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<blockquote data-quote="Voadam" data-source="post: 7945135" data-attributes="member: 2209"><p><strong>3.0</strong></p><p></p><p>3.0 Compilation[spoiler]</p><p><strong>Undead:</strong> Undead: Undead are once-living creatures animated by spiritual or supernatural forces. (SRD 3.0)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Monster Compendium: Monsters of Faerun)</p><p>Even a short act of violence or a minor act of evil can have lingering effects after the event has passed. This type of evil can mentally scar a person who experiences or watches a horrible event. It can leave a sinister mark in a location where some act of evil once occurred. These events can also cause undead to rise of their own volition: A ghost might haunt the place of its murder, or a mohrg could linger in the spot where it was wronged. Acts that can cause this degree of lingering evil include the following. (Book of Vile Darkness)</p><p>• A gruesome, bloodthirsty murder. (Book of Vile Darkness)</p><p>• The proclamation of a foul edict, such as one that mandates the murder of infants to keep a new king from being born. (Book of Vile Darkness)</p><p>• A single sacrifice to an evil god or fiend. (Book of Vile Darkness)</p><p>• The animation of dozens of undead creatures. (Book of Vile Darkness)</p><p>• Abuse, starvation, and mistreatment of captives. (Book of Vile Darkness)</p><p>• Casting a permanent or long-lasting spell with the evil descriptor. (Book of Vile Darkness)</p><p>A bad feeling shows its effects in the following ways. (Book of Vile Darkness)</p><p>Creatures: People can have nightmares after exposure to this degree of evil, but there are usually no lasting physical effects. Certain types of undead can rise after even a single act of wrongdoing. The spectre of a murder victim might linger where he was slain, for example. (Book of Vile Darkness)</p><p>A flaw in a true resurrection spell leaves one player character undead by night and alive by day. (Epic Level Handbook)</p><p>Devoted clerics of Beltar rise from the grave as undead within a year of their deaths, usually returning to aid their original tribe and show proof of the goddess' power. (Living Greyhawk Gazetteer)</p><p>On another alternate Material Plane, a magical experiment gone awry released a massive surge of negative energy, transforming everyone on the plane into undead. (Manual of the Planes)</p><p>Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires. (Manual of the Planes)</p><p>Voonlarrans believe that the massive altar can be shoved aside to reveal a treasure pit heaped with the bones of all temple priests who’ve died in town, who are customarily interred therein to yield undead guardians for the temple. (Forgotten Realms Elminster Speaks)</p><p>Avolakias are Underdark dwellers with a morbid preference for undead as servants, soldiers, and food. They keep themselves supplied with these grisly servitors by capturing and slaying humanoids, whom they then turn into undead creatures. (Monster Manual II Web Enhancement Six New Monstrous Characters)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p><strong>Allip:</strong> ?</p><p><strong>Bodak:</strong> Humanoids who die from a bodak's death gaze are transformed into bodaks in one day.</p><p>For example, a bodak’s victims rise the next day as new bodaks. (Book of Vile Darkness)</p><p><em>Bodak Birth</em> spell. (Book of Vile Darkness)</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghoul:</strong> In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (SRD 3.0)</p><p>In most cases, the King of Ghouls devours his victims. From time to time, however, the bodies of his humanoid victims lie where they fell, to rise as ghouls in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (Book of Vile Darkness)</p><p><em>Create Undead</em> spell. (SRD 3.0)</p><p>Demise Unseen epic spell. (Epic Level Handbook)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p><strong>Ghast:</strong> Humanoid victims of a spellstitched ghast that are not devoured by the creature rise as ghasts (not spellstiched ghasts) in 1d4 days. (Monster Manual II)</p><p><em>Create Undead</em> spell. (SRD 3.0)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p><strong>Mohrg:</strong> These events can also cause undead to rise of their own volition: A ghost might haunt the place of its murder, or a mohrg could linger in the spot where it was wronged. (Book of Vile Darkness)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p><strong>Mummy:</strong> <em>Create Greater Undead</em> spell. (SRD 3.0)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p><strong>Nightshade:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightcrawler:</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. (SRD 3.0)</p><p>Graz’zt enjoys blood sacrifices made in his name, and sexual rites are important in services dedicated to him as well. His temples are dark, secluded places where orgies are common. Some section of the temple is often shrouded in magical darkness. From there, clerics use create undead on sacrificial victims to bring forth shadows that guard the temple. (Book of Vile Darkness)</p><p>Shadowspawn supernatural contact poison. (Forgotten Realms Faiths and Pantheons Web Enhancement Leaves of Learning)</p><p><em>Create Undead</em> spell. (SRD 3.0)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p><strong>Skeleton:</strong> Someone swallowed by an ulgurstasta is in deep trouble—the creature feeds on raw life and transforms its victims into animated skeletons that the ulgurstasta can later regurgitate. A swallowed victim takes 1d8 points of Constitution drain each round from the necromantic acid inside the creature. Upon death, the victim’s remains are infused with the acid and transformed into an animated skeleton. (Fiend Folio)</p><p><em>Animate Dead</em> spell. (SRD 3.0)</p><p>Zone of Animation feat. (Epic Level Handbook)</p><p>Animus Blast epic spell. (Epic Level Handbook)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p><strong>Spectre:</strong> Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.</p><p>Certain types of undead can rise after even a single act of wrongdoing. The spectre of a murder victim might linger where he was slain, for example. (Book of Vile Darkness)</p><p><em>Create Greater Undead</em> spell. (SRD 3.0)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD. (SRD 3.0)</p><p>A humanoid or monstrous humanoid slain by Kauvra’s energy drain attack rises as a vampire spawn (see Vampire Spawn in the Monster Manual) 1d4 days after burial. (Book of Vile Darkness)</p><p>If Kauvra instead brings the victim’s Constitution to 0 or lower by means of her blood drain, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Book of Vile Darkness)</p><p>A humanoid or monstrous humanoid killed by the energy drain attack of a bloodfiend locust swarm rises 2d6 hours later as a fiendish vampire spawn. (Fiend Folio)</p><p><strong>Wight:</strong> Any humanoid slain by a wight becomes a wight in 1d4 rounds. (SRD 3.0)</p><p>Any humanoid slain by a zovvut demon’s gaze attack (negative levels equal to current Hit Dice, or drained below 1st level) becomes a wight in 1d4 rounds. (Monster Manual II)</p><p>Any humanoid slain by a vilewight becomes a wight in 1d4 rounds. (Book of Vile Darkness)</p><p>If a 9th-level soul eater completely drains a creature of energy, the victim becomes a wight under the command of the soul eater. (Book of Vile Darkness)</p><p>Any humanoid slain by a shadow wight becomes a wight in 1d4 rounds. (Manual of the Planes)</p><p><em>Create Undead</em> spell. (SRD 3.0)</p><p>Animus Blizzard epic spell. (Epic Level Handbook)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p><strong>Wraith:</strong> Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. (SRD 3.0)</p><p>Major negative-dominant planes are even more severe. 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. (Manual of the Planes)</p><p>Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires. (Manual of the Planes)</p><p><em>Create Undead</em> spell. (SRD 3.0)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p><strong>Zombie:</strong> Creatures killed by a mohrg rise after 1d4 days as zombies. (SRD 3.0)</p><p>Upon reaching 0 hit points, the corpse gatherer falls apart into its component corpses. The creature’s animating force remains among the corpses that formerly composed its body, converting them into zombies. Upon its death, a corpse gatherer generates as many zombies as it has Hit Dice (that is, a 30-HD corpse-gatherer becomes thirty zombies). Unless circumstances dictate otherwise, these are all Medium-size zombies. (Monster Manual II)</p><p>Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet. (Monster Manual II)</p><p>Each 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. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a dispel evil or neutralize poison effect delays its progress for 10d6 minutes. A successful Heal check (DC 20) extracts the worm and kills it. (Monster Manual II)</p><p>Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays its host (death occurs at 0 Intelligence). A Huge or larger creature becomes a normal zombie of the appropriate size. (Monster Manual II)</p><p><em>Animate Dead</em> spell. (SRD 3.0)</p><p>Cauldron of Zombie Spewing Diabolic Engine. (Book of Vile Darkness)</p><p>Death Rock major artifact. (Book of Vile Darkness)</p><p>Zone of Animation feat. (Epic Level Handbook)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p><strong>Ghost:</strong> "Ghost" is a template that can be added to any aberration, animal, beast, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger. The creature must have a Charisma score of at least 8. (SRD 3.0)</p><p>These events can also cause undead to rise of their own volition: A ghost might haunt the place of its murder, or a mohrg could linger in the spot where it was wronged. (Book of Vile Darkness)</p><p>Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires. (Manual of the Planes)</p><p>Petitioners in Hades are mostly grayish ghosts, spirits so depleted by the Waste that they lack solidity. (Manual of the Planes)</p><p><em>Create Greater Undead</em> spell. (SRD 3.0)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p><strong>Lich:</strong> "Lich" is a template that can be added to any humanoid creature, provided it can create the required phylactery. (SRD 3.0)</p><p>An integral part of becoming a lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the lich reappears 1d10 days after its apparent death. (SRD 3.0)</p><p>Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be a sorcerer, wizard, or cleric of at least 11th level. 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 3.0)</p><p>Any who use unnatural means to extend their life span (such as a lich) could be targeted by a marut. (Manual of the Planes)</p><p><strong>Vampire:</strong> "Vampire" is a template that can be added to any humanoid or monstrous humanoid creature. (SRD 3.0)</p><p>If a vampire drains a victim’s Constitution to 0 or less, the victim returns as a vampire if it had 5 or more HD. (SRD 3.0)</p><p>If Kauvra instead brings the victim’s Constitution to 0 or lower by means of her blood drain, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Book of Vile Darkness)</p><p>Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires. (Manual of the Planes)</p><p><em>Create Greater Undead</em> spell. (SRD 3.0)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p></p><p>[/spoiler]</p><p></p><p>3.0 WotC[spoiler]</p><p></p><p>SRDs[spoiler]</p><p>SRD 3.0[spoiler]</p><p><strong>Undead:</strong> Undead: Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Allip:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghoul:</strong> In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation.</p><p><em>Create Undead</em> spell.</p><p><strong>Ghast:</strong> ?</p><p><em>Create Undead</em> spell.</p><p><strong>Mohrg:</strong> ?</p><p><strong>Mummy:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Nightshade:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightcrawler:</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><em>Create Undead</em> spell.</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</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 Spawn:</strong> A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD.</p><p><strong>Wight:</strong> Any humanoid slain by a wight becomes a wight in 1d4 rounds.</p><p><em>Create Undead</em> spell.</p><p><strong>Wraith:</strong> Any humanoid slain by a wraith becomes a wraith in 1d4 rounds.</p><p><em>Create Undead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p><strong>Ghost:</strong> "Ghost" is a template that can be added to any aberration, animal, beast, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger. The creature must have a Charisma score of at least 8.</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Lich:</strong> "Lich" is a template that can be added to any humanoid creature, provided it can create the required phylactery.</p><p>An integral part of becoming a lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the lich reappears 1d10 days after its apparent death.</p><p>Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be a sorcerer, wizard, or cleric of at least 11th level. 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><strong>Vampire:</strong> "Vampire" is a template that can be added to any humanoid or monstrous humanoid creature.</p><p>If a vampire drains a victim’s Constitution to 0 or less, the victim returns as a vampire if it had 5 or more HD.</p><p><em>Create Greater Undead</em> spell.</p><p></p><p><em>Animate Dead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 3, Death 3, Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: 1 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 the character's spoken commands. The skeletons or zombies can follow the character, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.)</p><p>Regardless of the type of undead, the character can't create more HD of undead than the character has caster levels with a single casting of animate dead.</p><p>The undead the character creates remain under the character's control indefinitely. No matter how many times the character uses this spell, however, the character can control only 2 HD worth of undead creatures per caster level. If the character exceeds this number, all the newly created creatures fall under the character's control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the character is a cleric, any undead the character might command by virtue of the character's 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. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.</p><p>Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.</p><p>Material Component: The material component must be worth at least 50 gp.</p><p></p><p><em>Create Undead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 6, Death 6, Evil 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>This evil spell allows the character to create powerful kinds of undead: ghasts, ghouls, shadow, wights, and wraiths. The following types of undead can be created by casters of the specified levels:</p><p>Cleric Level Undead Created</p><p>------------ --------------</p><p>11 or lower Ghoul</p><p>12–13 Shadow</p><p>14–15 Ghast</p><p>16–19 Wight</p><p>20 Wraith</p><p>The character may create less powerful undead than the character's level would indicate if the character chooses.</p><p>Created undead are not automatically under the control of their animator. The character may attempt to command the undead as it forms with a turning check.</p><p>This spell must be cast at night.</p><p>Material Components: The spell must be cast on a dead body and uses a material component worth 50gp per corpse.</p><p></p><p><em>Create Greater Undead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 8, Death 8</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 allows the character to create powerful and intelligent sorts of undead. The type of undead created is based on the character's level. The following types of undead can be created by casters of the specified levels:</p><p>Cleric Level Undead Created</p><p>------------ --------------</p><p>15 or lower Mummy</p><p>16–17 Spectre</p><p>18–19 Vampire</p><p>20 Ghost*</p><p>*Ghosts created by this spell have three ghostly powers in addition to manifestation: malevolence, horrific appearance, and corrupting gaze.</p><p>Certain types of undead, such as liches, cannot be created by this spell.</p><p>The character may create less powerful undead than the character's level would indicate if the character chooses.</p><p>Created undead are not automatically under the control of their animator. The character may attempt to command the undead as it forms with a turning check.</p><p>This spell must be cast at night.</p><p>Material Components: The spell must be cast on a dead body and uses a material component worth 50gp per corpse.[/spoiler]</p><p></p><p>SRD 3.0 Psionics[spoiler]</p><p><strong>Caller in Darkness:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p></p><p>WotC Books[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/23424/Monster-Manual-II-3e?term=monster+manual+II&it=1&affiliate_id=17596" target="_blank">Monster Manual II:</a> [spoiler]</p><p><strong>Banshee:</strong> A banshee is the spirit of a strong-willed, selfish individual of a humanoid race.</p><p><strong>Bone Naga:</strong> A bone naga was once a living dark naga. After its death, it was transformed into a skeletal undead creature by another dark naga through a horrific ritual.</p><p>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. (Dragon 336)</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. (Dragon 336)</p><p><strong>Corpse Gatherer:</strong> These creatures are thought to spawn from the burial of a sentient undead creature (such as a vampire) in unconsecrated ground. The lingering taint of undeath somehow permeates the earth, causing the entire graveyard—corpses, tombstones, and all—to coalesce into a ravening undead monster.</p><p>Mass graves and charnel pits sometimes give rise to large undead formed from multiple corpses, such as corpse gatherers. (Heroes of Horror)</p><p><strong>Crimson Death:</strong> ?</p><p>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. (Dragon 336)</p><p><strong>Deathbringer:</strong> ?</p><p><strong>Effigy:</strong> ?</p><p>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. (Dragon 336)</p><p><strong>Famine Spirit:</strong> A famine spirit rarely leaves corpses in its wake, but sometimes it is forced to flee and leave slain opponents behind. Each of these corpses rises in 1d3 days as a famine spirit, unless a protection from evil spell is cast upon it before that time.</p><p>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. (Dragon 336)</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. (Dragon 336)</p><p><strong>Gravecaller:</strong> ?</p><p><strong>Jahi:</strong> The jahi is an incorporeal undead made of unfulfilled desires.</p><p><strong>Ragewind:</strong> Also called sword spirits, ragewinds are the embodied wrath of dead warriors who perished in useless battles.</p><p><strong>Spawn of Kyuss:</strong> Spawn of Kyuss are disgusting undead creatures created by Kyuss, a powerful evil cleric turned demigod.</p><p>A cleric of 16th level or higher may use a create greater undead spell to create new spawn of Kyuss. This process requires maggots from the corpse of a diseased creature in addition to the normal material components.</p><p>Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet.</p><p>Each 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. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a dispel evil or neutralize poison effect delays its progress for 10d6 minutes. A successful Heal check (DC 20) extracts the worm and kills it.</p><p>Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays its host (death occurs at 0 Intelligence). A Small, Medium-size, or Large creature slain by a worm rises as a new spawn of Kyuss 1d6+4 rounds later.</p><p>The spawn began with Kyuss, an ancient priest of a forgotten deity who ruled an empire before the advent of modern civilization. (Dragon 336)</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. (Dragon 336)</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. (Dragon 336)</p><p>The nigh-indestructible sons of Kyuss were created by the then priest Kyuss for his own dark purposes. (Dragon 336)</p><p><strong>Death Knight:</strong> Gods of death create death knights.</p><p>“Death knight” is a template that can be added to any evil humanoid creature of 6th level or higher.</p><p>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. (Dragon 336)</p><p><strong>Sample Death Knight:</strong> ?</p><p><strong>Spellstitched:</strong> Spellstitched creatures are undead creatures that have been powerfully enhanced and fortified by arcane means.</p><p>Spellstitched creatures can be created only by a wizard or sorcerer of sufficient level to cast the spells to be imbued in the undead’s body. The process for creating a spellstitched creature requires the expenditure of 1,000 gp for carving or tattooing materials as well as 500 XP for every point of Wisdom that the undead creature possesses. Undead that are spellcasters can spellstitch themselves.</p><p>“Spellstitched” is a template that can be added to any corporeal undead.</p><p><strong>Spellstitched Ghast:</strong> ?</p><p></p><p><strong>Ghast:</strong> Humanoid victims of a spellstitched ghast that are not devoured by the creature rise as ghasts (not spellstiched ghasts) in 1d4 days.</p><p><strong>Wight:</strong> Any humanoid slain by a zovvut demon’s gaze attack (negative levels equal to current Hit Dice, or drained below 1st level) becomes a wight in 1d4 rounds.</p><p><strong>Zombie:</strong> Upon reaching 0 hit points, the corpse gatherer falls apart into its component corpses. The creature’s animating force remains among the corpses that formerly composed its body, converting them into zombies. Upon its death, a corpse gatherer generates as many zombies as it has Hit Dice (that is, a 30-HD corpse-gatherer becomes thirty zombies). Unless circumstances dictate otherwise, these are all Medium-size zombies.</p><p>Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet.</p><p>Each 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. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a dispel evil or neutralize poison effect delays its progress for 10d6 minutes. A successful Heal check (DC 20) extracts the worm and kills it.</p><p>Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays its host (death occurs at 0 Intelligence). A Huge or larger creature becomes a normal zombie of the appropriate size.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1751/Fiend-Folio-3e?cPath=9730_9731&it=1&affiliate_id=17596" target="_blank">Fiend Folio:</a> [spoiler]</p><p><strong>Abyssal Ghoul:</strong> ?</p><p><strong>Bhut:</strong> A bhut comes into being when a humanoid dies a sudden, violent death in a remote region.</p><p><strong>Crawling Head:</strong> The crawling head is a horrifying undead monstrosity spawned from the severed head of a giant.</p><p>An overconfident necromancer who was quickly slain by his own creation created the original crawling head ages ago. Since then, crawling heads have been slowly increasing in number in areas frequented by giants and their ilk.</p><p>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. (Dragon 336)</p><p>The rite requires create undead and the sacrifice of a giant who just fed on at least three sentient beings. (Dragon 336)</p><p><strong>Crypt Thing:</strong> A crypt thing is a kind of undead guardian that is built to watch over a particular site or object and deal with intruders in a nonlethal manner.</p><p>A cleric of 14th level or higher can use the create undead spell to create a crypt thing.</p><p><strong>Blood Fiend:</strong> Blood fiends create more blood fiends from other demons in a manner similar to the way vampires create more vampires from humanoids.</p><p>An outsider of the evil subtype slain by a blood fiend’s energy drain attack (negative levels equal to current Hit Dice, or drained below 1st level) rises as a blood fiend 1d4 days after death.</p><p><strong>Sample Huecuva Sample:</strong> ?</p><p><strong>Huecuva:</strong> Huecuvas are undead creatures created from clerics, druids, paladins, or monks who have failed in their vows. As punishment for their heresies, they are doomed to undeath. Huecuvas are sometimes created when a good or neutral cleric changes his alignment to evil and dies without seeking atonement for his wrongs, or when an evil priest is subjected to a particularly powerful curse by her patron deity.</p><p>“Huecuva” is an acquired template that can be added to any humanoid with at least one level in the cleric, druid, paladin, or monk class.</p><p>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. (Dragon 336)</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. (Dragon 336)</p><p><strong>Hullathoin:</strong> ?</p><p><strong>Quth-Maren:</strong> A quth-maren is a revolting undead creature created by clerics of Kiaransalee. These clerics are fond of flaying their enemies—removing every scrap of skin—and then animating them in this hideous form.</p><p><strong>Sample Swordwraith:</strong> ?</p><p><strong>Swordwraith:</strong> Some mercenaries are so dedicated to a life of war that they rise from death to continue the battle, prowling the site of their deaths or the places of their burial, looking for foes to put to the sword.</p><p>“Swordwraith” is a template that can be added to any humanoid or monstrous humanoid creature with levels in fighter.</p><p>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. (Dragon 336)</p><p><strong>Ulgurstasta:</strong> The first ulgurstasta was created ages ago by Kyuss, a powerful evil cleric turned demigod.</p><p>Vague notes surviving from Kyuss’s time indicate that the process of creating an ulgurstasta is long and dangerous.</p><p>Since they were created through powerful necromantic magic, these creatures cannot reproduce, nor do they need to breathe or eat.</p><p>The result of this was the bloody Battle of Gorna, which saw the defeat of the Keoish force. Some claim that powerful magic employed on behalf of the duke by the archmage Vargalian had a dire origin; many of the slain Keoish warriors remain in the Stark Mounds as undead swordwraiths to this day. (Living Greyhawk Gazetteer)</p><p><strong>Symbiont Ghostly Visage:</strong> ?</p><p></p><p><strong>Skeleton:</strong> Someone swallowed by an ulgurstasta is in deep trouble—the creature feeds on raw life and transforms its victims into animated skeletons that the ulgurstasta can later regurgitate. A swallowed victim takes 1d8 points of Constitution drain each round from the necromantic acid inside the creature. Upon death, the victim’s remains are infused with the acid and transformed into an animated skeleton.</p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid killed by the energy drain attack of a bloodfiend locust swarm rises 2d6 hours later as a fiendish vampire spawn.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/29509/Monster-Compendium-Monsters-of-Faerun-3e?affiliate_id=17596" target="_blank">Monster Compendium: Monsters of Faerun:</a>[spoiler]</p><p><strong>Banedead:</strong> Banedead are a form of undead created from the fanatical worshipers of an evil deity.</p><p>An evil cleric who is 12th level or higher can create banedead in a special ritual that requires at least twelve willing worshipers (to be transformed into banedead) and an additional twenty-four living worshipers. The ritual must be held in a place that is consecrated to the cleric’s evil deity. The newly created banedead are under the control of the presiding cleric. This control can only be broken if another cleric successfully turns the banedead. The original master must then make a successful turning check to regain his lost control.</p><p>Banedead in the Realms are created only from worshipers of the dead god Bane or his son and successor, Iyachtu Xvim. They can only be created by clerics of Xvim.</p><p><strong>Baneguard:</strong> Baneguards are animated skeletons created by evil clerics to serve as guardian creatures.</p><p>A cleric of at least 14th level can create a baneguard using the create undead spell.</p><p>The creation of baneguards was originally a secret developed by clerics of Bane, but the technique has long since spread to other evil faiths. The Thayan branch of Iyachtu Xvim’s church is especially fond of creating baneguards, and these creatures are often found serving as temple guards in Thayan trading enclaves throughout Faerûn. They are also quite popular among the followers of Velsharoon, demigod of liches, and are found in great numbers in Skull Gorge and the Battle of Bones, at the southwestern tip of Anauroch.</p><p><strong>Direguard:</strong> A cleric of at least 16th level can create a direguard using the create undead spell.</p><p><strong>Bat Deep Bonebat:</strong> ?</p><p><strong>Dread Warrior:</strong> Dread warriors are enhanced undead created immediately after a warrior’s death so that they retain at least minimal intelligence. They must be created from the bodies of fighters of at least 4th level who have been dead for less than a day</p><p>Szass Tam, Zulkir of Necromancy for the Red Wizards of Thay, created them over twenty years ago, intending them for an invasion of Rashemen.</p><p><strong>Zombie Tyrantfog:</strong> These wretched undead are the remains of the priests and worshipers of evil deities who have been struck down by the raw power of another evil deity.</p><p>During Fzoul Chembryl’s rise to power in 1370 DR, Iyachtu Xvim caused a foul gray fog to spread through the Heartlands, extending south to Starmantle, north to the Sunrise Mountains, and east to Tsurlagol. Another fog erupted around Mintar, gradually spreading as far west and north as Saradush. Within the fog, worshipers of Cyric were stricken with terrible diseases. Those who died of their illness—rather than being consumed in the green flame that filled the fog after nine days—were animated by the divine power within the fog, and many still wander the region as Tyrantfog zombies.</p><p><strong>Curst:</strong> Cursts are unfortunate undead humanoids, trapped under a curse that will not let them die.</p><p>Cursts are created when an evil spellcaster touches a victim while casting bestow curse, then within 4 rounds adding a properly worded wish or miracle spell.</p><p>“Curst” is a template that can be added to any humanoid creature.</p><p>During the Time of Troubles, many folk slain within wild magic zones became cursts, and many members of Waterdeep’s guard and watch spontaneously transformed into cursts while battling the minions of Myrkul.</p><p><strong>Curst Human Fighter 5:</strong> ?</p><p><strong>Ghost Doomsphere:</strong> ?</p><p><strong>Ghost Ghost Dragon:</strong> Created when an ancient dragon is slain and its hoard looted.</p><p><strong>Ghost Spectral Harpist:</strong> These ghosts are the spirits of Master Harpers who died while engaged in Harper service that is left unfinished.</p><p><strong>Ghost Watchghost, Unsleeping Guardian:</strong> These undead, sometimes called “unsleeping guardians,” are created by a powerful (8th-level) necromantic spell to serve as guardians.</p><p><strong>Ghost Zhentarim Spirit:</strong> These ghosts are the essences of Zhentarim wizards who met with a horrible death at the hands of their enemies or treacherous comrades. They remain on this plane seeking vengeance, and their worst attacks are reserved for those they hold responsible for their deaths.</p><p><strong>Lich Alhoon, Illithilich:</strong> All alhoons were once wizards or sorcerers (usually at least 9th level), so they possess a deadly mixture of psionic and magical ability.</p><p><strong>Lich Banelich:</strong> When Bane, the deity of strife, was first establishing his church long ago, those who worshiped him were hounded to their deaths by the forces of good unless they gathered in significant numbers. Tired of his faithful becoming victims, every 50 or 60 years Bane chose the most powerful priest within the ranks of his clerics and revealed to him or her a foul rite that would transform the caster into a powerful, immortal form—a lich of Bane, or banelich.</p><p>A banelich was an evil cleric of at least 17th level before becoming undead, and these liches retain all of their class abilities.</p><p><strong>Lich Good:</strong> ?</p><p><strong>Lich Good Archlich:</strong> Archliches are transformed human spellcasters—as often clerics or bards as wizards—who have deliberately and carefully accomplished their own transformation into liches.