands of the Sagocracy, Yughbo and his fellow barbarians were among the first to engage them. They were slaughtered, bar Yughbo and a few dozen survivors. With nowhere safe to flee, they harried the invaders, ambushing patrols, picking off stragglers and scavenging supplies and weapons. Yughbo and his fellows took to eating the flesh of their victims (sometimes while they were still alive) in a disgusting display of cannibalistic gluttony and revenge. Eventually, Yughbo’s luck ran out and his group was ambushed by a force of Kalak’s warriors. Reanimated by the Boiling Ruin and condemned to eternal unlife and gluttony, Yughbo and the other ogres sought to fill their newfound hunger by consuming the undead around them, making war on other groups much as they did in life. [b]Blacktooth Maw Reaver, Ogre Fael Barbarian 9:[/b] With a handful of exceptions, the Blacktooth Maw Reavers have been followers of Yughbo since before the Cleansing Wars. They were killed together, were reanimated by the Obsidian Tide together and rose hunted as ever-hungry fael together. [b]Massive Feral Monstrosity:[/b] ? [b]Big Brute:[/b] ? [b]Ever Hungry Fael:[/b] ? [b]Fallen:[/b] A giant, humanoid, or monstrous humanoid slain by a fallen’s death knell power rises as fallen after 1d4 rounds. [b]Ghash-Naarg Fallen Warrior Orc:[/b] ? [b]Ghash-Naarg Fallen Warrior Human:[/b] ? [b]Fallen Warrior Orc:[/b] ? [b]Fallen Warrior Human:[/b] ? [b]Shabnas the Last Chief, Orc Fallen Wilder 12/Fighter 14:[/b] ? [b]Chosen of Shabnas, Orc Fallen Psion Egoist 7/Fighter 11:[/b] Eventually, they cornered the last of the clan-chiefs, Shabnas, and for her amusement, Uyness ordered her consort-guard to kill the orc for her favor. Twelve of the Guard lay dead before her “true“ champions felled Shabnas. Eager to keep on schedule, and more importantly, beat her peers to the riches of Celik, Uyness gave her dead a token memorial then moved on, though soon enough her new favored guards fell into disfavor, as the Silver Lady grew bored. Her twelve lost knights rose as undead, filled with a sense of betrayal at the pointlessness of their deaths. They were immediately commanded by the also risen Shabnas, who forced them to hammer out the symbols of Uyness from their intricate silvered armor and replace them with orcish symbols of loyalty to Shabnas, quite aware of the irony of forcing them to serve as his personal guard. [b]Fallen, Undead Orc:[/b] ? [b]Dauntless of Ghash-Naarg, Orc Fallen Fighter 11:[/b] ? [b]Viceregal, White Guard, Kobold Fallen Fighter 12, Loyalist Fallen:[/b] The White Guard and Black Guard were, in life, all members of the Viceregal Guard, handpicked from the finest raiders and warriors of Aagnikh to protect the Hermit Majesty’s bloodline. Armed with the metal pilfered from Sageocracy and Arludas caravans, they bravely served Gorl-ik, the 48th Vice-Regent, when they fell in a last stand to protect the kobold nests and hatchlings from Sacha’s warriors. Many members of the Viceregal Guard (and Gorl-ik himself) rose soon after as fallen, haunted by their failure to protect their monarch and young charges. [b]Rebellious Fallen:[/b] ? [b]The Bold of Sacha Bone Guard, Human Fallen Fighter 15:[/b] Most of the Bold of Sacha who fell were never given a proper burial, unrecoverable or simply abandoned among the carnage and collapsed tunnels. They shortly rose as fallen and immediately resumed their attack on the reanimated kobolds, until Ni-angh’akh emerged to assert his authority. [b]Champion of Deshentu, Human Fallen Psychic Warrior 14, Fallen Champion:[/b] ? [b]Giant Skeleton Leader, Giant Fallen Fighter 4:[/b] Deshentu’s Giant Skeleton Bombardiers are the animated skeletons of long dead giants, given collections of rocks to throw. These giant skeletons are indicative of the presence of giants in Ulyan going back to at least the Green Age, near what is now the Forbidden Mountains. Given there is no record of these giants serving in the Deshenten military before the Obsidian Flow, these giants were surely excavated and raised from an ancient burial site. Only the most powerful and intact were raised as fallen. [b]Swiftwing Leader, Elf Fallen Fighter 14:[/b] These strange undead were assembled out of the bones from the skeletons of a short elf-like humanoid (only 6 feet in height) and strange bat-like creatures, both found in a mass grave at the edge of the Bone Lands. Instead of arms, the Swifwings have bat-like wings covered with stretched leather, and their feet are taloned claws that allow them to grip objects and creatures. The Swiftwing Leaders are a cut above the nearly mindless troops they lead. Some of the elven dead had reanimated after the Obsidian Tide as fallen and the Deshentan necromancers were, after proper subjugation, able to modify the physical forms of the fallen in a similar manner as their fellows. [b]Kiwk's Praetorian Guard, Feylaarn Fallen Psychic Warrior 13:[/b] When he claimed Kiwk for his experiments, Gretch found his initial results to be promising. He then decided to take all the warriors of the small tribe at once, in the hopes of creating a force of inhumanly strong bodyguards and enforcers. [b]Fallen Warrior:[/b] ? [b]Erthne the Exilarch, Ogre Fallen Fighter 17, Hulking Ogre:[/b] Erthne was once one of the leading generals of Nagarvos’. She served and died at the Battle of Tforkatch River, ensuring the safe retreat back to Nagarvos’. Processed and reanimated at the Charnelhouse, she was made one of the generals commanding Gretch’s undead armies. [b]Erthne's Guard, Ogre Fallen Fighter 12:[/b] All of Erthne’s Guard served in the armies of long-lost Nagarvos and were scavenged from battlefields by Gretch’s carrion-pickers and reanimated at the Charnelhouse or another of his undead factories. [b]Soldiers of Exilarchate, Human Fallen Fighter 8:[/b] The Fallen that comprise Erthne’s army are a mixed lot: some came from Gretch’s reanimation factories, others arose on their own. [b]Gwanqui Axe-Born, Mul Fallen Fighter 10, Rare Undead Mul:[/b] The Fallen that comprise Erthne’s army are a mixed lot: some came from Gretch’s reanimation factories, others arose on their own. [b]Wujarrt's Warrior, Human Fallen Fighter 8, Fairly Standard Fallen:[/b] Wujarrt’s Warriors are fairly representative of the soldiery in other kingdoms. Fallen such as these were churned out by the thousands by Gretch’s reanimation factories. [b]Elf Skirmisher, Elf Fallen Fighter 6:[/b] Those who remained were the bodyguards of the Gathered Voice and other veterans with strong ties to their home city, but their already small numbers were heavily reduced, and were killed to the last by Albeorn’s soldiers. After the slaughter, many rose as fallen and raaigs, organized under the leadership of Malwaenis and waged a guerilla war on the human occupiers. [b]Albeorn's Shock Trooper, Human Fallen Fighter 11, Soldier, Walking Skeleton, Fodder, Cautious Opponent:[/b] Many of the fallen came from among the Shock Troops of Albeorn, prestigious veterans of the Champion’s army occupying and looting the city while Albeorn researched a way to ascend Neowar's Ladder; some fell in the initial Cleansing of the city, others were victims of the initial elven counter-attack, and others of the prolonged year-long guerilla war by the undead against the living. Many more reanimated from the necromantic energies of the Shining Tide but were quickly dominated by the elven Meorty before they could resume their work, much to their resentment. [b]Eddarkols, Human Fallen Wizard 10/Necromant 8/Fighter 5, Unsubtle Combatant, Battle Mage, Determined Fallen:[/b] Eddarkols and his soldiers, along with Sielba’s own dead, were interred in the sacked homes of Tarktas’ now-dead inhabitants. Each home was then sealed and an inscription carved stating the fallen soldier’s name and rank: Eddarkols himself was interred with honor in the burned town hall. The dead laid undisturbed until the Shining Tide flowed over the ruins of Tarktas, covering but not breaching their sealed tomb, and reanimating many of them as fallen. [b]Soldier of Tarktas, Human Fallen Fighter 8, Undead of Tarktas, Sleeping Soldier of Tarktas, Cleansing Army Veteran, Slumbering Undead:[/b] After the city had been cleansed and the bodies of the enemy burned, the dead Cleansing Army warriors were interred in the sacked homes of Tarktas’ former inhabitants, and then sealed with large stones inscribed with the fallen soldier’s respective names and ranks. There they remained undisturbed until the Obsidian Tide came, and the warriors rose again. [b]Flesh Worm:[/b] ? [b]Ioramh:[/b] Any humanoid slain by a meorty becomes an ioramh 1d4 days after death if it has less than 5 HD. If it has 5 HD or more, it becomes a namech. [b]Ioramh Servant:[/b] ? [b]Ioramh Human:[/b] ? [b]Ioramh Ogre:[/b] ? [b]Kaisharga:[/b] ? [b]Typical Kaisharga of Deshentu, Human Kaisharga Wizard 5/Necromant 8/Fighter 7:[/b] ? [b]Thualath of Deshentum, Thaulath, Thauleth, Human Kaisharga Wizard 5/Necromant 8/Fighter 7, Emaciated Skeletal Being With Deathly Gray Skin and Empty Eye Sockets That Blaze With Green Fire:[/b] Long dead when the Shining Tide engulfed Ulyan, Thualath had nevertheless been buried in a place of honor. She was therefore easily identified by Kulrath’s necromancers and animated as one of his chosen generals. The animation ritual which brought her to unlife bound her to the Vizier’s will, although in truth Thualath would have followed him freely in any case, simply to be able to serve her people once more. [b]Knor'morhen, Troll Kaisharga Psion Seer 14/Expert 5, Nihilistic Ancient Philosopher, Undead Troll, Crotchety Troll Kaisharga:[/b] Finally, as Nuubark’s defenses reached their lowest ebb, the king relented and appointed Knor’morhen to lead a delegation to beg for peace, on any terms. But as the king had foreseen Myron was uninterested in the trolls’ surrender. He laughed in Knor’morhen’s face and had the entire delegation tortured to death in front of the horrified leader. Knor’morhen was killed in turn and raised to undeath as well, so Myron could enjoy the spectacle of sending Yorg-yanak’s ambassadors back to him with his answer eloquently expressed in the corpselike shuffle of the undead. [b]Namash-Te, The Hands of Harkor, Human Kaisharga Wizard 5 Necromant 2/Psion Nomad 9/Cerebremancer 5, Chief Lieutenant, Minion, Chief Servant, Chief Slave:[/b] Namash-Te was slain early in the Cleansing Wars and was reanimated as one of Qwith’s creatures, pried from an obsidian tomb, until Harkor captured the talented wizard and psion. Sensing her spirit and power, he bound her to his will with powerful rituals, and made her his chief servant. [b]Hekeyla, The Hands of Harkor, Human Kaisharga Wizard 5 Necromant 2/Psion Nomad 9/Cerebremancer 5, Chief Lieutenant, Minion, Chief Slave:[/b] ? [b]Pandruj, Human Kaisharga Wizard 15/Necromant 10, Skeletal Figure With Empty Eye Sockets:[/b] Pandruj was captured while battling the Champion’s Daughters as they breached the Arkolak’s walls. Dragged alive before the Warbringer, Rajaat gloated over his foolish former student, before handing Pandruj over to Daskinor’s torturers. Faith that his family escaped bored Pandruj through all the agonies Daskinor and his forces inflicted upon him. Daskinor taunted Pandruj with the burnt husk of a dwarven woman, and the mutilated corpse of a child that could not have been Kalria. Tiring of his ‘sport’, Daskinor eventually used Pandruj for an experiment in undeath. As necromantic agonies wracked his body, Pandruj felt a weightless sensation in the last moments before death claimed him. As his bones reassembled in a mass grave, Pandruj returned to consciousness as though awakening from a nightmare. Although physical pain was a fast-receding memory, the drive to find Elwiese and Kalria occupied his every thought. [b]Khvakhas:[/b] ? [b]Khvakhas Noble:[/b] ? [b]Priest-King Thuguch, Goblin Khvakhas Fighter 9/Psion Kineticest 4/Cleric 4/Psychic Theurge 5, Particularly Gruesome Example of a Khvakhas:[/b] When Daskinor's army finally came for Gzhabakr, Thuguch attempted to parlay, only to watch in horror as his emissaries were flayed alive in full sight of the city. Thuguch and his leaders were unable to defend their city, and were hung from the cavern ceilings, forced to watch all of their subjects flayed alive and tortured to death. Denied the traditional Ember-Burial, Thuguch's spirit rose as one of Athas' first known khvakhas. [b]Khvakhas Lieutenant:[/b] ? [b]Goblin Noble, Goblin Khvakhas Fighter 8:[/b] Compared to the infighting that would doom many later goblin cities, the nobility of Gzhabakr fought valiantly to the end, earning the dubious distinction of becoming Athas' first khvakhas; after being forced to watch their people flayed and tortured to death, they were themselves flayed alive and killed. When Daskinor's army finally came for Gzhabakr, Thuguch attempted to parlay, only to watch in horror as his emissaries were flayed alive in full sight of the city. Thuguch and his leaders were unable to defend their city, and were hung from the cavern ceilings, forced to watch all of their subjects flayed alive and tortured to death. Denied the traditional Ember-Burial, Thuguch's spirit rose as one of Athas' first known khvakhas. [b]Khvakhas Ash Priest:[/b] When Daskinor's armies finally arrived at Gzhabakr's gates, the Ash Priests fought valiantly, but were forced to suffer the ultimate blasphemy when the Daskinor's men denied their bodies cremation into sacred Ash. Their profane deaths via “sky burial” led many Ash Priests to rise in undeath shortly afterward and they quickly restored order among the other khvakhas as the Priest-King’s enforcers. [b]Krag:[/b] ? [b]Magma Krag:[/b] ? [b]Kragling:[/b] Any animal, humanoid, giant, magical beast, or monstrous humanoid slain by a krag’s elemental infusion has a 50% change of rising as a kragling after 1d4 days. [b]Subordinate Krag Cleric Disciple, Marabout, Magma Krag Cleric 11:[/b] Many of the acolytes caught in the Shining Tide rose as Krags and, though less powerful than their masters who joined the Gleaming Tribunal, they were quickly re-incorporated into the Disciples. [b]Krag Gleaming Tribunal Leader, Magma Krag Cleric 16/Psion Nomad 5/Psychic Theurge 4:[/b] ? [b]Kragling, Servant:[/b] ? [b]Kragling, Assistant:[/b] ? [b]Lizardfolk Shaman, Advanced Fire Krag Cleric 11, Krag Spiritual Leader:[/b] The lizard folk corpses were engulfed by the defiled swamp long before the Shining Tide, and then reanimated by the Obsidian. By the Time of Magic, the lizardfolk had made enemies of all their neighbors with their inflexible hostility, but were too entrenched in Sagramog to warrant their eradication - until the coming of Keltis. The Shamans ritually hissed in grief and ritually let their blood at the horrific defilement of their swamps, and took the lives of many human invaders and their elven allies, but in the end, Keltis’ fire clerics put an end to both them and holy Sagramog. As they had died in holy combat with the belief the Water Spirits would reward them, few lizardfolk reanimated among the waters of the Pallid Mire, only those Water Shamans that had died to the profane flames of Keltis’ fire clerics. [b]Meorty, Undead Meorty:[/b] Underground, [G'dranav] reanimated his former soldiers as meorties one by one, biding his time and preparing for an assault: for above, remnants of Rajaat’s army had taken up residence and built a research compound. While the secrets of creating a meorty are all but lost to history, nearly all great Green Age cities had created one such guardian by the beginning of the Time of Magic. [b]Ni-angh-ahk, The Hermit Magesty, Kobold Meorty Wilder 30:[/b] And so came Rajaat himself, standing before Aagnikh’s ruined gates. Ni-angh’akh’s mindscape met that of the twisted Pyreen, and for two days they silently battled, sending psionic shockwaves across Ulyan and beyond. Ni-angh’akh glimpsed the memories of the Warbringer: images of a White Tower, of an ancient world covered in oceans inhabited by Halflings with strange living cities and vessels, and writhing through his mind, always, images of hate, of death, a world turned to dust and blood, until even the humans who served him were gone. Ni-angh’akh had little time to contemplate the meaning of these images as he battled the Warbringer’s mind. On the second day, Ni-angh’akh seemed on the very cusp of victory, but then the Warbringer, even as blood dripped from his ears and nose, found his opening: the hissing of Ni-angh’akh’s childhood tormentors, the blaze of a fire, and in that momentary memory lapse, a piercing pain shot through Ni-angh’akh’s brain and all went black. Slowly, detached from space and time, thoughts returned, a drawn out burst of memories and ideas both his own and not his own, and in response to his mental screams, withered flesh and bone strained back to life. [b]Dwarf Meorty, Howling Tornado 3' Tall:[/b] ? [b]Raging Meorty Warrior:[/b] ? [b]G'dranav, Ogre Meorty Psion Shaper 26, Elderly Ogre:[/b] When the walls of Nagarvos finally failed, the powerful master psion G’dranav was the last of the Defenders to fall to the final assault by Rajaat’s forces. During his last stand at the Arkolak, he, through sheer force of will, created a chasm underneath both him and his foes, swallowing up all of them along with his dead allies. As [he] fell, G’dranav transformed himself into a meorty. [b]Ramlichiavli the Defender, Ogre Meorty Psychic Warrior 20:[/b] The effort had failed, or at least had not yet succeeded, when at last the attacks broke through the Arkolak’s hallowed walls. G’dranav led a desperate counterattack, and Ramlichiavli was in the front-line, filling the breach in the wall with his own body. He was overborne by the press, pierced by a dozen pikes and trodden under by the surging attackers. Five or six more he killed, pulling them down by the ankles as they ran over his body, and crushing their throats in his massive hands, but in the end the mighty ogre’s eyes closed for the last time. When Ramlichiavli once again opened his green eyes and looked out upon the world, it had changed beyond recognition. The ogre saw above him the face of his commander G’dranav, who had just raised him to unlife as a meorty. Underground, [G'dranav] reanimated his former soldiers as meorties one by one, biding his time and preparing for an assault: for above, remnants of Rajaat’s army had taken up residence and built a research compound. [b]Dwarven Defender, Dwarf Meorty Fighter 5/Psychic Warrior 14, Stocky Tough Swarthy Dwarf:[/b] In life, the Defenders of Nagarvos’ were fanatically loyal to the great city and its ideals, and that loyalty has only intensified since G’dranav raised them as meorties. The Defenders are the ancient guardians of Nagarvos’, having served the Tetrarchs in life as an elite guard during the Green Age. When Rajaat’s final assault on the city came, each and every Defender fought bravely, furiously, and ultimately futilely. They gave their lives in defense of the Tetrarchs and the city they had sworn to serve. But as in much of ancient Ulyan, death didn’t mean an end to their service. Over many decades, G’dranav raised his former comrades as meorties, assembling a small army underneath the ruined city of Nagarvos’. Underground, [G'dranav] reanimated his former soldiers as meorties one by one, biding his time and preparing for an assault: for above, remnants of Rajaat’s army had taken up residence and built a research compound. The ogre saw above him the face of his commander G’dranav, who had just raised him to unlife as a meorty. For many years thereafter, Ramlichiavli aided his mentor in raising to unlife the hundreds of other fallen Defenders whom G’dranav had brought down with him into the chasm below the Arkolak. [b]Ogre Defender, Ogre Meorty Psychic Warrior 16, Burly Ogre:[/b] In life, the Defenders of Nagarvos’ were fanatically loyal to the great city and its ideals, and that loyalty has only intensified since G’dranav raised them as meorties. The Defenders are the ancient guardians of Nagarvos’, having served the Tetrarchs in life as an elite guard during the Green Age. When Rajaat’s final assault on the city came, each and every Defender fought bravely, furiously, and ultimately futilely. They gave their lives in defense of the Tetrarchs and the city they had sworn to serve. But as in much of ancient Ulyan, death didn’t mean an end to their service. Over many decades, G’dranav raised his former comrades as meorties, assembling a small army underneath the ruined city of Nagarvos’. Underground, [G'dranav] reanimated his former soldiers as meorties one by one, biding his time and preparing for an assault: for above, remnants of Rajaat’s army had taken up residence and built a research compound. The ogre saw above him the face of his commander G’dranav, who had just raised him to unlife as a meorty. For many years thereafter, Ramlichiavli aided his mentor in raising to unlife the hundreds of other fallen Defenders whom G’dranav had brought down with him into the chasm below the Arkolak. [b]Meorty, Undying Guardian:[/b] Before the Siege, Nagarvos boasted no fewer than seven undying guardians, each a meorty created during a very different era of the city’s existence, and each with different powers and rules governing its actions. [b]Cregsyzz the First Guardian, Goblin Meorty Psychic Warrior 7/Echolocator 10:[/b] Slowly, membership in the Watch grew large enough to effectively patrol the city, and proved effective at keeping the peace for a time, but proved to be woefully inadequate defending from its first attacks by raiders. Coming along the trade roads from the west, the invaders were repelled, but many of the Watch were either killed or permanently crippled, including Cregsyzz. In response, Nagarvos built its first city wall around the noble hill districts, making the hill the city’s first defensive fortress. Cregsyzz wished to continue in the defense of the city, so she agreed to become the first Undying Guardian of the City. Her injuries became inconsequential in undeath and she quickly helped to rout the raiders, and Cregsyzz has watched over and protected the city ever since. [b]Preceptor Elynos Silvermark the Third Guardian, Half-Elf Meorty Psion Telepath 9/Psiologist 10:[/b] Elynos ended up serving at the psionic temple long past what should have been his retirement age. Since he had no family, he had chosen to devote his life to bettering the lives of his students and the city. This made him a natural choice for the role of Guardian, once it became clear that his failing health would no longer allow him to continue teaching students. He accepted and became the third of the Undying Guardians of Nagarvos. [b]Duzzukk “Cold Blade” the Seventh Guardian, Orc Meorty Psychic Warrior 7/Soulknife 10:[/b] Agreeing that greater measures would have to be taken, Boru-Hardis nominated Duzzukk for immediate transformation into an Undying Guardian, and he became the seventh meorty to serve the city. [b]Baru-Hardis, Meorty, Undying Guardian:[/b] ? [b]Malwaenis, Last Defender of Elsavos, Elf Meorty Cleric 11/Psion 3/Psychic Theurge 8:[/b] By the time the Gathered Voice made their decision and chose him to become the city’s only meorty, Malwaenis was quite old - he had become known not only for his unyieldingly vengeful stance on the lizardfolk and their continued attacks, but for his almost grandfatherly care for the elves of Elsavos. [b]Meorty, Tasked Undead:[/b] ? [b]Morg:[/b] ? [b]Morg Templar of the Vizier:[/b] ? [b]The Vizier's Priest, Morg Templar 18, Morg Priest:[/b] ? [b]The Vizier's Monk, Morg Templar 13/Psion Telepath 7:[/b] ? [b]Morg, Servant:[/b] ? [b]Morg, Assistant:[/b] ? [b]Tetrarch, Human Morg Psion Telepath 22, Magically Controlled Servant:[/b] After he arose in undeath, Pandruj was powerful enough to animate the Tetrarchs as his undead servants. Pandruj decided that those who had fought at the Arkolak with him would make the best allies, so he tapped into the Gray to raise the Tetrarchs. [b]Tetrarch, Half-Elf Morg Psion Telepath 22, Magically Controlled Servant:[/b] After he arose in undeath, Pandruj was powerful enough to animate the Tetrarchs as his undead servants. Pandruj decided that those who had fought at the Arkolak with him would make the best allies, so he tapped into the Gray to raise the Tetrarchs. [b]Tetrarch, Gnome Morg Psion Telepath 22, Magically Controlled Servant:[/b] After he arose in undeath, Pandruj was powerful enough to animate the Tetrarchs as his undead servants. Pandruj decided that those who had fought at the Arkolak with him would make the best allies, so he tapped into the Gray to raise the Tetrarchs. [b]Rajaat's Fugitive, Human Morg Wizard 15/Necromant 1:[/b] Rajaat’s Fugitives are a combination of journeyman students of the Psionic Temple, elemental clerics native to or trapped within Nagarvos, preservers who once studied under Pandruj himself, and other unaffiliated preservers who had moved to the city in the late Age of Magic. Rallied by Pandruj and the Tetrarchs when the Siege of Nagarvos began, they fought bravely in defense of the city, but fell just before G’dranav’s final stand at the Arkolak. After the destruction of the Boiling Ruin, Pandruj awakened and called them to his side again. [b]Gretch, The Manipulator, Human Morg Wizard 5/Psion Shaper 5/Necromant 10/Cerebremancer 10:[/b] Ever since Gretch was a student in the earliest days of the Pristine Tower, he has never really viewed other sentient beings as anything more than tools to be used. His cold and self-serving approach to other beings seemed a bit inhuman even to his fellow students (who would later go on to become Rajaat’s Champions). This inhumanity mixed with endless frustration when his transformation into undeath was botched, granting him his desired immortality but leaving his formidable intellect permanently damaged. Rajaat’s humanocentric rhetoric eventually turned against Gretch however, after he had transformed himself into a morg. [b]Las-ufar, Ambassador of Gretch, Human Morg Psion Nomad 9/Rogue 7, Morg Mindbender:[/b] But age was creeping up on Las-ufar, and death was not a barrier on which Gretch wanted one of his most prized servants to wreck. The old necromancer convinced Las-ufar to endure morgbirth, and so remain active in the world. Las-ufar was daunted by the pain associated with morgbirth – he had sworn many times, on the deck of the Pride of Zillart, to avoid all pain, and he had seen Uzhgabr’s anguish in the change – but he felt that death would cheat him of the rewards he knew were his due for his services to Gretch’s and Rajaat’s cause. He accepted. [b]Fnuthaar, Human Morg Psion Kineticist 8/Ranger 7:[/b] ? [b]Col'raoz, Half-Giant Morg Barbarian 16:[/b] Before her compatriots could determine if the obelisk was safe to touch, she attempted to pry out the valuable metals, activating the malfunctioning psionic teleportation device and disappearing from Celik. Col’raoz awoke strapped to a table in one of Gretch's reanimation labs, being prepared for the morg-birth. [b]Uzhgabr, Human Morg Psion Telepath 11/Fighter 5:[/b] He never could have anticipated his midnight abduction by agents of Gretch. Gretch needed capable leaders for his armies of undead, and he saw the carnage of Nagarvos as an opportunity to reap the best of the fallen heroes. Gretch was also still looking for petty ways to strike out at Rajaat’s favorites. To this end, Uzhgabr fit both goals nicely. Uzhgabr walked away from his morg-birth enraged at his forced transformation, distrubed by his new unlife, and firmly under Gretch’s control. [b]Tol’thak the Surveyor of Olnak, Human Morg Wizard 5/Necromant 10/Psion Nomad 5/Cerebremancer 4:[/b] In life, Tol’thak was a sage, knowledgeable in plant species and agriculture. He fell prey to Gretch’s kind reputation and was killed, reanimated, and interrogated by Gretch in short order. [b]Wujarrt, Human Meorty Wizard 5/Necromant 2/Psion Shaper 5/Cerebremancer 5:[/b] A former student at the Pristine Tower, Wujarrt adored the Champion Uyness and enlisted with her forces. Wujarrt was injured at the battle of Tforkatch River but pressed on fanatically and during the first charges on Nagarvos got fatally injured and later encased in a stasis effect by Uyness to preserve her life. This is when Gretch’s agents found her. Interrogated, transformed into a morg, and then imprisoned for ages by Gretch, Wujarrt has long been mad. [b]Dthul's Elite Bodyguard, Morg Human Wizard 5/Necromant 10, Morg Necromancer:[/b] Over the centuries of undeath, as D’thul learned the secrets of necromancy, he found a way to increase the effectiveness of his bodyguards by reanimating them as morgs. [b]Namech:[/b] Any humanoid slain by a morg’s energy drain becomes a namech 1d4 days after death. Any humanoid slain by a meorty becomes an ioramh 1d4 days after death if it has less than 5 HD. If it has 5 HD or more, it becomes a namech. Any humanoid slain by a t’liz’s energy drain becomes a namech 1d4 days after death. A humanoid reduced to 0 Constitution by scarlet warden poison dies but continues to breathe shallowly as if alive. After 1d6 days, the corpse rises as a namech under the scarlet warden’s command. [b]Namech Servant, Namech Human Fighter 5:[/b] While every individual’s story differs in the details, the background story of any namech likely involves their capture and death at the hands of a powerful undead, sometime just after the Boiling Ruin had swept the land, and their awakening feeling compelled to do his/her bidding. [b]Blind Namech Servant:[/b] ? [b]Namech Manservant:[/b] ? [b]Namech Worker:[/b] ? [b]Albeorn's Human Mindbender, Human Namech Psion Kineticist 10:[/b] ? [b]Raaig:[/b] ? [b]Yorg-Yank, Troll Raaig Wilder 15/Cleric 3/Psychic Theurge 7, Spectral Image:[/b] Yorg-yanak passed into undeath more gracefully than most as a Raaig by a mix of his faith and trust in his own philosophy. As the Cleansing Army burned his city and butchered his people, Yorg-yanak simply sat upon his throne, philosophizing and contemplating his failures, not moving or speaking even when Myron’s elite troops burst into his hall and impaled him with acid-tipped spears. Not long after, the king of fallen Nuubark rose from his throne as a Raaig, for he had reached a conclusion: the ideals he and his people had held in life were flawed, and that there was a truth in the human’s fanaticism and hate. And so he embraced the same fury he has seen burning in the eyes of the soldiers who killed him: any living or undead human, be they enemy or former subject, who enteres his hall is torn apart, crushed, and then put back together so he can torture them again. [b]Ylsia, Raaig:[/b] Kulrath had observed the sorry state of Deshentarum for generations, and was particularly enraged when Ylsia, whom had risen as a raaig during the Shining Tide, merely set about to become the warlord of a marauding army of undead whom used the Unholy Lands as a base to raid their neighbors such as Shadowmourn, Harkor, and the Bone Lands. [b]Harkor, The Reborn, Human Raaig Wizard 14/Necromant 10, Mad Raaig, Embittered Hateful Sadist, Millenia Old Being, Ghostly Figure:[/b] When the Navel was assaulted, Harkor called upon the full fury of Fire, fending off the blasphemous undead, inhuman attackers. When the Gate was breached, burying everything beneath a Boiling Tide, Harkor was terrified and ran, thinking only of home, family and his temple. Harkor returned to consciousness as a ghostly figure on the steps of his temple, now buried beneath a sheet of black glass. Nothing remained of Ulyan except sterile stone and death. Death without rebirth or renewal. As a raaig, one of the undead, his very existence was now anathema to the elemental powers of Fire and he was left abandoned by the forces he had pledged his existence to. [b]Servant of Harkor, Human Raaig Wizard 10/Necromant 2, Blasphemous Hateful Creature, Former Priest:[/b] Twisted by Harkor’s magic and ritual defilement, the Servants of Harkor rose into undeath as blasphemous and hateful creatures. Generations of human plainsfolk tended the sacred Fire temple Harkor led during his life, their ashes contained in blessed urns and laid to rest in alcoves, along with their prized possessions. Dedicated and faithful shamans, they spread Fire’s blessing among their people, their teachings offering balance and purity to their nomadic lives. That passed with the red-hot Obsidian Tide which defiled Ulyan, searing away its people and raising them into undeath. When Harkor returned, he completed the defilement, ritually debasing every room and chamber of his temple. Once he reached the alcoves of the dead priests, he unleashed sadistic genius on his predecessors. Reanimated as raaigs, he spent years sealing the priests’ ashes in enchanted urns, and bound them to his will. [b]Raaig, Tasked Undead:[/b] ? [b]Elf Pankrator, Elf Raaig Psychic Warrior 7, Raaig Soldier:[/b] Other warriors of Elsavos mastered a uniquely elven form of martial arts that emphasized combining the Way with close-quarters unarmed combat, said to be first developed by warriors who were lost in the depths of Sagramog, with only their minds and bare hands to rely on. Many of these soldiers volunteered as scouts for Keltis’ army, and eventually departed their homeland to march with his forces to liberate the seas near Arkhold of lizardfolk. Those who remained were the bodyguards of the Gathered Voice and other veterans with strong ties to their home city, but their already small numbers were heavily reduced, and were killed to the last by Albeorn’s soldiers. After the slaughter, many rose as fallen and raaigs, organized under the leadership of Malwaenis and waged a guerilla war on the human occupiers. [b]Chimera Raaig Wilder 18, Fiercely Territorial Being:[/b] The most psionically powerful Chimeras formed a rudimentary council system to settle disputes between individuals and codify territory. This system endured for millenia, undisturbed by the Rebirth races, barring the odd explorer, who was swiftly devoured. Even as the Cleansing Wars erupted among the humanoids they were considered mere animals by Rajaat and his armies and spared from any trouble. They likely could not ponder the source of the Shining Tide before they, their herds, and their forests were engulfed by boiling obsidian. Yet, somehow, the members of the ruling council rose into undeath as raaigs, likely as a result of the faith they and their kin had in their system and their deeply held primal ties to the land. [b]Racked Spirit, Undead Racked Spirit:[/b] Should outsiders somehow enter the Beardpit Mines, [gnome racked spirits] would quickly begin to harass living visitors, attempting to drive them to the brink of maddess in an attempt to create more racked spirits. [b]Small Homer Pixie, Pixie Racked Spirit Psion Telepath 8:[/b] The pixies of Athas were naturally attuned to nature, without needing or having any affinity for the druid’s path. They revered the God Trees of Small Home (and elsewhere in Green Age Athas) and enjoyed working and living with their brownie druid neighbours. For the brownies’ part, they valued the easy rapport with nature the pixies had. As a result, when the Pixie Blight’s mission brought him to Small Home, the pixies and brownies fought side by side against Rajaat’s 12th Champion. Despite mustering all the fury and wrath their race was capable of, they died side by side with their brownie neighbours. Betrayed by the other races of Athas and enraged by their inability to protect their beloved God Trees, many pixies of Small Home arose as racked spirits after their deaths. [b]Vicious Little Terror:[/b] ? [b]Capricious Little Fey:[/b] ? [b]Unquiet Spirit:[/b] ? [b]Small Homer Brownie, Forest Gnome Racked Spirit Druid 6/Blighted 5, Short Transparent Humanoid:[/b] Although druids by nature, the brownies of Small Home didn’t commune with spirits of the land, instead communing with the trees in the forest around their homes. When they died, their souls merged with the essences of the trees, becoming a permanent part of the forest, and constantly whispering in the minds of their living descendants. When the Cleansing Wars came to Small Home, Wyan did far more than merely defile the brownie’s God Trees, he wilfully destroyed the essence of the brownies’ ancestors, breaking the links to generations of brownies before them. As the brownies’ spirits arose to fight again in undeath, they found their connection to their God Trees had been completely severed. This terrible silence in their minds has driven them mad with rage. [b]Small Transparent Creature:[/b] ? [b]Spectral Creature:[/b] ? [b]Brownie Animal Companion, Animal Companion Undead Black Bear:[/b] ? [b]Gnome Racked Spirit, Gnome Racked Spirit Fighter 9:[/b] ? [b]Racked Spirit, Undead City Resident:[/b] ? [b]Nafari, Human Racked Spirit Cleric 15, Ghostly Form:[/b] Rubza’if regained the ability to reason and ultimately the capacity to speak, but it took years. His mother Nafrai remained with him, and one other survivor of the ruin of the temples of Nagarvos’ also, a goblin wizard named Duk’kneg who had assisted in his transformation. By the time that Rubza’if was again capable of speech, his mother had died, by his side. Nafrai was transformed into an undead racked spirit by the trauma of participating in, and viewing, her son’s transformation. [b]Oskyar, Human Racked Spirit Wizard 11/Necromant 10/ Psion Nomad 5/Cerebremancer 3, Ghostly Form:[/b] A student at the Pristine Tower who was killed in a magical accident, Oskyar was reanimated by Gretch but was cast aside soon after for his perceived shortcomings. [b]Ceeryl, Queen of Perfection, Human Racked Spirit Wizard 5/Necromant 7/Psion Shaper 5/Cerebremancer 3/Druid 4:[/b] Many years later after she had died of an unexpected disease, Gretch (who had grown infatuated with her from afar, but never had the social skills to approach her) made her one of his first experiments in reanimation. [b]Human Racked Spirit:[/b] ? [b]Gnome Racked Spirit:[/b] ? [b]Scarlet Warden, Standard Scarlet Warden:[/b] The Unreclaimed and their Scarlet Warden “cousins” have shared origins: they were the innumerous masses of workers, soldiers, and officers who either died in the cataclysm caused by the Deathwash, or starved to death in isolation. The Unreclaimed rose with the same curse of undeath which now awaits all Zagath who die upon the blackglass. As they crawled out of their graves, they instinctively lurched back to their birthstones, barely registering how the land around them was now an endless plain of black glass. When a S’thag Zagath dies upon the obsidian of the Dead Lands, it soon reanimates as a maddened, hateful parody of it’s living self: a Bugdead. Usually, the living S’thag Zagath quickly move to perform mysterious psionic rituals on these newly risen undead, calming and subjugating them to the will of their living brethren - these are the creatures known to the undead humanoids of the Dead Lands as Scarlet Wardens. When these rituals are not performed in time, the result is a creature known among the zagath as an Unreclaimed. Bigger and stronger than other Scarlet Wardens and generally belligerent (if not hateful) towards it’s living kin - and those Scarlet Wardens that serve them, Unreclaimed retain both the tentacles and innate psionics that are removed from other Scarlet Wardens during the “reclamation” rituals. [b]Anthyarka, Queen of the Great Mound, Unreclaimed Scarlet Warden Necromant 10, Renegade Scarlet Warden:[/b] Eventually, Ahnthyarka succumed to death and arose as an undead; without the scarlet warden rituals to calm their mind, Ahnthyarka was left thoroughly insane. [b]Scarlet Warden Commander:[/b] ? [b]Scarlet Warden, Monster:[/b] ? [b]The Unreclaimed, Unreclaimed Scarlet Warden, Insane Undead Cousin:[/b] The Unreclaimed and their Scarlet Warden “cousins” have shared origins: they were the innumerous masses of workers, soldiers, and officers who either died in the cataclysm caused by the Deathwash, or starved to death in isolation. The Unreclaimed rose with the same curse of undeath which now awaits all Zagath who die upon the blackglass. As they crawled out of their graves, they instinctively lurched back to their birthstones, barely registering how the land around them was now an endless plain of black glass. When a S’thag Zagath dies upon the obsidian of the Dead Lands, it soon reanimates as a maddened, hateful parody of it’s living self: a Bugdead. Usually, the living S’thag Zagath quickly move to perform mysterious psionic rituals on these newly risen undead, calming and subjugating them to the will of their living brethren - these are the creatures known to the undead humanoids of the Dead Lands as Scarlet Wardens. When these rituals are not performed in time, the result is a creature known among the zagath as an Unreclaimed. Bigger and stronger than other Scarlet Wardens and generally belligerent (if not hateful) towards it’s living kin - and those Scarlet Wardens that serve them, Unreclaimed retain both the tentacles and innate psionics that are removed from other Scarlet Wardens during the “reclamation” rituals. “Unreclaimed” is an acquired template that can be added to any Scarlet Warden. [b]Thinking Skeleton:[/b] ? [b]Subordinate Warrior Disciple, Human Thinking Skeleton Fighter 15:[/b] The Subordinate Warriors are an eclectic mix of individuals from many different backgrounds: some were inanimate corpses recovered by the Disciples, others were former enemy soldiers dominated or persuaded to their side, and others were genuine converts to the faith. Some still have relatively intact bodies, having been recently reanimated or had their spirit called back from the Gray (see the unliving identity spell), but others have had the flesh stripped from their bones by war and time. [b]Thinking Skeleton Lancer Cavalry, Human Thinking Skeleton Fighter 8:[/b] ? [b]Skeleton Champion of the Sunken Graves, Human Thinking Skeleton Fighter 8:[/b] ? [b]Nocwis, Human Phrenic Thinking Skeleton Fighter 15, Animate Skeleton:[/b] In life, Nocwis was a great leader amongst her people who opposed the efforts of Tectuktitlay to recruit from her tribe. Slain through treachery, her bones were eventually sold to Gretch for one of his experiments. Gretch reanimated her and, after the Cleansing of Ulyan, set her loose upon the plains to patrol the furthest reaches of his domain. [b]Thinking Zombie:[/b] But, since their reanimation, the Whitebeards have taken to worshiping Paraelemental Magma, rather than their traditionally beloved Elemental Earth (the Elements reject undead clerics); with this change in faith came new enhanced over death and the reanimation of undead. If they wished, the Whitebeards could animate a host of dead gnomes as Thinking Zombies (and other types of undead) to defend their home and defeat their murderers; the only thing stopping them is their slowly waning faith in Elemental Earth. The vast hordes of undead who joined the Disciples in the early days were largely destroyed in the disastrous First and Second Crusades, and those few that survived came back battered and broken. Since then, Disciple necromancers have furiously obtained and reanimated zombies in an effort to create thinking zombies and bolster the ranks of their faithful. [b]Earth Drake, Unique Thinking Zombie Earth Drake, Guardian Earth Drake, Undead Earth Drake:[/b] ? [b]Dodam Linass, Human Thinking Zombie Wizard 15/Necromant 3/Cleric 3:[/b] Dodam and his Honor Guard pushed deeper in an effort to hunt down the city's Whitebeard Fathers - the last moment of his life, he was proudly breaching the entrance hall of the Whitebeard Council when the tunnel collapsed on his head. Dodam crawled out of the rubble as a thinking zombie after the fires had died and Gallard's forces had departed, joined by the wraith remnants of his Honor Guard, who were bound in service to their commanding officer. [b]Dodam's Footsoldier, Human Thinking Zombie Fighter 9:[/b] ? [b]Whitebeard Psion, Gnome Thinking Zombie Psion Seer 15:[/b] ? [b]Whitebeard Cleric, Gnome Thinking Zombie Cleric 15:[/b] ? [b]Gnome Thinking Zombie, Gnome Thinking Zombie Fighter 8:[/b] The thinking zombies are largely remnants of the stalwart gnomes (warriors mostly) who defended Arludas during the siege by the Cleansing Army. [b]Dwarf Zombie Leader, Dwarf Thinking Zombie Fighter 14:[/b] After the Boiling Ruin, Deshentu was the first of the Dead Lord kingdoms to actively dig for bodies to stock its army, stumbling upon the mass graves of several old dwarven infantry formations from Nagarvos just north of the Tforkatch River. The Deshentan necromancers animated the formations wholesale and once the dwarves adjusted to their undead state they were incorporated into Deshentu’s armies. [b]Dwarf Hammer-Bearer, Dwarf Thinking Zombie Fighter 10:[/b] After the Boiling Ruin, Deshentu was the first of the Dead Lord kingdoms to actively dig for bodies to stock its army, stumbling upon the mass graves of several old dwarven infantry formations from Nagarvos just north of the Tforkatch River. The Deshentan necromancers animated the formations wholesale and once the dwarves adjusted to their undead state they were incorporated into Deshentu’s armies. [b]Thinking Zombie Servant:[/b] ? [b]Thinking Zombie Squad-Leader:[/b] ? [b]Zombie Mason of the Octagonal Tomb, Human Thinking Zombie Fighter 5:[/b] ? [b]Zombie Mason of the Octagonal Tomb, Orc Thinking Zombie Fighter 5:[/b] ? [b]Zombie Mason of the Octagonal Tomb, Gnome Thinking Zombie Fighter 5:[/b] ? [b]Thinking Zombie, Assistant:[/b] ? [b]Kuo'chthan, Thri-Kreen, Thinking Zombie Fighter 7/Psychic Warrior 13, Hak'trin, Undead Kreen, Bugdead Leader:[/b] At the time, the Pristine Tower was actively recruiting psions from the Kreen Lands, and Kuo’chthan was brought east into the Tablelands by agents of Rajaat to share his people’s knowledge of psionics with the students of the Pristine Tower. On his return trip to Kreen Empire, he was murdered and his body returned to Gretch for reanimation. [b]Kiwk, Thinking Zombie Feylaar Psychic Warrior 17:[/b] ? [b]The Razor, Human Thinking Zombie Fighter 15:[/b] ? [b]Black Thunder Cavalry, Human Thinking Zombie Fighter 9:[/b] ? [b]Thinking Zombie Overseer:[/b] ? [b]Thinking Zombie Squad Leader, Elf Thinking Zombie Rogue 5:[/b] ? [b]Thinking Zombie, Most Replaceable Undead:[/b] ? [b]T'liz:[/b] ? [b]Ohl-numash, Ambassador to Shadowmourn, Human T'liz Wizard 18:[/b] One of these tasks took him south into the so-called “Kingdoms of Gretch,” where he was captured by agents of Oskyar, and tortured, killed, and reanimated as a t'liz (one of the first on Athas.) [b]Deshenten Negotiator, Human T'liz Wizard 9/Necromant 8:[/b] ? [b]Lesser T'liz:[/b] ? [b]Chuul, Human T'liz Wizard 16/Necromant 2:[/b] When Chuul effortlessly won the affections of a woman Gretch had fallen in love with, Gretch arranged his death as retribution. Gretch then chose to make him his latest experiment - a decision he soon regretted. [b]Venger:[/b] ? [b]Gnome Venger, Gnome Venger Fighter 9:[/b] The gnome vengers arose from those who felt betrayed at the moment of their death — mostly civilians. [b]Gor-lik the Viceregent, Kobold Venger Wilder 15/Fighter 8, Sad Hideous Creature:[/b] The kobolds were unprepared when Sacha’s army marched on Aagnikh, but their formidable defenses and Ni-angh’akh’s protection crushed the initial assaults, despite the loss of many of the kobold’s best warriors. Gorl-ik led his battered raiders and Viceregal Guard with bravery, hissing in triumph as the mighty Champion, Sacha of Arala himself, fled from their tunnels in humiliation. But then, after days locked in mental combat with an unknown enemy, the Hermit Majesty’s mind went silent, and the humans flooded through the mazes into the inner warrens, butchering all they found. Shocked by the loss of his ancestor, Gorl-ik could only fall back, finally making a last stand with his best surviving warriors in the nesting chambers. A fire broke out, and the last thing Gorl-ik heard was the screams of hatchlings and popping of eggs as he was powerless to save them, and then the flames consumed him. The trauma brought him back as a venger and he swiftly rallied his risen Viceregal Guard in a vicious counterattack against the humans that were rising as undead in turn. [b]Zhen:[/b] ? [b]Ram-Azah, Human Zhen Wizard 10/Necromant 6:[/b] The years passed, and he constructed a basic laboratory under the fort with materials from the odd convoy, prolonging his life with defiler magic, and yet still Uyness had not returned. Ram-azah was well beyond his mortal years when, while he worked in his underground sanctum, the earth shook, and after initially bursting out in fury at being disturbed, he beheld a terrible sight before him. The plains of Ulyan below had been swallowed by a tide of molten obsidian, as great globs the size of temples rained down upon the Tablelands’ edge. He ignored the ground below his feet ominously shifting and retrieved samples of this still-cooling blackglass, retreating to his lab to study them. He had discerned the obsidian’s odd necromantic properties when the second wave struck, causing the section of the cliff and Tru’ezarr with it to collapse into the molten obsidian below. Ram-Azah was drowned and burned alive in molten glass... then awoke, as a zhen, alongside many of his garrison, to find himself trapped in a subvitrine bubble, along with the newly-reanimated, angry undead walls of their fortification. [b]Ram Azah's Lieuteant, Human Zhen Fighter 12:[/b] Trapped here in a shabby fort on the edge of the world, a posting at Tru’ezarr was one of tedium and boiling resentment, and the garrison largely left the deranged old necromancer to his devices in his basement laboratory. That is, until the entire fort dropped into the molten obsidian below and they arose as undead. [b]Patchworked Horror:[/b] ? [b]Lunikra Brokennose, Dwarf Zhen Cleric 24, Heavy Zhen Dwarven Woman, Loving Dictator:[/b] Lunika and her aging parents prepared for triage, developing a plan to lead the noncombatants into the deep mies and place them in a magical suspended animation. As Egendo’s army arrived and the Stalwarts held them off to buy time, Lunikra led her charges deep into the mines, but Egendo’s forces soon took the residential levels, leaving them trapped. As she placed the last families in stasis, she felt a choking sensation in her throat, and soon everything went black. Lunkira, her parents, and every conscious dwarf was killed with toxic gas flooded into the mines by Egendo’s soldiers, but her magic worked, sparing those placed in suspended animation. Lunika succeeded in saving her charges, preventing her from rising as a banshee, but the Shining Tide’s effects reached far enough into the mines where she was interred to reanimate her as a zhen. By the time the Stalwarts had broken through to the outside, every living dwarf in Toganay had asphyxiated. However, their dead wards soon rose into undeath themselves as zhen, including Lunikra, who quickly swayed the banshees to support her by pledging herself to the protection of the colony, and with their aid enforced order among the terrified and confused undead dwarves. [b]Zhen, Undead Dwarf:[/b] By the time the Stalwarts had broken through to the outside, every living dwarf in Toganay had asphyxiated. However, their dead wards soon rose into undeath themselves as zhen, including Lunikra, who quickly swayed the banshees to support her by pledging herself to the protection of the colony, and with their aid enforced order among the terrified and confused undead dwarves. [b]Bangad the Founder, Dwarf Zhen Fighter 27:[/b] One day, while investigating what he stubbornly insisted was a newly discovered branch of the vein, Bangad slipped from the cliff-face; Bangad was not so lucky to be killed by the fall. With his bones shattered, and stuck in a ravine, he slowly starved to death and his body was not discovered until months later. He did not rise as a banshee but was instead interred in a grand tomb located deep within a played-out section of the mine, peacefully resting until the Shining Tide. While the obsidian did not penetrate into the mines of Toganay, the necromantic energies permeated deep enough to reanimate Bangad as a zhen. [b]Kigdifi, Clan Chief of the Talonborn, Orc Zhen Fighter 18:[/b] Kigdifi died during a clan dispute and spent generations peacefully interred before rising as a zhen during the Obsidian Tide: as a result, she almost appears to be alive, looking like a particularly wizened old matriarch, despite only being-middle aged when she died. Kigdifi’s grudges eventually caught up with her, and she was slain by a loyalist of her brother’s while her son was but a teen. Despite a general dislike for her, she was a respected warrior and interred with honor in Ghaash-Naarg’s caverns. The necromantic energies of the Shining Tide reanimated her as a zhen, which she interpreted as a second chance to claim her rightful place as chieftain. [b]Clan-chief Riig-bo’ak the Throatbarer, Half-Orc Zhen Barbarian 17:[/b] The loss of her political support dashed his immediate hopes, and he began to bide his time, easily gaining followers: he achieved leadership of at least one tribe, and was poised to challenge his uncle, when he was killed during a botched raid. Riig’bo’ak was interred in the ancestral crypts with his mother, and Shabnas’ grandfather inherited the position of Chieftain. He lay undisturbed for generations until the Shining Tide reanimated him as a zhen. [b]Battlerager of Ghash-naarg, Orc Zhen Barbarian 11, Undead Orc:[/b] Numerous Battleragers interred across the generations rose from the Obsidian Tide as zhen: these undead orcs serve their bloodlines with great honor, seeing their reanimation as a call to duty. [b]Carinborn, Human Zhen Psion Telepath 7/Wizard 5/Necromant 3/Cerebremancer 5:[/b] Then came the day that boiling obsidian seeped from fissures in the caves, and Dodam felt a strange surge of power within himself. After some testing confirmed his Defiler magic suddenly no longer needed a life-source to function, he strode to the city gates and effortlessly blasted away Gallard's ancient seal, only to be horrified by the impenetrable wall of cooling obsidian that now sealed him inside. Things only grew worse when he returned to his power base, to find his Honor Guard scattered, and the formerly interred dead risen as some new type of undead. To his horror, Dodam realized these new “zhen” were too powerful for him to dominate; despite his assertions that he was the highest-ranking servant of Gallard present, the undead spies convinced their fellow zhen to drive off the “lesser undead”: declaring themselves the ‘Cairn-Born' and taking the former Council Chambers for themselves. The sutler-agents of Gallard were some of his best-trained operatives, and no expense was wasted on outfitting them for infiltrating gnomish settlements. Their tattered clothing bears a strong resemblance to that still worn by the nobles and merchant-princes of modern Nibenay, such as decorative masks and loose, flowing cloaks of silk or fine linen. This finery was often powerful glamered magical or psionic gear designed to help them infiltrate and sabotage gnomish defenses from within. Dodam and his wraiths interred the sutler-agents’ remains along with the regular forces of Gallard’s army, and after decades of burial under hastily-built rubble cairns, the remains had largely rotted away (or been consumed by vermin and the omni-presant fungi of the caves) by the time the Obsidian Tide occured, but the Cairn-Born still somehow carry the putrid stench of rotting flesh. Their reanimation as zhen did nothing to restore their decayed bodies in a facsimile of their living forms, leaving many of the Cairn-Born as nearly skeletal caricatures of their living selves. Due to errors in communication, some of sutler-agents were caught in the chaos on Arludas’ outer farming terraces, killed either by errant battle-spells or by the gnomes themselves, and their bodies were forgotten among the dead as the chain of command faltered admist the chaos. The dead were left behind and sealed within the ruins of Arludas by Gallard; the bodies were soon found by a reanimated Dodam Linass and buried in a makeshift cairn in the former Whitebeard Council Hall. When the Shining Tide flowed over Arludas, a fissure in the ruined ceiling allowed a tendril of molten obsidian to seep into the Council Chamber, and with it the strange necromantic energy of the obsidian. The sutler-agents rose along with the other zhen, and quickly asserted themselves as the leaders of the group, convinced that, if the obsidian had seeped this deep under the earth, surely nothing survived on the surface above, and that their nature as strange obsidian-infused undead made them the natural lords of this new world. [b]Zhen Gleaming Tribunal Member, Zhen Cleric 16/Psion Seer 5/Psychic Theurge 4, Immensely Ancient Powerful Cleric:[/b] ? [b]Typical Mythargos Disciple, Mythargos Diocese Administrator, Mythargoi, Zhen Human Wizard 5/Necromant 2/Cleric 14:[/b] ? [b]Itinerant Beryessaa, Nuncia of the Disciples, Human Zhen Cleric 18, Typical Zhen, Emaciated Walking Corpse:[/b] On the fateful day when all life in Ulyan ended, Beryessaa was out in the fields, pulling tares from the rows and sifting the furrows for rocks. She had been working for three hours in the late afternoon, since the growing season in Ulyan was always short, and the daylight was needed for more pressing chores. [She] probably would not have noticed the silent wave of roiling black liquid from the east, had it not been for the sudden westward scattering of birds, which normally clustered over the fields, looking for stray seeds or grubs. Beryessaa look east in the direction of the commotion, and saw a glittering line eclipsing the setting sun, along the horizon, stretching north to south across the plains of the old Sageocracy, as far as eye could see. The line grew closer and closer with what appeared to be tedious slowness, but in truth moved with hideous speed, soon becoming a deep black ribbon covering the eastern sky. Beryessaa yelled for her family, but her father and brothers were working other fields, while their mother and younger sister were making porridge for breakfast in the sod house. The Shining Tide rose till it seemed to fill the sky, and Beryessaa screamed, and screamed again, running for the house, but was no more than halfway there when the obsidian surged over her, the house, the fields, everything. Eventually Beryessaa returned to consciousness, believing that she had had a terrible dream: for in the humdrum life of post-cleansing Ulyan, such a fantastical disaster as the Shining Tide was simply incomprehensible. But she found she could not wake up from her nightmare, trapped as she was in a cyst of hissing blackglass. [b]Naswangg, Zhen:[/b] ? [b]Typical Zhen Disciple Narthguk, Human Zhen Cleric 16:[/b] ? [b]Typical Zhen Disciple Psion, Messenger, Human Zhen Psion Nomad 15:[/b] ? [b]Zhen Wizard Disciples, Human Zhen Wizard 10/Necromant 6:[/b] ? [b]Zhen Disciple Priest, Sovereign Rising Missionary, Human Zhen Cleric 16:[/b] ? [b]Firemouth, Zhen Animal:[/b] ? [b]Firemouth, Undead Sea Animal, Unfathomably Large Fish, Sea Monster, Gargantuan Sea Monster, Vicious Undead:[/b] ? [b]Brotherhood of the Mirror Troll, Troll Zhen Cleric 16:[/b] Halvaz and Myron’s elite troops launched a ferocious naval assault across the Sparkling Gem, losing many soldiers to the summoned Firemouths and Water-magic, but soon enough, the temples of Nolak Island were burning and its Brotherhood, whether human or troll, massacred to the last. The surviving fisherfolk eking out a living on the “Glass Sea” continued to venerate the ruins and avoided them until the coming of the Shining Tide, which covered half the island and trapped the rest with the remnants of Glass Lake beneath the obsidian. Much of the Brotherhood was reanimated as zhen, and after assessing their situation, they rededicated themselves to protecting the Mirror of the Ages. [b]Brotherhood of the Mirror Human, Human Zhen Cleric 16:[/b] Halvaz and Myron’s elite troops launched a ferocious naval assault across the Sparkling Gem, losing many soldiers to the summoned Firemouths and Water-magic, but soon enough, the temples of Nolak Island were burning and its Brotherhood, whether human or troll, massacred to the last. The surviving fisherfolk eking out a living on the “Glass Sea” continued to venerate the ruins and avoided them until the coming of the Shining Tide, which covered half the island and trapped the rest with the remnants of Glass Lake beneath the obsidian. Much of the Brotherhood was reanimated as zhen, and after assessing their situation, they rededicated themselves to protecting the Mirror of the Ages. [b]Troll Zhen:[/b] Then came the Shining Tide, which buried the city under blackglass but for its tallest towers. Many more undead, both troll and human, rose due to its influence as zhen, and initially challenged Yorg-yanak: he tore these rebellious undead limb from limb, backed by his newly-risen Warrior-Sages, whom had become as jaded and cruel as he, and the survivors fled to the surface. [b]Human Zhen:[/b] Then came the Shining Tide, which buried the city under blackglass but for its tallest towers. Many more undead, both troll and human, rose due to its influence as zhen, and initially challenged Yorg-yanak: he tore these rebellious undead limb from limb, backed by his newly-risen Warrior-Sages, whom had become as jaded and cruel as he, and the survivors fled to the surface. [b]Troll Warrior-Sage, Warrior-Sage of Nuubark, Troll Zhen Psychic Warrior 12:[/b] ? [b]Marauding Zhen:[/b] ? [b]Zhen Troublemaker:[/b] ? [b]Obsidian-Infused Zhen:[/b] ? [b]Viceregal Black Guard, Kobold Zhen Fighter 12:[/b] With the coming of the Shining Tide, many of the lovingly buried dead rose as zhen, and resisted Ni-angh’akh’s control. These newly risen kobolds rejected Ni-angh’akh’s detached rule and his policy of working with their human murderers. Decrying him as an out of touch fool, they waged war on both the newly risen human zhen and Ni-angh’akh’s loyalists. The situation deteriorated even further when Gorl-ik, dissatisfied with his ancestor’s aloof demeanor, declared himself sole Viceregent, and defected to join with the zhen. He declared the zhen of the Viceregal Guard his “Black Guard” splitting the Guard in two and pushing those who remained loyal to The Hermit Majesty to call themselves the “White Guard”. [b]Rebel Zhen:[/b] ? [b]Kobold Zhen:[/b] ? [b]The Bold of Sacha Stone Guard, Human Zhen Fighter 15:[/b] The zhen of the Stone Guard have fared much better in their appearance than their fallen brethren: the rebirth in the Obsidian Ruin left their skin as smooth and glossy as that of any zhen, but ages of constant combat have left their mark upon the Stone Guard’s flesh. In the following decades the fallen Bold of Sacha put aside their grudges with the kobolds, doing their best to make the warrens a comfortable home: tunnels were expanded to human height and the collapsed dens and walls were repaired. However, the Shining Tide undid much of their work, as the weakened ceilings of many caverns collapsed and the entry tunnels were plugged by cooled obsidian. Far worse, one of those caverns breached was the communal burial cavern, and its interred dead reanimated as zhen. [b]Rebellious Zhen Kobold:[/b] ? [b]Zhen Follower:[/b] ? [b]Marauding Human Zhen:[/b] ? [b]Khasti Raziim, Human Zhen Fighter 5/Barbarian 15:[/b] Khasti's raids proved successful, scoring major victories against their rivals, and seeing the tribe return down the cliffs with stolen herds and plunder. They traded off their goods to the merchants of Deshentarum as the drought finally ended with a particularly generous rainy season. As the rains came to an end, the most powerful of the five warlords, Neegas Achhed, died. When his distant cousins-in-law, the Achhed brothers, came into conflict over which would succeed him, they were oblivious as a black ribbon appeared on the eastern horizon. Subsumed by the Boiling Ruin, Khasti and his tribe were first of their people to claw their way out of the blackglass. [b]Bael Asiim, Human Zhen Barbarian 24:[/b] As the brothers prepared for war, Bael set up camp to support Tatia, and was drilling her warriors in unarmed combat when Achbed‘s cries heralded a black ribbon on the horizon: the Shining Tide. Afterwards, Bael and many of her tribespeople ripped their way to the surface as zhen, emerging onto the blackglass. [b]Tatia Ached, Human Zhen Ranger 20/Wilder 5:[/b] Tatia was practicing archery in his camp when a black ribbon appeared on the horizon, heralding the Shining Tide’s engulfment of the Musraafi tribes. Returning as a zhen, Tatia smashed his way out of the obsidian and quickly reunited with his reanimated tribesfolk. [b]Inbed Achhed, Human Zhen Barbarian 24:[/b] Inbed was reviewing [plans] for battle when the Shining Tide, which had already consumed his brother's forces, fell upon his camp. He reanimated as a zhen and made his way through the blackglass to the surface, reuniting with his reanimated kin. [b]Hazzi Shalil, Human Zhen Fighter 5/Wilder 18:[/b] Hazzi reluctantly threw his support behind Inbed, reasoning that if he could not stop the coming war, he could at least minimize the bloodshed by keeping Inbed's rash impulses in check. His tribe shared camp with Inbed as they prepared for war, and Hazzi was meditating when the Shining Tide struck. His death was met less by horror and more by puzzlement, as his contemplation gave way to searing pain and then darkness. Hazzi, reanimated as a zhen, eventually working his way back to the surface and reuniting with Inbed and the remnants of their two tribes. [b]Zhen Lieutenant:[/b] ? [b]Kulrath, The Vizier, Human Zhen Wizard 16/Necromant 10, Perpetually Unhappy Being, Deleuded Old Zhen:[/b] ? [b]Particularly Decrepit Zhen:[/b] Ku[l]rath was working on a mountain of paperwork in his office when the sounds of battle outside rose [about] him[ from] the attack of G'dravav and his Defenders on the Navel. Kulrath has barely stood up in anger as his office door exploded inward and he was inured in molten obsidian. He eventually regained consciousness and broke his way through the blackglass to the surface, where, in the blazing light of the crimson sun, he discovered his undead nature. [b]The High Wizard Rhokhan, Human Zhen Wizard 17/Necromant 7, Bookish Magical Scholar:[/b] Rhokhan distinguished herself at the Pristine Tower as a skilled scribe and sage serving under Rajaat himself. As one of the First Sorcerer’s most knowledgeable assistants, she was assigned to Qwith’s research efforts at the Navel and died there when the gate erupted. After the Boiling Ruin, she dug herself out of the cooling obsidian but was left confused for a time until Kulrath found her and helped restore her sanity. [b]Qwith, Grand Duchess of Shadowmourn, Zhen Wizard 20/Necromant 10, Former Defiler, Organized Orderly Woman:[/b] Even Qwith does not fully recall the exact circumstances when she ordered her subordinates to use the Gate to summon elementals to fend off the overwhelming invaders. All she does remember is when the Nayalas building exploded, or more properly erupted. Gouts of shiny black liquid burst from the Nayalas, knocking its walls outwards as they heaved off the rough domed roof. Quicker than thought, the molten rock rolled over the courtyards, enveloping combatants of all three groups indifferently. Qwith saw it all as if in slow motion, like a raging and rolling tide, rushing forward yet rising all in the same place, as it swept insatiably forward to consume all before it. Buildings were inundated, people swept away, the sun blotted out by its searing shroud of death. Qwith awoke to find herself conscious and moving, slowly, sloshing even, deep within a bath of molten black obsidian. She did not immediately seek release, however, but in her normal orderly way carefully analyzed her situation and considered what seemed to have happened. At first, she imagined that she was somehow still alive, despite the terrible boiling magma all around her. She swam to the surface still convinced of this and broke the surface on a new world. All around her, as far as her eyes could see, lay an endless undulating plain of glistening obsidian, slowly hardening. It was not until Qwith saw herself in the glass and recognized that her skin had changed color to a glossy black, and that there were disgusting suction-cup-like holes in the palms of her hands, that she realized she must be undead. [b]Ghonnsin, Chamberlain of Qwith, Human Zhen Psion Kineticist 12/Wizard 6/Necromant 1, Experienced Soldier, Former Defiler, Chamberlain of Shadowmourn:[/b] Ghonnsin had just finished saddling his kank near the head of one such caravan when a bright red gleam pulsed sinisterly against the orange predawn. Looking to catch the sun’s first rays, his eastern view instead caught a red glow growing across the ground. Even as he waved for his men to mount up, the red glow rushed towards them. Ghonnsin realized the danger far too late; with nowhere to run and no way to flee the Obsidian Tide, Ghonnsin had only a few terrified moments of reflection before the flesh-melting heat and crushing tide claimed him in a second of agony. Consciousness returned slowly, with black glass entombing Ghonnsin. Providentially buried near the surface, shimmering purplish-black swirls of obsidian-tinged sunlight pierced the black glass. Clawing to the surface, he emerged onto undulating hills of black glass where grass and trees once stood. Horrified by his glassy black skin and sucker-pierced palms, Ghonnsin realized he was undead. [b]Praetor of Shadowmourn, Human Zhen Psychic Warrior 22, Expert of Military Strategy and Tactics:[/b] ? [b]Centurion of Shadowmourn, Human Zhen Wizard 10/Necromant 2:[/b] ? [b]Naghak, Harkorese Ambassador to Shadowmourn, Human Zhen Barbarian 3/Cleric 16, The Voice of Harkor, Cold Dangerous Fighter:[/b] Naghak is a zhen, a child of the Shining Tide whose shiny black skin seems to glisten in the light. Naghak was overwhelmed by the Obsidian Wave and entombed in the cooling obsidian. He initially thought that he had somehow not died, but once he clawed his way to the new surface, he realized that he had indeed changed, and surmised that he was undead. [b]Descendant of the Chosen Scholar, Human Zhen Psion Shaper 15, Minor Scholar, Descendants Scholar:[/b] ? [b]Thikwasa, Human Zhen Psion Kineticist 26:[/b] ? [b]Traleev-eso, Human Zhen Wizard 12/Necromant 10:[/b] ? [b]Magnwag, Human Zhen Wizard 15/Necromant 1:[/b] ? [b]Negchar, Human Zhen Wizard 15/Necromant 1/Cleric 3/Mystic Theurge 10:[/b] ? [b]Ac'nac'wo, Human Zhen Wizard 8/Necromant 6/Psion Shaper 5/Cerebremancer 10, Former Academic:[/b] ? [b]Munavar, Human Zhen Cleric 21:[/b] ? [b]Cheltagthwo, Human Zhen Psion Shaper 17:[/b] ? [b]Zaprarus No-iim, Human Zhen Wizard 18/Necromant 5:[/b] ? [b]Djelj, Human Zhen Psion Kineticist 25:[/b] ? [b]Sinker Kasgat, Human Zhen Wizard 20/Necromant 4:[/b] ? [b]Ulariss, Human Zhen Wizard 17/Necromant 5:[/b] ? [b]Ruknis, Human Zhen Wizard 23/Necromant 3:[/b] ? [b]Ebliriok, Human Zhen Wizard 17/Necromant 3:[/b] ? [b]Wasagar, Human Zhen Wizard 6/Necromant 1/Psion Nomad 7/Creberemancer 10:[/b] ? [b]Pwiskathi Bone-Eyes, Human Zhen Psion Seer 21:[/b] ? [b]Abak-Enawi, Human Zhen Psion Egoist 24:[/b] ? [b]Kakraz the Putrid, Human Zhen Wizard 6/Necromant 4/Psion Shaper 6/Crebremancer 9:[/b] ? [b]Hashbru E’abriz, Human Zhen Wizard 19/Necromant 3:[/b] ? [b]Rahaat's Fugitive Cleric, Human Zhen Cleric 16:[/b] After the destruction of the Boiling Ruin, Pandruj awakened and called them to his side again. They rose and joined him, swearing to oppose and destroy any remaining servants of Rajaat. [b]Rahaat's Fugitive Psion, Human Zhen Psion Nomad 15:[/b] After the destruction of the Boiling Ruin, Pandruj awakened and called them to his side again. They rose and joined him, swearing to oppose and destroy any remaining servants of Rajaat. [b]The Commander, Her, Human Zhen Psychic Warrior 24:[/b] When the Burning Tide erupted across Ulyan, the Daughters were raised from their long sleep of death, arising as zhen. [b]Champion's Daughters Lieutenant, Human Zhen Psychic Warrior 19:[/b] When the Burning Tide erupted across Ulyan, the Daughters were raised from their long sleep of death, arising as zhen. [b]Champion's Daughters Infantry, Human Zhen Psychic Warrior 14:[/b] When the Burning Tide erupted across Ulyan, the Daughters were raised from their long sleep of death, arising as zhen. [b]Nukra-dzif, Human Zhen Wilder 15/Rogue 15:[/b] Nukra-dzif met his end (alongside Quansak) in the first stages of the final assault on Nagarvos, caught in a rain of spells cast on top of him and his men while they were surrounded by the Defenders. The others in his cabal fell not long after. He and his men were buried alongside the rest of Kalid-ma’s soldiers in their camp west of the city. Nukra-dzif was one of the first zhen to claw out of the obsidian after the Boiling Ruin brought him back. [b]Quansak One-Ear, Human Zhen Rogue 7/Fighter 14:[/b] ? [b]Jishassagar No-Footfall, Zhen Rogue 22:[/b] ? [b]Redsmile Rog, Human Zhen Rogue 7/Psychic Warrior 13:[/b] ? [b]Volldrager’s Faithful, Human Zhen Cleric 12:[/b] ? [b]Guinswai the Forbidding, Human Zhen Wizard 11/Necromant 10, Independent Undead Leader:[/b] ? [b]Duk’kneg, Goblin Zhen Wizard 9/Necromant 8:[/b] No obsidian seeped into the Transformation Vault, but the baleful material covered the ground above Rubza’if’s prison, and surrounded it. Duk’kneg was reborn as a zhen, and despite his immortality, Rubza’if felt his own life beginning to ebb away as well. Duk’kneg was asked by both Pandruj and the Tetrarchs to assist in the creation of a champion of their own, to combat the abilities and powers they had seen in action at the battle of Tforkatch river. When the experiment failed, Duk’kneg ended up sealed inside the Transformation Vault when the city fell. Eventually, Duk’kneg died and was laid to rest by Rub’zaif within the Vault. When the Obsidian Flow came, Duk’kneg was raised as a zhen by the negative energy within the obsidian, even though no obsidian breached the vault. [b]Vassahi Eomwa, Elf Zhen Psion Nomad 25:[/b] When the Boiling Ruin came, Vassahi was far from his homeland after providing his “services” out amongst the plainsfolk. After finally clawing himself free of the obsidian, Vassahi found himself alone in a devastated world, and that he had changed as much as the world around him. [b]Zhen Overseer, Human Zhen Fighter 10:[/b] ? [b]Humanoid Zhen:[/b] ? [b]Recalcitrant Zhen:[/b] ? [b]Gazwaag, Leader of the Striders, Human Zhen Ranger 19, Enigmatic Figure, Ruthless Resourceful Tactician:[/b] Gazwaag’s history is a mystery, even to himself. He only knows what his fellows do: that he clawed his way out of a burial mound and found himself in this ruined world instead of the afterlife. [b]Strider Warrior Human Zhen Ranger 8:[/b] The Striders are the plainsfolk and herders that were reanimated as zhen by the Obsidian Tide. [b]Stony Lizardfolk Zhen:[/b] ? [b]The Razor's Captain Human Zhen Cleric 9/Fighter 2:[/b] It is unknown whether they were once Disciples, members of another lost Cholite clan, or simply wayward clerics of the plains caught up in the Boiling Ruin. [b]D'thul, Human Zhen Wizard 5/Psion Telepath 6/Necromant 10/Cerebremancer 7:[/b] For several centuries after the Champions had left, D’thul continued to rule over the now named Cholite tribes, the only threats to their relative peace being attacks by undead from the (now renamed) Pallid Mere or challenges from raiding tribes to the west. That was until the ruins of Nagarvos erupted. An unnatural dusk filled the horizon. Before the clan shamans could divine the ill omen’s meaning, a tide of molten obsidian rushed down upon the tribesmen. A moment of searing pain seemed to end D’thul’s ambitions and power, with barely more than a few moments of mounting panic. Not even the wind riders escaped death, as the endless black tide proved inescapable. D’thul awakened some time later in his claustrophobic tomb of black glass. [b]Swift Death Flying Warriors, Human Zhen Rogue 2/Psychic Warrior 7, Flying Warrior:[/b] ? [b]Human Zhen Driver:[/b] ? [b]Lizardfolk Warrior, Lizardfolk Zhen Fighter 8:[/b] The lizard folk corpses were engulfed by the defiled swamp long before the Shining Tide, and then reanimated by the Obsidian, the majority of the undead lizardfolk of Sagramog are zhen. Many of those killed in the war with Keltis, whose remains were reduced to waterlogged bones at the bottom of the Pallid Mere by that time, reanimated as zhen, interpreting the obsidian as some new blasphemy unleashed by the human invaders, or perhaps a particularly ironic punishment from the elemental lords of Water. [b]Zhen Lizardfolk:[/b] ? [b]Humanoid Zhen:[/b] ? [b]Non-Humanoid Zhen:[/b] ? [b]Undead Xemokepper, Xemokeeper Zhen:[/b] ? [b]Undead Dsaliq, Dsaliq Zhen:[/b] ? [b]Jush-Esgar, The Caravan King, Human Zhen Psychic Warrior 22, Seasoned Guerilla Warfare Leader:[/b] ? [b]Shumash Guerilla Zhen, Orc Zhen Psychic Warrior 15:[/b] After the Cleansing of Shumash, Jush-Esgar had his men pile the city’s defenders in mass graves. When the Shining Tide came, it not only reanimated mass numbers of the living as zhen, but also seeped down into the burial-pits of Old Shumash; there, it reanimated many of the orcish dead. The orc’s spirits laid disquiet in the grave, but most had not the strength of conviction to return from the grave; the Obsidian Ruin gave them that strength. [b]Shumash Guerilla Zhen, Human Zhen Psychic Warrior 15:[/b] After the Cleansing of Shumash, Jush-Esgar had his men pile the city’s defenders in mass graves. When the Shining Tide came, it not only reanimated mass numbers of the living as zhen, but also seeped down into the burial-pits of Old Shumash; there, it reanimated many of the orcish dead. [b]Bugdead:[/b] ? [b]Mindless Bugdead:[/b] ? [b]Sentient Bugdead:[/b] ? [b]Invading Bugdead, Bugdead Invader:[/b] ? [b]Stray Bugdead:[/b] ? [b]Bugdead Aratha:[/b] ? [b]Bugdead Dragonfly:[/b] ? [b]Unintelligent Flying Bugdead:[/b] ? [b]Savage Bugdead Invader:[/b] ? [b]Voracious Bugdead:[/b] ? [b]Monstrous Bugdead:[/b] ? [b]Carapaced Bugdead:[/b] ? [b]Attacking Bugdead:[/b] ? [b]Horrid Bugdead:[/b] ? [b]Kank Bugdead Zombie Worker:[/b] ? [b]Kank Bugdead Zombie Warrior:[/b] ? [b]Wezer Zombie Bugdead:[/b] ? [b]Wezer Worker Zombie Bugdead:[/b] ? [b]Wezer Soldier Zombie Bugdead:[/b] ? [b]Wezer Brood Queen Zombie Bugdead:[/b] ? [b]Bugdead Wezer:[/b] ? [b]Bugdead Brood Queen:[/b] ? [b]Spider Bugdead:[/b] ? [b]Large Spider Exoskeleton:[/b] ? [b]Spider Bugdead Zombie:[/b] ? [b]Small Spider Bugdead Zombie:[/b] ? [b]Medium Spider Bugdead Zombie:[/b] ? [b]Large Spider Bugdead Zombie:[/b] ? [b]Bugdead Zombie Spider Swarm:[/b] ? [b]Unfortunate Bugdead:[/b] ? [b]Stray Bugdead:[/b] ? [b]Controlled Mindless Bugdead:[/b] ? [b]Swarm of Bugdead Mini-Kanks:[/b] ? [b]Swarm of Bugdead Locusts:[/b] ? [b]Kank Exoskeleton:[/b] ? [b]Wezer Exoskeleton:[/b] ? [b]Kank Exoskeleton Worker:[/b] ? [b]Kank Exoskeleton Warrior:[/b] ? [b]Wezer Soldier Exoskeleton:[/b] ? [b]Wezer Worker Exoskeleton:[/b] ? [b]Wezer Brood Queen Exoskeleton:[/b] ? [b]Exoskeleton Bugdead:[/b] ? [b]Exoskeleton Spider:[/b] ? [b]Spider Bugdead Exoskeleton:[/b] ? [b]Small Spider Exoskeleton:[/b] ? [b]Medium Spider Exoskeleton:[/b] ? [b]Wezer Exoskeleton:[/b] ? [b]Undead, Living Dead, Undead Being, Undead Creature:[/b] But, since their reanimation, the Whitebeards have taken to worshiping Paraelemental Magma, rather than their traditionally beloved Elemental Earth (the Elements reject undead clerics); with this change in faith came new enhanced over death and the reanimation of undead. If they wished, the Whitebeards could animate a host of dead gnomes as Thinking Zombies (and other types of undead) to defend their home and defeat their murderers; the only thing stopping them is their slowly waning faith in Elemental Earth. [b]Mindless Undead:[/b] ? [b]Intelligent Undead, Fully Aware Undead, Thinking Undead, Sentient Undead:[/b] Many of the thinking undead have the tendency to make more of their own kind as bonded servants when they slay the living. [b]Common Undead:[/b] ? [b]Leader Undead:[/b] ? [b]Powerful Sentient Undead:[/b] ? [b]Incorporeal Undead, Dark Shadowy Creature:[/b] ? [b]Bonded Servant:[/b] Many of the thinking undead have the tendency to make more of their own kind as bonded servants when they slay the living. [b]More Powerful Intelligent Undead:[/b] ? [b]Minor Undead:[/b] ? [b]Undead With the Death Wish Weakness:[/b] ? [b]Particularly Ancient Human Undead:[/b] ? [b]Undead Green Age Creature of the Woods:[/b] ? [b]Undead Trooper:[/b] ? [b]Undead Abomination:[/b] In undeath, Ram-azah has meddled with the negative energies inherent in the blackglass and indulged his love for necromantic experimentation, turning the fort itself into an undead abomination. [b]Undead Minion:[/b] ? [b]Undead Bodyguard:[/b] ? [b]Undead Wall:[/b] ? [b]Swarm of Undead Pixies:[/b] ? [b]Angry Undead:[/b] ? [b]Hated Undead Human:[/b] ? [b]Undead Captor:[/b] ? [b]Human Undead:[/b] ? [b]Conglomerate Undead Being:[/b] ? [b]Profane Undead Fortification:[/b] ? [b]Undead Inhabitant:[/b] ? [b]Undead Dwarf:[/b] ? [b]Undead Kin:[/b] ? [b]Undead Descendant:[/b] ? [b]Undead Orc:[/b] ? [b]Corporeal Undead:[/b] ? [b]Undead Animal:[/b] ? [b]Undead Woodland Animal:[/b] ? [b]Swarm of Spiteful Undead Fey:[/b] ? [b]Undead Animal Companion:[/b] ? [b]Undead Brownie:[/b] ? [b]Encroaching Undead:[/b] ? [b]Non-Hostile Undead:[/b] ? [b]Undead Gnome, Gnomish Undead:[/b] ? [b]Infected Undead:[/b] ? [b]Lesser Undead:[/b] ? [b]Fungus-Infected Undead:[/b] ? [b]Enemy Undead:[/b] ? [b]Undead Laborer:[/b] ? [b]Undead Spy:[/b] ? [b]Newly Rised Undead:[/b] ? [b]Strange Obsidian-Infused Undead:[/b] ? [b]Strange Fungus-Infested Undead Gnome:[/b] ? [b]Dominated Lesser Undead, Dominated Undead Minion:[/b] ? [b]Undead Prey:[/b] ? [b]Undead Victim:[/b] ? [b]Undead Humanoid:[/b] ? [b]Undead Demi-Human:[/b] ? [b]Ancient Undead:[/b] ? [b]Stubborn Undead:[/b] ? [b]Undead Troll, Trollish Undead:[/b] ? [b]Powerful Thinking Undead:[/b] ? [b]Jaded Undead:[/b] ? [b]Disaffected Undead:[/b] ? [b]Average Undead:[/b] ? [b]Undead Warrior:[/b] ? [b]Undead Convert:[/b] ? [b]Vicious Undead:[/b] ? [b]Undead Wildlife:[/b] ? [b]Rebellious Undead:[/b] ? [b]Screaming Human Undead:[/b] ? [b]Undead Inhabitant:[/b] ? [b]Undead Subject:[/b] ? [b]Undead Kobold:[/b] ? [b]Undead Commander:[/b] ? [b]Undead Cleansing Army Soldier:[/b] ? [b]Undead Intruder:[/b] ? [b]Undead Warhorse:[/b] ? [b]Undead Riding Skeletal Mammal:[/b] ? [b]Undead Horse:[/b] ? [b]Undead Insect:[/b] ? [b]Powerful Undead:[/b] ? [b]Troublesome But Lesser Undead:[/b] ? [b]Undead Neighbor:[/b] ? [b]Undead Outsider:[/b] ? [b]Undead Goblin:[/b] ? [b]Surprised Undead Goblin:[/b] ? [b]Undead Intelligent Being:[/b] ? [b]Powerful Undead Being:[/b] ? [b]Undead Intelligent Trespasser:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Undead Former Colleague:[/b] ? [b]Strange Demihuman Undead:[/b] ? [b]Undead Refugee:[/b] ? [b]Undead Crodlu-Mounted Cavalry:[/b] ? [b]Non-Human Undead:[/b] ? [b]Strange Undead:[/b] ? [b]Undead Horror:[/b] ? [b]Humanoid Undead:[/b] ? [b]Unnatural Abomination:[/b] ? [b]Abomination:[/b] ? [b]Unintelligent Undead:[/b] ? [b]Undead Enemy:[/b] ? [b]Patrolling Undead:[/b] ? [b]Undead Master:[/b] ? [b]Enslaved Undead:[/b] ? [b]Blasphemous Undead Inhuman Attacker:[/b] ? [b]Undead Plainsfolk:[/b] ? [b]Low-Ranked Undead, Interchangeable Weak Undead:[/b] ? [b]Weaker Undead:[/b] ? [b]Humanoid Undead Ruler:[/b] ? [b]Undead City Resident:[/b] ? [b]Undead Attacker:[/b] ? [b]Undead Servant:[/b] ? [b]Undead Avatar:[/b] ? [b]Humanoid Undead Invader:[/b] ? [b]Tasked Undead:[/b] ? [b]Undead Monstrosity:[/b] ? [b]Undead Leader:[/b] ? [b]Marauding Undead:[/b] ? [b]Jaded Undead:[/b] ? [b]Shansanar, Unique Undead Treant:[/b] Shansanar’s past lies within the experimental laboratories of Gretch. It’s hard to imagine now what creature Gretch had corrupted to create such a being, but it is no secret that it is Gretch’s experiments. Shansanar was an exercise in life and death for [Gretch] — the fusion of a living tree and a living crustacean, perverted into undead. Gretch thought the two creatures, each from along the shoreline but from either side of the waves, would make an interesting combination in unlife. Gretch attempted his experiment many times, and though most of his amalgamations failed, Shansanar proved the exception, and exists to this day, part tree and part crustacean. [b]Undead Feylaar:[/b] ? [b]Dwarven Undead:[/b] ? [b]Rampaging Undead Vermin:[/b] ? [b]Undead Cavalry:[/b] ? [b]Undead Cleric:[/b] ? [b]Fleshless Skeleton Fearsome Undead Steed:[/b] ? [b]Undead Pack Animal:[/b] ? [b]Conventional Undead:[/b] ? [b]Undead Dsaliq:[/b] ? [b]Undead Xemokepper:[/b] ? [b]Undead Vurgoshilm:[/b] The undead vurgoshilm reanimated after the Shining Tide amid the tangles of decayed plant matter and tar polluting the dead water pockets that were trapped by the obsidian. [b]Undead Lizardfolk:[/b] ? [b]Undead Elf:[/b] ? [b]Undead Viscera:[/b] ? [b]Demihuman Undead:[/b] ? [b]Undead Human Servant:[/b] ? [b]Elven Undead Ally:[/b] ? [b]Captured Undead:[/b] ? [b]Undead Vermin:[/b] ? [b]Undead Worker:[/b] ? [b]Slumbering Undead:[/b] ? [b]Humanoid Undead Inhabitant:[/b] ? [b]Undead Humanoid Opponent:[/b] ? [b]Undead Zagath, Undead S'thag Zagath:[/b] ? [b]Undead Brood Queen:[/b] ? [b]Undead Sage:[/b] ? [b]Undead Spider:[/b] ? [b]Subjugated Undead Kin:[/b] ? [b]Clipped Undead Zagath:[/b] ? [b]Maddened Undead Zagath:[/b] ? [b]Insane Undead Cousin:[/b] ? [b]Undead Owner:[/b] ? [b]Undead Druid:[/b] ? [b]Undead Ranger:[/b] ? [b]Shadow:[/b] ? [b]Mindless Skeleton:[/b] ? [b]Skeleton Horse:[/b] ? [b]War Horse Skeleton, Warhorse Skeleton:[/b] ? [b]Warhorse Skeleton Light:[/b] ? [b]Strange Skeletal Creature:[/b] ? [b]Swiftwing Skeleton:[/b] ? [b]Skeleton Archer:[/b] ? [b]Giant Skeleton Bombardier:[/b] ? [b]Elf Skeleton Swiftwing:[/b] ? [b]Animated Skeleton:[/b] ? [b]Oversized Oddly Proportioned Skeleton Light Infantry:[/b] ? [b]Mindless Giant Skeleton:[/b] ? [b]Giant Skeleton:[/b] ? [b]Skeleton Infantry:[/b] ? [b]Mindless Skeleton With Pike:[/b] ? [b]Human Skeleton:[/b] ? [b]Troll Skeleton:[/b] ? [b]Skeleton, Undead Skeleton:[/b] ? [b]Skeleton, Mindless Undead:[/b] ? [b]Skeleton Crodlu:[/b] ? [b]Angry Ogre-Wraith:[/b] ? [b]Wraith:[/b] ? [b]Mindless Zombie:[/b] ? [b]Zombie Customer:[/b] ? [b]Zombie, Servant Undead:[/b] ? [b]Normal Zombie, Standard Zombie, Zombie:[/b] Any living creature slain by an undead dsaliq’s poison becomes a zombie in 1d4 rounds. [b]Zombie Archer:[/b] ? [b]Quite Haggard Looking Zombie:[/b] ? [b]Zombie Infantry:[/b] ? [b]Ogre Zombie:[/b] ? [b]Mindless Zombie Worker:[/b] ? [b]Mindless Zombie Soldier:[/b] ? [b]Zombie, Mindless Undead:[/b] ? [b]Intelligent Zombie:[/b] ? [b]Human Zombie:[/b] ? [b]Kank Zombie:[/b] ? [b]Zombie Spider:[/b] ? [b]Dsaliq Zombie:[/b] ? [b]Vurgoshilm Zombie:[/b] ? [b]Xemokepper Zombie:[/b] ? [b]Zombie Vermin:[/b] ? [b]Zombie Rat Swarm:[/b] ?