</p><p><strong>Lich Good Baelnorn:</strong> Baelnorns are elven liches who have sought undeath to become the backbones of their families, seldom-seen sources of magic, wise counsel, and guardianship.</p><p><strong>Revenant:</strong> Revenants are undead avengers, returned from the grave to track down and kill their murderers.</p><p>Revenants are sometimes created even when a body had been completely destroyed by its killers, indicating that the magic that brings revenants to life can also reform their bodies.</p><p>“Revenant” is a template that can be added to any humanoid creature type.</p><p>For reasons the gnomes do not want to talk about, gnomish murderers seem more likely to be hunted by revenants than murderers from other races.</p><p><strong>Revenant Elf Sorcerer 7:</strong> ?</p><p></p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3723/Book-of-Vile-Darkness-3e?affiliate_id=17596" target="_blank">Book of Vile Darkness:</a>[spoiler]</p><p><strong>Eye of Fear and Flame:</strong> The eye of fear and flame is an undead creature created by the gods of chaos and evil to spread destruction and darkness. Through their malevolent divine power, they take the dead soul of a chaotic evil madman and give him an animated skeletal form with which to roam and do their will.</p><p><strong>Vilewight:</strong> Vilewights are undead creatures, the remains of those that delved too far and too long into the black arts.</p><p><strong>Bone Creature:</strong> Sometimes creatures that rise as undead skeletons retain their intellect and abilities.</p><p>Bone creatures cannot be the result of a simple animate dead spell, but could arise from a create undead or create greater undead spell, as undead of their equivalent Hit Dice.</p><p>“Bone” is a template that can be added to any nonundead, corporeal creature that has a skeletal system.</p><p><strong>Bone Creature Bugbear Rogue 5:</strong> ?</p><p><strong>Corpse Creature:</strong> Not all corpses risen as undead are shambling, slow-moving zombies. Some retain their intellect and abilities.</p><p>They cannot be the result of a simple animate dead spell, but could arise from a create undead or create greater undead spell, as undead of their equivalent Hit Dice.</p><p>“Corpse” is a template that can be added to any nonundead, nonconstruct, nonplant corporeal creature.</p><p><strong>Corpse Creature Human Barbarian 3:</strong> ?</p><p><strong>Vecna:</strong> After he died and rose as a lich, Vecna transcribed the scrolls into a bound book, creating its cover from the flesh of a human face and the bones of a demon, magically transformed into a dull metal binding.</p><p><strong>Reynod, Human Vampire Rogue 6/Assassin 4:</strong> ?</p><p><strong>Orcus, Tenebrous:</strong> After becoming complacent with his wars against Demogorgon and Graz’zt waning, Orcus was murdered and deposed. But then, Orcus rose from the dead—an undead demon—and took the name Tenebrous for a time, hiding in the shadows and waiting to take his revenge.</p><p><strong>Kauvra, Half-Orc Vampire Barbarian 16:</strong> ?</p><p><strong>Hartoon, Human Lich Sorcerer 19:</strong> ?</p><p><strong>The King of Ghouls, Unique Fiendish Ghoul:</strong> ?</p><p><strong>Hand:</strong> <em>Grim Revenge</em> spell.</p><p></p><p><strong>Wight:</strong> Any humanoid slain by a vilewight becomes a wight in 1d4 rounds.</p><p>If a 9th-level soul eater completely drains a creature of energy, the victim becomes a wight under the command of the soul eater.</p><p><strong>Undead:</strong> Even a short act of violence or a minor act of evil can have lingering effects after the event has passed. This type of evil can mentally scar a person who experiences or watches a horrible event. It can leave a sinister mark in a location where some act of evil once occurred. These events can also cause undead to rise of their own volition: A ghost might haunt the place of its murder, or a mohrg could linger in the spot where it was wronged. Acts that can cause this degree of lingering evil include the following.</p><p>• A gruesome, bloodthirsty murder.</p><p>• The proclamation of a foul edict, such as one that mandates the murder of infants to keep a new king from being born.</p><p>• A single sacrifice to an evil god or fiend.</p><p>• The animation of dozens of undead creatures.</p><p>• Abuse, starvation, and mistreatment of captives.</p><p>• Casting a permanent or long-lasting spell with the evil descriptor.</p><p>A bad feeling shows its effects in the following ways.</p><p>Creatures: People can have nightmares after exposure to this degree of evil, but there are usually no lasting physical effects. Certain types of undead can rise after even a single act of wrongdoing. The spectre of a murder victim might linger where he was slain, for example.</p><p><strong>Bodak:</strong> For example, a bodak’s victims rise the next day as new bodaks.</p><p><em>Bodak Birth</em> spell.</p><p><strong>Spectre:</strong> Certain types of undead can rise after even a single act of wrongdoing. The spectre of a murder victim might linger where he was slain, for example.</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Ghost:</strong> These events can also cause undead to rise of their own volition: A ghost might haunt the place of its murder, or a mohrg could linger in the spot where it was wronged.</p><p><strong>Mohrg:</strong> These events can also cause undead to rise of their own volition: A ghost might haunt the place of its murder, or a mohrg could linger in the spot where it was wronged.</p><p><strong>Lich:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Vampire:</strong> If Kauvra instead brings the victim’s Constitution to 0 or lower by means of her blood drain, 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 Kauvra’s energy drain attack rises as a vampire spawn (see Vampire Spawn in the Monster Manual) 1d4 days after burial.</p><p>If Kauvra instead brings the victim’s Constitution to 0 or lower by means of her blood drain, 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>Ghoul:</strong> In most cases, the King of Ghouls devours his victims. From time to time, however, the bodies of his humanoid victims lie where they fell, to rise as ghouls in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation.</p><p><strong>Shadow:</strong> Graz’zt enjoys blood sacrifices made in his name, and sexual rites are important in services dedicated to him as well. His temples are dark, secluded places where orgies are common. Some section of the temple is often shrouded in magical darkness. From there, clerics use create undead on sacrificial victims to bring forth shadows that guard the temple.</p><p><strong>Wraith:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> Cauldron of Zombie Spewing Diabolic Engine.</p><p>Death Rock major artifact.</p><p></p><p>Bodak Birth</p><p>Transmutation [Evil]</p><p>Level: Clr 8</p><p>Components: V, S, F, Drug</p><p>Casting Time: 1 minute</p><p>Range: Touch</p><p>Target: Caster or one creature touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None (see text)</p><p>Spell Resistance: No</p><p>The caster transforms one willing subject (which can be the caster) into a bodak. Ignore all of the subject’s old characteristics, using the bodak description in the Monster Manual instead.</p><p>Before casting the spell, the caster must make a miniature figurine that represents the subject, then bathe it in the blood of at least three Small or larger animals. Once the spell is cast, anyone that holds the figurine can attempt to mentally communicate and control the bodak, but the creature resists such control with a successful Will saving throw. If the bodak fails, it must obey the holder of the figurine, but it gains a new saving throw every day to break the control. If the figurine is destroyed, the bodak disintegrates.</p><p>Focus: Figurine of subject, bathed in animal blood.</p><p>Drug Component: Agony.</p><p></p><p>Grim Revenge</p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 4</p><p>Components: V, S, Undead</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: One living humanoid</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>The hand of the subject tears itself away from one of his arms, leaving a bloody stump. This trauma deals 6d6 points of damage. Then the hand, animated and floating in the air, begins to attack the subject. The hand attacks as if it were a wight (see the Monster Manual) in terms of its statistics, special attacks, and special qualities, except that it is considered Tiny and gains a +4 bonus to AC and a +4 bonus on attack rolls. The hand can be turned or rebuked as a wight. If the hand is defeated, only a regenerate spell can restore the victim to normal.</p><p></p><p>Cauldron of Zombie Spewing: The devils that created this device wanted to mass-produce undead. This artifact is a mass of strange tubes, bubbling glass containers, and liquid-filled troughs all focused around a gigantic black cauldron 13 feet in diameter. When fifty Medium-size corpses are thrown into the device and mixed with strange chemicals and a single dose of liquid pain, the contents of the cauldron stew and boil for 24 hours. Then, great horizontally pivoting levers spew forth onto the ground 4d12 Medium-size zombies. Not every corpse becomes a zombie because some are liquefied and mulched as a part of the process. The zombies obey the commands of any devil present within the first 3 rounds of their creation.</p><p>The cauldron has hardness 10, 250 hp, and a break DC of 35. However, the glass portions and tubing can be destroyed much more easily (hardness 1, 20 hp, break DC 12).</p><p>Caster Level: 16th;Weight: 5,000 lb.</p><p></p><p>Death Rock: This object is said to be the heart of an evil demon lord or evil demigod, cut from his chest in a terrible battle with a woman invested with celestial powers who sought vengeance for the wrongs of the evil being and its cult. The Death Rock is a crude black stone the size of a fist that pulses like a beating heart.</p><p>Anyone possessing the Death Rock gains the spellcasting abilities of a sorcerer of a level equal to his own. The character knows only spells of the Necromancy school. If the character is already a sorcerer, the new spells known and extra spells per day are in addition to his own.</p><p>The Death Rock has a drawback. Once per week, the closest companion or dearest loved one of the Death Rock’s owner is automatically slain and turned into a zombie that serves the owner. The owner may forsake the Death Rock to prevent this (or he might run out of companions or loved ones), but then the Death Rock immediately fades away.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/23683/Epic-Level-Handbook-3e?affiliate_id=17596" target="_blank">Epic Level Handbook:</a>[spoiler]</p><p><strong>Mummy Advanced:</strong> Mummy Dust epic spell.</p><p>Hunefer Rot disease.</p><p><strong>Atropal:</strong> Atropals are stillborn godlings who spontaneously rise as undead.</p><p><strong>Demilich:</strong> Particularly powerful liches sometimes learn the secret of fashioning soul gems, and so evolve to demilichdom.</p><p>“Demilich” is a template that can be added to any lich.</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.</p><p>Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich. For instance, a demilich skull might place the gems in the eye and tooth sockets of the skull, while a demilich hand might integrate the gems as faux joints.</p><p><strong>Hunefer:</strong> Hunefers are the mummies of demigods whose power has not utterly departed to astral realms.</p><p><strong>Lavawight:</strong> Lavawights are created from the remains of victims slain by shapes of fire.</p><p>Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds.</p><p><strong>Shadow of the Void:</strong> A shadow of the void is a manifestation of cold malevolence, the spirit of one condemned in the afterlife to an eternity of frosty conflagration.</p><p><strong>Shape of Fire:</strong> A shape of fire is a manifestation of white-hot malice, the spirit of one condemned in the afterlife to an eternity of scorching damnation.</p><p><strong>Winterwight:</strong> The creatures known as winterwights were originally created by shadows of the void, though winterwights have also been created artificially by powerful demiliches.</p><p>Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds.</p><p>Winterwights are the creation of a legendary demilich who sought the limits of necromantic power.</p><p><strong>Sirrush Ghost:</strong> The dusty remains inside the cage are of a sirrush that Kerleth used to keep as a pet. If the remains of the sirrush are disturbed, its ghost rises and attacks.</p><p><strong>Szass Tam:</strong> ?</p><p></p><p><strong>Undead:</strong> Animate Dead epic spell seed.</p><p>A flaw in a true resurrection spell leaves one player character undead by night and alive by day.</p><p><strong>Ghast:</strong> Animate Dead epic spell seed.</p><p><strong>Ghoul:</strong> Demise Unseen epic spell.</p><p>Animate Dead epic spell seed.</p><p><strong>Ghost:</strong> Animate Dead epic spell seed.</p><p><strong>Mohrg:</strong> Animate Dead epic spell seed.</p><p>[<strong>Mummy:</strong> Animate Dead epic spell seed.</p><p>b]Shadow:[/b] Animate Dead epic spell seed.</p><p><strong>Spectre:</strong> Animate Dead epic spell seed.</p><p><strong>Wraith:</strong> Animate Dead epic spell seed.</p><p><strong>Vampire:</strong> Animate Dead epic spell seed.</p><p><strong>Skeleton:</strong> Zone of Animation feat.</p><p>Animus Blast epic spell.</p><p>Animate Dead epic spell seed.</p><p><strong>Zombie:</strong> Zone of Animation feat.</p><p>Animate Dead epic spell seed.</p><p><strong>Wight:</strong> Animus Blizzard epic spell.</p><p>Animate Dead epic spell seed.</p><p></p><p>Animus Blast</p><p>Evocation [Cold]</p><p>Spellcraft DC: 50</p><p>Components: V, S</p><p>Casting Time: 1 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. However, up to twenty of those victims that perish as a result of this blast are then instantly animated as Medium-size 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 Blizzard</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 30d6 (+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 30d6 points of damage. However, up to five victims that perish as a result of this 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.</p><p></p><p>Demise Unseen</p><p>Necromancy (Death, Evil), Illusion (Figment)</p><p>Spellcraft DC: 82</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: 300 ft.</p><p>Target: One creature of up to 80 HD</p><p>Duration: Instantaneous</p><p>Saving Throw: Fort negates</p><p>Spell Resistance: Yes</p><p>To Develop: 738,000 gp; 15 days; 29,520 XP. Seeds: slay (DC 25), animate dead (DC 23), delude (DC 14). Factors: change undead type to ghoul (–10 DC), apply figment elements to all 5 senses (+10 DC), 1-action casting time (+20 DC).</p><p>You instantly slay a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target’s companions (if any) do not immediately realize what has transpired. The target receives a Fortitude saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects.</p><p>In reality, it is now a ghoul under your control. The target’s companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies (“By Moradin’s beard, you move slowly today!”). The ghoul serves 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 demise unseen.</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 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: 16-HD undead (+16 DC), 1-action casting time (+20 DC). Mitigating factors: burn 2,000 XP (–20 DC), expensive material component (ad hoc –4 DC).</p><p>When you sprinkle 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 you. The mummies follow your every command according to their abilities, until they are destroyed or you lose control of them by attempting to control more Hit Dice of undead than you have caster levels.</p><p>Material Component: Specially prepared mummy dust (10,000 gp).</p><p>XP Cost: 2,000 XP.</p><p></p><p>SEED: ANIMATE DEAD</p><p>Necromancy [Evil]</p><p>Spellcraft DC: 23</p><p>Components: V, S</p><p>Casting Time: 1 minute</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>You can turn the bones or bodies of dead creatures into undead that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can’t be animated again.) Intelligent undead can follow more sophisticated commands.</p><p>The animate dead seed allows you to create 20 HD of undead. Statistics for undead of all types are found in the Monster Manual. For each additional 1 HD of undead created, increase the Spellcraft DC by +1.</p><p>The undead you create remain under your control indefinitely. You can naturally control 1 HD per caster level of undead creatures you’ve personally created, regardless of the method you used. If you exceed this number, newly created creatures fall under your control, and excess undead from previous castings become uncontrolled (youchoose which creatures are released). If you are a cleric, any undead you command through your ability to command or rebuke undead do not count toward the limit.</p><p>For each additional 2 HD of undead to be controlled, increase the Spellcraft DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. If you want to both create and control more than 20 HD of undead, increase the Spellcraft DC by +3 per additional 2 HD of undead.</p><p>Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Spellcraft DC of the epic spell, according to the table below. The DM must set the Spellcraft DC for undead not included on the table, using similar undead as a basis for comparison.</p><p>Spellcraft</p><p>Undead DC Modifier</p><p>Skeleton –12</p><p>Zombie –12</p><p>Ghoul –10</p><p>Shadow –8</p><p>Ghast –6</p><p>Wight –4</p><p>Spellcraft</p><p>Undead DC Modifier</p><p>Wraith –2</p><p>Mummy +0</p><p>Spectre +2</p><p>Morhg +4</p><p>Vampire +6</p><p>Ghost +8</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>Hunefer Rot (Su): Supernatural disease—slam, Fort save (DC 35), incubation period instantaneous; damage 1d6 temporary Con. Unlike normal diseases, hunefer rot requires a victim to make a successful saving throw every round or take another 1d6 points of temporary Constitution damage. The rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic.</p><p>An afflicted creature 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="http://www.drivethrurpg.com/product/28729/Forgotten-Realms-Campaign-Setting-3e?affiliate_id=17596" target="_blank">Forgotten Realms Campaign Setting:</a>[spoiler]</p><p><strong>Shemnaer, Shadowdancer Shadow Companion:</strong> ?</p><p><strong>Szass Tam, Lich Wizard 10 Red Wizard 10 Archmage 2 Epic 7:</strong> ?</p><p><strong>Azurphax Adult Green Dracolich:</strong> Eight years ago, the green dragon Azurphax was attacked in her</p><p>lair by a group of powerful dragonslayers. They drove her off and stole a large portion of her loot. When they returned for more, she was better prepared and succeeded in slaying them, although greatly wounded. The Cult of the Dragon heard of the attacks and offered her immortality and treasure. In her weakened state, she accepted and was transformed into a dracolich.</p><p><strong>Death Tyrant:</strong> The death tyrant is an undead form of beholder akin to a zombie, though it retains some of the beholder’s innate magical abilities.</p><p>One of the most powerful and totally subservient allies a beholder can have is a death tyrant beholder. These creatures are usually created with the help of a powerful cleric or mage, except in the rare cases where the live beholder is actually a mage itself. Quite often the potential death tyrant is a slain rival or one of the beholder’s own mutant offspring. (Forgotten Realms Lords of Darkness)</p><p><strong>Dracolich:</strong> The dracolich is an undead creature resulting from the transformation of an evil dragon. The archmage Sammaster, founder of the Cult of the Dragon, discovered the process for creating these creatures.</p><p>A dracolich can be created from any of the evil dragon subspecies.</p><p>“Dracolich” is a template that can be added to any evil dragon.</p><p>Dracolich Creation</p><p>Sammaster recorded the secrets of dracolich creation in copies of his masterwork, the Tome of the Dragon, now passed down among Cult members. The process usually involves a cooperative effort between the evil dragon and the Cult’s wizards, but especially powerful Cult wizards have been known to coerce an evil dragon to undergo the transformation against its will.</p><p>Any evil dragon is a possible candidate for transformation, although dragons of old age or older, with spellcasting abilities, are preferred.</p><p>Once a candidate is secured, the Cult wizards first prepare the phylactery, an inanimate object that will hold the dragon’s life force. The phylactery must be a solid item of not less than 2,000 gp value and resistant to decay. Gemstones, particularly ruby, pearl, carbuncle, and jet, are commonly used for phylacteries. A phylactery is prepared using the Craft Wondrous Item feat. The effective cost is 50,000 gp, so the wizard preparing the phylactery must spend 2,000 XP and 25,000 gp in materials. The caster level of the dracolich phylactery is 13th, and the caster must be able to cast control undead.</p><p>Next, a special brew is prepared for the evil dragon to consume (Cost: 2,500 gp and 200 XP, Brew Potion, caster level 11th; the secret of creating dracolich brew is known only to those who have read the Tome of the Dragon). The potion is a lethal poison and slays the dragon for whom it was prepared without fail. (If any other creature drinks the brew, the save DC is 25, and the initial and secondary damage are 2d6 Constitution.)</p><p>Upon the death of the imbibing dragon, its spirit transfers to the phylactery, regardless of the distance between that and the dragon’s body.</p><p>a Dracolich’s Phylactery</p><p>When the 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 nor attacked by magic. The spirit can remain in the phylactery indefinitely.</p><p>A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium-size or larger within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is ideal, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, the dracolich must make a successful Charisma check (DC 10 for a dragon, DC 15 for any dragon-type creature that is not a true dragon, such as an ibrandlin or wyvern, or DC 20 for any other kind of reptilian creature). If the check fails, the dracolich can never possess that particular corpse.</p><p>If the corpse accepts the spirit, it becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich (see below).</p><p>Proto-Dracoliches</p><p>A proto-dracolich has the mind and memories of its original form but the hit points and spell immunities of a dracolich. A proto-dracolich can neither speak nor cast spells. Further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its Strength, speed, and AC are those of the possessed body.</p><p>The proto-dracolich can transform immediately to its full dracolich form by devouring at least 10% of its original body. Failing that, it transforms into its full form over the course of 2d4 days.</p><p>When the transformation is complete, the dracolich resembles its original body. It can now speak, cast spells, and employ the breath weapon it originally had, in addition to gaining all the abilities of a dracolich. A dracolich typically keeps a few “spare” bodies of a suitable size near the hiding place of its phylactery, so that if its current form is destroyed, it can possess and transform a new body within a few days.</p><p>From somewhere within the folds of his ceremonial garb, the officiating cultist withdrew two objects: a clay flask and an enormous ruby. Unstoppering the flask, the cultist proffered it to the dragon. Gracefully, the blue wyrm opened its huge maw. The cultist obliged, pouring the contents of the flask onto its tongue. A collective “ahhh” went through the watching cultists, and Harnath thought that he could catch a hint of a strange scent in the air. Sulfur? (Forgotten Realms Lords of Darkness)</p><p>Suddenly the dragon’s jaws clenched tightly together, and the Wearer of Purple snatched his hand away barely in time. A spasm wracked the great creature’s body, and then it slumped forward on the platform and lay still. A brilliant light filled the ruby, spilling over into the hand of the Wearer of Purple. The light flared once, and then receded until it became a muted but constant glow. It was done. The first part of the transformation was complete. By the time the sun set this evening, Faerûn would know a new terror. (Forgotten Realms Lords of Darkness)</p><p>In 902 DR the “Cult of the Dragon” created its first dracolich, using necromantic formulas that Sammaster inscribed in his magnum opus, Tome of the Dragon. (Forgotten Realms Lords of Darkness)</p><p>More than a few Wearers of Purple are necromancers who seek out Cult of the Dragon cells for the specific purpose of joining their ranks. These necromancers oversee the complex process by which a living dragon is transformed into a dracolich. (Forgotten Realms Lords of Darkness)</p><p>The Cult of the Dragon possesses a sacred book, written by Sammaster First-Speaker himself, entitled Tome of the Dragon. The tome is a thick stack of vellum pages bound together inside a cover made of cured red dragon hide. The Cult symbol appears in gilt on the front cover. The original copy contains details on all the insane archmage’s research in creating dracoliches. It also holds the complete text of his prophecies regarding the fate of Toril, the reign of the undead dragons, and the role of the Cult in administering the new world order. Moreover, it holds all the Player’s Handbook spells from the school of Necromancy, and details the process that must be followed to turn a dragon into a dracolich. (Forgotten Realms Lords of Darkness)</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28630/Lords-of-Darkness-3e?affiliate_id=17596" target="_blank">Forgotten Realms Lords of Darkness:</a>[spoiler]</p><p><strong>Larloch, The Shadow King, Human Lich Wizard 20, Epic Wizard 12:</strong> ?</p><p><strong>Mind Flayer Lich:</strong> ?</p><p><strong>Sammaster Lich:</strong> Sammaster eventually died—or, as some Cult members believe, became a lich and disappeared.</p><p><strong>The Night King, Faceless, Orbakh, Vampire Wizard 16, Archmage 1:</strong> He was also one of the few surviving stasis clones of the infamous Manshoon, erstwhile leader of the Zhentarim. He had awakened in the catacombs beneath the city just as the Manshoon Wars began, only to discover that prior to his revival he had been abducted and drained by the vampire Orlak, the self-proclaimed Night King who laired beneath Westgate.</p><p><strong>Orlack, The Night King, Vampire:</strong> ?</p><p><strong>Darklady Dahlia Vhammos, The Duchess of Venom, Vampire Cleric 15, Div 2:</strong> Orbakh observed the temple’s high priestess, Darklady Dahlia Vhammos, for several weeks, admiring her ambition, intellect, and capacity for cruelty. Because of these qualities plus her noble blood (Dahlia’s mortal family is one of the ruling merchant noble houses of Westgate), Orbakh brought her forcibly into the world of the undead, making her the first member of his Court of Night Masters.</p><p><strong>Phultan Hammerwand, The Duke of Whispers, Vampire Wizard 16:</strong> During one of Phultan’s many excursions to Westgate, he came into possession of information damaging to one of the lieutenants of the Night Masks. He was marked for death as a result, and he would have perished at the hands of Lady Dahlia’s assassins had he not first demonstrated his skills by divining the correct means of contacting the Faceless himself. Impressed, the Night King realized that Phultan was worth far more to him alive, or rather, undead. The gossipmonger became the second inductee into the Court of Night Masters as Orbakh’s personal spymaster and information broker.</p><p><strong>Tebryn “Shadowstalker” Dhialael, The Duke of Shadows, Half-Elf Vampire Wizard 3, Rogue 8, Guild Thief 5:</strong> Tebryn was the third and final victim of Orbakh’s desire for servitors, and the last victim to fall beneath the Night King’s Flying Fangs before that magic weapon was destroyed.</p><p><strong>Twilight Knight, The Duke of Twilight, Vampire Paladin 9, Blackguard 5:</strong> ?</p><p><strong>Sorenth “Happy” Gorender, The Count of Coins, Vampire Rogue 8, Guild Thief 5:</strong> ?</p><p><strong>Sir Draegan Guldar, The Count of Storms, Vampire Rogue 9, Guild Thief 3:</strong> Draegan made the mistake of flirting outrageously with his fellow aristocrat when they met at a noble’s ball; amused, Dahlia allowed the young man to believe she was ensnared by his charms. By the end of the evening, he was ensnared by hers, and by her bite as well.</p><p><strong>Servitor Vampire, Vampire Fighter 6:</strong> Servitor vampires, each formerly a warrior in the employ of the Night Masks and created by one of the dukes specifically to serve as guardians for their masters’ lair.</p><p><strong>Szass Tam, Lich:</strong> ?</p><p><strong>Arklem Greeth, Lich Wizard 16, Archmage 2:</strong> Distracted by his search for a means to prolong his life, Arklem Greeth didn’t see last year’s coup attempt coming until it was almost too late. As it was, he barely escaped with his life and was forced to flee Luskan for Mirabar, where he has remained for the better part of the last year. It was in that city, during his convalescence, that he made a new friend in Nyphithys, an erinyes who offered to grant the frail, wounded archwizard what he had so desperately sought. In return, Arklem need only allow Nyphithys and her associates to help the Brotherhood win the North. Greeth quickly accepted the bargain, and while his would-be successors squabbled among themselves for the spoils of their victory, Arklem underwent the transformation from human to lich.</p><p>The two killers then set their sights on the Archmage himself, catching him unaware in his bedchamber on the night of 14 Eleint last year (1371 DR). Thanks to the magical protections he always kept in place, Arklem fled the Host Tower with his life, but he was sorely injured. Making use of a preplanned escape route, he traveled to Mirabar. There he went to ground in a bolthole he’d prepared years ago against just such an emergency, and contemplated his fate while he recovered, slowly, from his wounds.</p><p>It was in this state that Nyphithys first visited him. The devil played to her strengths, taking advantage of the wizard’s frailty of body and spirit to overwhelm him with her charms. By the time she offered to share the secret of lichdom, Arklem was only too ready to become her willing partner. The devil helped her victim gather the necessary knowledge and ingredients for his transformation into a lich, and then accompanied him back to the Host Tower so that she (and a few summoned baatezu) could aid in the defeat of his enemies.</p><p><strong>Jymahna, Human Lich Wizard 19:</strong> Jymahna was once a concubine and was made into a lich by Shangalar.</p><p><strong>Kartak Spellseer, Human Lich Wizard 20, Archmage 5, Epic Wizard 6:</strong> Kartak Spellseer was destroyed more than 200 years ago but was restored this century by many carefully worded wish spells.</p><p><strong>Priamon “Frostrune” Rakesk, Human Lich Wizard 20, Archmage 4, Epic Wizard 3:</strong> ?</p><p><strong>Rhangaun, Human Lich Wizard 20, Archmage 5, Epic Wizard 8:</strong> ?</p><p><strong>Sapphiraktar the Blue, Ancient Blue Dracolich:</strong> ?</p><p><strong>Shangalar the Black, Tiefling Wizard 20, Archmage 5, Epic Wizard 2:</strong> ?</p><p><strong>Shyressa, Human Vampire, Wizard 20, Archmage 3:</strong> ?</p><p></p><p><strong>Alhoon:</strong> ?</p><p><strong>Banedead:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Bonebat:</strong> ?</p><p><strong>Dread Warrior:</strong> ?</p><p><strong>Revenant:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Dracolich:</strong> From somewhere within the folds of his ceremonial garb, the officiating cultist withdrew two objects: a clay flask and an enormous ruby. Unstoppering the flask, the cultist proffered it to the dragon. Gracefully, the blue wyrm opened its huge maw. The cultist obliged, pouring the contents of the flask onto its tongue. A collective “ahhh” went through the watching cultists, and Harnath thought that he could catch a hint of a strange scent in the air. Sulfur?</p><p>Suddenly the dragon’s jaws clenched tightly together, and the Wearer of Purple snatched his hand away barely in time. A spasm wracked the great creature’s body, and then it slumped forward on the platform and lay still. A brilliant light filled the ruby, spilling over into the hand of the Wearer of Purple. The light flared once, and then receded until it became a muted but constant glow. It was done. The first part of the transformation was complete. By the time the sun set this evening, Faerûn would know a new terror.