[/spoiler] [URL=https://athas.org/products/ffn/documents/1]Faces of the Forgotten North[/URL][spoiler] [b]Undead, Undead Being:[/b] Esmila has never recovered her mental equilibrium. She used her undead and psionic abilities to make the goblins she was sent to interrogate into undead, which obey her absolutely. The executions commanded by Daskinor’s armies during the Cleansing Wars created several unique types of undead. [b]Esmila the Eye-Blind, Human Morg Castaway Telepath 8/Auditor 6, Woman of Medium Height With Coffee-Colored Skin and Slightly Lighter-Colored Hair, Old-Looking Morg With No Eyes, Chief Interrogator, Figure Renowned for Her Ferocity and Cruelty, High-Ranking Officer, Human Undead:[/b] A notorious telepathic interrogator, Esmila gained high office in Daskinor’s army during the Cleansing Wars through her terrifyingly effective interrogation technique. She used her high office (and some say her psionics as well) to gain access to Daskinor’s bed. As Esmila grew old, Daskinor grew less interested in her. She begged him to restore her beauty, so Daskinor, following the lead of Egendo and other Champions, animated her as a morg. He attempted to “improve” the process, intending to restore her young appearance. The process made Esmila into a morg, but failed to restore her youth – instead she emerged from the wash of Grey powers without her eyes. [b]Namech:[/b] Any humanoid slain by Esmila's energy drain becomes a namech 1d4 days after death. Any humanoid slain by Thuil's energy drain becomes a namech 1d4 days after death. Any humanoid slain by Asherakh becomes an ioramh 1d4 days after death if it has less than 5 HD. If it has 5 HD or more, it becomes a namech. [b]Esmila's Eye:[/b] Less well known, Esmila’s eyes, once renowned for their fiery green color and brightness, are themselves still in circulation – they were lost in the Grey in the process that made Esmila a morg, and remain there, as independent undead creatures. [b]Thuil, Morg Castaway Barbarian 2/Psychic Warrior 2, Powerful Human:[/b] Daskinor raised Thuil from the dead in recognition of his heroic services in battle in the Tyr region. [b]Human Undead:[/b] ? [b]Castaway:[/b] “Castaway” is an acquired template that can be added to any undead human that served in Daskinor’s army. Known for his ruthlessness but not for his loyalty, Daskinor often left his dead behind when marching onwards from one conquest to the next. In Azghabar, he abandoned not only scores of hastily-buried soldiers, many of whom later rose as fallen. Castaways are undead humans who were part of Daskinor‘s army. Castaways were created by Daskinor over 2,000 years ago after a failure or great displeasment. [b]Castaway, Castoff, Human Undead:[/b] ? [b]Undead Officer:[/b] Some Cleansing War champions, including Daskinor, Dregoth, Egendo, and Borys (Egendo’s successor), included a minority of undead officers, usually morgs and wraiths. A champion would raise favorite officers into unlife, officially to reward their loyalty, but actually to allow the champion to squeeze more service out of their knowledge and experience. [b]Morg:[/b] ? [b]Athasian Wraith, Standard Athasian Wraith:[/b] ? [b]Morg, Undead Officer:[/b] ? [b]Athasian Wraith, Undead Officer:[/b] ? [b]Fallen:[/b] Known for his ruthlessness but not for his loyalty, Daskinor often left his dead behind when marching onwards from one conquest to the next. In Azghabar, he abandoned not only scores of hastily-buried soldiers, many of whom later rose as fallen. [b]Animated Fallen Soldier:[/b] ? [b]Intelligent Undead:[/b] ? [b]Summoned Undead:[/b] ? [b]Created Undead:[/b] ? [b]Undead War Beetle:[/b] ? [b]Undead Trooper:[/b] ? [b]Dwarven Undead:[/b] ? [b]Hortruk Hammerfall, Dwarf Banshee Fighter 4/Cleric 4, Dwarven Banshee, Husband, Dwarf:[/b] They were married within a year, and were going to start a family when Egendo of Carsys began his march towards the city of Hogalay. As the city prepared for the assault, the two were assigned to separate parts of the city. Hortruk took on the focus of defending the Temple of Earth, while Terrasi’s focus was to help as many dwarves escape the city as she could. After three years of siege, Egendo’s forces broke through the city walls. During the fighting, he took a blow that was meant for Terrasi, dying. His wife, realizing the sacrifice that was made for her, cried out a curse on herself and those around her. They died together, taking those who attacked the city with them. They rose quickly into undeath Hortruk as a banshee and Terrasi as a raaig. [b]Terrasi Hammerfall, Dwarf Raaig Shaper 8, Ghostly Dwarven Female, Creature of Ectoplasm, Ancient Undead Dwarf, Wife, Ghostly Figure of a Dwarven Woman:[/b] They were married within a year, and were going to start a family when Egendo of Carsys began his march towards the city of Hogalay. As the city prepared for the assault, the two were assigned to separate parts of the city. Hortruk took on the focus of defending the Temple of Earth, while Terrasi’s focus was to help as many dwarves escape the city as she could. After three years of siege, Egendo’s forces broke through the city walls. During the fighting, he took a blow that was meant for Terrasi, dying. His wife, realizing the sacrifice that was made for her, cried out a curse on herself and those around her. They died together, taking those who attacked the city with them. They rose quickly into undeath Hortruk as a banshee and Terrasi as a raaig. [b]Khvakhas, Typical Khvakhas:[/b] The Khvakhas are one of the many undead creatures created during their brutal executions during the Cleansing Wars. “Khvakhas” is an acquired template that can be added to any goblinoid creature. When assaulting a goblin city, Daskinor always ordered his men to capture the goblin leaders alive if at all possible. It was his custom to torture them, and then once he had deprived them of any useful information, to torment them further by hanging them from the ceilings of the largest chambers in their caverns, suspended by their arms, wrists, or fingers, forced to slowly watch as his men flayed alive any common goblins – males, females, children – they had captured. The symbolism of the hanging was deliberate – not only did it shame and mock the goblin leaders, but it pleased Daskinor’s men. He had deliberately recruited primarily mountain tribesmen into his army, men whose tribes had long histories of conflict with goblins. Many of these men believed in mountain spirits, glorifying the magnificent peaks and the skies in which they towered, so it proved easy to convince them that goblins, tunneling in darkness at the roots of these mighty mountains, were blasphemous and degenerate. Hanging the goblin leaders off the ceiling symbolically separated them from the Earth and lifted them into the sky as sacrifices to the Air spirits in which Daskinor’s primitive troops still believed. Khvakas were once goblin leaders, but were tortured to death in ancient times. [b]Khvakhas, Free-Willed Undead, Goblinoid Undead Creature, Leader:[/b] ? [b]Khvakhas Ash Priest, 4 ½ Foot Tall Humanoid, Khvakhas Priest, Khavakhas Goblin Cleric 4, Ash Priest:[/b] ? [b]Asherakh the Meorty of Juhudhuzar, Goblin Meorty Fighter 9, Three-Foot Tall Humanoid:[/b] Asherakh was made a meorty before Daskinor came to Juhudhuzar. He defended the city against foreign invaders, and was one of the few meorty that the cities nobles made, due to the major infighting within the city. [b]Ioramh:[/b] Any humanoid slain by Asherakh becomes an ioramh 1d4 days after death if it has less than 5 HD. If it has 5 HD or more, it becomes a namech. [b]Gzeztgel Bloodstump, Khvakhas Goblin Cleric 12, Small Humanoid With Large Tusks Protruding From His Mouth, Cunning Opponent:[/b] ? [b]Whortjava the Martyr, Khvakhas Goblin Wilder 10, Small Humanoid Female:[/b] Whortjava the Martyr was one of the many thralls of the Shroud of Martyrs. While Juhudhuzar was besieged, Mountain Mother sent one martyr after another to harass Daskinor’s attack. She is the only known female Khvakhas, because Daskinor managed to sever her connection to the Shroud of Martyrs, held her in stasis during the siege, and then gave her the same treatment as he gave the male goblin leaders, forcing her to watch the torture and destruction of her people before slaying her cruelly. [b]Most Powerful Khvakhas:[/b] ? [b]Ezgruz, Goblin Khvakhas Cleric 9, Small Humanoid Creature With Large Tusks Protruding From Its Lower Jaw:[/b] ? [b]Giggles, Blue Khvakhas Psychic Warrior 6, Small Creature:[/b] ? [b]Javzunda, Blue Khvakhas Telepath 7, Small Humanoid, Third Most Powerful Khvakhas:[/b] ? [b]Ghazrashuna the Changeling, Goblin Khvakhas Rogue 7, Small Humanoid With Large Tusks:[/b] ? [b]Hortzell the Fox, Goblin Khavakhas Rogue 5, Small Humanoid:[/b] ? [b]Powerful Khvakhas:[/b] ? [b]Free-Willed Undead:[/b] ? [b]Goblin Undead:[/b] ? [b]Listana, Athasian Wraith, Swirling Mass of Black Smoke, Grayish Shade, Loyal Wraith Servant, Former Captain:[/b] Listana is an Athasian wraith in service to Egendo of Carsys. She stayed behind when his army was called back to the Pristine Tower, and her faith in her lord’s cause sustained her in undeath. When Hogalay fell to the forces of Egendo, Listana was one of his chief captains. After Rajaat called the army back to the Tower and gave command of the army to one of Egendo’s other captains, Borys of Ebe, Listana stayed behind to try to find her master. She wandered the ruins day and night until finally succumbing to the elements and becoming an Athasian wraith. Listana, one of Egendo’s former captains, remained behind and became a wraith following the sack of Hogalay, in order to continue to serve her lord. [b]Coral Wight:[/b] The coral wight is a lizardfolk who renounced druidry for undeath in order to fight against Keltis, Lizard Man Executioner. This is a coral wight, a druid lizardfolk who willingly became undead in order to fight Keltis. [b]Coral Wight, Hulking Reptilian Humanoid:[/b] ? [b]Gluk'kiuk:[/b] The common goblins flayed alive by Daskinor’s troops during the Cleansing Wars often returned to unlife as gluk’kiuk, flesh rinds or flesh worms. Their bodies, left in tatters in corners when they no longer entertained Daskinor’s troops, animated as horrible slimy masses of tissue, in which organs and occasionally limbs are differentiable, sometimes within a sticky sack of what had been the victim’s skin. Depending on how mutilated they were at the times of their death, they may be near-complete or merely a loose collection of connected organs – but in every case they are shambling crawling horrors, incapable of speech, bipedal locomotion, or any intelligent interaction. After capturing any goblin city, Daskinor always ordered all of the captured common goblins – males, females, children – executed, as the goblin leaders looked on helplessly. The result of these gory executions, performed over hours or weeks (as circumstances permitted in different goblin holds), was a new form of undead. Freshly mutilated, the goblin dead arose as flesh rinds, or flesh worms, or gluk’kiuks (so named for the sound made as they slime across the floor), a hideous form of undead rarely seen outside the goblin cities despoiled by Daskinor during the Cleansing Wars. Flesh worms, flesh rinds, and gluk’kiuks are grotesque creatures, the remains of goblins whose corpses were flayed and disemboweled by Daskinor’s troops. These undead are victims of Daskinor, and are remnants of the Champion‘s attacks on the goblins. [b]Gluk'kiuk, Glistening Shambles of Skinned Humanoid Limbs, Horrible Slimy Mass of Tissue, Shambling Crawling Horror, Hideous Form of Undead, Grotesque Creature, Remains of a Goblin Whose Corpse Was Flayed and Disemboweled by Dakinor's Troops, Crawling Mass of Stinking Flesh, Disemboweled and Incomplete Collection of Organs Wasted Flesh and Broken Bones, Mindless Undead, Undead of an Ancient Type, Victim, Remnant, Unintelligent Goblinoid Undead:[/b] ? [b]Flesh Rind:[/b] The common goblins flayed alive by Daskinor’s troops during the Cleansing Wars often returned to unlife as gluk’kiuk, flesh rinds or flesh worms. After capturing any goblin city, Daskinor always ordered all of the captured common goblins – males, females, children – executed, as the goblin leaders looked on helplessly. The result of these gory executions, performed over hours or weeks (as circumstances permitted in different goblin holds), was a new form of undead. Freshly mutilated, the goblin dead arose as flesh rinds, or flesh worms, or gluk’kiuks (so named for the sound made as they slime across the floor), a hideous form of undead rarely seen outside the goblin cities despoiled by Daskinor during the Cleansing Wars. Flesh worms, flesh rinds, and gluk’kiuks are grotesque creatures, the remains of goblins whose corpses were flayed and disemboweled by Daskinor’s troops. These undead are victims of Daskinor, and are remnants of the Champion‘s attacks on the goblins. Each time that a gluk‘kiuk absorbs two Small creatures, or one creature of Medium-size or larger, the gluk‘kiuk becomes a flesh rind (see below). [b]Flesh Rind, Glistening Grouping of Skinned Humanoid Limbs, Mindless Monstrosity, Horrible Slimy Mass of Tissue, Shambling Crawling Horror, Hideous Form of Undead, Grotesque Creature, Remains of a Goblin Whose Corpse Was Flayed and Disemboweled by Dakinor's Troops, Crawling Mass of Stinking Flesh, Disemboweled and Incomplete Collection of Organs Wasted Flesh and Broken Bones, Mindless Undead, Undead of an Ancient Type, Victim, Remnant, Unintelligent Goblinoid Undead:[/b] ? [b]Flesh Worm:[/b] The common goblins flayed alive by Daskinor’s troops during the Cleansing Wars often returned to unlife as gluk’kiuk, flesh rinds or flesh worms. After capturing any goblin city, Daskinor always ordered all of the captured common goblins – males, females, children – executed, as the goblin leaders looked on helplessly. The result of these gory executions, performed over hours or weeks (as circumstances permitted in different goblin holds), was a new form of undead. Freshly mutilated, the goblin dead arose as flesh rinds, or flesh worms, or gluk’kiuks (so named for the sound made as they slime across the floor), a hideous form of undead rarely seen outside the goblin cities despoiled by Daskinor during the Cleansing Wars. Flesh worms, flesh rinds, and gluk’kiuks are grotesque creatures, the remains of goblins whose corpses were flayed and disemboweled by Daskinor’s troops. These undead are victims of Daskinor, and are remnants of the Champion‘s attacks on the goblins. [b]Flesh Worm, Centipede-Like Creature, Horrible Slimy Mass of Tissue, Shambling Crawling Horror, Hideous Form of Undead, Grotesque Creature, Remains of a Goblin Whose Corpse Was Flayed and Disemboweled by Dakinor's Troops, Crawling Mass of Stinking Flesh, Disemboweled and Incomplete Collection of Organs Wasted Flesh and Broken Bones, Mindless Undead, Undead of an Ancient Type, Victim, Remnant, Unintelligent Goblinoid Undead:[/b] ? [b]Guiltshade:[/b] Guiltshades are undead that guard the cyst that imprisoned the Champion Egendo deep beneath the mines of Hogalay, sloughed off from his consciousness in his attempts to escape. Knowing that he needed energy to fuel his spells, and being trapped with little in the way of access to energy, Egendo used magic and psionics to craft clones of himself. He used these clones as living batteries for his spells in his attempts to free himself, and in the process of their growth, he altered their minds to make them subservient to the original. Over time, these clones became infused with his anger at thousands of years of imprisonment, his guilt at this monstrous abuse of his own living flesh, as well as with dead spirits from those who were been sacrificed to Egendo by his loyal wraith servant, Listana, seeking to help him from the world above. Egendo was eventually able to escape, but left the warped clones behind; discarding them like a serpent sheds its skin. These hapless clones eventually perished in the lightless dark of the cyst, rising from the dead as guiltshades, lost and forgotten echoes of a Champion’s rage and desperation. [b]Guiltshade, Hideous Grinning Shade, Spectral Form, Hellish Conglomeration of Psychic Dissonance Necromantic Energies and Shattered Souls, Lost and Forgotten Echo of a Champion's Rage and Desperation, Spectral Human Wracked With Remorse and Self-Loathing, Lost Cast-Off, Tall Ghostly Human, Incorporeal Undead, Tool:[/b] ? [b]Psionic Tenant:[/b] A psionic tenant is the lingering spirit of a psionic creature that died under unexpected circumstances, was unable to accept the fact of its death, and has taken up “tenancy” in the mind of a similar living creature. “Psionic tenant” is an acquired template that can be added to any psionic creature. In Daskinor’s purge against psionic people, those who had demonstrated their powers publicly were slaughtered throughout the Dim Lands. Psychokineticists and metacreators were particularly vulnerable. Many of these spirits have taken up residence inside vulnerable living minds, particularly those of children. [b]Psionic Tenant, Lingering Spirit of a Psionic Creature That Died Under Unexpected Circumstances Was Unable to Accept the Fact of its Death and Has Taken Up “Tenancy” in the Mind of a Similar Living Creature, Incorporeal Creature, Incorporeal Undead Creature:[/b] ? [b]Kheled Batras, Human Psionic Tenant Wilder 6, Wilder Psionic Tenant, Guardian:[/b] Patroo was just a simple orphan working at the run down drug den when the stranger asked for a private room. Although boarding strangers is illegal in Eldaarich, little Patroo had no idea that this particular renegade was strong in the Way. This renegade, a wilder by the name of Kheled Batras, was hoping to flee Eldaarich in the morning and forever escape the insane purges of the sorcerer-king. It was not to be. Savak agents found the hapless wilder and incinerated him in his bed that very night. Patroo heard the hellish screams and came running to help douse the fire. Little did he know that he would come away from the blaze with more than mere burns to his name. Unwilling to go silently into the Gray, Kheled’s spirit latched onto Patroo’s consciousness and burrowed deep into his mind, becoming a psionic tenant. [b]Pridemane:[/b] A pridemane is a wemic who somehow survived the destruction of their clan by the armies of Tectuktitlay during the Cleansing Wars. After wandering the wastes looking for more of their kin for years and sometimes even for decades, it eventually died of grief. [b]Pridemane, Insubstantial Ghostly Powerful Quadruped Creature, Undead Wemic:[/b] ? [b]Scorched Drummer, Typical Scorched Drummer:[/b] Scorched drummers are trolls that were killed by either Myron or Hamanu, the Troll Scorchers, through the “fire eyes” method that Rajaat gave to them. The “fire eyes” death burned the trolls from the inside out and fire came from their eyes as they died. Trolls worshipped the sun, and the anguish of dying to something sun-like was enough to create a powerful undead creature. Scorched drummers are trolls that died during the Cleansing Wars by fire attacks. [b]Scorched Drummer, Big Bipedal Creature, Troll That Was Killed by Either Myron or Hamanu the Troll Scorchers Through the “Fire Eyes” Method that Rajaat Gave to Them, Powerful Undead Creature, Troll That Died During the Cleansing Wars by Fire Attacks:[/b] ? [b]T'liz Mistress:[/b] ? [b]Skeleton:[/b] Skeleton Crew magic item. [b]Zombie:[/b] Ral‘nat can animate one deceased creature within 30 feet as a swift action into a zombie. Ral‘nat can [not animate and control more than] 20 HD of undead this way. Die Again Executioner power. Skeleton Crew: This 5x5x5 ft. chest contains the bones of twelve humanoids who were capable sailors in life. When the box is opened and the command word spoken, the bones animate one full round later and become 1 Hit Die skeletons. They can be used as crew members and are considered to have the Profession (sailor) skill with a +5 modifier. Once activated, the skeletons last for 13 days, or until the person who activated them dies, whichever happens first, after which time they crumble into dust. They will not fight, but work at the command of the person who activated them. Faint necromancy; CL 5th; Craft Wondrous Item, animate dead, creator must have 5 ranks in the Profession (sailor) skill; Price 1,050 Cp; Weight 150 lb. Die Again (Sp): You can animate any single deceased character within 30 feet as a swift action into a zombie. This ability otherwise works like the animate dead spell, except you can’t have more HD of undead than twice your executioner level and no material component is needed. Executioners often use this ability to give the appearance that the executed person has gotten back up and is attacking him from behind, so that the executioner can whirl around and hack the body’s head off right before it the zombie strikes him, electrifying the crowd.[/spoiler] Frost and Fur:[spoiler] [B]Corpse Shroud:[/B] In Slavic lands, corpses are wrapped in shrouds and then buried. The spirits that have unfinished business arise at night in graveyards and terrorize the living. [B]Draugr:[/B] It is animated out of sheer jealousy. The draugr misses its old life and envies the living. [B]Haugbui:[/B] The ketta (she-cat) is considered the “mother” of haugbui in the sense that the creature can create such spawn by inhabiting mounds. Haugbui are stirred to undead life by a ketta’s presence. [B]Mummy Aleutian:[/B] The Aleuts have considerable knowledge of human anatomy because they mummify the corpses of important people. They achieve mummification by removing the viscera, washing the body in a cold stream, and stuffing it with oiled sphagnum moss for preservation. The bodies of children are also treated in this way. Mummies are wrapped in sealskins, tightly tied, and laid to rest in caves or even in a special compartment of the family dwelling. [B]Rusalka:[/B] These beautiful longhaired maidens were once girls who drowned, were strangled, committed suicide, or didn’t receive a proper burial. [B]Ruskaly:[/B] Ruskaly are believed to be the unborn souls of children who were not baptized or claimed by a particular religion. Their souls lost and without guidance, they roam the cold forests of Torassia. [B]Snow Angel:[/B] Snow angels are formed from the thrashings of good-aligned creatures that succumb to the cold. The snow around them becomes a mist that is shaped like an angel. Snow angels haunt places of avalanches, icefalls, and glaciers—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 create snow angels. [B]Yek:[/B] When a person dies by drowning, he turns into an otter that becomes a werewolf-like creature bent on drowning other humans. Any humanoid slain by a yek becomes a yek in 1d4 rounds.[/spoiler] [URL=https://www.drivethrurpg.com/product/120062/Goodman-Games-Gen-Con-2013-Program-Book?affiliate_id=17596]Goodman Games Gen Con 2013 Program Book[/URL][spoiler] [b]Dungeon Wight:[/b] The creatures are dungeon wights, specially created and equipped to be a difficult group for the crawlers to beat.[/spoiler] [URL=https://www.drivethrurpg.com/product/17802/Hallows-Eve--11-Halloween-Monsters?affiliate_id=17596]Hallows Eve - 11 Halloween Monsters:[/URL][spoiler] [B]Manumit:[/B] these spirits are the remains of petty, worthless men. The tattered souls go abandoned and unwanted, languishing in their graves as they lament their wasted lives. On the night of Hallows Eve however, the barrier between the physical world and the spirit world is at its weakest; and the spirits of the dead are freed to roam the earth.[/spoiler] Hallows Eve Demo:[spoiler] [B]Haunted Casket:[/B] Animated randomly by rich sources of negative energy and errant corruptions.[/spoiler] [URL=https://www.drivethrurpg.com/product/301805/HarnWorld-D20?affiliate_id=17596]HarnWorld D20[/URL][spoiler] [b]Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Mindless Undead:[/b] ? [b]Gulmorvrin, Will-Less Gulmorvrin, Will-Less Undead:[/b] When an Amorvrin is killed for the 13th time it is resurrected by Morgath as a will-less Gulmorvrin. [b]Allip, Gulmorvrin:[/b] ? [b]Bodak, Gulmorvrin:[/b] ? [b]Ghost, Gulmorvrin:[/b] ? [b]Ghoul, Gulmorvrin:[/b] ? [b]Mohrg, Gulmorvrin:[/b] ? [b]Mummy, Gulmorvrin:[/b] ? [b]Shadow, Gulmorvrin:[/b] ? [b]Skeleton, Gulmorvrin:[/b] ? [b]Wight, Gulmorvrin:[/b] ? [b]Wraith, Gulmorvrin:[/b] ? [b]Zombie, Gulmorvrin:[/b] ? [b]Amorvrin, Free Willed Undead:[/b] A person becomes an Amorvrin by willingly accepting the Shadow. His soul is fed to Bukrai and the Shadow takes its place. [b]Vampire Spawn, Amorvrin:[/b] ? [b]Lich, Amorvrin:[/b] ? [b]Vampire, Amorvrin:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/2249/Heroes-of-Fantasy?affiliate_id=17596]Heroes of Fantasy[/URL][spoiler] [B]Undead, Undead Creature:[/B] ? [B]Vengeful Ghost:[/B] ? [B]Ghost, Most Dangerous Creature:[/B] ? [B]Lich:[/B] Aqua mortis has one additional use, that of solving the Riddle of Death. For those alchemists who have an inclination for the study, necromancy is a fascinating topic yielding many breakthroughs in the application of negative humours and ephemera. Eventually, the threat of an alchemist’s own mortality catches up with him and if he is so inclined, he seeks a way out. The search for an end to the threat of mortal demise, also called the Riddle of Death, can take an alchemist decades to solve and the answer presented here may never occur to him if he is not willing to trade his mortality for undeath. For those who are, a dose of aqua mortis crafted from an alchemist’s own blood and subjected to an extremely complex process can provide a form of immortality. Though the secret can be gained at 9th level, the skill to actually complete the transformation is usually not attained until much later. Alchemists capable of solving the Riddle of Death generally hold off actually doing so until all of their mortal affairs are in order and the formula they have created is their only hope of survival. This concoction requires one month of constant work, a dose of aqua mortis made from the alchemist’s blood, 5,000 gold pieces in additional materials and rare equipment and an Craft (alchemy) check (DC 45). Failure at the check ruins everything used in the experiment. Success creates a potion that, when consumed, kills the alchemist and revives him as a lich as per the template in the MM. A phylactery must be constructed before the alchemist can actually become a lich. [B]Vampire:[/B] ?[/spoiler] Hungry Little Monsters[spoiler] [B]Ashen Hound:[/B] Created by the burnt sacrifice of a dog and a unique necromancy spell, an ashen hound rises from the pyre to serve as a loyal watchdog to its creator. Bound: A bound is a spirit that has been trapped in its material remains. [B]Canker Zombie:[/B] Canker zombies are undead creatures formed when a humanoid dies from a particularly potent disease (whether natural or magical). Any humanoid killed by a canker zombie and not stripped of its flesh rises as a free-willed canker zombie 1d3 days later. [B]Kyokan:[/B] Several years ago, a magical experiment went wrong. Not so wrong that there were deaths involved, but wrong enough that it wasn’t what the experimenters expected. Left with toxic, magical waste, the experimenters did what any organization would do in their situation — they took a boat out to sea very late in the night and slowly dropped the barrels of waste over the side of the ship. No harm done to them, of course. Ever so slowly, the barrels of waste drifted to the sea floor, and after impact rolled down a slope to a deeper part of the ocean. Eventually the barrels came to a stop on a flat bed, not entirely flat but with enough knife-sharp growths of coral to break the barrels open and spill the toxic waste onto the sea floor. Luckily for the experimenters, the toxic sludge was heavier than the sea water and stayed at the bottom of the ocean. This sludge spilled in a final resting place for squid, a location where the local squid came to die. Somehow, this toxic magical waste interacted with the dying squid to return them to life, at three times their original size. Unknowingly, those stalwart experimenters created a new scourge of the seas, the kyokan. [B]Soulgaunt:[/B] The soulgaunt is a hateful undead spirit that forms on the sites of terrible accidents that have claimed the lives of no fewer than a dozen people. The accident can be something as simple as an explosion at a sawmill or as expansive as an earthquake that devastated a city; the larger the accident or disaster, the more soulgaunts result. Many evil death cults revere soulgaunts as unholy aspects of their deities, and a few powerful necromancers have learned how to create soulgaunts with the use of [I]create greater undead[/I]. In order to do so, the spellcaster must be at least 19th level, and the spell must be cast on the site of an accident no more than one hour old. [B]Sugareater Zombie:[/B] Creatures trapped by a sugareater suffer 1d4 points of Constitution drain per round until they reach 0 Constitution, at which time they are immediately transformed into sugareater zombies. “Sugareater zombie” is an acquired template that can be added to any living creature. [B]Sample Sugareater Zombie:[/B] This gnoll and its five packmates were ambushed by a sugareater, who hunted them one by one until they all succumbed to its feasting. Now the six roam the forests as sugareater zombies, bringing new victims to their master. [B]Vain Dead:[/B] Vain dead are undead tempters, spawned from the most arrogant, narcissistic, and sybaritic creatures ever to have lived. Most of these creatures arise from the ranks of corrupted clerics of gods of beauty, who have perverted the teachings of their god and now exist as accursed personifications of their blasphemy. [/spoiler] [URL=https://www.drivethrurpg.com/product/50998/Into-the-Black-A-Guide-to-Below?affiliate_id=17596]Into the Black: A Guide Below:[/URL] [spoiler] [B]Hellscorn:[/B] Driven by banal motivations such as greed and lust, some discontent lovers break their partner’s trust, fulfilling their primordial desires with someone else. Viewing the spurned lover as an inconvenient obstacle on the road to true happiness, the two new companions gleefully plot and carry out his earthly demise in the ultimate act of betrayal. Yet, while most individuals cross the fine boundary between love and hate during life, some spirits only complete the transition after death. Rising from the grave in search of revenge. Hellscorns rise from the grave solely to wreak vengeance against their killers. [B]Waking Dead:[/B] Bereft of any formal medical training or knowledge, physicians and healers sometimes incorrectly pronounce their patients dead. Unfortunately, the individual actually lapsed into a deep coma, a catatonic state that simulates death, thus fooling the average layperson and the professional alike. Before long, the slumbering person awakens to a horrific nightmare, finding himself trapped within a coffin. Despite his feverish efforts to escape his eternal tomb, he eventually succumbs to thirst and suffocation. The sheer terror and frantic desperation experienced during his final moments serve as the catalyst transforming his corpse into the terrifying waking dead. [B]Gremmin:[/B] The discovery of gold and other precious minerals invariably draws the rapacious interest of desperate prospectors craving instant wealth and fortune. Enraptured by the mesmerizing allure of fabulous riches, starry eyed speculators hastily delve deep into the earth, fully intent on staking their claim to the dense veins of precious minerals before anyone else. In their mad rush to unearth the buried treasure, they pay no regard to practical concerns such as food, water, and leaving a discernible trail back to the surface. After the initial ecstasy subsides, the hungry, thirsty, and hopefully lost miner finally realizes the gravity of his predicament. Although ultimately doomed to a lonely and prolonged death, he refuses to part from his spectacular find, a sentiment that sparks his transformation into a gremmin after his earthly demise. [B]Walking Disease:[/B] No natural or artificial environment serves as a better incubator for disease than sewers. Teeming with copious volumes of rotting organic material, stable temperatures and abundant moisture, countless virulent bacteria, viruses and fungi abound within the filthy, nutrient rich habitat. 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. The consensus lays the blame for these abominations on the wicked priests and worshippers of several nefarious deities performing their devilish rituals and savage rites in the anonymity and security of the sewers. [B]Undead:[/B] Despite every possible contingency, some spirits fail to pass into the next world, remaining trapped in an unnatural state between life and death. Some powerful individuals consciously aspire to achieve undead status, but most unwillingly join their ranks either through death at the hands of such a creature, through the magical intervention of a mortal or via the unfortunate circumstances surrounding their earthly demise.[/spoiler] [URL=https://www.drivethrurpg.com/product/50232/Into-the-Blue?affiliate_id=17596]Into the Blue:[/URL][spoiler] [B]Lost Sailor:[/B] Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. Longing for the comfort of the water’s embrace, these seafarers could not rest in death, crawling forth from their graves to trek overland to reach the sea. They usually only rise when they are buried within a handful of miles of the ocean, yet still feel robbed of it in death. The irony of being such a short distance from their goal only makes the spirits of the mariners more restless. [B]Sea Scorned:[/B] A very rare form of undead, a sea scorned is the wife or lover of a sailor and wanderer slain while traveling the seas. They are normally only encountered near seaside or aquatic settlements. These are the unfortunate, lonely souls that take their own lives over the loss of a loved one, becoming doomed to stand vigil forever, waiting for their dead love to return. [B]Unwanted:[/B] Among some sailors, it is bad luck to save a man who falls overboard: it is believed that what the sea wants, the sea takes, and no one wishes to evoke the sea’s wrath by standing in its way. Unfortunately, men sometimes fall over the side of their own accord—or are given some help by an angry comrade—but still are not rescued for fear of angering the sea. The sea does not want these men, but they are forced upon it. Either through the sea’s anger or their own rage at not being rescued, these lost men sometimes return as undead. Called the unwanted, they were rejected by both seas and men, and have returned to take their vengeance on both. Unwanted is an acquired template that can be added to any humanoid creature lost at sea. [B]Floating Dead:[/B] Floating dead are undead born of those who die on the open sea in life boats, or who perish floating adrift while clinging to the hope that help will come. [/spoiler] [URL=https://www.drivethrurpg.com/product/17842/Kaisers-Garden--23-Monstrous-Plants?affiliate_id=17596]Kaiser’s Garden - 23 Monstrous Plants:[/URL][spoiler] [B]Vine of Decay:[/B] ?[/spoiler] [URL=https://athas.org/products/loa/documents/36]Legends of Athas[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Intelligent Undead Creature:[/b] ? [b]Dregoth, Undead Sorcerer-King:[/b] ? [b]Powerful Undead Villain:[/b] ? [b]Undead With a Vulnerability to Sunlight:[/b] ? [b]Jor'orsh, Dwarven Banshee, Spirit of a Dwarf:[/b] These dwarves were self-proclaimed protectors of Athas, taking the Dark Lens from the Pristine Tower to the Estuary of the Forked Tongue and secluding it on the isle of Mytilene. There they created a safeguard for the Dark Lens in the form of a crystal pit, which proved deadly to any who attempted to retrieve the artifact. Years later Jor’orsh and Sa’ram perished while defending the Dark Lens from evil giants. Soon after, they arose as banshee, and used their new powers to guard the Dark Lens from the eyes of the Dragon and the rest of Rajaat’s champions. [b]Sa'ram, Dwarven Banshee, Spirit of a Dwarf:[/b] These dwarves were self-proclaimed protectors of Athas, taking the Dark Lens from the Pristine Tower to the Estuary of the Forked Tongue and secluding it on the isle of Mytilene. There they created a safeguard for the Dark Lens in the form of a crystal pit, which proved deadly to any who attempted to retrieve the artifact. Years later Jor’orsh and Sa’ram perished while defending the Dark Lens from evil giants. Soon after, they arose as banshee, and used their new powers to guard the Dark Lens from the eyes of the Dragon and the rest of Rajaat’s champions. [b]King Rkard, Dwarven Banshee:[/b] ? [b]Dwarven Banshee:[/b] ? [b]Wraith, Vile Wraith, Undead Warrior:[/b] ? [b]Thinking Zombie:[/b] [i]Deadrise Turning[/i] epic spell. [b]Zombie:[/b] Every time the time stop effect [of the Confronter Orb of Kalid-Ma artifact] is activated, all dead creatures in the area of effect are reanimated as zombies as if by the animate dead spell, except the possessor or the Orb has no control over the animated creatures. [b]Zombie, Animated Creature:[/b] ? [b]Badna Zombie:[/b] The Star of Badna is a perfect sapphire of 200 carats. It is the size of a human fist, the largest gem of its kind ever found on Athas. The gem is most often found embedded in the chest of a Badna zombie, a guardian who is cursed with an undead existence by the magic of the sapphire. Each month a creature possesses the artifact [the Star of Badna], it must make a Will save (DC 10 + number of previous saves) or become a Badna zombie. [b]Badna Zombie, Guardian:[/b] ? Deadrise Turning Necromancy [Evil] Spellcraft DC: 26 Components: V, S, Ritual Casting Time: 1 week Range: Touch Target: Intelligent undead creature Duration: 2 months Saving Throw: Special Spell Resistance: No To Develop: 234,000 Cp; 5 days; 9,360 XP. Seeds: animate dead (DC 23), heal (DC 25), ward (DC 14). Factors: increase undead generated to 60 HD (+40 DC), increase negative levels gained to 10 (+24 DC), increase duration to 2 months (+12 DC), increase area of effect to 320-ft. radius (+20 DC). Mitigating factors: thinking zombie (-10 DC), increase casting time to 1 week (-34 DC), burn 1,000 XP (-10 DC), three additional casters contributing 6th-level spell slots (-33 DC), five additional casters contributing 5th-level spell slots (-45 DC). Focusing your arcane energies upon the Black, you stretch your hand and utter the command word, making the two planes closer. When this spell is cast, all undead within a 320-ft.-radius spherical emanation centered on the target become immune to turning attempts for the duration of the spell. But this is not the most dangerous ability of this spell. It’s truly evil aspect is that when characters attempt to turn undead under the protection of this spell, they are stricken by a powerful surge of negative energy. This energy deals 10 negative levels upon a character attempting the turning (Fort DC 26; half). Anyone slain from the negative levels instantly rises as a thinking zombie (TotDL 78). The undead created this way are controlled by the target of the spell, which sends a single short command of twenty-five words or less to them at the moment of their creation, as a free action. A maximum of 60 HD worth of undead creatures can be created and controlled this way (these HD are added to the maximum number of HD worth of undead creatures the target can control per caster level, if it has levels in a spellcasting class). XP Cost: 10,000 XP.[/spoiler] [URL=https://athas.org/products/lsh/documents/55]Life-Shaping Handbook[/URL][spoiler] [b]Undead, Undead Creature:[/b] Perhaps the gravest casualty due to the Great Earthquake happened with the inhabitants of the rhul-thaun village of Mir-Sath, killing most of its inhabitants and turning the others into undead creatures. General History of Mir-Sath When the Great Earthquake shook the small rhul-thaun village of Mir-Sath, the ledges that sustained the village crumbled and fell into the swamp at the bottom of the Jagged Cliffs, taking most of the community and its entire population of 2,000 individuals with them. Since no rhul-thaun community ever heard news from it since, they assumed the worst and never visited the place again, afraid of more landslides. Secret History of Mir-Sath What most people don't know, however, is that several rhul-thaun did not die in that accident, but rather became undead. [b]Undead Rhulisti:[/b] Many rhulisti killed at the prison or during the cave-in still roam the Caves, seeking blood. [b]Radu, Powerful Undead Creature:[/b] ? [b]Venger:[/b] Once the captain of the Jade Marquess has sailed her from dawn to dusk of the same day, he is permanently bonded. If he ever steps off her deck for more than a day, he is compelled to return as if under a geas/quest spell. When he eventually dies, he will rise as a venger always in search of the Jade Marquess. The Jade Marquess has twice as many encounters with undead as normal. They are the spirits and corrupt bodies of her former captains and other[s ] that she has devoured. [b]Spirit:[/b] Once the captain of the Jade Marquess has sailed her from dawn to dusk of the same day, he is permanently bonded. If he ever steps off her deck for more than a day, he is compelled to return as if under a geas/quest spell. When he eventually dies, he will rise as a venger always in search of the Jade Marquess. The Jade Marquess has twice as many encounters with undead as normal. They are the spirits and corrupt bodies of her former captains and other[s ] that she has devoured. [b]Corrupt Body:[/b] Once the captain of the Jade Marquess has sailed her from dawn to dusk of the same day, he is permanently bonded. If he ever steps off her deck for more than a day, he is compelled to return as if under a geas/quest spell. When he eventually dies, he will rise as a venger always in search of the Jade Marquess. The Jade Marquess has twice as many encounters with undead as normal. They are the spirits and corrupt bodies of her former captains and other[s ] that she has devoured. [b]Undead Spirit:[/b] ? [b]Undead Life-Shaped Item, Death-Shaped Item:[/b] General History of Mir-Sath When the Great Earthquake shook the small rhul-thaun village of Mir-Sath, the ledges that sustained the village crumbled and fell into the swamp at the bottom of the Jagged Cliffs, taking most of the community and its entire population of 2,000 individuals with them. Since no rhul-thaun community ever heard news from it since, they assumed the worst and never visited the place again, afraid of more landslides. Secret History of Mir-Sath What most people don't know, however, is that several rhul-thaun did not die in that accident, but rather became undead. This affected even some of their life-shaped possessions, turning them into undead monstrosities, enhanced by the magical energies of the Swamp. Both rhulisti and rhul-thaun consider undead an abomination of nature. They would never voluntarily associate themselves with undead or wear any kind of undead life-shaped items, created with arcane magic instead of life-shaping techniques. The Eldaarish have rather embraced this art and can make several items that can be considered to be death-shaped items. [b]Undead Life-Shaped Item, Undead Monstrosity:[/b] ? [b]Abomination of Nature:[/b] ? [b]Undead Rhul-Thaun:[/b] ? [b]Undead Rhul-Thaun Commoner:[/b] ? [b]Undissolved Spirit:[/b] Many rhul-thaun killed during the avalanche still roam the remains of Mir-Sath. [b]Undead Graft:[/b] ? [b]Undead War Beetle:[/b] ? [b]Dwarven Banshee Fighter 7:[/b] ? [b]Rhulisti Dhaot:[/b] This is where the nature-benders kept captured rhulisti that were friendly to the nature-master faction, to be used for both interrogation and experimentation. Several died during the cave-in, others died out of hunger and thirst, returning as undead. [b]Dhaot Elf Rogue 10:[/b] ? [b]Fael Human Cleric 8:[/b] ? [b]Bal-Omehk, Ioramh, Faithful Assistant, Almost Skeletal Figure:[/b] When the cave-in destroyed most of their secret lab, Ner-ameth’s desire for revenge brought back Bal-omehk as a ioramh. [b]Ioramh:[/b] ? [b]Kaisharga:[/b] ? [b]Kaisharga Human Defiler 15:[/b] ? [b]Ure-opith, Krag:[/b] General History of Mir-Sath When the Great Earthquake shook the small rhul-thaun village of Mir-Sath, the ledges that sustained the village crumbled and fell into the swamp at the bottom of the Jagged Cliffs, taking most of the community and its entire population of 2,000 individuals with them. Since no rhul-thaun community ever heard news from it since, they assumed the worst and never visited the place again, afraid of more landslides. Secret History of Mir-Sath What most people don't know, however, is that several rhul-thaun did not die in that accident, but rather became undead. This affected even some of their life-shaped possessions, turning them into undead monstrosities, enhanced by the magical energies of the Swamp. Ure-opith, an air cleric, after being killed by an earth slide, came back as a krag. A proud air cleric of the Mir-Sath community, Ure-opith’s life was radically changed after the earthquake that killed him and also transformed him into a krag [b]Kragling:[/b] General History of Mir-Sath When the Great Earthquake shook the small rhul-thaun village of Mir-Sath, the ledges that sustained the village crumbled and fell into the swamp at the bottom of the Jagged Cliffs, taking most of the community and its entire population of 2,000 individuals with them. Since no rhul-thaun community ever heard news from it since, they assumed the worst and never visited the place again, afraid of more landslides. Secret History of Mir-Sath What most people don't know, however, is that several rhul-thaun did not die in that accident, but rather became undead. This affected even some of their life-shaped possessions, turning them into undead monstrosities, enhanced by the magical energies of the Swamp. Ure-opith, an air cleric, after being killed by an earth slide, came back as a krag. Slowly, Ure-opith began to create kraglings and to command them to rebuild their village. Any animal, humanoid, giant, magical beast, or monstrous humanoid slain by Ure-opith’s elemental infusion has a 50% chan[c]e of rising as a kragling after 1d4 days. [b]Earth Kragling Guard:[/b] ? [b]Earth Kragling Leader:[/b] ? [b]Strong Rhul-Thaun Undead Warrior:[/b] ? [b]Krag:[/b] ? [b]Meorty Human Cleric 11:[/b] ? [b]Morg Fighter 14:[/b] ? [b]T'liz Elf Defiler 17:[/b] ? [b]Athasian Wraith:[/b] ? [b]Zhen Human Cleric 18:[/b] ? [b]Shadow:[/b] ? [b]Greater Shadow:[/b] ? [b]Rhulisti Skeleton:[/b] ? [b]Human Skeleton:[/b] ? [b]Rhul-Thaun Skeleton Warrior:[/b] ? [b]Rhulisti Zombie:[/b] ? [b]Kobold Zombie:[/b] ? [b]Rhul-Thaun Zombie:[/b] ? [b]Gray Zombie:[/b] ? [b]Zombie Bugdead Soldier:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/28416/Lore-of-the-Gods?affiliate_id=17596]Lore of the Gods:[/URL] [spoiler] [B]Defiler:[/B] ? [B]Husk:[/B] If the shell of a deceased victim is not destroyed, it will rise as a husk in 2d4 days. [B]Ka Spirit:[/B] In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the afterlife. The ka spirit is the soul of one of these unfortunates. In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death. Such knowledge is mostly now lost, isolated to a few terrible cults who still perform the ceremony. [B]Mummy:[/B] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. [B]Skeleton:[/B] Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. [B]Zombie:[/B] Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life.[/spoiler] [URL=https://www.drivethrurpg.com/product/19905/Lost-Creatures?affiliate_id=17596]Lost Creatures:[/URL][spoiler] [B]Bonegore:[/B] Bonegore are undead created from large battlefields and mass graves that were never given any last rights. [B]Cinder Ash:[/B] Cinder ash creatures are those that were caught in the hot ash and toxic fumes of a volcanic eruption and died. Sometimes, in the wake of an eruption that was caused by magic or divine power, cinder ash are created. “Cinder Ash” is a template that can be added to any corporeal animal, aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [B]Thrain[/B]: Once known as Thrain, this cinder ash was an oolori sage and scholar whose coastal village was destroyed when the nearby volcano erupted over a millennia ago. Thrain was buried alive in hot ash and was transformed into a cinder ash.[/spoiler] [URL=https://www.drivethrurpg.com/product/19511/Mallyate?affiliate_id=17596]Mallyate[/URL][spoiler] [B]Skeleton:[/B] ?[/spoiler] Manual of Monsters [spoiler] [B]Spirit of Vengeance Greater:[/B] When a powerful creature takes to the grave with intense feelings of hatred and business unfinished, she will occasionally rise again as a greater spirit of vengeance. [B]Spirit of Vengeance Lesser:[/B] Any humanoid slain by a greater spirit of vengeance becomes a lesser spirit of vengeance on the following round. [B]Scourge:[/B] "Scourge" is a template that can be added to any creature. [B]Banshee:[/B] Banshees were once beautiful female night elves who were brutally murdered by demons during the fall of Kalimdor. Their restless spirits were left to wander the world for many ages in silent, tortured lamentation. Banshees are relatively rare and difficult to produce; even the Lich King does not truly know what causes a banshee to be produced among his minions. It is some supernatural perversion or imbalance of the soul that sheds its mortal shell and walks forth as one of these spectral beings. “Banshee” is an acquired template that can be added to any humanoid creature. [B]Crypt Fiend:[/B] As the nerubian empire was dismantled, the remnants were scattered and the dead were raised as minions of Ner’zhul. “Crypt fiend” is an acquired template that can be added to any nerubian. [B]Forsaken:[/B] The forsaken are humans transformed into the undead, with all the powers associated with the Scourge. “Forsaken” is a template that can be added to any human character. [B]Ghoul of the Scourge:[/B] “Ghoul of the Scourge” is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]Shade:[/B] Shades are created by a formal ritual of sacrifice, in which a single acolyte who has completely proven himself to Nr'zhul is brought over to the far side of death. The plague is allowed to enter his body, and powerful necromancers spend several days transforming the acolyte's pitiful shell into a devastating creature of undeath. The ritual occurs in a place known as the Sacrificial Pit, where the focused energy of the Lich King and his necromancers are at their most powerful. "Shade" is an acquired template that can be added to any humanoid creature. [B]Skeletal Mage:[/B] These Powerful skeletal Sorcerers are extremely dangerous undead, usually created independently through force of unrequited will. “Skeletal mage” is an acquired template that can be added to any humanoid creature. [B]Skeletal Warrior:[/B] Skeletal warriors are extremely dangerous undead minions, usually created independently through the force of unrequited will. Skeletal warriors are created from the fallen bones of dead opponents. Skeletons can be created even without the assistance of necromancers. “Skeletal warrior” is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]Withered:[/B] This template can be applied to any dead creature through the use of necromancy or to any creature brought close to death by a member of the Scourge. "Withered" is a template that can be added to any aberration, animal, dragon, fey, magical beast, plant, or other monstrous creature. [B]Wraith:[/B] “Wraith” is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]Zombie:[/B] These undead are created from plague-infected individuals, but their bodies are not as riddled with the disease as those of more powerful undead. “Zombie” is an acquired template that can be added to any humanoid or monstrous humanoid creature. [B]Abomination:[/B] Abominations are large created creatures, similar to flesh golems. These magically created automatons are incredibly powerful, possessing (literally) the strength of ten human men. Constructing one requires a great understanding of necromancy and science and the capacity to both animate undead and cause magical healing to living flesh. They are difficult to create, but once made they are fanatically loyal servants and tremendously powerful warriors. The twisted, mutilated bodies of abominations are comprised of multiple dead limbs and body parts from various corpses. The animating force of an abomination is a blasphemous conglomeration of the souls incorporated into the corpses that make up the abomination’s unliving flesh. An abomination is created from the mutilated and disease-ridden corpses brought from the battlefield. It stands over 8 feet tall and weighs well over 500 pounds. The skin of an abomination is a sickly green and yellow, obviously covered with disease and twisted with horrible magics. It has no possessions and carries only the items given to it by its creator. This creature costs 40,000 gp to create, which includes the cost of collection and dissection of more than 10 bodies to be used as the abomination’s flesh and organs. Each of these bodies must be infected with the Lich King’s plague, so that they will properly mutate when affected with the rituals to create the abomination proper. Assembling the body requires a successful DC 12 Craft (leatherworking) or Heal check. The creator must be at least 14th level and be able to cast divine spells. Completing the ritual drains 400 XP from the creator and requires animate dead, animate objects, bless, bull’s strength, regenerate, and spell resistance. [B]Ghost:[/B] Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident.[/spoiler] [URL=https://www.drivethrurpg.com/product/78032/Maxolts-Magical-Menagerie-1?affiliate_id=17596]Maxolt's Magical Menagerie #1[/URL][spoiler] [b]Standard Skeleton, Skeleton, Necklace Skeleton:[/b] ? [b]Undead Guardian:[/b] There is a legend about a powerful Elven Adventurer who became corrupted by an artifact of chaos and turned on his community. Once its best protector, the corrupted company in wanton slaughter of the village. The deaths were too gruesome for me to recount here but the gods of that time are said to have punished the Elven company for the heinous deed by turning them into undead guardians of the once peaceful glade, forced to forever look upon their misdeed. [b]Undead:[/b] ? [b]Zombie, Instant Guardian:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/480/Midnight-Minions-of-the-Shadow?affiliate_id=17596]Midnight Minions of the Shadow:[/URL][spoiler] [B]Forsaken:[/B] The dark truth would shatter even the strongest spirit. As the Shadow rose, so too did the necromantic forces that fueled the Fell. As the years pass, more and more of the dead rise as horrors that live only to feast on the living. In the last days of Aryth, even a mother’s womb cannot protect her child from the Shadow. There is a small chance that any fetus that dies during the pregnancy will awaken into a hideous state of half-life. Called the forsaken, these creatures continue on in a parody of natural growth and birth. Forsaken is an inherited template that can be applied to any newborn humanoid creature.[/spoiler] [URL=http://www.drivethrurpg.com/product/18105/Khans-Press-Monster-Anthology-Volume-1?affiliate_id=17596]Monster Anthology Volume 1:[/URL][spoiler] [B]Gheist:[/B] The spirits of cruel dead. [B]Pariah:[/B] Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born. “Pariah” is an acquired template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a pariah. The nature of such a transformation seems to target individuals at complete random.[/spoiler] [URL=http://www.drivethrurpg.com/product/2100/Monster-Encyclopaedia-1--Ravagers-of-the-Realms?term=ravagers+of+the+realms&it=1&affiliate_id=17596]Monster Encyclopaedia 1 Ravagers of the Realms:[/URL] [spoiler] [B]Batyuk:[/B] Batyuks arise from mass graves, where hundreds of butchered bodies were buried without due ceremony or care. Furious at this injustice, they rise up in the communal form of a stormcloud to hunt down those who slaughtered them. [B]Blood Scarecrow:[/B] The blood scarecrow is a free-willed corporeal undead creature which is created when an ordinary scarecrow is dressed in the clothing once worn by a murdered man. Sometimes, when conditions are correct, the spirit of the deceased returns and inhabits the scarecrow, looking for vengeance on those who killed him. [B]Cavewight:[/B] Should a wight linger in a particular cave or tomb for long enough – a century or so, depending on the amount of vegetation and other living things in the vicinity and the quality of any wards or holy blessings placed on the area – then its negative energy permeates its lair, turning the lair into an outcropping of the negative realm. The wight feeds on this negative energy, becoming even more powerful. [B]Devouring Zombie:[/B] the magic animating the devouring zombie can be passed onto others; one devouring zombie can produce a horde of other undead. Devouring zombies can be created with the create undead spell and require a 12th level or higher caster. Anyone who dies while under the effect of the devouring zombie’s Constitution drain becomes a devouring zombie within 2d6 minutes of dying. [B]Human Commoner Devouring Zombie:[/B] ? [B]Dissolute:[/B] The dissolute is the remains of a humanoid slain by an ooze while the humanoid was at least partially tainted by negative energy (such as having gained negative levels within a day of being killed). [B]Fingerfetch:[/B] Fingerfetches are a minor species of undead, said to be the spirits of dead thieves. [B]Grasping Hands:[/B] Grasping hands patches are usually spawned when a party of travellers goes off the path and die lost and wandering in the swamp, but they soon add to their numbers by killing other passers-by. [B]Headless Screamer:[/B] Headless screamers arise from the corpses of those who were buried beheaded, such as the victims of execution or vorpal weapons. [B]Mesmeric Spectre:[/B] Mesmeric spectres are said to be spawned when a soul condemned to eternal torment bargains with its jailors, arguing that if it were sent back for just a short time it could gather even more souls into the flames. Others believe that mesmerics are the spirits of those who had great potential in life but squandered it, the ghosts of those who might have been archwizards and famous adventurers, but instead spent their days in alehouses or indolence. [B]Mirror Ghost:[/B] It is created under fairly rare circumstances, when a distraught individual is driven to suicide while facing a mirror and whose final actions crack or damage the mirror in some say. Occasionally, when this combination of events occurs, the spirit of the deceased passes into the shards of the mirror, creating a mirror ghost. [B]Mirthless:[/B] Many necromancers have experimented in creating more mirthless; they stretch dead men on the wrack or pump poisoned growth potions into dying flesh, or sending dark summonses into the netherworld of wraiths and spectres. There come no answers, no mortuary transformations. All the mirthless in the world are said to dwell in one obscure temple, from which they can be called forth with the right offer and the right ritual. [B]Mummer:[/B] Mummers are the god-curse of a murdered deity. As the god died, a billion black flies rose out of his mouth and scattered to the infinite worlds. [B]Mummer Template:[/B] A mummer who bites a humanoid corpse at the moment of death possesses that corpse. ‘Mummer’ is a template that can be added to any humanoid. [B]Nightswimmer Nightshade:[/B] ? [B]Octospine:[/B] The octospine is a hideous creature, believed to be the creation of a demon lord. [B]Plundering Dead:[/B] Plundering dead are piratical undead, who remain tied to their bodies after death because of their lust for gold and treasure. They are also produced by certain terrible curses and ancient artefacts. [B]Ragged Wraith:[/B] Ragged Wraiths are the spirits of those whose bodies were desecrated or dismembered after death. [B]Scuttling Skeleton:[/B] Scuttling skeletons are a variety of normal skeleton made using the create undead spell. ‘Scuttling skeleton’ is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. [B]Wintersinger:[/B] Wintersingers are a species of undead associated with those who die from frostbite and exposure. In truth, they are not unquiet dead – a wintersinger is not the spirit of someone who died in the cold and does not resemble any human who ever lived or died. They are simply the spirits of death amongst the snow and frost, of lonely, frozen sorrow. [B]Withering Cadaver:[/B] Withering cadavers are produced when an attempt to create a wight fails. Enough negative energy is infused into the corpse to animate it but not enough to make a direct link with the negative plane. The process of animation awakens the latent survival instincts and animal drives of the corpse, giving it a sense of self-preservation and a hunger. Without a full channel to the negative plane to preserve its dead tissues, the body begins to rot. [B]Zombie Parched:[/B] Parched zombies arise from the remains those who die of thirst in the desert. [B]Ghost:[/B] The plundering dead who come to understand their true form become full-fledged spectres or ghosts. [B]Spectre:[/B] The plundering dead who come to understand their true form become full- fledged spectres or ghosts. [B]Wight:[/B] Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds. [B]Wraith:[/B] Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds. [B]Zombie:[/B] Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control. While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies.[/spoiler] [URL=http://www.drivethrurpg.com/product/2248/Monster-Encyclopaedia-2--Dark-Bestiary?term=dark+bestiary&it=1&affiliate_id=17596]Monster Encylopaedia 2 Dark Bestiary:[/URL] [spoiler] [B]Abiku:[/B] Any Small humanoid slain by the abiku’s energy damage ability becomes an abiku himself 1d6 hours after death. [B]Ankou:[/B] ? [B]Death Hunter:[/B] Death hunters are a special form of mighty undead created by evil druids via a secret ritual. They are former evil-aligned rangers who consecrate their immortal soul to vengeful spirits of nature, so they may return after death to stalk and murder the enemies of their land. ‘Death hunter’ is an acquired template that can be added to any non-monstrous, evil aligned humanoid creature with six or more levels of ranger. All death hunters were evil rangers once. [B]Sample Death Hunter:[/B] ? [B]Dragonskin:[/B] In the extremely rare case a dragon is slain before its last shed skin is consumed, there is the possibility a faint portion of the dragon’s undead spirit remains attached to the skin, animating it as if it was the complete, living creature. [B]Dread Familiar:[/B] Dread familiars are the evil undead spirits of normal familiars that died in the service of their masters. ‘Dread familiar’ is an acquired template that can be added to any wizard’s or sorcerer’s familiar that died in the service of its master. [B]Sample Dread Familiar:[/B] ? [B]Hollow Host:[/B] A hollow host is a special form of undead that requires an artificial vessel to contain its essence. Through a secret ritual involving mysterious and dark magic, a metallic body is created to hold the soul of an evil humanoid; this must always be a perfect likeness, but its form is much stronger and tougher than the mortal essence ever was in life. Once this construct body is ready, the soul of the original creature is brought to inhabit it, to walk the world again in the guise of a living suit of armour. ‘Hollow Host’ is an acquired template that can be added to any evil, normal (non-monstrous) humanoid. A hollow host must be crafted from iron or stone; the materials and procedures required cost a total of 5,000 gold pieces. The materials must be crafted in the likeness of an evil humanoid, which must have died already. Creating the body requires a Craft (armoursmithing), Craft (blacksmithing) or Craft (sculpting) check (DC 20). For the construct to animate, the undead spirit of the creature it represents must be summoned to inhabit it. Once the last spell is cast, the evil creature is reincarnated in its new artificial body, thus animating the construct. CL 16th; Craft Construct, greater magic weapon, limited wish, magic jar, reincarnate, trap the soul; caster must be at least 16th level; Price 10,000 + (3,500 per base creature’s HD) gp; Cost 10,000 + (1,750 per base creature’s HD) gp + (200 + 140 per base creature’s HD) XP. [B]Sample Hollow Host:[/B] ? [B]Skullwearer:[/B] ? [B]Ululant:[/B] An Ululant is a semi-sentient (but thoroughly evil) undead tree, once a treant or some other similar creature, which, upon dying, became a dead stump whose roots slowly reached the lower planes and became firmly grafted on it. As a dead tooth’s root, the hollow tunnel of the rotted tree reaches the depths of the most dreadful lower realms, which channel all the anguish, pain, punishment and sin of their world through the ululating sound coming through the tree’s cavity. Some say ululants are in fact the reincarnated souls of great sinners, given the grisly and imaginative punishment of becoming a living conduct for Hell’s pain. [B]Whispering Presence:[/B] ? [B]Wispwraith:[/B] ? [B]Wraith Wolf:[/B] A wraith wolf is a specific form of undead, created from the spirits of hundreds of slain forest animals. [B]Ghost:[/B] If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment. A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life. [B]Skeleton:[/B] As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton.[/spoiler] [URL=http://www.drivethrurpg.com/product/2696/Monster-Geographica-Forest?affiliate_id=17596]Monster Geographica Forest:[/URL] [spoiler] [B]Autumnal Mourner:[/B] As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves. 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]Bracken Corpse:[/B] Bracken corpses are the reanimated remains of murder victims hidden or dumped in the wilderness by their killer. Whether their creation results from arcane power or the whim of a vengeful deity, bracken corpses are fearsome shambling abominations. During its metamorphosis into a bracken corpse, the dark powers of vengeance provided the bracken corpse with every detail surrounding its death. On very rare occasions, the victims of a mass murderer arise as bracken corpses all searching for the same killer. [B]Pontianak:[/B] Pontianaks are corporeal undead, giving life to the children slain by langsuyars or those born dead. Any infant humanoid or monstrous humanoid slain by a langsuyar’s devouring maw attack rises as a pontianak 1d4 days after burial. [B]Ghost of the Hunt:[/B] Unless a hunting party takes a druid with it to perform sacred rites on game it has killed, a ghost of the hunt may arise from any Survival checks made to hunt in the wild. [B]Grisl:[/B] ? [B]Hollow Dead:[/B] These tortured souls look like decaying corpses coated in a thick layer of dark ash. Their features are barely discernible, making it impossible to tell what race one belonged when it was alive. The despairing soul forms its body from the ash and dirt. [B]Langsuyar:[/B] Some women speculate langsuyars are the ghosts of women who died in childbirth and seek revenge against that which killed them. [B]Uragh Dhu:[/B] Some scholars insist these creatures are the remains of dead treants reanimated by a dark and forbidden evil ritual. [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. 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]Ndalawo:[/B] Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow. A leopard reduced to Strength 0 by a shadow leopard becomes a new shadow leopard within 1d6 rounds. [B]White-Haired Ghost:[/B] ? Thaye Tase: It is rumored that they are the remains of giants or trolls that died a violent death. [B]Lostling:[/B] Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness. Condemned to wander the woods in search of their former homes, these vile creatures develop an intense hatred of the living, and they seek to share their pain by damning their victims to share the same fate that caused their unnatural lives. Creatures dying from starvation or thirst while in a catatonic state from a lostling's wisdom drain incorporeal touch transform into lostlings within 1d3 days. [B]Variant Lostling:[/B] Lostlings that succumbed to the elements still bear marks of the weather conditions that killed them. [B]Shenhab Cemetery Sentinel:[/B] Chosen as guards the honored dead, the shenhab cemetery sentinels are the first to be buried at a particular graveyard. [B]Arborgeist:[/B] These twisted and corrupted spirits are the souls of treants and sentient trees that met their end at the hands of fire and great evil. Unable to find rest, these trees return as terrible spirits of vengeance known as arborgeists. [B]?:[/B] Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary — some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. [B]Ghast:[/B] A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast. Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts. [B]Ghoul:[/B] An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight. Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls. [B]Shadow:[/B] Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds. [B]Skeleton:[/B] Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. [B]Zombie:[/B] Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.[/spoiler] [URL=http://www.drivethrurpg.com/product/3276/Monster-Geographica-Hill-and-Mountain?affiliate_id=17596]Monster Geographica Hill and Mountain:[/URL] [spoiler][B]Bone Delver:[/B] Bone delvers are a form of undead who were once grave robbers and died whilst performing their nefarious tasks. [B]Cu Marbh:[/B] The cu marbh (pronounced ‘coo marv’) is an undead creature made from the body of a hound. [B]Yasha:[/B] Yasha are undead vampire bats, whose hunger for blood is increased in unlife. [B]Cacogen:[/B] The cacogen is a deformed human, typically a leper, hunchback, or clubfoot, but sometimes a scarred or branded rogue, who has been brought back to life to serve an evil sorcerer or wizard as a necromantic guardian. [B]Carcaetan:[/B] A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as a punishment or a powerful curse, but some evil individuals undergo it intentionally. [B]Enfant Terrible:[/B] When an infant is murdered, the same forces that sometimes create ghosts may create an enfant terrible. [B]Ghoul Wolf: [/B]? [B]Shadow Raven:[/B] Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some well-guarded ritual. [B]Coffer Corpse:[/B] The coffer corpse is an undead creature formed as the result of an incomplete death ritual. [B]Heart Stalker:[/B] A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night under control of the first heart stalker. [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, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures in which to share their icy hell. [B]Shadow Wolf:[/B] ? [B]Chill Slain: [/B]Chill slain are formed when a humanoid perishes from exposure to extreme cold. It is unknown what causes these tortured souls to rise again, as the creatures cannot create spawn. Some sages speculate that a chill slain arises as a form of punishment for offending a deity of winter or the mountains. [B]Lifethief:[/B] Lifethieves are the undead form of some alien being, possibly from a long-dead civilization or another world. [B]Dreadwraith: [/B]? [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]Rom:[/B] The rom are a race of ghostly stone giants. In an ancient mythic battle between the dwarves and the rom, the rom all perished in a massive cave-in. [B]Stone Slider Ghoul: [/B]? [/spoiler] [URL=http://www.drivethrurpg.com/product/2022/Monster-Geographica-Marsh--Aquatic?affiliate_id=17596]Monster Geographica Marsh and Aquatic:[/URL] [spoiler] [B]Bog Slain:[/B] Bog slain are the bloated, waterlogged corpses that rise from the site of their demise—the peat bogs of colder climates. [B]Brine Zombie:[/B] Brine zombies are the remnants of a ship’s crew that has perished at sea. The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves. [B]Mire Walkers:[/B] Long-dead corpses have been dug out of the bog with still-supple limbs and unrotted flesh. Unlike more common zombies, mire walkers created from such preserved corpses retain much of their dexterity and skills. Mire walkers even have enough intellect to learn a limited amount of new information. Sometimes, bodies can be so well preserved that when they are unearthed, the departed spirit is confused, and returns to its mortal shell. Such corpses arise as semi-intelligent, free-willed undead, staggering in search of the remnants of their mortal lives. [B]Barrow Roach:[/B] ? [B]Gray Lady:[/B] Many a seaman that 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]Skinwraith:[/B] Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering. [B]Waterlost:[/B] Waterlost are the walking dead of the sea. [B]Well Haunt:[/B] Well haunts seek to drown others, or else they hated the settlement enough in life to haunt its water supply in death. [B]Filth Gator:[/B] ? [B]Floating Dead:[/B] Floating dead are undead born of those who die on the open sea in life boats, or who perish floating adrift while clinging to the hope that help will come. These tortured souls grasp at that final hope past the days of their mortal lives, carrying on in death but no longer looking for rescue. Any humanoid slain by a floating dead’s dehydrating touch ability rises as a floating dead in 1d4 rounds. [B]Fog Strider:[/B] Fog striders are the unrested souls of the dead, walking the land of the living whenever a heavy fog rolls in. Formed from the mist itself, fog striders are indistinct figures at best, although their countenance of misery and anguish are crystal clear. [B]Lake Hag:[/B] Any female humanoid slain and dumped carelessly into the murky waters of desolate lakes and marshes have a 10% chance to emerge a week later as a lake hag, seething with rage at its murderer. [B]Mummy of the Deep:[/B] Evil creatures buried at sea for their sins in life sometimes rise in death. [B]Bog-Spawn:[/B] The bog-spawn is a grotesque form of undead formed when bodies die in a swamp and sink into the murky depths. Sometimes a bog-spawn is created almost spontaneously from negative energy in the swamp, but just as often a new bog-spawn will rise from the among the uneaten victims of the bog-spawn that killed it. [B]Fukuranbou:[/B] fukuranbou are corporeal undead born of the spirit of vanity: people who spent their lives focused on personal beauty and little else. [B]Sinew Dragger:[/B] ? [B]Waterbaby:[/B] Waterbabies are the corporeal spirits of children who were drowned or ritually slain because of their early signs of psionic ability. [B]Bog Mummy:[/B] When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy. Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days. [B]Vine of Decay:[/B] ? [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]Lady-in-Waiting:[/B] ? [B]Sea Scorned:[/B] A very rare form of undead, a sea scorned is the wife or lover of a sailor and wanderer slain while traveling the seas. Although they took their lives to end their lonely despair, they become sea scorned, doomed to stand vigil forever, waiting for their sailors to return home. [B]Skull of the Deep:[/B] ? [B]Lost Sailors:[/B] Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. These seafarers could not rest in death and crawl out of their graves to reach the sea. They usually only rise when buried within a handful of miles of the ocean, as they still feel robbed of it in death. [B]Vampiric Ooze:[/B] ? [B]Ghoul:[/B] An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days. [B]Zombie:[/B] Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds.[/spoiler] [URL=http://www.drivethrurpg.com/product/3755/Monster-Geographica-Plain--Desert?affiliate_id=17596]Monster Geographica: Plain and Desert:[/URL] [spoiler] [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]Ghastiff: [/B]Ghastiffs may be created by any spell or effect that can create a ghoul. An afflicted humanoid or canine who dies of ghoul fever rises as a ghoul or a ghastiff, respectively, at the next midnight. [B]Glacial Haunt:[/B] In the icy wastes of the north lurks the undead spirits of those who froze to death in the snows. [B]Burning Ghat:[/B] The burning ghat is a rare form of undead, created in areas of unusually high negative energy saturation when a sentient creature is put to death by fire for a crime it was innocent of. [B]Heart Stalker:[/B] A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night under control of the first heart stalker. [B]N'erfalter:[/B] N’erfalters are soldiers who were cut down without completing their missions. Their resilience to a cause is so strong that they simply refuse to succumb to eternal rest and are granted temporary unlife by a war deity. [B]Sword Tree:[/B] Swordtrees are undead plants that grow and propagate by embedding their seeds in living flesh. On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. [B]Vohrahn:[/B] Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals. Every vohrahn contains the soul of a dead being who was at peace before its entrapment. [B]Wraithlight:[/B] Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence. [B]Gray Moaner:[/B] Gray moaners are the pitiful souls of fallen warriors who died of exposure to the elements. [B]Blightsower:[/B] They parch the land and roam, offering promises of prosperity to desperate farmers in an infernal pact. Once the farmers agree to the pact, the land turns fruitful for seven years. After seven years to the day, the farmer’s soul suddenly departs from this world, fulfi lling the terms of the pact. While the farmer’s spirit suffers endless torment in the realm of the dark forces, his body rises from death and assumes its new undead existence as a blightsower. [B]Cinderwrath:[/B] Cinderwraths are rumored to be the collective remnants of those who have been abandoned in the desert, their bodies left to burn in the sweltering heat of the sunbaked sands. This theory is supported by the fact that those it burns itself join with its body, causing it to grow in size and power. [B]Raging Spirit:[/B] Raging spirits are the ghosts of the mighty bhorloth, a three-tusked bison that roams the plains and prized as mounts, pack animals, and manual labor. The innate fury and temperamental will of the bhorloth sometimes cause their spirit to return as ghosts, haunting the plains and those responsible for their demise. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloths driven from their homes. [B]Tortured:[/B] Tortured are the twisted souls of good clerics and paladins who were murdered before they could atone for their misdeeds. Separated from their god for eternity, they hunt good clerics and paladins, seeking those who have what they cannot. [B]Cadavalier: [/B]Cadavaliers are created by necromancers to serve as cavalry in their undead armies. A spellcaster of 15th level or higher can create a cadavalier using a [I]create undead[/I] spell. [B]Walking Disease:[/B] Any humanoid creature slain by a walking disease's massive infection power rises as a walking disease 1d4 days later. [B]Ghoul:[/B] An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight. [B]Ghast:[/B] An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight. [B]Wight:[/B] After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. [B]Zombie:[/B] As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook. The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefi t of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook. On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. [I]Bind Vohrahn[/I] Necromancy [Evil] Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: Up to four humanoid corpses Duration: Instantaneous Saving Throw: None; see text Spell Resistance: No The caster calls recently-deceased spirits from the realms of the dead, forcing them into nearby corpses which rise and become vohrahn. The spirits’ desire to rest again is converted into magical energy by the spell, granting the vohrahn additional power. This spell creates up to four vohrahn, who follow commands as if controlled by animate dead. The vohrahn are self-aware, however, and may be able to subvert their creator’s commands by following the letter, but not the spirit, of an order. A vohrahn who wishes to subvert a command can make a Will save. Success means that it retains enough free will to twist the command’s wording, while failure means it cannot try again for another week. This spell must be cast within 300 feet of the site of a recent (1d8 weeks past) humanoid death or burial. The spell cannot create more vohrahn than the number of recent deaths. For this reason, bind vohrahn is usually cast in graveyards or at the sites of battles. Material Component: The spell must be cast on a dead humanoid body, and the caster must sprinkle a powder made of mandrake root, ground black onyx, and silver dust over each body to be animated. The powder is worth 200 gp. [/spoiler] [URL=http://www.drivethrurpg.com/product/2020/Monster-Geographica-Underground?affiliate_id=17596]Monster Geographica Underground:[/URL][spoiler] [B]Chitinous Battlemounts:[/B] Even in death, the dark elves’ insect companions continue to serve their masters on the battlefield. The dark elves use their necromantic magic on the large beetles and spiders to create these walking, undead war machines. Through a process known only to the weavers of power, the undead insect is changed into a mighty machine that can fire blasts of magical force from specially designed turrets dug out of their carapace. [B]Foul Spawner:[/B] ? [B]Dark Voyeur:[/B] Dark voyeurs are incorporeal undead associated with mirrors. Mirror Bound (Su): A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror. This “home” mirror commonly reflected the death of the voyeur’s living form, and trapped part of the departing soul within its glass. The mirror is always a glass of the inhabiting voyeur’s size category or larger with a hardness of 1 and 5 hit points. If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they will each flee to another mirror of their home mirror’s original size or larger and will reappear at full size and with total hit points in 1d4 days. [B]Gremmin:[/B] Gremmins are haunted remnants of desperate prospectors who craved nothing but instant wealth in life. Paying no regard to practical concern in their mad rush to unearth buried treasure, hungry, thirsty, and lost miners eventually realize the gravity of their predicament—though leaving their spectacular find is out of the question. This sentiment ultimately sparks their transformation into a gremmin after earthly demise. [B]Skulleton:[/B] Believed to have been created by a lich or demilich, the skulleton resembles the latter creature in that it appears as a skull, pile of dust, and collection of bones. Several small gems (false - all are painted glass and worthless) are inset in its eye sockets and mouth. The skulleton is thought to have been created to deter would-be tomb plunderers into thinking they had desecrated the lair of a demilich. [B]Waking Dead:[/B] Waking dead are the unrestful souls of those who were buried alive and awoke trapped in a coffin. Their glowing violet eyes reflect the terror and mania that followed them into undeath. Though their mortal bodies succumb to suffocation, their frantic desperation transformed the corpse into the waking dead. Panic-stricken scratching hones their razor sharp bony claws. The creature’s height and weight vary based upon the individual. The metamorphosis into their current state erased all of their previous memories; therefore, waking dead possess no language skills. [B]Inscriber:[/B] Every inscriber was once a living scholar who obsessed over a certain field of study. After death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information. [B]Spitting Ghoul:[/B] ? [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. Black skeletons are intelligent and do maintain some memories of their former lives. [B]Bone Sovereign:[/B] Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity. Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath. A bone sovereign becomes larger and more powerful, with a proportionally increased appetite for necromantic energy as it assimilates other undead. No two bone sovereigns are identical, as each is an accumulation of the bones of many smaller skeletons. Usually they take a bipedal humanoid form, though some resemble demons, dragons, or other beasts, especially if the bones of such creatures have been collected by the monster. As a bone sovereign becomes larger and more powerful, it becomes less recognizable as any one type of creature. [B]Crypt Thing:[/B][I] Create Crypt Thing [/I]spell [B]Dark Elf Spirit:[/B] ? [B]Fear Guard:[/B] Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to act as unusual bodyguards. Create Spawn (Su): Any living creature reduced to Wisdom 0 by a fear guard and is killed by another creature becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation. [B]Ka Spirit:[/B] In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the other world. The ka spirit is the soul of one this unfortunates. The first of these beings date from the early ages of civilization. Ka spirits appear as incorporeal versions of their former selves. They are rooted to their tomb, and are charged with guarding it against all intruders. Although they have no ability to manipulate the material world, they are able to possess and destroy the bodies of desecrators. Anyone killed by a ka spirit is bound to guard the tomb they despoiled. [B]Undead Ooze:[/B] Sometimes, when an ooze raids 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. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind. An undead ooze appears as a large, viscous, black mass, from which the bones of its previous victims’ protrude. [B]Cinder Wight:[/B] A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder wight. [B]Phantasm:[/B] Phantasms are malevolent and sinister spirits that delight in the destruction of good-aligned creatures. 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. They are most often found haunting ruined temples or churches dedicated to evil gods, or dungeons constructed by evil creatures; any place where the stench of evil permeates the very air. [B]Crorit:[/B] A crorit is the angry spirit of a willful miner that was betrayed by his comrades. The crorit will haunt a particular tunnel, room, or even a whole mine, killing anyone unfortunate enough to venture into its territory. It forms its body from whatever materials are nearby, and can use picks, saws, and other tools to make slashing claws. [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. [B]Slavering Mouther:[/B] Slavering mouthers are thought to be undead gibbering mouthers, raised, killed, and brought back from the dead by dark powers. [B]Vampire Spider:[/B] Vampire spiders are a unique combination of fiendish and vampiric essences in the form of a giant spider. [B]Walking Disease:[/B] ? [B]Soulless Ones:[/B] Soulless ones are powerful undead spirits driven by lament and hatred of the living. Soulless ones are the product of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead. [B]Ghoul: [/B]The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever. Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect. Ghoul Fever (Su): Disease (Su): Ghoul fever—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Dex and 1d3 Con. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight. A creature that becomes a ghoul in this way retains none of the abilities possessed in life. It is not necessarily under control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects. A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul. [B]Skeleton:[/B] As a standard action, a bone sovereign can create any number of skeletal monsters from its body. As a full round action, an undead ooze can expel the skeletons in its body. [B]Zombie:[/B] Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. It does not possess any of the abilities it had in life. The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie. [I]Create Crypt Thing[/I] Necromancy [Evil] Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. +5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No You may create a crypt thing with this spell. The spell must be cast in the area where the crypt thing will make its lair. A crypt thing can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so, no oozes, worms, or the like). If a crypt thing is made from a corpse, the flesh falls from the bones. The statistics for the crypt thing depend on its size, not on what abilities the creature may have possessed while alive. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. Material Component: A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once the corpse is animated into a crypt thing, the gem is destroyed.[/spoiler] [URL=https://www.drivethrurpg.com/en/product/2828/more-ultimate-equipment?affiliate_id=17596]More Ultimate Equipment[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Creature of the Night:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ?[/spoiler] [URL=http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=952]MST3K Monster Project:[/URL][spoiler] [b]Projected:[/b] The first projected was a wizard who attempted to create a non-magical means of teleportation, or “projection”. The wizard’s experiment was only partially successful- he was teleported, but was killed and reanimated as a bizarre undead creature by the process. Driven mad by his transformation, the wizard killed several people before destroying his work and himself. Despite the loss of the original experiment, more projected are still being created by some unknown process. [b]Reconstructed:[/b] The reconstructed are horrible undead monsters created by the misapplications of science. In lands where clerics are rare and divine magic is a myth, people turn to science to heal wounds and cure disease. If an experiment in tissue replacement or the reanimation of the dead through electricity and drugs goes awry, the resulting creature is a thing no longer human and no longer fully alive. [b]Undead Head:[/b] Created either by mad science or the intervention of an evil deity, undead heads are intelligent, frightfully persuasive and deadly cunning. “Undead head” is an acquired template that can be added to any giant, humanoid or monstrous humanoid that can cast spells or use psionic powers. [b]Sample Undead Head, Human Wizard 5:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/174356/nemesis-vii-unsettled-spirits?affiliate_id=17596]Nemesis VII: Unsettled Spirits[/URL][spoiler] [B]Elizabeth Goodmane, Ghost Human Ranger 2/Rogue 3, Villain, Unsettled Spirit, Mud-Covered Child:[/B] The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. [B]Elizabeth Goodmane, Ghost Human Ranger 6/Rogue 4, Villain, Unsettled Spirit, Mud-Covered Child:[/B] The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. [B]Elizabeth Goodmane, Ghost Human Ranger 8/Rogue 8, Villain, Unsettled Spirit, Mud-Covered Child:[/B] The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. [B]Ghast:[/B] The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. [B]Wight:[/B] The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. [B]Vampire Spawn:[/B] The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. [B]Mohrg:[/B] The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead. [B]Amos Haber, Ghost Human Fighter 5, Villain, Unsettled Spirit, Evanstown Ghost, Spirit, Ghostly Resident:[/B] The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before. One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body. Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands. Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime. She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass. Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery. His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her. And then there is Amos Haber, who through the depth of his hatefulness and rage has become a more powerful ghost than the other Evanstown residents. The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. [B]Amos Haber, Ghost Human Fighter 9, Villain, Unsettled Spirit, Evanstown Ghost, Spirit, Ghostly Resident:[/B] The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before. One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body. Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands. Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime. She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass. Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery. His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her. And then there is Amos Haber, who through the depth of his hatefulness and rage has become a more powerful ghost than the other Evanstown residents. The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. [B]Amos Haber, Ghost Human Fighter 16, Villain, Unsettled Spirit, Evanstown Ghost, Spirit, Ghostly Resident:[/B] The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before. One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body. Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands. Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime. She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass. Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery. His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her. And then there is Amos Haber, who through the depth of his hatefulness and rage has become a more powerful ghost than the other Evanstown residents. The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. [B]Evanstown Farmer, Ghost Human Commoner 1, Evanstown Ghost, Spirit, Ghostly Resident:[/B] The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before. One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body. Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands. Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime. She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass. Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery. His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her. The neighbors listened but paid her no attention. A few months later, another villager died from choking on a chicken bone. After the funeral, the family reported seeing him after his burial, sitting each night at the kitchen table making horrible guttural noises. Two more deaths in the next six months and twice more their spirits were found haunting the village. Despite all evidence, the villagers continued to bury their dead in the cemetery. Some villagers eventually called up enough courage to leave Evanstown. But a strange compulsion kept most of the residents in their dying village. The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. [B]Evanstown Shopkeeper, Ghost Human Expert 2, Evanstown Ghost, Spirit, Ghostly Resident:[/B] The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before. One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body. Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands. Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime. She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass. Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery. His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her. The neighbors listened but paid her no attention. A few months later, another villager died from choking on a chicken bone. After the funeral, the family reported seeing him after his burial, sitting each night at the kitchen table making horrible guttural noises. Two more deaths in the next six months and twice more their spirits were found haunting the village. Despite all evidence, the villagers continued to bury their dead in the cemetery. Some villagers eventually called up enough courage to leave Evanstown. But a strange compulsion kept most of the residents in their dying village. The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. [B]Evanstown Guard, Ghost Human Warrior 3, Evanstown Ghost, Spirit, Ghostly Resident:[/B] The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before. One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body. Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands. Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime. She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass. Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery. His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her. The neighbors listened but paid her no attention. A few months later, another villager died from choking on a chicken bone. After the funeral, the family reported seeing him after his burial, sitting each night at the kitchen table making horrible guttural noises. Two more deaths in the next six months and twice more their spirits were found haunting the village. Despite all evidence, the villagers continued to bury their dead in the cemetery. Some villagers eventually called up enough courage to leave Evanstown. But a strange compulsion kept most of the residents in their dying village. The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. [B]Queen Cordelia, Ghost Human Wizard 4, Villain, Unsettled Spirit:[/B] Cordellia became queen after the death of her father, as there were no male heirs or relatives with enough influence to take the throne. Though she had no interest in actively running the kingdom, she benefits from her father’s many experienced advisors who ran the land for her. The arraignment pleased everyone involved: Cordellia spent her time enjoying the trappings of wealth, the advisors had all the real power in the land and didn’t have to answer to any royal authority, and the people mostly were left alone to go about their lives. This sense of complacency, however, eventually made the small kingdom a target for a more powerful neighbor. By the time the Queen realized what was going on; the enemy was already at the gates. Realizing the people still held some affection for their Queen and not wanting to waste resources on a drawn out Civil War, the new King allowed Cordellia to remain in the Castle; though stripped of her title and restricted to one of the towers. To ensure a smooth transition, one of the King’s loyal dukes moved his family to the castle to rule the region. The now-former queen remained in her tower with her personal belongings. Over time, her mental faculties began to falter. She allowed her clothes to fall into disrepair and refused the help of servants that offered to assist her with personal hygiene. She spent every waking moment polishing and cleaning her personal treasures while paying no regard to her own care. Eventually, the Duke’s family all but forgot she was even in the castle and only a handful of servants bothered to make sure she was eating and not living in filth. One evening, a new servant tasks with replacing Cordellia’s chamber pot went into her room in the tower and stole a bracelet sitting atop of a pile of jewelry strewn about a table, as he assumed she would never miss it. When Cordellia awoke, she immediately realized the bracelet was missing and went into a frenzy. What was left of her mind snapped. She found a jeweled dagger among her treasures and slowly crept out of the tower to locate the thieves that had broken into the castle. As it was late at night, most of the castle residents were asleep with only a few guards posted at the main entrances. She went from room to room in search of her missing bracelet, stabbing to death the “intruders” she found asleep in their beds. By the time she was finally stopped, the Duke’s family and most of his personal servants were dead. The mad queen was executed secretly and her body dumped in the nearby lake in an effort to prevent the populous from realizing what had transpired. Eventually, the truth came out but by that time the descendants of Cordellia’s former subjects no longer cared about her. Queen Cordellia’s only interest now as an unsettled spirit is in regaining her possessions, which passed on to other owners after her death. Cordellia’s anchor to the material world is tied to all of her former possessions, and she cannot pass on until they are all returned to her. This [artifact Fenton] amulet holds special significance for Queen Cordellia. It was presented to her on her nineteenth birthday by her father just before his death. The amulet had been in the royal family for generations and was passed down from ruler to ruler. The onyx face of the amulet features the outline of her former kingdom. Her father placed it around her neck and said, "With this, I pass my kingdom to you. As the kingdom you carry now shall never diminish, never fade, so too shall the kingdom of Fenton under your rule be as stalwart and as steadfast as stone." She wore the amulet until the day she died. Unbeknownst to the new ruler, the amulet was taken as a souvenir by the executioner, who did not at the time know what he possessed. It was, in fact, this act of theft that caused Cordellia to return as a spirit. [B]Queen Cordelia, Ghost Human Wizard 7, Villain, Unsettled Spirit:[/B] Cordellia became queen after the death of her father, as there were no male heirs or relatives with enough influence to take the throne. Though she had no interest in actively running the kingdom, she benefits from her father’s many experienced advisors who ran the land for her. The arraignment pleased everyone involved: Cordellia spent her time enjoying the trappings of wealth, the advisors had all the real power in the land and didn’t have to answer to any royal authority, and the people mostly were left alone to go about their lives. This sense of complacency, however, eventually made the small kingdom a target for a more powerful neighbor. By the time the Queen realized what was going on; the enemy was already at the gates. Realizing the people still held some affection for their Queen and not wanting to waste resources on a drawn out Civil War, the new King allowed Cordellia to remain in the Castle; though stripped of her title and restricted to one of the towers. To ensure a smooth transition, one of the King’s loyal dukes moved his family to the castle to rule the region. The now-former queen remained in her tower with her personal belongings. Over time, her mental faculties began to falter. She allowed her clothes to fall into disrepair and refused the help of servants that offered to assist her with personal hygiene. She spent every waking moment polishing and cleaning her personal treasures while paying no regard to her own care. Eventually, the Duke’s family all but forgot she was even in the castle and only a handful of servants bothered to make sure she was eating and not living in filth. One evening, a new servant tasks with replacing Cordellia’s chamber pot went into her room in the tower and stole a bracelet sitting atop of a pile of jewelry strewn about a table, as he assumed she would never miss it. When Cordellia awoke, she immediately realized the bracelet was missing and went into a frenzy. What was left of her mind snapped. She found a jeweled dagger among her treasures and slowly crept out of the tower to locate the thieves that had broken into the castle. As it was late at night, most of the castle residents were asleep with only a few guards posted at the main entrances. She went from room to room in search of her missing bracelet, stabbing to death the “intruders” she found asleep in their beds. By the time she was finally stopped, the Duke’s family and most of his personal servants were dead. The mad queen was executed secretly and her body dumped in the nearby lake in an effort to prevent the populous from realizing what had transpired. Eventually, the truth came out but by that time the descendants of Cordellia’s former subjects no longer cared about her. Queen Cordellia’s only interest now as an unsettled spirit is in regaining her possessions, which passed on to other owners after her death. Cordellia’s anchor to the material world is tied to all of her former possessions, and she cannot pass on until they are all returned to her. This [artifact Fenton] amulet holds special significance for Queen Cordellia. It was presented to her on her nineteenth birthday by her father just before his death. The amulet had been in the royal family for generations and was passed down from ruler to ruler. The onyx face of the amulet features the outline of her former kingdom. Her father placed it around her neck and said, "With this, I pass my kingdom to you. As the kingdom you carry now shall never diminish, never fade, so too shall the kingdom of Fenton under your rule be as stalwart and as steadfast as stone." She wore the amulet until the day she died. Unbeknownst to the new ruler, the amulet was taken as a souvenir by the executioner, who did not at the time know what he possessed. It was, in fact, this act of theft that caused Cordellia to return as a spirit. [B]Queen Cordelia, Ghost Human Wizard 17, Villain, Unsettled Spirit:[/B] Cordellia became queen after the death of her father, as there were no male heirs or relatives with enough influence to take the throne. Though she had no interest in actively running the kingdom, she benefits from her father’s many experienced advisors who ran the land for her. The arraignment pleased everyone involved: Cordellia spent her time enjoying the trappings of wealth, the advisors had all the real power in the land and didn’t have to answer to any royal authority, and the people mostly were left alone to go about their lives. This sense of complacency, however, eventually made the small kingdom a target for a more powerful neighbor. By the time the Queen realized what was going on; the enemy was already at the gates. Realizing the people still held some affection for their Queen and not wanting to waste resources on a drawn out Civil War, the new King allowed Cordellia to remain in the Castle; though stripped of her title and restricted to one of the towers. To ensure a smooth transition, one of the King’s loyal dukes moved his family to the castle to rule the region. The now-former queen remained in her tower with her personal belongings. Over time, her mental faculties began to falter. She allowed her clothes to fall into disrepair and refused the help of servants that offered to assist her with personal hygiene. She spent every waking moment polishing and cleaning her personal treasures while paying no regard to her own care. Eventually, the Duke’s family all but forgot she was even in the castle and only a handful of servants bothered to make sure she was eating and not living in filth. One evening, a new servant tasks with replacing Cordellia’s chamber pot went into her room in the tower and stole a bracelet sitting atop of a pile of jewelry strewn about a table, as he assumed she would never miss it. When Cordellia awoke, she immediately realized the bracelet was missing and went into a frenzy. What was left of her mind snapped. She found a jeweled dagger among her treasures and slowly crept out of the tower to locate the thieves that had broken into the castle. As it was late at night, most of the castle residents were asleep with only a few guards posted at the main entrances. She went from room to room in search of her missing bracelet, stabbing to death the “intruders” she found asleep in their beds. By the time she was finally stopped, the Duke’s family and most of his personal servants were dead. The mad queen was executed secretly and her body dumped in the nearby lake in an effort to prevent the populous from realizing what had transpired. Eventually, the truth came out but by that time the descendants of Cordellia’s former subjects no longer cared about her. Queen Cordellia’s only interest now as an unsettled spirit is in regaining her possessions, which passed on to other owners after her death. Cordellia’s anchor to the material world is tied to all of her former possessions, and she cannot pass on until they are all returned to her. This [artifact Fenton] amulet holds special significance for Queen Cordellia. It was presented to her on her nineteenth birthday by her father just before his death. The amulet had been in the royal family for generations and was passed down from ruler to ruler. The onyx face of the amulet features the outline of her former kingdom. Her father placed it around her neck and said, "With this, I pass my kingdom to you. As the kingdom you carry now shall never diminish, never fade, so too shall the kingdom of Fenton under your rule be as stalwart and as steadfast as stone." She wore the amulet until the day she died. Unbeknownst to the new ruler, the amulet was taken as a souvenir by the executioner, who did not at the time know what he possessed. It was, in fact, this act of theft that caused Cordellia to return as a spirit. [B]Taylor Johnson, Ghost Human Ranger 6, Villain, Unsettled Spirit:[/B] When his friends asked if he would be interested in joining them on an adventure, Taylor Johnson had at first demurred. When they later insisted and brushed aside each of his objections one by one, he found himself with no reasonable position left to defend and agreed to go. Taylor reminded himself of this series of events as he stood at the base of Mount Karakhan, already feeling cold and pained by the weight of his pack, and wondered how he had arrived at this point. Their party needed a fifth and they preferred to enlist a friend, even an inexperienced one, then to engage one of the adventurers-for-hire that hang around the local taverns. They began their ascent through crags up the mountain, bound, Arthur had assured him, for a cache of ancient artifacts left by the civilizations that once inhabited these mountains. The thought of uncovering a relic that might shed some light on the history of this region appealed, as Arthur knew it would, to Taylor’s interest in history. He had collected hundreds of books on the subject. By about lunchtime - which was to be taken while they walked, Taylor learned to his displeasure - they had managed to climb both up and somehow into the mountain. Narrow shafts, invisible until you were standing next to them, led into the mountain before a set of rough-hewn steps took them higher again. Taylor was pecking the crumbs of lunch from his palm when he looked up to notice they had reached a sort of landing, a flat open area with distinct signs of human activity, the remains of a fire, odd paintings on the rock walls by way of decoration. Hanging from one wall, Taylor discovered a mask. It appeared to be carved from dark polished wood and glistening white crystals ringed the wide eyes and mouth. He gently removed it from the wall and showed it to his comrades, who congratulated him on his first “official” find as an adventurer. From that point forward, Taylor felt invigorated, not only able to keep up with his friends but demonstrating an uncanny knack for dungeoneering. The next landing was reached only by squeezing through a very narrow passageway. They had to remove their packs and pass those through separately. On the other side awaited the treasures Arthur had been expecting. All about the room, there were gold coins imprinted with a roughly human face, though also oddly bestial. But, while the others were gathering coins, Taylor noticed that there was a passageway that led still higher hidden behind a massive boulder. With all of them pushing together, they managed to dislodge the boulder. They climbed and found the final chamber, a room shaped like an amphitheater with arcs of benches descending down to a small flattened area with an altar. Arthur announced that they would set up camp along the upper lip of the amphitheater and in the morning thoroughly examine the altar and treasure rooms. Watching the campfire light dwindle through the canvas walls of his tent, Taylor held the mask in his hands and imagined what would happen to the treasures. Would they be divided up equally among them with no attention paid to the real contribution of the adventurer? He imagined these priceless relics sitting on a shelf in Karina’s doubtlessly cluttered home eventually lost or broken. Could he allow that to happen? They didn’t even understand the significance of this room. If they did, would they have set up tents here? It had one purpose and they were all currently defiling it. Taylor wondered if he should wake Arthur, consult him about his conclusion. No, he was sure Arthur would agree with what had to be done. When Arthur woke, the bodies of their fellow adventurers lay awkwardly splayed on the altar. Wearing the mask he had found previously, Taylor expressed gratitude to his friend for bringing him on this adventure. He had learned a great deal about himself and began to explain how they would uncover more relics together in the future. Arthur attempted to flee and Taylor pursued him. In the ensuing struggle, they both fell through a chasm to the rocky ground below. Because of his stubborn refusal to accept that he died having betrayed his companions in a cave on Mount Karakhan, Johnson holds tightly to his physical manifestation. Taylor is more than a ghost; he is cursed by the mask and doesn’t even realize he is dead. Johnson's actions in life have doomed him to repeat this story - of joining an adventure, being overtaken by greed and anger, and betraying his companions - until he can find a way to break the cycle and redeem himself. [B]Taylor Johnson, Ghost Human Ranger 10, Villain, Unsettled Spirit:[/B] When his friends asked if he would be interested in joining them on an adventure, Taylor Johnson had at first demurred. When they later insisted and brushed aside each of his objections one by one, he found himself with no reasonable position left to defend and agreed to go. Taylor reminded himself of this series of events as he stood at the base of Mount Karakhan, already feeling cold and pained by the weight of his pack, and wondered how he had arrived at this point. Their party needed a fifth and they preferred to enlist a friend, even an inexperienced one, then to engage one of the adventurers-for-hire that hang around the local taverns. They began their ascent through crags up the mountain, bound, Arthur had assured him, for a cache of ancient artifacts left by the civilizations that once inhabited these mountains. The thought of uncovering a relic that might shed some light on the history of this region appealed, as Arthur knew it would, to Taylor’s interest in history. He had collected hundreds of books on the subject. By about lunchtime - which was to be taken while they walked, Taylor learned to his displeasure - they had managed to climb both up and somehow into the mountain. Narrow shafts, invisible until you were standing next to them, led into the mountain before a set of rough-hewn steps took them higher again. Taylor was pecking the crumbs of lunch from his palm when he looked up to notice they had reached a sort of landing, a flat open area with distinct signs of human activity, the remains of a fire, odd paintings on the rock walls by way of decoration. Hanging from one wall, Taylor discovered a mask. It appeared to be carved from dark polished wood and glistening white crystals ringed the wide eyes and mouth. He gently removed it from the wall and showed it to his comrades, who congratulated him on his first “official” find as an adventurer. From that point forward, Taylor felt invigorated, not only able to keep up with his friends but demonstrating an uncanny knack for dungeoneering. The next landing was reached only by squeezing through a very narrow passageway. They had to remove their packs and pass those through separately. On the other side awaited the treasures Arthur had been expecting. All about the room, there were gold coins imprinted with a roughly human face, though also oddly bestial. But, while the others were gathering coins, Taylor noticed that there was a passageway that led still higher hidden behind a massive boulder. With all of them pushing together, they managed to dislodge the boulder. They climbed and found the final chamber, a room shaped like an amphitheater with arcs of benches descending down to a small flattened area with an altar. Arthur announced that they would set up camp along the upper lip of the amphitheater and in the morning thoroughly examine the altar and treasure rooms. Watching the campfire light dwindle through the canvas walls of his tent, Taylor held the mask in his hands and imagined what would happen to the treasures. Would they be divided up equally among them with no attention paid to the real contribution of the adventurer? He imagined these priceless relics sitting on a shelf in Karina’s doubtlessly cluttered home eventually lost or broken. Could he allow that to happen? They didn’t even understand the significance of this room. If they did, would they have set up tents here? It had one purpose and they were all currently defiling it. Taylor wondered if he should wake Arthur, consult him about his conclusion. No, he was sure Arthur would agree with what had to be done. When Arthur woke, the bodies of their fellow adventurers lay awkwardly splayed on the altar. Wearing the mask he had found previously, Taylor expressed gratitude to his friend for bringing him on this adventure. He had learned a great deal about himself and began to explain how they would uncover more relics together in the future. Arthur attempted to flee and Taylor pursued him. In the ensuing struggle, they both fell through a chasm to the rocky ground below. Because of his stubborn refusal to accept that he died having betrayed his companions in a cave on Mount Karakhan, Johnson holds tightly to his physical manifestation. Taylor is more than a ghost; he is cursed by the mask and doesn’t even realize he is dead. Johnson's actions in life have doomed him to repeat this story - of joining an adventure, being overtaken by greed and anger, and betraying his companions - until he can find a way to break the cycle and redeem himself. [B]Taylor Johnson, Ghost Human Ranger 15, Villain, Unsettled Spirit:[/B] When his friends asked if he would be interested in joining them on an adventure, Taylor Johnson had at first demurred. When they later insisted and brushed aside each of his objections one by one, he found himself with no reasonable position left to defend and agreed to go. Taylor reminded himself of this series of events as he stood at the base of Mount Karakhan, already feeling cold and pained by the weight of his pack, and wondered how he had arrived at this point. Their party needed a fifth and they preferred to enlist a friend, even an inexperienced one, then to engage one of the adventurers-for-hire that hang around the local taverns. They began their ascent through crags up the mountain, bound, Arthur had assured him, for a cache of ancient artifacts left by the civilizations that once inhabited these mountains. The thought of uncovering a relic that might shed some light on the history of this region appealed, as Arthur knew it would, to Taylor’s interest in history. He had collected hundreds of books on the subject. By about lunchtime - which was to be taken while they walked, Taylor learned to his displeasure - they had managed to climb both up and somehow into the mountain. Narrow shafts, invisible until you were standing next to them, led into the mountain before a set of rough-hewn steps took them higher again. Taylor was pecking the crumbs of lunch from his palm when he looked up to notice they had reached a sort of landing, a flat open area with distinct signs of human activity, the remains of a fire, odd paintings on the rock walls by way of decoration. Hanging from one wall, Taylor discovered a mask. It appeared to be carved from dark polished wood and glistening white crystals ringed the wide eyes and mouth. He gently removed it from the wall and showed it to his comrades, who congratulated him on his first “official” find as an adventurer. From that point forward, Taylor felt invigorated, not only able to keep up with his friends but demonstrating an uncanny knack for dungeoneering. The next landing was reached only by squeezing through a very narrow passageway. They had to remove their packs and pass those through separately. On the other side awaited the treasures Arthur had been expecting. All about the room, there were gold coins imprinted with a roughly human face, though also oddly bestial. But, while the others were gathering coins, Taylor noticed that there was a passageway that led still higher hidden behind a massive boulder. With all of them pushing together, they managed to dislodge the boulder. They climbed and found the final chamber, a room shaped like an amphitheater with arcs of benches descending down to a small flattened area with an altar. Arthur announced that they would set up camp along the upper lip of the amphitheater and in the morning thoroughly examine the altar and treasure rooms. Watching the campfire light dwindle through the canvas walls of his tent, Taylor held the mask in his hands and imagined what would happen to the treasures. Would they be divided up equally among them with no attention paid to the real contribution of the adventurer? He imagined these priceless relics sitting on a shelf in Karina’s doubtlessly cluttered home eventually lost or broken. Could he allow that to happen? They didn’t even understand the significance of this room. If they did, would they have set up tents here? It had one purpose and they were all currently defiling it. Taylor wondered if he should wake Arthur, consult him about his conclusion. No, he was sure Arthur would agree with what had to be done. When Arthur woke, the bodies of their fellow adventurers lay awkwardly splayed on the altar. Wearing the mask he had found previously, Taylor expressed gratitude to his friend for bringing him on this adventure. He had learned a great deal about himself and began to explain how they would uncover more relics together in the future. Arthur attempted to flee and Taylor pursued him. In the ensuing struggle, they both fell through a chasm to the rocky ground below. Because of his stubborn refusal to accept that he died having betrayed his companions in a cave on Mount Karakhan, Johnson holds tightly to his physical manifestation. Taylor is more than a ghost; he is cursed by the mask and doesn’t even realize he is dead. Johnson's actions in life have doomed him to repeat this story - of joining an adventure, being overtaken by greed and anger, and betraying his companions - until he can find a way to break the cycle and redeem himself. [B]Vampire Spawn, Intelligent Undead:[/B] ? [B]Undead:[/B] ? [B]Corporeal Undead:[/B] ? [B]Intelligent Undead:[/B] ? [B]Ghost, Standard Ghost:[/B] A child killed by the [cursed item the lost] doll’s effects cannot be raised or resurrected. Such victims may return as ghosts themselves.[/spoiler] [URL=https://www.drivethrurpg.com/product/272546/Nemesis-VIII--Cults-of-Personality?affiliate_id=17596]Nemesis VIII: Cults of Personality[/URL][spoiler] [b]Dierdre Forestshade, Lich Half-Elf Enchanter 17, Liche:[/b] With this seed, the PCs can be recruited to Dierdre’s aid for purposes of acquiring a necromantic tome she requires to move forward with her plans of lichdom. [b]Sister Obdare, Wight Cleric 5/Monk 9, Undead Cleric:[/b] ? [b]Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Unintelligent Undead:[/b] ? [b]Ghoul:[/b] ? [b]Lich:[/b] With this seed, the PCs can be recruited to Dierdre’s aid for purposes of acquiring a necromantic tome she requires to move forward with her plans of lichdom. [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/336405/Oathbound-Complete--d20?affiliate_id=17596]Oathbound Arena[/URL][spoiler] [B]Undead:[/B] Once the Charioteer of the Sun, Nemamiah ruled a lush and green domain, a paradise. That changed when a madman shattered the magic mirrors that heated the domain. The land perished in the frigid night, as did Nemamiah’s will. He underwent a most grievous transformation, taking the epithet The Leper. Slipping into a hopeless darkness, Nemamiah transformed the dead inhabitants of his domain into undead, and to them laid the task of seeking his absolute oblivion. The caverns contain numerous labs, libraries, and undead creation pits that continually swell the ranks of his lifeless militia. [B]Foul Undead:[/B] ? [B]Lord Raghuveer, The Shadow Mage, Human Wizard 14/Assassin 10/Demagogue 8, Undead Wizard, Mysterious Human, Enigmatic Human, Warlord, Sorcerer, Bloodlord, Pirate, Warlock, Wizard, Dark Force, Powerful Wizard:[/B] ? [B]Sturdy Undead Warrior:[/B] Mariadok only raises the largest and best-preserved bodies he finds, which coupled with the necromancer’s potent magic make for sturdy undead warriors. [B]Free-Willed Undead, Intelligent Undead:[/B] ? [B]Undead Emissary:[/B] ? [B]Ghast:[/B] ? [B]Ghoul:[/B] ? [B]Ghoul King:[/B] ? [B]Mariadok the Undying, Half-Elven Lich Necromancer 15/Fighter 7/Cleric 5, Warlord, Necromancer, Ancient Mage:[/B] ? [B]The Warlock, Human Lich Necromancer 15, Desiccated Corpse, Master, Gifted Creator of Wands and Staffs:[/B] ? [B]Mohrg:[/B] ? [B]Spectre:[/B] ? [B]Vampire, Free-Willed Undead:[/B] ? [B]Vampire Bride:[/B] ? [B]Zombie:[/B] Zombie Missile magic item. [B]Zombie, Ravening Zombie:[/B] ? [B]Bone Sovereign:[/B] ? [B]Undead Warlord:[/B] ? Zombie Missile Heavily modified from the inferno shrieker (see below), the zombie missile contains a magical payload that explodes and then transforms those killed into ravening zombies with a thirst for the flesh of their former allies. Devious and deadly in the extreme, this weapon is used only by the most depraved warlords who do not fear the retribution of their peers. Anyone using this weapon on the battlefield is likely feel the wrath of those who regard this weapon as horrific and abominable. The weapon is fired in the same manner as the inferno shrieker and requires the same Profession (siege engineer) skill check as detailed for that weapon. Zombie shriekers also have a range increment of 200 feet. When the zombie missile hits, however, it explodes in a blast of necromantic energy, rather than a ball of fire. Targets are allowed a Fortitude save (DC 20) to avoid the effects of this negative energy, but those who fail suffer 1d4 negative levels. Creatures reduced to 0 levels or less immediately die as a result of this effect. Any creature that dies rises as a zombie on the next turn. This zombie is not controlled in any way and will attack the nearest living creature it spots. Mass Combat: To simulate the confusion and damage caused by a group of zombies suddenly bursting up in the middle of an enemy unit, use the following system. For every point by which the unit fails its Fortitude save, it suffers one round of damage from the zombies. Each round, the unit will suffer 2d10 points of damage. At theend of this time, it is assumed the zombies have been destroyed or otherwise dealt with. Caster Level: 12th; Prerequisites: Craft Wondrous Item, animate dead, enervation; Market Price: 3,000 gp; Weight: 10 lbs.[/spoiler] [URL=https://www.drivethrurpg.com/product/336405/Oathbound-Complete--d20?affiliate_id=17596]Oathbound Mysteries of Arena[/URL][spoiler] [B]Mirajii, Full Powered Mirajii:[/B] They are the cunning remnants of bandits, brigands, and traitorous mercenaries who perished while enacting death on others. Whether they are animate by the cosmic forces that course through the Forge or the will of Barbello is unknown. Victims whose Constitution scores are reduced to zero by means of a mirajii’s ability drain become full powered mirajiis the following dusk. [B]Oblivion Creature:[/B] Oblivion creatures have reached the point of supreme success in their minds and body – a stage wherein they have mentally departed fully from the mortal realm and are no longer living creatures. Prestige Race Focus of the Grave Oblivion Creature. [B]Mirajii, Undead Shapeshifter, Plague on the Living, True Polymorph:[/B] ? [B]Mirajii, Cunning Remnants of a Bandit Who Perished While Enacting Death on Others:[/B] ? [B]Mirajii, Cunning Remnants of a Brigand Who Perished While Enacting Death on Others:[/B] ? [B]Mirajii, Cunning Remnants of a Traitorous Mercenary Who Perished While Enacting Death on Others:[/B] ? [B]Oblivion Creature, Formidable Opponent, Free-Willed Undead:[/B] ? [B]Undead, Undead Creature:[/B] ? [B]Undead Soldier:[/B] ? [B]Nememiah, Undead Lord, Hated Taskmaster, Covetous Overlord, Former Master, Undisputed Master, Vengeful Ruler, Feathered Fowl, Loathsome Ruler, Horrific Figure, Lifeless Taskmaster, Master, Callous Overlord, Captor, Overlord, Despondent Elderly Adversary:[/B] ? [B]Athicluss, Lich, Warlock, Enigmatic Author, Insidious Wizard, Renowned Linguist and Mathematician, Ambitious Lich, Foremost Expert on the Subject of Curses and Oaths:[/B] ? [B]Lich:[/B] ? [B]Mariadok the Undying, Half-Elf Lich, Warlord, Undead Warlord, Benefactor:[/B] Consumed by his self-loathing and a genuine desire to retain his memories of Sovann for all eternity, Mariadok underwent the horrific transformation from life to undeath. [B]Myraxon, Warlock, Lich Wizard 15, Skeleton Tightly Wrapped in a Shroud of Desiccated Flesh Bearing the Faint Remnants of Geometrically Shaped Tattoos, Corrupted Undead Abomination, Brilliant Servant, Pitiful Wizard, Desiccated Lich, Calculating Vindictive Lich, Resourceful Lich, Relatively Youthful and Highly Motivated Lich:[/B] The unflinching glare of Nemamiah’s ominous avatar pierced his frightened soul literally transforming the once attractive and charismatic Myraxon into a corrupted, undead abomination sculpted in the image of his new master. [B]Advanced Shadow:[/B] ? [B]Spectre:[/B] ? [B]Bone Sovereign:[/B] ? [B]Undead Warlord:[/B] ? Oblivion Creature Example: Oblivion Karnos Cost: 10,500 XP Minimum Level: 11th Prerequisite: Necrotic Unavailable to: Non-necrotic races. Details: Oblivion creatures have reached the point of supreme success in their minds and body – a stage wherein they have mentally departed fully from the mortal realm and are no longer living creatures. Their bodies are little more than vacant mortal shells and their minds have transcended the bonds of the living world. Only their tortured soul remains intact, seeking the ultimate release, and they seethe with venom, jealousy and hatred at both the realm of the living, in which they feel trapped and at the world beyond the grave, which calls to them with its sickly sweet siren’s song. As such, with so little to lose in this world and so much to gain in the next, they are formidable opponents indeed. Oblivion creatures are surrounded at all times by the putrid smell of the grave, and a disturbing aura of cold akin to death itself. Game Effects: The creature becomes, in all aspects, a free-willed undead. An oblivion creature gains resistance 10 to all cold-based attacks, and takes ½ damage from piercing weapons. Further, the creature’s Constitution score becomes 0 (as well as all associated bonuses, additional hit points, and so forth). Lastly, an oblivion creature no longer has need of sleep, food, or water.[/spoiler] [URL=https://www.drivethrurpg.com/product/336405/Oathbound-Complete--d20?affiliate_id=17596]Oathbound Plains of Penance[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Undead Vixen:[/b] ? [b]Lord of Winter, Mysterious Bloodlord:[/b] ? [b]Ghost:[/b] ? [b]Mekos, Spectre, Apparition of a Frey:[/b] This is the spectre of Mekos, the frey that was entrusted the safety of the temple during her life. Like many others, she was killed when the city fell, but after death she refused to relinquish the responsibility she had to her fellow faithful. [b]Vampire, Creature Dependent on Blood:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/336405/Oathbound-Complete--d20?affiliate_id=17596]Oathbound Wrack & Ruin[/URL][spoiler] [B]Nightsong Apparition:[/B] Nightsong apparitions are the result of magical experimentation by the Spectral Hand. The necromancers began with an allip as the base monster and modified it to suit their purposes. Through their research, the Spectral Hand has created two types of undead never seen before: the spectral ravagers and the nightsong apparitions. [B]Ruin Zombie, Lesser Ruin Zombie:[/B] A ruin zombie is the animated corpse of someone who has died a horrible death in the Undercity of Penance. Such death would not have been a quick or painless, but one where the victim suffered a ghastly end. This includes, but is not limited to, suffocation, starvation, drowning, torture, and mutilation. The intense anguish felt in the final moments of their life acts as a catalyst for the extraordinary magic of the maze, transforming the deceased to an undead that rises to wreak havoc on the living for which they despise with every fabric of their being. Typically only humanoid beings become ruin zombies, and leaving the Undercity has no harmful effects on their reanimation. Trapped within the tower when Annoxus/Colopitiron sunk the bloodhold were many of Lord Zenonelis’ faithful—servants, retainers, slaves, and five of Cycadia’s most influential judges. The magical powers used by the newest member of the Seven, along with the unstable energy of the wrack, combined to transform those in the tower into ruin zombies (lesser or greater) upon their eventual death from starvation. [B]Greater Ruin Zombie:[/B] Anyone of greater skill and ability (more than 7+ levels) becomes a greater ruin zombie. Trapped within the tower when Annoxus/Colopitiron sunk the bloodhold were many of Lord Zenonelis’ faithful—servants, retainers, slaves, and five of Cycadia’s most influential judges. The magical powers used by the newest member of the Seven, along with the unstable energy of the wrack, combined to transform those in the tower into ruin zombies (lesser or greater) upon their eventual death from starvation. [B]Skeletal Ravager:[/B] The skeletal ravagers are a powerful form of undead created by the Spectral Hand. Skeletal ravagers are the skeletal remains of any sentient being (usually human), and are imbued with powerful negative energy. Through their research, the Spectral Hand has created two types of undead never seen before: the spectral ravagers and the nightsong apparitions. [B]Ruin Zombie, Animated Corpse of Someone Who Has Died a Horrible Death in the Undercity of Penance:[/B] ? [B]Greater Ruin Zombie, :[/B] ? [B]Concubine Ruin Zombie, Lesser Ruin Zombie:[/B] These three levels were once home to the concubines of Lord Zenonelis, many of which have become lesser ruin zombies after perishing in the tower along with their liege. Trapped within the tower when Annoxus/Colopitiron sunk the bloodhold were many of Lord Zenonelis’ faithful—servants, retainers, slaves, and five of Cycadia’s most influential judges. The magical powers used by the newest member of the Seven, along with the unstable energy of the wrack, combined to transform those in the tower into ruin zombies (lesser or greater) upon their eventual death from starvation. [B]Slave Ruin Zombie, Lesser Ruin Zombie:[/B] These zombies were once slave servants of Lord Zenonelis, and still wander these levels as they did during the last moments of their life in a vain and desperate attempt to escape the tower. Tired of their screaming and helpless pleas, Zenonelis shackled them to the walls of Level 9. Upon their transformation to undead years later, the ruin zombies broke free of their bonds, but had nowhere to go and have wandered these levels ever since. Trapped within the tower when Annoxus/Colopitiron sunk the bloodhold were many of Lord Zenonelis’ faithful—servants, retainers, slaves, and five of Cycadia’s most influential judges. The magical powers used by the newest member of the Seven, along with the unstable energy of the wrack, combined to transform those in the tower into ruin zombies (lesser or greater) upon their eventual death from starvation. [B]Judge of Cycadia, Greater Ruin Zombie Human Fighter 5/Rogue 2, Mummified Body of a Human, Petrified Undead:[/B] When the new Colopitiron sank Lord Zenonelis and his tower there were five judges in the tower meeting with Lord Zenonelis over issues long forgotten. Each of these judges was powerful in their own right, and upon their deaths transformed into greater ruin zombies. Trapped within the tower when Annoxus/Colopitiron sunk the bloodhold were many of Lord Zenonelis’ faithful—servants, retainers, slaves, and five of Cycadia’s most influential judges. The magical powers used by the newest member of the Seven, along with the unstable energy of the wrack, combined to transform those in the tower into ruin zombies (lesser or greater) upon their eventual death from starvation. [B]Lord Zenonelis, Greater Ruin Zombie Rogue 5/Fighter 4, Foul Undead, Undead Lord, Leader, Bloodlord:[/B] Annoxus also enchanted and sealed the tower, imprisoning the cruel Zenonelis and his retainers inside for all time. Eventually the vindictive Bloodlord and followers would become foul undead, transformed by the wild and unpredictable magics that permeate the Undercity. Trapped within the tower when Annoxus/Colopitiron sunk the bloodhold were many of Lord Zenonelis’ faithful—servants, retainers, slaves, and five of Cycadia’s most influential judges. The magical powers used by the newest member of the Seven, along with the unstable energy of the wrack, combined to transform those in the tower into ruin zombies (lesser or greater) upon their eventual death from starvation. [B]Skeletal Ravager, Powerful Form of Undead, Skeletal Remains of a Sentient Being, Lich-Like Creature, Powerful Undead:[/B] ? [B]Undead, Undead Creature, Undead Being, Undead Monster:[/B] This famous conflict lasted for ninety years, until the eighth lord of Barrowhold, Eliaures, a dark sorcerer, poured the life force of an entire one of his cantons into a single enchantment. Eliaures killed tens of thousands of his own people, but spelled the ultimate doom of Doravum. To this day, any who die within the former bloodhold’s borders rise again within a day as an undead being. It is unknown whether or not Lord Zelvyr still exists, but it is known that his lab contained detailed instructions for creating almost every known type of undead. Alfheirn’s top advisors were transformed into undead to keep him company, but he is otherwise locked away with all of his magic items, which are almost completely useless to him now. The mansion is staffed and protected by undead, which are created and overseen by the liches that serve Hadroth. Annoxus also enchanted and sealed the tower, imprisoning the cruel Zenonelis and his retainers inside for all time. Eventually the vindictive Bloodlord and followers would become foul undead, transformed by the wild and unpredictable magics that permeate the Undercity. [B]Transformed Undead:[/B] [I]Transform Undead[/I] spell. [B]Hungry Undead:[/B] ? [B]Mindless Undead:[/B] ? [B]Self-Aware Undead:[/B] ? [B]Subservient Form of Undead:[/B] ? [B]Undead Resident:[/B] ? [B]Foul Undead:[/B] ? [B]Common Undead:[/B] ? [B]More Mundane Undead:[/B] ? [B]Allip:[/B] ? [B]Seldua, Ghost:[/B] ? [B]Cold-Loving Ghost, Ghost of a Young Woman:[/B] The truth behind the extreme cold of this house is that it is inhabited by the ghost of a young woman who was murdered by her husband when he threw her into a raging fire. She exacted her revenge on her former spouse by freezing the blood in his veins, and ever since she has lived here, chasing any hint of heat away from it. [B]Lord Zelvyr, Lich:[/B] It is believed that upon death, Lord Zelvyr became a lich, and caused his laboratory to sink into the maze at that time. [B]Lich:[/B] ? [B]Alfheirn, Elf Lich:[/B] Alfheirn brought this knowledge to Israfel, threatening to make this information public if she didn’t provide him with immortality. Israfel agreed to Alfheirn’s terms, and transformed him into a lich. [B]Lich Lord Hadroth, Human Lich Sorcerer:[/B] When his health deteriorated to the point where he was certain that he would soon die, he underwent the transformation into a lich. [B]Atanarion Telemalad, Elven Lich Wizard 19:[/B] ? [B]Toshengrave, Vampire:[/B] ? [B]Matron Pilsitmul, Vampire:[/B] ? [B]Gilden Rievesen the Unclean, Human Vampire Cleric 5/Rogue 3/Fighter 9, Vampiric Leader, Bitter Rival:[/B] ? [B]Vampire:[/B] When one of his cohorts has proven himself to be one of his most dedicated and loyal followers, Gilden rewards him by making him a vampire. [B]Vampire, Being With Extreme Light Sensitivity:[/B] ? [B]Lector, Terrible Undead Creature:[/B] ? Transform Undead Transmutation Level: Sor/Wiz 5, Clr 5 Components: V,S,M Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Target: One undead creature Duration: Permanent Saving Throw: Fortitude negates Spell Resistance: Yes Developed by the Spectral Hand, Transform undead acts similar to Polymorph other, except that undead creatures are not immune to it. Unlike Polymorph other, when an undead creature is transformed, it takes the form of an undead version of the creature it was transformed into. Upon changing, the subject regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the creature further). If slain, the polymorphed creature reverts to its original form, though it remains dead. This spell is otherwise exactly like polymorph other, except that transformed undead are never subject to disorientation. Incorporeal, gaseous, elemental, and construct forms cannot be assumed. Material Component: a handful of powdered bone.[/spoiler] [URL=http://www.drivethrurpg.com/product/88293/Outcastia-Campaign-Sourcebook-Book-II-Players-Guidebook?affiliate_id=17596]OCS Outcastia Campaign Sourcebook Book II Player's Guidebook:[/URL][spoiler] [B]Bone Mage:[/B] [I]Create Bone Mage[/I] spell. [B]Ghoul:[/B] [I]Power Word Undeath[/I] spell. [B]Wight:[/B] [I]Power Word Undeath[/I] spell. [B]Wraith:[/B] [I]Power Word Undeath[/I] spell. [B]Skeleton:[/B] [I]Skeletonize[/I] spell. [B]Zombie:[/B] [I]Zombify[/I] spell. Create Bone Mage Necromancy Level: Sor/Wiz 7 Components: V, S, M, F, XP Casting Time: 24 hours Range: Touch Target: One undead skeleton Duration: Instantaneous Saving Throw: None Spell Resistance: No You create an undead ally to aid you in casting spells and making items. You bind an unholy spirit into the body of one of your already-animated skeletons. This allows you to transform one of your skeletons into an undead ally to aid you in casting spells, making alchemical items, and crafting items. This spell instills no Intelligence in the creature, but instead allows Charisma to define spellcasting ability and skill checks involving Intelligence. The skeleton is now able to take the bone mage prestige class and it uses its Charisma modifier to determine extra skill points instead of its Intelligence modifier. This spell gives the target skeleton the ability to approximate the verbal components necessary to cast spells. Undead that gain levels as bone mage count as their total Hit Dice for purposes of animate dead. This spell does three things: first, it enables the skeleton to do a few more things; second, it raises the skeleton’s Charisma by 12 points (the force of will of the unholy spirit); and third, it allows the skeleton to take the bone mage prestige class. Material Components: A piece of a brain from an intelligent creature. Focus Component: A wand made from a lich’s femur set with gems worth at least 1,000 fr. XP Component: You must pay 500 xp each time you cast this spell. Power Word, Undeath Necromancy [Death, Evil, Power] Level: Elc 9, UtM 9 Components: V Casting Time: 1 standard action Range: 30 feet Target: One living humanoid creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The caster has learned the Proper Word for re-animate. Use of this spell allows him to instantaneously kill and reanimate one creature, whether the creature can hear the word or not. The target creature falls to the ground and rises the next round as the appropriate type of undead. The type of undead it is reanimated as, is dependant upon its current hit points at the time the spell is cast. All undead animated by this spell have average hit points for their type and be of medium size, no matter what size they were as living creatures. Any creature that currently has 76 or more hit points is unaffected by power word, undeath. The animated creature follows the caster’s spoken commands and does not count against the number of creatures that can be animated by the animate dead spell. The undead remains animated until it is destroyed. (An undead created by this spell that is destroyed cannot be re-animated again as any type of undead). This spell allows the caster to have up to his level in hit dice of undead created by this spell under his control. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) This spell can only be cast at night. Table 8.04: Undead Hit Points Type of Undead Animated 25 or less Ghoul 26–50 Wight 51–75 Wraith Skeletonize Necromancy [Evil, Power] Level: Elc 4, UtM 5 Components: V Casting Time: 1 standard action Range: Touch Target: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bodies or bones of dead creatures into undead skeletons that follow the caster’s spoken commands. 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. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton can’t be animated again.) The caster can’t create more HD of undead than twice his caster level with a single casting of skeletonize. The undead he creates remain under his control indefinitely. No matter how many times he uses this spell, animate dead, or zombify, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit. Zombify Necromancy [Evil, Power] Level: Elc 5, UtM 6 Components: V Casting Time: 1 standard action Range: Touch Target: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bodies of dead creatures into undead zombies that follow the caster’s spoken commands. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed zombie can’t be animated again.) The caster can’t create more HD of undead than twice his caster level with a single casting of zombify. The undead the caster creates remain under his control indefinitely. No matter how many times he uses this spell, animate dead, or skeletonize, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit. [/spoiler] [URL=http://www.drivethrurpg.com/product/108810/OCS-Tome-of-Terrors?affiliate_id=17596]OCS Tome of Terrors:[/URL][spoiler] [B]Bone Dancer:[/B] Some say the first bone dancer was created by Gremian, Lord of Revelry, as a means of vengeance against those who disdained the power of the dance. Others say these creatures are created by an ice witch ritual dance used against captives in an annual ceremony. And still others blame the bone dancer’s existence on vicious peak faeries. Anyone killed by taking Constitution damage from dancing with bone dancers rises again in 3 rounds and shakes off its skin to become a bone dancer and join in the dance. [B]Dead Rattor:[/B] Dead rattors are created by use of a special ritual performed on the three nights of the triple full moon using the feat Create Sacrificial Undead. Knowledge of this ritual and its components is not widespread and requires at least a major quest and/or intensive research to discover its particulars. CONSTRUCTION The ceremony for creating a dead rattor takes 8 hours on each of three nights and must take place on the night that all three moons are full and the nights immediately preceding and following the triple full moon. Vestments for the ceremony cost 1,500 fr but can be reused. Each night rare herbs and incenses worth at least 800 fr must be burned in a small campfire. Each prospective sacrifice must be shackled with alchemical silver shackles and bound with an alchemical silver chain. The sacrifices must be wererats and should be killed by the rising of the moon on the middle night. The ears are cut off with an alchemical silver knife then the knife is plunged into the sacrificial victim’s left eye and left there to simmer. Multiple dead rattors can be created; but a wererat must be sacrificed for each one. At the end of the third night’s ceremony, each wererat shrinks into the form of a dead rattor. Dead rattors are under the control of their creator for only 24 hours. After that, the dead rattor becomes free-willed. Prerequisites: Sacrificial Undead, baleful polymorph; Costs: 2,400 fr of rare herbs and incenses, 1,500 fr for vestments, an alchemical silver knife for each prospective sacrifice, an alchemical silver set of shackles for each prospective sacrifice, an alchemical silver chain for each prospective sacrifice, a wererat sacrifice for each undead to be created, and 5 xp/HD of undead created; Time: 3 days (24 hours). [B]Digger Ghoul:[/B] CONSTRUCTION The ceremony for creating a digger ghoul takes 8 hours and must take place on the night of the waning gibbous moon, Luminor, during an autumn rainstorm. The rainstorm need not last for the whole ceremony but must last at least an hour. Vestments for the ceremony cost 3,000 fr but can be reused. Rare herbs and incenses worth at least 300 fr must be mixed with grave dirt and burned in a black cauldron. The sacrifice must be a humanoid rogue that must be killed using a scythe with a snaith made of bone. Multiple digger ghouls can be created; but a humanoid rogue must be sacrificed for each one. At the end of the ceremony, the dead rogue’s body changes into the form of a digger ghoul. The claws and teeth thicken and lengthen to 6 inches each. The hair grows at an alarming rate until it reaches the shoulder blades. The hair also thickens and becomes stringy. The eyes sink deep into the skull and glow with an inner yellow light. The digger ghoul is ingrained with a singular purpose: to find and dig up bodies for its master. Once the ceremony is complete, the digger ghoul jumps up and sniffs the ground to smell out dead bodies within range. The digger ghoul will go to the nearest buried dead body and dig it up for its creator. As soon as the digger ghoul unearths a body, it runs off in search of another. It will continue doing this until ordered to stop, it is attacked, it is destroyed, or there are no dead bodies in range. The digger ghoul can also be given other orders within its abilities. Digger ghouls are expert trackers, excellent diggers, and fast scouts. Only orders that use one of these abilities will be obeyed. Digger ghouls are always under the control of their creator and do not count as undead controlled for purposes of the animate dead spell. Prerequisites: Sacrificial Undead, ghoul touch; Costs: 300 fr of rare herbs and incenses, grave dirt, 3,000 fr for vestments, a scythe with a snaith made of bone, a humanoid rogue victim for each undead to be created, and 100 xp/HD of undead created; Time: 1 days (8 hours). [B]Risen:[/B] They were born from the remains of those mortals who fell under the mighty clashing gods of Hakam Nore and Starrl. When the wounded Starrl’s blood spilled unto the bodies, they rose as eternal undead creatures infused with the divine essence of Starrl. [B]Shadow Spy:[/B] They are created in a special ritual done on the eve of the new moon of Zkor. Usually teenagers and children of medium races are made into shadow spies. Halflings, goblins, and gnomes of all ages are also often fodder for this ritual; because medium creatures can be made into more dangerous types of undead. The soon-to-be-shadow-spies are sacrificed in a ceremony that binds their spirits to both shadowstuff and the leader of the ritual. Most of the time, this is a huge ceremony involving the sacrifice of hundreds of youths and small-sized humanoids. The resulting shadow spies are totally faithful to their creator and can speak with him using a series of gestures and shapes. They understand any language their creator can speak. The next night a second ritual provides the creator the means to understand the shadow spy’s semi-language through a gem infused with the dark of the moon Zkor, made in a separate ceremony. Without the gem information can not be received from the shadow spy (it still retains the ability to understand its creator’s languages). The ceremony for creating a shadow spy takes 8 hours and must take place on the night of the eve of the new moon of Zkor. Vestments for the ceremony cost 500 fr but can be reused. Rare herbs and incenses worth at least 1,000 fr must be burned in a blackened iron brazier. The sacrifices must be small size creatures and should be killed by midnight. The hearts are cut out of the sacrificial victims and offered to the darkness (thrown out of visual range) creating the shadow spy. Multiple shadow spies can be created; but a small-sized creature must be sacrificed for each one. The next night, the new moon, requires another ceremony. The brazier is again lit, costing another 1,000 fr worth of rare herbs and incenses, while the creator chants over a black gem (worth 10 fr/HD of undead created the night before). This ceremony takes 8 hours. Prerequisites: Sacrificial Undead, blacklight; Costs: 2,000 fr of rare herbs and incenses, 500 fr for vestments, a black gem worth 10 fr/HD of undead to be created, and a sacrificial victim of Small size for each undead to be created and 5 xp/HD of undead created; Time: 2 days (16 hours). [B]Shadow Warrior:[/B] Shadow warriors are undead members of some unknown race on a plane parallel but separate from our own. Because of the amount of bonus “racial” feats, it is theorized that shadow warriors were actually fighter-classed creatures; there is no proof to substantiate this, though. Upon death, through a dark ritual, their essences are sucked into the ethereal and bound to their creator as hunter-killers. It is supposed by many sages that the shadow warriors are the remnants of some otherworldly empire once or still ruled by Starsmith. Whether this is the case or that they are really demonic spirits trapped in shadowstuff is a debate best left to the experts. [B]Spirit of the Night:[/B] When Gingus Starsmith fell, his followers continued his research and even began construction of the Veil of Shadows. Upon Starsmith’s return in the body of a dead dragon after the Great Conjunction, he finished the arcane construct and began to implement its powers across his newly acquired empire. Sages call this time the Age of Shadows because of all the shadowy creatures that made their first recorded appearances then. Carthan, the Wise, a prominent sage of Bridgeford, insists that the artifact created by Starsmith and his minions was either directly or indirectly to blame for the appearance of all these shadowy creatures. [B]Spirit of the Slain:[/B] Rowers of willow galleys are formerly captured unfortunates who have had their life-forces completely drained to power the ship’s flight through the ethereal. The willow galley ship’s hold drains one level per day from each creature in the hold (no save) in order to give the ship its ethereal and material speed. Creatures drained to 0 levels are dead with no hope of resurrection (possibly a god could resurrect them; but raise dead, resurrection, true resurrection, wish and miracle automatically fail) and become spirits of the slain. Rowers on the willow galley are formerly captured unfortunates who have had their life-forces completely drained to power the ship’s flight through the ethereal. The ship’s hold drains one level per day from each creature in the hold (no save) in order to give the ship its ethereal and material speed. Creatures drained to 0 levels are dead with no hope of resurrection (possibly a god could resurrect them; but raise dead, resurrection, true resurrection, wish and miracle automatically fail) and become spirits of the slain. [B]Power Wraith:[/B] Any humanoid slain by a power wraith becomes a power wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Power wraiths are created when an utter master fails his Fortitude save when casting an utter master spell resulting in enough damage to reduce his Constitution score to 0. A power wraith can also be created by an elocutionist who has broken his oath failing his Fortitude save when casting any spell resulting in enough damage to reduce his Constitution score to 0. If the dead utter master’s or elocutionist’s body is not blessed by spell or holy water, it rises again 3 days later as a free-willed power wraith. [B]Sanctum Wraith:[/B] Sanctum wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a sanctum wraith becomes a sanctum wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. CONSTRUCTION The ceremony for creating a sanctum wraith takes 8 hours on each of three nights and must take place on the nights Durvs 14-16. In ancient times dragons called this period the festival of samhain. Vestments for the ceremony cost 5,000 fr and cannot be reused. Each night rare herbs and incenses worth at least 1,200 fr must be burned in silver sanqphors throughout the sanctum. A line of silver dust worth at least 500 fr per 100 square feet of the sanctum must be traced around the sanctum on the first night, samhain’s eve. This line delineates the boundaries of the protective sacrifice’s aura as well as the limits of the future sanctum wraiths’ domain. Up to three wraiths can be sacrificed (one each night) to fuel the protective aura around your sanctum. You must pay 1,000 xp per wraith sacrificed. Once the ceremony is complete, your sanctum radiates a palpable aura of evil much like the wraith’s unnatural aura ability. Any living creatures entering your sanctum without first speaking the word of command you set during the ceremony becomes affected by the essences of the sacrificed wraith(s). The intruder must make a Fortitude save DC 10 + ½ your caster level + your primary casting stat bonus, each hour or take 1d4 Constitution damage (+2 per wraith beyond the first that was sacrificed), successful saves halve the damage. A creature reduced to 0 Constitution in this way dies and rises again in 1d4 rounds as a sanctum wraith. The sanctum wraith is prevented from attacking anyone that spoke the word of command set by you during the ceremony and can never leave the confines of its domain, your sanctum. Once the aura has created as many sanctum wraiths as the number of wraiths you sacrificed in the ceremony, it is discharged and does not further work. Sacrificial Undead, create greater undead, unhallow; Costs: 3,600 fr of rare herbs and incenses, 5,000 fr for vestments, 500 fr of powdered silver per 100 square feet of the sanctum, up to three wraith sacrifices, and 1,000 xp per wraith sacrificed. Time: 3 days (24 hours). [B]Death Elemental:[/B] Undead elementals exist; spontaneously created whenever a wave of negative energy sweeps over an elemental plane. It catches some elementals unaware and transforms them into death elementals. The wave eats away all of the creature’s physical elemental material leaving only a smaller, incorporeal blotch of raw negative energy that seeks to destroy everything in some sort of misguided revenge. “Death elemental” is an acquired template that can be added to any elemental. [B]Ice Shaman:[/B] Ice shamans are corpses reanimated through a dark, sinister, and powerful magic ritual using the Sacrificial Undead feat. “Ice shaman” is an acquired template that can be added to any corporeal creature (other than an undead or a creature with the Fire subtype) that has a skeletal system. [B]Inga's Skeleton:[/B] An Inga’s skeleton is a normal skeleton that at one time possessed the minor artifact, Inga’s Scythe. The scythe transforms those skeletons that carry it by giving them an Intelligence score, skills, and feats. “Inga’s Skeleton” is an acquired template that can be added to any undead skeleton of Huge size or smaller that is basically humanoid or able to wield two-handed weapons. [B]Power Lich:[/B] A power lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life by transforming its life-force or spirit into sound and storing it in a magical sound receptacle. “Power lich” is an acquired template that can be added to any humanoid, giant, monstrous humanoid, or intelligent undead creature, provided it can create the required phylactery. The process of becoming a power lich is unspeakably evil and can be undertaken only by a willing character. The Power Lich’s Crystal Obsidian Bell An integral part of becoming a power lich is creating a magic bell in which the character stores its sound force. Changing the base creature’s life force or spirit into sound force is the second part of the extended ritual. As a rule, the only way to get rid of a power lich for sure is to destroy its crystal obsidian bell. Unless its crystal obsidian bell is located and destroyed, a power lich reappears 1d8 days after its apparent death. Each power lich must make its own crystal obsidian bell, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 18th or higher. The character must know at least 12 power words or words of power. The crystal obsidian bell costs 440,000 fr and 17,600 XP to create and has a caster level equal to that of its creator at the time of creation. The bell is Diminutive and has 50 hit points, hardness 25, and a break DC of 50. Other forms of crystal obsidian bells can exist, such as chimes, drums, or similar items. This item is specifically created by a power lich in order to store his essence, much like a lich’s phylactery but much more powerful. In addition to all of the abilities of a lich’s phylactery, a crystal obsidian bell can be rung (a standard action) so as to produce power word, blind three times per day; power word, stun twice per day; and power word, kill once per day. Moreover, the bell itself can store one spell of up to 8th level. The bell can be set to release this spell as a free action if the wielder whispers to it the conditions of the release when the spell is stored. Storing a spell in the crystal obsidian bell takes one minute. The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the crystal obsidian bell immediately brings into effect the stored spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the spell may fail when called on. The stored spell occurs based solely on the stated conditions, regardless of whether the caster wants it to. Strong to overwhelming enchantment, evocation, and transmutation; CL 18th or higher; Craft Wondrous Item, power word blind, power word kill, power word stun, magic jar, polymorph any object, creator must know at least 12 power words/words of power; Cost: 440,000 fr and 17,600 XP; Weight: 1 lb. [B]Shadow Lich:[/B] A shadow lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life by infusing its life-force with shadowstuff. “Shadow Lich” is an acquired template that can be added to any humanoid, giant, or monstrous humanoid creature, provided it can create the required phylactery. The process of becoming a shadow lich is unspeakably evil and can be undertaken only by a willing character. The Shadow Lich’s Shadow Box An integral part of becoming a shadow lich is creating a magic shadow box in which the character stores its life force. As a rule, the only way to get rid of a shadow lich for sure is to destroy its shadow box. Unless its shadow box is located and destroyed, a shadow lich reappears 1d10 days after its apparent death. Each shadow lich must make its own shadow box, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The shadow box costs 120,000 fr and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. The most common form of shadow box 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 on the plane of shadows. It is incorporeal otherwise and becomes much harder to destroy without access to the plane of shadows. Other forms of shadow boxes can exist, such as rings, amulets, or similar items. Strong to overwhelming transmutation; CL 15th or higher; Craft Wondrous Item, etherealness, magic jar; Cost: 120,000 fr and 4,800 XP; Weight: —. [B]Skeleton:[/B] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours [B]Zombie:[/B] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours [B]Ghoul:[/B] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours An afflicted humanoid that dies of a dead rattor's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Anyone killed by risen will rise as a ghoul under the risen’s control 24 hours later. [B]Ghast:[/B] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours An afflicted humanoid that dies of a dead rattor's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. [B]Wight:[/B] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours Sacrificial Undead [Item Creation] You can create undead followers by means of sacrificial rituals. Prerequisites: Evil alignment, Spell Focus (necromancy), Craft Magical Arms and Armor Benefit: This feat allows you to construct different kinds of undead. Making an undead is a ritual that takes place on a specified night (full moon, new moon, spring equinox, winter solstice, all hallows eve, etc.) and usually takes 8 hours/HD of the created undead. The ritual requires the sacrifice of one intelligent creature for each created undead. Each undead that can be created by this process has a Construction paragraph that tells the specifics of the ritual as well as any additional requirements. [/spoiler] [URL=http://www.drivethrurpg.com/product/50163/Octavirate-Presents-Lethal-Lexicon-Vol-2?term=lethal+lexicon&affiliate_id=17596]Octavirate Presents Lethal Lexicon 2:[/URL] [spoiler] [B]Poultrygeist:[/B] When a chicken is put to death by the axe there is a chance that its lingering spirit may seek vengeance against its uncooked brethren. Every time a poultrygeist slays another chicken there is a cumulative 1% chance that the resulting spawn will be another poultrygeist independent of its creator’s control. [B]Rhythmic Dead:[/B] Sometimes, when a performer dies before his talents are recognized, the spirit of the slain performer will rise from the grave to take its revenge upon the world. Any humanoid with 10 or more ranks in Perform (dance) slain by a rhythmic dead will rise as a rhythmic dead. [B]Zombie:[/B] Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds. Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds.[/spoiler] [URL=https://paizo.com/products/btpy8bd9?Pathfinder-Adventure-Path-Rise-of-the-Runelords-Players-Guide]Pathfinder Adventure Path: Rise of the Runelords Player's Guide (OGL)[/URL][spoiler] [B]Undead:[/B] ? [B]Ghost of a Werewolf:[/B] ? [B]Ghost of a Witch:[/B] ? [B]Chopper, Ghost:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/231/Players-Guide-to-Rangers-and-Rogues?affiliate_id=17596]Player's Guide to Rangers and Rogues[/URL][spoiler] [b]Undead, The Dead:[/b] ? [b]Blood Sea Zombie:[/b] These pirates and sailors immerse themselves in the water of the Blood Sea, drawing strange and unnatural abilities from its very taint. One of the most feared pirates of this stripe is Captain Erlick “Bloody Yardarm” Thesk. His ship, the Crimson Tide, has already plundered numerous vessels — hanging many a man, woman and child all along his ship, decorating the bow and sides with the bodies of those he has killed. Some of these unfortunates return as Blood Sea zombies. In fact, some even serve him as crew, though none know how he manages to harness these creatures.[/spoiler] [URL=http://www.drivethrurpg.com/product/19287/Fringe-Monsters-Predators-of-the-Pit?affiliate_id=17596]Predators of the Pit:[/URL][spoiler] [B]Zombie:[/B] Arknors have the ability to consume the souls of those they feast upon. Those consumed by the arknor cannot be resurrected by any means, nor do their souls go on to an afterlife. The corpse of the victim remains in the webbing, and the arknor controls it as a puppet. These strange undead pass through the arknor’s territory, gossamer strands of webbing coaxing it along, as though by an electrical current. The poison of the arknor prevents rigor mortis. Any corpse within the web can be controlled by the arknor. Such corpses are considered zombies.[/spoiler] [URL=https://athas.org/products/prc1/documents/39]Prestige Class Appendix Volume 1[/URL][spoiler] [B]Undead, Undead Being:[/B] ? [B]Dread Denizen:[/B] ? [B]Undead Wizard:[/B] ? [B]Powerful Intelligent Undead:[/B] ? [B]Abomination:[/B] ? [B]Mindless Undead:[/B] ? [B]Intelligent Undead:[/B] ? [B]Animated Undead:[/B] ? [B]Dregoth, Undead Dragon King:[/B] ? [B]Shadow:[/B] ? [B]Ancient Dead:[/B] ?[/spoiler] [URL=https://athas.org/products/prc2/documents/119]Prestige Class Appendix Vol 2[/URL][spoiler] [B]Undead, Undead Creature:[/B] Royal Animator Animator Secret Raising Curse secret. [B]Walking Dead:[/B] ? [B]Undead War Machine:[/B] ? [B]Undead Vermin:[/B] ? [B]Bugdead Swarm:[/B] ? [B]Undead Swarm:[/B] ? [B]Undead Rhinoceros Beetle:[/B] ? [B]Undead Athasian Locust Swarm:[/B] ? [B]Undead Mini-Kank Swarm:[/B] ? [B]Intelligent Undead:[/B] ? [B]Advanced Undead War Machine:[/B] Royal Animator Animator Secret power Advanced Undead War Machine secret. [B]Skeleton:[/B] ? [B]Zombie:[/B] ? Advanced Undead War Machine: You can make extraordinary use of the Knowledge (warcraft) skill to animate the corpses of Large or larger animals or vermin, such as mekillots or war beetles, into advanced undead war machines. Such a creature receives 1 additional HD per 2 ranks in Knowledge (warcraft) that you possess. These additional HD do not count against your limit of undead controlled and you do not need to pay the material components for their addition. These HD do not increase the creature in size even if they would normally do so. Raising Curse: When using bestow curse on a living creature, you can choose to impart a special curse unto it. On a failed save, the creature animates into an undead upon its death, as per the animate dead spell (caster level equals your own).[/spoiler] [URL=http://www.drivethrurpg.com/product/50791/Psionics-Unbound?affiliate_id=17596]Psionics Unbound:[/URL][spoiler] [b]Soul-Riven Wanderer:[/b] Most corporeal undead creatures that walk Onara are created by binding the soul to the body. However, a Soul-Riven Wanderer is a corporeal undead creature that is not created in this manner. Rather, it is an undead creature whose soul is consumed by the Silence; in return the Silence occupies and powers this fell creature. The exact process that the Silence uses to create these creatures is not known. [b]Corporeal Undead:[/b] Most corporeal undead creatures that walk Onara are created by binding the soul to the body. However, a Soul-Riven Wanderer is a corporeal undead creature that is not created in this manner. Rather, it is an undead creature whose soul is consumed by the Silence; in return the Silence occupies and powers this fell creature. [b]Undead Psionic Creature:[/b] ? [b]Caller in Darkness:[/b] A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror.[/spoiler] [URL=http://www.drivethrurpg.com/product/1696/The-Quintessential-Drow?affiliate_id=17596]Quintessential Drow:[/URL][spoiler] [B]Vampiric Spider:[/B] The vampire spider is one of the most vile creations of the drow - the imprisonment of a fiendish spirit and an undead vampiric essence within the form of a giant spider. [I]Spawn Sanguine[/I] spell. Spawn Sanguine Necromancy [Death, Evil] Level: Clr 5 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft/2 levels) Target: One spider egg sac Duration: Instantaneous Save: None Spell Resistance: Yes By whispering words of purest corruption taught to them by the dark gods that watch over the evil the hearts of drow, this spell seeps the very heart of darkness and negative energy into its material component, an egg sac from a Huge spider of any sort. The spell sets to work immediately on the small creatures squirming within the sac, driving them to consume each other in an orgy of violence and hunger until only one survives. That one is the sole inheritor of the black energies waiting to suffuse it and change it into something monstrous, a vampire spider. One hour after the spell is cast, the egg sac bursts open and the vampire spider emerges fully formed and ready to serve. A vampire spider is utterly devoted to its creator or any one other sentient being designated by its creator at the time of spellcasting. If its master is not the same as the one who casts the spell, the vampire spider will seek to move to its intended master and bite him for 1d8 damage and a temporary Constitution drain of 1 point. This attunes the spider to its new master and that individual need never worry about its attacking him again. Vampire spiders can only serve one master, that individual can never be changed, and the creatures go rogue and masterless if that being dies. Unbound vampire spiders are a threat to any living being except drow priestesses of the Great Mother, whom they will flee from at every opportunity. [/spoiler] [URL=https://www.enworld.org/threads/eamonvale-web-enhancements-from-darkloch-creative-enterprises.702317/]Random Encounters and Events for the Eamonvale Campaign Setting[/URL][spoiler] [b]Lantern Goat:[/b] ? [b]Undead Creature:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/1859/Seas-of-Blood?affiliate_id=17596]Seas of Blood[/URL][spoiler] [b]Grey 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 grey ladies. A grey 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]Fisherman:[/b] The fisherman is a rare creature not often encountered by the mortals of the material world. Sages and scholars often postulate these aquatic spirits may hail from some other plane of existence, whilst others assume the fisherman is some strange form of undead, the powerful soul of a legendary seaman fated to lurk in the depths of the ocean. [b]Grey Lady, Shade of a Woman Who Died Heartbroken and Alone Waiting for the Return of a Loved One From Across the Sea:[/b] ? [b]Fisherman, Rare Creature, Some Strange Form of Undead, The Powerful Soul of a Legendary Seam Fated to Lurk in the Depths of the Ocean:[/b] ? [b]Undead:[/b] ? [b]More Powerful Form of Undead:[/b] Also at the Games Master’s discretion, the captain [of a death hulk] may be made into a more powerful form of undead such as a ghoul, wight, or something even more powerful. This is only likely to occur when the ship has been raised through supernatural means, and not the use of a raise death hulk spell. [b]Loathsome Undead:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] Also at the Games Master’s discretion, the captain [of a death hulk] may be made into a more powerful form of undead such as a ghoul, wight, or something even more powerful. This is only likely to occur when the ship has been raised through supernatural means, and not the use of a raise death hulk spell. [b]Ghoul, More Powerful Form of Undead:[/b] ? [b]Skeletal Crewmember:[/b] ? [b]Captain Cormant, The Tyrant of Tyrospur, Impressive Figure All in Black Eyes Glowing Red as the Stoked Fires of the Pit:[/b] ? [b]Skeleton:[/b] Death hulks may be created through the use of a raise death hulk spell or through supernatural events – it is said many death hulks still sail the world, powered only by the eternal desire of their captain to complete some unfinished voyage, or to exact revenge upon those who originally sent his ship to the bottom of the ocean. Crew are now either skeletons or zombies, at the Games Master’s discretion. Any type of ship may be raised this way [by a raise death hulk spell] and it will have a full complement of crew, usually zombies, though skeletons may also appear if the ship has lain at the bottom of the sea for more than a year. The Games Master is the final arbitrator of the ship type and the nature of its crew. [i]Raise Death Hulk[/i] spell. [b]Skeleton, Animated Skeleton:[/b] ? [b]Unique Vampire:[/b] ? [b]Wight:[/b] Also at the Games Master’s discretion, the captain [of a death hulk] may be made into a more powerful form of undead such as a ghoul, wight, or something even more powerful. This is only likely to occur when the ship has been raised through supernatural means, and not the use of a raise death hulk spell. [b]Wight, More Powerful Form of Undead:[/b] ? [b]Zombie:[/b] Death hulks may be created through the use of a raise death hulk spell or through supernatural events – it is said many death hulks still sail the world, powered only by the eternal desire of their captain to complete some unfinished voyage, or to exact revenge upon those who originally sent his ship to the bottom of the ocean. Crew are now either skeletons or zombies, at the Games Master’s discretion. Any type of ship may be raised this way [by a raise death hulk spell] and it will have a full complement of crew, usually zombies, though skeletons may also appear if the ship has lain at the bottom of the sea for more than a year. The Games Master is the final arbitrator of the ship type and the nature of its crew. [i]Raise Death Hulk[/i] spell. [b]Zombie, Animated Zombie:[/b] ? Raise Death Hulk Necromancy Level: Sor/Wiz 7 Components: V,S,F Casting Time: 1 hour Range: Long (400 ft. + 40 ft./level) Targets: One sunken ship Duration: Instantaneous Saving Throw: None Spell Resistance: No One of the most awesome feats any necromancer can hope to perform is the raising of a sunken ship from the sea floor, complete with undead crew, to be brought to the surface under the total control of the practitioner. Such death hulks are the stuff of legend, kept afloat through powerful magicks, despite the great holes in their hulls through which the sea flows freely. Animated skeletons and zombies patrol the deck, performing all the tasks they did in life and forming a frightening boarding party when the ship goes into battle. A sunken ship must be in range of the spellcaster for this spell to have any effect. Raise death hulk will cause the ship to rise to the surface of the sea, where it will be magically seaworthy and under the full control of the necromancer. A destroyed death hulk cannot be raised from the sea again. Regardless of the amount of times this spell is cast, only a single death hulk may be controlled at any one time by a single caster. Any type of ship may be raised this way and it will have a full complement of crew, usually zombies, though skeletons may also appear if the ship has lain at the bottom of the sea for more than a year. The Games Master is the final arbitrator of the ship type and the nature of its crew. Rules for the death hulk template are provided on p65. A far more powerful version of this spell, raise death fleet, may be found in our previous supplement Encyclopaedia Arcane: Necromancy – Beyond the Grave. Focus: One sunken ship and the corpse of a sea captain. The corpse is consumed in the casting, the ship itself is raised to the surface. XP Cost: 1,000 XP.[/spoiler] [URL=https://athas.org/products/sotdl]Secrets of the Dead Lands[/URL][spoiler] [B]Undead, Undead Creature, Immortal, Unquiet Dead:[/B] The Dead Lands is the name of the Dragon’s kingdom. The souls of anyone killed by the Dragon are drawn to his domain to serve him for all times. In his urgency Nakkash decided to try to access the Paraelemental Plane of Magma. He was careless in his haste - he reached the “Demiplane of Obsidian” instead. Calling Ur-hafri to help him, Nakkash began to apply some of the new spells he had developed for taming the obsidian. One, then another, obsidian elemental came forth - the defilers sent them out to fight. Yet the battle was still going against Qwith's researchers: clearly a much larger elemental was needed. Heedlessly Nakkash and Ur-hafri started trying to enlarge the gate, succeeding both in increasing its size and drawing forth an enormous elemental. Ur-hafri directed the massive obsidian elemental out of the summoning chamber, into the courtyard where it waded into the fray, striking down meorty Defenders and Qwith's defilers with equal fury. At the same time, Pandruj and the Tetrarchs, also raised to undeath, saw their chance for revenge and attacked. In the confusion, many of Pandruj’s and G’dranav’s followers attacked each other as well as Qwith’s servants. Ur-hafri escaped the sudden attack of Pandruj and his undead, returning to the chamber to find Nakkash desperately trying to regain control of the gate - the experimental magicks he and Ur-hafri had used to expand it had rendered it unstable, pulsing with energy, like a living thing. The two men tried, and failed, to reassert control. The first of the burning roofing beams crashed down, crushing Ur-hafri's skull. What happened next has never been completely explained, and the memories of all the undead who were there are now hopelessly entangled with fiction and self-delusion, so the truth may never be known. Nakkash maintains that his summoning spells performed correctly, and should have stabilized the gate. Qwith long blamed herself, believing that she should have supervised her apprentices more closely, since one of them obviously miscalculated the summoning. Gretch once claimed that he was responsible. In an instant of decisive summoning, the gate was accidentally opened fully to the supposed “demiplane,” with explosive results - the gate shattered. Millions of tons of molten obsidian poured into the compound, cresting the walls and sweeping aside defilers and Defenders alike. The obsidian, smoking and gurgling, flooded through the city from the magical portal. No one escaped. Outside the city walls, beyond the ring of ruins of old Nagarvos', the farmers and laborers who served Qwith were distracted by the screams of battle, but relaxed when silence fell - clearly another experiment had just failed, and been contained. When the black wave burst out of the city walls and overwhelmed them, the obsidian was utterly silent, rushing over the land. It also poured into the Pallid Mere, the salty sea stretching north to south on the eastern side of the Navel which once had been the Sagramog swamps, gushing down the escarpment in a terrible cascade. Gouts of steam roiled up, the sea flash-boiled by the molten obsidian. Great bergs of obsidian were frozen instantly as they crashed into the sea, but more kept coming, a waterfall of death that even the sea itself could not quench. The Pallid Mere boiled, sending forth thick clouds of salty spume, blown east by the suddenly savage winds. The chunks of obsidian, tumbling in the rushing tide, pushed to the southeast, coming to rest on the southeastern shores of the Pallid Mere in mounded walls of fractured blackglass. The obsidian consumed the sea, bubbling and foaming as it boiled the water into briny steam. It also devoured the land, flowing west and north, burning and burying everyone and everything in its path. The wave was faster than the news – few were aware of sudden death before it closed over them, its black glassy maw enfolding all of Ulyan. The Hoarwall, that great wall of ice which had for millenia marked the southern extent of the known world, repelled the first wave of obsidian, acting as a levee running east to west east to west and dividing the Black Basin from the Zagath homeland to the south. The obsidian, like a hungry predator, would not be denied its prey. It grew taller and stronger as the gate pumped ever more molten glass into Athas, and flooded over the Hoarwall, rushing south to consume the cold lands of the deep reaches. When the obsidian cooled, it formed a vast basin of blackglass, hundreds of miles across. Both the Navel and the ruins of Nagarvos upon which it had been built were utterly buried. None of the wizards survived, and their research perished with them. But then, the dead wizards gradually arose. The obsidian which poured through the gate from the Paraelemental Plane of Magma and the negative energy which infected it extracted a strange toll on those who died under its influence – it bound them to the Prime Material Plane as undead. So Qwith and all of Rajaat's minions and those of the city rose in undead form as zhen, a name imprinted on their minds when they awoke, to become the eventual rulers and servants of this new land. Nearly all those slain in the deadly tide rose as undead, though not all were zhen. Let it be said that no death is final in the Dead Land. Every being killed will rise again, sometimes mere seconds after death occurs. But the negative energy still lingering in the obsidian also has an effect on those living things that die here of other causes. Living humanoids or animals which die in the Dead Lands who are touching the obsidian will arise 24 hours later as a zhen or other appropriate type of undead (depending on who or what killed them). 161st King's Age (-2,258) Ral’s Fury (-2,258): A fight over the Gate breaks it, creating a leak into the Obsidian Demiplane. The Gate explodes, releasing the flow of obsidian that would claim the entirety of Ulyan and the surrounding lands. Thus, the Boiling Ruin begins. Rajaat himself presumes all lost and refocuses all attention on the by now so-called Cleansing Wars. What happens after the explosion is hard to determine – all factions have a different story. However, the Gate is blocked by an unknown entity a short time after it opens, preventing the flood from covering the entire continent, including the Tablelands. The Zagath Hoarwall has melted down. Silt’s Contemplation (-2,250): The obsidian finally settles and cools. Enemy’s Vengeance (-2,249): The first zhen (see Terrors of the Dead Lands, page 75) claw their way out of the obsidian, discovering a barren land of blackglass. Nearly all slain in the Boiling Ruin rose as undead, but not all as zhen. Something else occurred, however – the Obsidian Wave raised into undeath many of those who had fallen in the cleansing of Ghash-naarg, both human and orc alike. Gretch hated his role but excelled at it. He collected all the corpses from the Tforkatch River battlefield and soon assembled a vast horde of undead troops. [B]Truly Ancient Undead:[/B] ? [B]Ancient Dead Despot:[/B] ? [B]Ancient Dead Champiron:[/B] ? [B]Ancient Dead Vizier:[/B] ? [B]Ancient Dead Duchess:[/B] ? [B]Undead Troll:[/B] ? [B]Undead Gnome:[/B] ? [B]Undead Pixie:[/B] ? [B]Bugdead:[/B] When the Obsidian Flood burst over the land, it overran the Hoarwall, and the s’thag zagath civilization was devastated no less than the humanoid lands of northern Ulyan. The s’thag zagath and their minions were changed in undeath, and their hatred for the humanoids who had unleashed the obsidian was inflamed. [B]Unpredictable Undead Insect:[/B] ? [B]Undead Insect:[/B] ? [B]Humanoid Undead:[/B] ? [B]Bizarre Insectoid Undead:[/B] ? [B]Undead Ruler:[/B] ? [B]Insectoid Undead:[/B] ? [B]Long-Dead Lord, Undead Lord of Great Power, Undead Prince:[/B] ? [B]Minion:[/B] ? [B]Undead Inhabitant:[/B] ? [B]Psionically Capable Undead:[/B] ? [B]Walking Corpse:[/B] ? [B]Chimerical Undead Creature:[/B] ? [B]Undead Wicked King:[/B] ? [B]Undead Wicked Prince:[/B] ? [B]Undead Wizard:[/B] In his urgency Nakkash decided to try to access the Paraelemental Plane of Magma. He was careless in his haste - he reached the “Demiplane of Obsidian” instead. Calling Ur-hafri to help him, Nakkash began to apply some of the new spells he had developed for taming the obsidian. One, then another, obsidian elemental came forth - the defilers sent them out to fight. Yet the battle was still going against Qwith's researchers: clearly a much larger elemental was needed. Heedlessly Nakkash and Ur-hafri started trying to enlarge the gate, succeeding both in increasing its size and drawing forth an enormous elemental. Ur-hafri directed the massive obsidian elemental out of the summoning chamber, into the courtyard where it waded into the fray, striking down meorty Defenders and Qwith's defilers with equal fury. At the same time, Pandruj and the Tetrarchs, also raised to undeath, saw their chance for revenge and attacked. In the confusion, many of Pandruj’s and G’dranav’s followers attacked each other as well as Qwith’s servants. Ur-hafri escaped the sudden attack of Pandruj and his undead, returning to the chamber to find Nakkash desperately trying to regain control of the gate - the experimental magicks he and Ur-hafri had used to expand it had rendered it unstable, pulsing with energy, like a living thing. The two men tried, and failed, to reassert control. The first of the burning roofing beams crashed down, crushing Ur-hafri's skull. What happened next has never been completely explained, and the memories of all the undead who were there are now hopelessly entangled with fiction and self-delusion, so the truth may never be known. Nakkash maintains that his summoning spells performed correctly, and should have stabilized the gate. Qwith long blamed herself, believing that she should have supervised her apprentices more closely, since one of them obviously miscalculated the summoning. Gretch once claimed that he was responsible. In an instant of decisive summoning, the gate was accidentally opened fully to the supposed “demiplane,” with explosive results - the gate shattered. Millions of tons of molten obsidian poured into the compound, cresting the walls and sweeping aside defilers and Defenders alike. The obsidian, smoking and gurgling, flooded through the city from the magical portal. No one escaped. Outside the city walls, beyond the ring of ruins of old Nagarvos', the farmers and laborers who served Qwith were distracted by the screams of battle, but relaxed when silence fell - clearly another experiment had just failed, and been contained. When the black wave burst out of the city walls and overwhelmed them, the obsidian was utterly silent, rushing over the land. It also poured into the Pallid Mere, the salty sea stretching north to south on the eastern side of the Navel which once had been the Sagramog swamps, gushing down the escarpment in a terrible cascade. Gouts of steam roiled up, the sea flash-boiled by the molten obsidian. Great bergs of obsidian were frozen instantly as they crashed into the sea, but more kept coming, a waterfall of death that even the sea itself could not quench. The Pallid Mere boiled, sending forth thick clouds of salty spume, blown east by the suddenly savage winds. The chunks of obsidian, tumbling in the rushing tide, pushed to the southeast, coming to rest on the southeastern shores of the Pallid Mere in mounded walls of fractured blackglass. The obsidian consumed the sea, bubbling and foaming as it boiled the water into briny steam. It also devoured the land, flowing west and north, burning and burying everyone and everything in its path. The wave was faster than the news – few were aware of sudden death before it closed over them, its black glassy maw enfolding all of Ulyan. The Hoarwall, that great wall of ice which had for millenia marked the southern extent of the known world, repelled the first wave of obsidian, acting as a levee running east to west east to west and dividing the Black Basin from the Zagath homeland to the south. The obsidian, like a hungry predator, would not be denied its prey. It grew taller and stronger as the gate pumped ever more molten glass into Athas, and flooded over the Hoarwall, rushing south to consume the cold lands of the deep reaches. When the obsidian cooled, it formed a vast basin of blackglass, hundreds of miles across. Both the Navel and the ruins of Nagarvos upon which it had been built were utterly buried. None of the wizards survived, and their research perished with them. But then, the dead wizards gradually arose. The obsidian which poured through the gate from the Paraelemental Plane of Magma and the negative energy which infected it extracted a strange toll on those who died under its influence – it bound them to the Prime Material Plane as undead. So Qwith and all of Rajaat's minions and those of the city rose in undead form as zhen, a name imprinted on their minds when they awoke, to become the eventual rulers and servants of this new land. Nearly all those slain in the deadly tide rose as undead, though not all were zhen. [B]Dead Prince:[/B] ? [B]Human Undead:[/B] ? [B]Mindless Undead:[/B] ? [B]Shambling Horror:[/B] ? [B]Weird Constructs of Pieces From a Number of Different Races:[/B] ? [B]Undead Warlord:[/B] ? [B]Undead Denizen:[/B] ? [B]Undead Lord:[/B] ? [B]Bizarre Undead Beast:[/B] ? [B]Undead Sorcerer:[/B] ? [B]Undead Zagath:[/B] ? [B]Dregoth of Guistenal:[/B] Friend’s Fury (-1,971): Dregoth of Giustenal is slain and subsequently raised into unlife by his templar Mon Adderath. [B]Hideous Undead, Such Small Undead, Undead Small Homer, Small Home Undead, Spectral Undead:[/B] ? [B]Larger Stronger Undead:[/B] ? [B]Human Undead:[/B] Arludas was cleansed but not lifeless. The grievously wounded and dying, human and gnomish alike, still sprawled where they’d fallen in forgotten side-tunnels and chambers, and the gnomes’ livestock and mushroom rookeries clung to life as well. The dark creatures in the depths of the gnomes’ mines waited and watched, and emerged to feed. In the stale air, those bodies not yet eaten or only partially devoured began to stir. There were originally two groups of undead in ruined Arludas – the gnomes who arose to unlife and their human foes. Many corpses, insufficiently endowed with hate or dedication, remained lifeless, to be gathered by their respective sides and given burial. [B]Fungus-Bearer:[/B] Arludas was cleansed but not lifeless. The grievously wounded and dying, human and gnomish alike, still sprawled where they’d fallen in forgotten side-tunnels and chambers, and the gnomes’ livestock and mushroom rookeries clung to life as well. The dark creatures in the depths of the gnomes’ mines waited and watched, and emerged to feed. In the stale air, those bodies not yet eaten or only partially devoured began to stir. There were originally two groups of undead in ruined Arludas – the gnomes who arose to unlife and their human foes. Many corpses, insufficiently endowed with hate or dedication, remained lifeless, to be gathered by their respective sides and given burial. Most of these lay deeper into the city or down in the mines. The gnomish undead also occupied most of the old fungus-chambers, where their walking corpses gradually became the growth medium of the ever-stranger fungi. [B]Fungus-Bearer, Gnomish Undead, Walking Corpse, Non-Zhen Gnomish Dead:[/B] ? [B]Free-Willed Undead:[/B] ? [B]Shambling Undead:[/B] ? [B]Troll Warrior-Sage, Undead Troll Subject, Undead Minion:[/B] ? [B]Undead Vermin:[/B] ? [B]Kobold Undead:[/B] ? [B]More Powerful Undead:[/B] ? [B]Hideous Undead:[/B] The humans broke through the gates in mere days – Gzhabakr’s fortifications had been designed to resist minor raids, not full-scale assault, and Daskinor drove his men with whips and flayings. Once inside, the massacres were swift and merciless. Gzhabakr’s priests and mindbenders gave the invaders pause, but the humans had spellcasters and mindbenders as well, and soon the smoke of corpses was seeping through cracks and fissures in the battered caverns of Gzhabakr. Daskinor personally supervised the torture of Thuguch and the other captives, while giving the town over to sack and ruin. Daskinor and his army marched forth to smoke the wandering goblin bands from their improvised hideouts, leaving the fires of Gzhabakr to gutter fitfully beneath Athas’s twin moons. The dead of the goblin-town rested unquietly, however, soon rising as hideous undead. [B]Animated Corpse:[/B] ? [B]Undead King:[/B] ? [B]Undead Crodlu:[/B] ? [B]Seemingly Mindless Undead:[/B] ? [B]Thinking Undead:[/B] ? [B]Undead Spider:[/B] ? [B]Ancient Undead:[/B] ? [B]Undead Resident:[/B] ? [B]Undead Soldier:[/B] ? [B]Free-Willed Undead:[/B] ? [B]Undead Entity:[/B] ? [B]Harokor's Tormented:[/B] These are Harkor's Pits of Sorrow, mystical prisons for those of his undead who have displeased him. Each pit is the prison cell of one or more undead entities, though this may not be readily apparent; many have been robbed of their corporeal bodies as punishment for their crimes and left as moaning spirits for centuries. Though ripped from different undead entities, Harkor's magic reduces them all to ghostly creatures with just a few powers left, generally those that help reinforce their misery and remind them of their endless sentences in the Pits of Sorrow [B]Harokor's Tormented, Tormented, Moaning Spirit, Ghostly Form, Ghostly Creature, Ghost:[/B] ? [B]Captured Undead:[/B] ? [B]Undead Warrior:[/B] ? [B]Undead Spectator:[/B] ? [B]Undead Bug:[/B] ? [B]Weaker Undead:[/B] ? [B]Naturally Powerful Undead Creature:[/B] ? [B]Galzu-Rach:[/B] ? [B]Powerful Warrior Undead:[/B] ? [B]Weak Undead:[/B] ? [B]Experimental Undead:[/B] When Rajaat, the First Sorcerer, gathered his first human students, Gretch was among them. Born into poverty, he had a passion to venture into the artistry of magic. When Rajaat divided his students into two groups, one to learn preserving magic, the other to study defiling, he placed Gretch with the former. Dabbling in the newfound craft, the young student was drawn more to destruction and death, a passion that drew him like a moth to the flame. He discovered one of his peers practicing the defiling arts and, disobeying his master's wishes, began studying the practice of defiling magic. He applied its power to further his own ends, masking his work to make it appear innocuous to those around him. For years he masqueraded as a preserver in the school of the great Rajaat, building his power slowly, steadily. One day his experiments grew too large to mask without the sacrifice of living life-forces. Locked away in the service of Rajaat, Gretch had only his fellow students to prey upon, and in one dark moment while penning a radically experimental branch of defiling magic, he decided to make his move. His first victim did not survive the casting of his magic, and Gretch hid the body in the wilderness. The next survived in an undead form, but the creature was flawed and dangerously insane, so Gretch secured a remote chamber in the school and chained the monster to the wall. He needed more experiments, and more lifeforces to power them. Each time Gretch learned more, but his magic was still experimental. He was the first sorcerer to dabble this deeply into the black arts, a pioneer in discovering the magical lines between life and death. Over time he created more than a dozen creatures, all by different methods, by new applications of his dark art. Nevertheless, each was disfigured, mentally unstable, or both, hidden away beneath heavy chains with the others. [B]Experimental Undead, Creation, Experimental Creature:[/B] ? [B]Ultimate Undead Being:[/B] ? [B]Undead S'gath Zagath:[/B] Gretch credits himself with inspiring Harkor to develop the Bugdead Accords, though he violates them whenever it is convenient – for example, his personal bodyguard is composed of dozens of undead s’thag zagath, which Gretch raised after the fiercest battles of the original bugdead assault. [B]Volldrager, Free-Willed Undead:[/B] ? [B]Shambling Horror:[/B] ? [B]Shansanar, Unique Undead Treant, Undead Result of an Experiment to Work Life Regeneration Through Preserver Magic, Strange Combination of Undead Animal and Unliving Plant:[/B] Shansanar (Unique Undead Treant; FoDL Ch6) is the undead result of an experiment to work life regeneration through preserver magic. The resultant creature is a strange combination of undead animal and unliving plant. [B]Mindless Undead Servant:[/B] ? [B]Undead Heavy Crodlu:[/B] ? [B]Undead Lizardman:[/B] ? [B]Undead Swamp Monster:[/B] ? [B]Undead Swamp Monster Xemokepper:[/B] ? [B]Undead Swamp Monster Vergoshilm:[/B] ? [B]Undead Swamp Monster D'saliq:[/B] ? [B]Elven Undead:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Corporeal Undead:[/B] ? [B]Insectoid Undead:[/B] ? [B]Chitinous Monster:[/B] ? [B]Mindless Bugdead:[/B] ? [B]Exoskeleton:[/B] ? [B]Giant Bugdead Dragofly:[/B] ? [B]Giant Bugdead Beastfly:[/B] ? [B]Large Bugdead:[/B] ? [B]Ythag Izgr, Undead S'thag Zagath:[/B] ? [B]Ahnthyarka, Undead S'thag Zagath Wizard 9/Necromant 10:[/B] ? [B]Giant Ant Lion Exoskeleton:[/B] ? [B]Giant Pulp Bee Exoskeleton:[/B] ? [B]Giant Firefly Exoskeleton:[/B] ? [B]Scarlet Warden Exoskeleton:[/B] ? [B]Giant Dragonfly Exoskeleton:[/B] ? [B]Giant Bluebottle Fly Exoskeleton:[/B] ? [B]Giant Beastfly Exoskeleton:[/B] ? [B]Giant Aratha Exoskeleton:[/B] ? [B]Giant Termite Exoskeleton:[/B] ? [B]Undead Giant Worker Antloid:[/B] ? [B]Undead Soldier Antloid:[/B] ? [B]Undead Warrior Pulp Bee:[/B] ? [B]Undead Giant Beastfly:[/B] ? [B]Bugdead Soldier Antloid:[/B] ? [B]Warrior Exoskeleton:[/B] ? [B]Undead Giant Pulp Bee:[/B] ? [B]Undead Soldier Antloid:[/B] ? [B]Undead Giant Scarlet Warden:[/B] ? [B]Large Bugdead:[/B] ? [B]Undead Kank, Bugdead Kank, Heinous Undead Kank:[/B] ? [B]Undead Wezer:[/B] ? [B]Bugdead Wezer Swarm:[/B] ? [B]Uncontrolled Undead:[/B] ? [B]Intelligent Bugdead:[/B] ? [B]Undead Vine:[/B] ? [B]Undead Weed:[/B] ? [B]Undead Miner:[/B] ? [B]Medium Undead:[/B] ? [B]Small Insect Bugdead:[/B] ? [B]Swarm of Undead Min-Kanks:[/B] ? [B]Swarm of Undead Locusts:[/B] ? [B]Dead Lord:[/B] ? [B]Powerful Sentient Undead:[/B] ? [B]Sentient Undead:[/B] Before the Cataclysm, the planar researchers who were conducting experiments the Navel were using dimensional energy from the Grey as part of their experiments. This was the source of the power which helped create the corrupted demi-plane of obsidian, and when the Cataclysm and Obsidian Flow were unleashed upon these lands, all of those who were killed by it were empowered by this negative energy from the Grey. Many sentient undead have noted that this energy that pervades the Dead Lands originally animated and currently empowers them while they are within the Dead Lands, and they are uncertain as to what will happen to them if they leave for prolonged periods of time. [B]Undead Sprite:[/B] ? [B]Ghost:[/B] ? [B]Trapped Ghost:[/B] ? [B]Disturbed Ghost:[/B] ? [B]Ireyul, Flesh Golem Wizard 9/Necromant 5, Animated Undead, Undead Boy, Adolescent Undead:[/B] Gretch thought that his initial experiments failed because he dealt with the entire specimen. So his second sacrifice for the sake of magic took a somewhat different form, not using the few component parts that he purported to understand. These additional body parts, he reasoned, interfered with the outcome of his experiment, leaving them less than perfect in his eyes. His next experiments needed only the victim's spine, brain, and heart. Ireyul came under his watchful eyes quickly enough and was Gretch’s first successful experiment in that it resulted in an animated undead. Ireyul was, at the time, an ambitious but young student of defiling magic in the Pristine Tower. He entered his studies earlier than most of the others, brought to the tower by his family and village, held up as an example of a brilliant student with vast potential. Rajaat's subordinates considered the matter and accepted the boy Ireyul at the young age of 15 years. Certainly no student of his age group rivaled his performance, and only a few who had spent many more years in the service of Rajaat could match him. Jealousy of the boy was rampant, and Gretch figured if he were to disappear there would be many suspects and few who wanted to pursue the matter too deeply. He ambushed the unsuspecting student outside his sleep chambers with simple charming magic, leading his victim away to his laboratory for preparation. Gretch performed a rather primitive form of surgery, removing the required organs to use as spell components. He filled the empty spaces in Ireyul's body with sand and replaced his spine with a piece of steel. He then stitched the undead creation back together haphazardly. Gretch didn't concern himself with the details of aesthetics. His creation rose and obeyed, until the day it saw