</p><p>In 902 DR the “Cult of the Dragon” created its first dracolich, using necromantic formulas that Sammaster inscribed in his magnum opus, Tome of the Dragon.</p><p>More than a few Wearers of Purple are necromancers who seek out Cult of the Dragon cells for the specific purpose of joining their ranks. These necromancers oversee the complex process by which a living dragon is transformed into a dracolich.</p><p>The Cult of the Dragon possesses a sacred book, written by Sammaster First-Speaker himself, entitled Tome of the Dragon. The tome is a thick stack of vellum pages bound together inside a cover made of cured red dragon hide. The Cult symbol appears in gilt on the front cover. The original copy contains details on all the insane archmage’s research in creating dracoliches. It also holds the complete text of his prophecies regarding the fate of Toril, the reign of the undead dragons, and the role of the Cult in administering the new world order. Moreover, it holds all the Player’s Handbook spells from the school of Necromancy, and details the process that must be followed to turn a dragon into a dracolich.</p><p><strong>Vampire:</strong> ?</p><p><strong>Death Tyrant Beholder:</strong> One of the most powerful and totally subservient allies a beholder can have is a death tyrant beholder. These creatures are usually created with the help of a powerful cleric or mage, except in the rare cases where the live beholder is actually a mage itself. Quite often the potential death tyrant is a slain rival or one of the beholder’s own mutant offspring.</p><p><strong>Wight:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/28492/Living-Greyhawk-Gazetteer-30?affiliate_id=17596" target="_blank">Living Greyhawk Gazetteer:</a>[spoiler]</p><p><strong>Animus:</strong> Ivid attempted to ensure loyalty by having his generals and nobles assassinated and reanimated as intelligent undead (animuses), with all the abilities they possessed in life. He in turn was also assassinated, though the church of Hextor restored him to undead "life," after which he became a true monster known as Ivid the Undying.</p><p>The most serious internal threat to this realm (aside from the risk of a chaotic orc uprising) is a civil war centered around Rinloru, now devastated after a four-year siege. Ivid V had a noble, a minor priest, turned into an animus during the Greyhawk Wars to govern this city and surrounding lands.</p><p>During the Greyhawk Wars, in which Rel Astra defended itself against renegade Aerdy troops bent on looting it, Drax was forced to receive the "gift of undying" given to so many of Overking Ivid's subjects, and he became an animus.</p><p><strong>Dahlvier, Lich Human Wizard 18:</strong> ?</p><p><strong>Delgath the Undying, Animus Cleric 17:</strong> The most serious internal threat to this realm (aside from the risk of a chaotic orc uprising) is a civil war centered around Rinloru, now devastated after a four-year siege. Ivid V had a noble, a minor priest, turned into an animus during the Greyhawk Wars to govern this city and surrounding lands.</p><p><strong>His Most Lordly Nobility, Eternal Custodian and Lord Protector of Rel Astra, Drax the Invulnerable, Animus Wizard 11/Fighter 3:</strong> During the Greyhawk Wars, in which Rel Astra defended itself against renegade Aerdy troops bent on looting it, Drax was forced to receive the "gift of undying" given to so many of Overking Ivid's subjects, and he became an animus.</p><p><strong>Lich-Lord Ranial the Gaunt:</strong> ?</p><p><strong>Demilich, Acererak:</strong> ?</p><p><strong>Vecna:</strong> ?</p><p><strong>Maskaleyne, Vampire Wizard 12:</strong> ?</p><p><strong>Sea Zombie:</strong> ?</p><p></p><p><strong>Undead:</strong> Devoted clerics of Beltar rise from the grave as undead within a year of their deaths, usually returning to aid their original tribe and show proof of the goddess' power.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Swordwraith:</strong> The result of this was the bloody Battle of Gorna, which saw the defeat of the Keoish force. Some claim that powerful magic employed on behalf of the duke by the archmage Vargalian had a dire origin; many of the slain Keoish warriors remain in the Stark Mounds as undead swordwraiths to this day.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/25109/Manual-of-the-Planes-3e?affiliate_id=17596" target="_blank">Manual of the Planes:</a>[spoiler]</p><p><strong>Shadow Wight:</strong> ?</p><p><strong>Vlaakith The Lich-Queen:</strong> ?</p><p><strong>Vampiric Minotaur:</strong> ?</p><p><strong>Vampiric Giant:</strong> ?</p><p><strong>Melif the Lich-Lord:</strong> It is rumored that Melif was once a yugoloth himself, before he steeped himself in the eldritch arts and eventually lichdom.</p><p><strong>Ghost Wizard 6:</strong> ?</p><p><strong>Ghost Rogue 7:</strong> ?</p><p><strong>Ghost Minotaur:</strong> ?</p><p><strong>Ghost Troll:</strong> ?</p><p><strong>Far Realm Wight:</strong> ?</p><p></p><p><strong>Shadow:</strong> ?</p><p><strong>Wight:</strong> Any humanoid slain by a shadow wight becomes a wight in 1d4 rounds.</p><p><strong>Undead:</strong> On another alternate Material Plane, a magical experiment gone awry released a massive surge of negative energy, transforming everyone on the plane into undead.</p><p>Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires.</p><p><strong>Lich:</strong> Any who use unnatural means to extend their life span (such as a lich) could be targeted by a marut.</p><p><strong>Vampire:</strong> Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Ghost:</strong> Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires.</p><p>Petitioners in Hades are mostly grayish ghosts, spirits so depleted by the Waste that they lack solidity.</p><p><strong>Bodak:</strong> ?</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Wraith:</strong> Major negative-dominant planes are even more severe. 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.</p><p>Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires.</p><p><strong>Mummy:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghost Fighter 5:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p></p><p>Web Articles[spoiler]</p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20030117a" target="_blank">Book of Vile Darkness Web Enhancement Yet More Archfiends</a>[spoiler]</p><p><strong>Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20010504a" target="_blank">Defenders of the Faith Web Enhancement Called to Serve</a>[spoiler]</p><p><strong>Lich:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20010606a" target="_blank">Forgotten Realms Forgotten Realms Campaign Setting Web Enhancement Deities</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Lich:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20020907a" target="_blank">Forgotten Realms City of the Spider Queen Web Enhancement </a>[spoiler]</p><p><strong>Kiaransalee, Drow Lich:</strong> ?</p><p><strong>Kiaransalee, Lesser Goddess, Wizard 20, Cleric 20:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/es/20030514a" target="_blank">Forgotten Realms Elminster Speaks</a>[spoiler]</p><p><strong>Undead:</strong> Voonlarrans believe that the massive altar can be shoved aside to reveal a treasure pit heaped with the bones of all temple priests who’ve died in town, who are customarily interred therein to yield undead guardians for the temple.</p><p><strong>Death Tyrant:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20020529a" target="_blank">Forgotten Realms Faiths and Pantheons Web Enhancement Leaves of Learning</a>[spoiler]</p><p><strong>Dracolich:</strong> ?</p><p><strong>Shadow:</strong> Shadowspawn supernatural contact poison.</p><p></p><p>Shadowspawn affects only warm-blooded creatures, disjoining their shadows from them as they sleep. Each night at dusk the victim falls into a tortured slumber, temporarily losing 1d6 points of Strength. They cannot be awakened until dawn. During this time their shadow transforms into the undead creature of the same name and stalks the surrounding area. All successful attacks against the shadow are reflected as bloody wounds upon the victim’s body an inflict like amounts of damage. If the shadow is destroyed by any means, the victim is dead. If the victim is ever reduced to 0 Strength, they are dead and their shadow becomes a free-willed undead creature. Daily application of spells such as lesser restoration and restoration can keep the victim alive by restoring lost Strength, but do not end the ravages of shadowspawn. Only by casting negative energy protection and neutralize poison on the victim can the supernatural poison’s ravages be ended, a cure known only to certain followers of Shar.[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20011019a" target="_blank">Mahasarpa</a>[spoiler]</p><p><strong>Acheri:</strong> Acheri are the spirits of girls who died as a result of murder, accident, or plague.</p><p><strong>Bhut:</strong> Bhuts are vicious, flesh-eating ghosts most commonly formed from the spirits of those who are executed, commit suicide, or die accidentally, and do not receive proper funeral rites.</p><p></p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="http://archive.wizards.com/default.asp?x=dnd/we/20020803a" target="_blank">Monster Manual II Web Enhancement Six New Monstrous Characters</a>[spoiler]</p><p><strong>Undead:</strong> Avolakias are Underdark dwellers with a morbid preference for undead as servants, soldiers, and food. They keep themselves supplied with these grisly servitors by capturing and slaying humanoids, whom they then turn into undead creatures.[/spoiler]</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>3.0 2nd Party[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/3489/Creatures-of-Rokugan?term=creatures+of+rokugan&it=1&affiliate_id=17596" target="_blank">Creatures of Rokugan:</a> [spoiler]</p><p><strong>Gaki:</strong> Gaki are often called the “hungry dead,” the spirits of evil individuals whose spirits passed into the realm of Gaki-do as punishment.</p><p><strong>Skull Tide Gaki:</strong> Any humanoid victim who dies to the skull tide gaki’s Constitution drain is completely consumed by the swarm, except for his skull, which becomes a gaki and joins the tide.</p><p><strong>Shikko-Gaki:</strong> Shikko-gaki are the spirits of those who defiled the graves of the dead.</p><p><strong>Kwaku-Shin-Gaki:</strong> Kwaku-shin-gaki, or “cauldron bodies,” are the spirits of wicked men who allowed others to die in the cold rather than share their warmth.</p><p><strong>Gakimushi:</strong> Only those whose lives were consumed with mindless, violent evil become gakimushi. These creatures are created close to Jigoku's dark reaches, and thus can draw upon the power of the Shadowlands.</p><p><strong>Hyakuhei:</strong> The name hyakuhei means “all evils,” a name which these creatures have earned; they are believed to be animated by a combination of all the vices known to man.</p><p><strong>Ikiryo:</strong> Ikiryo are the spirits of failed guardians, doomed to spend eternity making up for their failure.</p><p><strong>The Lost:</strong> Samurai born beyond Rokugan who willingly serve the Shadowlands.</p><p><strong>Mokumokuren:</strong> The story of Mokumokuren (“the ghost of a thousand hungry eyes”) and the tablet of Hagakure, which the ghost protects, is shrouded in mystery. Over a hundred and fifty years ago, Hagakure was a minor diplomat and shugenja of the Isawa on a diplomatic mission in the Imperial Palace.</p><p>One night he was murdered as he slept, his throat slit from ear to ear. The kder was never found, nor was any motive uncovered.</p><p>News of an assassination within the Imperial Palace was kept secret to preserve the honor of the Hantei. No one was allowed to speak of it, except the Asako and Ikoma families, who could only argue about how it was to be recorded in the histories. The emperor finally commanded them to cease arguing, and to record only this: “Hagakure has passed in his sleep. The Empire shall miss his watchful eye.”</p><p>Two months after the murder, two assassins stole into the emperor’s chambers - and were never seen again. The next morning, the emperor discovered a black stone funeral tablet with the name “Hagakure” engraved on one side and the word “Guardian” on the other. Every Emperor since then has kept the tablet beside his bed, and has been protected by Mokumokuren.</p><p><strong>Plague Zombie:</strong> Plague zombies are the corpses of those who died from exposure to disease, particularly magical diseases spread by foul maho.</p><p>Anyone touching or attacked by a plague zombie is exposed to the disease it carries. This disease typically inflicts 1d8 permanent Constitution damage, with an incubation period of one day. The Fortitude DC to resist the effects is 20. Anyone who dies from this disease rises as a plague zombie within minutes.</p><p><strong>Shiyokai:</strong> They are spirits who entered Yume-do, the Realm of Dreams, through the dark realm of Jigoku. Before their deaths, shiyokai were humans who died bitterly, their dreams unfulfilled.</p><p>Creatures reduced to zero or fewer experience levels as a result of having their dreams stolen die, and their souls return the next evening as shiyokai.</p><p><strong>Shuten Doji:</strong> The shuten doji are the most seductive and corrupting of the evil spirits spawned by the Shadowlands.</p><p>Shuten doji first came into being during the first war with Fu Leng during the dawn of the Empire. Three immensely powerful spirits, the first shuten doji, were sent from Jigoku to aid Fu Leng in his war. These spirits, known as Fear, Desire, and Regret, wrought havoc through the Empire until the conclusion of the war, at which time they returned to Jigoku. Their spawn, however, remained in the mortal realm and have spread corruption throughout mankind ever since.</p><p><strong>Toshigoku:</strong> The faceless spirits of Toshigoku are the final remnants of those who died thirsting for blood, revenge, and death.</p><p><strong>Ubume:</strong> Ubume are the spirits of women who have become lost on their journey to Meido and returned to mourn the tragedies of their life. Sometimes they are widows, sometimes mothers of sons lost in war, sometimes the mothers of unborn or kidnapped children.</p><p><strong>Uragiri:</strong> Once, Kitsu Uragiri was an honorable shugenja serving the great general Akodo Godaigo as hatamoto. Sadly, Uragiri had the misfortune of stumbling over Kenshin’s Helm, a cursed artifact that twisted the shugenja’s mind. Uragiri led Godaigo to ruin and became a raving madman. After Godaigo’s downfall, uragiri ran into the Shadowlands where the power of Fu Leng transformed him into a hideous abomination, an enormous undead creature covered with twisting, writhing tentacles.</p><p>Uragiri is a unique creature, the demented undead remains of Kitsu Uragiri himself.</p><p><strong>Uragirimono:</strong> The Uragirimono are the tentacle extensions of Uragiri.</p><p><strong>Yokai:</strong> Yokai are among the strangest ghosts in Rokugan. They are spirits of anger and fury, lingering traces of unfulfilled emotion. The most peculiar thing about yokai is that they are not the ghosts of the dead, but the ghosts of the living. A person who is overly frustrated or occupied with hatred might unconsciously create a yokai. This wandering spirit rises while its host sleeps, inflicting pain and misery as it seeks vengeance in the waking world.</p><p><strong>Yorei:</strong> ?</p><p><strong>Zashiki Warashi:</strong> They are the spirits of dead children, wandering the mortal realm because they do not know where else to go. Usually, this is due to improper burial or desecration of their grave.</p><p>Any opponent reduced to 0 Wisdom by the zahiki warashi's wisdom drain attacks immediately becomes a zashiki warashi.</p><p><strong>Goryo:</strong> Goryo are the spiritual remnants of humans who have been murdered.</p><p>The goryo is a template that can be added to any human individual who has been murdered.</p><p>If the goryo slays its killer, and its killer is truly guilty of murder, the killer then becomes a goryo.</p><p><strong>Sample Goryo:</strong> ?</p><p><strong>Shadow Samurai:</strong> Occasionally, when a samurai dies in the Shadowlands, his soul does not pass peacefully to Meido. Some spirits become trapped in Jigoku and are forced to fight their way out of the hellish darkness. Unfortunately, this leads many of these lost souls through Gaki-do, the Realm of Hungry Ghosts. The journey transforms these poor spirits into a unique creature with many powers in common with shiryo, gaki, and oni. Most are driven mad and return to Ningen-do seeking vengeance against the living. These creatures are called kagemusha, or shadow samurai.</p><p>“Shadow samurai” is a template that can be added to any humanoid creature provided it has at least one level of the samurai character class</p><p><strong>Sample Shadow Samurai:</strong> ?</p><p><strong>Shiryo:</strong> Not all visitors from the Spirit Realms are capricious or malevolent. Many, in fact, are extremely beneficial. Primary among these are the shiryo, the spirits of blessed ancestors who have earned the right to eternal bliss in Yomi, the Realm of the Blessed Ancestors.</p><p>“Shiryo” is a template that can be added to any non-dishonorable human character.</p><p>In rare cases, a shadow samurai is able to return to the mortal world unscathed by its journey through the darkness. Most of these individuals continue on their journey, enter Yomi, and become powerful shiryo.</p><p><strong>Sample Shiryo:</strong> ?</p><p></p><p><strong>Skeleton:</strong> Any creature killed by the kansen’s Constitution drain will rise as undead (a skeleton or zombie) within 2d20 hours after death unless the head is removed from the body.</p><p><strong>Zombie:</strong> Any creature killed by the kansen’s Constitution drain will rise as undead (a skeleton or zombie) within 2d20 hours after death unless the head is removed from the body.</p><p>A uragirimono can burrow into a corpse as a standard action, animating it as a zombie while it inhabits the body.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2476/Denizens-of-Darkness-3e?affiliate_id=17596" target="_blank">Denizens of Darkness:</a>[spoiler]</p><p><strong>Akikage:</strong> Akikage (ah-ki-ka-gee) are dreaded undead creatures spawned from ninjas and assassins who died while trying to destroy a specially assigned victim. Restless spirits who failed in their tasks, they rise from their graves, obsessed with fulfilling their uncompleted missions.</p><p><strong>Animator:</strong> Animators are malevolent spirits that can infuse objects with their dark life-essence and cause them to move about like puppets.</p><p>“Animator” is a template that can be added to any non-magic object. An animator is unlikely to merge with an object that lacks a potential for violence, however.</p><p><strong>Sample Animator:</strong> ?</p><p><strong>Arayashka, Snow Wraith:</strong> These creatures 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>Skeletal Bat:</strong> ?</p><p><strong>Bowlyn:</strong> The bowlyn (also called the “sailor’s demise”), is a vengeful spirit set on destroying those it blames for its death. Without exception, the bowlyn were sailors on ocean-going vessels who died from an accident at sea. A twisted incorporeal vision of a bloated, fish-eaten corpse, it sets its misfortune on the members of the unfortunate crew who knew it in life.</p><p><strong>Crypt Cat:</strong> ?</p><p><strong>Cloaker Dread Undead:</strong> Rumored to be the tragic remnant of a resplendent cloaker drained by an 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. The spirit’s will remains within its corpse until an instrument of revenge can be found.</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, beast, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger. The creature must have a Charisma score of at least 6.</p><p><strong>Sample Geist Human Commoner 2:</strong> ?</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> A poltergeist is a special form of bound geist. Poltergeists often die 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 a 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 die and rise as ghoul lords in 24 hours if the body is not destroyed.</p><p><strong>Sample Ghoul Lord Human Fighter 6:</strong> ?</p><p><strong>Hound Dread Phantom:</strong> Phantom hounds are the restless spirits of loyal dogs who failed in their duty to their master.</p><p><strong>Hound Dread Carcass:</strong> Carcass hounds are zombie-like, 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 a template that can be added to any humanoid creature.</p><p><strong>Sample Lebentod Human Commoner 2:</strong> ?</p><p><strong>Mist Ferryman:</strong> A few sages hold that they are manifestations of the Mists themselves, but most believe that they represent the fate of those who die in the Misty Border, doomed to wander forever.</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. All that remains of their personality is the sadistic delight they take from spreading suffering.</p><p><strong>Plant Dread Death's Head:</strong> When the heads of a death's head fully ripen, they break off from the tree and float away. When this happens, the heads’ type becomes “undead.”</p><p><strong>Plant Dread Undead Treant:</strong> Thoroughly corrupted by evil in life, many 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 she can complete an important and spiritual quest. These tortured spirits exist in constant agony, reliving their failure over and over. A combination of anger, remorse and pride keeps their souls trapped in the Land of Mists and twists their souls to evil.</p><p>The ghostly remains of a skilled paladin or cleric.</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 superstitious folk who inhabit the Land of Mists value fire for its cleansing properties. In some lands, like Tepest, evildoers are burned alive to purge them of their evil. However, this sometimes leads to an even greater evil. 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, the pyroskeleton boasts a ribcage that continually burns with an infernal blue fire, reflecting the hopeless rage of the slain victims.</p><p>Pyroskeletons are always at least twice the height that the murdered humanoid was in life and never less than 10 feet tall, since a smaller frame cannot contain the infernal fire.</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, produce flame, protection from elements and animate dead on them. As the skeletons began to stir, enlarge was cast on each a second time. The Mists fused with the newly created undead to allow enlarge 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. All attempts to create similar undead outside Ravenloft have failed.</p><p><strong>Skeleton Strahd's Skeletal Steed:</strong> Strahd’s skeletal steeds are 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>Most valpurleiches are human, though they may rise from the bodies of any humanoid. All of them bear the grisly markings of a death by hanging. Their necks are broken, so their heads loll loosely from side to side. Some have eyeballs that bulge from their sockets, and others have swollen tongues jutting from their lips.</p><p><strong>Vampire Strain Chiang-Shi:</strong> The “chiang-shi,” “nosferatu” and “vrykolaka” strains can be added to any humanoid or monstrous humanoid.</p><p>The chiang-shi (or “oriental vampire”) originated in lands with Eastern cultures, such as the domain of Rokushima Táiyoo. It is the strain of vampirism that is oriental, not necessarily the base creature.</p><p>If the chiang-shi drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a chiang-shi if it had 5 or more HD.</p><p><strong>Vampire Strain Nosferatu:</strong> The “chiang-shi,” “nosferatu” and “vrykolaka” strains can be added to any humanoid or monstrous humanoid.</p><p>If a nosferatu drains a humanoid or monstrous humanoid’s Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer HD and as a nosferatu if it had 5 or more HD.</p><p><strong>Vampire Strain Cerebral Vampire:</strong> Victims reduced to 0 Intelligence or below by 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 or spawn, depending on their Hit Dice.</p><p><strong>Vampire Strain Vyrkolaka:</strong> The “chiang-shi,” “nosferatu” and “vrykolaka” strains can be added to any humanoid or monstrous humanoid.</p><p>If the vrykolaka drains the victim’s Constitution to 0 or less, 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 Strain Dwarven Vampire:</strong> The “dwarven,” “elven,” “gnomish” and “halfling” strains of vampirism can only be added to a base creature of the appropriate race.</p><p>If a dwarven vampire drains a dwarven victim’s Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer HD and as a dwarven vampire if it had 5 or more HD. 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 of this occurs, the new vampire or spawn rises 1d4 days after the vampire’s visit and is under the command of the dwarven vampire that created it, remaining enslaved until its master’s death.</p><p><strong>Vampire Strain Elven Vampire:</strong> The “dwarven,” “elven,” “gnomish” and “halfling” strains of vampirism can only be added to a base creature of the appropriate race.</p><p>If the vampire instead 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 and as an elven vampire if it had 5 or more HD.</p><p><strong>Vampire Strain Gnomish Vampire:</strong> The “dwarven,” “elven,” “gnomish” and “halfling” strains of vampirism can only be added to a base creature of the appropriate race.</p><p>To create a new minion, a gnomish vampire must drains 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 HD.</p><p><strong>Vampire Strain Halfling Vampire:</strong> The “dwarven,” “elven,” “gnomish” and “halfling” strains of vampirism can only be added to a base creature of the appropriate race.</p><p>A halfling victim slain by a halfling vampire’s Constitution drain returns as a vampire spawn if it had 4 or fewer HD and as a halfling vampire if it had 5 or more HD.</p><p><strong>Sample Chiang-Shi Human Monk 5:</strong> ?</p><p><strong>Sample Nosferatu Human Aristocrat 5:</strong> ?</p><p><strong>Sample Vyrkolaka Human Warrior 5:</strong> ?</p><p><strong>Sample Dwarven Vampire Dwarf Fighter 5:</strong> ?</p><p><strong>Sample Elven Vampire Elf Ranger 5:</strong> ?</p><p><strong>Sample Gnome Vampire Gnome Illusionist 5:</strong> ?</p><p><strong>Sample Halfling Vampire Halfling Rogue 5:</strong> ?</p><p><strong>Vampire Companion:</strong> Sometimes, whether from the loneliness of eternity or the vampire’s twisted idea of love, a vampire may become enamored of a mortal. Very often, however, the mortal is not strong enough to cross over to undeath without becoming a stagnant, menial vampire spawn. If a mortal has less than 5 HD, a vampire can still turn its companion into a true vampire through prolonged process called the Dark Kiss. Vampires can also use the Dark Kiss on victims of 5 or more HD if they wish to grant their companion free will. Male vampire companions are typically called “grooms” and females “brides.”</p><p>To create a companion through the Dark Kiss, a vampire must slowly drain the mortal of blood, taking no more than 1 point of Constitution per round. When the companion has just 1 point left, the vampire opens its own veins and allows (or compels) the companion to drink its blood even as it slowly drains its beloved’s last point of Constitution. The vampire suffers 2 negative levels for each level the companion needs to reach 5 HD. (Thus, a 2nd-level companion would inflict 6 negative levels.) If the vampire is reduced to 0 HD or less by these negative levels, both the vampire and its companion are destroyed. If the vampire survives, it removes one negative level every 10 minutes, and lies spent and helpless until all negative levels are lost. If the vampire is slain by other means before it recovers, the companion becomes a vorlog.</p><p>The companion gains enough “vampire” levels (advancing as an undead creature) to bring it to 5 HD.</p><p><strong>Wight Dread Common:</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 Fog:</strong> ?</p><p><strong>Fog Cadaver:</strong> The zombie 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, corpse-like zombie lord.</p><p>“Zombie lord” is a template that can be added to any humanoid or monstrous humanoid.</p><p><strong>Sample Zombie Lord Human Adept 6:</strong> ?</p><p></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 their save by more than 10 when exposed to a zombie lord's aura of death die instantly and become zombies under the zombie lord’s control.</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><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>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><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 drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a chiang-shi if it had 5 or more HD.</p><p>If a nosferatu drains a humanoid or monstrous humanoid’s Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer HD and as a nosferatu if it had 5 or more HD.</p><p>Victims reduced to 0 Intelligence or below by 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 or spawn, 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 drains the victim’s Constitution to 0 or less, 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>If a dwarven vampire drains a dwarven victim’s Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer HD and as a dwarven vampire if it had 5 or more HD. 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 of this occurs, the new vampire or spawn rises 1d4 days after the vampire’s visit and is under the command of the dwarven vampire that created it, remaining enslaved until its master’s death.</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 vampire instead 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 and as an elven vampire if it had 5 or more HD.</p><p>A halfling victim slain by a halfling vampire’s Constitution drain returns as a vampire spawn if it had 4 or fewer HD and as a halfling vampire if it had 5 or more HD.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2475/Champions-of-Darkness-3e?affiliate_id=17596" target="_blank">Champions of Darkness:</a>[spoiler]</p><p><strong>Skeletal Dread Companion:</strong> “Skeletal dread companion” is a template that can be added to any familiar or mount.</p><p>Although all dread companions are evil, the Dark Powers reserve skeletal dread companions for individuals who seem truly bent on continuing on the path of corruption and moral decay.</p><p>Skeletal Dread Companion feat.</p><p><strong>Jander Sunstar Elven Eminent Vampire Fighter 16:</strong> ?</p><p><strong>Sample Skeletal Dread Companion:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2523/Secrets-of-the-Dread-Realms-3e?affiliate_id=17596" target="_blank">Secrets of the Dread Realms:</a>[spoiler]</p><p><strong>Count Strahd von Zarovich, Darklord of Barovia, Human Ancient Vampire Fighter 4/Wizard 16:</strong> ?</p><p><strong>Azalin Rex, Darklord of Darkon, Human Lich Wizard 18:</strong> Firan tried to raise Irik in his own image, grooming him for the throne, but the boy had his mother’s kind heart, which Firan interpreted as weakness. When Irik was caught helping Firan’s political foes escape, Firan personally and publicly executed his son. That night, as Firan blamed himself for his failures as a father, a dark, nameless force visited the Azal’Lan and offered him the secrets of becoming a lich. It took him two years to complete the rites and shed his mortality.</p><p><strong>Tristessa, Darklord of Keening, Sith Rank Five Ghost Cleric 6:</strong> Following the malevolent dictates of its goddess, the spider cult became decadent and depraved and grew increasingly brazen in its disregard of the Law of Arak. Over time, the spider cultists’ bodies slowly transformed to resemble those of drow. Threatened by the cult’s increasing power, Loht, the Prince of Shadows and leader of the Unseelie Court, took steps to stop the religion. Tristessa led her followers in a lengthy and bitter power struggle. For all the destruction caused and all the lesser creatures killed, not one drop of shadow fey blood was spilled in the conflict. Above all else, the millennia-old Law of Arak strictly forbade the killing of one shadow elf by another.</p><p>Tristessa’s child, a twisted little creature resembling a drider, was born shortly before the Unseelie Court finally defeated her cult. To mark his victory, Loht and his warriors dragged the captive Tristessa to the surface and, in violation of</p><p>the sacrosanct Law of Arak, staked her and her deformed child to the slopes of Mount Lament, leaving them to boil away under the light of the sun.</p><p>When the sun rose, Tristessa and her child were consumed by the daylight. A sandstorm twisted to life fromTristessa’s dying scream. It swept through the mountain valleys, wiping out all surface life. History would record the storm as the Scourge of Arak. When the dust settled, Mount Lament had been shifted to anew domain. The Mists had given Tristessa’s spirit the small domain of Keening.</p><p><strong>Lord Wilfred Godefroy, Darklord of Mordent, Human Rank Four Ghost Aristocrat 12:</strong> In the four centuries that the house had stood on Gryphon Hill, no inhabitant had ever actually taken a life. Godefroy’s murders woke something in the house that has never returned to its slumber. Godefroy escaped mortal justice, even shooting his best stallion to provide a scapegoat, but the house knew what he had done. The night after Estelle and Lilia were buried in the cemetery on the Gryphon Hill grounds, their spirits returned to haunt their killer. The ghosts returned to torment Godefroy every night for the rest of the year. Finally, facing another year of nightly torture, Godefroy committed suicide on New Year’s Day in 579 BC. In accordance with his will, Godefroy was interred in the Weathermay mausoleum near Heather House, far from his wife and child.</p><p><strong>Baron Urik von Kharkov, Darklord of Valachan, Human Mature Nosferatu Vampire Fighter 11:</strong> When Morphayas felt his creation was properly “finished,” he arranged for Urik and Selena to have frequent chance encounters, Morphayas had designed Urik to both appeal and be attracted to Selena, and the pair soon became lovers, just as the wizard had planned. Morphayas waited until the two were locked in a lover’s embrace, then dispelled the magic that maintained Urik's humanity. The savage panther tore Selena to shreds.</p><p>Morphayas recovered Urik and bestowed human form upon him again, planning to use his assassin again. He did not, however, expect Urik to remember his prior human incarnation. Having never known of his true nature Urik was horrified by the uncontrollable beast within him. He escaped from the wizard and fled the country, burning with hatred and humiliation. In this state, he stumbled into a bank of fog and emerged in Darkon, where an impoverished bard told him legends of Azalin’s vampiric secret police. Urik sought out a vampire to induct him into the ranks. In undeath, Urik sought not just power and immortality, but control over the panther. What he received was 20 years of slavery to a Kargat master.</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>3.0 3rd Party[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/20305/City-of-Secrets-the-Adventurers-Guide-to-Nishanpur?affiliate_id=17596" target="_blank">City of Secrets: The Adventurer's Guide to Nishanpur</a>[spoiler]</p><p><strong>Cold Infant:</strong> Cold Infants are the risen remains of infants or toddlers that have passed away. They are almost all naturally occurring, as necromancers would rarely create something with so little in the way of practical use.</p><p><strong>Delusion Witch:</strong> The Delusion Witch is a form of undead that is said to appear in cases where a deceased person feels that they have been robbed of their life through no fault of their own. This cannot be proven, however, as the being itself does not have the awareness of its own condition necessary for self-examination.</p><p><strong>Deathgleaner:</strong> Deathgleaners are a form of Infernal-based undead, first created by a collaboration of the priesthood of Neroth with the Seekers of the Hidden Master in the catacombs under Nishanpur. As they are created using a variety of devils, roughly 50% of them are winged, and capable of flight. In constant pain due to the process of their creation, they often attack anything they encounter in a blind rage.</p><p>Deathgleaners are made from a melding of energies and intents.</p><p><strong>Shadow Fetch:</strong> Shadow fetches are the shadows of mortal men, which have been twisted and given a life of their own.</p><p>These undead are formed of the darkest parts of the human spirit.</p><p>Living creatures successfully touched by a Shadow Fetch suffer 1d4 points of temporary Charisma damage. If the victim’s Charisma reaches 0, he falls comatose until healed. The victim’s shadow is forever altered, showing infernal traits. The victim will suffer a –2 penalty to all Charisma-based checks, except Intimidate, which instead receives a +2 bonus. When the subject dies (whenever that may occur) his shadow rises one day later as a Shadow Fetch, unless a Sarishan temple “exorcises” the incubating undead before the subject’s death.</p><p><strong>Skeletal Beast:</strong> <em>Create Skeletal Beast</em> spell.</p><p>Skeletal beasts are the result of magical experimentation by Nerothian clerics and magic-users. They do not occur on their own; they must be created.</p><p>Skeletal beasts are created by combining the skeletal remains of several mindless animated creatures (skeletons or zombies); they do not have to be complete or of the same type.</p><p><strong>Failed Deathgleaner:</strong> This one did not complete the transformation successfully.</p><p></p><p><strong>Zombie:</strong> Killed by Dagger of Mahememnun.</p><p>Ungent of Animation.</p><p><strong>Wight:</strong> Killed by Dagger of Mahememnun.</p><p><strong>Ghoul:</strong> Killed by Dagger of Mahememnun.</p><p><strong>Ghast:</strong> Killed by Dagger of Mahememnun.</p><p><strong>Vampire:</strong> Killed by Dagger of Mahememnun.</p><p><strong>Skeleton:</strong> Ungent of Animation</p><p></p><p>Create Skeletal Beast</p><p>Necromancy</p><p>Level: Clr 2, Death 2, Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25ft. + 5ft. / 2 levels)</p><p>Target: One or more animated corpses</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell takes one or more animated corpses (skeletons or zombies) and combines them into one large skeletal beast. The number of Hit Dice of undead that can be affected is equal to the caster’s level. The available undead may be combined into one large skeletal beast or several smaller beasts. At least 6 Hit Dice of undead are required to create a single skeletal beast, though larger and more powerful beasts may be created if more undead are used (up to a maximum of 12 Hit Dice for any single skeletal beast).</p><p>See Chapter 5: Natives of Nishanpur: for details on Skeletal Beast for the statistics of the monsters created by this spell. If more than 6 Hit Dice worth of undead are used in the creation of a single skeletal beast, then the standard advancement rules should be used to determine the resulting creature’s statistics.</p><p>The spell must be cast upon undead controlled by the caster, and the resulting skeletal beast is also controlled by the caster. The caster is still subject to the normal limitations regarding the total number of Hit Dice of undead creatures that he can control at any given time.</p><p></p><p>Dagger of Mahememnûn</p><p>This bronze ritual dagger was created by Myrantian priests of Neroth long ago. Used in rituals of mummification, the dagger served the dark priests for centuries. After the fall of the Myrantian Hegemony, the dagger fell into obscurity, entombed with the last priest who used it. About 20 years ago, the dagger was rediscovered by a band of adventurers. When the Nerothian priesthood that remained in former Myrantian lands heard of its discovery, they set out to retrieve it, by any means necessary.</p><p>The pommel of this dagger is shaped as a skull, and the hilt resembles an ancient column, inscribed with holy supplications to Mahememnûn. The crossguard is a great winged scarab, beautifully enameled. The blade is unadorned bronze.</p><p>The dagger is enchanted such that it will cut through the toughest hides, and any creature killed with the dagger is 75% likely to rise as one of the undead, without any spells or prayers being invoked for this effect. (01-24% does not rise, 25-76% Zombie, 77-88% Wight, 89-95% Ghoul, 96-99% Ghast, 00 Vampire) Furthermore, if the dagger is used in the preparation of a body for mummification, the resultant mummy will gain a 5-point increase to its inherent Damage Reduction.</p><p>Those wishing to use this dagger in the creation of undead should note that this dagger does not impart any ability to control undead upon the user. The undead created by this dagger are uncontrolled, and divine casters may attempt to turn, rebuke, or command these undead normally. The dagger provides no bonuses or penalties in this regard.</p><p>Caster Level: Unknown; Prerequisites: Unknown; Market Value: Priceless (the Myrantians would pay at least 50,000 gp to recover it, though they are far more likely to kill its possessor instead of negotiating); Weight: 1 lb.</p><p></p><p>Unguent of Animation</p><p>When used to anoint a dead body, this oil causes the corpse to animate into a skeleton or zombie. The undead creatures created by this unguent remain animated until they are destroyed. Unlike the animate dead spell, these undead are not automatically controlled by the user of the unguent, however. If the user is a cleric, she may attempt to turn, command, or rebuke the undead as normal. If they become uncontrolled, the undead will attack the nearest living beings. Each vial of unguent of animation contains enough oil to animate up to 10 Hit Dice worth of skeletons or zombies, all of which must be created from Medium-size or smaller corpses.</p><p>Caster Level: 5th; Prerequisites: Brew Potion, animate dead; Market Value: 1,000gp; Weight: 2 lbs.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3319/Creature-Collection-II-Dark-Menagerie?term=creature+collection+II&it=1&affiliate_id=17596" target="_blank">Creature Collection II Dark Menagerie:</a> [spoiler]</p><p><strong>Acid Shambler:</strong> The acid shambler is one of many horrors that spawned in the aftermath of the Divine War, wild energies released by the titans’ defeat and imprisonment warped living -and unliving -matter The shamblers are corpses brought back to horrific, agonizing life by a strange transformation of their blood. The thick reddish-black ichor that surges through their dead veins both animates and deteriorates them, eating them from the inside out due to its highly acidic properties. Since adventurers often encounter shamblers in the vicinity of a bane cloud (q.v.), some scholars believe that shamblers are the unfortunate victims of the deadly elemental’s poisonous vapors. No one can say for certain, however, if shamblers are animated intentionally or as a terrible side effect of the cloud’s powers.</p><p>Since scholars have begun recording instances of bane cloud sightings, a connection has been made to attacks by a new form of undead known as the acid shambler. It is now believed that the shamblers are victims of the bane cloud that are somehow brought back as undead monsters, though no one is certain how or why this occurs.</p><p><strong>Blood Zombie:</strong> These are the undead spirits of sailors who died on the Blood Sea, especially those who died violently on a vessel overcome with blood barnacles.</p><p><strong>Bonewing:</strong> Scholars speculate that they were once normal raptors or other predatory birds, changed by contact with a titan, or changed by the fearful magic unleashed during the Divine War or the Dead Tide of Agavir.</p><p><strong>Burned Ones:</strong> Those who have used Vangal's priesthood as a means to power and then commit an act of betrayal against the Ravager find themselves stripped of their powers and hunted by their former brethren. If captured, these ex-priests are subjected to a ritual which leaves them nothing but a burned husk, destined to roam the earth tormented in an agony of eternal flames.</p><p>When burned ones attack, they often try to grab a cleric and Immolate her. If such an Immolation attack succeeds and reduces the cleric to -10 hp, the cleric bums up to a withered husk. Unless the remains are consecrated or a protectionfrom evil spell is cast on the remains, the cleric rises up in 24 hours to stalk the nights as a burned one herself.</p><p><strong>Kadum's Leviathan:</strong> A creature that becomes one of Kedum's Leviathans might once have been a majestic whale, but the blood of the sunken titan transforms it into a vast undead colossus.</p><p>Many consider it to he a myth, or an extinct form of undead created when the corpse of an ordinary whale comes in contact with Kadum’s blood.</p><p><strong>Mist Reaper:</strong> In one particular case, a councilor of Shelzar was kidnaped and held ransom. When his family refused to pay the asking price, the kidnapers drowned the man in the sea and prayed to Enkili that his body be washed far out, never to be found again. Outraged, Belsameth cursed the killers and the corpse to suffer the exact opposite fate. The next night, when a thick fog rolled over the city, a vengeful spirit roiled in with it. To Belsameth's delight, the councilor's ghost visited himself upon each of his killers in turn, murdering them in various gruesome manners. To Belsameth's surprise, the spirit continued its rampage by killing the family members who refused to pay its ransom. It seemed the spirit's thirst for revenge exceeded even the goddess' expectations. Indeed, so fiery was the world's desire for revenge that she didn't create a single angry ghost, but inadvertently awoke the spirits of many people killed by drowning, people who never received proper burials or whose essence was never shepherded to the gods.</p><p><strong>Night-Touched:</strong> The night-touched are one of the many varieties of creatures that were created by Hrinruuk to amuse himself on his hunts. The night-touched were an experiment that combined the essence of outsiders with that of the undead.</p><p>Hrinruuk created several breeds of night-touched, each of which was granted different powers to make the chase more interesting.</p><p><strong>Night-Touched Controller:</strong> ?</p><p><strong>Night-Touched Hound:</strong> Alternately called the Little Garabrud or even</p><p>Hrinruuk's Hounds, these canines are actually night-touched created ages ago by Hrinruuk. Stories still told by those titanspawn who still worship Hrinruuk, claim that the titan created these hounds as competition for himself.</p><p><strong>Sand Mummy:</strong> Visitors to the desert who anger the Ubantu tribesmen are left to the mercies of the Onn wasteland. Those who survive are deemed to have been spared by the gods and usually earn the respect of the Ubantu, while others die a terrible death for want of water. Sometimes a spirit feels so strongly that it was wronged in its banishment that it rises from the sands and stalks the living, possessed of an eternal thirst it can never slake. Or so the Ubantu believe, and their understanding of the fearsome sand mummies may be correct for the Desert of Onn. But little do the tribesmen understand that the same mummies also appear in Ghelspad’s Ukrudan Desert, far from Ubantu territory and experience.</p><p>Deprived of life by relentless sun and unforgiving sand, these naturally mummified corpses crawl from the dunes, granted an eerie unity with the elements. Wasteland dwellers have yet to determine if sand mummies are granted unlife by one of the evil gods or by a vengeful titan.</p><p><strong>Sand Mummy Unholy One, Greater Sand Mummy:</strong> The Ubantu say truly old or ancient corpses still walk the desert, and that these spirits have developed further unholy powers, granted to them as they continue to seek revenge upon the living and serve whatever dark force has given them unlife.</p><p><strong>Seeker's Bane:</strong> For every adventurous soul who finds his way into a ruined tower and returns laden with riches, there are an unknown number who suffer a terrible fate, slain by lurking monsters or caught in lethal traps. A seeker’s bane is the spirit of one of these lost adventurers, twisted and embittered by its lonely death.</p><p><strong>Shadow Lord:</strong> The origins of shadow lords are uncertain. A variety ofexPlanations are suggested by sages, necromancers and others interested in such things - or who even know that these beings exist. Some claim they are the spirits of members of the infamous Cult of Ancients. These assassins made a pact with Belsameth in life to continue to serve her in death. Others suggest, though discreetly, that a terrible accident at Hollowfaust (or an intentional event at Glivid Autel) allowed the release of particularly malicious ghosts. Finally, it’s believed that once in the Scarred Lands’ two full moons, someone is born whose hatred is so great that he makes it his life’s work to snuff out the lives of others - and continues to do so from beyond the grave.</p><p><strong>Siege Undead:</strong> “Siege undead” is a collective term for three different types of undead creatures that may be crafted from a single corpse. The formulae for creating these creatures was supposedly developed by Yrgdryth, a priest of Belsameth, during a particularly long and protracted siege.</p><p>In order to maximize the value of each dead soldier who was raised to fight again for the Divine Army, Yrgdryth devised this unique methodology for fashioning three undead soldiers from a single cadaver, all three of which are raised with a single casting.</p><p><strong>Siege Undead Boneman:</strong> To create a boneman, a cadaver's entire skeleton must be very carefully removed from the body with the least possible damage to the skin and musculature. any cartilaginous or soft-tissue attachments must be strengthened or replaced, usually with wire or nails.</p><p><strong>Siege Undead Meatman:</strong> The creation of a meatman requires a cadaver’s skin to be peeled off and then the entire skeleton to be very carefully removed from the body with the least damage to the musculature. The bones are then replaced, either with wooden rods or metal bars (the latter being the more common) and the muscles sewn back up. The whole body is then tightly bound up with wire or rope to keep the sutures from splitting as the thing exerts itself. To avoid the complications of trying to replace the delicate bone structure of the hands, they are instead replaced with rough iron blades, which are attached directly to the artificial skeletal structure to enhance their durability.</p><p><strong>Siege Undead Sandman:</strong> To create a sandman, an entire skeleton must be very carefully removed from a cadaver with the least damage to the skin. The skin is then carefully sewn back up, including all orifices save for the mouth, and the seams are vigilantly sealed with tar or wax. The whole thing is then filled with a mixture of wet sand and small stones and the mouth is sewn shut and sealed. The small stones mixed in with the sand tend to jam up around lacerations, helping to seal the wound and preventing the escape of too much sand.</p><p><strong>Skull Kings:</strong> Skull kings are believed to be the lingering remains of court executioners and assassins who, in life, performed their duties with either extreme remorse or extreme satisfaction. The debate continues as to which is more likely. The former are thought to remain in this world after death because they lost their souls long ago, regretting the murders they had to perform, yet still following orders. The latter brought such enthusiasm to the murders they committed that their fouled spirits kept their bodies animate after death.</p><p><strong>Spectral Plant:</strong> Certain foul perversions of life and nature, such as the seed of a locust demon, can corrupt a plant with the negative energy of death. The result is a spectral plant.</p><p>While very small plants such as grasses wither and die when subjected to such negative energy, any kind of flora from small bushes to gargantuan trees might be infected with the blight that turns them into spectral plants.</p><p>Once per month, the locust demon may use its stinger to plant a seed of blight in the earth. Once planted, the seed spreads a supernatural sickness to all plants within a radius of 100 feet per hit die of the locust demon. The sickness (called demon blight) alters the plant life growing in the region so that instead of being infused with positive life energy, it becomes infused with the negative energy of death. Within a day of being infected, a plant will begin to turn gray and brittle. Within three days, it will have turned entirely gray, and it will crumble to dust at the touch, leaving behind a black and white spectral image of itself as it was in life. The plant is now a spectral plant.</p><p><strong>Tattooed Corpse:</strong> The sorceresses of Albadia are acknowledged as experts in the arcane practice of tattoo magic. What is less known is the darker side of this skill, in which the sorceresses combine forces with necromancers or tribal shamans to inscribe enchanted tattoos upon reanimated corpses.</p><p><strong>Belsameth Spider:</strong> The process of becoming a Belsameth spider is gruesome. A victim bitten by a Belsameth spider has a chance of becoming one himself. If this happens, the poor victim’s head severs at the neck and sprouts its eight legs.</p><p>“Belsameth spider” is a template that can be applied to any living creature expect for oozes and plants.</p><p><strong>Sample Belsameth Spider:</strong> He paid tribute to Belsameth that she might grant him power, and the goddess of nightmares and death answered his prayers.</p><p></p><p><strong>Shadow:</strong> A humanoid reduced to zero strength by a shadow lord rises as a shadow in the next round.</p><p>A shadow lord can awaken another creature’s mundane shadow, turning it into an undead shadow under the lord’s control. This power has a range of 30 feet and can be used once per hour as a free action. The living target must succeed at a Fortitude save (DC 13) to resist, whether he knows that his shadow is endangered or not.</p><p><strong>Spectre:</strong> If the body of a victim who was slain by a spectral plant's energy drain is left in contact with spectral plants for the 24 hours immediately following their death, the woeful soul returns as a spectre.</p><p><strong>Wight:</strong> Any humanoid slain by the Kadum leviathan’s Constitution drain becomes a wight in 1d4 rounds.</p><p><strong>Zombie:</strong> As a standard action, a corpse whisperer can revive the recently dead by speaking directly into their ears, creating a new follower that immediately joins the creature’s minions against its former friends. The effect is similar to animate dead, except the undead are always zombies, the corpse must be no more than one hour old for the whisperer to animate it, and there is no limit to the number of undead the corpse whisperer may control.</p><p>Any non-humanoid living creature slain by the Kadum leviathan’s Constitution drain becomes a zombie in 1d4 rounds.</p><p>If a stone to flesh spell is cast on a stone zombie it reverts into a normal zombie, the necromantic construct ritual’s magic disrupted.[/spoiler]</p><p></p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=234" target="_blank">d20 Zelda</a>[spoiler]</p><p><strong>Bubble:</strong> Bubbles are the spirits of those who died violent deaths. They haunt the places where they died, blindly lashing out at anyone that gets near.</p><p><strong>Gibdos:</strong> Ancient Hylians used to mummify their dead and inter them in large catacombs. When Ganondorf Dragmire obtained the Triforce of Power, his incredible evil energies flowed through those catacombs and infused the dead with pure evil.</p><p><strong>Poe:</strong> Most spirits go to the afterlife, but a few lose their way. Poes are those spirits, using their lanterns to try and find the path to the great beyond.</p><p><strong>ReDead:</strong> After sacking Hyrule Castle, Ganondorf used evil magic to reanimate the dead as guardians in Hyrule Town Market. The results of that magic are ReDeads: tall, twisted corpses that moan in endless agony.</p><p>Any living creature killed by a ReDead’s constriction rises as a ReDead in 1d4 hours.</p><p><strong>Stalfos:</strong> Ganondorf reanimated legions of skilled warriors after his rise to power, and they are the stalfos.[/spoiler]</p><p></p><p>Darwins World Preview Terrors of the Twisted Earth:[spoiler]</p><p><strong>Screamer:</strong> Screamers were once human beings, horribly mutated and impregnated with massive doses of radiation. Through some unknown process, screamers arise after death to shamble about in the night, in search of living flesh to consume or ravage with their burning, radiated touch. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1135/Deadlands-D20?affiliate_id=17596" target="_blank">Deadlands d20</a>[spoiler]</p><p><strong>Harrowed:</strong> In Deadlands, death isn’t always the last stop on the line. Strong-willed hombres occasionally claw their way back from the grave. As the Agency and Texas Rangers have learned, these individuals are actually possessed by manitous—the same evil spirits that hucksters manipulate to work their hexes.</p><p>When your character dies in Deadlands, roll 1d20. Add +1 to the result if your hero is 5th level, +2 if he’s 10th level, or +3 if he’s 15th level or higher. (Those bonuses don’t stack, by the way.) If the total result is 20 or higher, a manitou has latched onto his spirit and forces it back into his body—with an unwanted roommate. The cowpoke’s coming back from the grave.</p><p>Most Harrowed stay in the grave 1d6 days. It takes a while to fight for the hero’s soul and then another 10-12 hours for the stubborn cuss to dig himself out—assuming the body was properly buried six feet under in the first place. Some Harrowed come back quicker and some take longer—especially if the body was badly mangled or otherwise in bad shape. The manitou needs the human’s psyche, so the victim’s head must be intact. Most major head wounds that kill a person render the body unusable, but that’s not always the case. It’s up to the Marshal if a special effect of some sort has ruined the hero’s brain and made him ineligible to come back Harrowed.</p><p><strong>Abraham Lincoln:</strong> After his assassination in 1865, Lincoln returned from the dead Harrowed.</p><p><strong>Bill Quantrill Harrowed Gunslinger 8:</strong> Bill Quantrill returned from the dead Harrowed.</p><p><strong>Xitlan Lich Sorcerer 3:</strong></p><p><strong>Hangin' Judge:</strong> From 1863–69, five Confederate circuit judges formed a secret alliance to steal land, ruin their rivals, and eliminate anyone who stood in the way of their wealth and fame. Those who opposed them were framed for “hangin’ offenses” and hauled to the nearest tree for a lynching.</p><p>But after six years of tyranny, the locals, mostly hot-blooded Texans, fought back. They rounded up each of the judges and hung them from trees all along the Chisholm Trail as a warning to other authorities who would abuse their power.</p><p>The Reckoners seized the opportunity to infuse their spirits with unholy energy and send them back to earth as abominations.</p><p><strong>Walkin' Dead:</strong> Walking dead are clever killers, raised by the Reckoners (or evil humans) to wreak havoc and destruction. The manitous which animate these dead shells have their own personalities.</p><p><strong>Walkin' Dead Veteran:</strong> Bill Quantrill's unholy host power.</p><p>Brought back to unlife by Xitlan.</p><p>A few days before Halloween, a Bayou Vermillion train sped through Texas carrying vats of a special brew. This experimental formula was devised by Baron Simone LaCroix to create the walking dead. Unfortunately, the bridge over the Angelina River near Nacogdoches was out, and the train plummeted into the water. The formula eventually made its way down to the Nacogdoches cemetery.</p><p>Veteran walking dead are raised from better stock than the average undead creep. Most often, these are soldiers raised straight from the battlefield on which they fell.</p><p>Any Black Magician with animate dead and the proper…inventory…can raise half as many veteran walking dead instead of regular walking dead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1142/Deadlands-D20-Horrors-of-the-Weird-West?affiliate_id=17596" target="_blank">Deadlands D20 Horrors of the Weird West</a>[spoiler]</p><p><strong>Black Regiment:</strong> The Black Regiment consists of reanimated soldiers slain on both sides of the War Between the States, whose uniforms have turned black by their own shed blood.</p><p><strong>Bone Fiend:</strong> Bone fiends are created when a manitou finds a human skull with at least a little bit of brain matter left and sets up shop. It starts in whatever bits of gray matter are still left, then the creature spreads its essence throughout the skull itself. (This is what turns the skull black.) It then sets about assembling a bony body for itself and waits for its first hapless victims to arrive</p><p><strong>Dracula:</strong> Dracula, the most powerful vampire in existence, was once known as Vlad Drakul, ruler of a small country in what is now Romania. Vlad, while a military genius, had a few unsavory practices—among them a habit for sticking folks on huge sharpened posts, which gained him the nickname “the Impaler.” So brutal was he that his actions resulted in his curse of vampirism back in the 15th century— when the manitous were still chained in the Hunting Grounds. That’s a powerful lot of evil!</p><p><strong>Flesh Jacket:</strong> Flesh jackets are fashioned by certain very powerful, very evil cults around the world. To create one, a black magician with the proper knowledge removes the skin from a willing cultist, and imbues the shorn hide with a weird sort of life. The spell also gives the flesh jacket limited mobility, and it can attempt to assume control of any victim it can envelop.</p><p><strong>Frankenstein's Monster:</strong> Victor is a Swiss-born mad scientist specializing in the study of life and death. He’s one of the few researchers to successfully bring a corpse back to life, although, as most everyone nowadays knows, not with the results he’d hoped for. Using parts purloined from local graveyards, Victor fulfilled his scientific dream. He created a man and gave his creation life.</p><p>But something went wrong. Rather than the perfect specimen he had aimed for, his creation was twisted and freakish, a parody of humanity.</p><p>Frankenstein chose the “best” parts for his creation, hoping to build a beautiful artificial specimen.</p><p>Unfortunately, the sum of the parts turned out to be greater than the whole. Stitching scars mar much of the creature’s body. Its eyes are glazed and yellowish, while its skin has a pasty pallor. Once beautiful features are contorted into a rictus of death by faulty facial muscles.</p><p>The monster itself is an odd amalgam of mad science and undeath. Although Victor’s experiments brought the creature to life, it is sustained by an unholy tie to its maker.</p><p><strong>Ghost:</strong> Haunts, spectres, phantasms, poltergeists—all of these are disembodied souls that haven’t moved on to the afterlife and remain to plague the folks of the Weird West.</p><p><strong>Banshee:</strong> Banshees are the restless spirits of folks who died as a result of non-requited love. Often, they committed suicide after realizing their heart’s desire was denied them. Occasionally, the banshee was actually murdered by the object of its affection. In either case, the banshee’s death occurred in a remote spot and the body was unburied.</p><p><strong>Haunt:</strong> Haunts are the most common form of ghost. They are created when a person died while experiencing an extreme—usually unpleasant—emotion and is doomed to relive it or inflict it on others. The most common motivator for a haunt is revenge for a violent or treacherous death.</p><p><strong>Phantom:</strong> Phantoms—also called spooks, wraiths and phantasms—are merely spirits who’ve yet to realize their time has come. They remain tied to the site of their death until someone releases them from the limbo of undeath they are trapped in.</p><p><strong>Poltergeist:</strong> Like simple phantasms, poltergeists result from a soul’s refusal to accept the death of its corporeal body. However, poltergeists are fully aware they’re undead—they’re just mean-spirited about it!</p><p><strong>Shade:</strong> A shades is an apparition that maintains some tie to a living person—or group of people—responsible for the shade’s death.</p><p><strong>Spectre:</strong> Most apparitions are linked to the material world by the nature or cause of their death—not so spectres. These abominations are the black hats of the ghostly dimension. Spectres are the spirits of particularly evil people who’ve been cursed to continue their existence in a state of undeath. The Reckoners aren’t about to let a little thing like death cut short a good (if unwitting) servant’s service.