its own reflection in a pool of water. [B]Shadow:[/B] A collection of shadows and wraiths, disenfranchised from the humanoid undead kingdoms, unwelcome among the bugdead, call the Forbidden Mountains their home. These spirits are those of an ancient tribe of giants which once lived in Ulyan. The bare plains provided little for them to eat, however, and the giants gradually died out, long before the Cleansing Wars. The giant tribe had called the pre-Ruin hills which originally stood here home, and it was here that they laid their tired and hungry bones as they starved to death. [B]Shadow, Spirit:[/B] ? [B]Skeleton, Simple Skeleton, Non-Thinking Skeleton, Rank-And-File Skeleton:[/B] Elsavos’s entry halls were flooded with molten obsidian during the Shining Tide, but when the wave recoiled from the cliffs, enough air reached the lower elevations to speed the cooling. As a result, the first flush of obsidian hardened rapidly and the inner chambers were not fully flooded. The obsidian also raised many of the city’s former dead to unlife, though the deterioration of the remains has resulted in most of the city’s undead being not zhen but skeletons. [B]Gigantic Skeleton:[/B] ? [B]Powerful Skeleton Steed:[/B] ? [B]Foul Skeleton:[/B] ? [B]Skeleton Warrior:[/B] ? [B]Skeleton Horse:[/B] ? [B]Shambling Skeleton:[/B] ? [B]Skeleton, Warrior:[/B] ? [B]Skeleton Archer, Warrior:[/B] ? [B]Giant Skeleton Bombardier:[/B] ? [B]Elf Skeleton Shiftwing:[/B] ? [B]Skeleton Champion of the Sunken Graves, Local Resident:[/B] ? [B]Skeleton, Mindless Builder:[/B] ? [B]Human Skeleton:[/B] ? [B]Skeleton Crodlu:[/B] ? [B]Skeleton Mount, Unearthly Steed:[/B] ? [B]Skeleton Rider, Grim Warrior:[/B] ? [B]Trained Skeleton Soldier:[/B] ? [B]Troll Skeleton:[/B] ? [B]Skeleton Soldier:[/B] ? [B]Solitary Spectral Creature:[/B] ? [B]Wraith:[/B] A collection of shadows and wraiths, disenfranchised from the humanoid undead kingdoms, unwelcome among the bugdead, call the Forbidden Mountains their home. These spirits are those of an ancient tribe of giants which once lived in Ulyan. The bare plains provided little for them to eat, however, and the giants gradually died out, long before the Cleansing Wars. The giant tribe had called the pre-Ruin hills which originally stood here home, and it was here that they laid their tired and hungry bones as they starved to death. Things changed – somewhat – in the burbling aftermath of the Obsidian Flood. The Nameless Shaman rose easily to the surface of the obsidian, and he liked what he saw. The jagged glaciers of blackglass, tumbled and razor-sharp, seemed to him a vast improvement over the hills of Ulyan. Surely all who dwelt in this land were now as dead as he and his people! Indeed, many of the giant’s people, their bones incinerated by the obsidian, rose to join him as lesser wraiths, many of them crimson-tinged through the shaman’s own taint. [B]Wraith, Spirit:[/B] ? [B]Monstrous Semi-Corporeal Wraith:[/B] The giant tribe had called the pre-Ruin hills which originally stood here home, and it was here that they laid their tired and hungry bones as they starved to death. The last giant was the tribal shaman, who fasted, sustained by his faith, as the last of his tribe died around him. As he himself perished, his spirit reached out into the Gray, and found there something hideous and terrifying. He knew not what it was, but it seemed not entirely unlike the air spirits he had worshiped in life, so he embraced its roiling red mists. The Crimsons (ToDL, pg 28) were then young creatures, newborn as accidents of Rajaat’s magical research. The crimson, which the giant Nameless Shaman encountered in the Grey, took his soul and bonded him to it, prefiguring the t’liz bonds of times to come. The Shaman did not become a t’liz, however; he became a monstrous semi-corporeal wraith instead, his ragged, lanky corpse possessed of hideous power. [B]Wraith Lieutenant:[/B] ? [B]Weaker Wraith:[/B] ? [B]Wraith Overseer:[/B] ? [B]Wraith Taskmaster of Harkor:[/B] ? [B]Orcish Wraith:[/B] ? [B]Zombie, Simple Zombie, Non-Thinking Zombie, Rank-And-File Zombie:[/B] ? [B]Trollish Zombie:[/B] ? [B]Zombie Child:[/B] ? [B]Zombie Archer, Warrior:[/B] ? [B]Dwarf Zombie Hammer-Bearer:[/B] ? [B]Zombie Mason, Powerful Zombie:[/B] ? [B]Zombie, Mindless Builder:[/B] ? [B]Ancient Zombie:[/B] ? [B]Zombie Beast:[/B] ? [B]Human Zombie:[/B] ? [B]Trained Zombie Soldier:[/B] ? [B]Giant Ant Lion Zombie:[/B] ? [B]Giant Pulp Bee Zombie:[/B] ? [B]Giant Firefly Zombie:[/B] ? [B]Scarlet Warden Zombie:[/B] ? [B]Giant Dragonfly Zombie:[/B] ? [B]Giant Bluebottle Fly Zombie:[/B] ? [B]Giant Beastfly Zombie:[/B] ? [B]Giant Aratha Zombie:[/B] ? [B]Giant Termite Zombie:[/B] ? [B]Giant Tick Zombie:[/B] ? [B]Warrior Zombie:[/B] ? [B]Zombie Vermin:[/B] ? [B]Zombie Rat Swarm:[/B] ? [B]Zombie Soldier:[/B] ? [B]Dwarven Banshee:[/B] As failure has existed for as long as men have sought to accomplish tasks, so have dwarven banshees existed for as long as there have been dwarves. Gretch was the first to scientifically examine the process by which dwarven banshees were created, proving the old wives’ tales about failed foci and eternal damnation. [B]Dwarven Banshee Fighter 10:[/B] Led by Egendo, the humans finally broke through the dwarven troops, scaling the cliffs and conquering the empty tunnels where the dwarves had lived. Egendo realized that the mines below were where the dwarves had hidden – he had his defilers flood the mines with deadly poisonous gas, guaranteeing death to those below. Long after Egendo and his army had gone, and the deadly gas had dissipated, the dwarves placed in suspended animation awoke. For generations the dwarf survivors lived in secret, using the old basket-pulleys and hidden caverns to furtively gather roots and grass-shoots on the plains, adding these to the meager diet of mushrooms they could grow inside. A cadre of dwarven banshees (Male and Female Dwarven Banshee Fighters 10; FoDL Ch2), raised to undeath after the sack of Toganay protected them, savagely hunting any humans who ventured too close to the cliffs near the struggling colony. [B]Miserable Raging Banshee:[/B] Dozens of dwarves were lured to the Grey Tower by Gretch’s false promises, and all perished, their foci unfinished and their failures condemning them to undeath. Gretch kept the miserable, raging banshees in special dungeons under his tower – once they became undead he had no interest in them, except to prevent them from escaping and damaging his reputation as a kind sage. Gretch learned much from the dwarves’ death-throes and rebirths as banshees – it was the moment and means of change that interested him, and he learned much from it. [B]Nophdeh, Dwarf Dwarven Banshee Rogue 13/Fighter 5:[/B] Dozens of dwarves were lured to the Grey Tower by Gretch’s false promises, and all perished, their foci unfinished and their failures condemning them to undeath. Gretch kept the miserable, raging banshees in special dungeons under his tower – once they became undead he had no interest in them, except to prevent them from escaping and damaging his reputation as a kind sage. Gretch learned much from the dwarves’ death-throes and rebirths as banshees – it was the moment and means of change that interested him, and he learned much from it. The most powerful of the dwarves transformed to undeath under Gretch’s watchful eye was Nophdeh, a dwarf from faraway Tyr who had drifted southwards in search of his lost family – their village had been overrun by raiders, and he presumed them enslaved. Gretch’s agents had found him not far from Balic and enticed him to the Grey Tower with promises of arcane methods to search for them, but instead Nophdeh was himself chained up and “encouraged” to die, so Gretch could observe the process of life becoming unlife. [B]Olnakan Dwarven Banshee:[/B] ? [B]Pixie Blight:[/B] ? [B]Sprite Blight:[/B] ? [B]Cursed Dead, Weak Undead:[/B] ? [B]Dhaot:[/B] The battles of Tarktas had been fierce and many had died. Instead of building tombs for all of the fallen soldiers, those houses that were still standing were converted into tombs. A fallen soldier would be laid out on a table or bench within a home, while for an officer a stone slab would be constructed and placed within the home for the same purpose. Each soldier would be laid down with his spear placed near his right arm, and his sword near the left. The broken weapons of the Tarktas ogre defenders were placed at his feet. Each home was then sealed and an inscription carved stating the fallen soldier’s name and rank. Once the task was finished, Sielba and her army marched for the Winding Way, leaving Tarktas a necropolis. The dead of Tarktas rested thus, undisturbed, until the Obsidian Flood buried the city, and the dead soldiers awoke as undead. Most of the dead soldiers became fallen, with a few becoming zhens and dhaots. [B]Fael Overseer:[/B] ? [B]Particularly Nasty Fael:[/B] ? [B]Yughbo, Ogre Fael Barbarian 15:[/B] ? [B]Fallen:[/B] Because of the tumbling motion of Tru’ezarr’s fall, the fort took a substantial pocket of air with it when it sank into the obsidian. The glass was already beginning to cool, and within hours Tru’ezarr Fort was suspended upside-down in its very own bubble-shaped tomb halfway between the old surface of Ulyan’s plains and the new surface atop the blackglass. It didn’t take much longer for the obsidian’s more pernicious effects to reveal themselves. Ram-azah (Male Human Zhen Wizard 10/Necromant 6; FoDL Ch2) returned to unlife as a zhen, as did several of his lieutenants (Male Human Zhen Fighter 12; FoDL Ch2). Others emerged back from death as fallen or namech. The battles of Tarktas had been fierce and many had died. Instead of building tombs for all of the fallen soldiers, those houses that were still standing were converted into tombs. A fallen soldier would be laid out on a table or bench within a home, while for an officer a stone slab would be constructed and placed within the home for the same purpose. Each soldier would be laid down with his spear placed near his right arm, and his sword near the left. The broken weapons of the Tarktas ogre defenders were placed at his feet. Each home was then sealed and an inscription carved stating the fallen soldier’s name and rank. Once the task was finished, Sielba and her army marched for the Winding Way, leaving Tarktas a necropolis. The dead of Tarktas rested thus, undisturbed, until the Obsidian Flood buried the city, and the dead soldiers awoke as undead. Most of the dead soldiers became fallen, with a few becoming zhens and dhaots. [B]Shabnas the Last Chief, Orc Fallen Wilder 12/Fighter 14:[/B] ? [B]Chosen of Shabnas, Human Fallen Egoist 7/ Fighter 11:[/B] ? [B]Kigdifi, Orc Fallen Fighter 15:[/B] Something else occurred, however – the Obsidian Wave raised into undeath many of those who had fallen in the cleansing of Ghash-naarg, both human and orc alike. For more than a King’s Age, Shabnas struggled to reassert his mastery of the tunnels. There remain at present two clan-chiefs, Kigdifi (Female Orc Fallen Fighter 15; FoDL Ch2) and Riig-bo’ak (Male Half-Orc Zhen Barbarian 17; FoDL Ch2) resurrected by the obsidian, who reject Shabnas’s rule and occupy small sections of the inner caves. [B]Human Fallen Psychic Warrior 14, Fallen Champion:[/B] ? [B]Feylaar Fallen Psychic Warrior 13:[/B] ? [B]Nagarvos Gnome Fallen:[/B] ? [B]Orc Fallen:[/B] ? [B]Erthne, Ogre Fallen Fighter 17, Particularly Powerful Fallen:[/B] In the wake of the battle, the Champion’s armies marched onto Nagarvos’, leaving the corpse-strewn battlefield to the carrion-pickers from Gretch’s Grey Tower. Though few of the Champions’ troops were left unburied, the fallen from Nagarvos’ were deliberately left out to rot in the sun, and it was thus that Gretch’s necromancers found them. Erthne was one of thousands whose corpses were taken to Charnelhouse or the other undead factories for reanimation. She returned to life as a fallen, albeit an extremely powerful fallen, and because of her talent and skill she was made a general commanding the corps of undead that Gretch offered to Rajaat, when Gretch imagined that such an offering might purchase her a place among the Champions. [B]Eddarkols, Human Fallen Wizard 10/Necromant 8/Fighter 5:[/B] ? [B]Flesh Rind:[/B] The humans broke through the gates in mere days – Gzhabakr’s fortifications had been designed to resist minor raids, not full-scale assault, and Daskinor drove his men with whips and flayings. Once inside, the massacres were swift and merciless. Gzhabakr’s priests and mindbenders gave the invaders pause, but the humans had spellcasters and mindbenders as well, and soon the smoke of corpses was seeping through cracks and fissures in the battered caverns of Gzhabakr. Daskinor personally supervised the torture of Thuguch and the other captives, while giving the town over to sack and ruin. Daskinor and his army marched forth to smoke the wandering goblin bands from their improvised hideouts, leaving the fires of Gzhabakr to gutter fitfully beneath Athas’s twin moons. The dead of the goblin-town rested unquietly, however, soon rising as hideous undead. Priest-king Thuguch rose into undeath as a khvakhas (Male Goblin Khvakhas Fighter 9 / Kineticist 4 / Cleric 4 / Psychic Theurge 5; FoDL Ch3), as did many of his more powerful advisors (Goblin Nobles; FoDL Ch3), while most of the commoners who returned appeared as flesh rinds, or flesh worms. [B]Flesh Rind, Hideous Undead:[/B] ? [B]Flesh Worm:[/B] The humans broke through the gates in mere days – Gzhabakr’s fortifications had been designed to resist minor raids, not full-scale assault, and Daskinor drove his men with whips and flayings. Once inside, the massacres were swift and merciless. Gzhabakr’s priests and mindbenders gave the invaders pause, but the humans had spellcasters and mindbenders as well, and soon the smoke of corpses was seeping through cracks and fissures in the battered caverns of Gzhabakr. Daskinor personally supervised the torture of Thuguch and the other captives, while giving the town over to sack and ruin. Daskinor and his army marched forth to smoke the wandering goblin bands from their improvised hideouts, leaving the fires of Gzhabakr to gutter fitfully beneath Athas’s twin moons. The dead of the goblin-town rested unquietly, however, soon rising as hideous undead. Priest-king Thuguch rose into undeath as a khvakhas (Male Goblin Khvakhas Fighter 9 / Kineticist 4 / Cleric 4 / Psychic Theurge 5; FoDL Ch3), as did many of his more powerful advisors (Goblin Nobles; FoDL Ch3), while most of the commoners who returned appeared as flesh rinds, or flesh worms. [B]Flesh Worm, Hideous Undead:[/B] ? [B]Gluk'kiuk, Flesh Rind, Flesh Worm:[/B] Khvakhas (FFN Pg. 71) and gluk’kiuk (Flesh Rinds; FFN Pg. 118) are forms of undead born specifically from the methods used by Daskinor to cleanse goblin cities; though these undead types are occasionally found in places not visited by Daskinor, or among races other than goblins, they are overwhelmingly most common in former goblin holds sacked by Daskinor during the Cleansing Wars. Daskinor ordered his men to capture goblin leaders alive if at all possible. It was his custom to torture them. Then, once he had deprived them of any useful information, he would torment them further by hanging them from the ceilings of the largest chambers in their caverns, suspended by their arms, wrists, or fingers, forced to slowly watch as his men flayed alive any common goblins – males, females, children – they had captured. The symbolism of the hanging was deliberate – not only did it shame and mock the goblin leaders, but it pleased Daskinor’s men. He had deliberately recruited primarily mountain tribesmen into his army, men whose tribes had long histories of conflict with goblins. Many of these men believed in mountain spirits, glorifying the magnificent peaks and the skies in which they towered, so it proved easy to convince them that goblins, tunneling in darkness at the roots of these mighty mountains, were blasphemous and degenerate. Hanging the goblin leaders from the ceiling symbolically separated them from the Earth and lifted them into the sky as sacrifices to the Air spirits in which Daskinor’s primitive troops still believed. The result of these gory executions, performed over hours or weeks (as circumstances permitted in different goblin holds), was the creation of unique forms of undead. The common goblins flayed alive often returned to unlife as gluk’kiuk, also called flesh rinds or flesh worms. [B]Ioramh:[/B] ? [B]Olnakan Ogre Ioramh:[/B] ? [B]Human Kaisharga Wizard 5/Necromant 8/Fighter 7, Kaisharga General:[/B] ? [B]Knor'morhen, Troll Kaisharga Seer 14/Expert 5, Powerful Creature:[/B] Finally, as Nuubark’s defenses reached their lowest ebb, the king relented and appointed Knor’morhen to lead a delegation to beg for peace, on any terms. As the king had foreseen, Myron was uninterested in the trolls’ surrender. He laughed in Knor’morhen’s face, and had the entire delegation tortured to death in front of the horrified leader. Knor’morhen was killed in her turn, and raised to undeath as well, so Myron could enjoy the spectacle of sending Yorg-yanak’s ambassadors back to him, his answer eloquently expressed in the corpse like shuffle of the undead. [B]Pandruj, Human Kaisharga Wizard 15/Necromant 10:[/B] Pandruj was with the Tetrarchs when they fled back to the psionic temples, with the Champion’s Daughters in pursuit. Rajaat’s troops finally overcame the Defenders, and Pandruj, to his shame and rage, was captured alive. Rajaat himself mocked the preserver, before turning him over to the tender mercies of Daskinor – the torture lasted more than a week, ultimately delaying Daskinor’s march to the goblin caves of central Ulyan. Not long after the Champions marched out of Nagarvos’s desolate ruins, Pandruj emerged into unlife. His broken body was restored, and he is today a kaisharga. [B]Krag:[/B] ? [B]Kragling:[/B] ? [B]Khvakhas:[/B] Khvakhas (FFN Pg. 71) and gluk’kiuk (Flesh Rinds; FFN Pg. 118) are forms of undead born specifically from the methods used by Daskinor to cleanse goblin cities; though these undead types are occasionally found in places not visited by Daskinor, or among races other than goblins, they are overwhelmingly most common in former goblin holds sacked by Daskinor during the Cleansing Wars. Daskinor ordered his men to capture goblin leaders alive if at all possible. It was his custom to torture them. Then, once he had deprived them of any useful information, he would torment them further by hanging them from the ceilings of the largest chambers in their caverns, suspended by their arms, wrists, or fingers, forced to slowly watch as his men flayed alive any common goblins – males, females, children – they had captured. The symbolism of the hanging was deliberate – not only did it shame and mock the goblin leaders, but it pleased Daskinor’s men. He had deliberately recruited primarily mountain tribesmen into his army, men whose tribes had long histories of conflict with goblins. Many of these men believed in mountain spirits, glorifying the magnificent peaks and the skies in which they towered, so it proved easy to convince them that goblins, tunneling in darkness at the roots of these mighty mountains, were blasphemous and degenerate. Hanging the goblin leaders from the ceiling symbolically separated them from the Earth and lifted them into the sky as sacrifices to the Air spirits in which Daskinor’s primitive troops still believed. The result of these gory executions, performed over hours or weeks (as circumstances permitted in different goblin holds), was the creation of unique forms of undead. The common goblins flayed alive often returned to unlife as gluk’kiuk, also called flesh rinds or flesh worms. The only beings capable of sustained control over gluk’kiuk are khvakhas, undead born of the tortured deaths of the goblin leaders. Goblins elevated to positions of power, either as chiefs or priests, naturally grew curving tusks from the corners of their toothy mouths; with such an obvious physical feature, it was impossible for captured leaders to hide among common goblin prisoners. Daskinor singled the leaders out and tormented them as noted above. [B]Priest King Thuguch, Goblin Khvakhas Fighter 9/Kineticist 4/Cleric 4/Psychic Theurge 5, Hideous Undead:[/B] The humans broke through the gates in mere days – Gzhabakr’s fortifications had been designed to resist minor raids, not full-scale assault, and Daskinor drove his men with whips and flayings. Once inside, the massacres were swift and merciless. Gzhabakr’s priests and mindbenders gave the invaders pause, but the humans had spellcasters and mindbenders as well, and soon the smoke of corpses was seeping through cracks and fissures in the battered caverns of Gzhabakr. Daskinor personally supervised the torture of Thuguch and the other captives, while giving the town over to sack and ruin. Daskinor and his army marched forth to smoke the wandering goblin bands from their improvised hideouts, leaving the fires of Gzhabakr to gutter fitfully beneath Athas’s twin moons. The dead of the goblin-town rested unquietly, however, soon rising as hideous undead. Priest-king Thuguch rose into undeath as a khvakhas (Male Goblin Khvakhas Fighter 9 / Kineticist 4 / Cleric 4 / Psychic Theurge 5; FoDL Ch3), as did many of his more powerful advisors (Goblin Nobles; FoDL Ch3), while most of the commoners who returned appeared as flesh rinds, or flesh worms. [B]Goblin Khvakhas:[/B] The humans broke through the gates in mere days – Gzhabakr’s fortifications had been designed to resist minor raids, not full-scale assault, and Daskinor drove his men with whips and flayings. Once inside, the massacres were swift and merciless. Gzhabakr’s priests and mindbenders gave the invaders pause, but the humans had spellcasters and mindbenders as well, and soon the smoke of corpses was seeping through cracks and fissures in the battered caverns of Gzhabakr. Daskinor personally supervised the torture of Thuguch and the other captives, while giving the town over to sack and ruin. Daskinor and his army marched forth to smoke the wandering goblin bands from their improvised hideouts, leaving the fires of Gzhabakr to gutter fitfully beneath Athas’s twin moons. The dead of the goblin-town rested unquietly, however, soon rising as hideous undead. Priest-king Thuguch rose into undeath as a khvakhas (Male Goblin Khvakhas Fighter 9 / Kineticist 4 / Cleric 4 / Psychic Theurge 5; FoDL Ch3), as did many of his more powerful advisors (Goblin Nobles; FoDL Ch3), while most of the commoners who returned appeared as flesh rinds, or flesh worms. [B]Goblin Khvakhas, Hideous Undead:[/B] ? [B]Krag Gleaming Tribunal Member:[/B] ? [B]Meorty:[/B] Unknown to Qwith, in the catacombs below the Navel, G’dranav, the last of the Defenders, had become a meorty and had raised his fellow Defenders into undeath. G’dranav (Male Ogre Meorty Shaper 26; FoDL Ch5) began the arduous work of reanimating his former comrades soon after the Champions left the ruins of Nagarvos’. His chasm provided a secure lair, where he could create several new meorties per year, hidden from any detection from above. [B]Meorty Defender:[/B] ? [B]G'dranav, Meorty:[/B] In a last desperate act, Defender leader G’dranav opens a chasm underneath his dead platoon and his encroaching foes, entrapping them all. As his final living act, he transforms himself into a meorty. [B]Ni-Angh'akh, The Hermit Majesty, Kobold Meorty Wilder 30:[/B] ? [B]Vengeful Meorty:[/B] ? [B]G'dranav, Ogre Meorty Shaper 26:[/B] The Defenders are powerful warrior undead who once guarded the Tetrarchs of Nagarvos’ against Rajaat's final assault. Their final hours of life were spent on the hastily-erected battlements of the Tetrarchs’ compound, fighting off the invaders sent, by Rajaat, to put an end to the work he had begun. The Defenders were gradually beaten back to the psionic temples by Rajaat’s attack, and though they slew many enemies, they were finally overcome. The last of the Defenders of Nagarvos’ was an immensely powerful psion named G’dranav. As he stood atop a heap of human corpses, and saw the next wave advancing, G’dranav drained the last of his strength and broke open the earth beneath his feet, creating a chasm into which he and all his fallen comrades, and many of their fallen foes, fell. The Defenders were dwarves and ogres, armed with magical and psionic equipment created by the most powerful wizards and psions in Nagarvos’. These powerful weapons and armor are still wielded by the undead, since the chasm created by G’dranav prevented Rajaat’s minions from looting or desecrating the graves. The Defenders were unquiet in their mass grave, even before the Boiling Death, for G’dranav’s last act, when he reached the bottom of his chasm, was to transform himself into a meorty. The secrets of animating meorties were held by few in the Green Age and Time of Magic, but G’dranav had been one of only a dozen people in Nagarvos’ with the knowledge. [B]Raging Meorty:[/B] ? [B]Ancient Meorty:[/B] ? [B]Malwaenis, Elf Meorty Rain Cleric 11/Seer 3/Psychic Theurge 8:[/B] It was in response to these attacks that the Gathered Voice decided to take the step of creating a meorty. Many of the elves in Elsavos had left the coastal cities because they were uncomfortable with these cities’ predilection for creating undead guardians for their polities; however, after a particularly brutal invasion, in which three lizardman tribes penetrated the cavern-gates and savaged several residential quarters before being expelled, the step seemed necessary. A highly respected priest of Water named Malwaenis (Male Elf Meorty Rain Cleric 11 / Seer 3 / Psychic Theurge 8; FoDL Ch7) accepted the role, and became one of Athas’s most circumscribed meorties. His powers were no less than many others of his kind, but he was strictly limited in when he could apply them. His task was to rise in rage and smite any lizardman invasion that penetrated the outer defenses – no more and no less. One councilor suggested a minor addition, adopted by the Gathered Voice – Malwaenis would be able to act freely if an enemy threatened his own spacious quarters, which were located in a sealed cavern in the deepest recesses of the cliff behind the city. [B]Morg:[/B] ? [B]Human Morg Templar 18, Vizier's Priest, Undead Priest, Caretaker:[/B] ? [B]Human Morg Templar 13/Telepath 7, Vizier's Monk, Undead Monk, Caretaker:[/B] ? [B]Morg Lieutenant:[/B] ? [B]Human Morg Telepath 22:[/B] Pandruj’s transformation to unlife poisoned him against all living beings, prompting him to resurrect the fallen Tetrarchs (Male or Female Human* Morg Telepath 22; FoDL Ch5) into undeath with him. [B]Gretch, Human Morg Wizard 5/Shaper 5/Necromant 10/Cerebremancer 10:[/B] Life in his Grey Tower, with lengthening years, did nothing for Gretch’s health, and in a matter of years he was an aging, diseased man, surrounded by strange undead monsters of his own making. He sought immortality in the form of the ultimate undead being. Gathering everything he had learned, he put himself on the slab, to sacrifice his own lifeforce to his passion, aided by his hideous assistants. The spell was set, the components sacrificed, the incantations uttered, but something went terribly wrong. Either Gretch’s spell was imperfect, or one of his servants had made a subtle mistake. Gretch had become an immortal undead of magnificent power, but the error in casting left him with only a minimal capacity to expand his intelligence. His one dream, to forever build upon and increase his knowledge of magic, was ruined. Gretch blames all his major creations, who were present assisting in one capacity or another with his own reanimation, for the unknown error which has since stunted his fearsome intellect. [B]Las-ufar, Human Morg Shaper 9/Rogue 7:[/B] ? [B]Fnuthaar, Human Morg Kineticest 8/Ranger 7:[/B] ? [B]Col'raoz, Half-Giant Morg Barbarian 16:[/B] ? [B]Uzhgabr, Human Morg Telepath 11/Fighter 5:[/B] ? [B]Tol'thak the Surveyor of Olnak, Human Morg Wizard 5/Necromant 10/Nomad 5/Cerebremancer 4:[/B] The sages who came to the Grey Tower seeking answers most often received the wisdom they sought, as best as Gretch could contrive - and with his knowledge of the Tablelands, he did have much to offer, though he never mentioned Rajaat or taught the secrets of wizardry to anyone. Gretch used the sages’ visits to discover secrets of the Ulyan cities from them, and not all the sages returned to their homelands after seeing the Master of the Grey Tower. Some, it is true, died at the hands of the human nomads who roamed the plains around Gretch’s tower, but some never left the mighty fortress from which the Grey Tower rose like a stone lightning bolt. One of these unfortunates was a scholar from the city of Olnak, south of Small Home. His name was Tol’thak, and he had come seeking knowledge of Tablelands crops that might flourish in the short, cold, growing season of Olnak. Gretch had little to offer on such a subject – agriculture had never interested him – nor could he lie, since Tol’thak was well-versed in the matter and would detect any such subterfuge. Still, Gretch wanted very much to discover all he could about Olnak, since it was one of few mostly human-populated cities in Ulyan. He killed Tol’thak with poison and reanimated him for interrogation. [B]Wujarrt, Human Morg Wizard 5/Necromant 2/Shaper 5/Cerebremancer 5:[/B] Wujarrt (Female Human Morg Wizard 5 / Necromant 2 / Shaper 5 / Cerebremancer 5) was a former preserver student from the Pristine Tower turned defiler during the preserver jihad. She was excited by the marching armies and personally taken by the imperious Uyness. Wujarrt enlisted in the army of Uyness and accompanied that Champion’s forces south to begin the Cleansing Wars at Nagarvos’. She distinguished herself in the Battle at Tforkatch River and again during one of the early assaults on the walls of the city. Her heroism at this latter battle was near-fatal, alas, but Uyness hoped to find magic with which to restore her valued subordinate to life and so preserved the dying Wujaart with various stasis effects. Gretch’s spies, probably dwarven banshees, discovered the magic-enshrouded near-corpse and spirited it back to the Grey Tower, where Gretch reanimated Wujaart as a morg. [B]Morg Necromancer:[/B] ? [B]Namech:[/B] Because of the tumbling motion of Tru’ezarr’s fall, the fort took a substantial pocket of air with it when it sank into the obsidian. The glass was already beginning to cool, and within hours Tru’ezarr Fort was suspended upside-down in its very own bubble-shaped tomb halfway between the old surface of Ulyan’s plains and the new surface atop the blackglass. It didn’t take much longer for the obsidian’s more pernicious effects to reveal themselves. Ram-azah (Male Human Zhen Wizard 10/Necromant 6; FoDL Ch2) returned to unlife as a zhen, as did several of his lieutenants (Male Human Zhen Fighter 12; FoDL Ch2). Others emerged back from death as fallen or namech. [B]Namech, Weak Undead:[/B] ? [B]Powerful Raaig:[/B] ? [B]Yorg-Yanak, Troll Raaig Wilder 15/Silt Cleric 10, Former Philosopher-King, Cruel and Domineering Ruler:[/B] ? [B]Harkor The Reborn, Human Raaig Wizard 14/Necromant 10, Wicked Raaig:[/B] ? [B]Servant of Harkor, Harkor's Servant, Raaig, Ghostly Undead Creature, Incorporeal Wraith, Creature of Ambition, Jealous Wraith:[/B] ? [B]Dwarven Raaig:[/B] ? [B]Chimera Raiig, Strange Raiig:[/B] The Shining Tide buried their lands and herds under a thick plate of obsidian. The chimeras, too, were wiped out, though the most savage and evil of them rose, under the living power of the elemental obsidian, to wander the surface as strange raaigs. [B]Racked Spirit:[/B] ? [B]Pixie Racked Spirit Telepath 8:[/B] ? [B]Forest Gnome Racked Spirit Druid 6/Blighted 5:[/B] ? [B]Gnome Racked Spirit Fighter 9:[/B] ? [B]Nafrai, Racked Spirit Silt Cleric 15:[/B] ? [B]Oskyar, Human Racked Spirit Wizard 11/Necromant 10/Nomad 5/Crebremancer 3:[/B] Before creating Osykar, Gretch put in several years of intensive study. His failure with Ireyul, and the many months lost trying to correct his abnormal behavior, were things he did not want to repeat. Surgical techniques, he decided, were not his forte, nor were they absolutely necessary. Not wanting to renew suspicion by taking another life, Gretch scavenged the body of Oskyar, an apprentice at the Pristine Tower who was mortally wounded in an unfortunate magical accident involving time. The body, he reasoned, wouldn't be missed, though the nature of the subject's death proved to be the experiment's undoing. Locked away in secrecy, Gretch combined the new magic he had invented with folklore from the surrounding communities about the nature of undeath. Oskyar (Human Racked Spirit Wizard 11 / Necromant 10 / Nomad 5 / Cerebremancer 3; FoDL Ch6) animated flawlessly, a fine, strong, handsome specimen without blemish, or so his creator thought. He celebrated and spent months studying his new creation, putting Oskyar through his paces, educating him in literature and etiquette. Several years passed before Gretch noted a marked decline in his subject's ability to retain information. The necromancer locked himself away, burning candles to their nubs in the late hours, trying to correct the problem while Oskyar continued to regress. To his horror, Gretch discovered that Rajaat's magical disaster had altered Oskyar's physical form and forever slowed his mind. Despite promising beginnings, Oskyar sunk to the level of an imbecile and Gretch could do nothing to stop it. Still, Oskyar had the ability to grow, however slowly, and this he hid from Gretch. His intelligence grew once more, over the centuries, as Oskyar developed the habit of playing the fool for Gretch. Yet Osykar could not hide his abilities forever. Gretch, a genius relegated to reworking the knowledge he obtained in life over and over, now watches while his “imbecilic” creation moves on, helpless to catch him. Oskyar is now Gretch's nemesis, a constant reminder of what he is doomed never to experience again, a hapless metaphor for his own tragic existence. [B]Ceeryl, Human Racked Spirit Wizard 5/Necromant 7/Shaper 5/Cerebremancer 3/Druid 4:[/B] Ceeryl was a woman of exceptional beauty. Gretch worked with her on a number of occasions, seeking vegetable spell components from the Pristine Tower’s extensive gardens. His desire for her grew with each meeting. When she vowed to wed another, Gretch nobly bowed out silently and allowed her happiness. Yet, when she died several years later, at a young age and of an unexpected disease, Gretch could not resist the chance of bringing her back, through reanimation, to become his bride. Surely, she would be so grateful that her latent admiration for him would blossom to full-fledged love. Growing older, Gretch fully expected to turn, one day, to undeath to continue his work. Suddenly, dreams of an eternity with his beloved Ceeryl blocked his already questionable judgment. He hired unscrupulous men to exhume her corpse and bring it to his laboratory, where he employed the most sophisticated magic he had yet devised. Ceeryl’s body was perfectly preserved, despite her death, for she had secretly dabbled in druidry while tending the gardens. The reanimation went perfectly and Gretch treasured their companionship. [B]Olnakan Gnome Racked Spirit:[/B] ? [B]Rubiza’if-in-Pain, Unique Rampager:[/B] ? [B]Nocwis, Human Thinking Skeleton Fighter 15, Lesser Creation:[/B] Nocwis (Human Thinking Skeleton Fighter 15; FoDL Ch6) is the name Gretch gave to one of his lesser creations, animated from skeletal remains bought from caravan merchants from a distant land. [B]Elven Venger:[/B] ? [B]T'Liz:[/B] ? [B]Human T'liz Wizard 9/Necromant 8, Negotiator, Powerful T'liz:[/B] ? [B]Chuul, Human T'liz Wizard 16/Necromant 2:[/B] Encouraged by his success with Oskyar, at least in so far as the reanimation process, Gretch quickly moved on to procure another subject. Unwilling to wait for another accident, he set up one of his own, choosing another student, Chuul, to take the fall. He arranged a simple mishap, the collapse of a balcony on the observatory level, a fall sufficient to kill but not serious enough to mutilate the corpse. The time came, the accident occurred, and none were the wiser, but Gretch's choice was certainly not random. Chuul was a rival for the affections of a young lady, also in the Tower. Gretch’s dubious motives would haunt him. Gretch cast spells of his creation, performed perfectly, and Chuul (Male Human T’liz Wizard 16 / Necromant 2; FoDL Ch6) proved to be everything Oskyar was not. He learned quickly, retained information, and built upon his knowledge without his master's aid or encouragement. [B]Gnome Venger Fighter 9:[/B] ? [B]Gorl-Ik, Viceregent of Aagnikh, Kobold Venger Wilder 15/Fighter 8:[/B] As Sacha and his men departed, the grip of undeath upon the most dedicated of the dead raised them to unlife. [B]Athasian Wraith:[/B] Because of the tumbling motion of Tru’ezarr’s fall, the fort took a substantial pocket of air with it when it sank into the obsidian. The glass was already beginning to cool, and within hours Tru’ezarr Fort was suspended upside-down in its very own bubble-shaped tomb halfway between the old surface of Ulyan’s plains and the new surface atop the blackglass. It didn’t take much longer for the obsidian’s more pernicious effects to reveal themselves. Ram-azah (Male Human Zhen Wizard 10/Necromant 6; FoDL Ch2) returned to unlife as a zhen, as did several of his lieutenants (Male Human Zhen Fighter 12; FoDL Ch2). Others emerged back from death as fallen or namech. But the walls of the fort also were raised to unlife – the ogres whose bodies and blood had been mixed into the stonework became Athasian wraiths, able to reach out and torment their human foes (FoDL Ch2). [B]Human Athasian Wraith Fighter 12:[/B] ? [B]Sentinel of Death, Human Athasian Wraith Wizard 10/Necromant 7:[/B] ? [B]Zhen:[/B] In his urgency Nakkash decided to try to access the Paraelemental Plane of Magma. He was careless in his haste - he reached the “Demiplane of Obsidian” instead. Calling Ur-hafri to help him, Nakkash began to apply some of the new spells he had developed for taming the obsidian. One, then another, obsidian elemental came forth - the defilers sent them out to fight. Yet the battle was still going against Qwith's researchers: clearly a much larger elemental was needed. Heedlessly Nakkash and Ur-hafri started trying to enlarge the gate, succeeding both in increasing its size and drawing forth an enormous elemental. Ur-hafri directed the massive obsidian elemental out of the summoning chamber, into the courtyard where it waded into the fray, striking down meorty Defenders and Qwith's defilers with equal fury. At the same time, Pandruj and the Tetrarchs, also raised to undeath, saw their chance for revenge and attacked. In the confusion, many of Pandruj’s and G’dranav’s followers attacked each other as well as Qwith’s servants. Ur-hafri escaped the sudden attack of Pandruj and his undead, returning to the chamber to find Nakkash desperately trying to regain control of the gate - the experimental magicks he and Ur-hafri had used to expand it had rendered it unstable, pulsing with energy, like a living thing. The two men tried, and failed, to reassert control. The first of the burning roofing beams crashed down, crushing Ur-hafri's skull. What happened next has never been completely explained, and the memories of all the undead who were there are now hopelessly entangled with fiction and self-delusion, so the truth may never be known. Nakkash maintains that his summoning spells performed correctly, and should have stabilized the gate. Qwith long blamed herself, believing that she should have supervised her apprentices more closely, since one of them obviously miscalculated the summoning. Gretch once claimed that he was responsible. In an instant of decisive summoning, the gate was accidentally opened fully to the supposed “demiplane,” with explosive results - the gate shattered. Millions of tons of molten obsidian poured into the compound, cresting the walls and sweeping aside defilers and Defenders alike. The obsidian, smoking and gurgling, flooded through the city from the magical portal. No one escaped. Outside the city walls, beyond the ring of ruins of old Nagarvos', the farmers and laborers who served Qwith were distracted by the screams of battle, but relaxed when silence fell - clearly another experiment had just failed, and been contained. When the black wave burst out of the city walls and overwhelmed them, the obsidian was utterly silent, rushing over the land. It also poured into the Pallid Mere, the salty sea stretching north to south on the eastern side of the Navel which once had been the Sagramog swamps, gushing down the escarpment in a terrible cascade. Gouts of steam roiled up, the sea flash-boiled by the molten obsidian. Great bergs of obsidian were frozen instantly as they crashed into the sea, but more kept coming, a waterfall of death that even the sea itself could not quench. The Pallid Mere boiled, sending forth thick clouds of salty spume, blown east by the suddenly savage winds. The chunks of obsidian, tumbling in the rushing tide, pushed to the southeast, coming to rest on the southeastern shores of the Pallid Mere in mounded walls of fractured blackglass. The obsidian consumed the sea, bubbling and foaming as it boiled the water into briny steam. It also devoured the land, flowing west and north, burning and burying everyone and everything in its path. The wave was faster than the news – few were aware of sudden death before it closed over them, its black glassy maw enfolding all of Ulyan. The Hoarwall, that great wall of ice which had for millenia marked the southern extent of the known world, repelled the first wave of obsidian, acting as a levee running east to west east to west and dividing the Black Basin from the Zagath homeland to the south. The obsidian, like a hungry predator, would not be denied its prey. It grew taller and stronger as the gate pumped ever more molten glass into Athas, and flooded over the Hoarwall, rushing south to consume the cold lands of the deep reaches. When the obsidian cooled, it formed a vast basin of blackglass, hundreds of miles across. Both the Navel and the ruins of Nagarvos upon which it had been built were utterly buried. None of the wizards survived, and their research perished with them. But then, the dead wizards gradually arose. The obsidian which poured through the gate from the Paraelemental Plane of Magma and the negative energy which infected it extracted a strange toll on those who died under its influence – it bound them to the Prime Material Plane as undead. So Qwith and all of Rajaat's minions and those of the city rose in undead form as zhen, a name imprinted on their minds when they awoke, to become the eventual rulers and servants of this new land. Nearly all those slain in the deadly tide rose as undead, though not all were zhen. Choked closed by hardened glass and the stubborn roots of the Seventh Tree, the accidental gate to the demiplane still exists beneath The City of a Thousand Dead. Because the gate is still open, heroes who die in the Dead Lands are likely to return to unlife as zhen. Let it be said that no death is final in the Dead Land. Every being killed will rise again, sometimes mere seconds after death occurs. But the negative energy still lingering in the obsidian also has an effect on those living things that die here of other causes. Living humanoids or animals which die in the Dead Lands who are touching the obsidian will arise 24 hours later as a zhen or other appropriate type of undead (depending on who or what killed them). 161st King's Age (-2,258) Ral’s Fury (-2,258): A fight over the Gate breaks it, creating a leak into the Obsidian Demiplane. The Gate explodes, releasing the flow of obsidian that would claim the entirety of Ulyan and the surrounding lands. Thus, the Boiling Ruin begins. Rajaat himself presumes all lost and refocuses all attention on the by now so-called Cleansing Wars. What happens after the explosion is hard to determine – all factions have a different story. However, the Gate is blocked by an unknown entity a short time after it opens, preventing the flood from covering the entire continent, including the Tablelands. The Zagath Hoarwall has melted down. Silt’s Contemplation (-2,250): The obsidian finally settles and cools. Enemy’s Vengeance (-2,249): The first zhen (see Terrors of the Dead Lands, page 75) claw their way out of the obsidian, discovering a barren land of blackglass. Nearly all slain in the Boiling Ruin rose as undead, but not all as zhen. For generations the dwarf survivors lived in secret, using the old basket-pulleys and hidden caverns to furtively gather roots and grass-shoots on the plains, adding these to the meager diet of mushrooms they could grow inside. A cadre of dwarven banshees (Male and Female Dwarven Banshee Fighters 10; FoDL Ch2), raised to undeath after the sack of Toganay protected them, savagely hunting any humans who ventured too close to the cliffs near the struggling colony. However, the dwarven banshees could not protect the pitiful survivors when the Obsidian Wave came, in silent splendor, from the east. The splash of the Black Tide against the cliff face left a thin coating of obsidian sealing all the entrances to the dwarven colony. The banshees struggled to break through it, so their living wards could get air, but the molten obsidian surged back, and another, thicker, coat of blackglass defeated their efforts. All the living dwarves perished of asphyxiation, and nearly all of them rose into undeath as zhen. The obsidian had more deleterious effects yet, for many of the laboriously collected and buried dead, both human (Bold of Sacha - Stone Guard; FoDL Ch3) and kobold, rose under the obsidian spell as zhen. Those who worked in and around the Navel at the time of the Shining Tide were destroyed, then resurrected by the obsidian as zhen. The Daughters fought well against the last guard of Nagarvos’, such that Rajaat directed that they be buried with full honor and all their equipment. Their tomb was outside the walls, since Rajaat decreed that the land of the city was impure, having so long been home to such a disgusting mélange of races and creeds. Those who lived and worked in the Navel or its outposts often recall the monument with pride – if its gleaming marble pillars survived the Shining Tide, they are now buried deep under the blackglass. The fallen Daughters rested in these graves until the obsidian exploded outwards and created the Dead Lands, reanimating them as zhen. The Hungry Ghosts (See Hungry Ghosts; FoDL Ch5) were extremely effective, but it was difficult to infiltrate them past the potent psionic and arcane defenses erected by the Tetrarchs and others in Nagarvos’, so their numbers were always few. Nonetheless, the Ghosts scored some notable successes, despite suffering considerable casualties. Kalid-Ma declared, both for morale purposes and to ensure the secrecy of his effort, that all those Ghosts slain in Nagarvos’ be removed when their teams were exfiltrated. The bodies were buried with much ceremony, in a consecrated plot, inside Kalid-Ma’s camp. Here the corpses remained for long years, years which saw the fall and ruin of Nagarvos’ and the establishment of the Navel. The Obsidian Boil, which destroyed the Navel, raised the dead of the Hungry Ghosts as zhen. Tol’thak returned to consciousness to realize that he had not yet died the true death, but was merely entombed in solid obsidian. He laboriously broke free, however – scholars are by nature patient people – and then began liberating his remaining subjects from the blackglass. Marshaling his survivors was unexpectedly difficult, for those who had been alive when the obsidian hit were resurrected into undeath as zhen, a new creature over which Tol’thak had to demonstrate his mastery. The battles of Tarktas had been fierce and many had died. Instead of building tombs for all of the fallen soldiers, those houses that were still standing were converted into tombs. A fallen soldier would be laid out on a table or bench within a home, while for an officer a stone slab would be constructed and placed within the home for the same purpose. Each soldier would be laid down with his spear placed near his right arm, and his sword near the left. The broken weapons of the Tarktas ogre defenders were placed at his feet. Each home was then sealed and an inscription carved stating the fallen soldier’s name and rank. Once the task was finished, Sielba and her army marched for the Winding Way, leaving Tarktas a necropolis. The dead of Tarktas rested thus, undisturbed, until the Obsidian Flood buried the city, and the dead soldiers awoke as undead. Most of the dead soldiers became fallen, with a few becoming zhens and dhaots. Jush-Esgar moved his people outside the original city walls when undead began to be a problem, constructing a New Town adjacent to the old. Everyone there was killed when the Black Tide overwhelmed the city, though Jush-Esgar (Male Human Zhen Psychic Warrior 22; FoDL Ch7) and many of his subjects emerged afterwards as zhen. [B]Grand Duchess Qwith, Human Zhen Wizard 20/Necromant 10, Powerful Zhen:[/B] In his urgency Nakkash decided to try to access the Paraelemental Plane of Magma. He was careless in his haste - he reached the “Demiplane of Obsidian” instead. Calling Ur-hafri to help him, Nakkash began to apply some of the new spells he had developed for taming the obsidian. One, then another, obsidian elemental came forth - the defilers sent them out to fight. Yet the battle was still going against Qwith's researchers: clearly a much larger elemental was needed. Heedlessly Nakkash and Ur-hafri started trying to enlarge the gate, succeeding both in increasing its size and drawing forth an enormous elemental. Ur-hafri directed the massive obsidian elemental out of the summoning chamber, into the courtyard where it waded into the fray, striking down meorty Defenders and Qwith's defilers with equal fury. At the same time, Pandruj and the Tetrarchs, also raised to undeath, saw their chance for revenge and attacked. In the confusion, many of Pandruj’s and G’dranav’s followers attacked each other as well as Qwith’s servants. Ur-hafri escaped the sudden attack of Pandruj and his undead, returning to the chamber to find Nakkash desperately trying to regain control of the gate - the experimental magicks he and Ur-hafri had used to expand it had rendered it unstable, pulsing with energy, like a living thing. The two men tried, and failed, to reassert control. The first of the burning roofing beams crashed down, crushing Ur-hafri's skull. What happened next has never been completely explained, and the memories of all the undead who were there are now hopelessly entangled with fiction and self-delusion, so the truth may never be known. Nakkash maintains that his summoning spells performed correctly, and should have stabilized the gate. Qwith long blamed herself, believing that she should have supervised her apprentices more closely, since one of them obviously miscalculated the summoning. Gretch once claimed that he was responsible. In an instant of decisive summoning, the gate was accidentally opened fully to the supposed “demiplane,” with explosive results - the gate shattered. Millions of tons of molten obsidian poured into the compound, cresting the walls and sweeping aside defilers and Defenders alike. The obsidian, smoking and gurgling, flooded through the city from the magical portal. No one escaped. Outside the city walls, beyond the ring of ruins of old Nagarvos', the farmers and laborers who served Qwith were distracted by the screams of battle, but relaxed when silence fell - clearly another experiment had just failed, and been contained. When the black wave burst out of the city walls and overwhelmed them, the obsidian was utterly silent, rushing over the land. It also poured into the Pallid Mere, the salty sea stretching north to south on the eastern side of the Navel which once had been the Sagramog swamps, gushing down the escarpment in a terrible cascade. Gouts of steam roiled up, the sea flash-boiled by the molten obsidian. Great bergs of obsidian were frozen instantly as they crashed into the sea, but more kept coming, a waterfall of death that even the sea itself could not quench. The Pallid Mere boiled, sending forth thick clouds of salty spume, blown east by the suddenly savage winds. The chunks of obsidian, tumbling in the rushing tide, pushed to the southeast, coming to rest on the southeastern shores of the Pallid Mere in mounded walls of fractured blackglass. The obsidian consumed the sea, bubbling and foaming as it boiled the water into briny steam. It also devoured the land, flowing west and north, burning and burying everyone and everything in its path. The wave was faster than the news – few were aware of sudden death before it closed over them, its black glassy maw enfolding all of Ulyan. The Hoarwall, that great wall of ice which had for millenia marked the southern extent of the known world, repelled the first wave of obsidian, acting as a levee running east to west east to west and dividing the Black Basin from the Zagath homeland to the south. The obsidian, like a hungry predator, would not be denied its prey. It grew taller and stronger as the gate pumped ever more molten glass into Athas, and flooded over the Hoarwall, rushing south to consume the cold lands of the deep reaches. When the obsidian cooled, it formed a vast basin of blackglass, hundreds of miles across. Both the Navel and the ruins of Nagarvos upon which it had been built were utterly buried. None of the wizards survived, and their research perished with them. But then, the dead wizards gradually arose. The obsidian which poured through the gate from the Paraelemental Plane of Magma and the negative energy which infected it extracted a strange toll on those who died under its influence – it bound them to the Prime Material Plane as undead. So Qwith and all of Rajaat's minions and those of the city rose in undead form as zhen, a name imprinted on their minds when they awoke, to become the eventual rulers and servants of this new land. Nearly all those slain in the deadly tide rose as undead, though not all were zhen. [B]Ram-Azah, Human Zhen Wizard 10/Necromant 6:[/B] Because of the tumbling motion of Tru’ezarr’s fall, the fort took a substantial pocket of air with it when it sank into the obsidian. The glass was already beginning to cool, and within hours Tru’ezarr Fort was suspended upside-down in its very own bubble-shaped tomb halfway between the old surface of Ulyan’s plains and the new surface atop the blackglass. It didn’t take much longer for the obsidian’s more pernicious effects to reveal themselves. Ram-azah (Male Human Zhen Wizard 10/Necromant 6; FoDL Ch2) returned to unlife as a zhen, as did several of his lieutenants (Male Human Zhen Fighter 12; FoDL Ch2). [B]Human Zhen Fighter 12:[/B] Because of the tumbling motion of Tru’ezarr’s fall, the fort took a substantial pocket of air with it when it sank into the obsidian. The glass was already beginning to cool, and within hours Tru’ezarr Fort was suspended upside-down in its very own bubble-shaped tomb halfway between the old surface of Ulyan’s plains and the new surface atop the blackglass. It didn’t take much longer for the obsidian’s more pernicious effects to reveal themselves. Ram-azah (Male Human Zhen Wizard 10/Necromant 6; FoDL Ch2) returned to unlife as a zhen, as did several of his lieutenants (Male Human Zhen Fighter 12; FoDL Ch2). [B]Lunikra Brokennose, Dwarf Zhen Sun Cleric 24:[/B] For generations the dwarf survivors lived in secret, using the old basket-pulleys and hidden caverns to furtively gather roots and grass-shoots on the plains, adding these to the meager diet of mushrooms they could grow inside. A cadre of dwarven banshees (Male and Female Dwarven Banshee Fighters 10; FoDL Ch2), raised to undeath after the sack of Toganay protected them, savagely hunting any humans who ventured too close to the cliffs near the struggling colony. However, the dwarven banshees could not protect the pitiful survivors when the Obsidian Wave came, in silent splendor, from the east. The splash of the Black Tide against the cliff face left a thin coating of obsidian sealing all the entrances to the dwarven colony. The banshees struggled to break through it, so their living wards could get air, but the molten obsidian surged back, and another, thicker, coat of blackglass defeated their efforts. All the living dwarves perished of asphyxiation, and nearly all of them rose into undeath as zhen. [B]Recalcitrant Zhen Undead:[/B] For generations the dwarf survivors lived in secret, using the old basket-pulleys and hidden caverns to furtively gather roots and grass-shoots on the plains, adding these to the meager diet of mushrooms they could grow inside. A cadre of dwarven banshees (Male and Female Dwarven Banshee Fighters 10; FoDL Ch2), raised to undeath after the sack of Toganay protected them, savagely hunting any humans who ventured too close to the cliffs near the struggling colony. However, the dwarven banshees could not protect the pitiful survivors when the Obsidian Wave came, in silent splendor, from the east. The splash of the Black Tide against the cliff face left a thin coating of obsidian sealing all the entrances to the dwarven colony. The banshees struggled to break through it, so their living wards could get air, but the molten obsidian surged back, and another, thicker, coat of blackglass defeated their efforts. All the living dwarves perished of asphyxiation, and nearly all of them rose into undeath as zhen. [B]Bangad the Founder, Dwarf Zhen Fighter 27:[/B] For generations the dwarf survivors lived in secret, using the old basket-pulleys and hidden caverns to furtively gather roots and grass-shoots on the plains, adding these to the meager diet of mushrooms they could grow inside. A cadre of dwarven banshees (Male and Female Dwarven Banshee Fighters 10; FoDL Ch2), raised to undeath after the sack of Toganay protected them, savagely hunting any humans who ventured too close to the cliffs near the struggling colony. However, the dwarven banshees could not protect the pitiful survivors when the Obsidian Wave came, in silent splendor, from the east. The splash of the Black Tide against the cliff face left a thin coating of obsidian sealing all the entrances to the dwarven colony. The banshees struggled to break through it, so their living wards could get air, but the molten obsidian surged back, and another, thicker, coat of blackglass defeated their efforts. All the living dwarves perished of asphyxiation, and nearly all of them rose into undeath as zhen. [B]Riig Bo'ak, Half-Orc Zhen Barbarian 17:[/B] Something else occurred, however – the Obsidian Wave raised into undeath many of those who had fallen in the cleansing of Ghash-naarg, both human and orc alike. For more than a King’s Age, Shabnas struggled to reassert his mastery of the tunnels. There remain at present two clan-chiefs, Kigdifi (Female Orc Fallen Fighter 15; FoDL Ch2) and Riig-bo’ak (Male Half-Orc Zhen Barbarian 17; FoDL Ch2) resurrected by the obsidian, who reject Shabnas’s rule and occupy small sections of the inner caves. [B]Cairnborn, Cairn-Born, Human Zhen Telepath 7/Wizard 5/Necromant 3/Cerebremancer 5:[/B] Dodam had bigger problems. A fissure in the ceiling of the gnomish great hall had allowed an oozing tendril of obsidian to flow down and pool over the cairn of human dead. Dodam’s honor guard (Male Human Athasian Wraith Fighter 12; FoDL Ch2) fled for their unlives as the corpses within, reborn as zhen, clawed their way out. [B]Zhen Gleaming Tribunal Member:[/B] ? [B]Zhen Disciple Priest:[/B] ? [B]Zhen Disciple Wizard:[/B] ? [B]Zhen Disciple Psion:[/B] ? [B]Zhen Disciple Warrior:[/B] ? [B]Namech Servant:[/B]? [B]Zhen Disciple Marthagos:[/B] ? [B]Zhen Disciple PriestNarthguk:[/B] ? [B]Human Zhen Rain Cleric 16, Undead Priest:[/B] The islands remained a ruin, venerated from afar by the surviving humans on the lakeshore, until the time of the Black Tide. The obsidian covered part of the island, but left about half of it, along with most of the temple precinct, exposed, in the same air pocket as the Fouled Sea. In fact the black waters lap against the shore of what remains of Nolak Island, and the priests have resumed their labors. No longer mortals, or dedicated to Water, the priests were raised by the obsidian as zhen and now they labor for their own purposes. [B]Troll Zhen Rain Cleric 16:[/B] The islands remained a ruin, venerated from afar by the surviving humans on the lakeshore, until the time of the Black Tide. The obsidian covered part of the island, but left about half of it, along with most of the temple precinct, exposed, in the same air pocket as the Fouled Sea. In fact the black waters lap against the shore of what remains of Nolak Island, and the priests have resumed their labors. No longer mortals, or dedicated to Water, the priests were raised by the obsidian as zhen and now they labor for their own purposes. [B]Troll Zhen Rain Cleric 16, Undead Priest:[/B] ? [B]Formerly Human Zhen:[/B] The Black Flood, when it came, encased the ruins in obsidian, covering all but the tallest of Nuubark’s broken towers. It did not slay Yorg-yanak (Male Troll Raaig Wilder 15 / Silt Cleric 10; FoDL Ch3) or his undead minions (Male and Female Troll Warrior-Sages; FoDL Ch3), but raised many more of the city’s unquiet dead as zhen. Many of the zhen were human, once warriors and defilers of Myron’s army – these rejected Yorg-yanak’s rule, but the savage troll king was able to force many of them to allegiance all the same. The only non-troll inhabitants of the cave like barely-excavated streets of Nuubark are the small cadre of formerly human zhen that were created by the Shining Tide. [B]Khasti Rasiim, Human Zhen Fighter 5/Barbarian 15, Zhen Warlord:[/B] ? [B]Bael Asim, Human Zhen Barbarian 24, Zhen Warlord:[/B] ? [B]Tatia Ached, Human Zhen Ranger 20/Wilder 5, Zhen Warlord:[/B] ? [B]Inbed Ached, Human Zhen Barbarian 24, Zhen Warlord:[/B] ? [B]Hazzi Shalil, Human Zhen Fighter 5/Wilder 18, Zhen Warlord:[/B] ? [B]The Vizier, Kulrath, Human Zhen Wizard 16/Necromant 10, Ancient Zhen, Undead Prince:[/B] ? [B]Rhokan, Human Zhen Wizard 17/Necromant 7, Great Zhen:[/B] ? [B]Praetor, Human Zhen Psionic Warrior 22:[/B] ? [B]Centurion, Human Zhen Wizard 10/Necromant 2:[/B] ? [B]Zhen, Undead Necromancer:[/B] ? [B]Thikwasa, Human Zhen Kineticist 26:[/B] ? [B]Ohl-numash, Human T'liz Wizard 18:[/B] ? [B]Traleev-eso, Human Zhen Wizard 12/Necromant 10:[/B] ? [B]Magnwag, Human Zhen Wizard 15/Necromant 1:[/B] ? [B]Negchar, Human Zhen Wizard 15/Necromant 1/Magma Cleric 3/Mystic Theurge 10:[/B] ? [B]Ac'nac'wo, Human Zhen Wizard 8/Necromant 6/Shaper 5/Cerebremancer 10:[/B] ? [B]Munavar, Human Zhen Magma Cleric 21:[/B] ? [B]Cheltagthwo, Human Zhen Shaper 17:[/B] ? [B]Zaprarus No-iim, Human Zhen Wizard 18/Necromant 5:[/B] ? [B]Djelj, Human Zhen Kineticist 25:[/B] ? [B]Sinker Kasgat, Human Zhen Wizard 20/Necromant 4:[/B] ? [B]Ulariss, Human Zhen Wizard 17/Necromant 5:[/B] ? [B]Ruuknis, Human Zhen Wizard 23/Necromant 3:[/B] ? [B]Ebliriok, Human Zhen Wizard 17/Necromant 4:[/B] ? [B]Wasagar, Human Zhen Wizard 6/Necromant 1/Nomad 7/Creebremancer 10:[/B] ? [B]Pwiskathi Bone-Eyes, Human Zhen Seer 21:[/B] ? [B]Abak-Enawi, Human Zhen Egoist 24:[/B] ? [B]Kakraz the Putrid, Human Zhen Wizard 6/Necromant 4/Shaper 6/Cerebremancer 9:[/B] ? [B]Hashbru E'abriz, Human Zhen Wizard 19/Necromant 3:[/B] ? [B]Human Zhen Cleric 16:[/B] ? [B]Human Zhen Nomad 15:[/B] ? [B]Human Zhen Wizard 15/Necromant 1:[/B] ? [B]Nukra-dzif, Human Zhen Wilder 15/Rogue 15:[/B] ? [B]Quansak One-Ear, Human Zhen Rogue 7/Fighter 14:[/B] ? [B]Jishashagar No-Footfall, Human Zhen Rogue 22:[/B] ? [B]Redsmile Rog, Human Zhen Rogue 7/Psychic Warrior 13:[/B] ? [B]Powerful Zhen:[/B] ? [B]Guinswai the Forbidding, Human Zhen Wizard 11/Necromant 10, Intimidating and Enterprising Zhen Necromancer:[/B] ? [B]Vassahi Eomwa, Elf Zhen Nomad 25:[/B] ? [B]Feylaar Zhen Fighter 10:[/B] ? [B]Olnakan Human Zhen:[/B] ? [B]D'thul, Human Zhen Wizard 5/Telepath 6/Necromant 10/Cerebremancer 7:[/B] ? [B]Lightweight Zhen:[/B] ? [B]Jush-Esgar, Human Zhen Psychic Warrior 22:[/B] Jush-Esgar moved his people outside the original city walls when undead began to be a problem, constructing a New Town adjacent to the old. Everyone there was killed when the Black Tide overwhelmed the city, though Jush-Esgar (Male Human Zhen Psychic Warrior 22; FoDL Ch7) and many of his subjects emerged afterwards as zhen. [B]Human Zhen:[/B] ? [B]Thinking Zombie Earth Drake:[/B] King’s Ages ago, an earth drake wandered by and discovered the Winding Way. It made a lair out of a tunnel near the top of the road. When the creature died the negative energies of the Obsidian Plain reanimated it as a thinking zombie. [B]Thinking Zombie Earth Drake, Undead Earth Drake:[/B] ? [B]Dodam Linas, Human Thinking Zombie Wizard 15/Necromant 3:[/B] ? [B]Gnome Thinking Zombie Telepath 15:[/B] ? [B]Gnome Thinking Zombie Magma Cleric 15:[/B] ? [B]Gnome Thinking Zombie Fighter 9:[/B] ? [B]Kuo'chthan, Thri-Kreen Thinking Zombie Fighter 7/Psychic Warrior 13:[/B] Eager to attempt his defiling magic on an intelligent non humanoid, Gretch saw the thri-kreen as suitable subjects. He selected Kuo'chthan from among the others, knowing that of all of them he would be traveling alone to return to his homeland. Gretch poisoned Kuo'chthan at the ceremonial send-off, introducing a slow-acting agent into his food. Gretch hired thugs to track the thri-kreen, collect the corpse, still fresh but two days travel distant, and return to his laboratory. The defiler cast the same dark spells on Kuo'chthan that he had on his humanoid victims, curious to see how the magic would permeate the insect's form. The corpse animated as expected, becoming the first thri-kreen zombie on Athas, and Gretch discovered that the monster was easier to command and control than his humanoid forebears. However, the first to practice the dark art was also the first to experience the bane of the bugdead: their minds are unable to cope with the evil thrust upon them, turning them, instead, to utter madness. [B]Kiwk, Feylaar Thinking Zombie Psychic Warrior 17:[/B] Gretch sometimes tampered with the possibilities of reanimating dead creatures whose origins were themselves magical. Virtually all of these experiments ended in failure, except for Kiwk, a feylaar from a small tribe trapped and killed on Gretch’s request. [B]Olnakan Halfling Thinking Zombie:[/B] ? [B]The Razor, Thinking Zombie Fighter 15:[/B] ? [B]Thinking Zombie Overseer:[/B] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/51403/Edgar-Rice-Burroughs-Mars-Shadows-of-a-Dying-World-An-OGL-Guide-to-Monsters-Races-and-Beasts&affiliate_id=17596]Shadows of a Dying World:[/URL] [spoiler] [B]Corphal Ghost:[/B] When a Corphal eventually dies through violence or after long years of neglect and isolation, its unholy will to live seldom allows its spirit to rest quietly. [/spoiler] [URL=https://www.drivethrurpg.com/product/1861/Ships-of-War?affiliate_id=17596]Ships of War[/URL][spoiler] [b]Undead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Skull & Bones[/URL][spoiler] [B]Simple Zombi:[/B] These zombi are raised from the earth to do a bokor’s bidding. It is believed that a zombi is a being that has had its gros-bon-ange ritually stolen or destroyed. Zombi are functional only because they’ve been given a small piece of a bokor’s gros-bon-ange, which can be recalled at anytime. Create Zombi feat. [B]Greater Zombi, Zombi[/B] Considered by hougans to be the most dangerous earthly servants of the bokor, this “greater zombi” is, in fact, what most of the Followers of the Loa think all zombi are: a being who has had their gros-bon-ange ritually stolen and their body transformed. While this can be accomplished in different ways, the most infamous is the great zombi ritual which powerful servants of the Loa Baron Samedhi learn. The dreadful ritual pulls forth a person’s gros-bon-ange and stores it in a mystically prepared skull. “Greater zombi” is a template that can be applied to any humanoid corporeal creature of any alignment. Those that follow the Zombi Lord are feared and shunned by all. When faithful Voodooists whisper of the dark and terrible acts that bokor regularly commit, they are talking about the chosen of Samedhi. They are the stealers of gros-bon-anges and the makers of zombi. An individual whose gros-bon-ange has been stolen or destroyed, turning him into an undead servitor. In the Skull & Bones setting, this template is exclusively applied to humans who have been forced to undergo the great zombi ritual. Samedhi created the first zombi by destroying the gros-bon-ange of a man he was asked to kill, and ever since he has been associated with them. It is possible to have one’s gros-bon-ange stolen, which turns a human into a zombi, basically killing them, then have it recovered by valiant friends and restored, thus “resurrecting” the individual, but that’s about as close as it gets. The Zombi Ritual. [B]Simple Zombi, Dreaded Servant of the Bokor, Tireless if Distasteful Servant, Abomination[/B] ? [B]Simple Zombi, Undead Servant:[/B] ? [B]Greater Zombi, Most Dangerous Earthly Servant of the Bokor, Being Who Has Had Their Gros-Bon-Ange Ritually Stolen And Their Body Transformed, Dangerous Tool, Slave, Walking Monstrosity[/B] ? [B]Lost Zombi:[/B] A zombi that has not yet succumbed to the state of undeath may be saved. A zombi has as many days as they originally had points of positive Wisdom and Constitution ability modifiers to somehow regain their gros-bon-ange. If they do in the allotted time, they lose the zombi (greater) template. Once they’ve passed beyond this threshold, they are considered “lost zombi.” [B]Cole the Younger, Greater Zombi, Undead Swashbuckler:[/B] Cole the Younger is captured by a bokor who appreciates Cole’s ability with a blade. After a few weeks of torture, the great zombi ritual transforms Cole into an undead swashbuckler. Cole has a Wisdom score of 12 and had a Constitution of 16. Unless his friends can rescue his gros-bon-ange from the bokor and restore it to him by sunset of the 4th day following his change, Cole will leave the world of the living behind. [B]Nathaniel Crogan, Zombi:[/B] ? [B]Landseer, Zombi:[/B] ? [B]Undead, Restless Dead:[/B] ? [B]Undead Servant:[/B] ? [B]Mere Shambling Corpse:[/B] ? [B]Colonel Berringer, Ghost, Father:[/B] An elderly plantation owner, Mr. Berringer, is looking for someone with expertise in spiritual matters to exorcize his manor house of the ghost of his father, Colonel Berringer, who was killed forty years ago in a duel with his wife’s lover. Mr. Berringer has tried the Church and is now willing to try other alternatives, including the assistance of bokor or hougans. He can pay well in sugar or guineas, and he is a potentially a useful contact. The ghost of Berringer will only be placated if the former home of his killer, John Yeamans, is ceremonially shot at with a blessed dueling pistol—how the group discovers this is up to them. CREATE ZOMBI (ITEM CREATION) You can turn a fresh corpse into an undead servant. Prerequisite: Bokor level 6+. Benefit: You can animate any humanoid corpse that has been dead less than 24 hours. The process takes one hour, and requires a packet of herbs and other materials worth 50 doubloons. You must stuff this packet down the corpse’s throat, sew its mouth shut with hempen thread, carve a verver into the corpse’s forehead (usually of Legba or Carrefour), and anoint the corpse with a small amount of your blood. To complete this ritual you must succeed at a Voodoo Rituals check (DC 20). If successful, the corpse twitches and arises as a simple zombi (see Chapter XIII: Friends and Foes for details) under your control. If the check fails, the packet of herbs is spoiled and the corpse can never be turned into a zombi. You can maintain a number of simple zombi under your control equal to half your bokor level, rounded down. THE ZOMBI RITUAL Description: The darkest rite in a bokor’s arsenal, this terrible ceremony strips the gros-bon-ange from a living being and turns his still-living body into a zombi, a member of the living dead. The ritual involves, among other things, convincing the target that they are dead. Bokor typically employ various illusions and suggestions to bring this about. They often drug their target with hallucinogens and hold great dances with the victim strapped to a crossroads symbol at the center of the dance ring. Effect: This ritual is a modified version of the 8th-level arcane spell trap the soul. If the ritual is successful and the gros-bonange of the victim is pulled forth, the bokor places it into a specially prepared skull that has Baron Samedhi’s verver carved into it. The zombi template (see Chapter XIII: Friends and Foes) is immediately applied to the target. The new zombi is obedient to the bokor who enacted the ritual, as long as he possesses the skull that houses the zombi’s gros-bon-ange. If a target manages to resist the bokor, he can never again be affected by that bokor’s zombi ritual and he gains a permanent +2 luck bonus on all saving throws against that bokor’s wanga. Length: Priming the victim is the only time consuming part of this ritual. The slow weakening of a victim’s defenses takes weeks, but the ceremony proper only lasts an hour. Sacrifice: It takes a prepared skull and a willingness to commit the most horrifying crime a voodoo practitioner knows. A trapped gros-bon-ange is one that will never join with other ancestors or become a Loa. Level: The dark Samedhi teaches his bokors the zombi ritual when they have 18 ranks in Voodoo Rituals. Neutral bokors must learn this ritual from evil Djab, since both Simbi and Carrefour expressly forbid their bokors from ever learning this ritual. Note: You don’t need to carry a skull to have possession of it. Many bokors have a special place where they store the collected skulls of their victims. If the skull holding a zombi’s gros-bon-ange is returned to the right zombi before they’ve succumbed to their state, shattering the skull will restore the zombi to life.[/spoiler] [URL=https://www.drivethrurpg.com/product/20091/Slaves-of-the-Moon-the-Essential-Guide-to-Lycanthropes?affiliate_id=17596]Slaves of the Moon: the Essential Guide to Lycanthropes[/URL][spoiler] [b]Vilkaci:[/b] Ancient Roman legend provided that a man could wear the skin of a wolf and become a powerful fusion of man and beast. If not properly disposed of after death (beheading) these persons would rise as blood-sucking fiends akin to vampires. The Lithuanians called these creatures Vilkacis and they sometimes brought treasure or were otherwise helpful. [b]Vilkaci, Blood-Sucking Fiend:[/b] ? [b]Undead:[/b] ? [b]Lich King:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/17774/Fringe-Campaigns-Soul-Harvest?affiliate_id=17596]Soul Harvest:[/URL][spoiler] [B]Pariah:[/B] Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born. A pariah is an undead template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a Pariah. The nature of such a transformation seems to target individuals at complete random.[/spoiler] [URL=http://www.drivethrurpg.com/product/3171/SpirosBlaak-35?term=spiros&it=1&affiliate_id=17596]Spiros Blaak:[/URL][spoiler] [B]Diswosnia Entrhaller:[/B] Tragically, some plain and homely women are victims of violence. Whether denounced as witches, butchered by loveless husbands lusting after young maidens, or abandoned to starvation or exposure because they grow old, the result is the same. In some cases, the horror and cause of their deaths force the victims to return as dizwosinas: deranged undead who seek vengeance for the injustices done to them. [B]Necrozen:[/B] Following the failure of his Witch Lords to help him conquer the burgeoning Wildlands, Sallous Yar set about developing alternative agents of his depravity. One of the reasons for the failure of the Witch Lords, the dread god believed, was that he had allowed himself to put his faith in mortals, a mistake he would not repeat. Instead, he would create the Necrozen, his Death Bringers, to do his bidding. Instilled with the dark light of undeath, the Necrozen are selected from those mortal warriors who fervently pursued Sallous Yar’s goals in life and sought nothing but the cold waiting beyond the grave as their reward. “Necrozen” is a template that can be added to any giant, humanoid, or monstrous humanoid with an Intelligence score of 10 or more.[/spoiler] [URL=http://www.drivethrurpg.com/product/20093/Ssethregore-In-the-Coils-of-the-Serpent-Empire?affiliate_id=17596]Ssethregore: In the Coils of the Serpent Empire:[/URL][spoiler] [B]Caimeth:[/B] Caimeth is quite unique among all the demipowers of Arcanis, for he is in fact undead. Countless ages ago, in an attempt to increase his own power and position, he began to study the arts of Thanatology and Necromancy. Fascinated with the process of murder, it was inevitable that Caimeth would turn down the road of the Dead. Naturally immortal, it was quite a task for the powerful Varn to set up his own demise, but along with a cadre of contingency spells and triggered enchantments, Caimeth was able to break the line between life and death. [/spoiler] [URL=http://www.drivethrurpg.com/product/1601/Strange-Lands-Lost-Tribes-of-the-Scarred-Lands?term=strange+lands&it=1&affiliate_id=17596]Strange Lands: Lost Tribes of the Scarred Lands:[/URL] [spoiler] [B]Fossil Ghoul:[/B] An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul. [B]Na'heem:[/B] The Na’heem are the result of the misapprehension of spiritual epiphany at the most delicate moment of the enlightenment process - instead of rising to the status of Exemplar, the monk undergoes a dark and hideous metamorphosis. The Brotherhood of Na’heem embodied the highest levels of ascetic virtue for an eon. Disciplined and devoted to the arts of self-mortification, the brotherhood set off into the wastes to pursue total mastery of their spiritual system. It was not long before the Ministers of Cruelty, an order of sadisiic devils that “patronizes” the religiously ascetic, disturbed the deep desert meditation of these nomadic monks. Their souls stretched shreds upon the unresolved Paradox Of their Order” to mysteries, the first masters of the Na’heem brotherhood were cursed to walk the sands as undead warnings to the religiously zealous, thinking only of the yawning void coursing through their husks. Since then, other misguided spiritualists, drawn to the promise of unholy wisdom and immortality, have chosen to walk the maddening path of the Na’heem, swelling the brotherhood’s ranks with worthy new believers. “Na’heem” is an acquired template that can be added to any humanoid monk of at least 11th level. [B]Sample Naheem:[/B] ? [B]Voracious Fang Swarm:[/B] Although the origin of these swarms is unknown, one thing is obvious: they almost certainly have some connection to Gaurak the Glutton. Some sages speculate that these swarms arise in areas where one of the ravenous titan's teeth tainted the land; others believe that they may have been created by Gaurak himself. [B]Unholy Chorus:[/B] ? [B]Nether Dragon:[/B] Some rare chromatic dragons continue to live on, long past the point where even other dragons have perished of old age. Nesting on treasure hoards they’ve no intention of using, their spirits are poisoned by their greed and by their loathing and distrust of every living thing. Such a dragon can become a twisted, corrupted thing indeed, its body bloated beyond all proportion and its soul rotten beyond the foulest evil. Dragons that reach this state of taint usually retire far below the earth; there, the utter lack of light, the dark arcane forces below the Scarred Lands, and the very weight of excess years finally turn the creature into a nether dragon. Nether dragons are undead creatures, although they don’t need to physically die in the process - their souls are simply snuffed out and they turn into foul husks, empty of life and light. “Nether dragon” is an acquired template that can be added to any true dragon of evil alignment that has reached great wyrm age. [B]Sample Nether Dragon:[/B] This nether dragon was originally a green dragon who finally killed or drove away all other living creatures from its forest. It then retreated to the core of the dead wood it used to call home and descended more and more deeply into its caves, until it reached the deepest underground lake it could find, where it now lies submerged, wallowing in its own hatred of everything. [B]Frost Maiden:[/B] Occasionally, a dryad’s resplendent oak succumbs to the frigid touch of winter. The tree’s destruction spells doom for the dryad, but death is not always the final result. The dryad may rise again as an undead monster filled with winter’s fury - a frost maiden. [B]Rekirrac:[/B] ? [B]Winter Wraith:[/B] In Fenrilik and other icy regions, young children who die from exposure to the elements sometimes return as winter wraiths, called “thirsty ghosts” by some. [B]Undead:[/B] Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undeadcreature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice. [B]Ghoul:[/B] An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghoul at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul. Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul. [B]Ghast:[/B] An afflicted humanoid who dies of ghoul fever from a fossil ghoul rises as a ghast at the next midnight. A humanoid of 4 or fewer HD rises as a ghoul, a humanoid of 4-5 Hit Dice rises as a ghast, and a humanoid of 6 Hit Dice or more rises as a fossil ghoul. [B]Ice Haunt:[/B] Victims killed by a rime witch’s spells or her ice haunts rise after 24 hours as ice haunts under her control. [/spoiler] [URL=https://www.drivethrurpg.com/product/19342/Substandard-Magic-Items?affiliate_id=17596]Substandard Magic Items[/URL][spoiler] [b]Undead:[/b] Moderate Necromancy backfire. Moderate necromancy: The user’s skin instantly becomes transparent. His type changes to undead, although he retains whatever abilities he normally has. However, the user can now be turned, rebuked, or commanded as if an undead of HD equal to his character level. The duration of this effect is 2d6 rounds.[/spoiler] Template Troves, Volume I: Serpents, Spiders & Godlings Web Enhancement[spoiler] [b]Undead, Undead Creature:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/2094/Template-Troves-Volume-I-Serpents-Spiders--Godlings?affiliate_id=17596]Template Troves, Volume I: Serpents, Spiders & Godlings[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Undead That Can Drain the Life From Others:[/b] ? [b]Low-Level Undead Creature:[/b] ? [b]Undead Creature That Deals Negative Levels:[/b] ? [b]Undead Vulnerable to Sunlight, Sunlight-Vulnerable Undead:[/b] ? [b]Undead Wood:[/b] ? [b]Devourer, Horrible Undead Monster, Powerful Opponent, Powerful Undead Creature, Foul Undead:[/b] ? [b]Zombie, True Zombie:[/b] ? [b]Zombie, Mindless Creature:[/b] ? [b]Generally Humanoid-Shaped Zombie:[/b] ? [b]Medium Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/2095/Template-Troves-Volume-II-Oozes--Aberrations?affiliate_id=17596]Template Troves II: Oozes and Aberrations:[/URL][spoiler] [B]Bloodseeker: [/B]How the first bloodseeker was created is a matter for the sages to debate. Some suggest it was the result of an experiment performed by the legendary vampire sorcerer Necromortis. Others believe it was the result of an ooze accidentally ingesting a vampire as it rested in its coffin. “Bloodseeker” is an acquired template that can be added to any ooze. [B]Necromanctic Ooze:[/B] The necromantic ooze is a horrible creation that results when an ooze is slain by an energy drain attack. “Necromantic Ooze” is an acquired template that can be added to any ooze. [/spoiler] [URL=https://www.drivethrurpg.com/product/3211/Template-Troves-Volume-III-Diseases-Parasites--Symbiotes?affiliate_id=17596]Template Troves III: Diseases, Parasites, & Symbiotes:[/URL][spoiler] [B]Plague Zombie:[/B] The zombie plague bestows upon its victims a foul semblance of life, as well as an insatiable hunger for the flesh of the living. In the course of their cannibalistic hunt, plague zombies inevitably spread their disease to the creatures they kill. Victims who do not die outright are eventually overcome by the plague itself, dying in short order only to rise an hour or two later as voracious, undead creatures. “Plague zombie” is an acquired template that can be added to any corporeal animal, giant, humanoid, or monstrous humanoid possessing a skeletal system. Any creature that dies as a result of zombie plague rises as a plague zombie 1d6 minutes after its death. Any creature that is infected with zombie plague, but which dies by another means, also rises as a plague zombie 1d6 minutes after its death. [B]Sample Plague Zombie Klein:[/B] ? [B]Sample Plague Zombie Ormand:[/B] ? [B]Pox Spirit:[/B] Ghost pox is a disease of the ethereal plane that lays waste to the spirits of men. Though its incorporeal sickness can infect many types of creatures, many scholars speculate that ghost pox prefers to defile sentient beings with its contagion. While the disease is considered by many to manifest some sort of malign intelligence, there could be nothing further from the truth. Indeed, the sickness is spread by the ghostly victims of the pox itself. Denied of life, and twisted into spiteful revenants, they seek to swell their own ranks by infecting the living. The affliction begins with nightmares too horrible for the victim to remember. Cold sweats, accompanied by a substantial drop in body temperature, follow. Small points of phosphorescence lend a pocked appearance to the victim’s skin if examined by moonlight. Disembodied sounds accompany the nightmare screams of the dying, and small objects will occasionally float about the sickroom, seemingly of their own accord. Traditional remedies fail to cure the affliction, though religious rites are occasionally effective if the presiding priest is strong in his faith. Eventually, even the strongest of patients succumbs to a coma from which he will never awaken. When death finally takes him, the victim’s soul has undergone a malevolent transformation. While his body is buried or burned, his spirit remains behind to seek its own solace. Such peace is temporary at best, and is typically at the expense of the living he has left behind. In an attempt to provide himself with companions to populate his bleak afterlife, the pox spirit spreads his own contagion to those he once loved, and the cycle continues once more. “Pox spirit” is an acquired template that can be added to any animal, giant, humanoid, magical beast, or monstrous humanoid. Pox spirits seek to create more of their kind by spreading their own ethereal sickness to the living. A pox spirit may take a full attack action to infect an opponent with ghost pox. If the spirit’s ethereal touch attack is successful, its opponent takes 1d6 damage and must make an immediate Fortitude saving throw (DC 14) to resist the infection. Characters who acquire the pox spirit template are driven mad with loneliness and grief. They seek to end their profound despair by inflicting their ghostly disease upon friends and loved ones. [B]Sample Pox Spirit:[/B] ? [/spoiler] [URL=https://athas.org/products/toa/documents/114]Terrors of Athas[/URL][spoiler] [b]Defiled:[/b] The defiled are plants that have been almost destroyed thanks to the actions of a defiler drawing in plant energy to cast their spells. For unknown reasons, the plant survives the attack and becomes undead. [b]Defiled Bloodgrass:[/b] ? [b]Defiled Bloodgrass, Patch of Long-Bladed Grass, Vile Creation:[/b] ? [b]Undead:[/b] ? [b]Dregoth, Undead Dragon King, Creator, God:[/b] ? [b]Undead Shadow:[/b] Any creature slain by a psi-shadow becomes an undead shadow in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Some sages theorize that psi-shadows are the source of the creation of all undead shadows. [b]Undead Shadow Servant:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] A creature reduced to 0 Constitution by a gray touched creature‘s attacks rises as a zombie under that creature‘s control 24 hours later. [b]Dwarven Banshee:[/b] Dwarves that die while being unable to complete their focus return from the dead as banshees to haunt their unfinished work. [b]Athasian Wraith:[/b] ? [b]Gray Zombie:[/b] ? [b]Kaisharga:[/b] ? [b]Bone Creature:[/b] ? [b]Corpse Creature:[/b] ? [b]Shadow Lord:[/b] ? [b]Siege Undead:[/b] ? [b]Ashcloud:[/b] ? [b]Dread Crawler:[/b] ? [b]Caller in Darkness:[/b] ? [b]Crawling Head:[/b] ? [b]Crawling Claw:[/b] ? [b]Spellstitched:[/b] ? [b]Dust Wight:[/b] ? [b]Salt Mummy:[/b] ? [b]Ghost Brute:[/b] ? [b]Mummified Creature:[/b] ? [b]Wight Creature:[/b] ? [b]Wraith Creature:[/b] ? [b]Shadow Rat:[/b] ? [b]Shadow Lesser:[/b] ?