</p><p><strong>Hangin' Judge:</strong> As you no doubt remember, the hangin’ judges started out as five corrupt Confederate judges who hatched a scheme to make a land grab and ruin their enemies along the Chisolm Trail back in the 1860s. The judges’ schemes were uncovered and they were each hunted down and lynched by angry mobs of Texans. They rose as horrific abominations.</p><p>Once a month, Hiram Jackson can create a lesser hangin’ judge if he gets his hands on a dishonest (Marshal’s call) attorney, judge or lawman. This takes a night—and a hanging—to accomplish, but not consent.</p><p><strong>Hiram Jackson:</strong> ?</p><p><strong>Cyrus Call:</strong> ?</p><p><strong>Walkin' Dead:</strong> Cyrus Call can also raise those killed by himself or his “mob” as walkin’ dead, although this takes one round per zombie raised.</p><p><strong>Luther Kirby:</strong> ?</p><p><strong>Moses Moore:</strong> ?</p><p><strong>Marcus Lafeyette:</strong> ?</p><p><strong>Headless Horseman:</strong> This creature is an abomination created when someone dies from decapitation. Chances are increased if the person was riding at the time of death or was a professional rider such as a Pony Express rider or a cavalry soldier.</p><p><strong>Joaquin Murieta:</strong> Captain Harry Love led a band of California lawmen against Joaquin and his band. They surprised the bandit leader away from camp one day with only a few men and quickly dispatched the group. To prove he’d bagged Joaquin—and to claim the $1000 reward offered by the California governor—Love chopped off the bandit’s head and returned it to the governor.</p><p>Unfortunately for folks in the Maze and the rest of the Southwest, Joaquin’s come back looking for his missing head.</p><p><strong>Mummy:</strong> Many cultures treated their dead with great respect and prepared their bodies so they would better serve their owners in the afterworld. Unfortunately, upon the Reckoners’ escape, some of these began to serve again in the world of the living.</p><p>Although mummification can result from climatic conditions, reanimation of those corpses only produces desiccated dead. Also, lesser mummies—those of servants and the like—are treated as desiccated dead as well. Only a rare few powerful individuals arise as true mummies.</p><p><strong>Aztec Mummy:</strong> The Aztec culture relied on two methods to prepare their dead for the afterworld. The first, cremation, left little to later reanimate and plague ancestors. However, during certain periods of their history, the Aztecs practiced a form of mummification, particularly for those who were consider specially blessed or important.</p><p>Occasionally, one of these mummies—usually that of a mighty king or priest—returns to the world of the living.</p><p><strong>Egyptian Mummy:</strong> This undead horror only arises from the embalmed corpse of an ancient Egyptian high priest or sorcerer.</p><p><strong>Patchwork Men:</strong> Most mad scientists drawn to this unsavory practice focus their endeavors on the human body. Patchwork men are largely human in design and function, with a few “extras” thrown in every now and then to make them interesting.</p><p><strong>Patchwork Wasp:</strong> Although it uses mostly human parts for its construction, this little horror is about as alien as you can get. The core of the body is a human head and torso. Attached to the torso like an insect’s legs are six arms, complete with hands. A small, hollowed-out cow’s horn on the backside is the stinger, with extra, external human stomachs serving as poison sacs. The wings are a disgusting marvel of bio-construction, made from hollow human forearm bones and thinly stretched human skin.</p><p><strong>Poison Woman:</strong> An old Sioux legend claims that once upon a time, women could pull their brains out of their heads and use the old gray matter to brew poisons. While some might simply dismiss this as a misogynistic tale, there is a bit of truth to it—at least since the Reckoning.</p><p>Whenever a woman kills a man with poison within the borders of the Sioux Nations (including Deadwood), there is a chance she becomes a poison woman. (Any female guilty of such a deed returns to life as a poison woman rather than becoming Harrowed.) If she does in fact attract the attention of the Reckoners, they imbue her corpse with a seed of supernatural energy, blowing the top of her head off. Men, by the way, are not subject to this particular curse.</p><p><strong>Pox Walker:</strong> When a particularly angry brave or shaman dies of smallpox or some other disease brought by the white man, there is a chance the Reckoners take notice of this fact and give the body new life as an abomination so it can spread the pestilence.</p><p>Ultimately, a victim killed by the pox walker's disease is wracked by a final, great spasm as they die. After death, instead of potentially becoming Harrowed, the victim must check to see if they become a pox walker.</p><p><strong>Tarnished Phantasy:</strong> This abomination is created when a woman of questionable virtue (like your typical saloon gal) dies while trying to save a man she truly loves. While a noble death such as this would hardly seem likely to generate an abomination, the powers of the Reckoners can twist good deeds to evil ends.</p><p>If the conditions are right, such a fallen woman returns to the world of the living as a tarnished phantasy.</p><p><strong>Union Pride Ghost Train & Ornery Will:</strong> The origin of the Ghost Train goes back to the early days of the Great Rail Wars, when a band of Confederate guerillas led by one “Ornery” Will Jenkins found a line of track laid by the Union Blue railroad across his native Missouri. Angered, Jenkins followed the track until he and his men came upon a train led by the ghost-rock powered Union Pride locomotive.</p><p>Jenkins and his men boarded the moving train, and in their rage killed everyone aboard, including all but one of the engineers. The lone survivor refused to obey Jenkins’ orders, and threw the throttle wide upon, knowing in advance he’d likely die as a result.</p><p>As the train hit the end of the tracks, it smacked the dirt so hard Jenkins was thrown against the boiler, which burst from the impact. The ghost rock inside exploded, immolating Jenkins.</p><p><strong>Vampire:</strong> Vampires of all sorts are a form of undead pestilence. After all, vampirism itself is a contagious, fatal disease that spreads even after death!</p><p><strong>Cinematic Vampire:</strong> ?</p><p><strong>Lesser Vampire:</strong> Anyone slain by a vampire’s bite rises as a lesser vampire (use the statistics for a nosferatu).</p><p><strong>Nachtzehrer:</strong> A person killed by a nachtzehrer rises again as one of the abominations herself after three days, unless they’re removed from their funeral clothing before burial.</p><p><strong>Nosferatu:</strong> ?</p><p><strong>Penanggalen:</strong> ?</p><p><strong>Upir:</strong> An upir usually begins as a restless spirit or ghost, similar to a poltergeist, except that it attempts to smother folks or even domesticated animals. After a short period of plaguing the area, the spirit returns to its dead body and animates it as an undead vampire.</p><p><strong>Ustrel:</strong> These foul little monsters rise from the corpses of very young children (two years or younger) that have died due to abandonment or neglect.</p><p><strong>Wampyr:</strong> Wampyrs are actually little more than undead plague carriers, spreading the disease of their form of vampirism among their former loved ones.</p><p>Due to the highly infectious nature of the wampyr’s bite, this sort of vampirism often spreads very quickly through a community.</p><p><strong>Walkin' Fossil:</strong> Whether animated by determined manitous that manage to find a trace of brain matter, or simply created as entirely new beings by the Reckoners, walkin’ fossils are extremely dangerous predators. Fortunately, these creatures seem pretty difficult for the dark forces to animate. While other forms of fossilized dinosaurs may be animated, the Reckoners and their agents typically prefer large predators.</p><p><strong>Weeping Widow:</strong> This abomination is the grief-stricken spirit of a woman who has witnessed the violent death of at least one member of her immediate family, and then died herself soon after. These women never had time to mourn their loss, so the unfinished business of their grief and rage binds them to the physical world.</p><p><strong>Zombie:</strong> ?</p><p><strong>Bloat:</strong> To become a bloat, a zombie has to have been submerged at the time it was reanimated and remained submerged for at least a few months.</p><p><strong>Desiccated Dead:</strong> Usually manitous try to pick corpses that are fairly fresh. They pack a better punch and tend to hold up a little better in a fight. However, evil spirits from another dimension can’t always be choosers, so sometimes they have to make due with bodies that have been out in the sun a while.</p><p>Desiccated dead are created from bodies that have dried up and decomposed to the point there is little left to them but a leathery skin over a skeleton. Cowpokes who’ve been bleaching in the desert and bodies from Indian above ground burial sites all fall into this category when reanimated by a manitou.</p><p>Feel free to use this type of walkin’ dead for mummies from Southwestern or Mexican Indian tombs. The desiccated dead are also representative of lesser mummies from Egyptian tombs—servants buried with the head honcho.</p><p>Many cultures treated their dead with great respect and prepared their bodies so they would better serve their owners in the afterworld. Unfortunately, upon the Reckoners’ escape, some of these began to serve again in the world of the living.</p><p>Although mummification can result from climatic conditions, reanimation of those corpses only produces desiccated dead. Also, lesser mummies—those of servants and the like—are treated as desiccated dead as well. Only a rare few powerful individuals arise as true mummies.</p><p><strong>Feral Walkin' Dead:</strong> These zombies are created by a weak or watered-down version of Baron LaCroix’s reanimation fluid. These are similar to the abominations spawned in Nacogdoches, Texas, after one of LaCroix’s trains derailed nearby.</p><p><strong>Frozen Dead:</strong> Sometimes the temperature in the northern plains or high mountain passes drops low enough to freeze a body solid. When a manitou decides to wreak a little havoc with a corpse that’s been out in freezing weather like that, the end result is a walkin’ dead with ice in its veins—literally.</p><p>The frozen dead are reanimated corpsicles—bodies frozen solid by incredible cold. They’re only created when the air temperature is below –30° Fahrenheit.</p><p>Note that it’s not necessary for the original body to have actually frozen to death to make one of these icy revenants. Any sort of corpse can become a frozen dead under the right circumstances.</p><p><strong>Glom:</strong> A ’glom (short for conglomerate) is a group of corpses joined together into a horrifying mass and animated by an especially strong manitou.</p><p>Most manitous are strong enough to animate only a single corpse, creating a Harrowed or walkin’ dead. Some manitous, though, have grown strong enough to animate several bodies at once.</p><p>The creation of a ’glom requires a very high Fear Level, and vast quantities of corpses; at least two. One corpse, in which the manitou houses its primary essence, must be relatively intact, but the others need not be so tidy. Most ’gloms are formed from considerably more than two corpses, and are commonly found arisen from the piles of dead on battlefields.</p><p><strong>Glom Colony:</strong> While regular ‘gloms are inhabited by a single, very powerful manitou, colony ‘gloms are host to a horde of lesser, but closely allied, manitous—a group sometimes called a “Legion.”</p><p>Like regular ‘gloms, colony ‘gloms are usually only found in areas where a large number of fresh corpses are available and the Fear Level is fairly high. A bad train wreck could spawn one if it occurred in an area with a Fear Level 5 or greater.</p><p><strong>Orphaned Head:</strong> Occasionally, a manitou gets a stubborn streak and refuses to let go of a ruined walkin’ dead. As long as the original head remains intact, the spirit continues to keep house in it—even when it’s nothing but a severed head. Usually, the noggin was removed by an edged weapon, but a rare few are chewed loose by the head itself.</p><p><strong>Headless Dead:</strong> An orphaned head can animate and control any corpse to which it has previously been grafted.</p><p><strong>Severed Hand:</strong> This abomination comes into existence after a hand has been severed by some means, preferably one that makes it worthwhile for the hand to seek vengeance. The Reckoners then provide it a disgusting life of its own.</p><p><strong>Skeleton:</strong> On very rare occasions, manitous may choose to reanimate bodies so old that nothing remains of them except bones. Evil black magicians also sometimes create these abominations as special servants.</p><p><strong>Undead Animal:</strong> What kind of twisted creature brings good old Spot back from the pet cemetery to hound his beloved master? Some abominations may reanimate animal corpse, particularly ones closely associated with the wilderness or nature. Occasionally a human cultist may do so as well, just to unnerve an interloper. This sort of tactic is perfect for Appalachian witches.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1141/Deadlands-D20-Way-of-the-Dead?affiliate_id=17596" target="_blank">Deadlands D20 Way of the Dead</a>[spoiler]</p><p><strong>Walkin' Dead:</strong> The Harrowed can add one member to his host for every two character levels he possesses. These zombies don’t just appear, they have to be raised. Just how most Harrowed raise their host seems to vary. Some give them a kiss of life. Others simply open a coffin and say “get up.” Regardless, it takes about 5 minutes to get the corpse up and moving.</p><p>Hell Beast power.</p><p>Unholy Host power.</p><p><strong>Possessed Undead:</strong> Possessed undead are created in many ways. Maybe a voodoo shaman poured some magical elixir in a cemetery, or an evil cultist said a dark prayer over a graveyard. The Reckoners hear the request, and if they feel it suits their purpose, sends a number of damned souls down to inhabit the corpses.</p><p>There doesn’t have to be a summoner involved. Sometimes the Reckoners just create a horde of walkin’ dead for their own reasons.</p><p><strong>Guardians of the Pool:</strong> These are the animated corpses of hundreds who were sacrificed to this tainted cenote in ages past.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1137/Deadlands-D20-Way-of-the-Huckster?affiliate_id=17596" target="_blank">Deadlands D20 Way of the Huckster</a>[spoiler]</p><p><strong>Walkin' Dead:</strong> Zharkov’s Saw</p><p></p><p>Zharkov's Saw</p><p>This large saw once belonged to Zharkov the Magnificent, a Russian-born magician of some repute. He used it nightly in his act. Each night he would “saw” his lovely assistant—who also happened to be his wife—completely in half with it.</p><p>One night, the trick went tragically wrong. Instead of cutting through an empty box, the saw’s razor sharp teeth cut into flesh and blood. Zharkov, believing his wife’s screams were part of the act, continued cutting. It wasn’t until her screams stopped that he realized his mistake.</p><p>Overcome with grief, the magician—who in addition to his sleight of hand skills possessed some true occult knowledge—made a pact with a manitou to restore his wife to him. That very night, his wife’s hastily stitched body rose as one of the living dead.</p><p>His joy at her resurrection blinded him at first to the differences between this walking corpse and his wife. Once he admitted to himself that the thing he lived with was not his beloved Antonia, he destroyed her body and took his own life.</p><p>Since that time, the saw has belonged to a number of lesser magicians—many of whom have met tragic ends.</p><p>Power: This saw’s bloody past gives its wielder the power to create living dead. To do this, the zombie-to-be must be killed with the saw. Once the victim’s death wounds have been stitched closed, the corpse arises as a walkin’ dead completely under the sadistic saw owner’s control.</p><p>The undead created by this saw are pure evil and always interpret their master’s command literally in a way most likely to cause problems. The Marshal’s sure to have fun with this.</p><p>The walkin’ dead created by the saw can be killed by a headshot, but the saw can also destroy them. However, walkin’ dead killed by the saw can be “revived” by stitching the wound which “killed” them.</p><p>A revived zombie may rebel if pushed to do something that it would have refused to do in life. If it wins an opposed Wisdom check against its master, it becomes free of his control. Its first action is usually to dispose of its former master in some grisly fashion.</p><p>Taint: The saw’s owner develops a yearnin’ to be recognized as the best at what he does. Gunslingers and hexslingers continually challenge others of their type to duels, magicians constantly try riskier and more spectacular tricks, and so on.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/491/Legends--Lairs-Draconic-Lore?term=draconic+lore&it=1&affiliate_id=17596" target="_blank">Draconic Lore:</a> [spoiler]</p><p><strong>Revenant Dragon:</strong> Sometimes a dragon is killed in cold blood while defending her eggs, or in some other unnecessary or unjust fashion. When this happens, the result is often the creation of a revenant dragon.</p><p>“Revenant” is a template that may be added to any dragon. The creature must have a Charisma score of at least 12.</p><p><strong>Rot Dragon:</strong> According to draconic legend, the first of these undead monstrosities was created countless millennia ago, when an ancient dragon spellcaster attempted to transform itself into an undead creature not unlike a lich. The ritual failed. Rather than grant the dragon a measure of immortality, the magic called into being a mass of writhing, spectral parasites that burrowed into the old wyrm’s flesh and made his will their own. The plague has slowly spread from dragon to dragon since that day.</p><p>The corpse of any true dragon slain by a rot dragon’s breath weapon shrivels and warps as the spectral worms spread throughout their new host. The corpse rises as a new rot dragon after 1d4 days unless dispel evil is cast on the corpse before the transformation is complete.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3527/Dragons?affiliate_id=17596" target="_blank">Dragons</a>[spoiler]</p><p><strong>Undead Dragon:</strong> All things are subject to the terrible fate of lingering between being and non-being. Even beasts as powerful as dragons cannot escape it. Dragon undead are rare, for the circumstances that create them are too maddening to ponder, but it may be that few who encounter them live to tell about it.</p><p><strong>Skeletal Dragon:</strong> Even if one has the uncommon luck of finding enough dragon bones to make a skeleton, it takes rare and powerful magic to animate them. An evil spellcaster of exceptional ability may, however, use the equivalent of a mostly-complete skeleton of dragon bones to create an undead servant of exceptional ferocity.</p><p>A spellcaster of 18th level or higher may create an undead dragon by assembling a proper assortment of dragon bones (all must be of the same size) and casting the spell create greater undead.</p><p><strong>Skeletal Dragon Tiny:</strong> ?</p><p><strong>Skeletal Dragon Small:</strong> ?</p><p><strong>Skeletal Dragon Medium:</strong> ?</p><p><strong>Skeletal Dragon Large:</strong> ?</p><p><strong>Skeletal Dragon Huge:</strong> ?</p><p><strong>Skeletal Dragon Gargantuan:</strong> ?</p><p><strong>Skeletal Dragon Colossal:</strong> ?</p><p><strong>Skeletal Dragon Different Dragons:</strong> Formed from the bones of different dragons, whether they be of the same or various species.</p><p><strong>Skeletal Dragon Single Dragon:</strong> Was formed exclusively from the bones of a single dragon.</p><p><strong>Ghoul Dragon:</strong> As with other ghouls, the origin of ghoul dragons is subject to conjecture, some more reasonable than others. The popular notion that the condition of ghoulishness is punishment for committing unusual wickedness in life, such as cannibalism, may not apply to dragonkind, as dragons themselves are so much elevated above other creatures that human standards of ethics and morality seem to scarcely touch them. Furthermore, scholars find the notion that the noble dragon would ever savor the taste of another dragon’s flesh so absurd that they believe it to be unworthy of consideration.</p><p><strong>Dragon Ghost:</strong> It may happen to any intelligent being for any of a number of reasons. Whatever the cause, it cannot rest easily in its grave, so it takes on the form of a ghost. Dragons are no exception.</p><p><strong>Mummified Dragon:</strong> Mummified dragons are monstrous creations developed by ultra-secretive dragon cults. These cults worship evil colored dragons in general and the great Chromatic Mother foremost. They almost exclusively use mature adult or old dragons in the creation process. Younger dragons are not powerful enough to survive the process, and older wyrms are much too rare for this guardian task.</p><p>Dragon cults always investigate the deaths of evil dragons, searching out the remains whenever possible. If the body is salvageable, the cult moves it to a hidden temple or dungeon that they want to protect. The High Priests of the cult then take years to prepare the body of the deceased dragon for the ordeal. The body is drained of all fluids, and the vital organs are removed and stored in huge canopic jars as large as wine barrels. Long, elaborate cleansing rituals are required and the final ceremonies take weeks. If the Great Mother is pleased, the dragon returns from the grave to protect unholy temples or ancient dragon lairs that hold some special significance to the cult or it’s Queen.</p><p><strong>Vampiric Dragon:</strong> As unlikely as it may seem, it does happen that a creature afflicted with vampirism occasionally gets the better of a member of dragonkind and transmit its curse to this most magnificent of creatures.</p><p></p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghost:</strong> It may happen to any intelligent being for any of a number of reasons. Whatever the cause, it cannot rest easily in its grave, so it takes on the form of a ghost.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Undead:</strong> Once the alarm has been triggered, the dragon can cast arcane eye or clairvoyance to spot the adventurers and then raise the corpses of previous intruders with animate dead or its more powerful variants, create undead and create greater undead.</p><p><strong>Dracolich:</strong> Dragon egg yolks can also be used for various unpleasant necromantic rituals, such as the creation of a dracolich, but this will gain the attention of every dragon with any sorcery levels for dozens of miles around.</p><p><strong>Nightshade:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/185239/Dry-Land-Empires-of-the-Dragon-Sands?affiliate_id=17596" target="_blank">Dry Land: Empire of the Dragon Sands:</a>[spoiler]</p><p><strong>Messehn Hessalihn, Dragori-Sah True Mummy Cleric 14/Sorcerer 4:</strong> Messehn is an ancient greater mummy, created by masters within the cult of eternal life hundreds of years ago.</p><p>He benefited from the full rite, rather than the abortive rite that results in mindless mummies.</p><p><strong>True Mummy:</strong> Created through complicated rituals and alchemical processes, the true mummy is much more than the non-intelligent, clumsy, cursed tomb resident normally depicted. Long ago, before the dawn of the dragori, the gods held the secret of immortality. When the Age of Ice came and threatened to bury all dragori in its white shroud, the Great Dragon decided to save what he could, and taught the secrets of immortality and preservation to his favored children. Alas, their mortal minds could not master the processes required for these gifts, and so their creations were as flawed as their understanding. The true mummies are created through Craft (Embalming) and Alchemy.</p><p>A true mummy is a preserved corpse animated by divine necromancies.</p><p>“True mummy” is a template that can be added to any sentient living creature with a solid physical form as well as the necessary organs (tongue, heart and brain). The creature must have been a divine spellcaster capable of casting resurrection in order to create the sacred vessels for his own transformation.</p><p>The core element of becoming a true mummy is removing three 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 physical attacks can ever slay him due to his fast healing. Each true mummy must make his own three sacred vessels, which requires the Craft Wondrous Item feat. The character must be a divine spellcaster able to cast resurrection. Sacred vessels cost 100,000 gp and 4,000 XP to create and have a caster level equal to that of their creator at the time of their creation. The sacred vessels are most often small stone or clay jars (sometimes metal) just large enough to contain the desiccated organs placed within.</p><p>Once the sacred vessels are crafted, the person to become a true mummy must die, allowing his body to be embalmed and the necessary organs removed to be placed in the sacred vessels. The act of embalming the corpse requires a DC 25 Craft (Embalming) check under the supervision of an overseer with at least 10 ranks of Knowledge (Religion) (this second requirement can be fulfilled by one of the embalmers). Up to three embalmers may work on a single corpse, with each helper giving a +2 bonus to the skill check of the master embalmer as long as the helper makes a successful DC 10 Craft (Embalming) check. The master embalmer or the overseer must cast death ward and dimensional anchor during this time, and must also expend 1,000 XP in the sacred ritual of embalming. If the Craft (Embalming) roll fails or the XP cost is not paid, the ritual fails and the corpse rises in one week as a normal mummy. If the ritual is a success, the corpse rises in one week as a true mummy (or as a desecrated mummy if he has already lost the sacred vessels).</p><p><strong>Desecrated Mummy:</strong> A true mummy becomes a desecrated mummy if it loses any of its sacred vessels.</p><p></p><p><strong>Mummy:</strong> If the Craft (Embalming) roll fails or the XP cost is not paid, the ritual to create a true mummy fails and the corpse rises in one week as a normal mummy.</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></p><p>Sacred Vessels</p><p>The core element of becoming a true mummy is the removal of three organs during the embalming process and their placement 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 physical attacks can ever slay him due to his Fast Healing.</p><p>Each true mummy must make his own sacred vessels. This requires the Craft Wondrous Item feat. The character must be a divine spellcaster able to cast resurrection. Sacred vessels cost 100,000 gp and 4,000 XP to create and have a caster level equal to that of their creator at the time of creation. Sacred vessels are most often small stone or clay jars (sometimes metal), just large enough to contain the desiccated organs placed within.</p><p>Magically enchanted, a sacred vessel has a hardness of 20 and 20 hit points. It cannot be struck while being worn, even by a sunder attack.</p><p>The sacred vessels contain some of the essential energies of the true mummy. Each jar contains one organ—each linked to a different ability. The brain is linked to Intelligence, the heart to Wisdom and the tongue to Charisma. If the true mummy loses possession of one of these jars, the corresponding ability drops to that of a desecrated mummy. If two or three jars are taken, the true mummy becomes a desecrated mummy.</p><p>For creatures other than the mummy, the sacred vessels can provide great enhancements. A creature in possession of one or two vessels gains a sacred bonus to the corresponding ability scores equal to one half of the original true mummy’s ability bonus. For example, the heart of a mummified cleric with a Wisdom of 22 (+6 bonus) would provide a +3 sacred bonus to Wisdom.</p><p>With all three sacred vessels from the same true mummy, the bearer has the option of taking the original mummy’s ability scores in all three abilities, replacing his own. Great though this boon is, the risk is greater. Regardless of whether the bearer of the sacred vessels accepts the original ability scores, once he is in possession of all three vessels he begins making an opposed Will save against the original mummy’s scores. If the mummy wins, his lifeforce transfers to the body of the creature, permanently destroying the current soul, and the body begins the metamorphosis into a true mummy once again. The true mummy template is applied to that creature (except for the Wisdom bonus normally inherent in that template).</p><p>Caster Level: see above; Prerequisites: Craft Wondrous Item, resurrection, soul bind; Market Price: 50,000 gp per jar minimum (depending on the embalmed mummy).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3530/Dungeons?affiliate_id=17596" target="_blank">Dungeons</a>[spoiler]</p><p><strong>Lich, Undead Sorcerer:</strong> ?</p><p><strong>Achilara, Lich Wizard:</strong> ?</p><p><strong>Hungry Waters:</strong> Hungry waters may come into being wherever someone has drowned; in certain cases, the spirit of the dead may infest the area, causing the water to become a deathtrap for the unwary swimmer. The very waters become the new body of the angry spirit, which is continually seeking to bring new souls to share its eternal torment. With each drowning victim, the area grows more deadly.</p><p><strong>Ulri Halforcsson, Vampire Fighter 10:</strong> The preparation of the tomb wasn’t entirely motivated by love for Lord Haforcsson. The Trygvi knew that Ulri had made unholy pacts during his lifetime, trading his life after death for power in this world.</p><p></p><p><strong>Undead:</strong> Natural hazards, of course, can easily be replaced by some very unnatural ones. Hexes, curses and unholy ground are examples of dark magic which may plague a dungeon, adding a whole new level of danger to an already challenging environment. Imagine a labyrinth where all monsters (or PCs) that are slain rise immediately as undead.</p><p><strong>Banshee:</strong> ?</p><p><strong>Zombie:</strong> Zombies don’t just pop up and start munching brains whenever somebody gets buried: otherwise cremation would be universal. They need a reason to rise from the grave.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> Occasionally, one of the spirits of the failed adventurers would return as a spectre or ghost, tied to the arena in which they died.</p><p><strong>Ghost:</strong> Occasionally, one of the spirits of the failed adventurers would return as a spectre or ghost, tied to the arena in which they died.</p><p><strong>Wight:</strong> The four thanes have been transformed into wights by the dark energy of Ulri.</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3535/Empire?affiliate_id=17596" target="_blank">Empire</a>[spoiler]</p><p><strong>Ghoul Pack:</strong> ?</p><p><strong>Skeleton Legion:</strong> ?</p><p><strong>Zombie Soldier:</strong> ?</p><p></p><p><strong>Zombie:</strong> <em>Greater Animate Dead</em> spell.</p><p><strong>Skeleton:</strong> <em>Greater Animate Dead</em> spell.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Lich:</strong> ?</p><p></p><p>GREATER ANIMATE DEAD</p><p>Necromancy [Evil]</p><p>Level: Clr 5, Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 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>As per animate dead, except with the following restrictions and expansion. You may not animate corpses larger than Medium-size with this spell. Each casting of greater animate dead can produce up to twice your caster level in HD worth of undead. There is no limit on the number of undead you may control, allowing you to raise entire armies of the walking dead.</p><p>Material Component: You must place a gem worth 100 gp in the mouth or eye socket of a corpse to be animated with this spell. The gem is rendered into worthless ash once the spell is complete.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1818/Encyclopaedia-Arcane-Necromancy?term=necromancy&cPath=161_201&it=1&affiliate_id=17596" target="_blank">Encyclopedia Arcane Necromancy:</a> [spoiler]</p><p><strong>Bone Delver:</strong> Bone delvers are a form of undead who were once grave robbers and died whilst performing their nefarious tasks. Some may have inadvertently awoken undead creatures in the grave, others are outwitted by cunning traps placed in well protected mausoleums.</p><p><strong>Burning Ghat:</strong> The burning ghat is a rare form of undead, created in areas of unusually high negative energy saturation when a sentient creature is put to death by fire for a crime it was innocent of.</p><p><strong>Death Knight:</strong> Doomed to devastate the world they once cherished and sought to protect, death knights are the result of damning curses visited upon once noble paladins who fell from grace at the moment of death.</p><p>The death knight is a template that may be applied to any humanoid or monstrous humanoid paladin.</p><p><strong>Glacial Haunt:</strong> In the icy wastes of the north can sometimes be found the undead spirits of those who froze to death in the snows.</p><p><strong>Grave Mount:</strong> The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world. These undead creatures are rare and usually created when a death knight arises from the grave to ride the steed he owned in his former life, though a few necromancers are also able to raise a grave mount given time and study.</p><p><strong>Skull Child:</strong> If a skull child manages to slay a juvenile humanoid by draining its Constitution to 0, the unlucky victim will rise in 1d4 days as a freewilled skull child. A bless cast on the body before that time will cease the transformation.</p><p><strong>Slaugh:</strong> Negative energy is present in all things, even far out into the open sea. Thus, when a humanoid of particularly evil disposition is drowned, their will may be such that it is just possible that negative energies fuse in the water around them, reanimating their spirit as a slaugh.</p><p><strong>Slaugh-Spawn:</strong> The slaugh-spawn is a grotesque form of undead formed when a slaugh merges with a slain victim.</p><p>A slaugh can merge with any humanoid it slays. The entire process takes four hours, after which the slaugh and victim both rise together as a slaugh-spawn. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/600/Fading-Suns-d20-roleplaying-game-rulebook?affiliate_id=17596" target="_blank">Fading Suns d20</a>[spoiler]</p><p><strong>Husks:</strong> Husks are clinically dead but animated creatures who quickly become host to all manner of carrion.</p><p>A “zombie plague” first erupts among those on the verge of death — soldiers dying of sword wounds, terminally ill patients in Church hospices, or peasants dying of malnutrition. These near-dead suddenly discover a new hunger for life. Possessed by an unnatural strength and bloodlust, they can carve their way through a rural population in no time. Each person they kill also becomes a husk.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/807/Fading-Suns-Lord-Erbians-Stellar-Bestiary?affiliate_id=17596" target="_blank">Fading Suns d20 Lord Erbian's Stellar Bestiary</a>[spoiler]</p><p><strong>Malignatian Husk:</strong> Reanimated cadavers have been recorded on all worlds throughout history; the most virulent plague of shambling husks is presently occurring on the Decados planet Malignatius, where Church legions have been attempting to besiege the stronghold of a known necromancer. This sorceror has been calling up local corpses to serve in the ranks of his defending forces, deploying them on the vast blizzard-swept arctic plains that surround his fortress. The husks created in this freezing environment can be especially tough, one Kalinthi officer reports, because even heavily deteriorated tissue is highly resistant to damage when it is frozen hard as ice.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/501/Legends--Lairs-Giant-Lore?term=giant+lore&it=1&affiliate_id=17596" target="_blank">Giant Lore:</a> [spoiler]</p><p><strong>Envy Giant:</strong> Giants believe that, when they die, their spirits return to the earth and the base elements from which they came, there to wait for the awakening of their gods. Some refuse to be conscripted into that long sleep and eventual war, however, and the power of their defiance animates their bodies.</p><p>Some say undeath can only lead to insanity. For giants, insanity can lead to undeath. These giants are so obsessed with their own mortality and with the supposed freedom of others, specifically humanoids, to escape this world after they die, that they let their bodies waste away in dark solitude. They never fully realize that they have died, however, and continue to exist in a vague haze of unreality.</p><p>“Envy” is a template that may be applied to any giant.</p><p><strong>Sample Envy Giant:</strong> ? [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3525/Gods?affiliate_id=17596" target="_blank">Gods</a>[spoiler]</p><p><strong>Bonidin the Mournbearer:</strong> Another ancestor, Bonidin, has recently earned a large following for himself. Bonidin was the whelp of his litter, and his tribe abandoned him at birth to die. In the coming decade, each member of the tribe fell to an unusual madness, losing first their will to fight, then their hatred, and finally their will to live. At last, the cleric of the tribe, Ular, sought out the cause of the malady and encountered the vengeful spirit of the child Bonidin in his dreams.</p><p></p><p><strong>Undead:</strong> Bonidin’s cult has presented those rare religious gnolls with a puzzle; until his return, gnollish undead were rare, and none were ever intelligent. The gnolls know of undead, and have fought against or along side them, the latter occurring in the rare instances of gnollish mercenaries working for necromancers. Historically, however, they have always equated undead as ancestors whose kin have all died.</p><p><strong>Ghost:</strong> It is said these are the ghosts of those slain by wearers of the The Black Armor, somehow bound to the armor for eternity.</p><p><strong>Lich:</strong> ?</p><p></p><p>The Black Armor</p><p>This ogre-sized suit of full plate is said to be the armor worn by Zohl'Nahk himself during the great ogre wars of antiquity. The shoulders and arm pieces of this full plate bristle with 8-inch spikes. The entire suit is coal black, with a strange, dull luster. Anyone who looks closely at the breastplate sees shapes and movement within the steel, like shifting howling faces and drifting hands. It is said these are the ghosts of those slain by wearers of the armor, somehow bound to the armor for eternity. The style of the armor is rough and primitive and exudes an air of antiquity. Hundreds of battle-scars crisscross the black, lustrous surface, but the armor’s integrity is undiminished.</p><p>This armor can only be worn by ogres with a Strength of 23 or higher, since it is proportioned to fit only a large ogre’s physique. The armor acts as +5 ghost touch full plate, granting the wearer a total +13 armor bonus. The armor also has a strong anti-magic aura that provides a spell resistance of 20. Zohl’Nahk's own power courses through the steel and rivets, giving the wearer a +6 enhancement bonus to Strength. Three times per day, the wearer can order the spirits of the armor to shriek their agony, creating a sound burst, as per the spell. So renowned is this armor among evil races, that any individual wearing it gains +3 to their Leadership score. If they do not have the Leadership feat, they gain it for as long as they wear the armor.</p><p>The armor is intelligent, and allows itself to be used only by the most depraved and ambitious individuals. The armor's purpose is to subjugate all lesser races for the glory of Zohl'Nahk. It speaks Giant, Orc, Goblin, and Common, and grants the wearer the ability to speak those languages as well. It can communicate telepathically with its wearer. Its abilities are Intelligence 16, Wisdom 20, Charisma 14, and Ego 32. This armor is pure lawful evil; any creature that dons the armor and is not lawful evil loses four levels until the armor is removed, at which time he suffers 4d6 damage.</p><p>Weight: 150 lb.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/185438/Guilds-and-Adventurers?affiliate_id=17596" target="_blank">Guilds and Adventurers</a>[spoiler]</p><p><strong>Mossborn:</strong> While slowly escalating their subversive efforts against the Arrowhead Order and its allies, the Polyp sought a weapon that would turn the tide of battle. As a fusion of flesh and fiber, the mossborn is both plant and undead, making it extremely difficult to be turned by either druid or cleric.</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> These beings remain in the material plane by force of personality, hatred, revenge or sorrow.</p><p><strong>Specter:</strong> These beings remain in the material plane by force of personality, hatred, revenge or sorrow.[/spoiler]</p><p></p><p>Hallows Eve:[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="http://www.drivethrurpg.com/product/1177/Hell-on-Earth-D20?affiliate_id=17596" target="_blank">Hell on Earth d20</a>[spoiler]</p><p><strong>Harrowed:</strong> Strong-willed brainers still occasionally claw their way back from the grave possessed by manitous—the same evil spirits that hucksters manipulated to work their hexes.</p><p>Being Harrowed isn’t actually a prestige class—you can’t just decide to be one of these creepy creatures. It’s just something that might happen to particularly lucky characters when they catch a bullet with their name on it.</p><p>When your character dies in Hell on Earth, roll 1d20. Add +1 to the result if your hero is 5th level, +2 if he’s 10th level, or +3 if he’s 15th level or higher. (Those bonuses don’t stack, by the way.) If the total result is 20 or higher, a manitou has latched onto his spirit and forces it back into his body—with an unwanted roommate. The brainer’s coming back from the grave.</p><p>Most Deaders stay in the grave 1d6 days. It takes a while to fight for the hero’s soul and then another 10-12 hours for the stubborn cuss to dig himself out—assuming the body was properly buried six feet under in the first place. Some Deaders come back quicker and some take longer—especially if the body was badly mangled or otherwise in bad shape.</p><p>The manitou needs the human’s psyche, so the victim’s head must be intact. Most major head wounds that kill a person render the body unusable, but that’s not always the case. It’s up to the Marshal if a special effect of some sort has ruined the hero’s brain and made him ineligible to come back as a Deader.</p><p>One side effect of all this Reckoning crap is that folks don’t always stay dead. I’m not talking about plain, old zombies. I’m talking about the Harrowed. We Templars call ’em “deaders.” See, when really tough hombres die, they are occasionally brought back to life by those same manitous I’ve been yapping about.</p><p><strong>Automaton:</strong> Dr. Darius Hellstromme created the first automatons way back in 1870 or so. Most believed they were “clockwork” men, propelled by an extremely complex</p><p>combination of steam and gears. What no one could figure out was how the automatons could think.</p><p>It took Hellstromme’s rivals many years to finally crack the “secret of the automatons.” It was actually dirt simple: the body was made of steam and gears, but the brain was that of the walkin’ dead.</p><p>Where Hellstromme might be now is a mystery to all, but his automated factories in Denver continue to churn out automatons.</p><p>They have the brain of a zombie, wired straight into a high-tech, heavily armed and armored chassis.</p><p>Hellstromme seems to have made most of his money back during the Great Rail Wars. That was definitely when he created the automatons: robots with human brains wired up inside, controlling the whole works.</p><p><strong>Doombringer:</strong> The Doombringers, ugly, mutated creatures more monster than human. They retain a feral human intelligence but are twisted and consumed by their hatred for norms, disloyal mutants, and especially heretics.</p><p>Even Silas doesn’t want many of these wackos around, so he sends the worst of them off into the wastes to hunt down heretics. Even he doesn’t know that the Doombringers have transcended their humanity and become undead abominations.</p><p><strong>Toxic Zombie:</strong> It’s amazing how much illegal dumping took place in the years before the Last War. After the Apocalypse, with no one around to put fresh loads of earth over the megacorporations’ dirty secrets, many of these toxic dumps leaked into nearby ponds or created their own cesspools of deadly ooze.</p><p>Sometimes, desperate travelers in need of water give these ponds a try. Most of them drop dead within minutes of inhaling, touching, or drinking the sludge. Occasionally, they actually fall into the stuff and become toxic zombies.</p><p><strong>Walkin' Dead:</strong> Walkin’ dead are animated corpses temporarily inhabited by manitous. They’re very common in ruined cities, creepy old graveyards, mausoleums, battlefields, or any other large concentration of bodies.</p><p>The first listing is for “civilian” undead.</p><p>What Jo doesn’t know is that anyone killed by a walkin’ dead, who doesn’t come back a Deader, has a 1 in 10 chance of coming back as a walkin’ dead herself.</p><p>If a hero is killed by a walkin’s dead and does not come back Harrowed, secretly roll 1d10. If you roll a 1, the poor brainer rises as one of Death’s walkin’ dead.</p><p>Death’s passage through Phoenix marked it in a way that even the Last War couldn’t. Anyone killed by walkin’ dead in the area of the city rises from the grave on a result 1–5 on a d10.</p><p><strong>Walkin' Dead Veteran:</strong> This one here is for better stock, such as zombies raised from a battlefield, a military cemetery, or the like.</p><p>War rode about the war-torn state on his red charger, and every battlefield he crossed gave up its dead to join his merciless army. Thousands of dead soldiers most still with their arms and armor, spread out from Kansas to devastate the West in their master’s name.</p><p><strong>Faminite:</strong> Famine rode her black steed right on top of the waters of Prosperity Bay. An army of those cursed by her touch followed behind, walking out of Purgatory, the part of the Maze set on fire by the ghost-rock bombs.</p><p>Famine’s most common troops are called “faminites.” I understand these things were encountered many years ago, but they weren’t undead. I don’t know what changed, or if the old legends were just wrong. The way it works—and I’ve seen it plenty now—is that these unfortunate souls get infected with a disease that literally starves them to death. As they’re dying, they become wild and ravenous, but don’t usually try to eat their friends if they can get other food instead. Once they come back as undead, it’s a different story. They aren’t satisfied by anything but human flesh.</p><p>Unfortunately, faminite outbreaks still occur from time to time. Sometimes you can save those infected before it’s too late, but most times the victims die less than a week after being infected, then come back as little more than a voracious monster that only looks like your Aunt Minnie.</p><p>Famine’s undead are hideous faminites. A human infected by their touch wastes slowly, maddeningly, away. He is not under any other creature’s control, nor is he undead, but he is ravenously hungry, and no amount of food can sate him. If no other food presents itself, the victim turns to living flesh.</p><p>When the person eventually dies (about 24 hours later), he rises again as a faminite. Note that these are different from the ones that appear in Deadlands: The Weird West. Those didn’t automatically arise as undead. In Hell on Earth, they do.</p><p><strong>Plague Zombie:</strong> It took a few weeks for anyone to figure out where Pestilence was. (He’s sometimes called the “Conqueror” in the Bible.) I guess “he” had to let some folks waste away before he could raise them as his new army. The bastard finally appeared in Texas on a stark-white horse. I’m told his first “harvest” of dead came from a cemetery outside of Houston, where they’d buried the victims of a recent “tummy twister” outbreak.</p><p>The Horseman known as Pestilence raises those who died from horrid diseases into horrors</p><p><strong>Warbot:</strong> Warbots are a lot like automatons. The factory techs take an undead brain and wire it into the go-box of some massive vehicle or gun.</p><p><strong>Cyborg:</strong> Remember I told you about deaders earlier? Good. Some of them, those who got snagged by the military, became something even more than Harrowed.</p><p>One of the last things to come out of the Last War were cyborgs. Both of the NA and SA had them at about the same time, so the militaries must have been working on them for a while. I don’t know exactly what happens, but they implant bionic parts into the deader’s corpse to make some sort of cross between a Harrowed and an automaton.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1178/Hell-on-Earth-D20-Horrors-of-the-Wasted-West?affiliate_id=17596" target="_blank">Hell on Earth d20 Horrors of the Wasted West</a>[spoiler]</p><p><strong>Alexander 9000:</strong> Originally, this vehicle was a one-of-a-kind prototype built as part of the US Army’s cyborg program. The Army had been experimenting with using the same technology used to make cyborgs to make cyborg combat vehicles.</p><p>Most of these attempts failed because the Harrowed human brains implanted in the vehicles simply couldn’t adjust to their new “bodies,” quickly went insane, and were destroyed. The brain of Samuel Wilkins, however, was another matter; his grey matter took to the tank like a duck to water.</p><p>Wilkins was a college professor of Greek history at the University of Pennsylvania who had checked the organ donor box on his driver’s license. When he was killed in a car accident his internal organs went to waiting patients; his brain went to the US Army’s testing facility in Montana.</p><p>Wilkin’s brain was able to adapt to its alien body and he found that he rather liked being a nearly unstoppable killing machine.</p><p><strong>Battle Hound:</strong> Some experimentation showed that the same technology that was used to make Harrowed cyborgs could be used in animals. This led to the development of a new line of cybernetic patrol animals.</p><p><strong>Fate Eater:</strong> Fate Eaters are ghosts of people who died on Judgment Day with unfinished business to complete.</p><p><strong>Ghostrock Wraith:</strong> Ghost rock consists of damned souls, trapped and sentenced to eternal agony within the mineral they inhabit. When the bombs fell, they unleashed millions of such tortured beings, scattered in radioactive ash. Sometimes, however, a condemned soul has enough will, enough strength, or just enough plumb meanness to escape its material prison. It coalesces from nearby ghost-rock dust, and stalks the night, seeking to share the pain of their existence.</p><p>Any being slain by a ghostrock wraith becomes a wraith in 1d4 rounds.</p><p><strong>Hands of Hell:</strong> Some research lab somewhere in the northwest cooked up this unholy contraption. A hands of Hell is basically a Harrowed human brain in an enclosed protective shell with ten mechanical arms jutting out from all angles. Since the construct frame is very inhuman shaped, all hands of Hell are quite insane.</p><p><strong>Head Case:</strong> Contrary to legend, head cases are not the monstrous revenants of people who think too much; they weren’t created by demons either.</p><p>In the second half of the 20th century, a subculture sprang up around cryogenic freezing technology, which offered its mostly tech-head clients the promise of second life. The clients’ dead body would be frozen and kept on ice in anticipation of a utopian future where benevolent future scientists would cure the victim’s original cause of death. Cryo-enthusiasts on a budget could pay to have only their heads frozen, in hopes that future medical technology could also cure the lack of a body.</p><p>Surprise! When the ghost bombs fell, those cryogenic facilities that survived (mostly in strip malls, oddly enough) became cradles of undead. The frozen bodies got up and walked off—without paying their bill!</p><p>The frozen heads came to life, too, but couldn’t leave. Their intense frustration combined with the supernatural to give them brain-popping psi powers. When adventurers tried to loot the cryo-labs, the heads used these powers to cow them into servitude. They ordered captive junkers to build them armored helmets with built-in jet-packs for mobility.</p><p><strong>Last Man Standing:</strong> At abandoned fuel stations along broken stretches of the western highways, or in desolate towns destroyed by Rad Storms and Muties, there was always one man or woman who hunkered down, and refused to give up their land. He or she fought to the last bullet, screaming bloody curses all the way. Eventually they all went down. Some, a rare few, got back up.</p><p>Angry spirits of vengeance merged with the last echoes of defiance and created the last man standing; a creature that still defends these way stations and dead towns from anything and everything.</p><p><strong>Mojave Hunter Mark 7 King Slayer:</strong> That agency was really only one man with a monstrous budget whose mission was to kill off a species of monster. Professor Nathaniel Daniels was contracted by the South to create the last, best hope against the Rattlers. Professor Daniels ran twin experiments to find a solution. Genetically altered snakes to track the beasts were grown to monstrous sizes. DNA was enhanced to increase the snake’s brainpower as well; the goal was canine-like intelligence. Experiment number two was a giant tunnel tank that could carry the firepower to take on the Rattlers on their turf. Each plan had its success and failures, but true success seemed decades away.</p><p>That’s when Nathaniel received manitou-influenced inspiration to combine the projects. The biological brains were accustomed to enormous bodies, and the muscle that could be put on a construct’s body could handle the experimental Ghostrock plasma guns needed to blast through miles of granite. Also, a deader brain could heal itself and refuel the gun by devouring Rattler corpses, iron ore, and Ghost-rock deposits, effectively never having to stop. The frame was built to take on the new “King” Mojave Rattlers that had been sighted in the badlands.</p><p><strong>Tin Man:</strong> Professor Hellstromme created many cyborgs, using corpses for raw materials and brains. Many of his creations became exactly what he had planned, mindless zombie-cyborgs at his complete command. But some of his soldiers regained a shred of sentience over time as bits of memory and consciousness surfaced and formed a loose personality.</p><p><strong>Toymaker:</strong> Rosanna Marie Wulfe was a mad scientist before the manitou stopped talking. She was a member of the Sons of Sitgreaves (the SOS), one of the few who continued to invent her own ideas and plans without any help. When Velmer developed his G-ray collector, Wulfe already had several devices she wanted to build, and used that to power them. Then the bombs dropped. Wulfe died and came back Harrowed.</p><p></p><p><strong>Walkin' Dead:</strong> A willow wight can animate any corpses buried within reach of its roots. These creatures are considered walking dead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/28059/Into-the-Green-A-Guide-for-Forests-Jungles-Woods-and-Plains?term=into+the+green&it=1&affiliate_id=17596" target="_blank">Into the Green:</a> [spoiler]</p><p></p><p><strong>Arborgeist:</strong> When a treant meets a gruesome end at the hands of fire and great evil, the pain and horror of this fate sometimes proves too intense for the benign spirit to find rest even in death.</p><p><strong>Autmunal Mourner:</strong> As the lingering spirits of the neglected dead, autumnal</p><p>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>Autumnal mourners arise from the bodies of the unburied and forgotten dead.</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>On very rare occasions, the victims of a mass murderer arise as bracken corpses all searching for the same killer.</p><p><strong>Lostling:</strong> Lostlings are the pitiful souls of creatures or lost individuals who died in the wilderness from starvation or madness.</p><p>Creatures dying from starvation or thirst after being turned catatonic from a lostling's wisdom drain transform into lostlings within 1d3 days.</p><p>A solitary lostling is usually the sole survivor ofsome catastrophe, while larger gatherings of these creatures consist of entire parties that lost their way in the woods or a lostling’s transformed victims.</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>Blightsower:</strong> During trying times when drought plagues the land and the hot, oppressive sun bakes the dry earth into infertile clay, long forgotten legends recall the sudden appearance of a mysterious stranger swathed in a dark, hooded cloak. Amidst the inescapable blight surrounding him, the enigmatic, otherworldly charlatan peddles his far-fetched promise of seven years of prosperity and bountiful harvests throughout the desperate farming communities. Most scoff at the outlandish boast, but some downtrodden farmers eagerly and rashly seize the crumb of hope offered by the shameless huckster. The fast-talking, charismatic swindler easily convinces them to sign his voluminous contract to receive their reward. Without hesitation and forethought, most succumb to temptation and agree to his terms.</p><p>Within hours of reaching their agreement, the drought lifts, and the soil once again yields plentiful crops. For seven years afterwards, the cycle of prosperity continues, as the formerly destitute farmer now reaps abundant wealth and riches. Finally, seven years later to the day, the farmer’s soul suddenly departs from this world, fulfilling the terms of the contract signed with the malevolent confidence man. 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. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/20180/Legacy-of-Damnation?affiliate_id=17596" target="_blank">Legacy of Damnation:</a>[spoiler]</p><p><strong>Corrupted Undead:</strong> Special rules apply when a creature with the Undead type gains the Corrupted template. The template can never be applied to an existing Undead creature; it can only be applied to a new Undead creature that is specifically animated using Infernal energies.</p><p>If a Corrupted Undead has the ability to create other undead as a result of slaying them or draining their abilities, then any undead created in that fashion arise with the Corrupted template themselves.</p><p>Some of the Devil-Kings have found a way to fuse the essence of Infernal energy with the energies that are used to animate the dead; Corrupted Undead are a particularly terrifying sight.</p><p><strong>Corrupted Ghoul:</strong> An afflicted humanoid who dies of a corrupted ghoul's ghoul fever rises as a ghoul with the Corrupted template at the next midnight. A humanoid of 4 or more Hit Dice rises as a Corrupted ghast, not a ghoul.</p><p><strong>Corrupted Ghast:</strong> An afflicted humanoid who dies of a corrupted ghoul's ghoul fever rises as a ghoul with the Corrupted template at the next midnight. A humanoid of 4 or more Hit Dice rises as a Corrupted ghast, not a ghoul.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3536/Magic?affiliate_id=17596" target="_blank">Magic</a>[spoiler]</p><p><strong>Spelcius, Lich:</strong> ?</p><p><strong>Ulis Reprand, Lich:</strong> ?</p><p></p><p><strong>Vampire:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> Should a soul-infused magical item be destroyed before its last use, the soul is freed. The soul is fully aware the entire time (albeit powerless) and simply freeing it may unleash a ghost, spectre, or wraith, as the lengthy imprisonment may drive the soul to madness.</p><p><strong>Spectre:</strong> Should a soul-infused magical item be destroyed before its last use, the soul is freed. The soul is fully aware the entire time (albeit powerless) and simply freeing it may unleash a ghost, spectre, or wraith, as the lengthy imprisonment may drive the soul to madness.</p><p><strong>Wraith:</strong> Should a soul-infused magical item be destroyed before its last use, the soul is freed. The soul is fully aware the entire time (albeit powerless) and simply freeing it may unleash a ghost, spectre, or wraith, as the lengthy imprisonment may drive the soul to madness.</p><p><strong>Lich:</strong> At the GM’s discretion, individual copies of Spirit Made Flesh may also have detailed texts including both common and new necromantic spells, the ritual for becoming a lich or other assorted surprises.</p><p>Ultimately, each copy of Spirit Made Flesh strives to escape the confines of its pages. Should a single copy ever laid claim to 101 living souls at a single time, the book immediately takes all the souls, consuming them in the process. The souls are lost forever, even to a miracle or wish, as they are now utterly indistinguishable from the spirit of the book. The book itself is transformed, gaining either the lich (if a spellcaster) or vampire (if not) template as characters of their original level.</p><p><strong>Vampire:</strong> Ultimately, each copy of Spirit Made Flesh strives to escape the confines of its pages. Should a single copy ever lay claim to 101 living souls at a single time, the book immediately takes all the souls, consuming them in the process. The souls are lost forever, even to a miracle or wish, as they are now utterly indistinguishable from the spirit of the book. The book itself is transformed, gaining either the lich (if a spellcaster) or vampire (if not) template as characters of their original level.</p><p><strong>Wight:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3538/Mercenaries?affiliate_id=17596" target="_blank">Mercenaries</a>[spoiler]</p><p><strong>Uzuzar Acarra the Emperor Lich:</strong> ?</p><p></p><p><strong>Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> There is also a 1 in 10 chance that a character who dies while suffering from ghoul paste paralysis rises as a ghoul in 1d4 days unless someone casts a protection from evil spell on his body.</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p></p><p>Ghoul Paste: A foul concoction of Alchemy (DC 25) and the undead, this thick paste activates when smeared into an open wound (such as when cutting with a blade covered in the paste). On a successful delivery, the victim must succeed at a Fortitude save (DC 14) or be paralyzed for ld6+2 minutes. There is also a 1 in 10 chance that a character who dies while suffering from this paralysis</p><p>rises as a ghoul in ld4 days unless someone casts a protection from evil spell on his body.</p><p>Smeared on a blade, ghoul paste lasts for 1d3 attacks or 1d10 minutes (whichever comes first) before becoming useless. Blades used in such a manner become yellow and tarnished, and easily recognized by alchemists (DC 20, -1 for every paste applied).[/spoiler]</p><p></p><p>Monsters Handbook: [spoiler]</p><p><strong>Undead Dragon:</strong> Called forth from beyond the mortal realm to once again fly through the night, undead dragons are amongst the most powerful creatures a necromancer or evil high priest can bring to unlife.</p><p>“Undead” is a template that may be added to any evil dragon.</p><p>Any wyrms killed by an undead dragon's breath weapon arise in 2d6 minutes as undead dragons</p><p><strong>Bloated:</strong> “Bloated” is a template that may be added to any undead creature that has a corporeal form. Undead creatures that do not have fleshy bodies, such as skeletons, may not receive this template.</p><p><strong>Cloaked:</strong> Some necromancers are capable of preserving their subject’s body, granting the undead creature they create a seemingly normal outward appearance.</p><p>“Cloaked” is a template that may be added to any Medium-size undead creature with a physical body. At the DM’s option, certain creatures that rely on a strange or alien appearance may not receive this template.</p><p><strong>Relentless:</strong> “Relentless” is a template that can be added to any corporeal undead. A spellcaster who uses magic to produce undead creatures may grant them the relentless template by spending eight times the listed gp value for his spell’s material components.</p><p><strong>Bone Guardian:</strong> The necromancer Rethoir Greybeard researched methods for enhancing the combat abilities of his undead minions. The bone guardian is his specially crafted skeleton designed for sentry duty at his castle.</p><p>The bone guardian is a Medium-size skeleton modified to serve as a sentry. A second skull is fused into its chest and its lower arms are replaced with two short swords. Normally, these creatures are designed by necromancers and set to watch over portals, gates, and other sensitive areas within their lairs.