[/spoiler] [URL=https://athas.org/products/totdl/documents/128]Terrors of the Dead Lands[/URL][spoiler] [b]Ashen:[/b] An ashen is a defiler that died consumed by life energy kept for too long without discharging. The bliss of life energy coursing through one’s body proves too addictive to some defilers with low self-control. They do not fight the addiction hard, letting it weaken their will until they eventually prefer revelling in the sensation of roaring life energy to shaping it into a spell. Some defilers succumb completely to this temptation, perishing as the unfocused energies consume them from the inside. Others, slain in the process of gathering spell energy, die at the very moments the energy fills them. Burned corpses of these defilers rise as the walking dead, wielding arcane power and an insatiable appetite for life energy. [i]Create Undead[/i] spell caster level 18. [b]Blight:[/b] Blights are the undead remnants of pixies. [b]Caller in Darkness of Giustenal, Ghostly Mass of Swirling Silently Screaming Faces, Column of Grayish Energy, Tortured Creature:[/b] The caller in darkness of Giustenal is a collection of those who died in the great carnage inflicted upon Giustenal when Dregoth was killed. The souls of the humanoid creatures killed in that bloodbath slowly assembled themselves together to form this tortured creature. [b]Creeping Claw:[/b] Creeping claws are severed hands or feet, animated through necromancy or torn off another undead creature with the Ambulatory Limb ability. An undead with this ability produces a claw two size categories smaller than the creature. [i]Create Undead[/i] spell. Ambulatory Limbs undead special quality. [b]Creeping Claw Tiny:[/b] ? [b]Creeping Claw Small:[/b] Sekdo can detach a hand or foot as a standard action, the separated part becoming a creeping claw. The claw is size Small. [b]Creeping Claw Medium:[/b] ? [b]Ioramh:[/b] Ioramhs are former servants of powerful masters. When their master died and became undead, the master’s will was strong enough to bring his servants back from the Gray and raise them as undead. Ioramhs are mere shadows of what they once were. They cannot speak or hear and have a limited sense of their environment. The experience of being pulled back against their will from the Gray, has left a permanent mark on their faces. These creatures were weak-willed servants and henchmen of more powerful beings in life. When their masters rose to undeath, the master’s will prevailed and pulled them back from the Gray to serve in undeath, as they did in life. Any humanoid slain by a meorty becomes an ioramh 1d4 days after death if it has less than 5 HD. Any humanoid slain T’lor-Nefer-Shu becomes an ioramh 1d4 days after death if it has less than 5 HD. [i]Create Undead[/i] spell caster level 12. [b]Krag:[/b] A krag is a cleric that died at the hands of the element he most despised. A water cleric dying in the Sea of Silt, for example, may rise as a silt krag; the anguish of dying to a force the cleric spent his life combating is sometimes enough to create a wicked and cruel undead creature. [b]Scarlet Warden, Undead Scarlet Warden:[/b] S’thag zagaths return swiftly from death, rising as scarlet wardens. When they first rise, they are mindless, maddened, and likely to attack fellow lineage-mates or even to strike out at the birthstones themselves. Living s’thag zagaths must perform a complicated ritual on them, amputating their whip-tails and psionically altering their minds. The result is an undead scarlet warden that is obedient to the living s’thag zagaths, with proper, if perfunctory, reverence for the Successor and the birthstones. [b]Tormented:[/b] The tormented are spirits that reside in the Gray. Their origins are unknown, as is as their ability to resist the Gray’s inexplicable pull on dead souls. Some scholars have posited that the tormented are actually part of a greater creature residing in the Gray, but no proof has ever been found. Tormented have little connection to the Material Plane and rarely appear on Athas unless raised by a necromancer. [i]Create Greater Undead[/i] spell caster level 20. [b]Undissolved Spirit:[/b] Undissolved spirits are lingering ghosts of beings killed or otherwise wronged in life. [b]Dishonored Spirit:[/b] Dishonored spirits were once honorable people who broke their code of honor and were cursed with undeath. Many believe that dishonored spirits are the remnants of holy warriors and paragons of virtue from the Green Age who transgressed a code of honor so strict that they were cursed to an eternity of undeath for their sins. [b]Undead War Beetle:[/b] Undead war beetles are created when the rezhatta beetles of the Great Ivory Plain are hunted down and killed, then reanimated to serve as war machines. [b]Worm of Bones:[/b] A worm of bones is an undead beast created from the bones of other dead beings. [b]Wraith Athasian:[/b] Wraiths are creatures that either voluntarily sought out undeath as a form of immortality or were created by another undead creature. [i]Create Greater Undead[/i] spell caster level 18. [i]Open the Gray Gate[/i] spell. [b]Zombie Gray:[/b] [i]Create Greater Undead[/i] spell. [b]Zombie Lightning:[/b] Lightning zombies are a peculiar creation of the Zwuun and the energies of Sorcerer-King Nibenay's fortress, the Naggaramakam. [b]Zombie Salt:[/b] The salt zombie is the result of a humanoid creature dying of thirst on the Great Ivory Plain or other salt flats. [i]Create Undead[/i] spell caster level 15. [b]Banshee Dwarven:[/b] A dwarven banshee is a dwarf that died before completing a major focus. The dwarf’s spirit haunts its life’s work, terrorizing its former friends and all those that still work on the focus. “Dwarven banshee” is an acquired template that can be added to any dwarf that died unable to complete a major focus. Banshees are dwarves that died with their focus unfinished. The concept of a focus is so ingrained in dwarven philosophy that if a dwarf dies while his focus is unfinished, he will return to haunt his unfinished work. [b]Kirahm Mulfather, Dwarf Banshee Fighter 7:[/b] Kirahm Mulfather's last focus in life was to guard the cave where his young nephews and cousins were hiding from slavers. Thanks to his notorious attraction to human females, Kirahm was led away from his post and his young kin were sold into slavery. Kirahm spend the rest of his long miserable life trying to track down the slavers and his lost kin, but was only able to recover one of his cousins. He died a broken man in a faraway land, but his spirit, racked with guilt, has returned to the place of his first failure. [b]Bugdead:[/b] ? [b]Exoskeleton Bugdead, Dread Exoskeleton:[/b] Undead insects that have lost more than half of their fleshy body mass become exoskeletons. “Exoskeleton bugdead” is an acquired template that can be added to any vermin that is insect-like. An undead insect carries its flesh inside its chitin shell, so its presence or absence is blocked from view. A bugdead that retains at least half of its flesh within its chitin is considered a zombie. Those with most of their flesh rotted away are termed exoskeletons. Bugdead swarms often eat rotting flesh, consuming zombies found anywhere in the Black Basin. These attacks rarely destroy the undead, for the bugdead simply strip the rancid flesh while leaving bone intact; the zombies become skeletons (or exoskeletons). [b]Zombie Bugdead:[/b] Undead insect flesh rots and coagulates into a dense, rubbery material that is difficult to hack through or even burn. Zombie bugdead are insects whose flesh remains inside their bodies, decaying to form a thick, rubbery mass. “Zombie bugdead” is an acquired template that can be added to any vermin that is insect-like. An undead insect carries its flesh inside its chitin shell, so its presence or absence is blocked from view. A bugdead that retains at least half of its flesh within its chitin is considered a zombie. Those with most of their flesh rotted away are termed exoskeletons. [b]Bugdead Kank:[/b] ? [b]Exoskeleton Bugdead Domestic Worker Kank:[/b] ? [b]Zombie Bugdead Domestic Soldier Kank:[/b] ? [b]Cursed Dead:[/b] Cursed dwarven dead are known to exist in only one place, the Groaning City beneath the ruins of Giustenal, though they may dwell elsewhere. There may also be similar undead of other races, though none have been reported. The cursed dead in the Groaning City were created by a curse spoken by Dread-King Dregoth, after he had led his troops in vanquishing the last dwarven resistance under his city. As the captured dwarves were hanged, Dregoth cursed them, and they remain hideous undead creatures to this day. “Cursed dead” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid (though dwarves are the only known cursed dead). The creature must have been cursed at its time of death to rise as undead. These undead are dwarves that were cursed by the dread king Dregoth for daring to rebel against his invasion. None have been found outside of Giustenal, where Dregoth cursed them into their twisted, unnatural forms. [b]Smuchog Bob-Neck, Dwarf Cursed Dead, Fighter 10:[/b] Smuchog was one of the leaders of the Order of the Lion, the semi-religious brotherhood of dwarves that believed that Taraskir, the last beasthead giant king of Green Age Giustenal, was in fact a god. The Order led the humanoids sheltered in the Groaning City after the aboveground city was taken by Dregoth's troops and made into his capital. When the Ravager discovered them and attacked, Smuchog organized a last, hopeless resistance, and was taken alive by Mon Adderath, Dregoth’s confidant. Like the other captured survivors of the Order of the Lion, Smuchog was strung up and hanged for the amusement of Dregoth’s troops. The terrible curse Dregoth visited upon them brought Smuchog back in undeath as surely as the rest, but because of his innate resistance or his strength as a believer and leader, Smuchog was able to retain more of his mind and discipline. [b]Dhaot:[/b] A dhaot is an incorporeal undead sometimes created when a creature dies far from its homeland. The compulsion to return home is so strong that it keeps the spirit alive. “Dhaot” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid that died far from its homeland and feels a strong compulsion to return home. A dhaot is an incorporeal creature that died far from its home. The impulse to return home is so strong that it sustains the creature into undeath. When the dhaot returns home, it finds it cannot rest until its remains have also been returned. [b]Mithia, Human Dhaot Commoner 1, Ghostly Girl, Spirit, Translucent Spirit, Lass:[/b] Mithia was captured by bandits six hundred years ago during a raid on the Kurnan oasis that is now named Fort Stench. Eleven years old at the time, Mithia was taken to the bandits’ cave just north of Fort Ral and treated cruelly until she managed to escape the cave by slipping through a crack in the wall. Unfortunately for Mithia, the crack led to a tunnel that gradually narrowed. Considering remaining with the bandits a fate worse than death, Mithia continued down the tunnel until her body became stuck. Fearing to make a sound lest the bandits should hear her, Mithia remained silent, and she died of starvation and thirst within earshot of her captors calling her name and searching for her. [b]Dune Runner:[/b] The dune runner is an elf that died unable to complete his mission. The elf died while running to deliver a message or complete an important task. An elf that dies under a dune runner’s compulsion gaze becomes a dune runner without missing a step, following the runner as its eternal companion. “Dune runner” is an acquired template that can be added to any elf that died on an important run, trying to complete a mission for his tribe or someone dear to him. A dune runner is an elf that died while running to complete a mission or quest. Unable to complete its important task, it rises again as undead, compelled to run one last journey, forever running through the night. [b]Sothaer, Elf Dune Runner Ranger 3:[/b] King’s Ages ago, Sothaer was a messenger in the now-extinct tribe of the Trin Harriers, living in the central Hinterlands north of what is now Lost Scale. Kalak of Tyr made rare forays into the Hinterlands in those days, before eventually concluding that the area was too distant for effective control and not worth the casualties his men suffered trying to repel trin and other attacks. One day, a massive army arrived in the Hinterlands near Sothaer’s clan’s encampment. The chief of the Swift-as-Thought clan, Asdrae, ordered Sothaer to speed across the Hinterlands and gather the tribe’s other clans. If the elves could unite, they could form a strong enough rear guard to protect their escape as they fled the Tyrant’s army; otherwise, Kalak’s forces would hunt down the scattered clans and destroy them utterly. Sothaer took off across the wastes, seeking the other Trin Harrier clans. He found the encampment of the Chitin Snappers and warned them, but did not linger, instead speeding off into the rock shelves in search of the next clan, the Wind Gliders. He never made it. A band of thri-trin, his tribe’s mortal enemies, ambushed him in the twisting rocks and tore his body limb from limb while he was still alive. Sothaer gasped out his last in the sure knowledge that the Wind Gliders and Chitin Snappers were doomed, and that the other six clans would surely also perish, unwarned, as Kalak’s raiders fanned out across the Hinterlands. Sothaer rose soon after as a dune runner, his body restored by eldritch means he could not imagine. [b]Fael:[/b] A fael is an undead whose thirst for material possessions and excesses in life fuels its existence. “Fael” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid. Faels are creatures whose gluttony in life was unsurpassed. Their hunger for the excesses they had in life makes them appear anywhere food is present, eating and drinking as much as possible. Most faels come from the upper echelons of Athasian society, and are usually elves or humans. [b]Fortrumpp, Human Fael Rogue 8, Terrifying Monster:[/b] Fortrumpp spent most of his life as a dissolute noble in Nibenay. His family predated the arrival of the famous Champion, and held rights not only to several hot springs but also to numerous caves in the cliffs north of the city. Fortrumpp originally fancied himself a merchant, gaining fame and fortune to win his stingy father’s praise. But his father, Kalnrar, forbade Fortrumpp from such a demeaning pursuit, and instead the young noble was made a resident supervisor on the family’s sharecropped holdings outside the city. Here, isolated from his father, young Fortrumpp again sought to realize his dream. He transformed the family manor into a caravan area, bringing the merchants to him, as he could not go to them. He learned much from them: of the vagaries of trade, of the wide lands of other cities, of the Dragon and his predations. From these last stories came Fortrumpp’s own inspiration. He too would be a Dragon, in his own small way. As the Dragon consumed the lives of slaves in all the cities, so Fortrumpp would consume the lives of the slaves on his property. Month by month, Fortrumpp’s excesses grew greater. He wore out the slaves on his fields providing for his luxuries and lusts, selling the broken remnants of these once loyal men to finance yet more debauchery. Merchants began to spread tales of the young noble’s grand events, such that even Fortrumpp’s father heard them. His rage at seeing his son cavorting with traders knew no bounds. Kalnrar had his son divested of his sinecure, savagely punished, and banished to one of the family’s caves in the cliffs. He had other sons, worthier ones, and soon forgot about the young man he had sealed in the cave. But Fortrumpp did not forget. He died soon enough of starvation and dehydration, but he did not forget. He rose into undeath as a fael, a terrifying monster lusting after the food and pleasure to which it was used in life. [b]Fallen, Dark Legionnaire:[/b] Fallen are the spirits of dead warriors who died unjustly, were sacrificed in battle, or who have been created by other fallen. The disaster that created the Dead Lands also spawned hordes of such undead, many of whom served under the Champions of Rajaat. “Fallen” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid. A giant, humanoid, or monstrous humanoid slain by a fallen’s death knell power rises as fallen after 1d4 rounds. A giant, humanoid, or monstrous humanoid slain by Reklez’s death knell power rises as fallen after 1d4 rounds. These are warriors who died unjustly, returning as angry spirits able to take corporeal form and fight, lusting for battle: the only passion they have left. [b]Reklez, Human Fighter 11 Fallen:[/b] Sergeant-commander Reklez was in the morgue when the Dark Tide struck. He had been serving in the personal guard of Sthonkho, one of Gretch’s minions, at Charnalhouse, the necromancer’s outpost on the site of the Battle of Tforkatch River. Gretch had built the fort soon after the battle, using it as a factory to reanimate corpses harvested from the battlefield, and later as a warehouse for corpses brought back from the siege of Nagarvos. Sthonkho preferred having living guards monitor the labors of the dead, and Reklez had found the pay better and the duty easier than serving with any of the Champions. Reklez’s skills had led him to promotions and increased responsibility, which was why he was at the forefront of the melee when the guards were called to quell a disturbance in Barracks 2. A thinking zombie had somehow gotten in with the usual crowd of zombie laborers and was leading them in a riot. Reklez waded in, proud of his combat skills and determined to show Sthonkho’s new recruits that zombies were nothing to be feared. He killed a dozen zombies, but the recruits hadn’t followed, and the lone sergeant-commander was overborne by the undead. He thought he’d slain their leader, just before he himself was killed by the press of sallow-faced zombies. When Charnalhouse’s other sergeants finally marshaled the recalcitrant recruits and led them into Barracks 2, they found Reklez’s body, torn and trampled. Knowing that Sthonkho would surely want the corpse reanimated, they placed him in the morgue along with the salvageable remains of as many of the slain zombies as could be feasibly reanimated. The sergeant-commander was still there, lying on a stone slab, when the obsidian flooded from the east. Charnalhouse’s watchman clanged the alarm, but the steaming, shining wave burst over the walls before the guards could even form up on the parade ground. The troops were scattered, boiled or burned or drowned, and borne under the obsidian, never to return. [b]Kaisharga:[/b] They voluntarily embraced this existence through a complicated ritual in order to prolong their life and increase their power. They come from all classes: fighters, wizards, gladiators, psions, and even evil clerics. The defiler becoming or creating a kaisharga must be able to cast 8th-level arcane spells. “Kaisharga” is an acquired template that can be added to any humanoid of at least 15th level (referred to hereafter as the base creature), provided it can complete the transformation. Becoming a Kaisharga To become a kaisharga, one must simply eat a fruit. It sounds easy, but the fruit must come from a tree of death that has been specially tended for this purpose. To become a kaisharga, a character must be 15th level, and a wizard must complete the following transformation ritual. When a wizard transforms another character into a kaisharga, the wizard controls the undead unconditionally—there is no chance to resist on the kaisharga’s part. The Dragon used this process to create his kaishargas. Preparation For a tree of death to bear fruit, it must meet special requirements. The tree must be no more than three days old when the wizard begins preparing it, and the wizard should take care to protect the tree from extraneous spellcasting, for it is vulnerable to defiling. The tree must receive eight hours of sunlight per day, so the wizard’s chamber must permit the sun’s rays to enter. Finally, the tree must be tended for 101 days and watered with a special mixture. The mixture contains the prospective kaisharga’s blood, water from the central fountain in Bodach, a flawless obsidian orb crushed into powder, and the ashes of a preserver of at least 15th level. (One preserver’s ashes and one orb are enough for 101 days. The orb costs 1,000 Cp.) The Transformation After 101 days, the wizard tending the tree of death may conduct the transformation ritual. The wizard must cast open the Gray gate to open a portal overlapping the tree. A permanency spell anchors the gate to the tree and prevents it from moving randomly about. The gate provides the tree a steady supply of negative energy to draw upon for the creation of a single fruit. After 1d4 minutes, a single, beautiful jet-black fruit grows from the tree. While the pear-shaped fruit looks and smells very appetizing before its skin has been broken, it is beyond terrible in taste and smell once bitten into. When the fruit is plucked from the tree, the gate to the Gray is rent open, flooding the area with a tremendous amount of negative energy visible as tendrils of gray fog whipping about in a tempestuous sirocco. The act of picking the fruit tears open the portal to the Gray and dispels any abjurations cast on the portal, such as dimensional lock. The possibility again exists that spirits from the Gray will seek to use it to enter the Material Plane. A prudent wizard will cast dimensional lock to protect himself a second time. When the prospective kaisharga eats the fruit, he becomes the focus of this energy, drawing in such power as to nearly defy the mind. He must make a Fortitude save (DC 20) or be killed; his dying body eradicated by the incredible forces coursing it. The caster of open the Gray gate must concentrate to will the energy into the transforming character over a period of 1 minute. If he breaks concentration during this time, he may attempt the ritual again, but the subject must save again. After the character absorbs the negative energy, he becomes a kaisharga, but is extremely weakened by the transformation. The kaisharga’s current hit points total 1 per Hit Die, but it regains hit points normally. The gate closes when open the Gray gate ends, irrevocably slaying the tree of death. Hazards When casting open the Gray gate, the wizard is advised to secure it with the dimensional lock spell. Otherwise, while the tree still draws energy through the portal and grows the fruit as required, the wizard has no assurance that entities from the Gray will not use the portal to enter Athas. Also, the spell has its normal effect on corpses within its area. Consuming even a piece of the tree of death’s fruit not watered by one’s own blood likely proves deadly to most creatures, for it is deadly poison to all but the prospective kaisharga. However, if another humanoid survives eating the fruit and the other complications of the ritual, it can become a kaisharga, despite the fruit being intended for another. With the notable exceptions of kaishargas, morgs and t’lizes, who seek out undeath as a means of immortality, most corporeal undead linger in life for a special purpose or to serve a special duty. They are creatures that voluntarily chose undeath, believing it to be a form of immortality. The tree of death represents the most significant requirement for kaisharga transformation, and the mixture used for watering it contains several rare ingredients. In the interest of saving time, some DMs may hand-wave the requirement of “water from the central fountain in Bodach,” while some may find that too easy. To make kaisharga particularly rare, introduce more steps in the tree of death creation; perhaps the sapling must grow from a seed of the Seventh Tree of the Dead Lands—a tree the Dead Lands’ inhabitants are not even aware exists! They are creatures that voluntarily chose undeath, believing it to be a form of immortality. Three types of undead creatures are different from the rest: the t’liz, the kaisharga, and the morg. Such warped beings voluntarily sought undeath, believing it a form of immortality. A morg is a powerful undead similar to a kaisharga or t’liz but with one critical difference: a morg cannot bring himself into the eternity of undeath. A specially grown tree of death is required for the creation of a kaisharga. A defiler preparing for transformation into a kaisharga has a special method of bringing the tree to bloom. A tree of death grows a single black, pear-shaped fruit that, while it looks and smells appetizing, contains a poison. To any but the prospective kaisharga, eating a piece of the fruit may prove lethal. Especially since the development of spells to create kaishargas, in which the kaisharga’s loyalty can be magically guaranteed, fewer morgs have been created. [b]Asura, Human Kaisharga Wizard 15, Gaunt Wasted Humanoid:[/b] Asura labored long and hard to procure the spells and procedures for cheating death, and when she found those secrets, she studied them with a fierce single-mindedness. When Asura finally deciphered the rituals for extending her life beyond death, she immediately embarked upon that dark, twisted path. After many more years of small successes and numerous failures, Asura finally realized her quest to become immortal—she became a kaisharga. Asura watched the sun rise over the horizon from the mouth of the cave. The air was still cold from the night, but the sun’s rays were already beginning to warm it. He watched in satisfaction as the sun finally crested the hills at the end of the plateau and became fully visible. Today was the day of immortality. After 1,001 days, the fruit he had been growing inside his cave was finally ready. He had spent many years researching the correct technique to achieve everlasting life, had murdered countless people, and had razed so many fields he could no longer count them. Not that he cared. Today he would achieve the ultimate victory; today he would become a kaisharga. Taking one last look at the sun, Asura turned and slowly walked inside the cave. The cave was warm and slightly humid, and a hole in the ceiling let in the sun’s rays. And growing in the center of the cavern was his tree. It stood eight feet tall, with gray-green leaves on its branches. Its roots were gnarled and twisted, as if cramped with arthritis. The trunk was the color of ash, and its branches seemed to pulse with a grayish fluid beneath the bark. And growing on one branch was a single fruit, its perfect black surface reflecting an almost blinding beam of sunlight. Asura walked toward the tree and carefully grasped the fruit in his strong hands, being careful not to pluck it from the tree. Not yet. He had a few precautions to take before he could eat this forbidden morsel. Asura slowly walked around the cavern, checking the spells he had cast the preceding night. The casting of these protection spells had tired him, but he was a strong man. Anyone looking at him might have thought him a short mul. He was finely muscled and walked with a strong gait, his face smooth as marble and just as cold. The sunlight reflecting from the fruit failed to warm his features in any way. Asura had come from a noble family and was handsome enough to have any woman he desired, but the lure of defiling, the rush of magical power, had been all the young man ever needed. Now, to gain the greatest power of all, Asura had embarked on the path to undeath. Soon, even death could not touch him. The process was nearly complete. When Asura finished checking his spells, he looked outside the cave to see the sun nearly at its zenith. It was time. Asura grasped the fruit in his hand, and, with a mighty pull, jerked it off the tree. A loud ripping sound filled the air. Gray fog drifted up from the tree’s roots, gathering into a small cyclone of growing proportions. The air suddenly chilled, changing from hot to cold in an instant. Knowing he did not have much time, Asura took a bite from the fruit. It tasted terrible, but Asura forced himself to swallow its putrid flesh. As soon as he took a bite, the wind and fog increased, lifting him off the ground. Held ten feet in the air by the cyclonic winds now whipping around the cave, Asura took another bite and nearly gagged on his own vomit as his body tried to reject the cursed fruit. With extreme will, he forced the pulp down his throat. The winds held him steady, and now small gray tendrils of fog wrapped around his body. The fog was bone-numbingly cold and pulsing with energy. Asura’s body convulsed as it absorbed the energy being forced into him. The wind tore at him, and Asura heard a popping sound as his shoulder was pulled from its socket. Then pain erupted from his stomach. Asura felt the sting of the fruit’s bitter acids as they slowly dissolved his innards. The pain grew unbearable; the wizard’s mind could scarcely encompass the torment inside and out, and he knew that he had to regain control of himself or go mad. Asura tried to move, but the wind and fog still held him in place. His fists were clenched at his sides, veins bulging along his arms. His head was thrown back, mouth open and tongue sticking out. Now that he had eaten the fruit, Asura could scream. His shrieks of terror and pain filled the cavern with a resonant discord, breaking even over the howling of the wind. The fog passed through his body and mind, spewing forth from his open mouth in a torrent of gray power. As suddenly as it had begun, the wind ceased. Asura dropped unceremoniously to the floor, his body still convulsing from the energy coursing through it. Knowing he had not quite finished the ritual, Asura rose to his feet. He had to close the gate to the Gray, or its energy would destroy him forever. He looked toward the gate with eyes aglow with a sickly green and dispelled the magic keeping the portal open. Grabbing the necessary components from an alcove, Asura began the chant to close the gate. Just as he was about to finish, a loud wail echoed from the gate. Asura stopped chanting just as a streak of gray emerged from the portal and bowled him over. The spirit flew toward the cave mouth, stopping suddenly as it struck an invisible barrier. As Asura rose, a cold smile appeared on his dead lips. He dropped the spell components as the spirit cried in fear. Asura pointed a finger at it and spoke one word and a beam of light leapt from his fingertip to strike the spirit. It screamed in ear-shattering agony as the light consumed it in a puff of gray smoke. Asura dropped to his knees as a wave of agony coursed through his body. He was much weaker than he had expected and needed to finish closing the gate before another spirit ventured through. With the last of his energy, he managed to spit out the words of sealing, and as exhaustion and pain finally claimed his body, he watched in satisfaction as the portal to the Gray collapsed. He had done it… [b]Kragling:[/b] A kragling is an undead creature created by a krag’s elemental infusion. The humanoid or animal rises as a skeleton under the krag’s control. Kraglings share the same elemental bond as the krag that spawned them, and their appearance reflects this link. For example, creatures killed by a silt krag rise as skeletons with dried, grayish bones, while a water krag’s victims appear as moldy, fungus-ridden skeletons. “Kragling” is an acquired template that can be added to any corporeal animal, humanoid, giant, magical beast, or monstrous humanoid size Huge or smaller that has a skeletal system. Any animal, humanoid, giant, magical beast, or monstrous humanoid slain by a krag’s elemental infusion has a 50% change of rising as a kragling after 1d4 days. A skeleton-like creature created by a krag’s elemental infusion. Kraglings share the same elemental bond as the krag that spawned them, and their appearance reflects this link. [b]Mul Kragling Warrior 2, Mul Warrior Fire Kragling:[/b] ? [b]Meorty:[/b] Meorties were created in ancient, complex rituals whose knowledge has been lost to the ages. All meorties were created over 2000 years ago. “Meorty” is an acquired template that can be added to any humanoid of a race alive in ancient times. In the Green Age, knowledge of creating meorty guardians was a closely hidden secret. Only the most important leaders of cities possessed the knowledge to bring such powerful beings into existence, and only did so with reluctance and great care. Guardians of crypts and ancient burial grounds are meorties, beings buried in tombs to protect their domains. They strictly uphold ancient laws and hunt down any who would violate their domain. Meorties often were deliberately created to serve as enforcers of Green Age legal and social structures. The codes with which the meorty was originally programmed, remain with it for the duration of its undeath, and may offer knowledgeable individuals a means to manipulate it. [b]T'lor-Nefer-Shu, Psion Telepath 10/Cleric 6, Undead Guardian:[/b] In the Green Age, knowledge of creating meorty guardians was a closely hidden secret. Only the most important leaders of cities possessed the knowledge to bring such powerful beings into existence, and only did so with reluctance and great care. The priest-kings of Tar-elon first gained knowledge of the rituals during T’lor-Nefer-Shu’s declining years. The rulers considered carefully whether they should create such a guardian, but when one of their number prophesied coming doom, the decision was made: T’lor-Nefer-Shu was summoned to the palace, and there, amid the forest of columns, the kings made their request of him. For more than a month, T’lor-Nefer-Shu wrestled with his decision. His young wife, An-Lotis, advised him to accept, preferring to see her husband transformed to watching his health and skills decline with age, and T’lor-Nefer-Shu took her recommendation. The rituals were performed with the utmost secrecy, and T’lor-Nefer-Shu soon took his place as Tar-elon’s first and only meorty. [b]Morg:[/b] A morg is a powerful undead similar to a kaisharga or t’liz but with one critical difference: a morg cannot bring himself into the eternity of undeath. The process of creating a morg is extremely complex and requires that the subject be dead before it commences. The lore of creating morgs was developed by Gretch and passed by Rajaat to his Champions during the wars. Kalid-Ma then further improved the spells. How many others know the secret is unknown, but certainly very few. Morgs’ desiccated, near-mummified features and brown-gray pallor mark them as noticeably dead. Their bodies often appear emaciated but not skeletal, for the mummification process leeches most of the liquids from the body, replacing them with spiced unguents and balms. The result is a smooth-skinned, sweet-smelling corpse, with flesh tight but not shriveled around the bones. Unlike t’lizes, which must constantly anoint their corpses with oils, morgs’ bodies are preserved fully during the initial mummification and require no further application of unguents or balms. Morgs are created only rarely by the sorcerer-kings, the process being most often perceived as a gift bestowed on servants of great power and unquestioned loyalty. Especially since the development of spells to create kaishargas, in which the kaisharga’s loyalty can be magically guaranteed, fewer morgs have been created. The process of creating a morg involves a considerable amount of time and effort. The unguents that initially preserve a morg’s body require very expensive materials. “Morg” is an acquired template that can be added to any humanoid (referred to hereafter as the base creature), provided it has a powerful patron who can perform the preservation rituals of morg creation. Becoming a Morg To become a morg, all one has to do is die—something countless slaves do every day in every city of Athas. But the effort of transforming a corpse into a morg begins a year before the morg’s death and is supervised at every stage by a mentor, most often a sorcerer-king. The mentor often refers to the transformation as “morgbirth.” The mentor must be a wizard of at least 15th level, his subject a humanoid of at least 10th level. Preparation The prospective morg must go on a strict regimen, eating little save dried fruits and meats, and purging his body with venomous teas brewed from his own blood. A month before morgbirth, the candidate begins to fast, though he continues to yield blood for use in preparing a special unguent. Two days before morgbirth, he not only eats nothing but drinks nothing as well. One day before morgbirth, the mentor casts hypnotism to focus the candidate’s psyche, ensuring that it will not follow his life-force to the Gray when he dies. The mentor must also create a birth chamber to house the ritual of morgbirth. The birth chamber must be built of stone, its interior walls faced with obsidian at least an inch thick. In the center of the room is a plain stone table, long and wide enough for the corpse of the morg. Inscriptions related must be carved into the underside of the table, at precisely the points where the candidate’s head, heart, and hands will be laid. One wall, usually opposite the entrance, is marked with the runic symbols, the “mandala,” required for morgbirth. The birthing chamber with rune-carved table and mandala costs no less than 3,500 Cp. In addition, the mentor must prepare hundreds of yards of linen cloth, thickly saturated with the morg unguent to produce a magical wrapping. On the day of morgbirth, the candidate enters the prepared birth chamber and is bound in the linen wrapping and left to die. It takes about an hour. Morg Wrapping: An important piece of the morg-birth transformation, this wrapping consists of hundreds of yards of linen cloth saturated with a syrupy unguent. Upon being bound within these wrappings, a living creature quickly dehydrates, its fluids replaced by the foul unguent. Entwining a creature in the wrapping requires 10 minutes, during which time the creature must be either willing or helpless. Beginning with the first minute of wrapping, the creature suffers a cumulative 1d6 points of damage per minute of exposure (2d6 the second minute, 3d6 the third, and so on). The damage continues until the wrapped creature dies, its body completely dehydrated and suffused by the unguent. If the creature was the one whose blood was mixed in the unguent (see below), the body can now receive the Gray energy necessary for transformation into a morg. The morg wrapping unguent is composed of the following ingredients (included in the price): a vial of the prospective morg's blood, the remains of a silt paraelemental, juice and pulp from the crushed fruit of a brain seed, the twice-boiled flesh of a white silt horror (rendered into a gel), the ashes of at least two mature t'chowbs, several pounds of costly spices, and a flawless obsidian orb, which must be crushed into powder and sprinkled into the mixture. Strong necromancy; CL 15th; Craft Wondrous Item, horrid wilting, creator must have 12 ranks in the Knowledge (nature) skill; Price 5,000 Cp. The Transformation The morg candidate is bound tightly in the morg wrapping, and swiftly—it takes only moments for the foul balm to begin eating into the candidate’s flesh. Before this happens, the mentor straps the candidate to the stone table, ensuring that the subject is positioned over the inscriptions carved into the underside of the table. For the next hour, the mentor focuses on ensuring that his wards are complete; beyond that, he watches the candidate struggle against his bonds as the poisonous unguent consumes the last fluids from his body. These fluids boil off, creating a hideous stench, and the candidate dies in excruciating pain from massive system shock as the deadly unguent settles into the body. The mentor ensures that the candidate has died, his spirit gone to the Gray. He then casts open the Gray gate around the mandala. As the last words are spoken, the symbols on the wall burst into an eerie and unfocused light, and suddenly the wall erupts in roiling waves of what looks like thick gray liquid. Negative energy floods through the gate, swirling around the birth chamber, lapping at the feet of the table and wizard. Gray wisps rise from the undulating mass on the floor, curling around the prepared corpse. The mentor then concentrates, calling to mind the symbols inscribed on the underside of the table. He must force the Gray energy into the corpse while the gate remains open. Focusing the energy requires a Concentration check each minute (DC 15 + 1 per previous check) for 15 minutes. Failing a check ruins the transformation ritual. As the mentor concentrates, the flood of negative energy soon fills the room to the ceiling. Motion becomes difficult as the Gray energy forms an ever-thickening fog, blinding the caster and forcing him to plant his hands on the morg’s corpse to complete the ritual. The unguent in the morg wrapping burns the caster’s bare hands, dealing 1d6 points of damage per minute. When the chant ends, so does open the Gray gate, violently snapping shut and sucking up incorporeal undead and physical creatures and objects in a fierce wind. The straps holding the morg body in place are designed for the mentor to hold on as well; he and any other creatures in the chamber must make a Strength check (DC 15) or be sucked into the Gray. When the gate is sealed, the mentor uses the last and freshest of the morg candidate’s blood to bathe the revivifying corpse. At the touch of the blood, the unguent-laden linens age in an instant into mere tatters which are easily removed, and the morg, born in a bath of his own blood, rises from morgbirth to meet his maker. Hazards During the time that the Gray gate remains open, there is a chance that the massive expenditure of energy from the Gray catches the attention of a powerful undead spirit seeking escape from the Gray. If an undead creature with the possession ability slips through the gate, it seeks the morg’s body for possession. If successful, the results are catastrophic—the morgbirth succeeds, but the creature born is a hideous amalgam of the personality of the morg candidate and that of the possessing spirit, the resultant being’s powers far greater than those of a simple morg. Such an abomination is described on a tablet in the ruined royal library of Yaramuke, but no such creature is actually known to exist on Athas today. To create such a creature, apply the morg template to a corporeal version of the undead; it cannot regain incorporeal form. If spirits from the Gray escape the gate, they swirl through the birth chamber, lustfully seeking to possess the morg’s corpse or the caster’s living body. The mentor cannot stop to battle the spirits, nor can he close the gate without ending the morg’s reanimation. For this reason, the mentor should ensure in advance that his wards are sufficient. A dimensional lock spell prevents spirits from entering from the Gray, and protection from evil and similar spells bar a mind against possession. With the notable exceptions of kaishargas, morgs and t’lizes, who seek out undeath as a means of immortality, most corporeal undead linger in life for a special purpose or to serve a special duty. A morg is a powerful, free-willed undead usually created by a Sorcerer-King or being of similar power. The morg-birth is usually a reward for years of service—a means to extend the life of a favorite general or bodyguard to serve beyond his normal lifespan. Three types of undead creatures are different from the rest: the t’liz, the kaisharga, and the morg. Such warped beings voluntarily sought undeath, believing it a form of immortality. Morg and T’liz: These two transformations demand less time and expense, but each involves the creation of a magic item from unusual ingredients. On one hand, most components in a morg wrapping or t’liz oil cost no additional ceramic pieces, so a DM can assume the item’s creation includes finding or purchasing the odd ingredients. Alternatively, the creator may have to spend adventuring time hunting down the rare flower of the rock cactus, which blooms only once a year. [b]Sekdo Azeg, Human Morg Fighter 14, Poisoned Carcass:[/b] In life, Sekdo Azeg was a war-chief of the armies of the Neksos, one of Rajaat’s Champions. During the period when Sekdo lived, the Neksos was trying to improve the discipline and focus of his troops, so names were discouraged and ranks used instead. Azeg was known as Sekdo—“Commander of the First Thousand”—for most of his adult life. Sekdo was one of his master’s most loyal and successful commanders, leading assaults on some of the most inaccessible dwarf-holds of the southern Tablelands. He personally slew the Stone-King of Knorhay, charging far ahead of the main body to hunt down the fleeing dwarven host and its commander. As he grew older, Sekdo feared that he would be cast aside like so many of his peers, abandoned by the Neksos once his energetic years were over. He petitioned to receive the gift of morgbirth, hoping to renew the strength of his youth and ensure his place of honor by his master’s side for eternity. From the rooftop terrace he surveyed his city. The good people of the city, his subjects, served him faithfully, if fearfully. He liked it that way. Stone cities, however rough-hewn, were a luxury in these times, when wars yet raged, but his people needed to recover, to produce a new generation of warriors, before the next wave of cleansing could begin. With such amenities he bought their loyalty—some more loyal than others, mused the king, a toothy smile playing across his features. And one of those most loyal would receive a great gift this day. Below his roof, the warlord, the Neksos of the people, strode like a god. Perhaps he was a god, a god of death as the little people thought when his armies hunted them. He smiled at that, at the power he wielded, as he stalked through the cool semi-darkness, entering deeper chambers carved from the stone at the roots of the hill. Yet another reason to build, even in these times of war—such gifts as he bestowed today could not be granted in some tent or ramshackle hovel. The sorcery required stone, well-sealed and warded, and that took time. It was worth it, even if the chamber could only be used once. The tunnel led to a heavy stone portal opening upward. Without effort the Neksos lifted the heavy door, testing it for weight and balance—it must seal perfectly when the birth pangs begin, the sheet of obsidian covering it falling flush with the obsidian floor, walls, and ceiling. A table, gray and grainy, deliberately unfinished and unpolished, stood empty in the center of the room. The Neksos knelt and ran his clawed fingers along the precise grooves of each inscription on the underside of the table, once again assuring himself that they were perfectly carved and correctly positioned. When Sekdo lay on the table, he would rise from it reborn. Aside from the table only two other surfaces in the room lacked the shine of obsidian. The sun-shaped, almost flowerlike symbol on the far wall was carved through the obsidian sheeting and into the gray basalt wall behind. Less elegant was the rectangular stone basin off to one side. The Neksos stepped over to it, sniffing the salty mass within. The unguent smelled right and was the right color—the linens should be ripe. It was what only he could see that most interested the Neksos. His eyes slowly traced their way around the room, searching for the dweomers he had placed there, the wards against the dead spirits of the Gray. He knew his protective spells to be strong, for had he not renewed them this very dawn? But the chamber must be secure, lest some spirit flee past him in the gloom, seeking new life in the bosom of one of his warriors. Carefully, the warlord checked every corner, satisfying himself that the birth chamber was whole and ready to witness his act of creation. COME! The Neksos's voice echoed not through the palace above but in the minds of his chosen minions. The servants would hasten to him, eager to please him despite being terrified of their task. Sekdo too would arrive swiftly, ready to be reborn. The servants, frightened whelps, taken captive at the last human town they had passed, did indeed appear first. The Neksos curtly gestured for them to place the heavy sealed cask they bore next to the entrance, just outside the portal. They set it down, grateful to be rid of it, and then stood stiffly aside as Sekdo staggered down the hall. The man who had been the army’s great war-chieftain, loyal servant to the Neksos, came to receive his reward. Sekdo was gaunt and haggard, his belly sunken from two days without food or drink. His face was pale from his being bled this morning. Ever proud, Sekdo breathed deeply and knelt before his warlord. His eyes never left those of the Neksos, even as his knees bent. “Your loyal servant,” he rasped, willing his body to obey him, knowing it would soon feel a new strength greater than he had ever possessed in the mightiest days of his youth. Silently willing the servants to neither see nor hear, the Neksos smiled down on his favored war-chief and said, “What do you seek, my servant?” “The strength of the new birth, the new life of endless years, serving the cause,” hissed Sekdo, his eyes bright with lust. Truly he did want to regain the strength and power of his youth. “How shall you serve me better?” growled the Neksos, looking down expectantly. “Grant me the purity of the new birth, that I may live forever!” “As we purify the world through death, so shall you be purified.” The words were irrevocable, like the clang of a steel gate. “Cleanse me, that I may serve you always,” groaned Sekdo, forcing himself to speak the words. “Stand. Your wish is granted.” The Neksos grinned, knowing he had chosen well. Sekdo would indeed serve him faithfully through uncounted ages. He released the servants, instructing them through the Way. Sekdo stood before his master, shrugging off his simple tunic as the servants pulled it away. He breathed deeply, suddenly afraid as they pulled the large vat of foul-smelling linens over to him. The servants reached into the vat, their hands hissing as they drew forth the first heavy linen strip, dripping with mingled whitish and red ooze. He recognized his own fear, having seen it in the eyes of countless enemies, foes that knew they had reached the end of their lives. The first linen slapped against him, a servant twisting up and around his leg. Another servant applied a reeking strip of cloth to the other. Sekdo steeled himself. He would live forever! His body held rigid as the servants wrapped his legs thoroughly, then began working up his torso. They moved quickly but precisely, under the mental command of the Neksos. Then a burning began, as if the cloth were on fire and was crisping his skin beneath its cool embrace. He tried not to move but could not control his body. A foot shook, then the other, trembling as if trying to shrug off the clammy linen. The Neksos smiled. Yes, it was time for the pain to begin. Sekdo resisted, but he would fail just like all the others. The Neksos could use the Way to control his body, to make it easier for him and the servants, but it entertained him to merely watch. He would intervene if he had to, but for now he simply ordered the servants to hurry. They had already reached the chest. Sekdo began to thrash, fitfully at first, fighting for control. The pain was spreading. His flesh was rancid, turning hot and hideous beneath the wrappings. He could feel his life leeching away and smell some terrible stench—the stench of his death. His struggles became desperate; he screamed and tried to throw himself to the floor, to escape the heavy wet cloth that somehow brought such fiery pain. But his body stayed upright, held by the Neksos's mind, as the servants wound linen around his neck. They ignored his screams as they bundled his head. The Neksos could see the servants would need help, so he used the Way to lift Sekdo's tightly bound body onto the stone table. Positioning it just so, aligning the head, heart, and hands, above the incised marks on the underside of the table. He ordered the servants to hold the cocooned body in place as he himself pulled out the particularly thick cloth strips and tied Sekdo to the table. The noxious unguent on the linen burned his hands, but he cleansed them with a thought. The servants, though, were beyond use—their hands were now just stumps, smoking fitfully. The Neksos directed them out to the tembo pit. Sekdo could no longer move, but his screams rent the air. The Neksos had heard them before. He heaved the steaming vat of unused linen outside and waited. Sekdo screamed on and on as his body was boiled from the inside out. Hissing flumes of steam rose here and there from the wrappings, the sweet smell of death. The Neksos watched clinically and again glanced over the room’s wards. He waited until the last spasms and desperate gasps of pain were over, then stepped forward and prodded the corpse with the Way. The ritual had been perfect. Sekdo was dead, his life force never to return, but his mind remained trapped in the lifeless husk. The Neksos permitted himself a moment’s amusement, letting his mind tease the terrified intellect of his deluded, helpless war-chief. The man’s mind was in unutterable pain, still feeling the death-pangs that had wracked his body and aghast as he realized that his living mind was trapped in a desecrated corpse. The foul unguent that killed him, now filled his body completely. The Neksos turned and carefully closed the portal, checking the seal once, then twice. It must be done quickly, while the corpse was still fresh. He began the Graybirth incantation that Rajaat had taught him. On the far wall, the flowerlike runes flickered to life, glowing with an uneven, pallid light. The intense light filled the black room, brightening as the Neksos chanted faster and more urgently. As he reached the final words of the first colophon, he swept his hands down and eyed the runic symbol. The symbol appeared to liquefy, bulging until it burst open, the inscription lost behind a flash of swirling gray fog. The fog plunged to the floor, rocking up off the obsidian in a swiftly moving wave and lapping against the Neksos’s feet. He shuddered as the grim darkness of the Gray touched him, but breathed calmly when he felt his wards shield him. The gloomy fog oozed up his leg and across the table. Foggy tendrils whirled up from the rising flood on the floor, reaching for the engraved symbols under the table and curling around to caress Sekdo’s corpse. The Neksos resumed his chant with the second colophon, rhythmically forcing the waves of gray fog to enter the corpse. The fog thickened until the Neksos had to wade through it to reach the table. His wards were holding, but he knew the true test was coming; the Gray rift he made would soon attract the spirits. The Gray energy was too thick to see through, so he placed his hands on Sekdo’s corpse, channeling the waves into the body. There! The Neksos felt the spirit more than saw it, sensed its grasping hunger for his warm, living flesh. His defenses held, freeing him to force more energy into the lifeless remains of Sekdo. He raised his voice in the Graybirth chant, feeling the poisonous unguents of the linen wrappings burn his hands. He could not prevent the burning and make the spell work, so he bore the pain. Another spirit brushed against him, caressing his back with languorous arms, reaching seeking fingers into his defenses. He’d never felt two come through at once! The cold touch of death ran through the Neksos like a shock, forcing him to concentrate to keep up the rhythm. So long as he maintained the chant and his wards held, the spirits could claim neither him nor Sekdo, nor could they escape the birth chamber. The corpse trembled beneath the Neksos’s hands. Without skipping a beat, he shifted to the spell’s third and final colophon, knowing that Sekdo had been filled with Gray energy. The spirits screamed in agony and hatred, feeling the portal to the Gray reverse its pull and force them from the birth chamber. Suddenly, the flow of energy back into the Gray became a torrent. The Neksos grasped desperately at the straps holding Sekdo’s body in place, holding on as the whipping wind sucked him up, lifting his feet up to the runic gate. First one spirit, then both, grasped him desperately, their insubstantial fingers somehow stronger and more real as the Gray energy flowed around them. The spirits tried to pull him into the Gray with them! One of the straps frayed as he screamed out the last words of the incantation. The spirits’ wails mingled with his own before the gate suddenly snapped shut like a kes’trekel’s beak. The Neksos crashed to the floor and lay there a moment. He had never felt such a strong pull to the Gray before. Breathing heavily, he limped to the sealed door. With a last look around, he lifted the obsidian-faced portal, reaching for the cask the servants had left there. It was still warm. Leaving the door open, the warlord limped back to the table, where Sekdo’s corpse was shaking uncontrollably but still tightly bound. The Neksos ripped the stone lid off the cask, hearing it shatter on the floor. He splashed the hot blood—Sekdo's own blood harvested just this morning—over the shuddering corpse. With a gout of foul-smelling steam, the linens disintegrated, aging in an instant into discolored tatters. Incoherent sounds rattled in Sekdo’s throat as his mind suddenly discovered that his body held life. The war-chief’s eyes flashed open, and he struggled to sit up. The Neksos tossed the empty cask aside, stepping back. The poisoned carcass fell back, befouled with its own blood and gibbering wildly. A morg was born. [b]Namech:[/b] Namechs are creatures that were tricked or coerced into undeath by more powerful undead. “Namech” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid. A humanoid reduced to 0 Constitution by scarlet warden poison dies but continues to breathe shallowly as if alive. After 1d6 days, the corpse rises as a namech under the scarlet warden’s command. A humanoid reduced to 0 Constitution by scarlet warden poison dies but continues to breathe shallowly as if alive. After 1d6 days, the corpse rises as a namech under the scarlet warden’s command. Any humanoid slain [by] T’lor-Nefer-Shu becomes an ioramh 1d4 days after death if it has less than 5 HD. If it has 5 HD or more, it becomes a namech. Any humanoid slain by a meorty becomes an ioramh 1d4 days after death if it has less than 5 HD. If it has 5 HD or more, it becomes a namech. Any humanoid slain by a morg’s energy drain becomes a namech 1d4 days after death. Pru-harta can perform a short ritual over a helpless humanoid as a full-round action. The ritual involves a coup de grace, and if the creature dies, it rises after 48 hours as a namech under her control. Any humanoid slain by Daaharum’s energy drain becomes a namech 1d4 days after death. Any humanoid slain by a t’liz’s energy drain becomes a namech 1d4 days after death. These creatures are the victims of more powerful intelligent undead such as meorties, wraiths, zhens, or raaigs. Namechs have either by coercion or trickery agreed to serve their undead master in exchange for eternal undeath. Create Spawn undead special quality. [b]Pad'runas, Half-Elf Namech Rogue 8, Loyal Guardian, Lonely Namech:[/b] Pad’runas was less fortunate in Aweeas. He passed down buried streets and through wrecked buildings. He found the wheel-less silt skimmers amusing, their wood petrified by the years, and began to loot caches of coins and gems that Aweeas’s final inhabitants had vainly buried in their earthen floors. The dwarf had examined only the outer reaches of the city. Pad’runas, sensing there was enough loot here to complete his retirement, pressed on into the center. He found many public buildings and stood in the wreck of some temple, or perhaps library or council chamber, holding a pulsing crystal star in his hand, when it came. The figure, terribly imposing in its rotten robes, seemed tall but wasn’t. A steel mace glimmered in its bony hands, and angry fire glowed in the ragged holes where its eyes and nose should have been. The figure barked at Pad’runas imperiously in a language he didn’t understand, but Pad’runas had looted enough ancient remains to know an undead guardian when he saw one. This creature was different than any he’d encountered before, but it carried a mace, and he knew how to deal with creatures that carried weapons. The fight was short. The meorty (for such it was) parried the half-elf’s strokes with ease, then struck Pad’runas down with such psionic fury as the rogue had never felt before. The last sight in Pad’runas’s living eyes was the meorty’s skeletal face looming over him, a cold laugh echoing from its decayed mouth. [b]Raaig:[/b] Raaigs were created millennia ago to protect temples or religious grounds. Though no ritual is known, some raaigs have the ability to create other raaigs, but only if the creature is willing to become one. “Raaig” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid of a race alive in ancient times. A raaig is an ancient, incorporeal spirit sustained by its belief and faith in long-lost gods. All raaigs are at least 2000 years old and are of the ancient races: dwarf, elf, human, halfling, and giant. [b]Nevalaeg, Elf Raaig Fighter 6, Insubstantial Shade:[/b] Nevalaeg never expected to be a holy warrior. He lived in the dark days when his people, and many peoples, were refugees fleeing the genocidal armies of the terrible Champions. His devotion was to survival, not religion. Yet the wise spirit that guided his people, a mysterious being called Iliandrim, directed his elven band upriver to a place secret from the armies of Albeorn. The City of Strong Walls the elves called it, though those who lived there before had other names. And such wondrous beings! There were humans there, to be sure, but also many gangly insect-men, kreen they called themselves, tall and sharp-edged with nipping claws. Hidden in forbidden enclosures halfling miracle-workers closeted themselves. Over all ruled two kings, one a winged halfling and the other the greatest kreen Nevalaeg could imagine. Both were mindbenders beyond peer, and together they contrived to grant spells to those that served them most directly. Nevalaeg knew that he owed his and his people’s survival to these Great Ones. He petitioned his chief and was permitted worship the Great Ones, swearing his eternal loyalty to them and their kingdom. He joined the border guards of the City of Strong Walls. Nevalaeg was proud and bold, and he soon won a reputation as one of the kingdom’s most ardent warriors. Even among the kreen, who viewed his kind strangely, Nevalaeg was treated as an honored companion. The time of peace, like all such times, came to a grim end. Nevalaeg led a cadre of troops in the fighting retreat west to the City of Strong Walls, where he defended them against a brutal siege. He found the city’s enemies had holy warriors as well, and matched his blade and faith against more than a few of them. But Nevalaeg could see that his society was falling apart. The halfling-like Great One had vanished before the invasion, and the kreen Great One was overwhelmed with keeping its fellow kreen from eating the other citizens in their hunger. When the enemy broke through, Nevalaeg fought alongside the kreen Great One, slaying many foes before finally succumbing, arrows in his chest and both eyes, the victorious army trampling his corpse. Nevalaeg’s faith survived his death, however. He returned much later, an insubstantial shade, to survey the scene of ruin and desolation. [b]Racked Spirit:[/b] A racked spirit is a creature whose guilt sustains its existence. In life, it committed a crime or deed so despicable to its own nature that the wrongdoing fueled its transformation into undeath. A racked spirit cannot appease its conscience and can only suppress its agony for a short while by inflicting pain on others. Racked spirits torment individuals whose lives they have ruined, attempting to make them act contrary to their nature. If the individuals do so, they become racked spirits themselves. “Racked spirit” is an acquired template that can be added to any humanoid, monstrous humanoid, or giant. Guilt fuels the racked spirit’s existence. Racked spirits are creatures whose guilt over committing an offense, contrary to their basic nature, sustains them in undeath. [b]Pru-harta, Halfling Cleric 8:[/b] Pru-harta was deep in the eastern Forest Ridge, in the narrow spurs and draws of the foothills, when she encountered her first druid. Nelsro Valleykeep held as his guarded lands a draw high up in the foothills, nearly to the edge of the forest and the beginning of bare rock. Rare showers in the Ringing Mountains looming above brought life to the trickling stream that ran through his valley. Pru-harta fell deeply in love with Nelsro, but she could not forget the teachings of Crossto the Skydrinker: druids were perfidious—devoted not to purity but to the diluted elements found on their limited patches of land. Nelsro found Pru-harta beautiful, requiting her love and seeking to teach her how druidic stewardship supported the land and, through this, the balance and unity of all the elements. Pru-harta saw his arguments as patently false, the claims made by the deluded. Surely Nelsro could see that life-giving rain was all that sustained his narrow valley? Rain was alone worthy of worship. Nelsro sorrowed, struggling to overcome Pru-harta’s fervent sermons, but to no avail. Finally, he banished his beloved, casting her out of his guarded lands. Pru-harta was surprised, then enraged, to be banished. If her beloved would not see the superiority of rain, she would prove it to him. His druid tricks to hide his lands from her could not withstand the cleansing, purifying power of rain. Determined to show the strength of her element and her faith, Pru-harta climbed. She stood on a jutting peak overlooking Nelsro’s narrow valley and summoned forth the mightiest rainstorm she could. The fervent priestess poured out her faith in a mighty prayer, and rain answered. The storm gathered in black clouds, massing right over the head of Nelsro Valleykeep’s guarded lands. Great gouts of rain lashed down, accompanied by flashes of bitter lightning and the rage of thunder. Pru-harta laughed with joy and pride to see it, just before the lightning split the peak on which she stood and plunged her down into the raging torrent below. The stream in Nelsro’s valley had indeed become a furious flood, uprooting trees, eroding hillsides, and carrying all before it. Pru-harta woke up sprawled in a mudbank. The sun beat down on her, for the fertile valley had been scoured clean by her rainstorm. Occasional rocks jutted from the bare muddy earth, now slowly baking dry. Pru-harta staggered up, found a broken branch to use as a crutch, and limped around the valley. Stumps and smashed tree boles were all that remained of the lush vegetation Nelsro had tended so carefully. She found his body near the head of the valley, where he had obviously tried to stem the onslaught. She fell down beside him and cried. She never got up. [b]Skeleton Thinking:[/b] A Thinking Skeleton is a skeletal undead that was once a powerful warrior of at least 8th level. Many Thinking Skeletons were forced into their undead state by powerful necromancers or one of the Sorcerer Monarchs, who trapped each of their souls in a bronze circlet. “Thinking Skeleton” is an acquired template that can be added to any humanoid creature. Thinking skeletons are once mighty warriors who have been trapped in endless undeath by powerful necromantic magics. [b]Tibarak of Numarid, Elf Thinking Skeleton Fighter 14:[/b] Tibarak of Numarid was found buried in a separate grave close to the mass grave that produced the Swiftwing skeletons, on the northern border between the Bone Lands and Deshentu. Judging by the nature of his armor, he has been buried a very long time, possibly even during the Green Age. Either way, he was dead long before the Obsidian Flow covered the land. [b]T'liz:[/b] T’lizes are powerful defilers whose spirits have outlived their bodies. They choose to extend their life into undeath, seeking knowledge and magical power above all else. A defiler who becomes a t’liz quite literally sacrifices her own soul to achieve immortality. The prospective t’liz seeks out a powerful spirit of the Gray and renders her soul to it as a sacrifice. From this point on, only the defiler’s intellect and willpower animate her body—it has no spiritual component at all. Becoming a t’liz is a process few power-hungry defilers undertake. The fact that the t’liz must continually anoint itself with magic oils means that only the most driven individuals seek this path. “T’liz” is an acquired template that can be added to a humanoid wizard of at least 15th level. The t’liz must be able to create the oils required to keep its body functional. Becoming a T’liz The process of becoming a t’liz is a long and arduous one, with the ultimate result never certain. To become a t’liz, a wizard of at least 15th level must create a link between himself and the Gray. The t’liz receives its powers from the Gray, so a strong link with this plane is absolutely necessary. Preparation To link to the Gray, the wizard must forge a pact with a dishonored spirit. This spirit permanently infuses the caster with the energy needed to become an undead. To forge the pact, the wizard must first locate a dishonored spirit willing to enter into a pact with him. The wizard can call a spirit to Athas or travel to the Gray to search for one. This process is dangerous, for most spirits refuse to aid the supplicant until he answers its challenge to single combat; if the wizard cannot defend himself, he is probably not worthy of entering into a pact. The pact stipulates that the wizard gives up his soul, which is sucked into the Gray and added to the spirit’s, allowing it to grow stronger. The spirit gains influence in the Gray, remains separate and more powerful than its neighbors, and fends off dissolution longer. The Transformation Once the pact is agreed upon, the t’liz must cast a series of spells: o Protection from time, to preserve the wizard’s body. o Open the Gray gate, to connect the patron spirit’s Gray energy to Athas. o Finger of death, cast on the wizard to slay himself. A finger of death spell would normally prove fatal to the target, but the transformation ritual leaves the wizard’s body animated by energy supplied by the spirit from the Gray, combined with his own force of identity. The wizard expels his soul to the Gray and becomes a t’liz. With the notable exceptions of kaishargas, morgs and t’lizes, who seek out undeath as a means of immortality, most corporeal undead linger in life for a special purpose or to serve a special duty. T’lizes are powerful defilers whose search for knowledge and power compelled them to seek undeath to complete their studies. Three types of undead creatures are different from the rest: the t’liz, the kaisharga, and the morg. Such warped beings voluntarily sought undeath, believing it a form of immortality. Morg and T’liz: These two transformations demand less time and expense, but each involves the creation of a magic item from unusual ingredients. On one hand, most components in a morg wrapping or t’liz oil cost no additional ceramic pieces, so a DM can assume the item’s creation includes finding or purchasing the odd ingredients. Alternatively, the creator may have to spend adventuring time hunting down the rare flower of the rock cactus, which blooms only once a year. Some speculate that the [dishonored] spirits know the secret to becoming a dreaded t’liz. The spirits not only know, but are obligated by their curse to reveal the transformation process to a wizard they deem worthy. A wizard who survives a spirit’s test of worthiness can trust in its code of honor; the spirit will not break the pact necessary in the wizard’s transformation into a t’liz. When a dishonored spirit is questioned, it answers truthfully, though it may not answer to its best ability. While the spirit will not outright lie, it dislikes revealing information easily, usually making the questioner work hard for the answer. In some perverse way, the spirit seeks to be sure that the questioner meets its own distorted standards of honorable behavior. Wily defilers take advantage of the spirit’s code to bind the spirit into revealing the secrets of becoming a t’liz. A morg is a powerful undead similar to a kaisharga or t’liz but with one critical difference: a morg cannot bring himself into the eternity of undeath. [b]Daaharum, Elf T'liz Wizard Defiler 17, Slender Elven Maid, Self-Centered Person:[/b] She returned once to the Dead Lands, seeking knowledge from the same creatures that laid low her people. She survived the ordeal and learned a way to extend her life so she can pursue her studies. She willingly underwent the excruciating ritual of becoming a t’liz, knowing it would mean an existence of unending fear married to unending desire. Daaharum walked the length of the tunnel, a dizzying experience as the mist swirled around her and seemed to make the corridor spin. Soon she reached the end and entered a featureless world of gray, a boundless plane of nothing. All around her everything was gray, and she saw neither buildings nor terrain—no sun, no sand, nothing. The Gray was a vast, ashen haze. Daaharum could feel the chill of the dead though. She hadn’t spent her whole life near the dead without being able to recognize their presence. She knew it wouldn’t take long for the spirit to contact her. Her body stood out in this plane of death like an elven magic-seller at a templar gathering. And Zar-okan was expecting her. The spirit with which she had made her pact, knew that now was the time to make the deal. As Daaharum pondered her situation, a pair of gray eyes darker than the haze appeared before her. A hand materialized out of the air, trying to grab her throat. Before it touched her body, the hand struck a barrier. When the hand could go no further, Daaharum felt a surge of anger from the presence before her. Its hatred for the living was palpable. The spirit was so close that Daaharum could reach out and grab it. Its gray eyes darkened to almost black. Knowing she had little time, and now that she had proven she could stand up to him, Daaharum said, “Listen, Zar-okan, your tactics won’t work against me. You will surrender your power to me, or else I will make sure you fade away to nothing! There are others like you, and I’m sure some would like the chance to touch the world again!” The spirit’s eyes narrowed, and Daaharum heard a voice inside her head. “Very well,” it whispered, “I accept. Return to the world and send your soul up to me so that I may feed upon its corrupted energy.” The force in Daaharum’s head numbed her with an evil cold. Its putrid presence nearly made her swoon, and now that she had let it enter, she had to complete the pact before the spirit killed her. When Daaharum stepped back into the tunnel, she felt a force pressing onto her barrier—Zar-okan checking to see if he could break through. The hungry spirit was once again trying to absorb her before the pact was complete. The hot Athasian air struck Daaharum’s face, and she realized how cold she was. She looked at her hands and found them a pale gray color, almost as lifeless as the plane she had just departed. The planar travel had left her fatigued, but Daaharum still had the stored energy inside her. She had time to cast the ritual’s final spell, and Zar-okan’s presence in her mind urged her to move quickly. Daaharum knew better than to rush through the ritual. The smallest wrong detail would deny her immortality. Gathering the two eyes of the tembo she had killed earlier, Daaharum clipped a few of her nails, then jabbed her finger into her eye. The pain made her wince, and tears spilled onto her face. Quickly collecting the tears, Daaharum began her chant. As her voice rose higher and higher with the spell’s eerie words, Daaharum felt a strange emptiness inside her. At first barely noticeable, the feeling increased as she kept chanting. When Daaharum crushed the tembo's eyes between her palms, as the spell demanded, the emptiness became pain. The pain increased as she dropped her tears into her slime-coated palms, growing into an almost unbearable nausea. Through gritted teeth she managed to chant the final syllables. Upon comlpetion, Daaharum dropped to her knees, the pain overwhelming her. She felt her very soul being torn from her body, as if her skin were peeled from her bones, only a hundred times more intense. Her mouth opened in a scream, a primal, almost animal sound. Her hands were stretched tight, palms turned upward towards the sky. As her soul abandoned her body, a gray haze settled over her mind, clouding her eyes and her thoughts. She could feel her body dying; already she had lost feeling in her hands and feet. The numbness of death slowly crept up her body, but Daaharum's final thoughts before she collapsed from the pain were not of fear. They were of exultation. She had done it! She was now immortal! [b]Venger, Animated Corpse of a Being Wronged in Life by an Intelligent Being:[/b] A venger was killed by an act of betrayal or otherwise deeply wronged while alive. The intelligent being that inflicted the wrong or betrayal must survive beyond the death of the individual who becomes a venger. At the moment of death, the consciousness of the wronged person is trapped by its rage and frustration within its corpse, and it rises as an undead venger 2d6 days later. “Venger” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid. The creature must have been deeply wronged, either at the time of death or before, by an intelligent being. Often, vengers are formed by betrayals of long-held loyalties. A venger is the animated corpse of a being wronged in life by an intelligent being. The venger is animated by its hatred and rage, existing for the sole purpose of slaying the being that wronged it. [b]Kozor the Bereaved, Gnome Venger Fighter 6:[/b] Kozor was in the antechamber of the city council chambers when it began. The massacre swept through the city, riding shouts of “Cleanse the shortbeards!” and “Purify for the Prophet!”. Kozor dove into the wine cellar and hid among the casks, awaiting darkness, when the rioters retired to their homes and taverns to celebrate their triumph. Slowly he picked his way through the streets, avoiding the areas lit by burning homes where gnomes, orcs, and other non-humans had lived. Surely Althabno had protected his family? Kozor’s house was a blackened ruin, his bonecrafting shop demolished and his tools broken on the cobblestones. Across the street, the mansion of Althabno stood tall and regal, though the pennon indicating the merchant was home did not fly. On the gateposts hung Kozor’s wife, Grasna, her body naked and mutilated. His children, spitted beside her, he could not look at. Kozor smashed his fist against Althabno’s doors, demanding to be let in. The servants, when they came, carried cudgels. The bonesmith killed two with his bare hands before he himself was surrounded and beaten to death. But death’s warm welcome could not hold Kozor’s tormented soul. He rose soon afterward, his body made whole once more and his mind pared of all thoughts but one: finding the treacherous merchant Althabno, who had surrendered his family to the pogrom. [b]Zhen:[/b] Zhens are powerful undead created by the boiling liquid obsidian that poured out of the gate to the Plane of Magma in the Dead Lands over 2,000 years ago. This mysterious, black, boiling death created unique undead. “Zhen” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid. The base creature’s race must have existed in ancient times. Zhens are undead created by the dark, twisted energies of the Dead Lands. They were created when the boiling liquid obsidian unleashed by the gate to the plane of magma consumed their bodies. [b]Volldrager, Human Zhen Cleric 18:[/b] Volldrager was sprawled in his dungeon when the earth of the Navel shook in anger. He strained to make sense of the sounds of battle in the courtyards and chambers above, but could make out only the shouts of the living and the screams of the dying. Then the world vanished. Volldrager was slammed against the back wall of his cell by a wash of liquid such as no water cleric could ever love. The molten obsidian killed the cleric instantly, washing away the restraints that had prevented him from using his divine magic to escape imprisonment and leaving his body spinning in the slowly solidifying obsidian of the dungeons below the Navel. As water brings life, obsidian brought death—or undeath, in this case. Such were Volldrager’s thoughts as he emerged back into consciousness, reborn as a zhen. He was half encased in obsidian, half exposed to an air pocket trapped in the dungeon. Volldrager despised himself for being undead—water is the blood of life, after all—but soon concluded that the obsidian was the result of wizards meddling in the purview of priests, and that as a priest, albeit a dead one, it was his duty to the elements to do what he could end the ignorant tinkering of Qwith and her fellow researchers. [b]Zombie Thinking:[/b] A thinking zombie is a creature that died while doing a specific task, and it cannot rest until it completes that task. “Thinking zombie” is an acquired template that can be added to any giant, humanoid, or monstrous humanoid. Thinking zombies are creatures that died before being able to complete an important quest or task. [i]Unliving Identity[/i] spell. [b]Chalras, Half-Elf Thinking Zombie Rogue 8:[/b] Two days later, Chalras was exhausted, half-dead with hunger and thirst and maddened by the blasting sun. He stumbled from smooth wavelike hill to glass hill, desperate for some respite from the heat. He never saw the slight undulations that revealed the edges of the ant lion’s pit. Chalras fell into the pit, sliding down on slivers and flakes of smooth, black glass to rest at the bottom of the cone. That’s when the beast attacked. The undead ant lion was huge, its hairs sprouting through chitin all over its ugly, flat head, and massive pincers clacking as it sought its prey. Chalras fought for his life, bone dagger flashing white in the spray of glass fragments the ant lion churned up. By all rights, Chalras should have been slain and eaten that day. But, as Draegwo had mocked him, he had spent his entire life around insects, and he knew more than a little about them. Though he had never seen an ant lion before, Chalras knew that all insects had segmented bodies, and he knew that if he could find the seam where the segments joined, he could hurt the beast in a vulnerable spot. When the last flakes of obsidian settled, only the hilt of Chalras’s bone knife protruded from the joint behind the ant lion’s ugly head. It took days for Chalras to realize that he had also died. The ant lion’s jaws had raked him across his chest, making deep wounds that neither festered nor healed. His hunger and thirst vanished, and the heat of the sun no longer exhausted him. [b]Bugdead Exoskeleton:[/b] ? [b]Agony Beetle Bugdead:[/b] ? [b]Antloid Bugdead:[/b] ? [b]Ant Lion Giant Bugdead, Undead Giant Ant Lion:[/b] ? [b]Aratha Bugdead, Undead Aratha:[/b] ? [b]Assassin Bug Bugdead:[/b] ? [b]Cilops Bugdead:[/b] ? [b]Desert Cricket Swarm Bugdead:[/b] ? [b]Ear Seeker Bugdead:[/b] ? [b]Giant Beastfly Bugdead:[/b] ? [b]Giant Bluebottle Fly Bugdead:[/b] ? [b]Giant Dragonfly Bugdead:[/b] ? [b]Giant Dragonfly Larva Bugdead:[/b] ? [b]Giant Firefly Bugdead:[/b] ? [b]Pulp Bee Bugdead, Undead Pulp Bee:[/b] ? [b]Swarm Bugdead, Undead Insect Swarm, Carnivorous Swarm of Undead Bugs:[/b] ? [b]Termite Giant Bugdead, Giant Undead Termite:[/b] ? [b]Tick Giant Bugdead:[/b] ? [b]Zombie Bugdead:[/b] ? [b]Antloid Dynamis Exoskeleton:[/b] ? [b]Antloid Queen Exoskeleton:[/b] ? [b]Ant Lion Giant Exoskeleton:[/b] ? [b]Aratha Exoskeleton:[/b] ? [b]Assassin Bug Exoskeleton:[/b] ? [b]Cilops Exoskeleton:[/b] ? [b]Desert Cricket Swarm Exoskeleton:[/b] ? [b]Ear Seeker Exoskeleton:[/b] ? [b]Giant Beastfly Exoskeleton:[/b] ? [b]Giant Bluebottle Fly Exoskeleton:[/b] ? [b]Giant Dragonfly Exoskeleton:[/b] ? [b]Giant Dragonfly Larva Exoskeleton:[/b] ? [b]Giant Firefly Exoskeleton:[/b] ? [b]Pulp Bee Exoskeleton:[/b] ? [b]Swarm Athasian Locust Exoskeleton:[/b] ? [b]Swarm Min-Kank Exoskeleton:[/b] ? [b]Termite Giant Exoskeleton:[/b] ? [b]Tick Giant Exoskeleton:[/b] ? [b]Bugdead Zombie:[/b] ? [b]Agony Beetle Zombie:[/b] ? [b]Antloid Worker Zombie:[/b] ? [b]Antloid Soldier Zombie:[/b] ? [b]Antloid Dynamis Zombie:[/b] ? [b]Antloid Queen Zombie:[/b] ? [b]Ant Lion Giant Zombie:[/b] ? [b]Aratha Zombie:[/b] ? [b]Assassin Bug Zombie:[/b] ? [b]Cilops Zombie:[/b] ? [b]Desert Cricket Swarm Zombie:[/b] ? [b]Ear Seeker Zombie:[/b] ? [b]Giant Beastfly Zombie:[/b] ? [b]Giant Bluebottle Fly Zombie:[/b] ? [b]Giant Dragonfly Zombie:[/b] ? [b]Giant Dragonfly Zombie:[/b] ? [b]Giant Firefly Zombie:[/b] ? [b]Pulp Bee Zombie:[/b] ? [b]Swarm Athasian Locust Zombie:[/b] ? [b]Swarm Min-Kank Zombie:[/b] ? [b]Termite Giant Zombie:[/b] ? [b]Tick Giant Zombie:[/b] ? [b]Cursed Dwarven Dead:[/b] Cursed dwarven dead are known to exist in only one place, the Groaning City beneath the ruins of Giustenal, though they may dwell elsewhere. There may also be similar undead of other races, though none have been reported. The cursed dead in the Groaning City were created by a curse spoken by Dread-King Dregoth, after he had led his troops in vanquishing the last dwarven resistance under his city. As the captured dwarves were hanged, Dregoth cursed them, and they remain hideous undead creatures to this day. [b]Silt Krag:[/b] A water cleric dying in the Sea of Silt, for example, may rise as a silt krag; the anguish of dying to a force the cleric spent his life combating is sometimes enough to create a wicked and cruel undead creature. [b]Silt Krag, Wicked Cruel Undead Creature:[/b] ? [b]Silt Krag, Skeleton With Dried Grayish Bones:[/b] ? [b]Water Krag, Moldy Fungus-Ridden Skeleton:[/b] ? [b]Silt Krag, Silt-Krag:[/b] ? [b]Magma Krag:[/b] ? [b]Air Krag:[/b] ? [b]Earth Krag:[/b] ? [b]Fire Krag:[/b] ? [b]Water Krag:[/b] ? [b]Rain Krag:[/b] ? [b]Sun Krag:[/b] ? [b]Ashen, Walking Remains of a Humanoid:[/b] ? [b]Athasian Wraith, Swirling Mass of Black Smoke, Grayish Shade, Gray Shade, Green Shade, Deadly Creature:[/b] ? [b]Athasian Wraith, Undead Master:[/b] ? [b]Dwarven Banshee, Racked Spirit:[/b] ? [b]Blight, Tiny Being Made of Glowing Light:[/b] ? [b]Mindless Bugdead:[/b] ? [b]Bugdead Kank, Large Creature:[/b] ? [b]Bugdead Kank, Mindless Bugdead:[/b] ? [b]Creeping Claw, Severed Limb:[/b] ? [b]Creeping Claw, Severed Hand:[/b] ? [b]Creeping Claw, Severed Foot:[/b] ? [b]Dhaot, Incorporeal Creature:[/b] ? [b]Dune Runner, Racked Spirit:[/b] ? [b]Fael, Ravenous Creature:[/b] ? [b]Fallen, Spirit of a Dead Warrior Who Died Unjustly:[/b] ? [b]Fallen, Spirit of a Dead Warrior Who Was Sacrificed in Battle:[/b] ? [b]Fallen, Angry Spirit:[/b] ? [b]Kaisharga, Warped Being:[/b] ? [b]Meorty, Tasked Undead:[/b] ? [b]Meorty, Undead Master:[/b] ? [b]Meorty, Creature Raised in Undeath to Protect an Area:[/b] ? [b]Meorty, Undead Guardian, Guardian:[/b] ? [b]Meorty Guardian:[/b] ? [b]Meorty, Figure, Undead Guardian, Meorty Master:[/b] ? [b]Morg, Warped Being:[/b] ? [b]Namech, Independent Undead:[/b] Upon the death of their master, they [namechs] are free, either to die or remain as independent undead. [b]Raaig, Undead Master:[/b] ? [b]Raaig, Tasked Undead:[/b] ? [b]Raaig, Undead Guardian:[/b] ? [b]Raaig, Guardian:[/b] ? [b]Scarlet Warden, Crab-Like Eight-Legged Beast With a Deep Red Carapace, Undead S'thag Zagath:[/b] ? [b]T'liz That Hates Insects:[/b] ? [b]T'liz, Warped Being:[/b] ? [b]Tormented, Half-Formed Shape of a Human With Green Glowing Eyes, Spirit:[/b] ? [b]Tormented, Servant:[/b] ? [b]Undissolved Spirit, Translucent Humanoid Spirit, Lingering Ghost of a Being Wronged in Life, Tormented Spirit:[/b] ? [b]Venger, Racked Spirit:[/b] ? [b]Zhen, Undead Master:[/b] ? [b]Althbano, Zhen:[/b] Althabno, however, is long dead—he was a very old man when the obsidian washed over Ulyan, and he was slain by it, returning as a zhen. [b]Undead War Beetle, Animated Remains of an Immense Beetle, Plodding Hulk, War Machine, Huge Beetle, Bug:[/b] ? [b]Worm of Bones, Immense Worm Fashioned From the Interlocking Bones of Hundreds if Not Thousands of Dead Things, Undead Beast, Unthinking Killer:[/b] ? [b]Worm of Bones, Guardian:[/b] ? [b]Lightning Zombie, Peculiar Creation of the Zwuun and the Energies of the Sorcerer-King Nibenay's Fortress Nagarramakam:[/b] ? [b]Salt Zombie, Shrunken Shriveled Husk, Shriveled Husk, Semi-Intelligent Zombie:[/b] ? [b]Exoskeleton Bugdead Kank, Slow-Moving Husk:[/b] ? [b]Undead, Undead Creature:[/b] A creature’s death determines which type of undead it becomes and what special powers or weaknesses it acquires in undeath. The type of undead a creature becomes depends on the cause of its death or the motive behind it. Create Undead undead special ability. [b]Athasian Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Lesser Undead:[/b] ? [b]Mindless Undead, Animated Automaton:[/b] Athas has its mindless undead, of course, animated automatons created to serve their masters. [b]Nonevil Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Intelligent Corporeal Undead:[/b] The spirits of corporeal undead are linked to the Gray, providing them with continued existence and sometimes necromantic magic. With the notable exceptions of kaishargas, morgs and t’lizes, who seek out undeath as a means of immortality, most corporeal undead linger in life for a special purpose or to serve a special duty. Their special link with the Gray compels many of them to “give back” to the spirit world; thus, many of these creatures feel a void that they can never fill but attempt to satiate with food, the flesh of the dead, or even the flesh of the living. [b]Intelligent Incorporeal Undead:[/b] ? [b]Free-Willed Undead Insect:[/b] ? [b]Mindless Undead Insect:[/b] ? [b]Undead S'thag Zagath:[/b] ? [b]Undead Warrior:[/b] ? [b]Free-Willed Undead:[/b] ? [b]Undead Master:[/b] ? [b]Undead Character:[/b] ? [b]Undead Cleric:[/b] ? [b]Undead Druid:[/b] ? [b]Undead Ranger:[/b] ? [b]Summoned Undead:[/b] ? [b]Undead Body:[/b] ? [b]Athasian Free-Willed Undead:[/b] ? [b]Medium Undead:[/b] ? [b]Tasked Undead:[/b] ? [b]Undead That Exists for Thousands of Years:[/b] ? [b]Powerful Undead Spirit:[/b] ? [b]Undead Creature With the Possession Ability:[/b] ? [b]Northern Humanoid Undead:[/b] ? [b]Humanoid Undead:[/b] ? [b]Undead Insect:[/b] ? [b]Less-Intelligent Undead Humanoid:[/b] ? [b]Undead Defiler:[/b] ? [b]Undead Beast:[/b] ? [b]Insectoid Undead:[/b] ? [b]Hideous Undead Creature:[/b] ? [b]Extremely Powerful Undead:[/b] ? [b]Undead Guardian:[/b] ? [b]Powerful Undead:[/b] ? [b]Unique Undead:[/b] ? [b]Terrifying Undead:[/b] ? [b]Undead Ant Lion:[/b] ? [b]Terrifying Swarm of Undead Giant Wasps:[/b] ? [b]Undead Vermin:[/b] ? [b]Lingering Ghost:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] [i]Create Greater Undead[/i] spell caster level 16. [b]Skeleton:[/b] Bugdead swarms often eat rotting flesh, consuming zombies found anywhere in the Black Basin. These attacks rarely destroy the undead, for the bugdead simply strip the rancid flesh while leaving bone intact; the zombies become skeletons (or exoskeletons). Athas has its mindless undead, of course, animated automatons created to serve their masters. These undead are usually skeletons and zombies animated from any bones, huge beasts or small rodents, fallen warriors or spellcasters, returned in undeath to serve as slaves. [b]Skeleton, Mindless Undead, Animated Automaton, Walking Dead:[/b] ? [b]Exoskeleton, Walking Dead:[/b] ? [b]Skeleton-Like Creature:[/b] ? [b]Uncontrolled Skeleton:[/b] [i]Open the Gray Gate[/i] spell. [b]Skeletal Monster:[/b] ? [b]Almost Skeletal Figure:[/b] ? [b]Wasp Cloud:[/b] ? [b]Exoskeleton Wasp:[/b] ? [b]Gaunt Skeletal Being:[/b] ? [b]Skeletal Undead:[/b] ? [b]Skeletal Creature:[/b] ? [b]Swiftwing Skeleton:[/b] ? [b]Skeletal Inix:[/b] ? [b]Zombie:[/b] Athas has its mindless undead, of course, animated automatons created to serve their masters. These undead are usually skeletons and zombies animated from any bones, huge beasts or small rodents, fallen warriors or spellcasters, returned in undeath to serve as slaves. [b]Zombie, Mindless Undead, Animated Automaton, Walking Dead:[/b] ? [b]Uncontrolled Zombie:[/b] [i]Open the Gray Gate[/i] spell. [i]Unliving Identity[/i] spell. [b]Mindless Zombie:[/b] ? [b]Intelligent Zombie:[/b] ? [b]Semi-Intelligent Zombie:[/b] ? [b]Zombie Laborer, Sallow-Faced Zombie:[/b] ? [b]Walking Dead:[/b] The walking dead are animated and sustained by mindless Gray forces, usually under the animator’s control. [b]Being That Knows No Rest:[/b] ? [b]Creature of the Gray:[/b] ? [b]Thrall:[/b] ? [b]Corpse:[/b] ? [b]Lightning Serpent, Autonomous Writhing Band of Electrical Energy:[/b] Ashen's Sorcererous Blast Lightning Serpent power. [b]Desiccated Corpse:[/b] ? [b]Shambling Bones:[/b] ? Create Greater Undead Necromancy [Evil] Level: Clr 8, Wiz 8, Tem 8 This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: Gray zombies, shadows, Athasian wraiths, and tormented. The type or types of undead you can create is based on your caster level. Each type gains additional special abilities described in Chapter 3: Special Attacks, Qualities and Weaknesses, as shown on the table below. Caster Level Undead Created Special Abilities CR 15th or lower Gray zombie Paralysis 3 16th–17th Shadow Despair, spell resistance 5 18th–19th Athasian wraith Life disruption 7 20th or higher Tormented Death gaze, reflect physical attacks 11 Create Undead Necromancy [Evil] Level: Clr 6, Wiz 6, Tem 6 Components: V, S, M Casting Time: 1 hour 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 create more powerful sorts of undead: creeping claws, ioramhs, salt zombies, and ashens. The undead do not gain any additional special powers described in Chapter 3: Special Attacks, Qualities and Weaknesses. The type or types of undead you can create is based on your caster level, as shown on the table below. Caster Level Undead Created 11th or lower Creeping claws* 12th–14th Ioramh 15th–17th Salt zombie 18th or higher Ashen *Up to four creeping claws can be created per corpse, and they are two sizes smaller than the corpse. 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. Material Component: A clay pot filled with grave dirt, and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 Cp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells. Unliving Identity Necromancy [Evil] Level: Clr 7, Dead Heart 5, Wiz 7 Components: V, S, M, XP Casting Time: 1 round Range: Touch Target: One zombie Duration: Instantaneous Saving Throw: See text Spell Resistance: See text You recall a mindless zombie’s consciousness from the Gray, transforming it into a thinking zombie. This spell restores personality, memory, identity, skills, class levels—everything but life. The creature remains undead, and if you previously controlled the zombie, you may elect to retain control of it, but its HD count against the total you can control with animate dead; if you exceed that number, excess undead from previous castings become uncontrolled. Open the Gray Gate Conjuration (Creation, Summoning) [Evil] Level: Wiz 8 Components: V, S Casting Time: 10 minutes Range: Medium (100 ft. + 10 ft./level) Area: Cylinder (10-ft. radius, 30-ft. high) Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No You open a one-way gate from the Gray, allowing energy from that plane to seep out onto Athas. The gate appears as a swirling column of gray mist, cold even in full sunlight. Its area does not block movement, but it does provide concealment, as the obscuring mist spell. If you do not anchor the gate within 1 minute of casting the spell, the gate begins to move 40 feet per round in a random direction. Anchoring the gate requires a permanency spell, though this application neither costs XP nor makes the gate permanent; it simply holds it in place for the duration. Any living creature coming into contact with the gate, gains one negative level per round of contact. A creature drained and killed by the gate, rises as an uncontrolled Athasian wraith in 3 rounds. All other corpses within 30 ft. of the gate become temporarily animated as uncontrolled skeletons and zombies, as animate dead, except that they cease animating when the duration ends. Buried corpses animate and crawl to the surface, as long as they are buried no more than 6 feet deep. Each minute, the massive release of energy from the Gray has a 50% chance of catching the attention of one or more undead seeking temporary escape from the spirit plane. The spell summons a random number of undead to the gate’s location according to the following table. The undead do not gain any additional special powers described in Chapter 3: Special Attacks, Qualities and Weaknesses. 1d6 Undead Summoned 1 3d6 undissolved spirits 2 2d6 Gray zombies 3 1d6 shadows 4 1d3 Athasian wraiths 5 1 tormented 6 1 crimson Though the summoned undead recognize you as the caster, they mercilessly attack you and any other living creatures. If an undead has the possession ability, it tries to possess your body if given the opportunity. The undead may not roam farther than 10 miles from the portal. They vanish into the Gray when the spell ends. If the spell ends while your body is possessed, you die. Casting a dimensional lock spell so that its area encompasses the gate’s area, prevents creatures from traveling from the Gray. Ambulatory Limbs (Ex) [CR +1, LA +1] Only corporeal undead can have this ability. The undead can detach a hand or foot as a standard action, the separated part becoming a creeping claw (see Chapter 5: Monsters). The claw is two size categories smaller than the undead. Detaching a limb deals the undead damage equal to the creeping claw’s hit points; when reattaching it, the undead regains the claw’s current hit points. A creeping claw is under its owner’s control, as long as the owner is animated and within 100 ft. Otherwise, it behaves as a mindless undead. Create Spawn [CR +1/3, LA +2] The undead can perform a short ritual over a helpless humanoid as a full-round action. The ritual involves a coup de grace, and if the creature dies, it rises after 48 hours as a namech under the original undead’s control. At any one time, the undead can have namech spawn with total HD equal to its own. Create Undead (Sp) [CR +1/3, LA +1] The undead can create other undead creatures from bones or corpses. It gains the following spell-like abilities at the appropriate Hit Dice. Hit Dice Spell-Like Abilities 1 HD to 6 HD — 7 HD to 10 HD Animate dead 1/day 11 HD to 14 HD Create undead 1/day 15 HD or more HD Create greater undead 1/day[/spoiler] [URL=https://www.drivethrurpg.com/product/19191/Testament-Roleplaying-in-the-Biblical-Era?affiliate_id=17596]Testament: Roleplaying in the Biblical Era:[/URL][spoiler] [B]Rephaim:[/B] Rephaim are the shades of those nephilim who drowned in the Flood. Because of their semi-divine heritage, death transformed them into terrifying spirits. [B]Accursed Ka-Spirit:[/B] When one seeks divine knowledge forbidden to mortal man, such as the secret of life that belongs to Amun-Ra alone, he runs the risk of being transformed into a ka-spirit, a ghost that cannot pass beyond the grave into the next life. Accursed ka-spirits typically serve as tomb guardians, such as those who protect the books of Thoth, most of whom were mages who failed in attempts to wrest divine secrets from the texts themselves. “Accursed ka-spirit” is a template that can be added to any humanoid. [/spoiler] [URL=https://www.drivethrurpg.com/product/1690/The-Book-of-Adventuring?affiliate_id=17596]The Book of Adventuring[/URL][spoiler] [b]Undead, Undead Creature, Undead Monster:[/b] ? [b]Evil Undead:[/b] ? [b]Powerful Undead, Major Threat:[/b] ? [b]Fearsome Foe:[/b] ? [b]Frightening Creature:[/b] ? [b]Horrific Creature:[/b] ? [b]Disgusting Creature:[/b] ? [b]Ghost, Powerful Undead, Major Threat:[/b] ? [b]Ghoul:[/b] ? [b]Truly Terrible Lich, Powerful Undead, Major Threat:[/b] ? [b]Mummy, Powerful Undead, Major Threat:[/b] ? [b]Nightshade, Powerful Undead, Major Threat:[/b] ? [b]Vampire, Powerful Undead, Major Threat:[/b] ? [b]Zombie:[/b] ? [b]Shambling Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/1670/The-Book-of-Immortals?affiliate_id=17596]The Book of Immortals[/URL][spoiler] [b]Immortal Lich, Immortal:[/b] Path of Darkest Night Some men, driven by a need for personal power, swear their souls into the service of dark gods and even darker causes. However, when they do so they must swear their loyalty and service to beings whose motivations do not always match up with their own. Those mortals of more independent spirit, unwilling to sacrifice so much of their freedom in return for power, often seek out a darker, more dangerous road. This road, called the Path of Darkest Night, forces the would-be Immortal to unlock the bonds placed on creation’s tools at the dawn of time. With these tools the Immortal can transform his body and the world around him to meet his personal needs. With each transformation he becomes less and less mortal and more like the gods themselves. Unlike those paths dominated by a single lord, an Immortal walking the Path of Darkest Night can use creation’s tools to transform himself into a god. Doing so, however, requires the Immortal to give up everything that once bound him to the mortal plane. Very few creatures, even those driven by insanity or greed, can push themselves so far. Most cling to the vestiges of their mortal lives with as much strength they possibly can, continuing to sample what pleasures the world still offers. Description It was not the gods’ intent that mortal men take up creation’s tools for their own advantage. In fact, the gods worked hard to expressly forbid such hubris. However, the power of free will is such that if a mortal knows that a thing can be done, he will in time find a way to do it. The Path of Darkest Night represents one such deviation from the accepted structures. Mortal magicians discovered early in history that not only could they re-enact the god’s acts at wellsprings to create tremendous power but that specific challenges existed already within the world and by taking them they could even further increase their already substantial abilities. A few hundred years of research later mortals had created a book called ‘The Shining Art of Darkness’ detailing how to transform oneself from a mortal man into an immortal creature with power drawn from the force of endings and boundaries – negative energy itself. The first act of a mortal on this path is to drink a potion made from the souls of damned creatures then cut out his own heart, in keeping with how one of the lords of evil created a vortex of negative energy within his own body at the dawn of time. Each further step along the path involves similarly gruesome rituals, each one modelled on a legendary activity performed by one of the gods long before mortals walked the earth. To this day some of the gods wish to know who among their number revealed so many of the ancient details to mortals, a desire that will never be satisfied. Some mortals call Immortals on this path ‘liches’, though in truth a lich could also be a much simpler undead creature with far less power. For themselves, those who walk this path do not call themselves anything other than Immortals. They care little for their brothers on the path and nothing at all for the mortality they left behind. [b]Sebastian the Shadow Souled, Sebatian the Shadow Soul, Immortal Lich Wizard 20, Tall Thin Man, Lich:[/b] Although no one else remembers his history, Sebastian still feels the driving fear of death that led him to sacrifice his kingdom, his people and his own new-born son to the powers of darkness in return for eternal life. [b]Kork'klaz, Immortal Lich:[/b] The Immortal lich Kork’klaz wove a great and terrible magic to extend his failing ‘life’ through another age of man. This spell tore the spark of life from everything within a hundred mile radius. Such great force cannot be wielded without consequence; in this case, Kork’klaz found he could no longer leave the cave where he enacted the ritual. However, the spell also created a wellspring of negative energy the lich could use to sustain himself in all the ages to come. [b]Undead:[/b] Deities who rule over death have the right to claim living creatures, send spirits back to the mortal realm as undead, authorise reincarnation and rule over the world’s afterlife. They lend portions of this authority to their Immortal servants, usually in a piecemeal fashion. Frozen Heart immortal gift. [b]Creature of Negative Energy:[/b] ? [b]Incorporeal Undead, Once-Living Spirit:[/b] ? [b]Hero's Ghost:[/b] ? [b]Ghost:[/b] The carnage blighted the vale and all who lived within it. The soil could no longer support life; creatures within the vale could not heal or give birth. Worse, the first full night after the great battle revealed a further horror; the men who fought and died in the valley continued on their war as ghosts. [b]Joseph of Athradan, Ghost Human Expert 10:[/b] A would-be god-king gained this gift just before he realised he could never achieve his goals. In despair he called up Joseph, his long dead chancellor and asked his old friend to run the kingdom while the king pondered his fate. [b]Ghost of a Minor Courtier:[/b] ? [b]Wraith:[/b] If a creature is reduced below 0 level by negative energy [from an immortal's invoke the end of all things power] it rises from the dead as a wraith under the Immortal’s personal control within 1d4 days. [b]Dread Wraith Sorcerer 5, Sorcerer Wraith:[/b] ? [b]Wraith, Minion:[/b] ? Frozen Heart Attribute Gift Associated Power: Negative Forbidden Power: Positive Base Bonus: Become undead Description: When an Immortal drinks too deeply of negative energy he attains a kind of half-life sometimes referred to as undeath. His body withers and dies while his spirit lives on. Within this animated shell the Immortal can exist for millennia, slowly grinding through eternity without ever tasting any of life’s myriad joys. When the Immortal first gains this gift he gains the undead type. He also takes 1d6 damage per round from exposure to sunlight and must make a Will save (DC 30) to be able to use his gifts, class abilities or spell-casting abilities while so exposed. As the Immortal invests his Aura in this gift he may: † Increase a base attribute: Each +1 bonus to a specific attribute costs two bonus points. † Reduce sun damage: Each –1 to the d6 roll costs two bonus points. † Reduce Will save DC: Each –1 costs one bonus point. † Place life in object: The Immortal places his life into an object outside of his body. So long as the object exists the Immortal cannot die. If his body suffers complete destruction it reforms in 1d4 days. This costs four bonus points.[/spoiler] [URL=https://www.drivethrurpg.com/product/86255/The-Book-of-Silvered-Shadows?affiliate_id=17596]The Book of Silvered Shadows[/URL][spoiler] [b]Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Powerful Undead:[/b] ? [b]Lich, Lich Lord:[/b] ? [b]Mummy:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/1875/The-Book-of-Strongholds--Dynasties?affiliate_id=17596]The Book of Strongholds & Dynasties[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Undead Horror:[/b] ? [b]Skull Fortress, Undead Creature of Gargantuan Size:[/b] ? [b]Undead Creature Who is Vulnerable to Ordinary Sunlight:[/b] ? [b]Cannon Fodder:[/b] ? [b]Vampire:[/b] ? [b]Skeleton:[/b] Undead Generation Plinth magic item. [b]Zombie:[/b] Undead Generation Plinth magic item. Undead Generation Plinth When you are co-ordinating the defence of a fortress of evil, you do not always have time to animate and instruct the legions of undead that you need to act as cannon fodder for your better troops. Subordinate clerics can always be employed, but they are generally needed elsewhere too and are an annoyingly vulnerable target. By using an undead generation plinth, you can have your mortal agents recycle the bodies of fallen foes and turn them into soldiers for your own side. An undead generation plinth is a flat square slab of matt black stone 10 feet on a side. When corpses are thrown on to it, it animates them as zombies or skeletons. These arise with the purpose in mind that is programmed into the plinth, such as ‘defend the castle gate’ or ‘obey the man in the black helm’. Only one purpose may be set at once and all undead generated by the plinth abide by it as best they can. The purpose may be changed by anyone who knows the command word for the plinth. A plinth may animate up to 60 hit dice of undead (zombies or skeletons only) per day in total, but no more than 36 hit dice of undead generated may be active at any one time, owing to the limited amount of undead that the plinth may ‘control’. Instead of animating new undead creatures, the plinth may be used to restore damaged ones. If a damaged undead creature stands on the plinth and the appropriate command word is spoken, it may receive the benefits of an inflict light wounds spell at the expense of one hit dice of animation potential from the plinth for that day. Caster Level: 18th; Prerequisites: Craft Wondrous Item, animate dead, inflict light wounds; Market Price: 100,000 gp.[/spoiler] [URL=https://www.drivethrurpg.com/product/1673/The-Book-of-the-Planes?affiliate_id=17596]The Book of the Planes[/URL][spoiler] [b]Discarded, The Discarded:[/b] The discarded are thrown-off shells of emotion and memory that were imprinted onto the mists of the Ethereal Plane by a violent death. These are the equivalent of an ethereal duplicate created by a living being. The discarded appear only after a violent death, throwing off the shell of the dying body and forming a new shape from ectoplasm. [b]Damned, The Damned, Damned Soul:[/b] The other major denizens are the damned, the souls of the evil dead. ‘Damned’ is a template that can be applied to any humanoid or monstrous humanoid. [b]Shade-Wight:[/b] While he waits to dig into the Negative Energy Plane, the King of Dark Places amuses himself by developing new blends of undeath and shadow. The shade-wights, for example, are a product of the King’s terrible necromantic workshop in the depths of the Tenebrous Citadel. [b]Discarded, Thrown-Off Shells of Emotion and Memory That Were Imprinted Onto the Mists of the Ethereal Plane by a Violent Death, Spectral Entity, Ghost of a Dead Man, Ethereal Creature:[/b] ? [b]Discarded Harper:[/b] ? [b]Discarded Soldier:[/b] ? [b]Damdned, Soul of an Evil Dead:[/b] ? [b]Shade-Wight, Mottled Horror:[/b] ? [b]Undead, Undead Being, Undead Creature:[/b] While he waits to dig into the Negative Energy Plane, the King of Dark Places amuses himself by developing new blends of undeath and shadow. [b]Mindless Undead:[/b] ? [b]Ashbless, Undead Remnant of a Powerful Fire Elemental Lord:[/b] As fire elementals normally merge back into the plane when they die and do not have distinct spirits, it is uncertain how Ashbless attained undeath without recourse to a spell of lichdom. [b]Powerful Undead, Powerful Undead Creature:[/b] ? [b]Sentient Undead Creature:[/b] ? [b]Hostile Undead:[/b] ? [b]Undead God of Surpassing Power:[/b] ? [b]Undead Horror:[/b] ? [b]Material Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Lesser Undead:[/b] ? [b]Slumbering Undead:[/b] ? [b]Potent Spirit of Undeath:[/b] ? [b]Allip:[/b] ? [b]Ghost:[/b] ? [b]Weaker Ghost:[/b] ? [b]Small Ghost:[/b] ? [b]Large Ghost:[/b] ? [b]Ghost, Spectral Entity:[/b] ? [b]Errant Ghost:[/b] ? [b]Dwarven Ghost:[/b] Many dwarven ghosts haunt the Vault; these ghosts are the spirits of stone-workers who would prefer to look on such perfect buildings instead of moving on to the Afterworld. [b]Dwarven Ghost, Spirit of a Stone-Worker:[/b] ? [b]Sagely Ghost:[/b] The Halls of Order are haunted by thousands of sagely ghosts, the souls of wizards and philosophers who linger here to study. [b]Hungry Souls:[/b] Not every one of the dead rests peacefully. Some are disturbed by the presence of the living or events occurring in the world they left behind, and so desire a return to the flesh. Swarms of these ghosts sometimes descend upon living travellers. [b]Hungry Souls, Swarm of Ghosts:[/b] ? [b]Ghost of the Deep Ethereal:[/b] ? [b]Wizard-Lich:[/b] ? [b]Lich:[/b] ? [b]Lich, Powerful Undead, Powerful Undead Creature:[/b] ? [b]Powerful Lich:[/b] ? [b]Reannan Lich, Undead Reannan:[/b] ? [b]Nightcrawler, Nightcrawler Worm:[/b] ? [b]Nightshade:[/b] Negative Energy Plane; passing through the shadows serves to bolster both their shapes and strength. These spirits are the nightshades. [b]Nightshade, Native Inhabitant of the Plane of Shadow:[/b] ? [b]Nightshade, Spirit:[/b] ? [b]Nightwalker:[/b] ? [b]Nightwalker, Ruler:[/b] ? [b]King of Dark Places, Lord of the Tenebrous Citadel, Nightwalker:[/b] ? [b]Nightwing:[/b] ? [b]Nightwing, Terrible Being:[/b] ? [b]Shadow:[/b] Endless darkness, endless monochrome blackness… it stains the soul. Stay too long amid the shadows, and sanity itself becomes a shadow. For every day spent on the Plane of Shadow without seeing real light, a character must make a Will save (DC 10 + 1 per day). If the save is failed, the character loses one point of Wisdom until he leaves the Plane of Shadow. A character reduced to zero Wisdom forgets the existence of light and goes utterly mad. When he dies, he becomes a shadow. [b]Shadow, Minor Undead:[/b] ? [b]Greater Shadow, Major Undead:[/b] ? [b]King of Shadows:[/b] ? [b]Greater Shadow:[/b] ? [b]Evil Shadow:[/b] ? [b]Trapped Shade:[/b] Some nights never end. The dawn breaks, yes, but the events of the night endure for centuries as an errant night. These are regions of the Plane of Shadow that are exact copies of a particular region in the Material Plane, where an especially important or sorrowful night is drawn out for hundreds or even thousands of years. The spirits of those who were involved in that night are trapped in the errant night as undead. [b]Skeletal Farmer:[/b] ? [b]Spectre:[/b] The crypts of Dunmorgause went untouched by the Fey, who find human bones in iron caskets deeply distasteful. However, when the castle became disjoined from the Material Plane, the strong atmosphere of death in the crypts transformed all the graves into portals to the Negative Material Plane. The dead of the line of Daen awoke as a host of wraiths and spectres. [b]Spectral Entities:[/b] ? [b]Lesser Banshee:[/b] ? [b]Vampire:[/b] ? [b]Lyi, Vampire Human Sorcerer 7, Consort, Vampiric Sorceress:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] Matter cannot endure here [in the Uttermost Abyss], unless it is protected by a death ward. Unprotected characters or objects quickly disintegrate – objects become dust, creatures become wraiths. The crypts of Dunmorgause went untouched by the Fey, who find human bones in iron caskets deeply distasteful. However, when the castle became disjoined from the Material Plane, the strong atmosphere of death in the crypts transformed all the graves into portals to the Negative Material Plane. The dead of the line of Daen awoke as a host of wraiths and spectres. Negative Dominant planar trait. [b]Wraith, Spectral Entity, Ethereal Creature, Greater Undead:[/b] ? [b]Wraith, Denizen of the Negative Energy Plane:[/b] ? [b]Dread Wraith, Dread-Wraith:[/b] ? [b]Dread-Wraith Sorcerer:[/b] ? [b]Zombie:[/b] ? [b]Zombie Slave:[/b] ? Negative-Dominant: Each round, those within must make a Fortitude save(DC 25) or gain a negative level. A creature whose Negative levels equal its current levels or Hit Dice is slain, becoming a wraith. The death ward spell protects a traveller from the damage and energy drain of a Negative-dominant plane.[/spoiler] [URL=https://www.drivethrurpg.com/product/1674/The-Book-of-the-Sea?affiliate_id=17596]The Book of the Sea[/URL][spoiler] [b]Shadow Siren:[/b] Shadow sirens are fallen and evil seasingers. They have turned from the songs of life and sung the music of death. That is a dry and empty path – soon, the shadow siren loses all inspiration and verve, and must drain the vitality of others in order to continue singing. [b]Aquatic Vampire:[/b] ? [b]Shadow Siren, Fallen Evil Seasinger:[/b] ? [b]Aquatic Vampire, Greenish Emaciated Corpse, Slavering Unreasoning Horror:[/b] ? [b]Undead, Undead Creature:[/b] Deathcalm magical weather. Lost Magewind magical weather. [b]Undead Ship:[/b] Bone ships are usually made by necromancers, as the hull can be cannibalised for spare parts or even animated as a whole. [b]Material Undead Creature:[/b] ? [b]Undead Ghost-Ship:[/b] Spectres and wraiths dredge up the timbers of their old ships and make undead ghost-ships. [b]Powerful Undead:[/b] ? [b]Undead Pirate:[/b] ? [b]Undead Horror:[/b] The characters find a massive stone chest full of gold – but it is cursed. When they take the gold from the chest, they are transformed into undead horrors. [b]Undead Horror, Undead Pirate:[/b] ? [b]Undead Servant:[/b] ? [b]Undead Seaweed:[/b] ? [b]Ghast:[/b] Deathcalm magical weather. [b]Ghost:[/b] ? [b]Ghoul:[/b] Deathcalm magical weather. [b]Lich:[/b] Anyone killed by a bite attack from a godhusk arises as a zombie under the control of the husk. Clerics and other divine spellcasters instead become liches serving the husk. [b]Drowned Skeleton:[/b] ? [b]Skeleton:[/b] [i]Animate Crew[/i] spell. [i]Horrorswell[/i] spell. [b]Skeleton, Animated Creature, Undead Crewmember:[/b] ? [b]Coral-Encrusted Skeleton:[/b] Seachanger Death-Shape power. [b]Spectral Inspector:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Vampiric Castaway:[/b] ? [b]Vampire Sorcerer:[/b] ? [b]Vampire Spawn:[/b] ? [b]Pearl, Exceedingly Powerful Vampire-Queen, Overlord of Everdark:[/b] ? [b]Wraith Captain:[/b] [i]Animate Crew[/i] spell. [b]Wraith:[/b] ? [b]Zombie:[/b] Hails of arrows [from an undead bonecage] are normally followed up with a barrage of necromantic spells, turning any fallen sailors into zombies. Anyone killed by a bite attack from a godhusk arises as a zombie under the control of the husk. Clerics and other divine spellcasters instead become liches serving the husk. Deathcalm magical weather. [i]Animate Crew[/i] spell. [i]Horrorswell[/i] spell. [b]Zombie, Animated Creature, Undead Crewmember:[/b] ? [b]Bloated Waterlogged Zombie:[/b] ? [b]Bloated Zombie:[/b] ? Animate Crew Necromancy [Evil] Level: Clr 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Effect: Creates an undead crew for a ship Duration: Instantaneous Saving Throw: None Spell Resistance: No Animate crew creates up to three skeletons or zombies per level of the caster, which serve as the crew for a ship. These animated creatures are bound to the ship they serve and cannot go further than one mile from the vessel (and then only by express command of the caster). If corpses are unavailable when the spell is cast, they crawl out of the sea as soon as they can (although if the spell is cast far away from the site of a shipwreck or naval battle, it may take the undead crew weeks to reach the ship). The undead all have a Seamanship score of +5. The spell creates a wraith captain to command the ship, and the crew serve the captain. Only the captain’s Hit Dice counts towards the caster’s control limit. Material Component: The captain must be gifted with an item worth at least 100 gp per level of the caster, while the crew demand at least two gold pieces each. Horrorswell Necromancy [Aquatic] Level: Drd 9, Sor/Wiz 9 Components: V, S, M Casting Time: 10 minutes Range: Touch Area: One-mile/level emanation from the caster Duration: One hour/level Saving Throw: None Spell Resistance: Yes It begins with a sudden rush of dark water, as if dam holding back a stagnant mire had sudden broken. The sea becomes cold and dark; clouds choke the sky. For a moment, all is dark. Then everything that has ever drowned begins to crawl. Horrorswell is a despicable incantation that has numerous effects. When cast at sea, it taints the waters around the caster. If land is within range of the spell, it causes trickles of black slime to rise out of the ground and flow into any streams or waterways. This tainting has the following effects; • Any drinking water within the area of effect is fouled. • Any food touched by the tainted water is also befouled. • Any wounds inflicted within the area of effect become infected, and do not heal naturally. Furthermore, the foul water is evil (and can be perceived as such by detect evil). If the water touches a corpse, the corpse is animated as a zombie or skeleton. These undead are not under the control of the caster; they roam randomly and attack the living, although they may fall under the control of other necromancers or powerful undead. The entire area of effect is also to be unhallowed for the duration of the spell. The spell also attracts and awakens creatures of evil, and promotes malicious acts – all evil creatures gain a +1 luck bonus to all rolls while touched by the fouled water. All of horrorswell’s effects are tied to the foul water created by it, so watertight structures, damming portals, sandbags and so on can be used to ameliorate the spell’s malice. Material Component: A black pearl worth 500 gp, a black onyx worth 500 gp, and a handful of mud from a seabed at least 5000 feet deep. Death-Shape: The seachanger can now turn himself into the form of a coral-encrusted skeleton. This form is considered to be Undead, and has Damage Reduction 10/blundgeoning and Energy Resistance 10 against all forms of energy. The DC for this transformation is 18. Deathcalm: The feared Deathcalm only occurs when there is no wind. The water suddenly becomes perfectly smooth, like a dark mirror. The reflections in the water are twisted – ships appear to be rotting death hulks, sailors are undead parodies of themselves, and even birds appear to be decaying horrors. The Deathcalm drains the life energy of all those caught within it – every day, anyone in the area of effect must make a Fortitude check (DC10) or gain 1 negative level. These negative levels are lost immediately when the character leaves the Deathcalm, but if he gains negative levels equal to his character level or Hit Dice, the character dies and becomes an undead creature (usually a zombie, but characters can become ghouls, ghasts, or worse…) A Deathcalm is 1d4x5 miles in radius. (Challenge Rating 7). Lost Magewind: The magewind spell summons up and binds a wind to serve a wizard. Should that wizard die violently, his spirit can sometimes be caught in the wind, which then roams randomly looking for release. Sometimes, a magewind can fixate on a ship, blowing it around for 1d6 weeks. The magewind can be turned as a 6 HD undead creature. (Challenge Rating 3).[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]The Cavalier's Handbook[/URL][spoiler] [b]Lich Steed:[/b] A lich steed is a powerful undead horse created by foul necromantic magic to serve as a mount for an undead rider. Any horse slain by a lich steed rises as a lich steed in 1d4 rounds. A 12th-level evil spellcaster can create a lich steed with the create undead spell, with the newly created creature retaining the ability to be ridden if it had that training in life (though the lich steed loses all other abilities it might have had, including tricks and special purposes). [b]Lich Steed, Undead Horror, Powerful Undead Horse, Horror:[/b] ? [b]Undead:[/b] ? [b]Undead Rider:[/b] ? [b]Lich:[/b] ? [b]Skeletal Horse:[/b] ? [b]Vampire:[/b] ? [b]Powerful Wight:[/b] ?[/spoiler] [URL=https://athas.org/products/csod/documents/22]The City-State of Draj[/URL][spoiler] [b]Powerful Undead Raaig Guardian:[/b] ? [b]The Guardian, Meorty Elf Wizard 17, Spirit:[/b] ? [b]The Nameless Sentinel, Raaig Human Fighter 9:[/b] ? [b]Varoxil Rante, Raaig Human Cleric 10:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/286530/The-Deep?affiliate_id=17596]The Deep[/URL][spoiler] [b]Udral, Unliving, Intelligent Undead Udral:[/b] Udrachalc transforms creatures into powerful and intelligent aquatic undead. If any living or dead intelligent creature is immersed in udrachalc, it becmes an undead creature, called an udral in Aquan. In this terrifying process, the creature is stripped of all memory of its life and identity. Deep beneath the surface of the sea, where the light of the sun dwindles to nothing, there are secrets that would send terror into the hearts of the complacent powers of the land. On the ocean floor, cold seeps release streams of toxic chemicals-including the horrific udrachalc-which can alter a creature beyond all recognition. At some of these seeps, when the udrachalc is at its thickest, small rifts open to the Shadow Plane, creating deep lakes filled with water so laden with brine and chemicals that it is thicker than the surrounding sea. These underwater brine lakes leech soul and memory from unfortunates immersed in them. With the dread power of udrachalc-a magical chemical whose very composition drains life-creatures immersed for a certain time rise again, as fearsome and intelligent corporeal undead called udral, which in Aquan means "unliving." They capture by force powerful intelligent creatures, who they subject to immersion in udrachalc brine pools and an unlife of slavery to their new masters. "Udral" is a template that can be applied to any intelligent corporeal creature. A creature slain by an udral's energy drain attack may rise again as an udral under the proper conditions. Within one day of its death, if the udral immerses its target's body in a brine lake of sufficient udrachalc concentration, its victim rises again as an udral if it had 5 or more HD. Situated near a cold seep in a deep brine lake, is a small rift to the Plane of Shadow, and the brine lake spawns scores of udral. Any living or dead intelligent creature immersed in the Deadspawn Seep for more than one hour becomes permanently transformed into an udral. Udral: a type of intelligent aquatic undead, created at cold seeps and brine lakes. [b]Udral, Powerful Intelligent Aquatic Undead, Fearsome Intelligent Corporeal Undead, intelligent Aquatic Undead:[/b] ? [b]Udral Monk:[/b] ? [b]Shirothal Nak, Thanatar of the Life-Stealers, Udral Human Monk 14:[/b] ? [b]Thrakandul Nak, Thanatar of the Void-Reapers, Udral Sel'varahn Cleric 6/Assassin 7:[/b] ? [b]Maldraste Nakn, Thanatar of the Soul-Binders, Udral Merfolk Wizard 15:[/b] ? [b]Undead, Undead Creature, Deathless One:[/b] ? [b]Frighteningly Powerful Undead:[/b] ? [b]Lawful Evil Undead Monk:[/b] ? [b]Corporeal Undead:[/b] ? [b]Mindless Undead Creature:[/b] ? [b]Undead Aquatic Animal:[/b] ? [b]Intelligent Undead, Evil Being:[/b] ? [b]Powerful Undead:[/b] ? [b]Undead Reef:[/b] Around the craggy and twisted seamount of Udral'Nak a deep reef has grown and been shaped by its residents. This deep reef is like no other in the Sea, for its contained reef-mind has been tainted by udrachalc exposure, and is to all intents and purposes an undead reef. [b]Undead Monk:[/b] ? [b]Lesser Undead:[/b] ? [b]Undead Minion:[/b] ? [b]Ghost:[/b] ? [b]Ghostmaw, Cachalot Ghost, Monstrous Ghost Ceti, Evil Incorporeal Ceti, Leader, Mysterious Undeniably Intelligent Ghost Ceti:[/b] ? [b]Cachalot Ghost, Horrific Creature:[/b] ? [b]Ghoul, Corporeal Undead:[/b] ? [b]Ghoul Lacedon:[/b] ? [b]Zyl'Drakorran, Sephoran Lich Psionicist 13, Powerful Undead Sephoran:[/b] The Twisted Reef is the giant phylactery of a powerful undead sephoran, who grew the coral from a living seed and has twisted the reef-mind to his own fell purposes. [b]Skeleton, Corporeal Undead:[/b] ? [b]Zombie, Corporeal Undead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/2600/The-Dread-Codex?affiliate_id=17596]The Dread Codex:[/URL] [spoiler] [B]Akyanzi:[/B] Akyanzi are the heads of spellcasters who are slain by a fire-enchanted weapon. After slain (and likely beheaded) by victorious warriors, negative energy wells from the caster’s anger at being defeated by a non-spellcaster and animates the head only. Perhaps akyanzi come from spellcasters slain by drow weapons, or slain by weapons forged in a specific geographic area. [B]Barrow Wight:[/B] “Barrow wight” is a template that can be added to any sentient creature with an organic body and a culture with death rituals and has recently died either by a barrow wight’s energy drain ability or naturally; if naturally, the creature must be raised as a barrow wight by some magical force (referred to hereafter as the “base creature”). The creature’s possession of a soul is a determination for the GM to make, but in most campaigns it includes any dragon, giant, humanoid, or monstrous humanoid. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to being raised as a barrow wight. Any sentient creature with a soul and death rituals slain by a barrow wight’s energy drain rises as a barrow wight the next night, as per this template. [B]Annis Hag Barrow Wight Manx:[/B] ? [B]Blighted One: [/B]Born of pestilence, the blighted one is the incorporeal manifestation of creatures that have died from a disease. For only a shadow of the deceased’s essence remains on the Material Plane. When enough creatures die in a general area from the same disease, their shadowy soul remnants band together to form a blighted one (usually 20 creatures to a blighted one). [B]Bloodwraith:[/B] The bloodwraith rises from a site of much bloodshed to hunt the creatures that bled, yet did not die, there. Battlefields are, naturally, the most common areas of bloodwraith origin. But if the slain creatures are strong enough (i.e. high-level), then not much blood is required to birth a bloodwraith. The creature’s mind may have come from different entities, but the bloodwraith is nonetheless an individual. [B]Bog Slain:[/B] The bog slain is essentially a better version of a zombie. Created by a water mage of little repute (her name is not even remembered today), the only corpses the woman had to work with were ones found in the bog nearby her home. [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). Furthermore, perhaps the initial animating process does not occur until a priest of the rebirth deity casts a spell over the ill-buried corpse. Such ability could be a special one granted by the evil god whenever a follower casts animate dead or similar magics. A creature slain by a cadaver lord rises in 1d4 minutes as a cadaver. [B]Canine Skulker:[/B] The first skulkers were actual hunting dogs buried with their master. When a lich was slain atop their burial ground, the creature’s necromantic energies seeped into the ground and animated the dogs as skulkers. An afflicted canine that dies of a canine skulker's ghoul fever rises as a canine skulker at the next midnight. [B]Carcaetan:[/B] A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as punishment or a powerful curse, but some evil individuals undergo it intentionally. [B]Cinder Ghoul: [/B]A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. Crucifixion Spirit: 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]Dark Voyeur: [/B]A dark voyeur is the spirit of someone who died in its reflection. The slain individual must have had some familiarity with the mirror; which can be as simple as it being in his home or possession for more than five years. The spirit of the slain is unwilling to leave this life and retreats to the mirror in order to watch life as it happens after his death. If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they each flee to anther mirror of their home mirror’s original size or larger and reappear at full size and with normal hit points in 1d4 days. [B]Deadwood Tree:[/B] It is thought by some elven sages that the deadwood trees were created when the dark elves broke away from the surface world and descended into the underearth, leaving behind a taint on the land which infected random treants throughout the lands. Most scholars scoff at this grandiose theory, but none have been able to disprove it so the myth remains. [B]Death Crab Swarm: [/B]When ghouls and other lesser intelligent undead types are destroyed, what is left of their spirits is automatically stored between the material and negative energy planes. When 300 or so of these twice-slain souls are amassed, they reenter the material plane near a coastal area as death crabs. The swarm represents the final effort by the spirits to hold onto life itself as their energy drain power indicates. [B]Death Roach:[/B] As soon as one death roach is slain, two more seem to take its place. In living roaches, this is due to rapid birthing from multiple egg batches. But for the death roaches, the reason is a bit more mysterious. When a death roach is killed, its necromantic energy is released and wanders the world like a stale breeze. After one month per hit die of the slain death roach has passed, the energy somehow finds a living roach and inhabits it. When that roach then dies, it immediately animates as a death roach. There are some primitive tribes of humans who believe that death roaches are not a world-wide infestation. Rather, death roaches are confined to a certain country and are all part of the same soul. An ancient legend says that Gritztaa, deity of vermin, was attacked and nearly slain by a rival god. So weakened was the deity, that Gritztaa wove his essence into several thousand roaches in order to survive and eventually to regain strength to reassemble as a single entity in the future. Sages prompted for evidence of this theory point to the death roach’s collective mind ability. [B]Death Squid:[/B] Some sages believe they are the souls of sailors who drowned beneath the waves. Others are convinced that there are necromantically-charged stones from a long-submerged undead kingdom which turn large aquatic lifeforms into death squids on contact. In fact, sahuagin are actually the creators of the death squid, despite the more prominent origin theories bandied about (mentioned above). The ritual used to create them was unique to the evil sea humanoids, but has since been sold to land cultures in exchange for other magics. [B]Dread Sphere:[/B] In an ancient magical struggle, the dread spheres were created to perpetuate undead forces for all time. [B]Dreadwraith:[/B] The spirits of soldiers who flee from their post in fear return after death as dreadwraiths. [B]Fear Guard: [/B]Fear guards embody evil in its blackest incarnation. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location. Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. As for where fear guards truly come from, it could be as simple as guards who take a blood oath to a necromancer to serve them in exchange for eternal life. But in this case, it may not be the existence the guards planned. [B]Filth Croc:[/B] Sages speculate that these creatures are the result of necromantic experimentation by an ancient sahuagin lich named Klek-tiim. The extensive marshes were the only buffer zone between Klek-tiim’s burgeoning kingdom and the mainland civilization. The lich wanted to stock the marshy borderland with creatures that would deter those who wished to destroy it. As one of the most numerable types of creatures in the marsh, the crocs became the target of undead transformation. [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 burnt flesh swathed in elemental fire. [B]Chill Phantom:[/B] Chill Phantom originate from an icy region on the Elemental Plane of Water. [B]Flame Servant:[/B] Born from dark necromancy, flame servants are tools of violence and hatred. Every flame servant is created by a spellcaster to complete a particular task. The creation of a flame servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet mud, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together. The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the flame servant. A flame servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly. CL 14th; Craft Construct, Spell Focus (necromancy), burning hands, create undead, fire shield, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP. Arguably more expensive and costly than a standard golem, the flame servant is the necromancer’s answer to constructs. Unfortunately, it is a very poor answer. Used only by those infatuated with death and/or fire, the flame servant requires a high level caster, can only perform a single task, and is not universally effective in any terrain like standard golems. While a flame servant is cheaper in terms of raw materials, the price increases dramatically due to the necessary spells. [B]Chill Servant:[/B] Born from dark necromancy, chill servants are tools of violence and hatred. Every chill servant is created by a spellcaster to complete a particular task. The creation of a chill servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet snow, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together. The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the chill servant. A chill servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly. CL 14th; Craft Construct, Spell Focus (necromancy), torpor, create undead, fire shield, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP. [B]Flying Abomination:[/B] These monsters are created by the spell of the same name. A spellcaster creates these skeletal body parts to have as “handy” servants and to act as guardians of low priority treasures or places. [B]Fog Spirit:[/B] Whether fire slew the creature in life or was just its terrible phobia, the emotion was intense enough at the time of unnatural death to reform its essence as a fog spirit. [B]Frozen Horror:[/B] The frozen northern landscape is a sea of ice and snow amidst tranquil snow-packed mountains. But amidst this beauty is a veritable graveyard of creatures that die in that dangerous beauty. Harsh elements and starvation take the lives of so many creatures that are not native to the north. Those that lay dead for over a year, however, gather the power to return. If a living creature being walks over the grave spot of a creature that died in the elements, there is a 10% chance per Hit Die of the living creature that the corpse animates as a frozen horror. [B]Ghostly Slasher:[/B] Every region in a campaign world has its handful of crazed killers and other evil creatures whose only joy in life is to inflict fear and death on others. When these creatures are eventually hunted down and slain (commonly by brave adventurers), not all of their souls descend into the realm of the damned. The forces in charge of the hells decide to wad many of these murdering, irredeemable spirits together and then send them back onto the Material Plane as one creature—a ghostly slasher—to continue their evil work. As many as a dozen former murderers inhabit a ghostly slasher. [B]Ghoul Template:[/B] “Ghoul” is a template that can be added to any sentient creature with an organic body and a soul who was killed by a ghoul and affected by its Create Spawn ability, or who ate the flesh of creatures of its type in life and recently died (referred to hereafter as the “base creature”). In most campaigns, this will include any dragon, giant, humanoid, monstrous humanoid, or shapechanger. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to undead raising as a ghoul. An afflicted humanoid who dies of a ghoul creature's ghoul fever rises as a ghoul at the next midnight. [B]Ogre Ghoul:[/B] This ogre succumbed to a ravenous pack of ghouls many years ago. [B]Ghast Prestige Class:[/B] Ghouls who adapt to their degenerate undead state and thrive become fearsome predators called ghasts. While they can no longer follow the classes of civilization, cunning ghasts can progressively build upon the powers of their cursed state and travel down darker paths, increasing their connection to the Negative Energy Plane and becoming ever more deadly threats to those they encounter. [B]Ichor Ghoul:[/B] Created to spread disease and general revulsion, the ichor ghoul can be found in any environment where living creatures dwell. Ichor ghouls are found infrequently on their own. They are most often acting on the directives of their creator, a being of some power known as the Dripping Darkness. [B]Primal Ghoul:[/B] Sometimes when a spellcaster wants to build a better monster, the result is not always what he expected. The primal ghoul was developed originally as a more powerful version of a ghoul. [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]Gray Death:[/B] Born from a creature that was burned alive, the gray death seeks to destroy all living creatures in revenge for its current state. When this creature dies, its spirit gathers up the elemental force which slew it. The soul then drifts slowly and invisibly for 1d4 days before reforming up to a mile from the place of its death. The gray death’s “birth” is a spectacular display of fiery explosions contained within a 10-foot area. When a gray death is born in its fiery explosion, it is actually triggered by a tiny pinprick which links the Elemental Plane of Fire to the Material Plane. When the soul which powers this undead dies in a fire, it then searches for a more permanent source of fire to power itself. The soul spark drifts for a time because it unconsciously is looking for a “weak” area where the Fire Plane can be accessed. When it finds such an area, the resulting birth explosion inflicts 4d6 points of fire damage to any creatures within the 10-foot by 10-foot area. [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, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures to share their icy hell. The fact that no hoar spirits are encountered on their own can point to a more unusual cause than is stated above. Instead of attributing it to like minds, perhaps hoar spirits are the result of a magical device hidden in the icy wastes of the spirits’ home. While calling to these undead to unearth itself, the gem might also have a “hive mind” effect on the spirits. The unifying factor might not be a magic item, but could be the lost fragments of a forgotten ice deity. The godling was thought destroyed in a long-ago struggle and the pieces of its body were flung to the ends of the campaign world. However, the pieces which landed in the godling’s native environment (arctic cold) are still powerful enough to animate and call upon the hoar spirits to find them. [B]Inscriber:[/B] 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. It is said that, centuries ago, a trickster god convinced a young man to devote his life to researching the other gods. The minor deity wished to learn his greaters’ weaknesses and knew that only a lowly mortal might succeed at the task (the trickster was forbidden to even speak of such knowledge). That young man became so involved with the cosmic directive that he died and became the first inscriber. [B]Jikini:[/B] Fashioned from common vipers, jikini were created for a good purpose—to dispose of dead bodies after a plague swept through the region. Unfortunately, their undead nature turned these snakes to evil, mutating their poisonous bite into a disease and increasing their mental attributes to dangerous levels. Perhaps the jikini are the result of one tribe of humanoids being cursed into this form. [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. When such an event occurs, the skeleton is endowed with a powerful intelligence and a desire to seek out and find other such items and absorb them into itself. [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]Ndalawo:[/B] Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow of its former self. Though they prefer to prey on other leopards, perpetuating their foul species, they occasionally attack humanoids as well. A leopard reduced to 0 Strength by a ndalawo becomes a new shadow leopard within 1d6 rounds. [B]Necroling:[/B] The necroling is the heritage of all necromancers. Each student of the black arts is required to create a necroling of his own before more potent spells and powers are available to him. The necroling, commonly forgotten by the caster, is then used to guard his laboratory or other precious possessions. Designed so the necromancer can experience the feelings associated with death and rebirth as undead, the necroling is created with the spark of a soul who died unnaturally. The necromancer essentially puts a sliver of the angry soul inside its own tiny sarcophagus (in this case an ink bottle) after imbibing the emotions it experienced at death by way of dreams. Let’s look a little closer at necroling construction. A spellcaster requires the following: Craft Wondrous Item feat, a corpse of someone who died unnaturally no longer than a day ago, a vial filled with black ink, consecutive casting of sleep, gaseous form, dimension door, and detect thoughts on the ink vial, and finally the drawing of the necromantic glyph of undeath on the corpse’s forehead (requires a DC 12 Knowledge (arcana) check). Once the spells have been cast and the glyph drawn, the necromancer must sleep next to the body for 8 hours with the enspelled ink vial on the other side. During the slumber, the necromancer imbibes the thoughts and feelings the corpse’s soul endured at the point of death. The spellcaster learns in vivid mind-wrenching detail what it means to cross the barrier from life into death. At the same time, the ink vial absorbs the last wisp of spirit before it leaves the corpse. This wisp becomes the necroling’s mind while the ink is used when the creature manifests a physical body. Necromancer and necroling are not bonded, as such, when he awakens but there is a definite connection between the two. The necroling intuitively recognizes the necromancer as having touched a piece of its former mind and desires to remain close to that presence. The necromancer gains a permanent black stain right below the back of his neck. What this stain does is mark him as a true necromancer. He has experienced what it is to die and understands the very nature of undeath in the creature he has created. The mark also identifies him to other “true” necromancers, perhaps thereby gaining access to secretive cults or information. Undertaking necroling creation is a wholly evil act since the character is ripping part of a person’s soul from its rightful rest and forcing it into eternal servitude. [B]Necrotic Entrailer:[/B] The ritual that creates an entrailer not only causes its insides to reorganize into the monster’s tethers, but actually fuses the entrails from other creatures into its matrix. These entrails occupy the entire interior of the entrailer except the brain. As a result, a necrotic entrailer has many densely packed miles of tethers available to it. [B]Orc Death Lord:[/B] Powerful orc commanders, if they worship the right god, are returned to the world soon after their usually bloody demise as death lord orcs. [B]Orphan of the Night:[/B] Many children are pranksters that, as they mature, repress those childish impulses to the point that they vanish from the adult mind. Those repressed thoughts do actually disappear and reform on the Plane of Shadow as orphans of the night. [B]Orphan of the Light:[/B] Unfortunately, for every person who leaves their childish ways behind, there two more who do not. Some of these individuals actually move in the opposite direction, leaving behind caring and innocence. These cast off emotions could theoretically coalesce into “orphans of the light”. [B]Phantasm:[/B] Phantasms are malevolent and sinister spirits that delight in the destruction of good-aligned creatures. 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]Quick-Shard Cavalier:[/B] The origins of the quickshards lie in ambitious, militant necromancer-kings. Not merely content to craft spells which slay others and animate them, these necromancers of some forgotten continent cooperated to create the quick-shard ritual. The ability to create many quick-shards at one time is a well-guarded secret today. To create even one, however, requires magic en par with create greater undead. The bones of slain creatures are gathered together (enough to make a Large creature) and, as long as a humanoid head is amongst the ivory pile, a quick-shard cavalier can be fashioned. The other bone shards fuse together to create the core skeleton while other bits are left to form the creature’s spurs. [B]Red Jester:[/B] Red jesters are thought to be the remains of court jesters put to death for telling bad puns, 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 tale speaks of the red jesters as being the court jesters of a god of undeath, sent to the Material Plane to “entertain” those the deity has taken a liking to. The actual truth to their origin remains a mystery. [B]Rom:[/B] The rom are a race of ghostly stone giants. As living giants, they once ruled over the population of a great mountain chain. However, these giants’ brutality eventually met with revolution spearheaded by a tribe of dwarves known as the Skull Splitters. During their retreat, the giants’ shaman took matter into his own hands and laid a curse on the region—every giant who died in the war would one day rise again as undead to take back what was once theirs. Unfortunately for the ancestors of that war’s victors, for it is now a century later, the curse appears to be coming true. Several dozen rom (named for the shaman who laid the curse) have been spotted around the northern mountains and all attempts to parlay with them have met with the diplomats’ own deaths. Well, perhaps the Rom were cursed to exist in this form before their natural deaths. [B]Persistent Soldier:[/B] Whether or not their respective units were victorious, persistent soldiers are those inevitable casualties of any war who perished on the battlefield. It is because of these monsters that visitors to a known battlefield site often speak in hushed reverent tones. For it is said that those who mock the fallen military risk their eternal ire. Although they can be centuries perished, some wisp of the persistent soldier’s soul still remains tied to his corporeal body. Accusations against the soldiers, be they in jest or truly malicious, have a chance of rousing that soul to action once again. The fractured personality and memories call their old body which crawls from the earth in the same condition it was in just moments after it died. [B]Sacred Guardian:[/B] The sacred guardian is a ghostly tiger of great size which keeps eternal watch over very special graveyards and other burial sites. Whether the guardian is summoned or created for its task is not known; the only certainty being that it is the stuff of powerful magic. The one commonality that sages have discovered amongst the sites protected is that they all have something to do with famous (or infamous) adventurers. Perhaps the sacred guardian doesn’t guard the dead at all. Perhaps really great adventurers are asked to serve on another plane of existence before their deaths. If they agree to serve the beings that contact them, these unknown creatures help to fake the adventurer’s death, provide an elaborate burial site, and then bring the adventurers out of this world. To ensure that no one discovers the portal to that other plane which is left in the graveyard or site, the sacred guardian is summoned to duty there. [B]Black Skeleton:[/B] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked 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. Black skeletons are patterned after the evil dark elves because of that race’s distinctive two-handed fighting style (not to mention the black bones). Shock troops of a deity of fear and/or darkness. After a fighter wielding two blades fell in battle, an enterprising necromancer attempted to add the fighter to his undead force. But the necromancy became somehow contaminated and the fallen fighter rose as a free-willed skeleton, its bones blackened by the evil which birthed it. The two-handed fighting style was retained and passed to all victims of this original black skeleton. Those humanoids slain by a black skeleton become black skeletons themselves within 1d4 days unless their corpses are burned. In numerous prophecies, the End Times are heralded by the appearance of “coal black bones wielding the twin blades of pestilence and fear.” When a planar portal opens not far from a major city and pours forth dozens of black skeletons at irregular intervals, could prophecy be coming true? More likely it is just a plot by a necromancer using the prophecies and black skeletons to his advantage. [B]Soulless One:[/B] Soulless ones are powerful undead spirits driven by lament and hatred of the living. Soulless ones are the products of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead. The origins of the soulless one lie with a young woman who once carried the child of a purportedly-celibate priest. Angry that his sin might be exposed to his superiors, the priest attacked and nearly killed the young woman. Days later, she gave premature birth to a stillborn child, who was taken by the “Dark Ones” to become the very first soulless one. [B]Spellgorged Zombie:[/B] 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 any character capable of casting arcane or divine spells. [B]Sample Spellgorged Zombie:[/B] This spellgorged zombie was slain by a more powerful rival for some blackmail the former caster threatened to employ. In retribution, the wizard decided to use the slain caster as a spellgorged guardian. [B]Spirit of Hate:[/B] Creatures that are slain just before a pleasingly anticipated event return to this plane within 1d4 days as a spirit of hate. In elven mythology, spirits of hate (or “pec’zaah” in the Elven tongue) originated in the time just after the split between surface and dark elves. After centuries of discontent, those elves who would become the black-skinned menaces of today finally broke tradition with their surface cousins in an organized protest (the specifics are not known to non-elves). When it seemed these elves were lost to the darkness, a few dozen of their number returned to the forest as part of a ruse. When their surface brothers emerged from their protected community to welcome them home, the dark elves turned on them in a bloody massacre. The deaths of so many elves filled with glad tidings of their fellows’ return supposedly gave birth to the first sprits of hate. There may indeed be some truth to this legend because drow elves are documented as attacking these spirits on sight. The spirit of hate can spontaneously emerge from a person who was wrongly slain in sight of her would-be rescuers. The energy of an anticipated rescue becomes the force for undying revenge as the spirit of hate then shadows the failed rescuers until their deaths. [B]Tavern Prowler:[/B] All adventurers see the barflies that inhabit every location of drunkenness and revelry in each community. Some of these wretched drunkards were former adventurers themselves. But too many waste their lives away on the barstool, waiting for some kind of emotional pain to dissipate or for good paying work to materialize out of thin air. It is no surprise that these men (and some women) die either inside or on their way to/from the tavern. These are the souls that become tavern prowlers. A spirit returns to the same tavern it frequented one month to the day after its death. For whatever reason, the same powers which gave the prowler life also gave it a purpose—protect its former home. [B]Terkow:[/B] “Terkow” is a template that can be added to any humanoid creature. Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a terkow if it had 5 or more HD. [B]Sample Terkow:[/B] This terkow sorcerer was just beginning a promising career in the arcane academy before an expedition to the southern jungles turned his life into unlife. A terkow slaughtered the spellcaster’s companions before feeding on him last. [B]Thanatos:[/B] Spawned by evil, the thanatos is a great undead fish which exists only to spread that evil. As often as great wars tear apart the land, there are just as many that wage across the ocean depths. Thanatos are one of the earliest attempted at an aquatic doomsday weapon. Created by ancient magic held by sahuagin clerics, the gargantuan versions of these undead fish were sent against all good-aligned aquatic creatures, slaying hundred if not thousands of souls before the assault was countered. And while the sahuagin were obviously unsuccessful in their bid for total domination, dozens of gargantuan thanatos remain today as a chilling reminder of that time; warning all aquatic races that not all stories of the past are fiction. The sahuagin have no direct method of creating more thanatos in modern times, but secret rituals known only to the high clerics enable those who can find a thanatos to command it. Other rituals allow the mutation of whales into large thanatos, but not gargantuan ones. [B]Tortured:[/B] Tortured undead are those poor creatures who are unfairly tortured to death. The desperate fevered emotions running through the creature at the time of death are enough to push it to the attention of the dread gods responsible for raising undead creatures. But those emotions are just barely enough to grant it an undead status, for the tortured has no intelligence and is only barely aware of itself. [B]Undead Lord:[/B] For every type of undead, there exists an undead lord, a being of great power that commands the lesser of its kind. “Undead Lord” is an inherited template that can be applied to any undead creature. It could be chalked up to a favorable brush with an undead deity, the accidental discovery of a magical pool, or a complex ritual which sacrifices many creatures to enhance a chosen one. [B]Cadaver Lord:[/B] ? [B]Vohrahn:[/B] Created by spellcasters by binding dead spirits to the bodies of fallen warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals. [B]Webbed Sentinel:[/B] Webbed sentinels were created by dark elves soon after their retreat into the subterranean world. To deter pursuit by surface elves (and attack by other underearth races), drow necromancers fashioned these creatures made from the most common element they encountered—spiders and their webs. Webbed sentinels patrolled the areas surrounding drow camps and, eventually, fledgling drow cities. After the dark elves managed to establish a firm hold in the underearth, the webbed sentinels were released from servitude to roam the subterranean world, inflicting fear and death on all they met. Dwarves and underearth gnomes each share similar tales about the sentinels and teach them to their children as dreaded nursery rhymes. [B]Wraithlight:[/B] Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, tapped in a foreign world after theirs was destroyed and trying to continue their existence. These undead creatures are the losers in a battle between two ancient races. The gods punished both races for their insolence at destroying much of the lands during their war. The victors were changed into will-o’-wisps. The losing race, who had been subjected to massive necromantic energies from the victors, was changed into today’s wraithlights. [B]True Zombi:[/B] A true zombi can only be created by a Zombi cultist or through the use of magical zombi powder. “True Zombi” is a template that can be added to any humanoid creature. Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a true zombie if it had 4 or fewer HD, and a terkow if it had 5 or more HD. Some sages believe that deep within the world’s largest jungle there exists an ancient magical well of zombi-making. Living creatures partaking of its waters are stricken with the “curse of the true zombi” and become a free-willed undead of this type within 24 hours. [B]Sample True Zombi:[/B] An arrogant leader of his own group of bandits, the half-orc led his soldiers into an ambush set by the sinister cult of Zombi. It remembers a brief clash of metal and then a magical powder being blown at it. [B]Ghoul:[/B] An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight. An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight. An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight. Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul. [I]Change Zombie[/I] spell. [B]Ghast:[/B] An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight. Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast. [B]Shadow:[/B] Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds. [B]Skeleton:[/B] If a victim dies while engulfed by a bone slime, it becomes a skeleton. Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. [I]My Life for Yours[/I] spell. [B]Undead:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead. Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead. A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. [B]Wight:[/B] After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. [B]Zombie:[/B] Living creatures killed by a deadwood tree rise in 16 rounds as zombies. Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies. Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. [I]My Life for Yours[/I] spell. [I]Flying Abominations[/I] Necromancy [Evil] Level: Clr 5, Evil 5, Sor/Wiz 7 Components: V, S, M/DF Casting Time: 1 action Range: 10 ft. Target: One or more body parts within range Duration: Instantaneous Saving Throw: None Spell Resistance: No With this grotesque spell, you animate one or more body parts, imbuing them with the ability to fly and to follow simple verbal commands. The body parts must be relatively fresh (no more than a week old) and cannot be larger than Medium. Any creature that can be affected by animate dead can have a body part subjected to this spell. You can animate one HD worth of flying abomination per caster level. These HD can be divided among different body parts as required. A 14th-level wizard could, for example, animate seven 2 HD body parts, or one 10 HD body part and four 1 HD body parts, etc. All body parts to be animated must be within 10 feet of you during casting. The characteristics of a flying abomination are determined by the creature’s original size. See the Flying Abominations monster entry above for each creature’s characteristics based on size. The body part does retain the special attacks of the original creature, but only those that could be delivered with only the part in question. Thus, an animated red dragon’s head could bite but could not breathe fire. A dragon’s breath weapon is not a power of its head. An animated giant scorpion stinger, however, would retain the ability to inject poison. Supernatural and spell-like abilities may never be retained. Flying abominations obey simple verbal commands in the same manner as a zombie or skeleton and the body parts remain animated until destroyed. They can be turned or rebuked normally. Arcane Material Component: The body parts to be animated and a vial of unholy water which is sprinkled over the fragments during casting. [I]Change Zombie[/I] Necromancy [Evil] Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 full round Range: Touch Target: One zombie touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes You touch a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its save, 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 Component: A bone from a ghoul and a black onyx gem worth at least 100 gp. [I]My Life For Yours[/I] Necromancy [Evil] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: One corpse touched Duration: Instantaneous Saving Throw: None Spell Resistance: No You draw forth a part of your own life force and (if you are not an undead) corrupt it into negative energy, which you can use to animate one corpse as a skeleton or zombie. Because the process of infusing the corpse with the negative energy is inefficient, you must draw forth twice as much of your life energy as what the undead would actually use. Therefore, you lose twice the number of hit points the undead creature would have when finished (so creating a normal Medium skeleton with 6 hit points costs you 12 hit points). Any skeleton or zombie created with this spell is treated as if it had been created with animate dead for the purpose of how many undead you can control. These hit points can be recovered normally (rest, magical healing, etc.) If you cannot lose these hit points for any reason (such as if you are protected by a spell that prevents you from taking damage or converts normal damage to subdual or any other kind of damage) the spell fails. If you have no life force, whether positive or negative (for example, if you are a construct) the spell fails. Material Component: A black onyx gem worth at least 50 gp with iron and silver wires wrapped around it, which must be placed in the mouth or eye socket of the corpse.[/spoiler] [URL=http://www.drivethrurpg.com/product/50707/The-Echoes-of-Heaven-Bestiary-The-Tainted-Tears-OGL-Version?term=echoes+of+heaven+bestiary&affiliate_id=17596]The Echoes of Heaven Bestiary:[/URL] [spoiler] [B]Elemental Wraith:[/B] Elemental Wraiths were all Mortals who subjected themselves to a conversion process while still alive. There are seven levels of Elemental Wraith and each requires a new ordeal of one-hundred-and-one days. [B]Earth Wraith:[/B] Agents of the Nopheratus create an Earth Wraith by taking an Ice Wraith and subjecting it to the Ordeal of Earth. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental Earth. This is absolute agony, grinding their bones into pieces. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Earth Wraith. [B]Fire Wraith:[/B] Agents of the Nopheratus create a Fire Wraith by taking a Water Wraith and subjecting it to the Ordeal of Fire. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of scorching fires. This is absolute agony. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Fire Wraith. [B]Ice Wraith:[/B] Agents of the Nopheratus create an Ice Wraith by taking a Light Wraith and subjecting it to the Ordeal of Ice. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental ice. This is absolute agony, abrading away their remaining soft tissue. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Ice Wraith. [B]Light Wraith:[/B] Agents of the Nopheratus create a Light Wraith by taking a Fire Wraith and subjecting it to the Ordeal of Light. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of lightning. This is absolute agony, burning their remaining deep tissue with constant and penetrating current. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Light Wraith. [B]Void Wraith:[/B] No one knows how they create the most powerful of all the Elemental Wraiths. Most people think that an Earth Wraith passes beyond the Mortal Realm, into the plane where the Nopheratus resides. There, the Earth Wraith experiences the raw force of death. It strips away the last vestiges of flesh, of emotion, of all humanity. What’s left is a creature almost as alien as the Nopheratus itself. It is the Void Wraith. [B]Water Wraith:[/B] A Water Wraith is created by taking a Wind Wraith and subjecting it to the Ordeal of Water. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of violent waters. The Wind Wraith still has the habits of Mortality, so although it doesn’t need to breathe, it can still feel like it’s drowning. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Water Wraith. [B]Wind Wraith:[/B] A Wind Wraith is created by the Ordeal of Air. A Mortal is placed in a special necromantic vault for one-hundred-and-one days, where they are killed by a constant buffing of high-velocity winds. The vault eliminates the need for food or water and many subjects survive for weeks or even months. Even after death, the agony continues. At any time, the subject can beg for death and receive it, but if they endure the entire one-hundred-and-one days, they emerge as the Undead Wind Wraith.[/spoiler] [URL=https://www.drivethrurpg.com/product/289/The-Faithful-and-the-Forsaken?affiliate_id=17596]The Faithful and the Forsaken[/URL][spoiler] [b]Undead:[/b] ? [b]Powerful Undead:[/b] ? [b]Undead Auxiliary:[/b] ? [b]Mindless Undead:[/b] ? [b]Undead Miner:[/b] ? [b]Undead Soldier:[/b] ? [b]Mindless Arrow Fodder:[/b] ? [b]Ghast:[/b] ? [b]Ghoul:[/b] ? [b]Mummy:[/b] ? [b]Shambling Skeleton:[/b] ? [b]Ordinary Skeleton:[/b] Charduni military formations are often reinforced by large numbers of undead, ranging from ordinary skeletons and zombies raised by charduni necromancers to elite Chardun-slain, mummies, ghouls and similar creatures. [b]Shambling Zombie:[/b] ? [b]Ordinary Zombie:[/b] Charduni military formations are often reinforced by large numbers of undead, ranging from ordinary skeletons and zombies raised by charduni necromancers to elite Chardun-slain, mummies, ghouls and similar creatures. [b]Chardun Slain, Chrdun-Slain Undead:[/b] Painless execution (and possible resurrection as Chardun-slain) is also granted to [Charduni] warriors who are too badly injured to continue to fight. [b]Relatively Well-Disciplined and Dangerous Chardun-Slain:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/57234/The-Fate-of-Inglemia?affiliate_id=17596]The Fate of Inglemia[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Greater Undead:[/b] The rituals that Oregono uses to create Greater Undead work for the Node or without the Node, depending on how much someone is willing to pay. [b]Thinking Undead:[/b] ? [b]Undead Slave:[/b] ? [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Vampire:[/b] ? [b]Vampire Magi:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/25605/The-Freeport-Trilogy-Five-Year-Anniversary-Edition?affiliate_id=17596]The Freeport Trilogy Five Year Anniversary Edition:[/URL][spoiler] [B]Shadow Constrictor Snakes:[/B] Shadow snakes are undead created by evil mages or, as in this case, the anger of a deity. [B]Shadow Serpents:[/B] The serpent god Yig turned his priests into shadow serpents as a punishment.[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]The Holy Warrior's Handbook[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Abomination:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/78544/the-lazy-gm-book-of-brutes?affiliate_id=17596]The Lazy GM: Book of Brutes[/URL][spoiler] [B]Athach Vampire:[/B] ? [B]Athach Vampire 26 HD:[/B] ? [B]Athach Vampire Sorcerer 6:[/B] ? [B]Athach Vampire Sorcerer 12:[/B] ? [B]Ettin Ghost:[/B] ? [B]Ettin Ghost Sorcerer 10:[/B] ? [B]Ettin Vampire:[/B] ? [B]Ettin Vampire Rogue 6, Dangerous Stalker of the Night:[/B] ? [B]Ettin Paladin of Slaughter 10, Champion of Evil:[/B] ? [B]Minotaur Vampire:[/B] ? [B]Minotaur Vampire Fighter 3:[/B] ? [B]Minotaur Vampire Rogue 5:[/B] ? [B]Minotaur Assassin, Minotaur Vampire Rogue 5/Assassin 5, Deadly Killer:[/B] ? [B]Ogre Ghost, Fairly Standard Ogre Ghost:[/B] ? [B]Ogre Vandal Priest Ghost, Ogre Ghost Cleric 1:[/B] It may the leader of a cult, or perhaps after the player characters have slain a vandal priest it rises again to wreak revenge upon them. [B]Vampire Ogre Bushwacker, Vampire Ogre Fighter 1:[/B] ? [B]Vampire Ogre Bushwacker, Vampire Ogre Fighter 1, Leader:[/B] ? [B]Vampire Ogre Bushwacker, Vampire Ogre Fighter 5:[/B] ? [B]Vampire Ogre Bushwacker, Vampire Ogre Fighter 5, Leader:[/B] ? [B]Vampire Ogre Bushwacker, Vampire Ogre Fighter 10:[/B] ? [B]Vampire Ogre Bushwacker, Vampire Ogre Fighter 10, Leader:[/B] ? [B]Vampire Ogre Wizard, Vampire Ogre Wizard 10:[/B] ? [B]Vampire Ogre Wizard, Vampire Ogre Wizard 10, Leader:[/B] ? [B]Vampire Ogre Wizard, Vampire Ogre Wizard 15:[/B] ? [B]Vampire Ogre Wizard, Vampire Ogre Wizard 15, Leader:[/B] ? [B]Troll Ghost:[/B] ? [B]Troll Ghost, Spirit Troll:[/B] ? [B]Troll Ghost 14 HD:[/B] ? [B]Troll Ghost 14 HD, Spirit Troll:[/B] ? [B]Troll Ghost 22 HD:[/B] ? [B]Troll Ghost 22 HD, Spirit Troll:[/B] ? [B]Troll Ghost Archpriest, Troll Ghost Cleric 10:[/B] ? [B]Troll Ghost Archpriest, Troll Ghost Cleric 10, Evil Forest Spirit:[/B] ? [B]Skeleton:[/B] ? [B]Skeleton, Mindless Servant:[/B] ? [B]Athach Skeleton:[/B] ? [B]Black Bear Skeleton:[/B] ? [B]Brown Bear Skeleton:[/B] ? [B]Polar Bear Skeleton:[/B] ? [B]Dire Bear Skeleton:[/B] ? [B]Dire Bear Skeleton 18 HD:[/B] ? [B]Ettin Skeleton:[/B] ? [B]Minotaur Skeleton:[/B] ? [B]Ogre Skeleton:[/B] ? [B]Troll Skeleton:[/B] ? [B]Zombie:[/B] ? [B]Zombie, Servant:[/B] ? [B]Zombie, Giant Creature, Zombie Servitor:[/B] ? [B]Black Bear Zombie:[/B] ? [B]Brown Bear Zombie:[/B] ? [B]Ettin Zombie:[/B] ? [B]Polar Bear Zombie:[/B] ? [B]Minotaur Zombie:[/B] ? [B]Ogre Zombie:[/B] ? [B]Troll Zombie:[/B] ? [B]Undead:[/B] ? [B]Vampire Spawn:[/B] Creatures drained to 0 Con [by a vampire] become spawn (=<4HD) or vampire (5HD+) under control of vampire. [B]Vampire:[/B] Creatures drained to 0 Con [by a vampire] become spawn (=<4HD) or vampire (5HD+) under control of vampire.[/spoiler] [URL=https://www.drivethrurpg.com/en/product/83225/the-lazy-gm-undead-and-other-fell-foes?affiliate_id=17596]The Lazy GM: Undead and Other Fell Foes[/URL][spoiler] [b]Allip, Standard Allip:[/b] The allip is an incorporeal undead creature formed from a person who committed suicide due to madness. [b]Allip, Incorporeal Undead Creature Formed From a Person Who Committed Suicide Due to Madness, Flyer, Relentless Hunter:[/b] ? [b]Allip 8 HD:[/b] ? [b]Allip 12 HD:[/b] ? [b]Fiendish Allip:[/b] ? [b]Fiendish Allip:[/b] ? [b]Fiendish Allip, Madness Demon, Creature From the Lower Planes Who Feeds on Sanity:[/b] ? [b]Fiendish Allip 12 HD:[/b] ? [b]Phrenic Allip:[/b] The phrenic allip could represent a “psi fragment”, perhaps a piece of the subconscious mind of a psionic creature that has been ripped away, or all that is left after some strange psychic trauma. [b]Phrenic Allip, Allip Variant:[/b] ? [b]Phrenic Allip, Psi Fragment:[/b] ? [b]Phrenic Allip 12 HD:[/b] ? [b]Delirium Mote, Allip Variant:[/b] ? [b]Bodak, Normal Bodak:[/b] Humanoids who die from this [bodak's death gaze] become bodaks 24 hours later. [b]Bodak, Creature Infused With Negative Energy, Guardian, Ranged Attacker, Relentless Hunter:[/b] ? [b]Bodak 13 HD:[/b] ? [b]Bodak 17 HD:[/b] ? [b]Bodak 21 HD:[/b] ? [b]Bodak 25 HD:[/b] ? [b]Bodak Vampire:[/b] [A]lthough it is unlikely that a normal bodak could be infected with vampirism this could be an entirely different species of creature, or perhaps the result of dark rituals. [b]Bodak Vampire, Bodak Variant:[/b] ? [b]Bodak Vampire 17 HD:[/b] ? [b]Bodak Sorcerer 1:[/b] ? [b]Bodak Sorcerer 4:[/b] ? [b]Bodak Sorcerer 8:[/b] ? [b]Devourer:[/b] ? [b]Devourer, Giant Undead Creature With the Ability to Absorb a Victim and Feed From Its Soul, Intelligent Foe:[/b] ? [b]Devourer 16 HD:[/b] ? [b]Devourer 20 HD:[/b] ? [b]Devourer 24 HD:[/b] ? [b]Devourer 28 HD:[/b] ? [b]Devourer 32 HD:[/b] ? [b]Devourer 36 HD:[/b] ? [b]Half-Fiend Devourer:[/b] ? [b]Half-Fiend Devourer, Devourer Variant:[/b] ? [b]Devourer Cleric 6, Devourer Variant, Powerful Spellcaster Variant:[/b] ? [b]Devourer Cleric 12, Devourer Variant, Powerful Spellcaster Variant:[/b] ? [b]Devourer Cleric 18, Devourer Variant, Powerful Spellcaster Variant:[/b] ? [b]Devourer Sorcerer 6, Devourer Variant, Powerful Spellcaster Variant:[/b] ? [b]Devourer Sorcerer 12, Devourer Variant, Powerful Spellcaster Variant:[/b] ? [b]Devourer Sorcerer 18, Devourer Variant, Powerful Spellcaster Variant:[/b] ? [b]Ghoul, Ordinary Ghoul:[/b] Anyone dying from ghoul fever rises as an ordinary ghoul at next midnight (or as ghast if 4HD or more). [b]Ghast:[/b] Anyone dying from ghoul fever rises as an ordinary ghoul at next midnight (or as ghast if 4HD or more). [b]Ghoul, Creature That Feasts on the Dead, Cunning Ambusher, Pack Animal, Relentless Hunter:[/b] ? [b]Ghast, Creature That Feasts on the Dead, Cunning Ambusher, Pack Animal, Relentless Hunter:[/b] ? [b]Ghast 8 HD:[/b] ? [b]Ghoul Hunter, Ghoul Ranger 1:[/b] ? [b]Ghoul Stalker, Ghoul Rogue 1:[/b] ? [b]Ghoul Stalker, Ghoul Rogue 3:[/b] ? [b]Ghoul Stalker, Ghoul Rogue 6:[/b] ? [b]Ghast Wizard, Ghast Wizard 1:[/b] ? [b]Ghast Wizard, Ghast Wizard 5:[/b] ? [b]Ghast Wizard, Ghast Wizard 10:[/b] ? [b]Mohrg:[/b] Mohrgs are undead formed from the corpses of murderers and, although zombie-like in appearance, they are fast and agile, with a disturbing paralyzing tongue. [b]Mohrg, Undead Formed From the Corpse of a Murderer, Zombie-Like, Cunning Ambusher, Grappler, Intelligent Foe:[/b] ? [b]Mohrg 18 HD:[/b] ? [b]Mohrg 22 HD:[/b] ? [b]Mohrg 26 HD:[/b] ? [b]Mohrg 28 HD:[/b] ? [b]Mohrg Berserker, Mohrg Barbarian 1:[/b] ? [b]Mohrg Berserker, Mohrg Barbarian 4:[/b] ? [b]Mohrg Berserker, Mohrg Barbarian 8:[/b] ? [b]Mohrg Berserker, Mohrg Barbarian 12:[/b] ? [b]Mohrg Soulknife, Mohrg Soulknife 4:[/b] ? [b]Mohrg Soulknife, Mohrg Soulknife 8:[/b] ? [b]Mohrg Soulknife, Mohrg Soulknife 12:[/b] ? [b]Mummy:[/b] ? [b]Mummy, Guardian, Relentless Hunter:[/b] ? [b]Mummy 12 HD:[/b] ? [b]Mummy 16 HD:[/b] ? [b]Mummy 20 HD:[/b] ? [b]Mummy 24 HD:[/b] ? [b]Mummy Fighter, Mummified War Leader:[/b] ? [b]Mummy Fighter, Bodyguard:[/b] ? [b]Mummy Sorcerer, Leader:[/b] ? [b]Mummy Sorcerer, Tyrant of a Desert Realm:[/b] ? [b]Mummy Sorcerer, Vizier:[/b] ? [b]Mummy Fighter, Mummy Fighter 1:[/b] ? [b]Mummy Fighter, Mummy Fighter 4:[/b] ? [b]Mummy Fighter, Mummy Fighter 8:[/b] ? [b]Mummy Sorcerer, Mummy Sorcerer 1:[/b] ? [b]Mummy Sorcerer, Mummy Sorcerer 5:[/b] ? [b]Mummy Sorcerer, Mummy Sorcerer 10:[/b] ? [b]Mummy Sorcerer, Mummy Sorcerer 15:[/b] ? [b]Nightshade Nightcrawler:[/b] The nightcrawler is a gigantic wormlike variant of the nightshade class of creatures, powerful beings composed of negative energy and darkness. [b]Nightshade Nightcrawler, Gigantic Wormlike Variant of the Nightshade, Powerful Being Composed of Negative Energy and Darkness, Burrower, Grappler, Intelligent Foe:[/b] ? [b]Nightcrawler 29 HD:[/b] ? [b]Nightcrawler 33 HD:[/b] ? [b]Nightcrawler 37 HD:[/b] ? [b]Nightcrawler 41 HD:[/b] ? [b]Nightcrawler 50 HD:[/b] ? [b]Nightshade Nightwalker:[/b] ? [b]Nightshade Nightwalker, Humanoid Form of the Powerful Nightshade Class of Creatures, Stalking Beast of Darkness and Negative Energy With the Ability to Crush Items in its Claws, Intelligent Foe, Relentless Hunter:[/b] ? [b]Nightwalker 25 HD:[/b] ? [b]Nightwalker 29 HD:[/b] ? [b]Nightwalker 33 HD:[/b] ? [b]Nightwalker 37 HD:[/b] ? [b]Nightwalker 42 HD:[/b] ? [b]Nightshade Nightwing:[/b] ? [b]Nightshade Nightwing, Flying Variant of the Nightshade Class of Creatures, Giant Bat-Like Creature of Darkness and Negative Energy, Flyer, Intelligent Foe:[/b] ? [b]Nightwing 21 HD:[/b] ? [b]Nightwing 25 HD:[/b] ? [b]Nightwing 29 HD:[/b] ? [b]Nightwing 34 HD:[/b] ? [b]Nightwing 21 HD:[/b] ? [b]Shadow:[/b] Shadows are creatures composed of living shadow and negative energy. Any humanoid reduced to 0 Str by a shadow dies and becomes a shadow under the control of its killer within 1d4 rounds. [b]Shadow, Creature Composed of Living Shadow and Negative Energy, Cunning Ambusher, Flyer:[/b] ? [b]Shadow 6 HD:[/b] ? [b]Shadow 9 HD:[/b] ? [b]Shadow Assassin, Incorporeal Creature:[/b] ? [b]Shadow Assassin, Shadow Assassin 1:[/b] ? [b]Shadow Assassin, Shadow Assassin 4:[/b] ? [b]Shadow Assassin, Shadow Assassin 8:[/b] ? [b]Spectre:[/b] Any humanoid slain by a spectre rises as a spectre in 1d4 rounds. Spawn are under control of the spectre that created them until it dies. [b]Spectre, Incorporeal Undead Creature With a Hatred For Living Creatures, Flyer, Guardian, Intelligent Foe, Relentless Hunter:[/b] ? [b]Spectre 11 HD:[/b] ? [b]Spectre 14 HD:[/b] ? [b]Wailing Spectre, Banshee-Like Creature:[/b] ? [b]Wailing Spectre, Spectre Bard 1:[/b] ? [b]Wailing Spectre, Spectre Bard 4:[/b] ? [b]Wailing Spectre, Spectre Bard 1:[/b] ? [b]Spectre Cleric, Spectre Cleric 3:[/b] ? [b]Spectre Cleric, Spectre Cleric 6:[/b] ? [b]Spectre Cleric, Spectre Cleric 9:[/b] ? [b]Wight:[/b] Humanoid slain by wight becomes wight under control of its killer in 1d4 rounds. [b]Wight, Physical Undead Creature, Cunning Ambusher, Guardian, Intelligent Foe:[/b] ? [b]Wight 8 HD:[/b] ? [b]Fiendish Wight:[/b] The fiendish wight is a variant that has arisen from a burial ground where the power of evil is particularly strong. [b]Wight With Fighter Levels, Leader of Lesser Wights:[/b] ? [b]Wight With Fighter Levels, Bodyguard:[/b] ? [b]Wight Lord, Powerful Lord:[/b] ? [b]Fiendish Wight 8 HD:[/b] ? [b]Wight Soldier, Wight Fighter 1:[/b] ? [b]Wight Soldier, Wight Fighter 3:[/b] ? [b]Wight Soldier, Wight Fighter 6:[/b] ? [b]Wight Lord, Wight Fighter 2/Sorcerer 6/Eldritch Knight 1:[/b] ? [b]Wight Lord, Wight Fighter 2/Sorcerer 6/Eldritch Knight 5:[/b] ? [b]Wight Lord, Wight Fighter 2/Sorcerer 6/Eldritch Knight 10:[/b] ? [b]Wraith:[/b] Any humanoid slain by wraith becomes wraith in 1d4 rounds, under control of creating wraith. [b]Wraith, Incorporeal Undead With an Indistinct Form Almost Like a Tattered Cape, Flyer, Guardian, Intelligent Foe, Relentless Hunter:[/b] ? [b]Wraith 9 HD:[/b] ? [b]Dread Wraith:[/b] ? [b]Dread Wraith 20 HD:[/b] ? [b]Dread Wraith 24 HD:[/b] ? [b]Dread Wraith 28 HD:[/b] ? [b]Dread Wraith 32 HD:[/b] ? [b]Woodwraith, Creature From the Darkness of Deep Twisted Forests:[/b] ? [b]Woodwraith, Wraith Druid 1:[/b] ? [b]Woodwraith, Wraith Druid 6:[/b] ? [b]Woodwraith, Wraith Druid 12:[/b] ? [b]Psi-Wraith:[/b] It could be a fragment of an evil psionic being, or something torn out of the soul during an evil psionic ritual. [b]Psi-Wraith, Wraith Psion 1:[/b] ? [b]Psi-Wraith, Wraith Psion 4:[/b] ? [b]Psi-Wraith, Wraith Psion 8:[/b] ? [b]Psi-Wraith, Wraith Psion 12:[/b] ? [b]Undead:[/b] ? [b]Fell Foe:[/b] ? [b]Undead That Causes Energy Drain:[/b] ? [b]Undead That Causes Ability Score Damage:[/b] ? [b]More Powerful Undead Creature:[/b] ? [b]Evil Creature:[/b] ? [b]Greater Shadow:[/b] ? [b]Lesser Wight:[/b] ? [b]Zombie:[/b] Creatures slain by mohrg rise as zombies under its control in 1d4 days.[/spoiler] [URL=https://www.drivethrurpg.com/product/77832/The-Lifebringer?affiliate_id=17596]The Lifebringer[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Undead Horror:[/b] The forces of corruption that transform living creatures into undead horrors are worthy only of destruction. [b]Intelligent Undead That Do Not Actually Need to Do Harm to Anyone to Survive:[/b] ? [b]Intelligent Undead, Personal Affront to the Normal Flow of Life:[/b] ? [b]Unintelligent Undead:[/b] ? [b]Lich, Intelligent Undead That Do Not Actually Need to Do Harm to Anyone to Survive:[/b] ? [b]Lich:[/b] ? [b]Skeleton, Unintelligent Undead:[/b] ? [b]Zombie, Unintelligent Undead:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/2922/The-Lords-of-the-Night-Liches?affiliate_id=17596]The Lords of the Night: Liches:[/URL][spoiler] [B]Void Lich:[/B] But the Guardian’s worst betrayal was yet to come. To prove his loyalty, the newly named Sentinel of the Void gave his dark master a terrible gift. He devised magical incantations that allowed mortals the ability to trade their life energy in exchange for the powers of Creation. Known as Black Rituals, these incantations were terrible and sinister indeed, for in addition to the power to shape reality, those performing the Rituals were flooded with Void, the wicked darkness that ensnared their minds and corrupted their thoughts. They became slaves to the Void, minions of a truly terrible evil. Thriving on shadow, all who cast the rituals became known as Void Liches and they were a force of terrible darkness, twisted by the power of the Arcane and wrapped with the rage and madness of the Void. Void Liches follow a similar progression to that of Arcane Liches yet unlike those of the Arcane, they have but one Ritual to bind them inexorably to the Void. An Arcane Lich that has been corrupted by the Void. Void Rituals on the other hand, can be found almost everywhere. Most great libraries will contain them, sometimes masked as the ramblings of madmen or disguised as nonmagical formulae and obscure mystical information. However innocuous they may at first seem, these Rituals are utterly corrupted and will drag the caster down the Path of the Void into utter despair. Only the most foolish, naive or desperate should attempt them. Or those wishing to align themselves with the Great Corrupter... Unlike Arcane Liches, there is but one Void Ritual; a single mystical oath that binds a person, body, mind and soul to the power of the Void. Once the words are uttered, the Void is conjured, weaving itself into the caster’s thoughts. From then on they are bound by shadow, shackled to the Void with unbreakable chains of hunger. As a mortal moves down the Black Path, they are further twisted, their minds and bodies shifting into new forms until they finally collapse into death and arise, a dark and terrible Void Lich. [B]Void Wraith:[/B] Many of us reached out to the Void in an attempt to turn back the tide of shadow, yet those that did found only madness. The Void took those that had not the strength to resist and twisted them into harrowed creations. These Wraiths fled the Spectral to wander the mortal realms, champions of evil and enemies of the Arcane, bound in mortal flesh and given strength by the Void. Those touched by the Void were transformed into madness-stricken Wraiths filled with a desperate thirst for Arcane energy and a terrible desire to feast upon our essence. When a Void Lich is Vanquished, they Reform in the Spectral, bereft of sanity and filled with a terrible craving for Arcane energy. They are doomed to linger as madness riddled ghosts for the rest of eternity... When the Arcane was touched by the Void, those that reached out to explore the new and alien force were corrupted by its power. They became the Darke Vertex, terrible beings of the purest evil (known as Wraiths by the Conclave). [B]Arcane Lich:[/B] In our most desperate hour we were left with only one option. We amended the Rituals the Sentinel of the Void had used to enslave his army of Void Liches. Binding the Ritual to the forces of Creation we gathered our powers and created the first Arcane Liches. Armed with the Rituals of the Arcane Transference, the Conclave was sent out into the mortal realms in search of others to join our army. We offered our powers freely, allowing those that would cast the Rituals to do so of their own volition. An Arcane Lich is a once-living creature that has sacrificed their mortality to gain a glimpse of the powers of Creation. Through the five Rituals of the Arcane Transference, the mortal imprints the matrix of their consciousness upon reality. The Ritual of the Arcane Transference The five Rituals of the Arcane Transference allow a mortal to exchange some of their life-force in return for the ability to manipulate reality. With every Ritual, a mortal must give up a portion of their life essence in exchange for a similar amount of Arcane energy. This energy grants them incredible powers but it also takes them one step away from their mortality. When a Lich imprints their mind into reality, they are acknowledged by the universe and accepted by Creation. They are granted an endless existence, but this is in mind alone. To derive any lasting power from the Arcane, a potential Lich must become immortal. The easiest way to do this is by passing into undeath. The Arcane Rituals use necromancy to seal the caster’s flesh into undeath. Only then is the caster’s mind elevated to a new level of consciousness, free to explore the Path of the Arcane, unfettered by the demands of the flesh. A mortal that has sacrificed their mortality to become one with the Arcane. All mortals beginning down the Arcane Path must create a Lesser Phylactery. A Lesser Phylactery is a simple item, hand crafted by the prospective Lich as per the instructions in the Ritual of the Arcane Transference. Lesser Phylacteries typically appear as: jewelry, weapons, armor, crystals, ornate boxes and religious icons. A Lesser Phylactery has double the hardness, hit points and Break DC of a standard item of its kind. It has a crafting DC of 15, takes one week to create and costs between 25 to 50 gp (made up of silver, gold or at least one semi-precious stone). A mortal can only become an Arcane Lich through the Rituals of the Arcane Transference. These Rituals allow a mortal to imprint their mind upon the fabric of the universe through complex magical incantations and mystical words of power. The Rituals quite literally fool the universe into believing that the caster is one of the Arcane and has free reign to shape reality by the power of thought alone. There are five Arcane Rituals, each one of increasing power and complexity. Only the first Ritual can be found in the mortal realms. Beyond that, if a mortal wishes to venture further down the Arcane Path they must journey to Kethak in search of the wisdom of the Conclave and their aid in becoming an Arcane Lich. The easiest way to obtain the Rituals of the Arcane Transference is to visit Kethak and the Aedes Singularis, the home of the Conclave and the great Rituals of Power. Of course, merely getting to Kethak requires that the character be Arcane Touched, so that in itself is the first test. The Guild of Wizards guard their Rituals carefully, and those that petition the Conclave to become Liches are carefully screened for suitability. A candidate must show considerable magical potential, have the intelligence to comprehend the complex mystical incantations and have the stability to handle the transformation the Arcane will exert over mind and body. Only when the Conclave deems a mortal ready do they confer the next of the Rituals upon them. Each Ritual has a minimum Intelligence requirement that a Lich must meet in order to be able to decipher its complex mystical instructions. To the less intelligent an Arcane Ritual is simply a jumble of incomprehensible glyphs, symbols and diagrams. A spellcaster must be of sufficient power and level to be able to command the forces contained within each Arcane Ritual. They must be arcane spellcasters of a minimum level. A lesser mortal (even one that can read the Ritual) simply will not be able to master the vast power needed to fuel the Ritual and all casting attempts will utterly fail. Arcane Rituals are complex and often expensive affairs. Many can take months or even years to prepare. A number of rare and/or exotic items may be needed, all of which must be hand-crafted. A would-be Lich must take specific precautions indeed to ensure that the Ritual is performed as accurately and precisely as possible. Before a mortal can begin the Rituals to become an Arcane Lich, he must have created a Lesser Phylactery. This is a simple device that ties his life force into the Arcane. A mortal cannot create a Standard Phylactery until he becomes a Sunken Lich. The Arcane Rituals are complex and time consuming to perform. Each takes a minimum of eight hours plus at least two additional hours per Ritual level (to become a Skeletal Lich takes around sixteen hours). The caster must expend all of their Arcane energy in the process. The Arcane Rituals are draining on the mortal endurance. They must only be performed once in every thirty day period or the caster could be utterly slain in the process. At a Ritual’s completion, a still-mortal caster is drained of all but one point of their Constitution and recovers at a rate of 1 point per hour thereafter. A mortal must have a minimum level of Constitution to withstand the necromantic forces of the Ritual. If he does not meet the minimum requirement, he is slain in the casting of the Ritual and his mind is destroyed. Providing the caster follows the Ritual exactly (and meets all of the requirements) there is no chance of failure. After successfully completing each Arcane Ritual, the mortal advances to the next Lich State, taking on a new template as his body is further infused with necromantic energy. Example: A mortal casts the third Ritual of the Arcane Transference and becomes a Sunken Lich. He applies all the template modifiers for his State and changes his type to Undead. The Arcane Rituals were designed for the mortal races (specifically humans). Elementals, demons, undead, nonsentient beings and creatures non-native to the mortal realms cannot bind themselves to the Spectral. Additionally there is a fifty percent chance of failure for non-human creatures or for beings with exceptionally long life spans (in particular elves and drow). The Rituals NEVER work on magical creatures (including dragons, and all monsters). Lich State Death Living Sunken Necrotic Skeletal Spectral Touched Dead Lich Lich Lich Lich Ritual Level AR1 AR2 AR3 AR4 AR5 N/A Minimum Intelligence 16 17 20 22 25 30 Minimum Level 1 5 9 11 13 17 Constitution Cost 2 (11) 4 (8) All (5) - - - Arcane +1 +2 +3 +4 +5 +10 Arcana Points +3/1 +0/2 +0/3 +0/4 +0/5 +0/6 Arcane Threshold 3 6 10 15 20 N/A Insanities +1 +1 +1 +1 +1 N/A Insanity Threshold 12 (10) 13 (12) 14 (14) 15 (16) 16 (20) N/A Sorcerae Modifier +1 +2 +3 +4 +5 +8 Ability Penalty -2 -3 -4 -5 -6 N/A Arcane Feats +1 +1 +1 +1 +1 +1 Ritual Level: This is the Ritual number that must be followed in sequence. Example: a mortal must become Death Touched before he can become Living Dead. Where noted, AR refers to the current Ritual level the character has attained. Example: AR2 indicates that the character has cast the second Arcane Ritual and is currently Living Dead. Minimum Intelligence: This is the base (minimum) level of Intelligence a Lich needs to be able to comprehend each Arcane Ritual. This must be his permanent Intelligence score and cannot be modified by spell or magical items. Minimum Level: This is the minimum level a character must be before they can perform each Arcane Ritual. Only a Lich’s arcane spellcasting classes have any impact on the minimum level requirement. Example: A character must be 9th level to become a Sunken Lich. He must have nine levels of Wizard or Sorcerer (or any pure arcane spellcasting class); any other classes do not count. Constitution Cost: This is the amount of Constitution a character loses when casting each Arcane Ritual. The number in parentheses is the base (minimum) Constitution a character must have in order to perform each Ritual. This must be his permanent Constitution score and cannot be modified by spell or magical items. Upon casting each Ritual the caster loses an amount of Constitution stated for that Ritual and gains an equal amount of Arcane in return. A character does not ever lose hit points from their reduced Constitution. [B]Necromantic Lich:[/B] Although necromantic liches (known as mundane liches) have existed in the mortal realms for millennia, they are not like us in any way. Some say the dark gods sought to mirror the power of the Ancients and to create beings that could shape the universe, yet instead they managed only to create beings that were trapped in necromancy and undeath, mortals twisted by darkness and the most terrible evil. [B]Sunken Lich:[/B] All mortals becoming Sunken Liches must fashion a Standard Phylactery. This is a more potent device of similar design to a Lesser Phylactery but has a hardness of 20, 40 hit points and a Break DC of 40. A Standard Phylactery has a crafting DC of 20 and costs 100,000gp and 2,000 XP. The creator must be 9th level or greater and must have the Craft Wondrous Item feat and a crafting skill of no fewer than 9 ranks in their chosen material (or materials). Sunken Liches are those mortals that have passed beyond the veil of life and into undeath. The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients. Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent. Arcane Ascendance ritual of power. [B]Necrotic Lich:[/B] Necrotic Liches have advanced far beyond mortal existence. The long years have worn down flesh until nothing but tendon and sinew remain and the breath of life is nothing but a distant memory. The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients. Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent. Corpus Transformation ritual of power. [B]Skeletal Lich:[/B] Skeletal Liches are thousands of years old. Their flesh has long been consumed by necromancy and they are naught but bones. The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients. Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent. Osseus Transfiguration ritual of power. [B]Spectral Lich, Ghost Lich:[/B] Spectral Liches (also known as Ghost Liches) are powerful, and very old. They are those Liches that have passed beyond the physical and into a realm of pure consciousness. [B]Artifex Lich, Artificer:[/B] ? [B]Darke Lich:[/B] ? [B]Dirge Lich, Corpse Lich:[/B] ? [B]Frost Lich, Battle Lich:[/B] A Frost Lich is bound to the element of cold. [B]Mors Lich, Crypt Lich:[/B] ? [B]Prime Lich, High Lich:[/B] ? [B]Umbral Lich, Puppeteer:[/B] An Umbral Lich is an elementalist bound at least partially to the element of Shadow. [B]Servitor:[/B] Servitor Arcane power. [B]Arcane Vampire:[/B] There are whispers of ancient Rituals that can convert a vampire into an Arcane Vampire, beings far beyond those of the Void and attuned to the powers of Creation. The Sanctus Cor are said to be capable of performing these Rituals, but they have not chosen to do so. They have told the Conclave that they are waiting for something. But for what could the mysterious Sleepers be waiting...? [B]Blood Lich:[/B] Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich. [B]Nether Lich:[/B] Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich. SERVITOR This is the power of legends, for through it you can raise the dead and create permanent Servitors for yourself. These Servitors are your absolute minions and you can have great power over them. While most of your Servitors are skeletons and zombies, at higher levels of power you can create unique and powerful forms of undead, from mundane vampires, to spectres and even greater creations. The most powerful Liches can create entire armies of shambling undead. Creating the Undead You can animate the dead by expending Arcane energy to create Servitors, artificially created corpses under your absolute will. These Servitors are mindless creatures, incapable of anything but the most menial tasks. Your Servitors rise up as Skeletons or Zombies (depending on the creature and condition of the corpses). You may create more powerful Servitors with this ability but you are restricted as to the maximum HD and number of undead you can control at any one time. Use of this power takes one full round. The dead begin to rise at the start of the second round. Regardless of the hit dice of a Servitor, you cannot create a nonstandard monster with the standard Servitor powers. Only higher State Liches can create Vampires, Shadow Knights and other Liches. Creating Servitors You gain the ability to create more powerful undead as you gain further ranks in the Servitor Arcana. For more information on the number, type and power of your Servitors at each Arcana rank, consult the Servitor Creation Chart, below. SERVITOR CREATION Skill Rank Undead per Arcane Cost Max Control Max Undead HD First Tier Necromancer 1 1 2 2 Second Tier Necromancer 2 1 4 2 Third Tier Necromancer 3 1 6 3 Fourth Tier Necromancer 4 1 8 4 Fifth Tier Necromancer 5 1 10 5 Sixth Tier Necromancer 6 1 12 6 Servitor Creation Notes ♦Servitors have stats identical to those of the undead creature they mimic (ie. skeleton, zombie, ghoul. etc.) ♦You cannot create any one Servitor whose Hit Dice exceed your own. ♦ You can see through the eyes of any of your Servitors at any time as a standard action. ♦ The eyes of your Servitors glow with an eerie purplish energy while using this Arcana and streams of Arcane force surround them. ♦ Servitors do not have their original souls. They are Arcane-animated corpses created by your will. They can be turned (although they receive a bonus to their Turn Resistance equal to your Arcana rank). ♦ Your Servitors are affected by Null Magic. Any passing through such areas are instantly destroyed. ♦ Providing a corpse has not been irreparably damaged, you can create a new Servitor out of the parts of old ones. Servitors created with this power simply rise up from the parts of destroyed creatures, glimmering with Arcane energy. ♦Servitors cannot be commanded or compelled by anyone other than their creator through mundane means. However, another Arcane Lich may attempt to take control of another’s Servitor by Arcane methods... ARCANE ASCENDENCE Level Requirement: 15th Apparatus: 250,000 black (must have 25+ Intelligence and no less than five rare/exotic items) Performance: 24 hours (difficulty: 40) Transforms a character into a Sunken Lich. CORPUS TRANSFIGURATION Level Requirement: 15th Apparatus: 500,000 black (must have 27+ Intelligence and no less than six rare/exotic items) Performance: 24 hours (difficulty: 45) Transforms a character into a Necrotic Lich. OSSEUS TRANSFIGURATION Level Requirement: 18th Apparatus: 1,000,000 black (must have 30+ Intelligence and no less than seven rare/exotic items) Performance: 24 hours (difficulty: 50) Transforms a character into a Skeletal Lich.[/spoiler] [URL=https://www.drivethrurpg.com/product/18261/The-Lords-of-the-Night-Vampires?affiliate_id=17596]The Lords of the Night Vampires:[/URL][spoiler] [b]Vampire, Black Blood:[/b] Vampires were once living creatures that have been raised from death by necromancy. Ever since mortals have existed, feral vampires have wandered the mortal realms under cover of darkness. Created by the raw forces of nature, by curse or magic, feral vampires will certainly exist long after the mortal races have passed to dust. Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. A Vampire Scion can become a true vampire should their master be slain, although the outcome of this is uncertain. The vampire touched are those mortals bitten on one or more separate occasions by the Children of Vangual. In this blood-drained state, death is close. A third visitation and the victim will rise up as a vampire a few nights later (provided the victim is slain in the process). To create a vampire the Children of Vangual must slay their mortal victim by draining every last drop of blood from their body. This is a task in itself - for drinking to the point of death can be extremely difficult. However, this process is not done all at once. The Children of Vangual must come to a mortal three times if they are to turn them into a vampire. This process is called the Visitation and is steeped in ancient ritual and ceremony. On the third Visitation, the vampire must drain not only all of the blood but the last vestiges of life energy from their victim. The dead and cold corpse will then rise up as a fledgling vampire a few days later. If the master does not (or can not) follow this process exactly, the slain mortal will become a Vampire Scion, cursed to eternal stagnation and endless subservience. On the fourth night of death, a fledgling vampire will rise from the grave. Occasionally this process can happen more quickly, other times, somewhat longer. The necromantic processes are mysterious and cannot be predicted, even by the most learned of sages. They were the first of Vangual’s creations and consider themselves the most favored of his children. The curse can be passed to any of the mortal races, from human, elf and dwarf, to the monster races: goblin, troll and ogre. There are Black Blood giants, drow and even vampire lizardmen lurking in darkness across the realms. Black Blood is an acquired template that can be added to any humanoid or monstrous humanoid creature. Shadow Vampires cannot make more of their own. Even if they follow the process exactly, they simply create a standard Black Blood. Vampire Scion can evolve to become true vampires, although the process is dangerous and involves either intervention by a lich, or the Second Death of their master. A Vampire Scion’s necromantic energies are intrinsically linked to those of their master. If a vampire master is slain, all Vampire Scion under his control make a Will save (DC 20). If they fail, they are forever slain, the negative energies that sustained them dissipating with their master. Success indicates they become fledgling vampires. A vampire must come to a mortal three times if he wants to make a true vampire. To create a true vampire, a vampire must drain all of the blood from a mortal and all of their levels. He must do this on three separate encounters on three or more nights. The vampire must drink carefully, for should his victim die before the third visitation, they will rise up as a Vampire Scion a few nights later. There can be interruptions in the process, but any vampire wishing to cement a full and complete relationship with their progeny must follow this procedure. The vampire must perform the Black Kiss within one month of his first visitation or he must begin the whole process anew. Vangual’s touch can slay any living being in an instant, devouring their life force with no possible chance of resurrection. He can cause any mortal to rise up as a vampire of any race with but a moment’s thought. This transformation is both permanent and irreversible, but is seen as a blessing rather than a curse in the eyes of his devoted. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… When a mortal becomes a vampire, the dark energies of necromancy transform their abilities. Beholder vampires radiate powerful necromancy and have the power to transform their targets into vampires with the use of their central eye. [i]Curse of Vampirism[/i] spell. [b]Vangaard:[/b] But Vangual was far from done. He took one of his chosen and shaped them into a new form, the Vangaard, a creature filled with rage and cold fury. The Vangaard can trace their origins back to Toth, the First vampire barbarian and member of the Black Council. The Vangaard Toth is the only member of the Black Council who is not a pure Black Blood. No one knows why Vangual transformed Toth into a Vangaard; perhaps it was a capricious whim by the god of vampires. Vangaard is an acquired template that can be added to any humanoid or monstrous humanoid creature. Who knows what power Vangual used to create the new order of Vangaard. [b]Fire Vampire, Inferno:[/b] The First found a wizard who had been burned beyond imagining in the razing of the great city. Vangual breathed unlife into his tortured flesh, returning him from death as a horribly charred and smoldering spirit. Joined with the powers of flame, this vampire became the embodiment of fire, and was vengeance and destruction incarnate. Perhaps the rarest of all vampires, Fire Vampires (or Infernos) are those mortals horribly burned in life. Fire Vampires can create progeny, although they rarely choose to (for the memory of their own creation burns upon their minds - and even as filled with madness as they are, they are reluctant to inflict their torment upon another). To do so, they must drain all of the blood from a candidate while inflicting powerful flame attacks upon their bodies. They must incinerate their victim on the very threshold of death. Horribly disfigured, the mortal will then rise up as a Fire Vampire a few nights later. They call this method of death (and subsequent reanimation) the Kiss of Fire, and it is said to be one of the most agonizing ways to die. Even cremation does not always prevent the Second Waking, a Fire Vampire’s charred and unrecognizable body reforms from ashes unless it was buried on holy ground. Fire Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature. [b]Ravenous, Leeches:[/b] As the flames of the city died, the remaining dead fell around the ruined city. Some, touched by disease were corrupted by Vangual’s malevolence. They arose as the Ravenous, desperately hungry vampires with a craving for mortal flesh. Some say the Ravenous were created by the god of slimes and oozes, while others believe they are demons cast from the abyss and given mortal form. When they so choose, the Ravenous can make their own. To do this the victim must be forced to drink a concentrated point of the Leech’s blood. The victim will be fine - for a day or so. After forty eight hours they will begin to get chills, feeling sick and losing a point of Constitution and Strength per day. This will continue throughout the next 2d4+1 days until their skin turns a greenish hue. Finally, facing uncontrollable and agonizing convulsions, they lose one point of Strength and Constitution per hour. Only a neutralize poison spell cast by a cleric of 15th Level or higher, followed swiftly by a remove curse will prevent death. Lost abilities are regained at a rate of 1 point per week. Ravenous Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature. [b]Shadow Vampire:[/b] Next, Vangual awoke the shadow. He ordered the First to bring to him the drow they found in the underworld. Willing or not, he transformed them into Shadow Vampires, insubstantial creatures that only half reside in the mortal realms. Shadow Vampires are drow that have been cursed by a most terrible darkness. They were taken by Vangual and transformed into shadow, stripped of their physical forms and their souls. Only the drow elder Avernuus has the authority to create new Shadow Vampires, and then only at Vangual’s instruction. The Black Council petitioned Vangual for a number of non-drow Shadow Vampires to be created, and he agreed. Shadow Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature. [b]Mock Vampire, The Mocked:[/b] Mock Vampires or the mocked are ghoulish creatures whose bodies have not successfully survived the transition from mortal to vampire. They have remained dead for too long before their Second Waking and have suffered both physical and mental degeneration in the grave. The mocked have lain dead in the ground for too long. No one knows exactly what creates the mocked, certainly there are many things that can influence the necromantic process: holy ground, divine blessings, even nearby running water or a holy symbol casually tossed into a coffin. A poor first Katharein can result in the vampire rising as one of the mocked. The mocked typically remain dead for at least a week longer than the typical 1d4 days, rotting while in the grave. Mock Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature. [b]Ash Vampire:[/b] At the height of Vangual’s power came the most terrible of his children. Ash Vampires: they who feast upon life itself. Draining the very essence from the living, plants wither and the ground turns to dust as they pass. These emotionless vampires are given mortal form in return for performing despicable acts in the name of the lord of blood. It is said those of the ash are the most powerful of Vangual’s creations, and that he could only create them when he had sufficient followers amongst mortals and vampires alike. Ash Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature. There are many rumors as to why this might be. Some say the Ash Vampires are much older even than Vangual, that only those in the mortal realms were corrupted by the Void and that those that remain on the Ash Plane at the tower of Araxx are immune to the effects of the great corrupter. Some say that the Ash Vampires are a truly ancient race, and that their wisdom dates back thousands, if not tens of thousands of years. Others claim that they were never mortal, that the first Ash Vampires came from a race that no longer exists except in memory. [b]The Lost:[/b] Finally came the Lost, divine beings that have fallen from the grace of their celestial realm and cast to earth. Retaining a fragment of their memory and a shard of divinity, these creatures are perhaps the most tragic of all the vampire races. Forced to drink blood and to eat ash, they wake to darkness knowing they have done wrong, but not what. Perhaps they can find redemption, but most Lost spend their unlives brooding over their mysterious past and punishing themselves for a transgression they cannot remember. While they are not one of Vangual’s creations, the god of blood eagerly accepts them as his own. These creatures are not and have never been mortal. Cursed by divine magic, they have fallen from whichever spiritual domain they once inhabited, given immortal bodies and doomed to live in exile amongst the undead. Once glorious spirits - now vampires - they must drink blood and devour ashes to survive. The Lost are not true vampires. They were never ‘turned’ by another, but were instead cursed by powerful magic. Exiled, they appear with no clue as to who they are or from where they came. Occasionally, a divine being will visit them to inform them of their exile, but this will be brief and perfunctory. Their minds and spirits are their own, but their memories are all but gone. Lost Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature. The Lost are celestials that have been cursed by their god. A character must have previously been a celestial that was cast down from his planar home. [b]Vampire Scion:[/b] In time, Vangual showed his vampires how to create children of their own. Vampire Scion are created by a single draining of a mortal’s blood without following the ritualistic process of the Black Kiss. These creatures are devoid of the uniqueness of a true vampire and are typically created as a result of a careless encounter with a mortal. To create a vampire the Children of Vangual must slay their mortal victim by draining every last drop of blood from their body. This is a task in itself - for drinking to the point of death can be extremely difficult. However, this process is not done all at once. The Children of Vangual must come to a mortal three times if they are to turn them into a vampire. This process is called the Visitation and is steeped in ancient ritual and ceremony. On the third Visitation, the vampire must drain not only all of the blood but the last vestiges of life energy from their victim. The dead and cold corpse will then rise up as a fledgling vampire a few days later. If the master does not (or can not) follow this process exactly, the slain mortal will become a Vampire Scion, cursed to eternal stagnation and endless subservience. Vampire Scion are locked in unlife at the moment of death, unchanging yet eternal. Slaves to their masters, most are created when a vampire bitten (once touched) mortal is slain before the effects of the first bite have worn off. These poor souls rise to become Vampire Scion, vampires in name alone, hunters of blood and bringers of death. Vampire Scion are created by a single draining of a mortal’s blood (or levels) without following the ritualistic process of the Black Kiss. Vampire Scion is an acquired template that can be added to any humanoid or monstrous humanoid creature. To create a true vampire, a vampire must drain all of the blood from a mortal and all of their levels. He must do this on three separate encounters on three or more nights. The vampire must drink carefully, for should his victim die before the third visitation, they will rise up as a Vampire Scion a few nights later. [i]Curse of Vampirism[/i] spell. [b]Kethax:[/b] The Avystyx Prophecies also mention the coming of the Kethax: evil vampires of hellfire and brimstone from the Ash Plane. [b]The First:[/b] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [b]Avystyx, The Vampire Bard:[/b] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [b]Salvatorian Vandadyne:[/b] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [b]Lord Melanch Abraxia, Lord of the Blood Knights of Avystervan:[/b] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [b]Agoravaal The Damned Vampire Mage:[/b] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [b]Ishtyx:[/b] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [b]Kynosh, The Blood-Stained Druid:[/b] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [b]Raxx, Leader of the Black Eye:[/b] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [b]Toth:[/b] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [b]Vathan Gellean, The Hunter:[/b] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [b]Volik, Leader of the Blood Guard:[/b] Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races. It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual… [b]Agan Ravarr:[/b] ? [b]Avernuus:[/b] ? [b]Corth The Grey, Ash Vampire:[/b] ? [b]Malik Faldein, Ravenous:[/b] ? [b]Moloch:[/b] Moloch is a bitter vampire. Horribly burned in the fires that ravaged Veil he was not one of the First. He fell in the great melee that destroyed the city. After his death, necromantic energies seeped into him, perhaps with a blessing from Vangual and he awoke at dusk the following night as the first Fire Vampire. [b]Arikostinaal, Lich:[/b] ? [b]Avystyx:[/b] ? [b]Ket Uth Makkar:[/b] ? [b]Phillian Artus Alucidan:[/b] ? [b]Blood Hound:[/b] Transformed from the worst performing vampire clerics in Vangual’s service, they are vaguely dog shaped, but with long crimson covered bodies and scarlet matted fur and piercing vermilion eyes. [b]Bloodling:[/b] They are favoured by Vangual and are said to be the transformed remnants of his enemies. [b]Children of Vangual, Age 1 Black Fighter 6:[/b] ? [b]Consanguineous Vampire:[/b] Consanguineous vampires the ‘least of vampires’ were created by the Black Cabal. A punishment inflicted upon their greatest enemies, consanguineous vampires are ravenous creatures tormented by madness and hunger. Created in a special ritual, the procedure of which is known only to members of the Black Cabal, the process transforms a mortal (or a vampire) into a consanguineous vampire. Created by the Black Cabal, Consanguineous Vampires are the least of vampires. [b]Vampire Ghoul:[/b] Created by the twisted diseases of the Ravenous and the sorceries of the Black Cabal, vampire ghouls are twisted versions of vampires. Mortals devoured by a vampire ghoul rise up as vampire ghouls in 1d4 nights time. [b]Spellmite, Arcanus Phagum:[/b] Spellmites, or Arcanus Phagum are tiny vampiric creatures created by the Black Cabal. [b]Blood Leech:[/b] ? [b]Goblin Vampire:[/b] ? [b]Lizardman Vampire:[/b] ? [b]Ogre Vampire:[/b] ? [b]Orc Vampire:[/b] ? [b]Troll Vampire:[/b] ? [b]Beholder Vampire, Blood Tyrant:[/b] Not much is known about beholder vampires except that somehow, the transformation to undeath is possible. Whispers abound of beholders created by Vangual known only as Blood Tyrants, evil and wicked creatures conjured by dark magic and filled with bloodlust for the mortal races. [b]Demon Vampire:[/b] Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism. [b]Devil Vampire:[/b] Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism. [b]Outsider Vampire:[/b] Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism. [b]Dragon Vampire:[/b] the Black Cabal have made a handful of dragons that now reside on the Elemental Planes of Ash or Negativity, allies and minions of the Necromancers that live there. [b]Ash Dragon:[/b] ? [b]Drider Vampire:[/b] ? [b]Drow Vampire:[/b] ? [b]Giant Vampire:[/b] Although the Black Cabal have successfully made a number of vampire giants, they do not adapt well to the change and the Black Kiss works rarely upon them. [b]Mind Flayer Vampire:[/b] ? [b]Undead:[/b] It is time to discuss the Void: the source of all darkness, the driving force that gives life to the undead and caresses their cold flesh with soothing hands of shadow. The Void is pure darkness. It is the force that drives the undead, the power of evil and shadow. It corrupts the mind and slowly destroys the soul. Curse of Vampirism Necromancy Level: Clr 9, Sor/Wiz 9 Components: V, S, M Casting Time: 1 hour Range: Touch Target: Person touched Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes You can transform a mortal into a vampire. Upon the spell’s completion, your target will be slain and will rise up as a Vampire Scion under your control or a fledgling vampire (your choice) 1d4 nights later. Material Components: A mortal heart marinated in red wine with a pint of attuned vampire Blood and a pinch of vampire dust that the mortal must (be forced to) drink.[/spoiler] [URL=https://www.drivethrurpg.com/product/19339/The-Lords-of-the-Night-Zombies?affiliate_id=17596]The Lords of the Night: Zombies:[/URL][spoiler] [b]Zombie, Risen Dead:[/b] THE JOURNAL OF MALADAMIUS, ALCHEMIST Monday 4th January - I am taking a break from my conventional research, for I have found something that greatly intrigues me. Whilst studying in the library late this eve I noticed a scrap of parchment that had fallen beneath my desk. The note was a formula of sorts, pertaining to the manipulation (and I presume subsequent re-animation of dead tissue). Curious... Tuesday 5th January - I have spent much of the day searching the alchemy section of the library for information on this formula, but have found none. I have not been able to discover from where the parchment came nor any other reference works on so complex a subject. The scrap of paper was torn and the whole formula lost. The secret eludes my mind, but without a complete manuscript I have little on which to work but for tantalizing insights in to what might one day be possible. I shall not grasp at futile secrets. I shall instead accept that such things belong solely to the realm of fiction and not within my reach. Thursday 8th January - It is no use. I have been trying to continue my own studies and cast aside the thoughts of the deeper alchemy. I have a paper to present this coming Friday – but I cannot get the formula out of my head. Afternoon - I spoke with the head of my department who informed me that the knowledge I sought was as rare as the Philosopher’s stone. He quite clearly informed me that only through divine magic can the dead be truly restored to life. I have determined to prove the hypothesis that alchemy can lead to the reanimation of the dead. Then perhaps I can return to my own work with a clear mind. Friday 13th February - I have converted my bedroom into a laboratory, of sorts, although I have used the laboratory in the great hall of wizardry whenever I could, secreting bottles of formaldehyde home in the depths of my cloak. I have abandoned my regular studies in the search for the true formula. The secret is out there, I merely need to find that elusive spark of life. Friday 20th February - I have become something of a recluse and even my friends tired of my continual excuses and abandoned me to my research. It is for the best, for I am close now. I have created something that I believe resembles the formula spoken of upon the scrap of paper. This formula, I have called Serum, and I think that through it, I will bridge the gap between the living and the dead. A noble goal, I believe. Saturday 21st February - The formula did not work. I injected a quart of the Serum into the corpse of a rat, with no discernible effect. Nothing seems to work. There are times when the Serum, a luminous green in color seems to elicit a response from some of the subjects, but they seem either too long dead or the formula is not strong enough to pull them back from death… Saturday 6th March - One month of research; of refining and changing, of spending my entire (yet meager) wealth on equipment, rare potions and powders, I have come to conclusion that without the final part of the puzzle, I will never complete this task. The formula is simply too complex. It is with a heavy heart that I return to my own – admittedly mundane - studies. I only hope I can put this failure behind me and catch up on all that I have lost this past month. Thursday 11th March - Something has vexed me all morning. The Serum did not work because the formula was wrong! It called for a single gram of moonsalt, but moonsalt is only an effective reagent in larger doses. Thus I will triple the quantity of moonsalt and reinject it into a fresh rat. Evening - Gods be plagued. Once again the Serum has failed. I was sure it would have some effect upon the creature this time. The rat twitched and even opened its eyes and stared curiously around it before falling into a dormancy from which it would not awaken, no matter how much of the Serum I injected into it. No matter. It is out of my mind now. I have failed and I must concentrate on more earthly (and practical matters). Friday 12th March - I awoke this morning and curiously, the corpse of the rat had vanished. I was certain I left it on the table beside my bed, yet now, it is gone. I suspect foul play from my fellow students, who appear to have taken me back into the fold with open arms. Sunday 14th March - I have been unable to sleep. Questions ravage my mind. What if the Serum worked and the rat simply walked away? I have prepared another quart of Serum and injected it into a fresh rat. This time it is pinned to my dissection board and I am sitting watching. Afternoon - Incredible! I left to fetch more ink from the stationer and when I returned the rat was squirming about on my worktop, fixed securely in place on the board. What to do now? I cannot concentrate on quicksilver this afternoon, but must instead obtain more moonsalt and laudanum. Monday 15th March - The rat has vanished. The blood on the dissecting board suggests it tore itself free. Disconcerting; but who is to question the motives of lower species that rely solely on the most basic instincts? I shall move on to larger animals tomorrow. I am supposed to be in the Great Hall delivering a paper on the properties of quicksilver, but it will have to wait. If my experiments are a success my name will be forever etched into the halls of academia! Friday 26th March - I have procured the fresh corpse of a scrawny hound. It is about ten times the size of the rat, so I have increased the concentration of the Serum by a factor of ten. I am injecting the Serum directly into its brain, in an attempt to quicken the reaction time. Noon - The hound has awoken! Although I wish it had not, for it howls like some maddened creature, ululating with cries that seem to be issued from the very depths of hell itself. I am glad it is secured with tight leather straps, for a great hunger fills its eyes when it looks upon me. Only then is it quiet, and then I wish it would howl again. Late Afternoon - Will the creature not shut up? Saturday 27th March - I have taken a hatchet to the damnable creature. It is quiet now, at least. Beasts are clearly too primitive to be animated successfully, lacking souls and all. Tomorrow I shall speak with the physician – a drinking friend of mine – whose ward this is and see about obtaining a creature of a higher order, for it is now on the highest form of life that I must test my work. Sunday 28th March - My laboratory has been upturned and the body of the hound is gone! Its head remains, although I shall dispose of it today. It stares at me still with those hungry eyes. Was this some manner of burglary? Has one of my colleagues been seized by a fit of jealousy? Or did the creature – like the rats – walk away by itself? I cannot torment myself by such thoughts. Evening - I have returned from my meeting with the physician. He has agreed to obtain for me a fresh cadaver and I cannot express how overjoyed I am. To converse with someone freshly returned from the grave; that will be an experience unlike any other. To converse with the dead; to discover what lies beyond the veil of death. These are things of which dreams are made. Tuesday 6th April - I was roused from my sleep late last night by a resounding knock at the door. It was a servant of the physician bearing a large sack. I swiftly admitted him and the cadaver now lies in my cellar. I am moving my laboratory down there, for it is more secure. And hidden from casual observance. Afternoon - I have begun my calculations for the concentration of Serum needed. A great quantity is needed for the cadaver, which by all accounts, was a laborer who fell from the top of a nearby construction and broke his neck. The clerics may not have been able to do anything for him but perhaps I might… Evening - I injected a measure of the Serum into the brain of the fellow and waited. Finally he stirred, his eyes rolling wildly in his head and an expression of terror on his face. He gave a low gasp, then he was still. I have re-injected the Serum into his heart, in ever-increasing doses, to no effect. Midnight - A terrible shriek summoned me to the cellar while I was trying to get a rare few moments rest. The cadaver was sitting bolt upright, screaming and shrieking in agony (or perhaps fright). He had somehow broken loose of the bonds around his wrists and was flailing wildly. I will leave him for now, and see how long the Serum lasts. The first chills of the grave wash over me as I realize the grisly extent to which my research has taken me, but I must cast off such emotions in the name of scientific discovery. Monday 17th May - I believe I have perfected the quantities of Serum needed. I managed to rouse the cadaver once more, and he wailed until dawn before falling still. I shall reanimate him when I awaken. Late Evening - I have successfully reanimated the cadaver for a third time. It would seem that, so long as I have sufficient Serum, I can keep at this indefinitely. With each injection the look of awareness seems to gather in the corpse’s eyes. I have hope that with enough time I can confer sufficient intellect upon this corpse to enable it to speak… Saturday 19th June - It has been quite a taxing few days – I have been so busy that I have hardly had the time to eat, let alone detail my findings in this journal. I have obtained four more corpses, all of which have been animated successfully. I have buried two of them in the graveyard, for I do not need quite so many cadavers in my cellar. The rest are still for now, but I only have to inject Serum into their veins to bring them back to life. Monday 21st June - Most exciting is the last of the corpses I animated, for it possesses intelligence! I have had quite a conversation with it this past day, although its mind seems addled and fogged by death. Perhaps it was like that in life. I cannot deny that the creatures I animate look at me innocently enough, yet behind their eyes lies a monstrous and almost feral hunger. Were they not restrained I believe I would fear for my safety. Noon - I am preparing for the final experiment. Tonight I shall inject the Serum into my own veins. If my journal ends here, the experiment has failed and I am naught but another lifeless cadaver. Wednesday 23rd June - I write to you from the other side of the threshold of life and death. The Serum was a complete success. I felt death grasp at me and my heart cease to beat. My vision darkened and all was still. Then I awakened, as though from the deepest slumber and found that a whole day had passed. It feels different. Yes, very different. But I feel strong! And hungry, ever so hungry. Over the years many twisted monstrosities were created by Gariach in his attempts to unlock the secrets of life and death. Some were swiftly destroyed while others were left to roam the dusty halls of his mansion, acting as guardians and servants to the madness-stricken wizard. His mansion became a grisly place of death, of gruesome horrors, horrendous abominations and the walking dead... Finally, one night, some ten years later, Gariach found the success he desired. He managed to bring a local blacksmith back to unlife with his soul and mind intact. Gariach repeated the process, this time with the corpse of a watchman he had magically transported into the mansion. Again, although his reanimated body was cold and very much dead, his mind and soul were present, unlike the other undead monstrosities he had created before. Over the years, Gariach discovered and catalogued countless methods of reanimating the dead from all across the mortal realms, but he was unhappy with all of them. None of them would restore his wife in exactly the way he desired. He sought a master process, one that would precisely approximate the motions of life. Gariach came to the conclusion early on in his research that he would never be able to emulate the gods. His Paths did not create living, breathing creatures, but beings animated by the blackest science or magic. They were the undead. As Gariach desperately studied death, he discovered six very different methods existed to restore the dead to unlife. Known as Paths, these six areas of wisdom: Alchemy, Corruption, Ether, Invocation, Sorcery and Surgery, are all the blackest forms of knowledge and only those that have (perhaps) stepped over the line of sanity should learn them (or those that do not care about their souls once they finally depart their mortal coil). Once learned, a Path allows a mortal to cast back the veil of death and to restore a semblance of life back to the dead, but one should be warned: the six Paths are not a route to absolute success and as with all things, the restoration of the dead is never an exact science. One might unlock a terrible doom in the quest for immortality, bringing back more than just the soul of the deceased in the process. Sometimes, the fates deem a soul irretrievably destroyed and not fit for reanimation. When such a creature is made, there are always strange (and sometimes horrifying) results. A creature made by one of these Paths is known as one of the Risen. The process by which a Risen is brought back from death (reanimated) is known as the Kindling. The creature’s spark of life is re-ignited, recovering a portion of the vitality they held in life. When a Risen is reanimated, they are imbued with a certain amount of life force. Known as Corpus, this essence mirrors the vitality of the living; it is pure, living energy. The Risen are undead beings, animated by necromancy, but within each stirs a flicker of mortal vitality. While most of the Risen are reanimated through external methods, a Risen may (far more rarely) reanimate spontaneously. Why this happens is still a mystery; even Gariach himself expressed consternation at being denied the wisdom as to why a Revenant returns from death without magical intervention. Spontaneous Kindling seems to be attributed to random magical influences than to any specific process and such creatures are typically rare and powerful individuals beyond Gariach’s wisdom. Each of the six Paths of Creation allows the maker to create a different type of Risen. The skill of Risen creation is divided up into six unique feats that must be painstakingly researched in a laboratory or taught by a skilled tutor to any creator that meets the base requirements. Risen creation feats are standard item creation feats that can be purchased with normal character feats (when all research is completed). Anyone that knows one of the Risen creation feats can create a Risen of that type (although there are limits on the number of Risen that can be created). A creator must successfully research one Path of Creation before he can begin studying another. The process for creating a Risen is as follows: 1. Select a base creature, complete with class levels. 2. Convert the Constitution of the base creature into Corpus energy on a one-for-one basis. All Risen begin play with a minimum Permanent Corpus score of 10. 3. Apply a Risen template to the base creature, converting Hit Dice, type to undead (or living dead) and acquiring the listed attacks and special abilities. 4. Purchase up to three Corpus powers (adding up the total number of Marks of Decay the powers you gain). 5. Your DM will select your Marks of Decay up to your required total as purchased by your Corpus powers. You automatically begin play with all required Marks of Decay, even if you did not buy sufficient Corpus powers to offset those Marks of Decay. Required Marks of Decay are always used to offset Corpus powers. 6. Calculate Signum by adding up the total number of Marks of Decay. Adjust the effects of any Corpus powers and Marks of Decay that are altered by Signum. When Gariach created the first Risen Dead, his procedures were tailored towards humans, and thus would only work on human corpses. Over the centuries Gariach’s Paths have been greatly modified, with varying results, including the ability to create demi-human Risen Dead. Regardless of the alterations made to the procedures, the methods of creation only effect corporeal humanoid corpses. Attempts to create Risen giants, dragons and other monstrous undead have met with varying degrees of failure - although there have been some successes: the destruction of the coastal town of Amburgh is thought to be as the result of an attempt to create a Risen kraken by a cult devoted to its worship. What became of the hopelessly insane, undead creature remains a mystery. The procedures used to transform magical creatures into Risen are as yet unknown. But the secrets are out there... Gariach was ready. For hours had he prepared, casting spells, performing rites and scattering ointments and powders into the air. Sariah’s face was sprinkled with silver, her cheeks glistening like fire when the light from the candelabra caught it. The mage stood at the head of the great stone dais upon which his wife lay. He took up a great book in one arm, and raised the other to the skies, “Relash-uurman, est, ethlakar,” he shouted, as if speaking directly to the heavens, “Uvuuth Ost Avantikarr,” the words echoed throughout the Manse, repeating themselves over and over until they finally faded from hearing. In response, lightning crashed somewhere overheard. “Wake up, my love.” Gariach whispered, bending over the motionless form of his wife and reaching out to take her hand. Yet he faltered; for all of his desires, all of his conviction, something deep within whispered to him – as it did every night when he lay writhing in his bed – the voice of doubt. This will never be your wife Gariach. Oh she will be returned to you, but she will never be the same. She may look the same, she may sound the same, but nothing you do will ever return your wife to you. Be silent, fools! He hissed inwardly. Cease your taunting. My wife will be returned to me. The voices were silent. The next moments were a blur. Gariach performed the remainder of the ritual, screaming out a mix of near-unpronounceable vowels and harsh, grinding consonants. With every word, lightning ravaged the world outside the Manse and rain lashed down upon the windows. Finally it was almost dawn, when, exhausted and hoarse beyond words, Gariach said the final words of the ritual that would infuse his wife with vitality once more. The morning sun glimmered upon the horizon, a pale sliver of orange in a plum-colored sky and still lightning raged overhead, illuminating the chamber in electric yellow, and casting stark shadows across the walls. Lightning crashed across the chamber; the chandelier exploded with a deafening crack, sending sparkling cinders of glass cascading across the room. Gariach lifted up his arms protectively to shield his eyes, and waited, feeling his heart pounding in his chest. The room was quiet, and deathly still. The dust had slowly settled and a terrible silence had fallen over the Manse. There on the dais, alone and bathed in twilight, Sariah opened her eyes… An intriguing way to include the Risen in an existing campaign is to have a recently deceased character return to unlife – intentionally or otherwise. Although normally infallible, a raise dead or similar spell may go awry. Interference of evil spirits; impure thoughts on the part of the caster; location, or the flaws inherent in the beliefs of a cleric have all been known to cause ill effects with spellcasting – leading to the return of a character as one of the Risen Dead. The Character has died and gone to their god, but they have been punished for their crimes/lack of faith and returned to the mortal realms as one of the Fallen; a Risen of any particular type. [b]Alchemical Zombie:[/b] The Path of Alchemy allows the creation of Alchemical Zombies, living dead beings bound to their life-giving Serum. When Gariach first began his studies to restore life to his beloved wife, he discovered the life-giving properties of the raw elements of nature. When brewed to the most precise alchemical specifications, the resulting viscous fluid (called Serum) will restore life to the dead. While scholars have been seeking the formula for the elixir of life for centuries, Gariach discovered that it was in fact easier to approximate it through a process that created not actual life, but a facsimile of it. This ‘elixir of unlife’ was the closest thing to restoring life to the dead, although it never quite brings them back as they once were… The Path of Alchemy is the only way in which a mortal may transform himself into one of the Risen (although injecting oneself with Serum involves certain death with no guarantee of successfully reanimating as an Alchemical Zombie). Such are the risks of gaining great power and life after death. An alchemist must be in possession of a working reanimation formula before they can begin making Serum. The formula is rarely found and even more rarely sold. Researching the formula requires 4d6 months, but the alchemist must have some rudimentary information upon which to work (without such a base, research takes 2d6 years). Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One. An application of Serum provides 10 points of Corpus (to an Alchemical Zombie only). Correctly brewed Serum is a viscous golden-yellow fluid that smells strangely organic and rather coppery. Serum can only be made in a well-stocked laboratory or a room specially equipped to brew it. A single corpse provides sufficient bodily materials to make two to four applications of Serum. Once distilled, Serum lasts indefinitely (although particularly old Serum may have a number of unusual side-effects: it might create horribly deranged Risen, or it may not work at all). Once prepared, the Serum must be injected into a fresh cadaver. The first injection is the most important part of the process, and is exceptionally sensitive to the condition of the corpse. For every hour that has passed since death, there is a 10% chance that something will go wrong with the reanimation process. Insufficiently fresh corpses will result in animating creations with unexpected side effects (they may arise with horrific mental defects or monstrous urges). If the formula has been successfully brewed, the Alchemical Zombie Kindles immediately and stirs into unlife within 2d4 hours. If injected into a living person – the target must make a Fortitude save every hour (DC 18) or lose 1 point of Constitution. When they reach 0 Constitution, they die an agonizing death (the cure requires a neutralize poison and a heal (or better) spell from a 10th level cleric). The corpse will then arise 2d12 hours later as an Alchemical Zombie. While many alchemists may be willing to perform the grisly task of reanimating human dead, others are content to work on more simple creatures. Animals can be reanimated much in the same way as living beings (with a much smaller dose of Serum). As with living mortals, the process is not exact and on occasion the use of Serum can create monstrous aberrations with terrible mental deficiencies: bloated, killer rats and blood-hungry dogs. The Alchemical Zombie is such a theory made manifest: a cadaver reanimated by the application of alchemy through Serum: the elixir of unlife. Of all the Risen Dead, the Alchemical (or Serum) Zombie appears the least corpselike. This is in part because the process only works on the freshest of corpses, and partly because the Serum is a powerful preservative. “Alchemical Zombie” is an acquired template that can be added to any corporeal creature (other than undead) that has a skeletal system. Distill Serum feat. [b]Eldritch Zombie:[/b] The Path of Sorcery allows the creation of Eldritch Zombies, monstrous beings that devour magic. Of all the routes Gariach followed to restore Sariah, the Path of Sorcery was perhaps the most terrible, for it called upon the darkest of enchantments to create a being that was literally ravaged by magic. The Rite of the Scourge: This mystical rite creates an Eldritch Zombie. It is considered a most terrible ritual, both in its performance and upon those it touches. There are few that will risk the wrath of the gods to perform it and even fewer that actually choose to perform the Rite of the Scourge upon a willing subject. The rite can be taught by a willing teacher or from a book. It takes approximately a week to learn the complex incantations and gestures necessary to perform the rite from a teacher, and no less than a month to study the processes set down on paper. The rite requires many rare and complex items in order to be successfully performed. The caster must ensure that the corpse to be Kindled was slain by a magical death effect (such as power word kill). Most necromancers bring a living body back to their laboratory where they can prepare it at their leisure. The rite requires that a circle of silver is drawn around the cadaver as well as the lighting of many candles made from the fat of arcane spellcasters. The rite takes four hours to perform, and must result in the destruction of a magical item that is at least as old as the caster. The caster may have no assistance in performing the rite and all items used cannot have been touched by another living being within one month of their use or the entire process must be started afresh. Once the rite is completed, the caster makes a Spellcraft check (DC25) to Kindle the corpse. A success infuses the cadaver with the mystical energies of the Scourge, reanimating them as an Eldritch Zombie with a single point of Corpus in 1d4 hours. It must feed within one hour of its creation or fall back into a mystical slumber from which it cannot be awakened. A Scourge is often spontaneously animated (in very rare cases) when the dead are buried (or have fallen) in places rich with powerful magic (such as: areas of wild magic, sites of powerful rituals or the resting place of an artifact). A creature slain by excessively powerful magic may also arise as a Scourge (a mortal slain by a wish spell, for example), although such reanimations are rare indeed. Animated in places of great magical power, the Eldritch Zombie is blight upon magic. They do not realize that I was created by the darkest powers to devour their arcane mumblings. “Eldritch Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. Rite of the Scourge feat. [b]Ether Zombie:[/b] The Path of Ether allows the creation of the Ether Zombie, undead beings that can temporarily expend their life force to animate the dead around them for a period. Gariach speculated that a body could be reanimated through infusions of spiritual energy from other living beings. He believed that by binding the souls of the living to the preserved spirit of the deceased, he could tether a soul to reality - thus allowing complete reanimation. The resulting process creates yet another undead being, but the creature has a more malleable spirit, buffered by the forces of necromancy and sustained by the life force of the living. Gariach successfully mastered this process and created several creations (he named Ether Zombies) before discarding the process as being ‘unsuitable’ for the reanimation of his dead wife. He deemed the procedure ‘too fickle’, that ether was highly unstable, and that it produced uncertain mental aberrations in those reanimated. Often considered one of the most gruesome of the Paths of Gariach, the Process of Necrotic Transfusion involves the direct transfer of life force from the living to the dead. Through specially crafted receptacles, the cadaver is prepared and then is Kindled at the expense of the living. This process creates an Ether Zombie (although the results are not always certain; many aberrations have been made over the years as a result of incorrectly applied amounts of life force). The draining of life force from the living is said to be agonizing and many careless necromancers have been destroyed by the local militia, having been alerted to the grisly goings-on by the wails of the still-living echoing from their laboratories. This procedure is inherently dark and only non-good characters will ever perform it. There are those that consider using evil (or the unspeakably wicked) souls in the process, believing that in the destruction of their souls, the balance against the living is repaid ‘an eye for an eye, a tooth for a tooth’, but many consider it the highest crime against life and indeed, against nature itself. The process can be learned by any would-be scholar from a necromancer that has successfully performed the procedure on at least five separate occasions. It takes approximately 40 days (minus the Intelligence score of the pupil) to learn and the student must successfully perform the process to complete their training. The Laboratory must be well-prepared for the reanimation process. It must have both an Ether Machine, the receptacles for the energy transfusion as well as a number of Ether Glyphs needed to store the spiritual energy required for the process. In addition, the laboratory must be spiritually warded against extra-planar intrusion as well as having sufficient space for the living that are part of this process (usually glass containers that stand upright from which enchanted tubes pass their essence into a central ‘refinement’ crystal). The creature to be reanimated must be slain with the draining of each of their levels into a number of magical receptacles known as Ether Glyphs. The corpse must be embalmed with an acrid smelling substance made from organic minerals, life-giving salts and ether. The necromancer must then tattoo various mystical symbols upon the body of the cadaver (this takes about eight hours). These tattoos capture the ether and magical essences, focusing the spirit and allowing the Risen to harness the life force of others. The necromancer needs to know how much life force he needs to instill into the corpse before he can reanimate the flesh. He does this by ‘weighing’ the soul of the (still living) creature with Spirit Scales – a mystical device made up of tiny bronze weights that weigh the soul and tell the necromancer exactly how much life force he should use in the creation process. A heavy (higher level) soul requires a lot of life force whereas a weaker (lighter) soul requires only a small amount. The process takes between ten and twenty minutes to perform, involving the spiritual energy of the living being stripped from their bodies and bound into the cadaver. It takes approximately one minute to drain one level from a mortal (the process confers one negative level upon them per minute; these levels are restored if the process is interrupted before its completion). At the end of the process, the spiritual energy is transfused into the cadaver in an incandescent swirl of life essence. Ribbons of amber, violet, azure and vermillion burst around the corpse as the Ether Glyphs release their vital energy. At the end of the procedure, the Ether Zombie is immediately Kindled, with Corpus equal to its maximum Permanent score. The souls used in the Kindling process are forever destroyed with no possible chance of resurrection. They have been absorbed by the Ether Zombie and cannot be separated. It would take nothing short of a miracle far beyond the power of the gods to unwork such terrible magic. This is considered a most despicable form of reanimation. “Ether Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. Process of the Necrotic Transfusion feat. [b]Golem Zombie:[/b] The Path of Surgery allows the creation of Golem Zombie, beings created not from one corpse but from many stitched together and animated by the primal energies of nature. The Surgical Process: This rather ghoulish process creates a Golem Zombie: a being reanimated from death, the spark of life rekindled through an electrical process. Through this procedure, the creator literally makes a humanoid by stitching together the preserved body parts of others. The brain, internal organs, limbs and even flesh must be sourced and carefully preserved in liquids painstakingly brewed to ensure the organs are kept in perfect condition before they are used. The process can be learned from a surgeon with the skill (taking just 2d4 months) or it can be discovered through careful research and painstaking (and ghoulish) experimentation. The researcher may make an Intelligence check at the end of each full year they have spent researching the Path of Surgery (DC 30). The DC falls by 1 with every additional year they spend in study. With comprehensive notes from another surgeon, the DC falls to 25 (-2 per additional year of study). A Golem Zombie is created through a combination of surgery, crafting and alchemy. It must comprise of at least six separate components: head and brain, torso, two arms and two legs. The majority of the components must come from living creatures, but need not necessarily come from the same creature. Note: Some body parts, with the exception of the head and brain, may be artificial. A Golem Zombie may be constructed with weapons grafted in place of an arm or hand (this requires specialist knowledge - see Black Surgeon). To assemble the components the crafter must bind them together using a combination of staples, metal studs and leather straps. Construction can take a variable number of hours, depending on the number of cadavers used and the quality of the internal organs. It takes approximately eight hours to prepare a creature for reanimation (if all the parts are prepared in advance). Once the creature is made, the creator must make a Craft (Leatherworking) check and a Heal check (both with DC 15). A success has crafted a corpse suitable for reanimation. The flesh must then be injected with a thick and syrupy embalming fluid that reacts to electrical energy. There are occasions when a surgeon does not have access to all the internal organs and body parts required for the creation of a Golem Zombie. In such instances, flesh and organs can be preserved indefinitely with their injection and/or suspension in preserving fluid. The creation of this fluid requires an alchemy skill of 12 ranks and costs 100 gp for sufficient fluid to contain one internal organ (such as the brain). Preserving fluid takes approximately twelve hours to brew and requires a well-stocked laboratory. To reanimate the flesh, a mechanical device known as a Brass Heart must be fashioned and inserted into the chest cavity of the assembled corpse. Roughly spherical, the Brass Heart costs 500 gp and requires a Crafting (metalworking) skill of 12 ranks and has a crafting DC of 20. While inside the Risen, the Brass Heart is wholly inert and cannot be affected in any way. The demands placed upon a creator to successfully reanimate the flesh are considerable. They must have access to large amounts of electricity to Kindle the cadaver, plus their laboratory must be well-stocked with some very expensive equipment. Most surgeons build their laboratories on high ground where storms are frequent or use magic to conjure storms when needed. Some employ druids to assist them in their grisly work, while others learn the elemental spells needed to power their experiments. It costs approximately 10,000 gp to 50,000 gp to purchase and set up the equipment needed to specifically reanimate the dead. Many items parts are hard to find and their installation can raise some strange questions by those building their recondite devices in mysterious laboratories high up in stormy mountain ranges. Once all preparations are complete, the newly prepared cadaver must receive eight points of electricity damage for every point of Corpus the Golem Zombie is to possess. This ‘charging’ must be inflicted within one hour of the Corpse’s completion, or the entire Kindling process must be done afresh. A newly Kindled Golem Zombie begins with a Temporary Corpus score equal to its Permanent Corpus. The Golem Zombie is not created from a single corpse, but from the body parts of several creatures stitched together to create a Risen not unlike a flesh golem in appearance. “Golem Zombie” is an acquired template that can be added to any corporeal creature or creatures. Craft Golem Zombie feat. [b]Mock Zombie:[/b] The Path of Corruption allows the creation of Mock Zombies, beings animated through vampiric energy and bound to an ever-changing, liquid form. When Gariach was experimenting with the dead and their endless internment in the grave, he discovered that some cadavers naturally animate, for reasons unknown. He was experimenting with unlife, in particular with vampires and liches, studying the necromantic processes involved in their creation. He called this the Path of Binding, and in trying to recreate the process, discovered that the necromantic energies could be corrupted, transforming vampires and mortals into the creatures now known as Mock Zombies. Through this process, mortals that would otherwise become vampires would instead become lesser creatures, the entropic forces diminishing their essence and leaving them filled with festering rot and decay. The Path of Binding was designed to harness the necromantic energies of the undead in an attempt to restore life to the slain. The process, through a complex array of crystals and cables, was intended to channel the energy of the undead by converting entropic energy into life-giving vitality. It failed, corrupting all used in the procedure, turning them into Mock Zombies. Its name was changed and it was left as nothing more than a curse, used by evil necromancers to transform their enemies into Mock Zombies. Any man of science, alchemy or learned individual can learn this Path, having a very well equipped laboratory designed specifically for the purpose of reanimating the dead. The process can be mastered with a teacher in 1d6 months, or it can be researched, but it is very hard to learn. The student must have access to several Mock Zombies and at least one powerful corporeal undead creature. Research takes 1d4+1 years, at which point the researcher can make an Intelligence check (DC25). Every additional year they spend in research allows another Intelligence check to master the creation process (the DC is lowered by 2 for each additional year of research). The binding process is not only expensive, it is time-consuming and difficult to perform. A necromancer must have a well-equipped laboratory before he can begin the process. He must have an network of quartz crystals and magical cabling installed, costing 50,000 gp to purchase and requiring six months to prepare. He must have a wide range of rare potions and unguents to inject into and apply to the corpse costing in the region of 5,000 gp. Lastly, the equipment needed to perform the binding process is fragile, expensive and time-consuming to create, costing around 20,000 gp and taking approximately four months to make. The cadaver must be injected with a syringe of fresh vampire blood and placed within an intricate network of crystals and magically attuned silver cabling. The corpse may not have been dead for more than 24 hours, or the entire process will fail (or the cadaver will animate purely as a feral zombie). A vampire of no fewer than 5HD must be used to power the procedure. The vampire must have been in existence for longer than one year (or they can not provide sufficient energies to fuel the necromantic process). The process takes about one hour for the necromantic energies to pass from the vampire to the cadaver. Blue-black flashes of energy coruscate between the two corpses during the process as the vampire grows slowly weaker. Finally, the vampire passes into a form of unconsciousness, and finally, death, at which point they are reduced to inert ashes (from which there is no returning). At the end of the process, the corpse is animated as a Mock Zombie with 1 point of Corpus for every hit die the vampire possessed. A Mock Zombie is almost never created deliberately, instead created by mistake when a vampire fails to rise after the Black Kiss (or through some other vampiric creation process - but never through a typical spell). It is not unheard of for entire groups of vampires to fail to rise when expected, only to emerge over the centuries as Mock Zombies. Rumors abound of a terrible rite known to the Black Council that is powerful enough to strip a vampire of his mystical prowess and forcing his undead flesh to decay, turning him into a Mock Zombie. The Mock Zombie is a would-be vampire whose Black Kiss has failed and caused them to lie in their coffins for weeks, months or even years before they rose, not as one of the Children of Vangual but as one of the Risen. “Mock Zombie” is an acquired template that can be added to any corporeal creature (other than undead) that has a skeletal system. Create Mock Zombie feat. [b]Revenant Zombie:[/b] The Path of Invocation allows the creation of the Revenant Zombie, a being pulled from their eternal slumber in order to perform a task for their creator. The Rite of Pathos conjures a spirit and Kindles a corpse into a Revenant Zombie, either to right an injustice or to (more commonly) bind a particular spirit to a necromancer’s will for a period, forcing them to endure a form of slavery. The ritual can be learned by any with the desire and ability to learn it. It is jealously guarded by scholars and the necromancers that know it. Few actually know the true rite; most animate wisps of smoke and deranged spirits from the nether realms. It takes just 48 hours to learn the rite from one that has successfully performed it and 7 days to learn if the pupil has only the written form of the rite from which to learn. The caster must protect the area in which he is to perform the Rite with a mystical circle scribed from a powdered mix of silver, salt and chalk. Failure to correctly perform the protective rites will result in the nether spirits conjured during the ritual being loosed to attack the caster during the rite. The caster must be present at the location of the deceased, or at some location that has a direct bearing on their death (such as the place of their demise). The rite takes 1 hour to perform, during which time the caster cannot be disturbed or lose his concentration in any way (lest the rite fail and any spirits conjured be let loose upon him). The caster must be in possession of an item that was of value to the deceased in order for the rite to work. This can even be a living member of the deceased’s family (if the necromancer wishes to have a bargaining chip under his belt during the Covenant of Binding). At the Rite’s conclusion, the deceased’s soul materializes to form the Covenant of Binding with the necromancer. If both parties agree, the spirit is bound into its original body (or the body of another should the original be unsuitable) and the Revenant is Kindled on full Corpus. Some emotions are so strong that their reach extends beyond the grave, clutching at the hearts of the dead and refusing them rest. Love, hate, revenge and loyalty are all emotions strong enough to bring a Revenant Zombie back to life. Revenants walk the earth for two very different reasons: Bound Revenants: By being bound by a necromancer or powerful figure for a period of service. Unbound Revenants: To complete a task left incomplete by their death – to avenge the death of a loved one; to hunt down and slay the last of their hated foes, or to rescue the master in whose service they died defending. Unbound Revenants: Are created spontaneously (or are summoned) due to something bringing them back from death. All have some mission upon the earth (their Quest) that they must complete before they can find eternal rest. “Revenant Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. Spontaneous animation, while rare, happens occasionally. It is usually triggered by powerful emotion at the site of a mortal’s death (or where they have a connection to the mortal realms). Tears of the bereaved upon their gravestone, or the blood of the innocent; there are many ways to trigger the return of a Revenant. Strong emotions can, with the aid of magic, stir the dead back into life, albeit with a terrible desire to put right their wrongs. The Rite of Pathos feat. [b]Calthar Brecht, Human Alchemical Zombie Wizard 10:[/b] ? [b]Irisu, Human Eldritch Zombie Rogue 5, Assassin 5:[/b] It was not the wizard that slew Irisu, but his magical defences. But death was not the end for Irisu, for the magic that slew him also reanimated him as a Scourge. [b]Brevik Enkilian, Human Ether Zombie Wizard 14:[/b] ? [b]Tolvek, Human Golem Zombie Barbarian 12:[/b] In life he was four or five different people, mostly warriors from his tribe, all slain by the wizard Kathrasin. Tolvek was reanimated by the evil wizard to serve as a bodyguard. [b]Ricard Lupus, Human Mock Zombie Rogue 10:[/b] In life, Ricard was a thief and grave robber with a penchant for fencing artifacts and relics. One night he had the misfortune of breaking into a tomb inhabited by a beautiful vampire who, taking a fancy to the unfortunate thief, gifted him with the Black Kiss. Before Ricard could rise as a vampire, a group of priests attacked the vampire, staking her and consecrating the ground. Ricard lay in a state of limbo, not quite dead and yet not alive either. It was five years later that Ricard awoke, not as a vampire but as a Mock Zombie. [b]Kargan, Human Revenant Zombie Fighter 12:[/b] ? [b]Ash Dragon:[/b] They reproduce by stealing the eggs from other dragons and corrupting them with powerful necromantic rituals. [b]Feral Zombie:[/b] A feral zombie is created when a mortal is slain (or bitten within seven days) by a Risen. These corpses Kindle, creating a creature with dark, terrible eyes, the ability to move normally, and an endless and ceaseless appetite for living flesh: a feral zombie... Any creature slain by a feral zombie rises up as a feral zombie within 1d6 rounds. Any creature bitten or scratched by a feral zombie that dies within seven days of receiving that wound will automatically rise up as a feral zombie. A creature slain by an Eldritch Zombie has a 5% chance of rising up as a feral zombie. There is a 1% chance for every level/HD of the Ether Zombie that any mortal upon whom they slay through feeding will reanimate as a feral zombie within 1d6 rounds of their death. The cadaver to be turned into a mock zombie must be injected with a syringe of fresh vampire blood and placed within an intricate network of crystals and magically attuned silver cabling. The corpse may not have been dead for more than 24 hours, or the entire process will fail (or the cadaver will animate purely as a feral zombie). A creature slain by a Mock Zombie has a chance of reanimating as either a feral zombie or an ooze zombie. Mock Zombies are careful to avoid passing on their curse to others and so are careful how they slay their prey. Many decapitate the corpse (thus preventing all form of reanimation). On death roll d100: 01 to 10: the slain will rise up as an ooze zombie (this chance rises to 01 to 25% if the Mock Zombie devours the brains of the deceased (with the intention of actively creating an ooze zombie). There is an additional 10% chance that even if the corpse does not rise up as an ooze zombie, that it will reanimate as a feral zombie. [i]Curse of the Undead[/i] spell. [i]Stricken[/i] spell, [b]Flayed Zombie:[/b] The flayed zombie is a horrific monstrosity created by the Black Cabal for use as a potent warrior and assassin. A flayed zombie is created by having their skin painfully removed by another flayed zombie, or by a mage using the excoriate flesh spell. Any humanoid slain by a flayed zombie’s excoriate attack will rise as a flayed zombie in 1d4 rounds. [i]Excoriate Flesh[/i] spell. [b]Frost Zombie:[/b] The tragically slain corpses of past adventurers, the frost zombie exists only in freezing climes, for they rely on the cold to slow the rate of decomposition of their flesh. [b]Gangrel Zombie:[/b] Gangrel zombies are afflicted with a virulent magical disease known only as Pain. Any character receiving damage from a gangrel zombie must make a Fortitude save (DC 15) or be afflicted with Pain. Characters infected with Pain immediately lose 1 hit point and a further 1 hit point at the start of every round. A terrible agony fills those afflicted as their flesh begins to burn from within. Lost hit points incurred due to Pain can only be healed naturally; the disease is highly resistant to magical curing and it can only be removed by a remove disease spell. A target may only contract Pain once at any one time and once cured, are immune to the effects of the disease for 24 hours. If a character falls to 0 hit points, they are overcome with agony for 10 rounds (stunned) while their flesh boils and their minds collapse. Thereafter they rise up as a gangrel zombie. [b]Hollow One:[/b] Hollow Ones (or hollow zombies) are the shells of the Risen that have wholly succumbed to the Decay. Their spark of life has been extinguished and their soul forever lost to the swirling mists of entropy. In its place emerges a dreadful malevolence and hunger, desiring nothing more than to feed upon the life force of the living. “Hollow One” is an acquired template that can be added to any corporeal Risen Dead. Any humanoid slain by a Hollow One rises up as a Hollow One in 1d4 rounds. A Risen that loses all of their Corpus energy wholly succumbs to the Decay. Their life force is depleted, their mortal minds forever stripped away. They become Hollow Ones: mindless creatures possessed with naught but an unquenchable hunger for the essence of the living. Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One. [b]Ooze Zombie:[/b] The spawn of Mock Zombies, they are known as carrion eaters for they are Any creature slain by an ooze zombie rises up as an ooze zombie in 2d6 rounds. the cleaners of dungeons, readily devouring anything put in front of them. A creature slain by a Mock Zombie has a chance of reanimating as either a feral zombie or an ooze zombie. Mock Zombies are careful to avoid passing on their curse to others and so are careful how they slay their prey. Many decapitate the corpse (thus preventing all form of reanimation). On death roll d100: 01 to 10: the slain will rise up as an ooze zombie (this chance rises to 01 to 25% if the Mock Zombie devours the brains of the deceased (with the intention of actively creating an ooze zombie). There is an additional 10% chance that even if the corpse does not rise up as an ooze zombie, that it will reanimate as a feral zombie. [i]Ooze Transfiguration[/i] spell. [b]Sanguine Zombie:[/b] Sanguine is a magical disease devised by the Black Cabal to render the mortal populace vulnerable to vampiric domination. Their experiments failed, creating a disease that mutated, filling those infected with a terrible thirst for violence and stripping them of their higher brain functions. Creatures infected by Sanguine quickly lose their minds, becoming highly feral, hungry for the blood of the living. Sanguine is highly contagious, passed from person to person via saliva or blood. Someone bitten or scratched by an infected creature is swiftly filled with a terrible bloodlust. In time, the hunger consumes their life essence, leaving them forever a blood hungry sanguine zombie. Sanguine is a magical disease that affects all living creatures not otherwise immune to magical diseases. A creature that comes into contact with the infection must succeed at a Fortitude save (DC 18) or contract Sanguine infection immediately. On infection, the victim loses 1d6 points of Intelligence and Wisdom, and 1 point of Intelligence and Wisdom per round thereafter as the virus courses through their bloodstream. A creature reduced to 0 Intelligence or Wisdom is immediately overcome by a terrible bloodlust, lashing out and attacking everyone near them, discarding weapons in favor of teeth and nails. Each day following infection the creature loses 1 point of Constitution. When reduced to 0 Constitution an infected creature dies and rises as a sanguine zombie. “Sanguine Zombie” is an acquired template that is added to any living creature that has a skeletal system slain by the Sanguine infection. [b]Blight Zombie:[/b] A magical disease of unknown origin, the Voracious Wasting afflicts its victims with an inhuman hunger for human flesh, combined with a terrible rotting. The disease is passed on through blood, bites and wounds caused by the infected. A victim may only contract the disease once at any one time and only magical detection will alert a character to the presence of the Voracious Wasting. A character must make a Fortitude save (DC 16) to shrug off the effects of the disease when it is first encountered. A failed save causes the victim to lose 1 point of Constitution, Wisdom and Dexterity each day. When their Wisdom reaches 0 the victim has reverted to a completely bestial state and will gorge themselves as much as they can upon human flesh or upon any raw food they can obtain. When their Constitution or Dexterity reaches 0, they have wasted away and arise within 1d6 hour as a blight zombie. Once the Wasting is contracted, the victim seems relatively normal for a few days (until they reach half Constitution). At that point they begin to develop a desperate thirst that they cannot sate. After few more days, they begin to develop purple lesions across most of their body. Their hair begins to fall out, their breath grows increasingly more fetid, and they grow yellow, discolored nails. In the final stages of the disease, the victim is sullen, their mind and bodies dimmed, the hunger for flesh uncontrollable. A character that dies while they are infected by the Voracious Wasting immediately rises up as blight zombies one round later. The Voracious Wasting may not be naturally cured with the heal skill. Only a cure disease spell (or more potent healing) will remove the disease from a subject, but only within the first 24 hours of infection. Thereafter, the infected character must have all ability points (lost to the Wasting) restored before a cure disease will be effective upon them. [b]Necrotic Bacteria:[/b] ? [b]Zombie Flesh Eater:[/b] Flesh eaters are undead beings fuelled by powerful necromancy, but their creators have conferred upon them the need to eat living flesh to remain animated and to stave off any signs of rot. Any undead-creation spell (such as animate dead) can make flesh eaters (so long as the necromancer knows how to alter the spell to do so). [b]Grafted Zombie:[/b] Black Surgeon Perform Surgical Graft powers. Necromancer Grafting feats. [b]Undead:[/b] This book is about hunger, about being slowly consumed from within. It’s about stealing life from beyond the grave, and facing the consequences for extending your existence beyond its natural lifespan. It’s about evading death’s grip; returning from the dead; completing your last quest; whispering a curse on death’s door and haunting the living. All of these things may bring back a creature from the dead. When Gariach was experimenting with the dead and their endless internment in the grave, he discovered that some cadavers naturally animate, for reasons unknown. Ether Zombie's Minions of the Dead power. [b]Zombie:[/b] When you imagine a zombie, I imagine you picture a shambling, rotting corpse animated by the forces of necromancy. It will help us both if you put that image to one side for now – yes, what you believe is certainly true, but it is only a part of what I mean when I talk of the Risen. Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One. If frost zombies are placed in warmer climes, they lose 1 hit point per minute until they collapse, rising 1d6 rounds later as a standard zombie. There are many types of zombie, each created differently. While most are corpses held together by magic, this is not always the case. The form of creation determines how long a zombie will remain in existence. Zombies animated by magic can last considerably longer than those created by a disease or through more natural means. A character reduced to -1 hit points from the Black Shivering, rises up as a standard zombie in 1d3 days. A character that dies while suffering from Contagion rises up as a standard zombie within 1d4 days. A character reduced to 0 Constitution from the Entropy disease, rises up as a standard zombie in 24 hours. [i]Rite of Returning[/i] spell. [i]Power Word Reanimate[/i] spell. Ether zombie's Echoes of Life power. RITE OF RETURNING Necromancy Level: Clr 4, Nec 4, Sor/Wiz 5 Components: V, S, F Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Effect: One creature Duration: 1 day/level (D) Saving Throw: None Spell Resistance: No This spell infuses any of your living minions with powerful necromantic energy. They lose 1d4 hit points that only return after the expiration of the spell. If they are slain during the spell’s duration, they immediately rise up as a zombie 1d4 rounds later. Focus: A circle of silver POWER WORD REANIMATE Necromancy Level: Clr 9, Nec 8, Sor/Wiz 9 Components: V, S, F Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Duration: Instant Saving Throw: None Spell Resistance: No This spell causes a wash of necromancy to swirl out from the speaker of the single power word. This reanimates all corpses in the area of effect as 1 HD skeletons and 2 HD zombies depending on the condition of the corpses. Corpses rise up at the end of the round and can act at the start of the next round. Focus: A sphere of obsidian CURSE OF THE UNDEAD Necromancy [Evil] Level: Clr 2, Nec 2, Sor/Wiz 3 Components: V, S Casting time: 1 action Range: Close (25 ft. + 5 ft. per level) Effect: 1 living creature Duration: Special Saving throw: Fortitude negates Spell resistance: Yes This foul spell afflicts the subject with bands of powerful necromantic energy. If the subject victim dies within a year and a day of this curse being uttered, they immediately rise up as a feral zombie 1 round after their death. STRICKEN Necromantic [Evil] Level: Nec 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Touch Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subject is afflicted by a malevolent wasting condition that makes them feel strangely nauseous and unable to eat. They lose 1d4 points of Constitution on the spell’s completion. This Constitution is not regained until the condition is cured or the spell is neutralized. A character loses 1 from their maximum hit point total at the end of every day and receives a -4 penalty to their Fortitude saves. If they are reduced to 0 hit points through this spell, they rise up as a feral zombie within 1d6 rounds. Material Component: Fennel steeped in the poison of an adder. Ooze Transfiguration Necromancy [Evil] Level: Sor/Wiz 5 Components: V, S, M Casting Time: 30 minutes Range: 10 ft. per level Target one creature Duration: instantaneous Save: Fortitude Spell Resistance: Yes This spell transforms a vampire into an ooze zombie. It is considered the worst of curses, only ever performed on those that have committed the most terrible of crimes. Arcane Material Components: A sprinkling of fresh Mocked Vampire ichor. DISTIL SERUM [ITEM CREATION] You can brew Serum Requirements: 7th Level, Brew Potion, Intelligence 15 Benefits: You can make Serum provided you have a well-equipped laboratory and the correct ingredients (as listed above). You must have access to a working formula before you can comprehend the complex nature of this feat. XP Cost: 500 XPs per Hit Dice. RITE OF THE SCOURGE [ITEM CREATION] You can create Eldritch Zombies Requirements: Write Scroll, must be able to cast 5th level spells Benefits: You can create an Eldritch Zombie; a Scourge. A character can only make one Scourge at any one time. A character can assist in any number of Eldritch Zombie creations, but they themselves may only have one Scourge that they personally created with the Rite of the Scourge. XP Cost: 1000 XPs per Hit Dice. PROCESS OF THE NECROTIC TRANSFUSION [ITEM CREATION] You can create Ether Zombies Requirements: Write Scroll, must be able to cast 5th level spells, Intelligence 16+ Benefits: So long as you have a suitably equipped laboratory, you can create a permanent Ether Zombie. XP Cost: 400 XPs per Hit Dice CRAFT GOLEM ZOMBIE [ITEM CREATION] You can manufacture a Golem Zombie. Requirements: Craft: Metalworking (12), Craft: Leatherworking (15), Heal (12), Knowledge (Anatomy) 12 Benefits: You can manufacture a Golem Zombie as per the procedures above. XP Cost: 600 XPs per Hit Dice CREATE MOCK ZOMBIE [ITEM CREATION] You can perform the process needed to create a Mock Zombie. Requirements: Craft (alchemy) 10 ranks; able to cast 5th level spells. Benefits: You have learned the Path of Corruption and can successfully make Mock Zombies (providing you have access to the correct ritual components). XP Cost: 300 XPs per Hit Dice. THE RITE OF PATHOS [ITEM CREATION] You can summon and bind a Revenant to you. Requirements: 12th Level, able to cast 5th level wizard spells. Benefits: You can summon and bind one Revenant to you (but only one at any one time). You must comply with the Covenant of Binding lest the Revenant be set free (and released with the ability to destroy you). XP Cost: 800 XPs per Hit Dice THE BLACK SHIVERING This disease is carried by many forms of the undead, and is a terrible plague indeed. The Shivering can destroy an entire town, while the population remains unaware that they are the victims of a plague at all. Origins: Created by a group of life-hating necromancers, the Black Shivering is designed to slowly whittle away at a population while working in complete secrecy. Symptoms: The Shivering afflicts a victim in subtle ways. The target loses 1 from their maximum hit point total once for every 24 hours of the affliction. The character will not be aware of the condition until their hit point total has fallen to half, at which point they will start to feel strange and somewhat light-headed. Note: To avoid suspicion, characters should not know their new hit point totals as time passes, only that they are suffering from some mysterious affliction (thus adding to the suspense and fear of their unknown malady). As the disease progresses (reaches 10 hit points or fewer), the victim’s flesh begins to dry painfully, then begins to disintegrate, nails yellow then fall off, and lips start to wear away, until the teeth begin to show. In the final stages of the disease, the flesh on the victim’s body turns a yellow-parchment color with bloody blotches. Death: A character reduced to -1 hit points from the Shivering, rises up as a standard zombie in 1d3 days. Curing: The Shivering can only be removed by a 15th level cleric and a wizard of the same level (or higher). The wizard must begin the curing by successfully casting dispel magic (targeted dispel - DC 25). If successful, the cleric must then cast the spells: remove disease and heal. A fail at any part of the process and the curing must be started anew. Notes: Those that contract the Shivering do not register as being afflicted by any form of disease. The Shivering is almost completely immune to most forms of magical detection. Only the most powerful detections performed by a 15th level character or higher will recognize that there is any form of magical ailment affecting a character (and even then the results will be vague and unspecific ‘a character will know that there is ‘something’ amiss with another, but not exactly what’). CONTAGION This is a disease carried by many Risen (and some zombies). Their claws and teeth glimmer with a nacreous green radiance and they seem to be filled with an abnormal malevolence that even the most non spiritually aligned can detect. Origins: No one knows (or will accept responsibility) exactly where Contagion began. Many believe it to have been created in some laboratory under the scrutiny of vampire wizards and evil liches. Symptoms: When a character is infected with Contagion, they do not heal naturally. Wounds steadily worsen and if left unchecked, a character will eventually die. While magical healing will work on them, their bodies simply do not recover from injury on their own. They suffer a -4 penalty to their Fortitude saves, and -8 against all forms of diseases and poisons. Death: A character that dies while suffering from Contagion rises up as a standard zombie within 1d4 days. Curing: Contagion can only be cured by a neutralize poison and a remove disease spell cast by a 10th level cleric or higher. Anything else will not work (although higher-level curing will always be successful). Note: there are new (and even more terrible) versions of Contagion in existence that are even granted a save against the curing effects of a cleric. This enhanced version of Contagion saves against any curing attempts as a 15th level wizard. ENTROPY This disease was designed to gain revenge upon the strong and the powerful. While its effects are slow, there are few known cures, and most that contract it, eventually dies a horrible wasting death... Origins: No necromantic group will take credit for Entropy. It is believed to have originated on the higher planes. The elves call this disease the ‘black wasting’ and treat the afflicted like lepers. Contracting the Disease: It must be contracted through food or water, or by direct blood contact with an infected creature (certain undead carry the disease). Symptoms: Entropy affects a victim in subtle ways. Infected victims have a greenish tint in their eyes that glimmers in darkness. Elves and other woodland creatures can sense the ‘wrongness’ about them and druids will be sickened by contracting this illness. Every week the infected must make a Fortitude save (DC18) or lose one point of Constitution. Their flesh grows greener as the disease progresses and their nails take on an emerald sheen. Death: A character reduced to 0 Constitution, rises up as a standard zombie in 24 hours. They are then carriers of the disease that go on to pass their infection on to all they meet. Curing: Entropy is very hard to cure. The magic of the disease mixes with the life force of the victim making a cure, near-impossible to find. A god may remove the infection, as will the death of the character. Other restoratives are much harder to find. Echoes of Life (Su): An Ether Zombie can animate corpses, infusing them with a fraction of its life force. It can choose to expend 1 Corpus to animate any corpse within 30 feet. Corpses animate with a number of HD equal to the Ether Zombie’s Signum. Example: a 2nd Signum Ether Zombie can reanimate the corpse of a 10HD warrior, but the corpse only animates as a 2 HD zombie. Corpses animate immediately and remain animated for 10 rounds (the Ether Zombie can expend additional Corpus energy to continue their existence for another 10 rounds if he desires). All animated zombies remain wholly under the command of the Ether Zombie and cannot be commanded or controlled by anyone else (but they can be turned). If the Ether Zombie is destroyed, all of his creations are destroyed. An Ether Zombie can only have as many undead creatures in existence at any one time as his character level. All creatures reanimate at full hit points. Once a creature has been destroyed, it can never again be reanimated by necromancy; the flesh is corrupted with the taint of ether. Additionally, the Risen cannot feed from any corpse that has been previously animated by an Ether Zombie. The dead flesh has been stripped of vitality and no longer provides any Corpus energy. MINIONS OF THE DEAD Cost: 3 Marks Effect: An Ether Zombie can animate a number of permanent undead minions equal to his Signum. These minions may have a maximum number of Hit Dice equal to twice their creator’s Signum. To create a minion, an Ether Zombie must expend 5 points of Corpus, reanimating the corpse in 1d10 minutes. If a minion is destroyed, the Ether Zombie can immediately animate another by following the same procedure. Level Requirement: None[/spoiler] [URL=https://www.drivethrurpg.com/product/2038/The-Planes--Zahhak?affiliate_id=17596]The Planes - Zahhak[/URL][spoiler] [b]Hollow Dead, Soul of a Person Who Died in the Material Plane and Ended up in Zahhak Due to Hopelessness But Who Still Possesses the Spark of Willpower that Kept Them From Ending up as a Statue:[/b] Hollow dead are souls who were weak and despaired enough that they fell to the Ashen Waste but were strong enough to avoid becoming statues. Zahhak has two kinds of undead native to its dunes and broken lands: the hollow dead and the grey moaners. The first are souls of people who died in the Material Plane and ended up here due to hopelessness but who still possess the spark of willpower that kept them from ending up as statues. [b]Grey Moaner, Pale Greyish Remains of a Creature Who Has Succumbed to the Ashen Waste's Influence:[/b] Like hollow dead, the grey moaners are souls too strong to become statues, but the moaners died someplace in Zahhak, most often an adventurer who ran out of luck or willpower. The passivity of the hollow dead contrasts sharply with the desperate fierceness of grey moaners, pale greyish remains of creatures who have succumbed to the Ashen Waste’s influence, not truly dead but no longer alive. [b]Hollow Dead, Walking Dead, Tortured Soul, Decaying Corpse Coated in a Thick Coat of Dark Ash:[/b] ? [b]Grey Moaner, Walking Dead, Ferocious Fighter:[/b] ? [b]Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Mindless Undead:[/b] ? [b]Mindless Undead, Undead Minion:[/b] ? [b]Mindless Undead, Undead Minion, Slave:[/b] ? [b]Mindless Undead, Undead Minion, Worker:[/b] ? [b]Mindless Undead, Undead Minion, Decoration:[/b] ? [b]Devourer:[/b] ? [b]Ghost:[/b] ? [b]Lich:[/b] ? [b]Skeleton, Mindless Undead:[/b] ? [b]Skeleton:[/b] ? [b]Vampire:[/b] ? [b]Zombie, Mindless Undead:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/20347/The-Players-Guide-to-Arcanis?affiliate_id=17596]The Player's Guide to Arcanis:[/URL][spoiler] [b]Undead Animal:[/b] ? [i]Skeletal Companion[/i] spell. [b]Spirit Warrior:[/b] ? [b]Undead Template:[/b] “Undead” is a template that can be added to any corporeal humanoid that has a skeletal system. Val'Mordane 4th level Bloodline Neroth's Final Blessing power. [b]Undead:[/b] Sentient undead are the blessed of Neroth; only those whose souls are close to purity can live on as beings of pure intellect, free to contemplate spiritual perfection, unhindered by the demands of living flesh. Within the church of Neroth there is an Order, not even spoken of outside of Canceri, and even then only in whispers, known to outsiders as the Order of the Still Heart. To those within, they call it the Blessed Path of Neroth. To most Nerothians, Neroth’s gift is to be sought after, and treasured if it is given. To these ambitious people, however, unlife is not a gift to be given, but a secret to be discovered, and taken. Once a willing soul is taken through the rituals to begin this process, there is no stopping it – he will become an undead creature, dying and rising again. In the world of Arcanis, undead are created differently than suggested by the core rules. Therefore, all undead do not automatically radiate as evil creatures. Unless stated otherwise, undead radiate like any other creature (as described above) regardless of their origins. This change affects no other aspect of undead other than alignment and all other spells affect undead normally. Unless detailed otherwise, undead are created with negative energy. However, some undead on Onara are animated through the use of positive energy. Intelligent undead are created by using the soul of the person as the fuel that powers the transformation. Deathbringer's Life Beyond Life power. Order of the Still Heart's Death and Rebirth power. [b]Ghost:[/b] [i]Hold the Spirit[/i] spell. [b]Skeleton:[/b] [i]Mark of Thralldom[/i] spell. [b]Zombie:[/b] [i]Mark of Thralldom[/i] spell. Hold the Spirit Necromancy Level: Clr (Beltine) 2, HC (Beltine) 3, Spirit 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One creature that died within the last 24 hours Duration: 1 day/level Saving Throw: Will negates (harmless) Spell Resistance: No Beltine owns the sprit and has granted her devout followers the power to hold the sprit to the body for a short amount of time. By casting this spell, the spirit may be bound to the body for longer than the standard 24-hour period. As long as the soul is bound to the body in this fashion and the other requirements of the spell are met, a raise dead spell will bring the target back to life even after the 24-hour limit associated with the cosmology of Arcanis. However, death is not easily cheated and this spell is not cast without substantial risks. First, binding the soul to the body in this manner is very traumatic. For every day the target’s soul is bound to its body through this spell, there is a chance the experience will drive the intellect insane. Every day the target is under the effects of this spell, it must make a Will save (DC 10 plus the number of days under the spell’s effect) or become insane as if affected by the insanity spell. Only a heal, limited wish, miracle, or wish can restore the target’s mind. Second, any target of this spell that is not returned to life, for any reason, is forever cursed in the afterlife. When the spell expires without the target being returned to life, it rises, becoming an undead menace to the living. The target gains the ghost template and immediately switches alignment to Chaotic Evil. The first priority of this abomination is to seek out those who where responsible for its death, as well as the caster of the spell who caused its current state. If these goals cannot be met for any reason, the ghost will wander an area equal to one square mile per character level or Hit Die it had in life, slaying all living creatures who enter its domain. Material Component: A pearl worth at least 50 gp, which is placed in the corpse’s mouth and remains there until life is returned to the body. The pearl is consumed when the soul returns to its body or when the spell’s duration ends and the body rises as an undead abomination. Mark of Thralldom Necromancy (Creation) Level: Clr 3 (Neroth), Sor/Wiz (val’Mordane) 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: One living creature Duration: One year and one day Saving Throw: Will negates Spell Resistance: Yes By casting this spell on a single living creature, you ensure that when that creature dies, it will animate as an undead within 1-3 rounds. The target will become either a zombie or a skeleton depending on how intact the body is immediately after death. At the time of the casting, you may issue one simple command that the subject will obey when it returns as one of the living dead, such as “Seek me out for further orders” or “Kill the Elorii in the red tunic.” Once the spell is cast, the mark of thralldom lasts for one year and one day, and it is very difficult to remove. First, the victim must have a remove curse cast by a higher level caster than the caster of the mark of thralldom. This nullifies the effects of the mark for 24 hours and allows further steps to be taken to remove it. Next, the victim must have an erase spell cast to remove the mark, then a heal spell cast to nullify the remaining effects. Once this final step is taken, the red dye will seep from the skin and flake away. Due to the nature of the casting of this spell, it may not be cast through a spectral hand spell. Material Component: A red dye worth 100 gold pieces that is smeared on the subject. Skeletal Companion Necromancy Level: Clr (Neroth) 1, Blackguard 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One corpse or skeleton Duration: Instantaneous Saving Throw: None Spell Resistance: No With this spell you may create a skeletal companion. Though limited by its mindless nature; a skeletal companion can be quite useful. This spell animates the body or bones of a Medium-sized or smaller creature and turns it into a skeleton that will follow your simple spoken commands. This skeleton remains animated until destroyed or dismissed by the original caster. Once animated by this spell, the skeleton may never be animated again by any other means. Only a single skeleton from this spell may be controlled at any one time. Any further castings of this spell will fail if you already have one skeletal companion. This undead companion does not count against your limit on the number of Hit Dice of undead creatures you may control at any one time. A skeletal companion can only be created from a mostly intact skeleton or corpse. If made from a corpse, the flesh falls off of the bones during animation. The skeletal companion is equal in all respects to the Human Warrior Skeleton entry found in Core Rulebook III. This spell will not work on any recently deceased corpse or any corpse that has a spirit still bound to the body in some way. Material Component: A small black onyx worth 50 gp, which is placed in the skeleton or corpse’s eye socket or mouth. Death and Rebirth: When the character reaches enough experience to gain 6th level in the Order, he dies (but does not lose a level). This death cannot be stopped short of a wish or miracle. If the character does circumvent this death in some fashion, he may not progress any further in this or any other class. Assuming the character allows his death to overtake him, the next morning, after the warming rays of Illiir illuminate his corpse, the true blessing of Neroth takes hold. The character rises as a free-willed undead. His type changes to Undead and he gains all of the undead characteristics (see Core Rulebook III for the characteristics of this type). Life Beyond Life (Ex): At the apex of his career, after a lifetime punishing those who have spent their lives doing evil unto others, the Deathbringer is granted the power of unlife; the exact nature of his transformation into an undead creature is subject to the GM’s discretion and is proportional to how well the Deathbringer has carried out his mission during his mortal lifetime. The typical transformation is for the Deathbringer to be granted some powerful undead form that permits him to continue carrying out his charge as a member of the Order, but sometimes Neroth has other plans for these most devoted and puissant of His servants. Neroth’s Final Blessing (Ex) The greatest blessings of Neroth do not come lightly, and few receive them with such open arms as the val’Mordane. The journey into un-life carries with it great power and strength, shedding the fears and frailties of the human form in exchange for life everlasting, though only those closest to Neroth’s teachings truly comprehend this. In such a measure of understanding, the Val’s body is reborn as that of a walking dead, gaining the Undead template.