</p><p></p><p><strong>Wight:</strong> Any creature killed by an undead dragon's breath weapon arises as an undead creature in 2d6 minutes. Humanoids and other non-wyrm living creatures arise as wights. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/185612/Mystic-Warriors?affiliate_id=17596" target="_blank">Mystic Warriors:</a>[spoiler]</p><p><strong>Undead:</strong> Revenant Guard Bleak Path ability.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/493/Legends--Lairs-Necromantic-Lore?term=necromantic+lore&it=1&affiliate_id=17596" target="_blank">Necromantic Lore:</a> [spoiler]</p><p><strong>Atrocity Wight:</strong> A collection of rotting corpses merged to form an enormous body, atrocity wights rise from mass graves and other sites where great atrocities have taken the lives of hundreds of innocent people.</p><p><strong>Bloodpool:</strong> A bloodpool is created when innocents are killed en masse and their blood is allowed to collect and merge.</p><p><strong>Bloodseeker:</strong> Originally created by druids who dabbled in necromancy, the formula for the creation of bloodseekers has since become more common.</p><p><strong>Bonecast:</strong> Bonecast creatures are undead or constructcreatures that have been imbued with luck energy.</p><p>Some bonecast creatures are formed spontaneously from the bodies of those who dabbled in the arts of luck, such as risk takers, gamblers, and thieves. Indeed, a creature cannot partake in such activities without at least some luck rubbing off on them. If sufficient luck energy is pent up within a creature’s body, it continues to animate the creature long after death.</p><p>Some have learned how to harness this luck energy and instill it within their own creations. The process of creating a bonecast creature requires 1,000 gp, which includes 250 gp for items imbued with chaotic luck energies, such as used decks of cards, casino fixtures, or the remains of small-time risk takers. Completing</p><p>the process takes one day and drains 1d10 × 100 XP (an average of 500 XP per bonecast creature) from the creator, making the creation process itself a gambling proposition.</p><p>“Bonecast” is a template that can be added to any corporeal undead or construct.</p><p><strong>Sample Bonecast:</strong> ?</p><p><strong>Dancing Bones:</strong> Dancing bones are a type of animated skeleton created by a virulent plague that can affect both the living and the dead.</p><p>Some time ago, a small village was ravaged by a plague carried to the village by a pestilent demon. Most of the village died; the few survivors buried the corpses of their families and moved on. Decades later, a necromancer looking for raw materials animated the plague-slain bodies for use as his servants and inadvertantly created the dancing bones.</p><p>Anyone who takes damage from the claw attack of a dancing bones has a chance of contracting the plague that animates them. Each time a damaging hit is scored, the target must make a Fort save (DC 11) or become infected. This will not become apparent for 1d4 hours; if a cure disease is cast during that time, the curse is lifted. If the curse begins to take effect, only a heal, limited wish, miracle, or similar spell will cure it.</p><p>At the end of the onset time, the victim begins to sweat profusely and twitch oddly. This becomes progressively worse—every 10 minutes the character’s Dexterity drops by 1 and the character suffers a cumulative –1 on all rolls due to the increasing pain and difficulty of controlling their own movement. When the character’s Dexterity has dropped to 0, the character’s skeleton rips itself out of his or her body, leaving the rest of the character’s body behind to become a new dancing bones. The new undead attacks anyone nearby. If there is no one to attack, it begins wandering—looking for potential victims to infect or other dancing bones to accompany.</p><p>Anyone slain by a dancing bones whose body is not blessed will suffer the same fate, the skeleton of the corpse ripping itself out within 1d4 hours.</p><p><strong>Dream Phantoms:</strong> Dream phantoms are the souls of creatures who died in their sleep.</p><p>Those unfamiliar with the nature of dreams often say that they wish to pass away in their sleep. However, the truth is that such deaths are quite traumatic to the dying souls. A soul that wanders from the body while dreaming suddenly finds itself lost and adrift when the body dies. Further, such deaths often result in words left unspoken or tasks left incomplete. Many poor spirits are driven insane while trying to navigate through dream images and nightmares. Others gain some sense of their new nature. Often they grow to despise the living whose dreams they are doomed to wander. These malignant souls become dream phantoms.</p><p>Any humanoid slain by a dream phantom becomes a dream phantom in 1d8 hours.</p><p><strong>Eternal Confessor:</strong> An eternal confessor is an undead cleric kept in a state of undeath by its god to finish the holy work it began while alive.</p><p>“Eternal confessor” is a template that can be applied to 10th-level or higher cleric with the death, destruction, or war domains.</p><p>A cleric can become an eternal confessor as a reward from his or her god.</p><p><strong>Sample Eternal Confessor:</strong> ?</p><p><strong>Fade:</strong> Fades are the fragmented spirits of those who took their own lives out of despair or cowardice.</p><p><strong>Famine Haunt:</strong> These creatures are created by the passing of those who have died of starvation, often due to another’s neglect or cruelty.</p><p>Any humanoid slain by a famine haunt becomes a famine haunt in 1d4 rounds.</p><p><strong>Fever Gaunt:</strong> ?</p><p><strong>Fever Gaunt Gaunt King:</strong> ?</p><p><strong>Foreverjack:</strong> A foreverjack is a thief who has cheated Death.</p><p>“Foreverjack” is a template that can be applied to any non-undead, non-outsider, provided it meets the requirements.</p><p>Unlike the process by which a wizard or sorcerer becomes a lich, no one plans or plots to be a foreverjack. Many foreverjacks had never even heard of such beings until they became one. To become a foreverjack, a character must meet the following criteria:</p><p>Alignment: Any chaotic.</p><p>Abilities: Charisma 15+, Intelligence 15+.</p><p>Class: At least 1 rogue level.</p><p>Special: When a particularly clever and charismatic rogue dies, there is a very slim chance that he or she may return to life as a foreverjack. This is a two part process.</p><p>First of all, not all rogues are given this opportunity. To determine if a rogue is eligible to become a foreverjack, roll d% three times. If the result is equal to or less than the rogue’s class levels, then there is a chance that the rogue will return to life as a foreverjack.</p><p>The second part of the process requires the rogue to perform some task that allows the character to escape the afterlife. This task varies from rogue to rogue, but must involve confronting the god of the dead for the pantheon that the rogue worships. Worst yet, while in the afterlife, the rogue is stripped of any magical items that he or she possessed while alive. Fortunately for the character, most gods of the dead enjoy gambling, and most of them are scrupulously honest in their terms. The task presented to the character is always incredible difficult, but never impossible.</p><p>A rogue can become a foreverjack through luck and skill upon dying.</p><p><strong>Sample Foreverjack:</strong> ?</p><p><strong>Gravestone Guardian:</strong> A gravestone guardian is a statue animated by the will of the deceased, and it has only one purpose—to guard the tomb from desecration.</p><p>A gravestone guardian is the result of a strong-willed person being buried beneath an ornately decorated gravestone, one that prominently features one or more carved statues of winged creatures. The exact form does not matter—they can be gargoyles, demons, angels, or anything of a similar nature. Over time, the grave absorbs the will of the person and the stone responds. A small portion of the soul of the grave’s inhabitant gradually begins to animate the statues, using them as a weapon against those who would disturb its rest.</p><p><strong>Grim Stalker:</strong> The exact origins of these creatures are unknown. Some claim that they are the souls of those whose prayers for curative magic went ignored by the gods and their followers. Others claim these creatures are a product of death itself, sent to claim the souls of those who have cheated it for too long.</p><p><strong>Hecatombes:</strong> Hecatombes are undead creatures that were used as living sacrifices in rituals to gods that either never existed, or to deities that declared the offered soul to be unworthy of acceptance. Hecatombes were not willing sacrifices when they lived, and this uncooperative nature followed them in death, only to be amplified to majestic levels of hatred in undeath. Only one goal drives the hecatombe: The complete death and destruction of all the clergy and any others responsible for its sacrifice as well as anything dedicated to the god that felt the hecatombe’s soul unworthy (holy symbols, clerics, temples), thus binding it to this undead state.</p><p>“Hecatombe” is a template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Sample Hecatombe:</strong> ?</p><p><strong>Heirloom Wraith:</strong> In life, the heirloom wraith was usually an individual who committed an act of evil in order to keep or obtain some item. In death, the individual’s spirit was unable to leave that item behind and became trapped in it, growing even more bitter and hateful.</p><p><strong>Horrid Murder:</strong> Horrid murders are formed from gatherings of crows dominated by a malevolent intelligence.</p><p>Beings that have been brutally slain, especially those killed in the isolation of the wilderness, develop an immense hatred for the living and reach out to those that will aid them in their schemes. Crows, black by nature, are particularly receptive to domination by these souls. The result is a horrid murder.</p><p><strong>Necrocorn:</strong> The origin of the necrocorn is a tale out of myth. Centuries ago, it is said, there was a ranger whose deeds on behalf of the people and the land had earned her widespread acclaim, and attracted to her service Niathallis, a unicorn druid. Together, they traveled the world and the outer planes, and legends grew in their wake.</p><p>Then, something—each bard has his own version of the tale—happened. The ranger turned to darkness, and Niathallis, unwilling to abandon her longtime companion, did something no unicorn before had ever done—she joined her companion in evil. The two traveled on, giving birth now to nightmares, not legends.</p><p>Ultimately, they were confronted and slain, but evil of such intensity and passion is not easily killed. Niathallis rose as the first necrocorn.</p><p>It was only when Niathallis killed another unicorn that the true nature of the curse became apparent, for that unicorn arose as a necrocorn as well. Since then, the number of necrocorns has grown somewhat, but there have never been very many, as true unicorns and those allied with them devote tremendous effort to slaying them. This is another reason many necrocorns choose to associate themselves with powerful evil beings—protection.</p><p>At most, a few dozen necrocorns roam the world at any one time. During some eras, this number has been as low as three or four.</p><p>Any unicorn slain by a necrocorn will rise as a necrocorn within 24 hours.</p><p><strong>Necromental:</strong> ?</p><p><strong>Azure Phoenix:</strong> ?</p><p><strong>Fiery Zombies:</strong> Fiery zombies are created when a humanoid is raised by an azure phoenix using its fiery animation ability.</p><p>The azure phoenix may reanimate humanoids and monstrous humanoids that it or its fiery zombies have slain as fiery zombies if using the animate dead spell.</p><p><strong>Blackheart:</strong> ?</p><p><strong>Stone Zombies:</strong> Stone zombies are created when a humanoid is raised by a blackheart using its stony animation ability.</p><p>The blackheart may reanimate humanoids and monstrous humanoids that it has slain as stone zombies as if using the animate dead spell.</p><p><strong>Red Tide:</strong> ?</p><p><strong>Watery Zombie:</strong> Watery zombies are created when a humanoid is raised by a red tide using its watery animation ability.</p><p>The red tide may reanimate humanoids and monstrous humanoids that it has slain as watery zombies as if using the animate dead spell.</p><p><strong>Sunkiller:</strong> ?</p><p><strong>Storm Zombie:</strong> Storm zombies are created when a humanoid is raised by a sunkiller using its stormy animation ability.</p><p>The sunkiller may reanimate humanoids and monstrous humanoids that it has slain as storm zombies as if using the animate dead spell.</p><p><strong>Pale Masker:</strong> ?</p><p><strong>Pestilent Bat:</strong> whenever an intruder draws near, pestilent queens immediately spawn a number of pestilent bats.</p><p>Whenever a pestilent queen senses another creature within the range of its blindsight, it quickly spawns tiny flying creatures composed of the same fleshy material as itself to dispatch the intruder and feed from it. Each spawn created drains 2 hp from the queen. A pestilent queen can form up to 6 pestilent bats each round.</p><p><strong>Shadow Parasite:</strong> ?</p><p><strong>Guiding Spirit:</strong> It is generally believed that guiding spirits are formed from beings that had a heightened sense of duty to family, friends, or lovers while alive. Likewise, those that were focused upon completing a particular task or achieving a certain goal may also become guiding spirits in order to ensure that the living are able to complete that which the guiding spirit was unable to do. It is this sense of dedication that drives guiding spirits to seek out living creatures and to offer them protection. Yet, there are some who believe that guiding spirits are instead manifestations sent by the gods or other powerful beings. They say the guiding spirits assume a form that is comforting to potential wards in order to convince the ward to accept their assistance. Followers of this theory see guiding spirits as creatures who seek to manipulate mortals through deception in order to convince the living to embark on a mission that they would not otherwise undertake.</p><p><strong>Spirit Legion of the Dead:</strong> The spirits of fallen heroes are sometimes bound to the defense of a sacred charge.</p><p>“Legion member” is a template that can be applied to any good aligned humanoid who has died defending a sacred charge or sacrificed him or herself to become a legion member. The base creature must also have a Charisma of 10 or higher at the time of death.</p><p><strong>Sample Legion Member:</strong></p><p><strong>Spirit Steed:</strong> Spirit steeds were once living horses with a bond to their riders so strong that even death couldn’t separate them.</p><p>A loyal riding horse may have become a spirit steed after its death in a number of ways: Its rider could have perished in battle and the will of the beast was so strong that it rose again to become the steed of its deceased rider’s family or companions; the animal itself could have died in a conflict and it awakened as a spirit steed to reunite with its rider; or a spirit steed might have found itself lost in the world, devoid of a rider and in search of a new master.</p><p><strong>Warning Spirit:</strong> The foreboding, insubstantial remains of deceased heroes and relatives, warning spirits lay legendary tasks upon the shoulders of their chosen champions.</p><p><strong>Tomb Guardians:</strong> Tomb guardians are corporeal undead that willingly chose undeath to watch over and safeguard the tombs of royal families, heroes, etc.</p><p>“Tomb guardian” is a template that can be added to any humanoid creature, provided that the create tomb guardian spell can be cast on it.</p><p>A fighter can become a tomb guardian by volunteering to watch over a holy tomb or locale.</p><p><strong>Sample Tomb Guardian:</strong> ?</p><p><strong>Unvanquished:</strong> Unvanquished are beings that have never been defeated in their chosen form of competition in life.</p><p>“Unvanquished” is a template that can be added to any living humanoid or monstrous humanoid creature with either the Skill Focus or Weapon Focus feat.</p><p><strong>Sample Unvanquished:</strong> ?</p><p></p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Zombie:</strong> A humanoid or monstrous humanoid that a grave leech feeds upon becomes infected with negative energy and will rise as a zombie within 24 hours of its death.</p><p>By digging its hand into the earth, the grave master worms its fingers to the remains of all dead with five miles and brings their soulless bodies to life.</p><p>The most potent of all the grave master’s considerable powers is its ability to return the dead to life. But a grave master’s power does not end there. It may heal destroyed zombies and increase their strength in combat, and fill them with purpose and intelligence.</p><p>The grave master’s power to summon undead is different from the spell animate dead in many ways.</p><p>First, the grave master summons all corpses within 5 miles to become part of his army. There is no limit to the number of HD worth of undead that a grave master can summon in this manner and all of them serve the grave master loyally.</p><p>Second, skeletons under the earth are raised as well, but the grave master’s powers over rotting flesh allow them to grow back skin and tissue where it has decayed. Because of this, all undead summoned by the grave master are considered zombies.</p><p></p><p>Create Tomb Guardian</p><p>Necromancy</p><p>Level: Clr 8, Death 8</p><p>Components: V, S, DF, XP</p><p>Casting Time: 1 hour</p><p>Range: Close (25 ft. + 5ft./2 levels)</p><p>Target: One humanoid corpse</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to transform a willing humanoid into a tomb guardian to safeguard and protect a family grave, royal tomb, or other resting place of the dead.</p><p>Any humanoid creature that desires to become a tomb guardian must first gain the permission of its religious order. Once accepted, these petitioners peacefully ingest a painless poison that robs their body of life. Within 24 hours after their passing, the newly formed tomb guardians quickly rise and assume their eternal vigil.</p><p>XP Cost: 2,000 XP plus 100 XP per every HD above 10 of the tomb guardian to be created.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/185613/Nightmares--Dreams-Creature-Collection?affiliate_id=17596" target="_blank">Nightmares and Dreams:</a>[spoiler]</p><p><strong>Bloated:</strong> Any character that dies as a result of bloat fever will become a bloated in 1d3 days, unless measures are taken to prevent the character's return.</p><p>To create a bloated requires the body of someone who died as a result of a festering disease. The creator must then harvest some bloat fly maggots and let them burrow into the body's flesh. The body must then be allowed to sit for several days to allow the maggots to spread the bloat fever contagion around. The creator must then cast a contagion spell followed by a permanency spell upon the body to keep it in a festering state. Once that is done, the body can be raised as normal by the spell animate dead.</p><p><strong>Grimguard:</strong> Grimguards are created when a lawful good entity dies suddenly while combating evil. If his deeds were worthy, he was well liked by his comrades, and the conditions are just right, he may come back as a grimguard to continue his quest.</p><p><strong>Grimguard Human Fighter 5:</strong> ?</p><p><strong>Incinerated:</strong> The incinerated are a special type of zombie created from the bodies of people who have died as a result of fire.</p><p>To create an incinerated requires the body of a person that has died as a result of fire. The body must then be soaked in oil for three days and then set on fire. Once the body is completely engulfed in flames it can be animated using the animate dead spell. Once animated, most of the flames will extinguish themselves leaving behind seared flesh that will burn anything it touches. Only one incinerated can be created per casting of animate dead, regardless of the caster's level.</p><p><strong>Lost One:</strong> Any humanoid reduced to 0 or less Wisdom by the lost one's poison becomes a lost one in the following round.</p><p><strong>Physiquer:</strong> The physiquer is a dream of a guilt-ridden guard who was present when an innocent man was executed by the state. He cannot forget the event or forgive himself, or the others who were present at the execution.</p><p><strong>Silent Horror:</strong> ?</p><p><strong>Mirror Creep:</strong> ?</p><p><strong>Undead Visceral Mass:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/273864/Nightmares--Dreams-II-Creature-Collection?affiliate_id=17596" target="_blank">Nightmares & Dreams II</a>[spoiler]</p><p><strong>Assembled:</strong> An Assembled is a zombie that was constructed by sewing the parts of several different bodies together to form one large, misshapened creature. They are grossly disfigured and, oftentimes, have two heads or three arms, a sight that chills most unprepared souls.</p><p>The coroner looked at the body parts that lay upon his table. The parts belonged to three different people and had been found in several trash bags along the side of the interstate. It was his job to make sure he correctly identified what parts belonged to the same person. He adjusted his gloves, grabbed the closest one, which happened to be an arm, and began his grisly task. After nine hours of mixing and matching, he was able to separate the parts, or at least he thought so. He went home, took a shower, and went to bed. Several hours of tossing and turning finally gave way to a restless sleep filled with horrible dreams. In the dreams he was trying to separate the parts, but couldn't tell where they belonged. As far as his training told him, all the parts came from the same body. He assembled the horrid figure then stepped back to look at it. It had three legs, four arms, and two heads. The dream didn't stop there. As the coroner turned his back to remove his gloves and wash his hands, the gruesome creature rose from the table, its parts now fully attached.</p><p><em>Undead Assemblage</em> spell.</p><p><strong>Breas:</strong> When a fey warrior binds itself to an area, it becomes an undead guardian known as a Breas. Breas undergo the change to undeath willingly, forsaking all others and their natural ways of life in the woods to become an eternal guardian of nature's law and forbidden places.</p><p><strong>Carrion Bird:</strong> Carrion birds are unique types of undead that are created out of the lifeless bodies of crows, ravens, or other similar black birds. It has been heard of for other small birds to be turned into carrion birds, but that is an extremely rare occurrence. They appear as they did in life, except when they are created their eyes rapidly decay into dust leaving two, empty sockets.</p><p><em>Create Carrion Bird</em> spell.</p><p><strong>Chupacabra:</strong> "Chupacabra" is a template that can be added to any animal or beast-type creature.</p><p><strong>Pony Chupacabra:</strong> ?</p><p><strong>Dire Wolf Chupacabra:</strong> ?</p><p><strong>Deadwood Tree:</strong> Deadwoods are the animated remains of large, dried out trees.</p><p><em>Create Deadwood</em> spell.</p><p><strong>Exoskeleton:</strong> Exoskeletons are the animated remains of various insect-like creatures. These creatures lack an internal skeleton; their skeleton instead lies on the outside of their body.</p><p>Exoskeleton is a template that can be added to any corporeal creature that has an exoskeleton. Examples of creatures that can be animated as exoskeletons are: ankhegs, beetles, chuul, lobsters, spiders, and umberhulks.</p><p><em>Animate Exoskeleton</em> spell.</p><p><strong>Ankheg Exoskeleton:</strong> ?</p><p><strong>Frostbitten:</strong> Frostbitten are zombies that were created using the bodies of people that died as a result of exposure to cold weather.</p><p>The creation of a Frostbitten requires the body of someone who has died as a result of exposure to some form of freezing weather or cold-based attack. The spellcaster wanting to create the zombie must then cast a permanency spell upon the body, so that it will retain its frigid nature. The zombie can then be raised as normal by an animate dead spell. The body must be kept in a semi-frozen state until the time it is going to be animated.</p><p><strong>Grave Born:</strong> In several Eastern European cultures, it was taboo for a pregnant woman to step over a grave. It was believed that the unborn child was particularly vulnerable to possession by the restless spirits of the dead, beings driven mad from being trapped in the darkness of coffins. Many myths and legends contain more than a fragment of truth in them. In this case, the superstitious belief was well founded, because the grave born are very real.</p><p>A grave born is created exactly as the myth suggests. The crazed spirit of the deceased partially possesses the unborn child, creating an unstable mind and corrupting it with evil. The child can live out a relatively normal life at first, but schizophrenia and other mental illnesses begin to emerge as it develops. As well, a lust for blood and dark fascinations emerge early, often as early as infancy. The sole purpose of the grave born is to never return to the cold, dark, nothingness of death and to live a life of unrelenting and debased pleasure (this includes drink, dark carnal pleasures, thievery, torture, and other unholy delights). One would be hard pressed to find a more reprehensible fiend. Since the possession is only partial, a grave born does not remember the entirety of its past life. Mere fragments of memories and skills remain. In fact, the possession is more of a corruption than a complete domination. It mutates the child into an entity of evil, but the spirit of the deceased is not in control. Rather, the spirit acts as an impulse that drives the child on, prompting him or her to rapacious and callous behavior.</p><p><strong>Dracul Lord of Vampires:</strong> ?</p><p><strong>Grotesque Devourer:</strong> This is a "naturally" occurring undead, a severe punishment for the greedy and gluttonous after they die. If one's vices eventually lead to death, there is a good chance that one night, not long after burial, the gravesite will explode revealing a very hungry monster.</p><p><strong>Mossborn:</strong> It requires a couple of days of preparation to create a mossborn. The spellcaster must first go out and collect seeds from the proper plants. These plants can only be found in the darkest of swamps. In order to properly collect and identify the plants, the spellcaster must make a Profession: Herbalist skill check (DC 20). These seeds must then be planted in the bodies of the dead and allowed to grow for several days. Once the moss and vines have completely covered the bodies, they may be raised as normal by the spell animate dead to become a mossborn. It is important to note that while the spellcaster may have control of the mossborn itself, he does not have control of the plants.</p><p><strong>Putredryad:</strong> A putredryad is created when the oak tree that a dryad is connected to is destroyed by an unnatural event. When this occurs, the dryad's body begins to decay and it enters a state of undeath.</p><p><strong>Rusalka:</strong> Rusalka haunt bodies of water and forests near where they met their demise, which is always of a violent nature. Many (50%) were slain or sacrificed to some unknown evil. Others died by mishap and are restless in death.</p><p><strong>Spectral Boarder:</strong> The pained spirits of the past victims of the squall.</p><p><strong>Spectral Boarder Zombie:</strong> The pained spirits of the past victims of the squall.</p><p><strong>Spectral Boarder Drowned:</strong> The pained spirits of the past victims of the squall.</p><p><strong>Zombie:</strong> Zombies are shambling corpses animated through dark magic to perform some task for their creator. Most are created out of the bodies of humanoid creatures, but sometimes other creatures are animated.</p><p>"Zombie" is a template that can be added to any living non-ooze, non-plant creature.</p><p><strong>Arcane Zombie:</strong> These zombies are created out of the bodies of wizards and sorcerers.</p><p><strong>Assembled Zombie:</strong> These zombies are created by sewing the parts of several similar creatures together to form one large, misshapen zombie. At least five separate bodies of the same type of creature must be used. They are grossly disfigured and often have two heads or four arms.</p><p><strong>Burned Zombie:</strong> These zombies are created out of the corpses of creatures that died as a result of fire-based attacks.</p><p><strong>Diseased Zombie:</strong> These zombies are created out of the infected corpses of creatures that died as a result of a disease.</p><p><strong>Divine Zombie:</strong> These zombies are created out of the bodies of priests and paladins.</p><p><strong>Drowned Zombie:</strong> These zombies are created out of the corpses of creatures that drowned.</p><p><strong>Frost Zombie:</strong> These zombies are created out of the bodies of creatures that died as a result of cold-based attacks.</p><p><strong>Diseased Zombie Dog:</strong> ?</p><p></p><p><strong>Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p></p><p>Animate Exoskeleton</p><p>Necromancy [Evil]</p><p>Level: Cir 5, Death 5, Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 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 allows the caster to animate the remains of a creature that lacks a true skeleton, and instead, possesses an exoskeleton. When this spell ls cast upon the creature, all of its fleshy tissue dries up into a fine powder and Is usually expelled from the creature's body when it moves around. All that remains of the creature is a hard chitinous exoskeleton. Exoskeletons created this way will follow basic commands given by the caster such as follow, attack, or guard. Exoskeletons will stay animated until destroyed, and are considered to be undead. The caster cannot create more exoskeletons than he has levels with a single casting of animate exoskeleton. The caster can only control 2HD worth of exoskeletons per level; any he cannot control become uncontrolled. See the template above for stats on exoskeletons. Some examples of creatures that can be animated with this spell are: ankhegs, chuul, formian, spiders, and any other types of arthropods.</p><p>Material Components: Powdered bone must be sprinkled over the corpse, and a black onyx gem worth at least 50 gp must be placed In the mouth of each corpse. The magic of the spell turns these gems Into worthless, burnt out shells.</p><p></p><p>Create Carrion Bird</p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M</p><p>casting Time: 1 action</p><p>Range: Touch</p><p>Target: One corpse</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows the caster to create a carrion crow. The spell requires the body of a crow or some other similar black bird that has died, without receiving any physical) trauma. The most common way that this is achieved is usually by feeding the bird poisoned meat. Only one carrion crow can be created with this spell. Statistics for carrion crows can be found in the monster section of this book.</p><p>Material Components: This spell requires the tongue of an evil spellcaster and a black onyx gem worth at least 1000 gp. Both the tongue and gem must be placed inside the bird's beak. The magic of this spell destroys both tongue and gem.</p><p></p><p>Create Deadwood</p><p>Necromancy [Evil]</p><p>Level: Cleric 6, Death 6, Sor/Wiz 8</p><p>Components: V, S, M</p><p>Casting Time: 1 Action</p><p>Range: Touch</p><p>Targets: One tree</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>The caster can animate the remains of a dead tree. Once animated, the tree becomes a deadwood and follows all rules pertaining to them. All deadwoods start with 10 HD and gain 1 HD per five caster levels. For example, a deadwood created by a 10th-level wizard will have 12 HD, 10 base then 2 because the caster is 10th level. A deadwood can be given simple commands, such as those given to skeletons and zombies. The spellcaster can control one deadwood for every 5 caster levels.</p><p>Material Components: This spell requires the ashes of any undead-type creature and an emerald worth at least 500 gp. The ashes must be sprinkled around the base of the tree, and the emerald must be placed inside the center of the tree's trunk. Once this spell is cast, the tree absorbs the ashes and the emerald becomes a worthless shell.