[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]The Psychic's Handbook[/URL][spoiler] [b]Spontaneous Psychic Construct:[/b] It may be possible for some psychic constructs to arise spontaneously without being deliberately created by a psychic. Such spontaneous constructs may appear due to a combination of intense emotion and latent psychic ability in a living creature, or they may arise from psychics that suffer a sudden or traumatic death (making them a sort of undead). Both types of constructs tend to appear in response to strong emotions, namely the emotions of the psychic agent that created them. This often gives spontaneous constructs a particular reason for being, whether to protect a family or loved one or to carry out its creator’s repressed anger, hate, jealousy, or other impulses. Constructs created by the death of a psychic often try to carry out their creator’s dying wishes, whatever they may be. In some cases, spontaneous psychic constructs think or look like their creator. They may possess the creator’s mental skills and abilities, and may even believe that they are their creator in some fashion. [b]Spontaneous Psychic Construct, Spirit, Ghost, Psychic Ghost:[/b] ? [b]Undead:[/b] ? [b]Ghost:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/1660/The-Quintessential-Elf-II?filters=0_0_0_0_45208_0?affiliate_id=17596]The Quintessential Elf II[/URL][spoiler] [B]Undead:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/2155/the-quintessential-wizard?affiliate_id=17596]The Quintessential Wizard[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Mindless Drone:[/b] ? [b]Ghost, Malevolent Spirit:[/b] ? [b]Evil Ghost:[/b] ? [b]Ghoul:[/b] [i]Feast of Flesh[/i] spell. [b]Lich:[/b] ? [b]Skeleton:[/b] ? [b]Vampire:[/b] ? [b]Zombie:[/b] [i]Grave Storm[/i] spell. Feast of Flesh Necromancy Level: Sor/Wiz 4 Components: V, S, M Casting Time: 30 minutes Range: Self Target: You Duration: 1 hour/level Saving Throw: See below Spell Resistance: No Feast of Flesh has some similarities with ghoul touch, although its effects are far more long-lasting and serious. Owing to the grim material component required, few except the vilest of necromancers will ever cast it. It opens up a channel not just to the negative energy plane, but also to the primal essence of ghoulishness on that plane. For the duration of the spell, you are granted the ability to paralyse your opponents with your unarmed strike attacks. This paralysis lasts 1d6+2 minutes. Elves are immune to it. Your victims may make Fortitude saving throws to resist the effects of the paralysis. All your unarmed strike attacks gain a bonus of +2 and do normal damage without penalty (rather than subdual damage). If you kill anyone with your unarmed strike attacks while affected by this spell, you may either consume their corpse there and then to gain an additional hour added to the duration of your feast of flesh, or leave the corpse be in which case it may rise as a ghoul itself after 1d4 days (see Core Rulebook III). In addition to your paralysing touch, you gain a +2 bonus on all saving throws against mind-affecting magic or sleep spells for the duration of the spell. You work yourself into such a frenzy that it is very difficult to control you with magic. At the Games Master’s discretion, a character who uses this spell too frequently may have a chance of becoming a ghoul himself when he dies. Material component: At least 5 lbs of raw flesh from the caster’s own species, to be eaten during the casting process. Grave Storm Necromancy Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: Cone Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes Drawing upon the lethal arcane energies of the grave, this spell brings into existence a horrid stream of grave dirt, putrid flesh, maggots, and bone dust. This material extends forward in a cone from your hand. It slams into living creatures, overwhelming them in a horrid spray of death magic that deals 1d6 points of damage per caster level to a maximum of 15d6. Those that succeed take half damage. In addition, any creatures killed by this damage arise as zombies under the caster’s control in 1d4 rounds. Treat these creatures as monsters you created with animate dead.[/spoiler] [URL=https://www.drivethrurpg.com/product/367698/The-Road-to-Monsterberg-Secret-of-the-Golden-Hills?affiliate_id=17596]The Road to Monsterberg, Secret of the Golden Hills[/URL][spoiler] [b]Gertruda, Ghost:[/b] There are a number of popular legends associated with the mine. There is a ghost named Gertruda who was the wife of a miner lost during an accident in the mine. She went looking for him in the mine after the cruel owners (probably the Fuggers) refused to send a rescue team. She never returned from her expedition, but according to miner’s legends, her ghost still leads lost people to safety sometimes.[/spoiler] [URL=https://drivethrurpg.com/product/2178/the-wurst-of-grimtooth-s-traps?affiliate_id=17596]The Wurst of Grimtooth's Traps[/URL][spoiler] [b]Poltergeist:[/b] ? [b]Poltergeist, Ghost, Spirit, Phantom:[/b] ? [b]Ghost:[/b] ? [b]Warrior's Ghost:[/b] ? [b]Evinrood, Shade, Spirit:[/b] ? [b]Ingenious and Very Lazy Vampire:[/b] ? [b]Vampire, Gentleman of Strange Demeanor:[/b] ? [b]Vampire, Girl:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/3019/Tome-of-Horrors-Revised?term=tome+of+horrors&it=1&affiliate_id=17596]Tome of Horrors Revised:[/URL] [spoiler][B]Apparitions:[/B] 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. Any humanoid slain by an apparition becomes an apparition in 1d4 hours. [B]Barrow Wight:[/B] A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds. Bhuta: When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. [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] When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy. Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days. [B]Coffer Corpse:[/B] The coffer corpse is an undead creature formed as the result of an incomplete death ritual. [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. Create Crypt Thing Spell [B]Darnoc:[/B] 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. Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds. [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]Orcus:[/B] Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. [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]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]Groaning Spirit:[/B] The groaning spirit is the malevolent spirit of a female elf [B]Haunt:[/B] The haunt is the spirit of a person who died before completing some vital task. [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. [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]Undead Ooze:[/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. As a full-round action, an undead ooze can expel 1d6 skeletons from its mass. [B]Vampiric Ooze:[/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. Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. [B]Poltergeist:[/B] Poltergeists are undead spirits that haunt the area where they died. A poltergeist has no material form and cannot manifest on the Material Plane. Most poltergeists are evil, as they are “trapped” in the area where they were killed and can never leave this area unless they are destroyed. This “prison” drives them mad and they come to hate all living creatures. [B]Shadow Rat Common:[/B] ? [B]Shadow Rat Dire:[/B] ? [B]Lesser 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. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows. [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 detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich. To create a skulleton, the creator must be at least 9th level. The following ingredients are required. — The skull of a humanoid or monstrous humanoid. — A few bones from a humanoid or monstrous humanoid. — A small quantity (at least 1 pint) of earth (dirt). Powder the bones (but not the skull) and mix with the earth or dirt in an iron bowl. Pour the powdered mixture over the skull. Cast the following spells in this order: contagion, fly, stinking cloud, and animate dead. Within 1 hour, the skulleton animates and comes to “life.” [B]Ghoul Wolf:[/B] ? [B]Dire Ghoul Wolf:[/B] ? [B]Shadow Wolf:[/B] ? [B]Brine Zombie: [/B]Brine zombies are the remnants of a ship’s crew that has perished at sea. 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]Bleeding Horror:[/B] Created by the axe of blood, these foul creatures drip with the blood they were so willing to sacrifice to the hungry blade. “Bleeding horror” is an acquired template that can be added to any humanoid, monstrous humanoid, giant, magical beast, or outsider (hereafter referred to as the “base creature”) 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 [B]Bleeding Horror Minotaur:[/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]Skeleton Warrior Sample:[/B] ? [B]Spectral Troll:[/B] “Spectral troll” is an inherited template that can be added to any troll. 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 on the corpse before such time. [B]Spectral Troll Sample:[/B] ? [B]Juju Zombie:[/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]Juju Zombie Sample:[/B] ? [B]Undead Type:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. [B]Lacedons:[/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]Skeletons:[/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]Spectre:[/B] 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 on the corpse before such time. [B]Zombie:[/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 humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.[/spoiler] [URL=https://www.drivethrurpg.com/product/629/Tome-Of-Horrors-II?affiliate_id=17596]Tome of Horrors II:[/URL][spoiler] [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). A creature slain by a cadaver lord rise in 1d4 minutes as a cadaver. [B]Cinder Ghoul: [/B]A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. [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]Fear Guard:[/B] 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. Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. [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 burnt flesh swathed in elemental fire. [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]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]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]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]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]Red Jester:[/B] Red jesters are thought to be the remains of court jesters put to death for telling bad puns, 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 tale 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 taken a liking to. The actual truth to their origin remains a mystery. [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. Black skeletons speak Common and Abyssal (leading some to believe that the evil that first created these creatures was the product of the demon prince Orcus). [B]Corpsespun Creature:[/B] Corpsespun are undead creatures formed when a living creature is slain by a corpsespinner. The poison of the corpsespinner interacts with the slain creature’s body and animates it as a corpsespun creature; a zombie–like automaton sheathed in webs whose insides have been replaced with thousands of tiny spiders. “Corpsespun” is an acquired template that can be added to any corporeal creature slain by a corpsespinner. Creatures slain (and not devoured) by a corpsespinner rise in 1 hour as creatures known as corpsespuns. [B]Corpsespun Fighter:[/B] ? [B]Corpsepun Minotaur:[/B] ? [B]Spellgorged Zombie:[/B] Created with the use of a [I]create greater undead [/I]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 any character capable of casting arcane or divine spells. [B]Sample Spellgorged Zombie:[/B] ? [B]Undead Lord:[/B] “Undead Lord” is an inherited template that can be applied to any undead creature. A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. [B]Cadaver Lord:[/B] ? [B]Zombie:[/B] 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. 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). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails.[/spoiler] [URL=https://www.drivethrurpg.com/product/3461/Tome-of-Horrors-III?affiliate_id=17596]Tome of Horrors III:[/URL][spoiler] [B]Blood Wight:[/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. [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]Demilich:[/B] 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]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]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, Dust:[/B] When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, 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]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. The scarred and battered lantern that depends from the goat’s neck serves to channel souls into the creature itself. Soul Capture (Su): Any living creature reduced to 0 or less hit points while within 60 feet of a lantern goat must succeed on a DC 15 Will save or have its soul drawn into the lantern goat’s lantern. The DC increases by +1 for every hit point the character is below 0 (e.g., a character at –3 hit points must save at DC 18). Once captured, the lantern goat slowly digests the creature’s soul over a period of 1 hour, using it to fuel its dark energies. The save DC is Charisma-based. A creature slain in this manner can only be returned to life by a resurrection, true resurrection, wish, or miracle. Raise dead has no effect on such a slain creature. [B]Lich Shade:[/B] 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]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]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]Rawbones:[/B] A rawbones is an undead creature that comes into being when a tortured person rises from the grave. [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. [B]Swarm Shadow Rat:[/B] ? [B]Shadow Rat Common:[/B] ? [B]Swarm Raven Undead:[/B] ? If a murder crow is reduced to 0 hit points or less, it explodes into a murder of standard crows. Use the statistics for the undead raven swarm. [B]Paleoskeleton Creature:[/B] Paleoskeletons are the fossil remains of long-dead creatures animated by necromantic rituals. Only fossilized remains can become paleoskeletons. The bones that comprise a paleoskeleton must have been in the earth for thousands or even millions of years. Provided the skull and at least 20% of the actual bones remain, an animate dead spell cast by an arcane spellcaster of at least 12th level will produce a paleoskeleton. The extreme age of the bones and the strange properties of the mineralization interact with the negative energy to produce a very powerful undead creature. “Paleoskeleton” is an acquired template that can be applied to any dinosaur or prehistoric animal. [B]Paleoskeleton Triceratops:[/B] ? [B]Undead:[/B] Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds. [B]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. Soul reapers have no ties to the land of the living, in that they have always existed and have always been.[/spoiler] [URL=https://www.drivethrurpg.com/product/12365/Trees-of-Fantasy?affiliate_id=17596]Trees of Fantasy[/URL][spoiler] [B]Lich:[/B] ? [B]Bone Spruce Skeleton:[/B] This wooden skeleton can be animated with an animate dead spell as if it were a humanoid skeleton. Bone Spruce wood is highly prized by necromancers, because wood harvested from the tree can be animated as per the animate dead spell. Necromancers can use the wood to craft skeletons, then animate the skeleton just as if it were made of bones.[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Trojan War[/URL][spoiler] [B]Undead:[/B] ? [B]Devourer:[/B] [I]Create Greater Undead[/I] spell. [B]Ghast:[/B] [I]Create Undead[/I] spell. [B]Ghost:[/B] Hades does not allow the dead to walk again except as invisible, immaterial spirits. When people die, their spirits descend to the Underworld to the kingdom of Hades. Not all spirits go right away, and some do not stay there peacefully. If the individual died before completing some task, or if the fate of his family remains at risk, he may wander the world as a ghost. [B]Ghost, Invisible Immaterial Spirit, Unquiet Spirit, Spirit:[/B] ? [B]Ghost, Herald:[/B] ? [B]Ghost, Ally:[/B] ? [B]Ghoul:[/B] [I]Create Undead[/I] spell. [B]Mummy:[/B] [I]Create Undead[/I] spell. [B]Mohrg:[/B] [I]Create Undead[/I] spell. [B]Shadow:[/B] [I]Create Greater Undead[/I] spell. [B]Specter:[/B] [I]Create Greater Undead[/I] spell. [B]Wraith:[/B] [I]Create Greater Undead[/I] spell.[/spoiler] [URL=https://www.drivethrurpg.com/product/20498/True-Sorcery?affiliate_id=17596]True Sorcery[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Undead True Sorcerer, Undead Spellcaster:[/b] ? [b]Intelligent Undead Creature:[/b] ? [b]Nonintelligent Undead:[/b] ? [b]Devourer:[/b] [i]Create Undead[/i] spell. [b]Devourer, More Powerful Undead, Greater Undead:[/b] ? [b]Ghoul:[/b] [i]Create Undead[/i] spell. [i]Create Undead Burst of Undeath[/i] spell. Gem of Corpse Dancing magic item. [b]Ghoul, More Powerful Undead, Greater Undead:[/b] ? [b]Ghast:[/b] [i]Create Undead[/i] spell. [b]Ghast, More Powerful Undead, Greater Undead:[/b] ? [b]Mohrg:[/b] [i]Create Undead[/i] spell. [b]Mohrg, More Powerful Undead, Greater Undead:[/b] ? [b]Mummy:[/b] [i]Create Undead[/i] spell. [b]Mummy, More Powerful Undead, Greater Undead:[/b] ? [b]Shadow:[/b] [i]Create Undead[/i] spell. [b]Shadow, More Powerful Undead, Greater Undead:[/b] ? [b]Skeleton:[/b] [i]Create Undead[/i] spell. [i]Create Undead Bones and Flesh[/i] spell. [b]Spectre:[/b] [i]Create Undead[/i] spell. [b]Spectre, More Powerful Undead, Greater Undead:[/b] ? [b]Wight:[/b] [i]Create Undead[/i] spell. [b]Wight, More Powerful Undead, Greater Undead:[/b] ? [b]Wraith:[/b] [i]Create Undead[/i] spell. [i]Create Undead Call Wraith[/i] spell. [b]Wraith, More Powerful Undead, Greater Undead:[/b] ? [b]Zombie:[/b] [i]Create Undead[/i] spell. Create Undead You can restore dead remains to a semblance of life. Prerequisite: Second Magnitude—base DC 20. Components: Verbal, Somatic, Expendable; Range: Touch; Target: One corpse; Duration: 1 minute; Saving Throw: None; Spell Resistance: No. Base Effect With this spell, you turn bones into a skeleton or a cadaver into a zombie. The undead creature can follow you, or it can remain in an area and attack any creature (or just a specific kind of creature you specify) entering the place. It remains animated until it’s destroyed. (A destroyed undead creature can’t be animated again.) The undead creature you create remains 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.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead does not count toward the limit. Augmented Effects You can apply the following augmentations to Create Undead: Duration, Range, Targets. If you augment the range, this spell affects a target cadaver or pile of bones within range, with no ranged touch attack needed. You can also use Create Undead to create more powerful undead. Greater undead increase the Spellcraft DC as follows. Undead Spellcraft DC Ghoul +10 Ghast or Wight +20 Mummy +30 Mohrg +40 Shadow +50 Wraith +60 Spectre +80 Devourer +100 Regardless of the type of undead you create, you can’t create more HD of undead than twice your caster level with a single casting of the Create Undead spell. You can also use this spell to take control over an undead creature. Instead of creating undead, you can cast this spell effect on an existing undead creature as a melee touch attack (although you can augment the spell effect as normal). Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. A nonintelligent undead creature gets no saving throw against this spell effect. When you control a mindless being, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” Nonintelligent undead won’t resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead creature (regardless of its Intelligence) breaks the spell. Your commands are not telepathic; the undead creature must be able to hear you. Continuous Effects By selecting this spell, you gain a +4 bonus to saving throws made to remove negative levels. Synergy If you have 5 ranks of Knowledge (religion), you gain a +2 bonus to Spellcraft checks made to cast Create Undead spell effects. Sample Spell Effects Bones and Flesh Spellcraft: DC 25; Components: V, S, E; Range: 10 ft.; Target: One corpse; Duration: 2 minutes; Saving Throw: None; Spell Resistance: No. You snap a small bone and speak an incantation, causing a pile of rotten flesh or bones stirs to life at your command. You animate one target corpse within range to become a skeleton or zombie. Expendable Component: Small bone. Math: DC 20 base, touch to ranged (+4), +1 minute (+1). Burst of Undeath Spellcraft: DC 59; Components: V, S, E; Range: 60 ft.; Area: 20-ft.-radius burst; Duration: 1 minute; Saving Throw: None; Spell Resistance: No. You crush dried bones and speak an incantation. When complete, a spirit of ghostly energy emerges from the bone dust and wails as it reaches the destination you indicate within range. A number of corpses within the area rise up as newly created ghouls. The total HD of the undead created cannot exceed twice your caster level. Expendable Component: Dried bones. Math: DC 20 base, touch to ranged (+4), +50 ft. (+5), ranged to area (+5), +15-ft. burst (+15), ghoul (+10). Call Wraith Spellcraft: DC 100; Components: V, S, E; Range: Touch; Target: One corpse; Duration: 1 hour; Saving Throw: None; Spell Resistance: No. You rub greasy ash on a skull and intone dark words of power, causing a black essence to suffuse the cadaver. When the spell is complete, a wraith emerges from the flesh and bone. With this spell effect, you create a wraith. Expendable Component: Ashes of cremated body. Math: DC 20 base, wraith (+60), minute to hour (+20). Gem of Corpse Dancing This black stone is about the size of an egg. A white skull marked with a black rune mars its surface. When placed in the mouth of a corpse, the gem of corpse dancing animates the cadaver as a ghoul under the wielder’s command for 1 hour. If the ghoul is slain, it cannot be reanimated, but the gem can be reused in another corpse. The gem doesn’t interfere with the ghoul’s bite attacks, but a person attacked by the ghoul on a DC 20 Spot check can note its presence; removal of the gem of corpse dancing slays the ghoul. Effect & Augmentations DC Base Effect: zombie 20 Ghoul +10 Total DC 30 Magnitude 2nd; Artificer, Create Undead; Price 7,500 gp; Cost to create: 8 days + DC 30 Spellcraft + 3,750 gp + 300 XP.[/spoiler] [URL=https://www.drivethrurpg.com/en/product/3598/ultimate-character-concepts?affiliate_id=17596]Ultimate Character Concepts[/URL][spoiler] [b]Undead:[/b] ? [b]Threat:[/b] ? [b]Nasty:[/b] ? [b]Undead Minion:[/b] ? [b]Creature Known to Spread Disease:[/b] ? [b]Ghost, Malevolent Spirit:[/b] ? [b]Malevolent Spirit:[/b] ? [b]Evil Ghost:[/b] ? [b]Ghost, Ethereal Creature:[/b] ? [b]Ethereal Creature:[/b] ? [b]Powerful Ghoul:[/b] ? [b]Mighty Lich King:[/b] ? [b]Powerful Lich:[/b] ? [b]Lich:[/b] ? [b]Bothersome Lich:[/b] ? [b]Skeleton:[/b] ? [b]Vampire Lord:[/b] ? [b]Powerful Vampire:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/1664/ultimate-divine-spellbook?affiliate_id=17596]Ultimate Divine Spellbook[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]Nonintelligent Undead Creature:[/b] ? [b]Intelligent Undead Creature:[/b] ? [b]Corporeal Foe:[/b] ? [b]Good Undead:[/b] ? [b]Evil Undead:[/b] ? [b]Lesser Creation:[/b] ? [b]Semi-Sentient Undead Creature:[/b] ? [b]Undead Creature Particularly Vulnerable to Sunlight:[/b] ? [b]Nonliving Creature:[/b] ? [b]Creature That Does Not Breathe:[/b] ? [b]Undead Creature Specifically Harmed By Bright Light:[/b] ? [b]Devourer:[/b] [i]Create Undead Greater[/i] spell, caster level 20th or higher. [b]Devourer, More Powerful Intelligent Undead:[/b] ? [b]Ghast:[/b] [i]Create Undead[/i] spell, caster level 12th to 14th. [b]Ghast, More Powerful Undead:[/b] ? [b]Ghost:[/b] [i]Kidnap Soul[/i] spell. [b]Ethereal Ghost:[/b] ? [b]Ghoul:[/b] [i]Create Undead[/i] spell, caster level 11th or lower. [b]Ghoul, More Powerful Undead:[/b] ? [b]Summoned Ghoul:[/b] ? [b]Lich, Caster:[/b] ? [b]Lich:[/b] ? [b]Mohrg:[/b] [i]Create Undead[/i] spell, caster level 18th or Higher. [b]Mohrg, More Powerful Undead:[/b] ? [b]Mummy:[/b] [i]Create Undead[/i] spell, caster level 15th to 17th. [b]Mummy, More Powerful Undead:[/b] ? [b]Shadow:[/b] [i]Create Undead Greater[/i] spell, caster level 15th or lower. [b]Shadow, More Powerful Intelligent Undead:[/b] ? [b]Skeleton, Undead Skeleton:[/b] [i]Animate Dead[/i] spell. [i]Risen Armies[/i] spell. [b]Skeleton, Semi-Sentient Undead Creature:[/b] ? [b]Spectre:[/b] [i]Create Undead Greater[/i] spell, caster level 18th to 19th. [b]Spectre, More Powerful Intelligent Undead:[/b] ? [b]Vampire, Creature Normally Damaged by Sunlight, Creature Damaged by Sunlight, Undead Creature Particularly Vulnerable to Sunlight, Being That Hates the Light of Day:[/b] ? [b]Wraith:[/b] [i]Create Undead Greater[/i] spell, caster level 16th to 17th. [b]Wraith, More Powerful Intelligent Undead:[/b] ? [b]Zombie, Undead Zombie, Ordinary Zombie:[/b] [i]Animate Dead[/i] spell. [i]Kidnap Soul[/i] spell. [i]Necromantic Aura[/i] spell. [i]Risen Armies[/i] spell. [b]Zombie, Semi-Sentient Undead Creature:[/b] ? Animate Dead Necromancy [Evil] Level: Clr 3, Death 3, Sor/Wiz 4, Adp 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead 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 or zombie can not be animated again. Regardless of the type of undead you create with this spell, you can not 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.) 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. 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 true anatomy. Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells. Create Undead Necromancy [Evil] Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: 1 corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is 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. Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells. Create Undead, Greater Necromancy [Evil] Level: Clr 8, Death 8, Sor/Wiz 8 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 you can create is 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 Kidnap Soul Necromancy [Evil] Level: Clr 6, Sor/Wiz 6, Death 6 Components: V, S, F Casting Time: Full-round Range: Unlimited Target: 1 creature Duration: 1 month / level or until successful save (D) Saving Throw: Will negates Spell Resistance: Yes This spell allows you to entrap the soul of your target inside a clay jug, and make with its body what you will. You need to point a specially prepared clay jug at your target for a full round and, if it fails a Will save, its life force is pulled into the jug and its body drops dead. This spell can be cast over scrying effects. The following round the body rises as a zombie under your control, keeping its hit points and Armour Class, but otherwise using the statistics for a zombie as detailed in Core Rulebook III. The soul is allowed an additional Will save at the end of every month of the duration to free itself. Whether you free the life force, the spell’s duration ends, or it escapes on its own, the body is returned to normal once the soul returns to it, having no knowledge of what the body did in its absence. Casting raise dead or any other resurrection magic on the body grants the trapped soul another Will save to escape with a +4 morale bonus. If the animated body is slain, the trapped life force remains in the jug, and has a 50% chance of becoming a ghost (and quite an angry one) upon its release or escape. In this case, casting resurrection magic on the slain body automatically frees the trapped soul and calls it back to the body. Protection from evil and other wards block this spell, and destroying the receptacle ends it. The effect can be dispelled only at the clay jug. Focus: A clay jug painted with rich metal paintings worth at least 100 gp. Necromantic Aura Necromancy Level: Clr 5, Sor/Wiz 7 Components: V, S, F/DF Casting Time: 1 full round Range: Personal Area: 100-ft. radius/level spread centred on you Duration: 1 hour/level Saving Throw: None Spell Resistance: No This spell creates a field in which any creature that dies is immediately animated as a zombie. Any creature that dies within this spell’s area rises as a zombie after 1d4 rounds, under the control of the caster. Corpses that are brought into the circle are not reanimated, nor are ones that were already within the area when the spell was cast. For example, casting this spell in a graveyard does not cause any of the interred to rise. Undead created by this spell count against the usual maximum number that can be controlled by the caster. Arcane Focus: A vial of the caster’s own blood. Risen Armies Necromancy Level: Clr 7, Sor/Wiz 8 Components: V, S, M/DF Casting Time: 1 full round Range: Personal Effect: 10-ft. radius/level spread centred on caster Duration: 1 minute/level Saving Throw: None Spell Resistance: No This spell animates all of the dead within range, for a short period of time. Upon completion, every corpse within the spell’s area of effect rises as a skeleton or zombie under the caster’s command. This spell ignores all limitations on the amount of undead that may be controlled at one time, placing (potentially) armies of the undead at the caster’s fingertips. However, any undead still functional at the end of the spell’s duration disintegrate, collapsing into piles of dust. Note that this spell does not supply any form of armament for the undead it creates. Furthermore, the time it takes to dig oneself out of the grave is part of the duration, making this spell most useful on battlefields or in crypts. In all other respects, this spell acts as animate dead. Arcane Material Component: A black onyx gem worth at least 500 gp.[/spoiler] [URL=https://www.drivethrurpg.com/en/product/2105/ultimate-equipment-guide-volume-i?affiliate_id=17596]Ultimate Equipment Guide, Volume I[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Insubstantial Undead:[/b] ? [b]Ghoul:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/2025/ultimate-equipment-guide-volume-ii?affiliate_id=17596]Ultimate Equipment Guide, Volume II[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Undead Landowner:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Evil Corporeal Undead:[/b] ? [b]Mightier Undead Creature:[/b] ? [b]Undead Spellcaster:[/b] ? [b]Nonliving Creature:[/b] ? [b]Allip:[/b] ? [b]Bodak, Mightier Undead Creature:[/b] ? [b]Devourer, Mightier Undead Creature:[/b] ? [b]Ghast:[/b] ? [b]Ghost:[/b] Ghost Pill item. [b]Ghoul:[/b] ? [b]Hungry Ghoul:[/b] ? [b]Lich, Mightier Undead Creature:[/b] ? [b]Mohrg:[/b] ? [b]Mummy:[/b] ? [b]Nightshade, Mightier Undead Creature:[/b] ? [b]Shadow:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Vampire, Foul Undead, Creature That is Naturally Vulnerable to Sunlight:[/b] ? [b]Vampire Spawn:[/b] ? [b]Wraith, Creature With Daylight Powerlessness, Creature That is Naturally Vulnerable to Sunlight:[/b] ? [b]Zombie:[/b] ? Ghost Pill The name of this product tends to attract customers who believe it allows the consumer to become incorporeal. When they learn the much scarier truth, most immediately ask about any other article. Ghost pills have no effect whatsoever on a living consumer, ‘living’ being the point here – by consuming ghost pills, a character ensures he will return as a ghost after death. Life as a ghost can sound a lot of fun to some people, though most prefer to go to a well-deserved afterlife. In general, ghost pills are more popular among those characters whose behaviour in life has been less than exemplary. A ghost pill looks like a round, pea-sized, colourless shell. A ghost pill package appears as a corked crystal container containing 20 of these pills. Although being a ghost can appear as a gas – not having to die, eat or sleep, never getting tired and having all of those sinister powers – it really is a lonely, grisly, tortured business. Though other merchants may not be so honest, Kay always attempts to make customers aware of how life as a ghost really is, the torment of not being able to feel anything and the indescribable, soul-rending pain of being turned by a cleric. Additionally, since ghost pill consumers tend to die without any ‘unfinished business’ to fulfill, they are usually doomed to remain in the material plane forever, having no escape clause tied to their ghostly condition. Anything that lasts forever can of course become quite boring after a few centuries. If customers still wish to consume ghost pills after hearing these arguments, Kay gladly sells them the product after they have signed a formal disclaimer. Apparently, such waivers make Kay immune to the powers of the undead, though nobody’s really sure. Nobody knows either how is it that Kay has such detailed knowledge about living as a ghost; when asked about it, she just shrugs and changes the subject. The regular intake of ghost pills strengthens the consumer’s link to the ethereal plane, allowing his soul to retain incorporeal form after his body dies. A character that dies within 24 hours of having taken a ghost pill always returns as a ghost after one day. If the character dies more than one day after taking his last ghost pills, he has only a 50% chance of returning; the chance lowers to 10% if the dying character took his last ghost pill more than one month ago. If the character dies in circumstances that would actually merit his return as a ghost, such as unfulfilled love or revenge, his chance to return as a ghost increases by 25%. Ghost Pills (20): 3,750 gp; 0 lb.[/spoiler] [URL=https://www.drivethrurpg.com/en/product/3700/ultimate-game-designer-s-companion?affiliate_id=17596]Ultimate Game Designer's Companion[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Creature That Has No Constitution Score:[/b] ? [b]Creature Immune to Critical Hits:[/b] ? [b]Ghoul:[/b] ? [b]Skeleton, Fallen Warrior:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/1648/ultimate-npcs?affiliate_id=17596]Ultimate NPCs[/URL][spoiler] [B]Undead:[/B] ? [B]Lich, Necromancer:[/B] ? [B]Cletus Deadwood, Human Vampire Rogue:[/B] All of the ‘if onlys’ of his life came together in that single instant of terror when the thing emerged from the crypt, a swirl of dust and mist that coalesced into something terrifying, something terrifyingly hungry. The thing said nothing, simply stared at him and Cletus’ will disappeared into a void. [B]Cletus Deadwood, Human Vampire Rogue 1:[/B] All of the ‘if onlys’ of his life came together in that single instant of terror when the thing emerged from the crypt, a swirl of dust and mist that coalesced into something terrifying, something terrifyingly hungry. The thing said nothing, simply stared at him and Cletus’ will disappeared into a void. [B]Cletus Deadwood, Human Vampire Rogue 5:[/B] All of the ‘if onlys’ of his life came together in that single instant of terror when the thing emerged from the crypt, a swirl of dust and mist that coalesced into something terrifying, something terrifyingly hungry. The thing said nothing, simply stared at him and Cletus’ will disappeared into a void. [B]Cletus Deadwood, Human Vampire Rogue 10:[/B] All of the ‘if onlys’ of his life came together in that single instant of terror when the thing emerged from the crypt, a swirl of dust and mist that coalesced into something terrifying, something terrifyingly hungry. The thing said nothing, simply stared at him and Cletus’ will disappeared into a void. [B]Cletus Deadwood, Human Vampire Rogue 15:[/B] All of the ‘if onlys’ of his life came together in that single instant of terror when the thing emerged from the crypt, a swirl of dust and mist that coalesced into something terrifying, something terrifyingly hungry. The thing said nothing, simply stared at him and Cletus’ will disappeared into a void. [B]Cletus Deadwood, Human Vampire Rogue 20, Small Petty Man:[/B] All of the ‘if onlys’ of his life came together in that single instant of terror when the thing emerged from the crypt, a swirl of dust and mist that coalesced into something terrifying, something terrifyingly hungry. The thing said nothing, simply stared at him and Cletus’ will disappeared into a void. [B]Vampire, Something Terrifying, Something Terrifyingly Hungry:[/B] ? [B]Vampire Spawn:[/B] ? [B]Zombie Dire Shark:[/B] Occasionally, Sahuagin will accompany major raiding parties with a creature guaranteed to terrify and revolt their enemies – the animated corpse of a dire shark. [B]Zombie Dire Shark, Creature Guaranteed to Terrify and Revolt Sahuagin Enemies, Animated Corpse of a Dire Shark:[/B] ? [B]Faceless Horde of Zombies:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/3599/ultimate-prestige-classes-vol-2?affiliate_id=17596]Ultimate Prestige Classes Vol 2[/URL][spoiler] [B]Psionic Revenant:[/B] Sometimes, the will to live of a psionic character is so phenomenally strong that it survives their physical death. In order for such a will to be ‘stimulated, the character must have suffered a particularly violent end in which some quality of betrayal played a part. For instance, they could have been sold out by their comrades, have been tricked into letting themselves be imprisoned somewhere and starved to death or have been murdered by someone they trusted or loved. Such beings are not undead in the traditional sense. They are animated only partly by the power of the negative material plane and far more by the will-to-live of the psionic brain. The revenant's immensely powerful will, fueled by a desire for revenge, animates his physical remains. (Naturally, this does not happen to all psionic characters who are killed in this way, or nobody would ever dare to lull them; it is the Games Master’s discretion whether any one character rises as a revenant or not.) It is undead by its own will, not because some evil deity (or the representative of one) chose it as a servitor. [B]Cowled Rider:[/B] The cavalry of darkness, the cowled riders were once mortal men who sought to know things that the wise gods had forbidden mortals to learn. Fear of mortality prompts living men to make awful bargains and to sign away that which they should not. Acceptance and initiation into the cult of Kharash Var brings knowledge of terrible things hidden from living minds; the cowled rider does not remain human long, shedding his mortal flesh gladly and taking on the cold form of one of the undead. The cult of Kharash Var does not permit the living to dwell in its ranks for long. Upon reaching level 3, the cowled rider transcends a mere lifetime of service to the cult by pledging himself to it in body and soul for all eternity. In a lengthy mind-wracking ceremony of transfiguration, he sheds his mortal flesh and becomes a skeletal knight, an undead creature. [B]Psionic Revenant, Force of Supernatural Evil:[/B] ? [B]Cowled Rider, Figure of Stark Dread, Apparition, Skeletal Knight, Skeletal Undead Creature:[/B] ? [B]Cowled Rider, Returning Nemesis, Undead Crusader:[/B] ? [B]Undead, Undead Creature:[/B] ? [B]Evil Undead:[/B] ? [B]Undead Servant:[/B] ? [B]Invading Undead:[/B] ? [B]Undead Master Creature:[/B] ? [B]Powerful Undead Creature:[/B] ? [B]Ancient Undead Horror:[/B] ? [B]Higher Undead:[/B] ? [B]Sentient Lord of Unlife:[/B] ? [B]Animated Corpse:[/B] ? [B]Undead Minion:[/B] ? [B]Blasphemous Travesty:[/B] ? [B]Skeletal Undead:[/B] ? [B]Animated Undead:[/B] ? [B]Intelligent Undead:[/B] ? [B]Undead Captain:[/B] ? [B]Lesser Creation:[/B] ? [B]Semi-Sentient Undead Creature:[/B] ? [B]Ordinary Sentient Intelligent Undead Creature:[/B] ? [B]Mindless Minion, Putrescent Protege:[/B] ? [B]Allip, Unquiet Spirit That Has No Body:[/B] ? [B]Ghost:[/B] Ghosts in this context are defined as the psychic remnants of creatures who died while experiencing extreme emotion, be that pain, fear, love or hatred. This emotion has bound them to the physical world, preventing the transition to the planes beyond that they rightly should have made. They remain bound to the ethereal plane. It is not enough merely to destroy the ghost’s form. The circumstances that keep it bound to the place must be investigated and dealt with properly if it is ever to be banished completely. An abandoned lover who committed suicide may need to be reconciled with a mortal descendant of the man who jilted her, a murdered child might wish its murderer to be brought to justice and a wholly malevolent spirit might need to be destroyed with an especially sacred weapon. [B]Ghost, Unquiet Spirit That Has No Body, Psychic Remnant of a Creature Who Died While Experiencing Extreme Emotion, Incorporeal Creature:[/B] ? [B]Ghost, Wholly Malevolent Spirit:[/B] ? [B]Ghoul:[/B] ? [B]Mummy:[/B] ? [B]Skeletal Serpent:[/B] ? [B]Skeleton, Skeletal Undead, Semi-Sentient Undead Creature, Undead Minion:[/B] ? [B]Animated Skeleton:[/B] ? [B]Skeletal Thing:[/B] ? [B]Spectre, Unquiet Spirit That Has No Body:[/B] ? [B]Vampire:[/B] ? [B]Vampire, Master, Vampire Tutor, Vampire Master:[/B] ? [B]Vampire Spawn:[/B] ? [B]Zombie, Mere Zombie:[/B] ? [B]Zombie, Mindless Minion, Putrescent Protege, Animated Corpse, Walking Dead, Undead Minion, Scary Creature, Semi-Sentient Undead Creature:[/B] ? [B]Unquiet Spirit That Has No Body:[/B] ? [B]Ambulatory Corpse:[/B] ? [B]Animated Dead Creature:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/63106/Ultimate-Toolbox?affiliate_id=17596]Ultimate Toolbox:[/URL][spoiler] [b]Undead Skeleton:[/b] ? [b]Undead Fish:[/b] ? [b]Undead Crew:[/b] ? [b]Undead Pirate:[/b] ? [b]Undead Bound Spirit Adnan, Sailor:[/b] Haunts inn where he was killed. [b]Undead Bound Spirit Armigar, Tinker:[/b] Trapped inisde a golem. [b]Undead Bound Spirit Belfius, Wizard:[/b] Trapped inside his own rings. [b]Undead Bound Spirit Byrent, Saint:[/b] Watches over his church. [b]Undead Bound Spirit Delleria, Pirate:[/b] Bound to the ship she died on. [b]Undead Bound Spirit Eniggi, Wizard:[/b] Cursed to fix a broken spyglass. [b]Undead Bound Spirit Forredain, Centaur:[/b] Protects sacred falls. [b]Undead Bound Spirit Gerae, Pixie:[/b] Bound to the sword that killed it. [b]Undead Bound Spirit Jorien, Druid:[/b] Guards grove of rare trees. [b]Undead Bound Spirit Khanor, Lich:[/b] Trapped inside his own soul jar. [b]Undead Bound Spirit Lutior, Elf Illusionist:[/b] Believes he is still alive. [b]Undead Bound Spirit Majeleron, Cardinal:[/b] Sworn to serve forever. [b]Undead Bound Spirit Mazrath, Jannisary:[/b] Guards family as a spirit. [b]Undead Bound Spirit Ordent, Wizard:[/b] Bound to magical figurine. [b]Undead Bound Spirit Ox, Nomad:[/b] Wanders the wastes, searching… [b]Undead Bound Spirit Razathon, Gravekeeper:[/b] Roams his cemetery. [b]Undead Bound Spirit Saratine, Angel:[/b] Bound to a great holy sword. [b]Undead Bound Spirit Sevron the Tyrant:[/b] Bound to a crumbling keep. [b]Undead Bound Spirit Thronn, Dwarf General:[/b] Moored to a runestone. [b]Undead Bound Spirit Thaddeum, Senator:[/b] Cursed to never be free. [b]Apparition:[/b] The victims of a ghastly massacre. [b]Created:[/b] ? [b]Grudge Spirit:[/b] ? [b]Haunt:[/b] The victims of a ghastly massacre. [b]Poltergeist:[/b] ? [b]Revenant:[/b] ? [b]Soulforged:[/b] ? [b]Spirit:[/b] ? [b]Abarenth, Revenant:[/b] Haunts his brother who killed him for an inheritance. [b]Alteniat, Revenant:[/b] Wealthy merchant killed by debtor to cancel debt. [b]Anio, Revenant:[/b] Young groom killed accidentally, kills any man close to bride. [b]Artenios, Revenant:[/b] Framed by family and seeks their downfall. [b]Doniar, Revenant:[/b] Guild lied by omission and caused his untimely death. [b]Ellema, Revenant:[/b] Brother was cursed and killed her; he won’t let her pass on. [b]Fromion, Revenant:[/b] Overcome by priests and hates their religion and followers. [b]Jorathan, Revenant:[/b] Murdered by wife’s lover, seeks both still. [b]Lotemvar, Revenant:[/b] Locked in an oubliette and left to starve to death. [b]Manarette, Revenant:[/b] Seeks the man who let her drown. [b]Marwond, Revenant:[/b] Accidently killed by adventurers, hunts them now. [b]Onlortus,Revenant:[/b] Betrayed by fellow adventurers for his treasure. [b]Prisema, Revenant:[/b] Lost her love to a black widow noble, wants to stop her. [b]Salivar, Revenant:[/b] Bard killed so another could claim his creativity. [b]Saranar, Revenant:[/b] Spies on bandit that killed him, needs hero to help. [b]Schemastria, Revenant:[/b] Husband killed her to marry another, hates all men. [b]Sparial, Revenant:[/b] Sadistic serial killer victim tries to warn future victims. [b]Tremestar, Revenant:[/b] Killed so another could claim his identity. [b]Trinella, Revenant:[/b] Burned to death, seeks to purge fire from the world. [b]Turestos, Revenant:[/b] Died in prison and haunts all involved in his sentence. [b]Arbor Wood:[/b] ? [b]Butcher’s Mire:[/b] A brutal killer was chased into the woody swamp and executed by the guard. The locals say he still preys on anyone foolish enough to enter the swampy forest. [b]Chessup Barn:[/b] Old man Chessup’s son went mad and killed himself in this huge red building, the house and outlying buildings haven’t been used since due to unexplained occurrences. [b]Crazy Quinn’s:[/b] This huge tree has the remnants of a house in its branches — once the home of a slightly mad hermit that traded with locals. His body was found missing its head. [b]Dark Grove:[/b] This stand of stones was once a druid’s grove. Now it is twisted and defiled. No one admits to the deed, Nature spirits once guarding the shrine are trapped there, crying for release. [b]Darken Fields:[/b] ? [b]Esfir’s Mark:[/b] A gypsy caravan was killed and burned in this secluded spot by an angry mob. The ground is scorched and dark to this day. The nomad spirits remain trapped until vindicated. [b]Frostfire’s Rest:[/b] A mountain cave where an old red dragon with two breath weapons was killed by adventurers for its unique qualities and riches. Ever since then the mountain rumbles… [b]Ghoston:[/b] All the villagers here claim they have at least one ghost living with them in their homes. The spirits are generally friendly, but anyone threatening them risks their displeasure. [b]Graven’s Wood:[/b] A bandit king buried treasure in this wood, when he was about to pass on he went back there and guards it even now. [b]Kevril’s Library:[/b] ? [b]Liberator’s Rest:[/b] The entire population has recently been sacrificed to the Cult of Pestilence. A cultist introduced a potent disease that spread through town. The ghosts want peace. [b]Lover’s Leap:[/b] Two lovers were chased to this ridge by bandits, the young man died defending the woman and she leapt off the cliff rather than get captured. [b]Nightmare Run:[/b] This dark section of road haunted by the spirit of a black horse, no one claims to remember why, but the creature tries to spook mounts and run them off the road. [b]Old Well:[/b] The buildings surrounding the boarded up well are abandoned. They say a dead body poisoned the water. When retrieved they found signs of wrongful death on the corpse. The victim’s ghost wants revenge. [b]Rosewood:[/b] Many years ago during a war this forest was en route to a military base. It was entered by a unit of soldiers who stripped it of anything they found useful, destroying even things they didn’t need. The forest fought back and killed them almost to a man. It still doesn’t welcome visitors. [b]Sephra’s Gem:[/b] ? [b]Slaver’s Ride:[/b] Once the well used road of a slave caravan, it’s now usually called Freedom’s Ride. A rebellious slave was once beaten to death and his ghost now guards the area. [b]Trenk’s Rule:[/b] An orc scouting patrol lead by a particularly smart and ambitious orc was ambushed and killed here. The patrol’s leader Trenk Stonerival couldn’t accept his own death and now his ghost rules the area, killing any one, even other orcs and leaving grisly markers around his territory. [b]Wayfarer's Rest:[/b] ? [b]Wraith Lord:[/b] ? [b]Shadow Soldier:[/b] ? [b]Undead Vermin:[/b] ? [b]Mummy Priest:[/b] ? [b]Plague Gaunt:[/b] ? [b]Damned and Evil Fey Spirit:[/b] ? [b]Elven Ghast:[/b] ? [b]Gaunt:[/b] ? [b]Vampire Sorcerer-King:[/b] ? [b]Souls of the Damned:[/b] Submerged reliquary where the souls of the damned have broken free and hunt the living. [b]Undying Soul of Tormented and Vile Crewman:[/b] Sunken ship filled with the undying souls of tormented and vile crewmen. [b]Lich Lord:[/b] ? [b]Undead Zealot:[/b] Venerable throne room littered with undead zealots, still serving their unclean gods. [b]Songbolt Muse:[/b] Manifested from song. [b]Ghostly Undead Spirit:[/b] Bound by magic. [b]Lord of Kaloria:[/b] ? [b]Krazul, Liche King:[/b] ? [b]Undead Immune to Fire:[/b] Ritual Effect 29 Raise an undead creature and bind a fire elemental to it, immune to fire damage. [b]Undead:[/b] All of the original inhabitants are undead, walking the halls because of botched funeral rites long ago. Any who fall within will rise to be added to the tomb’s selection of undead patrolmen. Betrayed by someone loyal. Bitten by a vampire. Buried in desecrated grave. Completed complex ritual to become undead. Cursed. Dead body was never found. Died in honor-bound service to a king. Died under intense circumstances. Drained by a mummy or wraith. Drowned. Hell doesn't want you. Left behind something of value. Magic. Murdered in particular violent fashion. Oath to serve forever. Returned to protect wards left behind. Ritual sacrifice or murder. Terrified (to dead) by a ghost. Unavenged death. Unfinished task or unfulfilled oath. [b]Ghost:[/b] The victims of a ghastly massacre. [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] The victims of a ghastly massacre. [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/332/Vigil-Watch-Secrets-of-the-Asaatthi?affiliate_id=17596]Vigil Watch: Secrets of the Asaatthi[/URL][spoiler] [b]Undead:[/b] ? [b]Undead Ooze:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Undead Creature Particularly Vulnerable to Sunlight:[/b] ? [b]Remnant of a Soul:[/b] ? [b]Ghost:[/b] ? [b]Ancient, Aasatthi Ghost Wizard 2:[/b] ? [b]Lich:[/b] ? [b]Cynosure Msehel, Cynosure of the Orb, Asaatthi Lich Wizard 12 Locus Master 5/Ornamancer 3, Ancient Lich, Enclave Guardian:[/b] ? [b]Sepuis, Asaatthi Lich Wizard 9/Druid 7/Locus Master 2:[/b] ? [b]Eleuhs, Asaatthi Lich Wizard 12/Dragon Warrior 5:[/b] ? [b]Dragon Lich:[/b] ? [b]Zharahua, Cold One, Asaathi Lich:[/b] ? [b]Skeleton:[/b] ? [b]Specter, Remnant of a Soul:[/b] ? [b]Vampire, Undead Creature Particularly Vulnerable to Sunlight:[/b] ? [b]Wraith, Remnant of a Soul:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/51572/Vikings--Midgard?affiliate_id=17596]Vikings - Midgard:[/URL][spoiler] [b]Gunnar Gunnarson, Undead Fighter 6/Northern Navigator 8:[/b] According to the legend, Gunnarson became some kind of sea zombie and still commands his ship, attacking other Vikings’ ships in his eternal search for the lost sword. [b]Undead:[/b] ? [b]Ghost:[/b] ? [b]Wraith:[/b] ? [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Mohrg:[/b] ? [b]Zombie:[/b] ? [b]Shadow:[/b] ? [b]Allip:[/b] ? [b]Ghast:[/b] ? [b]Bodak:[/b] ? [b]Vampire Spawn:[/b] ? [b]Mummy:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://athas.org/products/votw/documents/38]Villages of the Wastes[/URL][spoiler] [B]Undead, Undead Creature, Undead Monster:[/B] ? [B]Undead of Mythic Appetite:[/B] ? [B]Ghost of Ancient Ancestor:[/B] ? [B]Villager Fael:[/B] The only outside relations the villagers of Segovara had and will still have in the future are with the caravans of House Rees. A caravan would come from Balic and deliver raw materials, food, and other supplies to the villagers, and return to Balic with finished goods. However, none have been to the village since the middle of Free Year 10. With the situation in Balic having calmed down, House Rees has planned to send a caravan to Segovara in the next few days. When the caravan arrives to find the village dead, the villagers will rise as undead. As the sun goes down that night the villagers will rise as faels and attack the members of the caravan. Blaming House Rees for their deaths and seeing the caravan as representing the merchant house, they will kill and eat all its members. [B]Evitius, Dhaot Trader 6:[/B] Since his death at the hands of the other villagers far from his home in Balic, Evitius has become a dhaot. He longs to be buried in his family’s mausoleum back in Balic, and cannot rest until he is. Or Evitius will recreate the scene of his death. Since the scene would be from Evitius’s point of view it will be very confused, with a mob of angry faces, shouting too loudly to be heard and wielding torches. [B]Dwarven Banshee:[/B] ? [B]Dwarven Banshee of a Fallen Water Bearer:[/B] ? [B]Kree, Athasian Wraith, True Spirit of the Lake:[/B] Little is known about him, but Kree still exists as a wraith at the bottom of the lake. He has sworn to protect the lake and his tribe for all eternity.[/spoiler] [URL=https://www.drivethrurpg.com/product/55629/Warlords-of-the-Accordlands-Monsters-and-Lairs?affiliate_id=17596]Warlords of the Accordlands Monsters and Lairs:[/URL] [spoiler] [B]Gravel Spawn:[/B] Gravel spawn are an abomination -- undead gargoyles formed from the hacked bits and pieces of slain gargoyles. [B]Gaunt Crypt:[/B] A Crypt gaunt is created through ritual. [B]Gaunt Swamp:[/B] Most swamp gaunts were men and women killed deep in the marshes of the Accordlands. Marsh hags are notoriously careless with their refuse, and discard failed experiments into the swamps, where it suffuses the corpses. The potions' magical energy grants the swamp gaunts unholy animation. [B]Ghost Bog:[/B] Ghost bogs are the animated corpses of the fallen whose bodies are so saturated with magic that they are reanimated in death. [B]Hag Undead:[/B] Certain powerful hags have used their potions to give themselves the immortality of the undead. [B]Nekrast:[/B] Occasionally, a necromancer of insufficient power to become a lich spontaneously arises after death as a nekrast. Those with a penchant for fire magic have the best chance at returning as one of these creatures. Rumors say that books of lost lore can guide a necromancer along the path to becoming a nekrast; these have yet to be verified. [B]Skeleton:[/B] ? [B]Unclean Spirit:[/B] Unclean spirits are the undead remnants of dead elves, fueled by intense hatred. [B]Woundwraith:[/B] Popular belief (to the extent that anyone is willing to think at much length about woundwraiths) holds that they are the restless spirits of those lost to madness. [B]Zombie:[/B] ? [B]Purgatoire:[/B] Those who are bound to serve a king or great lord and who die in some grand quest or fundamental duty may rise as a purgatoire. Bodyguards who fail to protect their charges and questing knights who die in pursuit of their goal are the most common purgatoires. "Purgatoire" is a template that can be added to any humanoid or monstrous humanoids creature. [B]Severed:[/B] The Severed are undead elves who have willingly given their own lives in order to trade mortality for the everlasting youth of undeath. To become Severed undead requires a great sacrifice to one of the Elements, the elven pseudo-gods, with each Element demanding a different type of sacrifice and offering a different form of immortality: Blood (ritual murder of a blood relation, to become a Severed vampire), Bone (24 hour rite in which the would-be Severed's every bone is broken, to become a Severed revenant), Flesh (a simple mass slaughter of a dozen people to become a Severed ghoul), and Spirit (ritually removing and rebinding the would-be Severed's soul to his own body, to become a Severed wraith). "Severed" is a template that can be added to any elven or half-elven creature.[/spoiler] Wildwood:[spoiler] [B]Arboreal Defender:[/B] Once powerful warriors or leaders, arboreal defenders are hopelessly cursed beings. Trapped inside their decaying carcasses, they are forced to do Haiel’s bidding as punishment for the atrocities they committed against the forest during their lives. Arboreal defender is an acquired template that can be added to any humanoid or monstrous humanoid creature.[/spoiler] [URL=https://www.athas.org/products/WotDL]Wisdom of the Drylanders[/URL][spoiler] [b]Undead:[/b] ? [b]Undead Laborer:[/b] ? [b]Ghost:[/b] ? [b]Animated Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Stalker, Invisible Monster, Undead Mindbender, Corporeal Undead:[/b] ? [b]Dwarven Banshee:[/b] Vows are aims that are associated with a specific penalty. A dwarf may vow: I will neither eat nor drink nor sleep until I have recovered my stolen kank and he will not become a banshee if he fails; only if he breaks his vow, fails, and eats, drinks or falls asleep without accomplishing his focus. Sometimes bansheehood may be made part of a penalty: “and may I become a banshee if I fail” but this is rare. [b]Animated Corpse:[/b] ? [b]Athasian Wraith:[/b] ? [b]Founder, Athasian Wraith Fighter 10, Incorporeal Undead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/55632/Worlds-Largest-City?affiliate_id=17596]World's Largest City:[/URL][spoiler] [b]Skeletal Undead:[/b] ? [b]Sir Milton Derek, Vampire Paladin 20:[/b] ? [b]Cyric, Mohrg:[/b] In fact, he takes great pride in his most audacious experiment to date, even as his fellow aristocrats murmur in revulsion at it. Working in cooperation with an evil cleric of his acquaintance, he has created an intelligent (more or less) undead servant for his household- a mohrg, whom he calls Cyric, and who now serves as his valet. Together, Sir Geraint and his associate cast create undead on the body of his former valet, just deceased, with the cleric compelling the creature to obey Sir Geraint during the process of creation. [b]Sir Reinholt Snowheart, Ghost Aristocrat 12:[/b] Sir Reinholt Snowheart was a wicked, debauched noble who delved deeply into the occult. When old age rendered him infirm, he attempted to bond his soul to a portrait in order to gain immortality. The spell failed and he was left trapped in the painting. His terrified family sealed the hideous thing into the elaborate crypt prepared for his corpse, where it has remained ever since. [b]Undead Whale:[/b] ? [b]Lord Admiral Kordanus:[/b] They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead. [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated. [b]Undead:[/b] An evil cleric raises some or all of the cemetery's residents as undead. The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead. The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated. They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead. [b]Wight:[/b] It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead. [b]Ghost:[/b] It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. [b]Lich:[/b] It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it. [b]Vampire Spawn:[/b] Sir Milton funds Fellnacht's experiments through several layers of unscrupulous moneylenders, keeping his personal involvement to a minimum. He does, however, provide one key function for his very own mad scientist: producing vampire spawn as experimental fodder. H'kuk will kidnap a subject and place him or her in the cage, whereupon Sir Milton will drain the subject's blood and transform him or her into a vampire spawn. [b]Mohrg:[/b] ?[/spoiler] [/spoiler] 3rd Party Magazines[spoiler] [URL=https://www.drivethrurpg.com/browse/pub/792/Unicorn-Rampant-Publishing/subcategory/3843_4603/Claw---Claw---Bite--Magazine?affiliate_id=17596]Claw Claw Bite:[/URL][spoiler] [URL=https://www.drivethrurpg.com/product/25710/Claw---Claw---Bite--Issue-2?affiliate_id=17596]Claw Claw Bite 2:[/URL][spoiler] [b]Lux Cathcart, Butler and Restless Soul, human Aristocrat 7 ghost:[/b] Lux came to this inn still alive but mortally wounded. Several days ago he escaped form the Castle Stieglitz, stealing some jewelry and coming to Onuago where he intended to use the money from the jewelry to start a new life elsewhere with his sweetheart who lives in east Onuago. Unfortunately, he was wounded by a zombie while escaping, and though able to swim to a boat and make his way to Onuago, he became feverish and died shortly after arriving at the inn. Now his spirit cannot rest until the letters and jewelry are delivered to his love in the east side of town.[/spoiler] [URL=https://www.drivethrurpg.com/product/25709/Claw---Claw---Bite--Issue-3?affiliate_id=17596]Claw Claw Bite 3:[/URL][spoiler] [b]Baron Von Stieglitz, Wight Fighter 7, Rogue 2:[/b] The situation is that the Baron's guilt, brought on by years of leading a militia of thieves and robbers, has finally caught up to him with the murder of one of his servants. The Baron feels that the murder is his fault, and has spent the past few months holed up in his room, brooding over his fallen mistress. This time in isolation and depression, coupled with the corruption already present in his soul and a drinking habit which has hampered his body to fight off infections, has hastened his becoming a wight. In the past few months, the Baron has become corrupted by his greedy lifestyle, and has become a wight. [b]Undead:[/b] The situation is that the Baron's guilt, brought on by years of leading a militia of thieves and robbers, has finally caught up to him with the murder of one of his servants. The Baron feels that the murder is his fault, and has spent the past few months holed up in his room, brooding over his fallen mistress. This time in isolation and depression, coupled with the corruption already present in his soul and a drinking habit which has hampered his body to fight off infections, has hastened his becoming a wight. Meanwhile his men have splintered into factions, each with its own lieutenant-leader, and the castle has been looted, which has caused unrest in his buried elders. They too have risen as undead to restore the family to its once proud status as a merchant house. Undead are once-living creatures animated by spiritual or supernatural forces. [b]Mummy:[/b] This tomb houses 4 mummies who have risen from their graves after their descendants were attacked while bringing offerings to them. [b]Wight:[/b] Unfortunately, the denizens of the graveyard are restless, and seek to haunt the Baron until he embraces the family law. They have been haunted by their faded family name, and have withered into wights like their corrupt descendant. Any humanoid slain by the Baron becomes a wight in 1d4 rounds.[/spoiler] [URL=https://www.drivethrurpg.com/product/25707/Claw---Claw---Bite--Issue-5?affiliate_id=17596]Claw Claw Bite 5:[/URL][spoiler] [b]Hungry Plant:[/b] The plants are undead, having consumed the haunted souls of the living. The plants sucked the undead out of the corpses and fed on the moonlight streaming in through cracks in the ceiling, becoming the monstrosities that the characters so recently encountered. [b]Undead:[/b] The people became so downtrodden that many succumbed to mental illnesses, which, after burial, led to an undead state.[/spoiler] [URL=https://www.drivethrurpg.com/product/50161/Claw---Claw---Bite--Issue-7?affiliate_id=17596]Claw Claw Bite 7:[/URL][spoiler] [b]Creeping Vine:[/b] ? [b]Death Root:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/50160/Claw---Claw---Bite--Issue-8?affiliate_id=17596]Claw Claw Bite 8:[/URL][spoiler] [b]Zombie Ettin:[/b] In the ettin lands to the south of the Ettal Valley, a deep shadow glides down from the mountain. It is said that in this shadow, the bodies of fallen ettin rise up in the night and drag their feet across the hills. These zombie ettin have been reanimated by ettin priests. [b]Root of All Evil:[/b] A hybrid of plant, corpse and demon grown in the soils of the abyss, these root-covered bipeds thrive on the roots of other plants.[/spoiler] [URL=https://www.drivethrurpg.com/product/50501/Claw---Claw---Bite--Issue-9?affiliate_id=17596]Claw Claw Bite 9:[/URL][spoiler] [b]Drop Vine:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/51668/Claw---Claw---Bite--Issue-10?affiliate_id=17596]Claw Claw Bite 10:[/URL][spoiler] [b]Spider Zombie:[/b] Spider zombies were once spiders of a different (s)ilk who were slain, but never properly lain to rest. They typically become affected by their own poisons and succumb to an affliction that leaves them in limbo, where they make tasty fleshy treats for zombies, ghouls, and wights [b]Spider Ghoul:[/b] ? [b]Spider Wight:[/b] ? [b]Spider Ghost:[/b] Also creepy, usually after these spider zombies pass from undeadness, they become ghost spiders.[/spoiler] [URL=https://www.drivethrurpg.com/product/55412/Claw---Claw---Bite--Issue-12?affiliate_id=17596]Claw Claw Bite 12:[/URL][spoiler] [b]Faduardo Gantonin, Human Lich Wizard 3, Cleric 3, Mystic Theurge 10, Crafting Artificer 2:[/b] Eventually Faduardo was consumed by his obsession and became a lich, turning himself on his old friends and causing major problems for the people he served for so many years.[/spoiler] [URL=https://www.drivethrurpg.com/product/57435/Claw---Claw---Bite--Issue-14?affiliate_id=17596]Claw Claw Bite 14:[/URL][spoiler] [b]Shadow Swarm:[/b] ? [b]Thoul:[/b] A Thoul is a troll which has become a ghoul. [b]Shadow:[/b] Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds.[/spoiler] [/spoiler] [URL=https://www.drivethrurpg.com/browse/pub/2189/Kobold-Press/subcategory/4291_19180/Kobold-Quarterly?affiliate_id=17596]Kobold Quarterly:[/URL][spoiler] [URL=http://www.drivethrurpg.com/product/50546/Kobold-Quarterly-2?affiliate_id=17596]Kobold Quarterly 2:[/URL][spoiler] [B]Darrakh, Adult Darakhul Cave Dragon:[/B] The ravenous hunger and ambition that define the Empire of the Ghouls come from a hunting expedition 200 years ago. A priest of the Death God led a pack of ghouls and ghasts into the underdark in a hunt for new sources of meat. The hunters met and devoured a few of the weaker residents of the deep lands, but then met a horror they were woefully ill-prepared to fight, a cave dragon in its prime. Its darkness filled the tunnels, and its jaws devoured ghouls by the dozens. Strengthened the Death God’s blessing, one ghast struck a crucial blow with its paralyzing claw, and the dragon was rendered immobile for a dozen heartbeats. The frenzy that followed infected the dragon with ghoul fever. The rest of the ghouls and ghasts died before the dragon could be slain, but the priest of the Death God survived and became the ghoul-dragon’s minion and chief servant. The dragon grew powerful in undeath. Though its growth stopped, its power was greater than any others of its kind. So was born Darrakh, Father of Ghouls, the Great and Unending Devourer. Of all dragons below the earth, he is the greatest. He recieves ghoul petitioners in a deep cavern perpetually wrapped in darkness, and when he is displeased, he dines on the flesh of the ghouls, his followers and children. The cult of the Hunger God reveres him as an avatar of their deity, an earthly manifestion of the endless gnawing need that drives ghouls to consume corpses. Darrakh is fast, tough, and powerful — and as an undead dragon, extremely lethal. As he created ghoul followers, Darrakh and the priest learned that the form of ghoul fever the dragon carried was magically strengthened. Darrakh has always claimed he bathed in the River Styx and struck a bargain with Charon the boatman. The terms seemed to be that to return to the mortal world, he would raise up a race of followers of the Death God. That story is among the secret lore of the Imperial priesthoods. It’s truth depends on what one thinks of the veracity of the undead and the trustworthiness of dragons. Most are sure it’s sheer puffery. [B]Darakhul Ghoul:[/B] Darakhul Fever (Su): Magical disease—bite, Fortitude DC 30, incubation period 1 hour, damage 1d6 Con and 1d3 Dex. Requires a DC 16 level check to cure magically. A creature which dies while infected with darakhul fever may become a more powerful form of ghoul (see Empire of the Ghouls for details).[/spoiler] [URL=http://www.drivethrurpg.com/product/54285/Kobold-Quarterly-3?affiliate_id=17596]Kobold Quarterly 3:[/URL][spoiler] [B]Thing at the Soul of the Mire, Human Lich Druid 15:[/B] ? [B]Stone Door:[/B] Combining necromantic artifice and the art of trapmaking, this door is a favorite among priests of undeath, liches, necromancers, and the depraved wretches who favor such evil devices to deal with trespassers. Creating a bone door is quite tedious, and requires placing an animated skeleton in a specially prepared door mold, then pouring in a high quality mortar. This slurry eventually hardens to the consistency of stone. Later, the stonework is decorated, fitted with a locking mechanism and hinges, and then mounted. The skeleton’s arms and head are free of the stone confining the rest of its folded extremities, and they jut out like a necromantic fossil. Each bone door’s skeleton has different instructions, though most attack trespassers. Thus, a bone door has two parts: a masterfully constructed stonework door and a large embedded skeleton. In combat, the stonework provides the skeleton with improved cover, though it negates any Dexterity bonus to AC and imposes a –8 penalty on its Reflex saves. The sample bone door uses a stone giant skeleton to grapple would-be trespassers and crush them to pieces. The EL takes into account its high AC and grapple bonuses. The cost to construct a bone door varies but is never less than 1,825 gp. [B]Stone Giant Skeleton:[/B] ? [B]Lich:[/B] The sorcerer or wizard with an unnatural lifespan has been the subject of tales and fables throughout the ages; a thousand, thousand stories hint at their dark beginnings. One of the best known tales tells the story of the Cabal of Unsleep – a cabal of wizards who worked towards the single goal of immortality. The Cabal ruled kingdoms eons ago, and all its members were tyrants of renowned cruelty. While they waged war with each other on the surface – they secretly held true as a brotherhood, using their squabbles to gain influence in other lands until, at last, no part of the world was untouched by their icy fingers. This cabal, it is rumored, were among the first to discover the Dreadful Pact and thus were the first liches. Liches are created, not born, and their only method of reproduction is the creation of a new lich. The lich monster description casually mentions that the process of becoming a lich is unspeakably evil, and that it can only be undertaken by a willing character. In his great work Arcanum, Manse Hoff describes three methods through which a lich can be created, although he hints that some three dozen methods were once catalogued in the great Monstorum Sorcerus. The three known to most are the Dreadful Pact, the Hideous Sacrifice, and the Ripping. The Dreadful Pact – in this method, the would-be-lich’s soul is ripped from the body and placed into the phylactery by the self-destruction of the spell caster. The caster creates the phylactery and takes his own life, hoping that the magic that he has used to make the phylactery is strong enough to draw the soul into it. This method is quick but has the drawback that unless the phylactery has been prepared perfectly, the soul of the caster is simply drawn away. Some surmise that souls drawn in this way do not simply pass onwards, but move to some unspeakable nether place where they spend eternity wandering in madness. The Hideous Sacrifice – this method draws the soul into the phylactery through a variant of the magic jar spell. However, the lich-initiate must cast the spell at the precise moment of his death, and this requires extraordinary timing on behalf of the spellcaster. As a consequence, this method is the one most fraught with the chance for mishap - the soul can be drawn before death, trapping the caster in his own spell; the caster can fail to complete the spell and die prematurely, or (in the worst case) the caster’s soul is drawn into entirely the wrong place. In this last case, the lich might end up trapped within a nearby creature or object, such as an accomplice, building, or item. The Ripping – the most dreadful method requires a trustworthy and willing volunteer. The ripping is spiritual warfare; the soul is driven from the body into the phylactery through force of pain inflicted on the spellcaster. This method is the most sure of success, but it is also the longest and most painful, and requires extraordinary determination on the part of the spellcaster. Once the transformation from lich-initiate has been withstood, three further stages remain in the life cycle of a lich: the Journey, the Fading, and the Corruption. The Journey Only some lich-initiates complete the Beginning and become liches. Those that are lost are variously referred to in arcane works as NetherLiches, the Lost or simply Fallen. Those who do survive acquire the lich template and can look forward to eternal life – and eternal waking.[/spoiler] [URL=http://www.drivethrurpg.com/product/58572/Kobold-Quarterly-7?affiliate_id=17596]Kobold Quarterly 7:[/URL][spoiler] [B]Vampire:[/B] Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. [B]Ghost:[/B] Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. [B]Undead:[/B] Create Undead feat. [B]Zombie:[/B] A zombie requires an intact, or nearly intact, fleshy corpse. A dismembered corpse can be stitched back together with a DC 15 Heal check, but all body parts must come from the same corpse. Caster level equal to half the HD of the zombie, Create Undead, gentle repose; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD [I]Animate Undead I[/I] spell. [I]Animate Undead II[/I] spell. [I]Animate Undead III[/I] spell. [I]Animate Undead IV[/I] spell. [I]Animate Undead V[/I] spell. [I]Animate Undead VI[/I] spell. [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Skeleton:[/B] The creation of a skeleton requires an intact skeleton. If flesh remains on the bones, it may be left to rot away naturally or be stripped from the bones with a DC 5 Heal or Profession (butcher) check. Caster level equal to half the HD of the skeleton, Create Undead, cause fear; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD [I]Animate Undead I[/I] spell. [I]Animate Undead II[/I] spell. [I]Animate Undead III[/I] spell. [I]Animate Undead IV[/I] spell. [I]Animate Undead V[/I] spell. [I]Animate Undead VI[/I] spell. [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Ghoul:[/B] The creation of a ghoul requires an intact or nearly intact humanoid corpse. It becomes imbued with the unnatural hunger that characterizes these undead horrors. CL 3rd, Create Undead, ghoul touch, animate dead I; Market Price 250 gp; Cost to Create 125 gp + 10 XP [I]Animate Undead I[/I] spell. [I]Animate Undead II[/I] spell. [I]Animate Undead III[/I] spell. [I]Animate Undead IV[/I] spell. [I]Animate Undead V[/I] spell. [I]Animate Undead VI[/I] spell. [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Ghast:[/B] The creation of a ghast is exactly like creating a ghoul, but it requires a stronger bond to the negative energy plane. CL 5th, Create Undead, ghoul touch, animate dead I; Market Price 500 gp; Cost to Create 250 gp + 20 XP [I]Animate Undead III[/I] spell. [I]Animate Undead IV[/I] spell. [I]Animate Undead V[/I] spell. [I]Animate Undead VI[/I] spell. [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Shadow:[/B] The creation of a shadow requires a soul. The soul is merged with its shadow-plane duplicate, creating an unliving shade. CL 5th, Create Undead, deeper darkness, desecrate; Market Price 400 gp; Cost to Create 200 gp + 16 XP [I]Animate Undead III[/I] spell. [I]Animate Undead IV[/I] spell. [I]Animate Undead V[/I] spell. [I]Animate Undead VI[/I] spell. [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Mummy:[/B] The creation of a mummy requires an intact humanoid corpse. The body must be embalmed or preserved, requiring a DC 15 Heal check. The traditional method is via organ removal, drying, and wrapping, but other preservation methods are possible. CL 7th, Create Undead, death ward, cause fear, bestow curse; Market Price 1,000 gp; Cost to Create 500gp + 40 XP [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Wraith:[/B] The creation of a wraith requires a soul. Twisting the soul into a wraith requires an elaborate ritual that suffuses the soul with the essence of darkness and evil. CL 7th, Create Undead, darkness, enervation, gaseous form; Market Price 1,000 gp; Cost to Create 500gp + 40 XP [I]Animate Undead V[/I] spell. [I]Animate Undead VI[/I] spell. [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Spectre:[/B] Creating a spectre requires a soul. The soul is forced to relive the moment of its death over and over while being exposed to vast amounts of negative energy. Eventually, its pain and misery force it to arise as a spectre. CL 9th, Create Undead, magic jar, feeblemind, bestow curse; Market Price 1,400 gp; Cost to Create 700 gp + 56 XP [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Mohrg:[/B] The creation of a mohrg requires a humanoid corpse. While the corpse is only partially animated, it is imbued with an utter hatred of the living through unspeakable ritualized torture that converts its entrails into a hideously oversized tongue. CL 10th, Create Undead, raise dead, speak with dead, symbol of pain; Market Price 1,500 gp; Cost to Create 750 gp + 60 XP [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Devourer:[/B] Creating a devourer requires the body of a medium humanoid. Animating this body as a devourer requires an elaborate ritual, binding the new undead to either the Astral Plane or the Ethereal Plane. During this ritual, the body grows tall and gaunt, leaving the Devourer’s distinctive chest cavity. At the completion of the ritual, the devourer may be provided with an essence from a soul trapped using other means (such as magic jar or trap the soul), or via the sacrifice of a living creature. The devourer can be created without a trapped essence but will be unable to use its spell-like abilities until it can trap an essence for itself. CL 13th; Craft Undead, magic jar, planar binding (any), enlarge person, enervation, spectral hand; Market Price 2,000 gp; Cost to Create 1,000 gp + 80 XP [I]Animate Undead IX[/I] spell. Create Undead feat. [B]Wight:[/B] [I]Animate Undead III[/I] spell. [I]Animate Undead IV[/I] spell. [I]Animate Undead V[/I] spell. [I]Animate Undead VI[/I] spell. [I]Animate Undead VII[/I] spell. [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. [B]Greater Shadow:[/B] [I]Animate Undead VIII[/I] spell. [I]Animate Undead IX[/I] spell. [B]Dread Wraith:[/B] [I]Animate Undead IX[/I] spell. Create Undead [Item Creation] Prerequisite: Spell Focus (Necromancy) or the ability to rebuke undead, caster level 1st Benefit: You can create any undead provided the prerequisites are met. Creating an undead requires one day for every 1,000 gp of its market price, 1/25 of its cost to create in XP, and raw materials costing half that price (see individual monster entries for details). Completing the undead’s creation drains the appropriate XP from the creator and requires the casting of any spells on the final day. The creator must cast the spells personally but may do so using a scroll or similar device. As most undead are Evil, creating an undead creature is almost always an Evil act. A newly created undead has average hit points for its Hit Dice. Mindless undead created using this feat are automatically under the creator’s control. Free-willed undead are not controlled, though the creator can attempt to gain control using some other method at the moment of creation. A character can control up to 4 HD of created, mindless undead per level. If you exceed this number, all the newly created creatures fall under your control, and any previously created undead over this limit are released from your control. (The caster chooses which creatures are released.) Any undead commanded by virtue of a command or rebuke undead ability do not count toward this limit. Animate Dead I Necromancy (Animation) Level: Clr 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more animated undead Duration: 1 round/level (D) Targets: Corpses, no two of which can be more than 30 feet apart [See below] 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 accompanying 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. Arcane Material Component: A fistful of graveyard soil or a fragment of a tombstone. Animate Dead II Necromancy (Animation) Level: Clr 2, Sor/Wiz 3 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. Animate Dead III Necromancy (Animation) Level: Clr 3, Sor/Wiz 4 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. Animate Dead IV Necromancy (Animation) Level: Clr 4, Sor/Wiz 5 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. Animate Dead V Necromancy (Animation) Level: Clr 5, Sor/Wiz 6 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. Animate Dead VI Necromancy (Animation) Level: Clr 6, Sor/Wiz 7 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. Animate Dead VII Necromancy (Animation) Level: Clr 7, Sor/Wiz 8 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. Animate Dead VIII Necromancy (Animation) Level: Clr 8, Sor/Wiz 9 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. Animate Dead XI Necromancy (Animation) Level: Clr 9 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. Table 1: Undead Animation Spell Level Undead Remains Required Alignment Animate Undead I 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 Undead II skeleton (4-5 HD) appropriate corpse or skeleton NE zombie (6 HD) appropriate corpse NE Animate Undead III 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 Undead IV skeleton (8-9 HD) appropriate corpse or skeleton NE zombie (12-14 HD) appropriate corpse NE Animate Undead V skeleton (10-11 HD) appropriate corpse or skeleton NE wraith humanoid soul LE zombie (15-16 HD) appropriate corpse NE Animate Undead VI skeleton (12-14 HD) appropriate corpse or skeleton NE zombie (18-10 HD) appropriate corpse NE Animate Undead VII skeleton (15-17 HD) appropriate corpse or skeleton NE spectre humanoid soul LE Animate Undead VIII mohrg humanoid corpse CE greater shadow humanoid soul CE skeleton (18-20 HD) appropriate corpse or skeleton NE Animate Undead IX devourer humanoid corpse NE dread wraith humanoid or giant soul LE[/spoiler] [URL=http://www.drivethrurpg.com/product/61213/Kobold-Quarterly-Magazine-9?affiliate_id=17596]Kobold Quarterly 9:[/URL][spoiler] [B]Skin Bat:[/B] Camazotz has created flesh vats within these inverted spires that transform the flayed remnants of sacrifices into undead abominations built of skin. Skin bats are undead creatures created from the skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile rituals involving immersion in the Abyssal flesh vats. They were born in the fleshwarp cauldrons of Camazotz, the dark bat-god.[/spoiler] [URL=http://www.drivethrurpg.com/product/65189/Kobold-Quarterly-11?affiliate_id=17596]Kobold Quarterly 11:[/URL][spoiler] [B]Vampire:[/B] When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse. One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire. When someone dies from a vampire bite, friends and family have little time to save their loved one’s soul. If they destroy the sire before the deceased rises as a vampire in 1-4 days, vampirism never settles on the corpse and the deceased’s soul remains free. [B]Vampire Spawn:[/B] When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse. One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire.[/spoiler] [/spoiler] [URL=https://greyhawkonline.com/OerthJournal/]Oerth Journal[/URL][spoiler] [URL=https://greyhawkonline.com/OerthJournal/]Oerth Journal 17[/URL][spoiler] [b]Skulltwister:[/b] The skulltwisters origins date back to many millennia ago when the clerics of the dread god, Tharizdun first came into opposition with the other gods of Oerth. The skulltwister was formed from the dark entropy of the Abyss, the larcenous vileness of the Nine Hells, and the vast emptiness of the Gray Wastes. All these energies were focused by 13 clerics of Tharizdun in a day long ritual. The clerics formed these volatile energies into a solid form on the Plane of Shadow, then gave it sentience by infusing the spirit of a nightshade. [b]Skulltwister, Champion of the Powers of Darkness, Abyssal Menace, Humanoid-Looking Horror With Great Ragged Wings Viscous Tusks a Bladed Prehensile Tail and Ragged Leathery Flesh That Ebbs With a Shadowy-Essence:[/b] ? [b]Undead:[/b] ? [b]Non-Corporeal Undead:[/b] Just before the last redoubt of the fort was being stormed, a priest of Hextor among the garrison used a strange metal rod engraved with ancient Flannae glyphs that he found in an ancient chamber under the keep in a desperate act of retribution. The magical holocaust that followed consumed the bodies of both defenders and attackers and condemned their souls to undeath. Most became sword wraiths, though other forms of non-corporeal undead, including a banshee (formerly the elven Sunndian commander), stalk the keep and its hinterland for a radius of a league. [b]Banshee:[/b] Just before the last redoubt of the fort was being stormed, a priest of Hextor among the garrison used a strange metal rod engraved with ancient Flannae glyphs that he found in an ancient chamber under the keep in a desperate act of retribution. The magical holocaust that followed consumed the bodies of both defenders and attackers and condemned their souls to undeath. Most became sword wraiths, though other forms of non-corporeal undead, including a banshee (formerly the elven Sunndian commander), stalk the keep and its hinterland for a radius of a league. [b]Sword Wraith:[/b] Just before the last redoubt of the fort was being stormed, a priest of Hextor among the garrison used a strange metal rod engraved with ancient Flannae glyphs that he found in an ancient chamber under the keep in a desperate act of retribution. The magical holocaust that followed consumed the bodies of both defenders and attackers and condemned their souls to undeath. Most became sword wraiths, though other forms of non-corporeal undead, including a banshee (formerly the elven Sunndian commander), stalk the keep and its hinterland for a radius of a league. [b]Vecna, Whispered One, Most Infamous Lich:[/b] ? [b]Ghoul:[/b] ? [b]Nightshade:[/b] ? [b]Shadow:[/b] ? [b]Greater Shadow:[/b] ? [b]Aisula, Vampire Goddess, Vampiric Wife, Wife, Goddess of Death and Rebirth, Euroz Deity, Vampire, Vampire Euroz:[/b] While traveling the planes in search of adventure and another lover, Aisula met and seduced a young god, who unknown to her was a vampire deity. He eventually turned upon her and they fought. Who this god was she will not say, but it is rumored to be Kas the Destroyer. Needless to say, Aisula suffered grievous wounds. She barely made it home to Luthic’s doorstep before she succumbed to her wounds and died, only to rise again as a vampire euroz. [b]Vampire Deity:[/b] ? [b]Kas the Destroyer, Vampire Deity:[/b] ? [b]Wraith:[/b] ? [b]Dread Wraith:[/b] ?[/spoiler] [URL=https://greyhawkonline.com/OerthJournal/]Oerth Journal 18[/URL][spoiler] [b]Undead:[/b] ? [b]Ghostly Suel Wizard, Human Ghost Wizard 14:[/b] ? [b]Nightshade Nightwalker:[/b] ? [b]Shadow:[/b] ? [b]Spectre:[/b] ?[/spoiler [URL=https://greyhawkonline.com/OerthJournal/]Oerth Journal 19[/URL][spoiler] [b]Undead:[/b] ? [b]Tireless Undead Crewmember:[/b] ? [b]Undead Worker:[/b] ? [b]Undead Servant:[/b] ? [b]Normal Ghast:[/b] ? [b]More Powerful Than Normal Ghast:[/b] Two ghasts lurk in the pit; the remnants of Areth-Langa’s last victims. They are more powerful than normal ghasts, as they were created within a desecrate affect. [b]Abi Dahlzim, Ghost:[/b] ? [b]Desert Ghoul:[/b] ? [b]Ghoul:[/b] ? [b]Human Warrior Skeleton, Skeletal Rower:[/b] ? [b]Troll Skeleton:[/b] ? [b]Wight:[/b] ? [b]Zombie:[/b] ? [b]Shriveled Up Zombie, Dry One:[/b] ? [b]Zombified Humanoid:[/b] ? [b]Human Commoner Zombie:[/b] Gravewind keeps a pack of 10 zombies animated from the crews of other ships he has successfully plundered here. [b]Human Commoner Zombie, Zombie Skirmisher, Zombie Sailor, Zombified Crewmember, Slow Sloppy Worker:[/b] ?[/spoiler] [URL=https://greyhawkonline.com/OerthJournal/]Oerth Journal 20[/URL][spoiler] [b]Ghast:[/b] ? [b]Dragon Cultist Mummy, Mummy Tomb Warden 3:[/b] Two dragon cultists were transformed in to mummies to guard Aerlotazt’s tomb. [b]Sharterikk, Dread Wraith:[/b] ?[/spoiler] [URL=https://greyhawkonline.com/OerthJournal/]Oerth Journal 21[/URL][spoiler] [b]Undead:[/b] ?[/spoiler] [URL=https://greyhawkonline.com/OerthJournal/]Oerth Journal 22[/URL][spoiler] [b]Duke Szeffrin, Undead Animus:[/b] ? [b]Undead:[/b] One of the many unmentionable acts inflicted by Duke Szeffrin’s forces involved the priests, who used unholy rites to create various undead of the bodies of those slain in defending the keep. [b]Tormented Undead:[/b] ? [b]Twisted Form of Undead:[/b] The ruins of Chathold are inhabited primarily by magically based and extra-dimensional creatures, most common are twisted forms of undead derived from the original citizens of the city. [b]Queen Sharafere, Fey Queen of the City of Summer Stars, Ghost, Apparition of a Gray-Elven Woman, Elven Maiden:[/b] ? [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Vecna:[/b] ? [b]Nightshade Nightcrawler, Guardian:[/b] ? [b]Kas of Tycheron:[/b] ? [b]Zombie:[/b] ? [b]Hunefer:[/b] Though severely drained by their efforts the wizards, unbeknownst to history, did not die. Complex interactions and resonances between the ashen staff, Tovag Baragu, energy from the positive and negative energy planes, as well as divine energy from Dorgha Torgu himself, transformed them into the cursed soulless husks called hunefers. [b]Ilkben, Hunefer, Cursed Soulless Husk, Undead Demipower, Threat to All Life, Soul Husk, Spellcaster, Husk:[/b] Though severely drained by their efforts the wizards, unbeknownst to history, did not die. Complex interactions and resonances between the ashen staff, Tovag Baragu, energy from the positive and negative energy planes, as well as divine energy from Dorgha Torgu himself, transformed them into the cursed soulless husks called hunefers. [b]Hunefer, Cursed Soulless Husk, Undead Demipower, Threat to All Life, Soul Husk, Spellcaster, Husk:[/b] ?[/spoiler] [URL=https://greyhawkonline.com/OerthJournal/]Oerth Journal 23[/URL][spoiler] [b]Advanced Elite Evolved Voidwraith Rogue 6/Assassin 1:[/b] The voidwraith was once an assassin sent to murder Afelbain. After he failed to kill Afelbain, the mad assassin died in the Demiplane of Gloomwalk, where he was reborn as a voidwraith. [b]Undead:[/b] ? [b]Erik Maure, Ghost:[/b] The long lost Erik Maure was actually buried alive beneath the castle and his ghost cries out for vengeance. [b]Aeltoqq, Lich, Twisted Sorcerer, Useful Ally:[/b] ? [b]Dread Wraith:[/b] The house is actually the former dwelling of a group of demonic cultists who sought favor with the Demon Prince Demogorgon. When the murders in the tenements occurred this group was to blame, but rather than reward his adherents, Demogorgon cursed them to become dread wraiths and delighted as they fell upon one another as the roof to their dwelling caved in, burying them alive.[/spoiler] [URL=https://greyhawkonline.com/OerthJournal/]Oerth Journal 24[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Undead Inhabitant:[/b] ? [b]Undead Follower:[/b] ? [b]Ancient Nightwalker, Advanced Elite Evolved Nightwalker Nightshade:[/b] ? [b]Dagath, Advanced Elite Paragon Quasi-Deity Bodak, Ur-Flan Necromancer:[/b] By far the most cruel and sadistic of the three Ur-Flan, Dagath was devastated by the divine backlash and transformed into a paragon bodak. [b]Bodak:[/b] Humanoids that die from [Dagath's death gaze] attack are transformed into bodaks in one day. [b]Skulking Cyst Spawn Mob, Mob of Small Skulking Cyst Spawn:[/b] During the backlash, Kasha-Lom’s mother cyst mutated physically and supernaturally with her body. Her lower extremities melded with the cyst into a giant eggsac, giving her the ability to spawn skulking cysts. [b]Skulking Cyst Spawn:[/b] During the backlash, Kasha-Lom’s mother cyst mutated physically and supernaturally with her body. Her lower extremities melded with the cyst into a giant eggsac, giving her the ability to spawn skulking cysts. [b]Skulking Cyst Spawn, Pustules of Flesh, Balls of Flesh, Skulking Cyst Offspring[/b] ? [b]Ukriel the Anguished, Abomination Atropal, Charred Embryonic Form of a Human Child – Severely Malformed and Unfinished:[/b] While searching for weaknesses to exploit in their foes, the Ur-Flannae uncovered the secret burial site of the Oeridian king Ukriel – a paladin of Heironeous undergoing divine ascension. The three necromancers conspired to thwart this would-be deity by stealing his divine spark. From the island edifice, they conducted a ruinous ritual that siphoned Ukriel’s soul and filtered it through the causeway. However, the fusion of holy power and evil magic created a catastrophic backlash that mutated the Oeridian king into an atropal – a stillborn godling. Consulting the heavens strongly indicate that a divine alteration had occurred after Ukriel’s death; possibly his apotheosis. But something interrupted this change and Ukriel’s soul was forever trapped behind four impenetrable seals on the Isle of Cursed Souls. [b]Abomination Atropal, Stillborn Godling:[/b] ? [b]Azkazel, Human Death Knight Fighter 12/Blackguard 9, Hulking Armored Death Knight, Bodyguard:[/b] The atropal is accompanied by two death knights, who were Ukriel’s lieutenant knights in their mortal lives. When they died they were entombed with their lord, and were also inadvertently drawn into the divine maelstrom that followed. [b]Sakyazma, Human Death Knight Fighter 21, Hulking Armored Death Knight, Bodyguard:[/b] The atropal is accompanied by two death knights, who were Ukriel’s lieutenant knights in their mortal lives. When they died they were entombed with their lord, and were also inadvertently drawn into the divine maelstrom that followed. [b]Deathbringer:[/b] ? [b]Advanced Deathshrieker:[/b] ? [b]Banshee:[/b] ? [b]Ghost, Incorporeal Undead:[/b] ? [b]Luz, Lich Human Wizard 5/Cleric 5/True Necromancer 14, Ur-Flan Lich, Wildcard:[/b] ? [b]Shadow:[/b] ? [b]Greater Shadow:[/b] ? [b]Skeletal Servant:[/b] ? [b]Specter:[/b] Atropal Negative Energy Aura power. [b]Specter, Incorporeal Undead:[/b] ? [b]Wraith, Incorporeal Undead:[/b] ? [b]Dread Wraith:[/b] ? [b]Zombie:[/b] Kasha Lom's Deathless Master's Touch power. Negative Energy Aura (Su): All undead in a 30ft. radius (including the atropal) have turn resistance +20 and a negative energy version of fast healing 20. Living creatures in the aura receive 10 negative levels unless they have protection from negative energy or protection from evil. Creatures of 10 hit dice or less perish and rise as specters under the atropal’s command 1 minute later. Deathless Master’s Touch: A living foe of up to one size category larger than a pale master hit by the pale master’s touch attack must succeed on a Fortitude save or die. A slain creature automatically animates 1 round later as a zombie and is under the pale master’s control as if he had animated it. Undead created using this power do not count against a pale master’s HD total for controlling undead.[/spoiler] [URL=https://greyhawkonline.com/OerthJournal/]Oerth Journal 25[/URL][spoiler] [B]Undead:[/B] ? [B]Wandering Undead:[/B] ? [B]Bodak:[/B] ? [B]Ghost:[/B] ? [B]The Walker, Ghost, Legendary Personage:[/B] Rumored to be an aspect of Celestian or Fharlanghn, a being undergoing divine transformation, a disguised fiend, or a ghost forever cursed to stalk the land, his true purpose remains unguessable to all but the most puissant scholars of the ancient and arcane. [B]Vecna, Lich:[/B] ? [B]Ur-Flan Lich:[/B] ? [B]Greater Shadow:[/B] Ilvitreus took two greater shadows and eight shadows created by Cyril, two shadow umber hulks as well as a dozen trolls. [B]Shadow:[/B] Ilvitreus took two greater shadows and eight shadows created by Cyril, two shadow umber hulks as well as a dozen trolls. [B]Medium Skeleton, Wandering Undead:[/B] ? [B]Swordwraith, Elite Incorporeal Swordwraith:[/B] ? [B]Medium Zombie, Wandering Undead:[/B] ? [B]Particularly Resilient Zombie:[/B] ? [B]Gargantuan Corpse Gatherer:[/B] ?[/spoiler] [URL=https://greyhawkonline.com/OerthJournal/]Oerth Journal 26[/URL][spoiler] [B]Undead:[/B] ? [B]Ancient Allip, Advanced Evolved Allip:[/B] ? [B]Bodak:[/B] ? [B]Ghost, Ghostly Warrior:[/B] ? [B]Mohrg:[/B] ? [B]Shadow:[/B] ? [B]Greater Shadow:[/B] ? [B]Dread Wraith:[/B] ? [B]Wraith:[/B] ?[/spoiler] [URL=https://greyhawkonline.com/OerthJournal/]Oerth Journal 27[/URL][spoiler] [b]Undead:[/b] ? [b]Acerak, Cambion Demilich:[/b] ? [b]Vampire:[/b] ? [b]Vecna:[/b] ?[/spoiler] [/spoiler] [/spoiler] [/spoiler][/spoiler] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
Top