</p><p></p><p>Undead Assemblage</p><p>Necromancy [Evil]</p><p>Level: Clr 5, Death 5, Sor/Wiz 7</p><p>Components: V, S, M</p><p>casting Time: 1 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 allows a spellcaster to create an Assembled. Before this spell can be cast, the body must be prepared as follows. First, the spellcaster must have at least five bodies from which to harvest parts from. Second, the spellcaster must stitch together all of the different parts he wishes to use. To successfully stitch an Assembled's corpse together requires a Craft: (Leatherworking) or Heal skill check (DC 13). Once the Assembled has been put together, it may be animated with this spell. Only one Assembled is created per casting. The newly animated Assembled has all of the stats and abilities, as the one described above, with the exception of hit dice. An Assembled gets 1 hit die per level of the spellcaster up to a maximum of 15. The caster can control one Assembled for every full 5 levels he has attained as a spellcaster.</p><p>The material component for this spell is an onyx gem worth at least 1,000 gp. The gem must be placed in the chest cavity of the Assembled. Once this spell is cast, the gem becomes a worthless shell.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/145749/Penumbra-Fantasy-Bestiary?term=penumbra+fantasy+bestiary&affiliate_id=17596" target="_blank">Penumbra Fantasy Bestiary:</a> [spoiler]</p><p><strong>Akyanzi:</strong> They are the damned remains of those souls who faked bravery in life and ruined the dignity represented by the sword.</p><p><strong>Bloodwraith:</strong> The bloodwraith is an undead creature originally created by the Longfoot shamans. The minions of the old empire tyrannically dominated the Longfoots, and so the shamans gathered to pool their knowledge of necromancy and the spirit world to create a creature to avenge themselves. They used spells to capture the spirit of a just-slain victim and give it the mission of destroying a particular target.</p><p><strong>Bog Slain:</strong> The peat bogs of the colder climes have claimed many travelers, dragging them down into murky waters and death. The corpses float in these mires, slowly decomposing, and sometimes they claw their way back out again, seeking to destroy all life in their rage.</p><p>Not all victims of bog drowning become bog slain. In many cases, those who return are travelers who were looking forward to arriving at their destination, and died angry at the unfairness of not achieving it. Another primary cause is the remnants of evil magic within the peat bog itself, seeping into the corpses and bringing them to an unholy mockery of life.</p><p><strong>Dark Voyeur:</strong> ?</p><p><strong>Dreadwraith:</strong> Legends tell of unfaithful priests who betrayed not only their people, but also their gods. These treacherous souls were condemned by the gods they served, cursed to never again be trusted or welcomed anywhere.</p><p><strong>Jikininki:</strong> These demons are often the spirits of dead men or women whose greed prevented their souls from entering a more peaceful existence after death.</p><p><strong>Limbo Infant:</strong> Into every age a collection of heroes is born to battle evil, to enforce the will of the gods, and to inspire the common people with their deeds and words. Some call them “god-born”; others call them the “fated.” Regardless of appellation, these heroes are the stuff of legend. Unfortunately, the world is a cruel place and not every destiny goes according to plan, even if it is a divine one. When the forces of evil gain the upper hand the world suffers for it. War rages, countless thousands die, and among the casualties lay the corpses of these would-be heroes, struck down in their most vulnerable hour — during their infancy. While the souls of most children transcend the world of the living, the souls of these slain young fated are trapped between life and death. Called “limbo infants” by the ecclesiastics, these ghost children are all that remain of the legendary heroes they would have one day become.</p><p><strong>Orphan of the Night:</strong> The murder of a child is no small crime. When the soul of a young one slain before her time cries out, sometimes that cry is answered. When this occurs, it creates an entity known as an orphan of the night.</p><p><strong>Swordtree:</strong> When a creature is cut by a swordpod, a tiny seed is left behind in the wound. If the creature dies while a swordseed remains within it, it becomes a zombie that wanders to an area rich in iron at least one mile from the nearest swordtree and buries itself; a sapling swordtree soon rises from this site.</p><p>On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. Swordseeds can be dug out of injuries for the first three days, which costs 1 hp per day the seed has been burrowing, or can be washed out with holy water, which does no additional damage. Swordseeds can also be removed with a remove disease or heal spell, even after the first three days. 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; use the standard SRD stats for zombies. 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>Abyssal Plague Host:</strong> An abyssal plague host is an undead creature created by an abyssal worm plague’s corrupting attack.</p><p>“Abyssal plague host” is a template that can be added to any living creature</p><p>affected by an abyssal worm plague’s Corruption attack.</p><p>The most dreaded power of the abyssal worm plague is its ability to turn a creature into an abyssal plague host, and use it as food to create a new abyssal worm plague. To do this, the worm plague must draw a creature into its space and hold it using its Improved Grab ability (simply entering another creature’s range will not work). The round after the abyssal worm plague puts the creature in a hold, it may attempt to Corrupt the creature as a full-round action. A creature being corrupted makes a Fortitude save (DC 19). It is easier for the abyssal worm plague to Corrupt creatures who are of the same alignment it is, and harder to Corrupt those of a diametrically opposed alignment. Creatures gain a morale bonus or penalty to their save based on their alignment: +4 lawful good, +2 chaotic or neutral good, –2 lawful or neutral evil, –4 chaotic evil. Chaotic, lawful, and true neutral creatures receive no bonus or penalty. If the save fails, the abyssal worm plague has “seeded” the creature with its larvae; these will eventually grow into a new worm plague. The creature is automatically slain, and the abyssal plague host template is applied to him; 1d4 rounds later, the creature becomes an abyssal plague host.</p><p><strong>Sample Abyssal Worm Host:</strong> ?</p><p><strong>Barrow Wight:</strong> The gods have many terrible penalties for breaking holy prohibitions, but the curse of undeath is one of the most dire. The punishment for breaching the vaults of the dead and plundering their riches is to exist as a barrow wight, an undead creature that burns with hate for all intruders in its realm.</p><p>There are many ways such wights can be created: the gods can touch an area so that its dead will rise up if disturbed; priests can recite the prayers to invoke such a guardian of the grave; and it is also said that men of power and will can rise by their own accord to avenge themselves. In addition, when a wight’s victim is drained of its life, the creature will rise as a wight the next night.</p><p>“Barrow wight” is a template that can be added to any sentient creature with an organic body and a soul who comes from 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. The creature’s possession of a soul is a determination for the game master to make, but in most campaigns it will include any dragon, giant, humanoid, monstrous humanoid, or shapechanger. Fey, elementals, and other such creatures will 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 that is slain by a barrow wight’s Energy Drain rises as a barrow wight the next night.</p><p><strong>Sample Barrow Wight:</strong> ?</p><p><strong>Blackbones:</strong> Blackbones are undead spellcasters, usually fanatic clerics devoted to a deity of fire, who have used fell magical rites to become undead.</p><p>“Blackbones” is a template that can be added to any humanoid creature with an affinity for fire magic who completes the transformation ritual.</p><p><strong>Sample Blackbones:</strong> ?</p><p><strong>Fossegrim:</strong> They are typically the spirits of dead bards, who in life enjoyed the presence of the waterfall they now guard. When they died their spirits sought out the waterfall and became one with it.</p><p>“Fossegrim” is a template that can be added to any good-aligned giant, humanoid, monstrous humanoid, or shapechanger who has recently died. The base creature must have a Charisma score of at least 10, and a love for the waterfall to which he is to be joined.</p><p><strong>Sample Fossegrim:</strong> ?</p><p><strong>Ghoul:</strong> There are some universal percepts, the philosophers say, that apply to every culture of sentient beings. Among these is a prohibition against cannibalism. To consume one’s own kind goes against the natural order and is a desecration that shocks the conscience of both gods and men. Such degeneracy can call down a foul curse that clings to the cannibal’s soul, preventing it from passing on to an afterlife upon its death. Instead, it is condemned to an unlife in which its corruption is reflected in body and mind as it rises as a ghoul.</p><p>“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.</p><p>In most cases, ghouls devour those they kill. From time to time, however, the bodies of their victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. The Create Spawn ability can only apply to sentient creatures with an organic body and a soul, as required for the template.</p><p><strong>Sample Ghoul:</strong> ?</p><p><strong>Plaugueling:</strong> Plaguelings are the wretched victims of a magical disease called plague rot.</p><p>“Plagueling” is a template that can be applied to any living creature with a functioning anatomy and a Wisdom of 6 or higher who has been killed by plague rot.</p><p>If the victim’s Constitution is reduced to 0 or less from plague rot, the victim dies and becomes a plagueling.</p><p><strong>Sample Plagueling:</strong> ?</p><p><strong>Shadow Lich:</strong> Shadow liches are undead spellcasters who have used their magical powers to seal their souls into their own shadows, which they then solidify and separate from their bodies.</p><p>The first step in becoming a shadow lich involves removing the spellcaster’s soul and sealing it in its solidified shadow. This is a task equivalent to that of crafting a normal lich’s phylactery, requiring the use of the Craft Wondrous Item feat by a sorcerer, wizard, or cleric of at least 11th level. At least 120,000 gp and 4,800 XP must be invested in the removal process, and the solidified soul shadow becomes an item with a caster level equal to that of the creator at the time of creation.</p><p>“Shadow lich” is a template that is added to a spellcasting humanoid creature who has undergone the above process of removing his soul and transforming it into a soul shadow.</p><p><strong>Sample Shadow Lich:</strong> ?</p><p><strong>Thrall of the Pale King:</strong> When a pale king — the servant of the fey god Arawn — finds a useful living creature, he tries to claim it as a thrall; see the court of the pale king entry in the Creatures section. This process has two stages. First, the pale king must kill the creature using his Death Gaze ability. Once the creature is dead, the pale king may then call back the spirit and bind it into servitude within the body it originally inhabited. The process for calling the spirit back takes five full minutes, and requires that the pale king be touching the body of the prospective thrall. At the end of this time, the creature returns to life as a thrall of the pale king.</p><p>“Thrall of the pale king” is a template that can be added to any humanoid, monstrous humanoid, or animal slain by a pale king’s Death Gaze.</p><p>Any creature slain by the pale king’s Death Gaze may be called back and forced to serve as the pale king’s thrall. Calling back a slain creature takes five full minutes of the pale king touching the corpse.</p><p><strong>Sample Thrall of the Pale King:</strong> ?</p><p><strong>Unknowing One:</strong> Unknowing ones are a strange type of undead created by the death of someone who doesn’t quite notice for some reason. This usually happens when a person of great will is killed very quickly and unexpectedly, and just doesn’t get the message. He continues on with his life, not aware of the fact that he is now dead. He will go to great lengths to deny that he is now undead, and rationalize any indications of his demise away. It is only the unknowing one’s denial to accept that he is dead that keeps him from passing completely from the realm of the living.</p><p>“Unknowing one” is a template that can be added to any humanoid or monstrous humanoid creature who has recently died a sudden, unexpected death.</p><p><strong>Sample Unknowing One:</strong> ?</p><p></p><p><strong>Shadow:</strong> Any humanoid reduced to 0 Strength by a shadow lich’s Incorporeal Touch becomes an undead shadow within 1d4 rounds.</p><p><strong>Zombie:</strong> When a creature is cut by a swordpod, a tiny seed is left behind in the wound. If the creature dies while a swordseed remains within it, it becomes a zombie that wanders to an area rich in iron at least one mile from the nearest swordtree and buries itself; a sapling swordtree soon rises from this site.</p><p>On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. Swordseeds can be dug out of injuries for the first three days, which costs 1 hp per day the seed has been burrowing, or can be washed out with holy water, which does no additional damage. Swordseeds can also be removed with a remove disease or heal spell, even after the first three days. 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; use the standard SRD stats for zombies. 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. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3528/Relics?affiliate_id=17596" target="_blank">Relics</a>[spoiler]</p><p><strong>Undead Assassin Vine:</strong> The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead.</p><p><strong>Undead Treant:</strong> The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead.</p><p><strong>Eskil:</strong> The nightmare catcher is the creation of the skald Eskil, whom history remembers as the Betrayer of Antlon. On that bloody battlefield, while his family and friends lay dying, Eskil was cursed by his fiancee. with her last breath, she called upon the gods to deliver great vengeance upon him.</p><p>They stripped Eskil of his soul and cursed him to wear an undead shell until the end of time. Worse, his passion and talent were shorn away, his capacity to feel love and sadness, pain and pleasure burned out in an instant. Bereft of everything save bitterness, Eskil retreated to the underearth catacombs to plot vengeance.</p><p><strong>Hrunting, Ghost Cleric 12:</strong> All summer long, the sun god and Hrunting toiled, slowly grinding stars into a single, flawless lens. When winter came, Hrunting returned to his people and used the light of a single candle to burn away dozens of ghouls. When a chieftain demanded ownership of the lens, Hrunting murdered him. In the scuffle, Hrunting dropped and shattered the lens, and subsequently walked into a blizzard rather than live with the shame.</p><p></p><p><strong>Vampire:</strong> Any who die while wielding one of the devil’s teeth rises as a vampire (or ghost, if the body was absolutely destroyed) in 1d4 rounds.</p><p><strong>Ghost:</strong> Any who die while wielding one of the devil’s teeth rises as a vampire (or ghost, if the body was absolutely destroyed) in 1d4 rounds.</p><p><strong>Skeleton:</strong> The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead.</p><p><strong>Zombie:</strong> The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead.</p><p><strong>Ghoul:</strong> The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead.</p><p><strong>Ghast:</strong> The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead.</p><p><strong>Undead:</strong> The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead.</p><p></p><p>THE HEART OF DARKNESS</p><p>The Heart of Darkness is the actual stone heart of the long-dead god Igtharka. Igtharka was an insane god of chaos, committed to nothing less than the complete destruction of the universe. The leader of his pantheon, Igtharka inevitably caused a conflict with the collective gods of light.</p><p>A mighty battle raged. When the seven great deities of sacred light defeated Igtharka, his followers retrieved his corpse before it could be destroyed. They carefully mummified and preserved Igtharka’s corporeal remains and sealed them into a huge sarcophagus with their most powerful spells. Then they transported it to the Astral.</p><p>Igtharka’s corpse is entombed in a gigantic sarcophagus. His mummy lays within, arms folded across his chest, with a massive gold mask covering his face.</p><p>The Heart of Darkness looks like a black pearl the size of a human head. Strange vein-like filaments hang from it. If placed on a surface, it levitates one foot above it and slowly rotates. To activate the Heart of Darkness, the wielder must grip it tightly and squeeze. When its powers are in effect, it feels warm to the touch and pulses to a slow beat.</p><p>The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead.</p><p>All living creatures except the wielder in the radius of the heart of darkness have their life force drained. Creatures of lower level than the wielder must make a Fortitude save (DC 30) or lose Id6 Con per round. Should a creature die, subsequent use of the heart of darkness will animate the corpse.</p><p>All undead within a 100-foot radius of the heart receive fast healing 3 so long as their hit point total is 1 point or more. At will, the wielder can command them as an evil cleric of equivalent level.</p><p>The life draining power of the heart of darkness is so powerful that it negates all healing in its area of effect. All cure spells, heal, healing circle, mass heal, regenerate, resurrection, and true resurrection automatically fail. The caster loses the spell slot as if the spell has been cast.</p><p>If the wielder spins the heart in a counter-clockwise direction, it can call undead to it. All undead within 10 miles must make a will save (DC 30) or come shambling to its call.</p><p>If the wielder spins the heart in a clockwise direction, it repulses all undead away from it, creating a barrier 500 feet in radius around the wielder. Undead are not allowed a save against this effect. They cannot enter the area and, if within it, must immediately move to escape it. If confronted with an impassable obstacle as they move to escape the area, the undead may stand in place. Treat these creatures as if they were successfully turned.</p><p>Caster Level: 20th; Weight: 5 lb.[/spoiler]</p><p></p><p>Talislanta Menagerie: [spoiler]</p><p><strong>Black Savant:</strong> Alien in appearance and outward demeanor, the true nature of the Black Savants remain, in large part, a mystery.</p><p><strong>Disembodied Spirit:</strong> These spectral entities are the spiritforms of deceased creatures and beings who, for one reason or another, have become lost or stranded en route to their next incarnation. Some, having met a particularly violent or unjust end, refuse to move on to their next life until they have been avenged. Others were the victims of miscast spells, abortive attempts at astral travel, or other unfortunate circumstances.</p><p><strong>Ebonite:</strong> Like shadowights and other spiritforms, Ebonites were once living beings. Once passing from the lands of the living, their spirits made the long voyage to the Underworld. However, something about them drew the attention of Death. Great infamy or acts of heroism, no one can say for sure what will draw Death’s baleful eye. Some sorcerers petition for this state in order to continue their magical studies beyond death, while some heroes offer themselves to Death’s service in exchange for a loved one being returned to life. However it happens, those taken by Death are consigned to spend eternity as spectres, and to dwell in the ancient city of Ebon.</p><p><strong>Fetch Juju:</strong> Another type of fetch is the juju, a mindless servant made from a reanimated corpse. In this case the fetch is imprisoned within a body,</p><p><strong>Mirajan:</strong> A mirajan is a type of spiritform found only among the arid lands of Raj, Djaffa, and Carantheum. The Djaffir tribes refer to these specters as “Phantoms of the Desert” and believe that they are the spirits of Rajan necromancers who have come back to torment the living. Others attribute sightings of mirajans to hallucination, heat exhaustion, or the malevolent pranks of sand demons.</p><p><strong>Necrophage:</strong> Necrophages are humanoid entities that hail from the darkest depths of the Underworld.</p><p><strong>Reincarnator:</strong> Reincarnators are the spiritforms of Torquaran wizards, members of a cabal of black magicians who once ruled a dark empire that spanned much of the continent of Talislanta.</p><p>The Torquarans struck an unholy pact with the arch-devil Zahur, who used an ancient incantation to turn them into reincarnators: malign spirits cloaked in an aura that renders them untouchable by Death.</p><p><strong>Shadowform:</strong> A creature whose Constitution score has been reduced to 0 by a shadowcat’s energy drain attack rises as a shadowform in 1d4 rounds.</p><p>Victims who have been drained of all their physical substance by a shadowcat become shadowforms.</p><p>A creature whose Constitution score has been reduced to 0 by a shadowight’s energy drain attack rises as a shadowform in 1d4 rounds.</p><p>A creature whose Constitution score has been reduced to 0 by a shadow wizard’s energy drain attack rises as a shadowform in 1d4 rounds.</p><p><strong>Shadowcat:</strong> These shadowy creatures are believed to be the spectral forms of an extinct species of felines once native to the Talislantan continent.</p><p><strong>Shadow Dragon:</strong> Shadow dragons are the spirits of ancient dragons that chose or were chosen to serve Death.</p><p><strong>Shadowight:</strong> Shadowights are the spiritforms of deceased persons sentenced to spend eternity as specters.</p><p><strong>Shadow Wizard:</strong> Shadow wizards are the spiritforms of deceased magicians from various dimensions, worlds, and eras. [/spoiler]</p><p></p><p>Terrors of the Twisted Earth 1e:[spoiler]</p><p><strong>Screamer:</strong> Apparently these are long-dead corpses animated by some unknown phenomenon of radiation.</p><p>Screamers were once human beings, horribly mutated and impregnated with massive doses of radiation. Through some unknown process, screamers arise after death to shamble about in the night, in search of living flesh to consume or ravage with their burning, radiated touch.</p><p><strong>Zombie Plague:</strong> Plague zombies are horrific undead creatures, re-animated with a shadowy semblance of life by the bizarre and unexplainable effects of a virulent super-disease, the cure for which has long been lost.</p><p>The “plague” that causes the animation of plague zombies was originally engineered by the Ancients just prior to the Fall. Though little is known of what the original strain was meant to do on unsuspecting civilian populaces, the effects of radiation apparently mutated the disease so that the scientists who originally developed it were helpless to stop its spontaneous spread. Within weeks, the test population (comprised of urban homeless from the escalating world war) first subjected to the disease had spread the plague to others, and an epidemic of ghastly proportions swept across the country.</p><p>The “plague” that causes the animation of plague zombies was originally engineered by the Ancients just prior to the Fall. Though little is known of what the original strain was meant to do on unsuspecting civilian populaces, the effects of radiation apparently mutated the disease so that the scientists who originally developed it were helpless to stop its spontaneous spread. Within weeks, the test population (comprised of urban homeless from the escalating world war) first subjected to the disease had spread the plague to others, and an epidemic of ghastly proportions swept across the country.</p><p>As if their appearance alone were not horror enough, plague zombies bear one final and chilling curse – the disease itself. A creature badly injured by a plague zombie inevitably contracts the plague, slowly turning him into a mindless, flesh-eating plague zombie in a matter of days...</p><p>An opponent struck by a plague zombie bite must succeed at a Fortitude check (DC 20) or contract the plague. The plague remains dormant for 2d6 hours, but after that the victim becomes weak and delirious (and must remain bedridden). After an additional period of 2d6 hours, he becomes a zombie.</p><p>Unlike other diseases, the contagion of the plague zombie cannot be cured by any known drug or device of the Ancients or their survivors. Once infected, there is no cure.[/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 (see p. 114), 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>The Council's Encyclopedia of Lifeforms Mundane and Magical Version 004 A-G[spoiler]</p><p><strong>Agarat:</strong> Because they lack the ability to create spawn, it is thought that agarats exist only as deliberately created creatures (by high-level necromancers or priests, or perhaps cursed by the gods themselves). Their origin is as yet unknown.</p><p><strong>Apparition:</strong> A creature slain by an apparition will rise in 1d4 hours as an apparition.</p><p><strong>Banshee:</strong> The banshee is the undead spirit of an evil female elf.</p><p><strong>Bog Mummy:</strong> Wherever a spark of unlife or negative energy touches a corpse naturally preserved by swamp mud, the result is a bog mummy.</p><p>In the Great Swamp, the Witch of the Fens, Thingizzard, provides the spark of negative energy needed to create bog mummies.</p><p>Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works).</p><p><strong>Great Swamp Bog Mummy:</strong> A character slain by the Great Swamp Bog Rot disease rises as a Great Swamp bog mummy.</p><p><strong>Chimera Undead:</strong> ?</p><p><strong>Coffer Corpse:</strong> The coffer corpse is an undead creature seeking its final rest. They are most often found in stranded funeral barges and the like.</p><p><strong>Crypt Guardian:</strong> <em>Animate Crypt Guardian</em> spell.</p><p><strong>Crypt Thing:</strong> <em>Create Crypt Thing</em> spell.</p><p><strong>Variant Crypt Thing:</strong> ?</p><p><strong>Demilich:</strong> The demilich (the name is a misnomer, for it is not a lesser form of a lich, but the waning soul of a lich, centuries old) appears as nothing more than a human (or humanoid skull), dust, and a few bones.</p><p><strong>Grey Philosopher:</strong> A grey philosopher is the manifestation of an evil cleric who died with important philosophical deliberations unresolved in his mind. Unlike allips (q.v.), they have not been driven insane; instead, they spend their entire unlife endlessly pondering these weighty matters, so involved that they ignore everything around them.</p><p></p><p><strong>Undead:</strong> Orcus is known as the Prince of the Undead, for it is said in secret that he alone invented the first undead that walked the worlds.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Allip:</strong> ?</p><p></p><p>Animate Crypt Guardian</p><p>Necromancy</p><p>Level: Clr 4, Death 4, Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting time: 5 minutes/HD of undead created</p><p>Range: Touch</p><p>Targets: One giant sized corpse</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell turns the corpses of giants into undead crypt guardians that will guard one tomb, grave, crypt or other structure indefinitely. While a crypt guardian can be commanded to guard any area 10-foot radius per caster level, a grave-like settings is often most appropriate. Once created, a crypt guardian will do everything within its power to prevent the passage of living creatures into the area the guardian was created to guard; only the guardian’s creator can enter the area in question without provoking the undead warrior. As the crypt guardian is not under direct control of its creator, it does not count against the total number of undead the creator can control. Further, the HD of the crypt guardian created cannot exceed that of the caster’s level.</p><p>A crypt guardian can be created only from a mostly intact corpse or skeleton of a giant. If a crypt guardian is made from a corpse, the flesh rots from the bones over the next 2d6 weeks. A crypt guardian remembers nothing from its life including skills and abilities and depends solely on those granted during its creation. The creator of the crypt guardian must also be able to cast or read from a scroll the spells faerie fire, blind, invisibility, see invisibility, and wall of force at the time the crypt guardian is created The great scythe (or other weapon) the crypt guardian wields must be present at the time the guardian is created or it will always prefer to attack with its claws. A great scythe costs 50gp to have crafted. Material Component (for Crypt Guardian): Black pearl gems worth at least 100gp/HD of undead created and 2 rubies worth 500gp each. The gems are placed inside the mouth of the corpse and the rubies in its eye sockets. Once animated into a crypt thing, the pearls are destroyed but the rubies remain in its eye sockets and become the focus of the crypt guardian’s undeath.</p><p></p><p>Create Crypt Thing</p><p>Necromancy [Evil]</p><p>Level: Clr 7, Death 8, 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. This spell must be cast in the tomb, grave, or corpse that the crypt thing is assigned to protect. 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; they do not depend on what abilities the creature may have had while alive. Only one crypt thing is created with this spell and it will remain in the tomb where it was created until destroyed. Material Component (for Crypt Thing): A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once animated into a crypt thing, the gem is destroyed.</p><p></p><p>Bog Rot (Su): Supernatural disease—slam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary from Strength, Dexterity, Constitution, or Charisma (determine randomly using 1d4), secondary damage 1d6 temporary from the same ability score. Creatures afflicted with bog rot do not heal naturally and gain one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic.</p><p></p><p>Great Swamp Bog Rot (Su): Supernatural disease—slam, Fortitude save (DC 20), incubation period 1 hour; damage 1d2 temporary from Strength, Dexterity, Constitution, or Charisma (determine randomly using 1d4), secondary damage 1d2 temporary from the same ability score. Creatures afflicted with Great Swamp bog rot do not heal naturally and gain one-half benefit from magical healing. Unlike normal diseases, Great Swamp bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. [/spoiler]</p><p></p><p>The Council's Encyclopedia of Lifeforms Mundane and Magical Version 004 H-Z [spoiler]</p><p><strong>Huecuva:</strong> Huecuva are the remains of clerics who were unfaithful to their vows and turned to evil. As such they are condemned to eternal unlife.</p><p><strong>Hungry Waters:</strong> Hungry waters may come into being wherever someone has drowned; in certain cases, the spirit of the dead may infest the area, causing the water to become a deathtrap for the unwary swimmer. The very waters become the new body of the angry spirit, which is continually seeking to bring new souls to share its eternal torment. With each such drowning victim, the area grows more deadly.</p><p><strong>Ixitxachitl Vampiric:</strong> ?</p><p><strong>Ixitxachitl Greater Vampiric:</strong> They can only achieve this status by being bitten by an existing greater vampiric ixitxachitl.</p><p><strong>Jalie Squarefoot, The Lich Fiend:</strong> ?</p><p><strong>Malice:</strong> A malice is an incarnation of pure spite and wickedness, created by a Grey Philosopher.</p><p>During their centuries of pondering, a grey philosopher's evil thoughts take on a partly real form, creating "malices," small incarnations of pure spite and wickedness.</p><p><strong>Odic:</strong> An odic is an evil, undead spirit inhabiting the body of a plant.</p><p><strong>Telekon:</strong> The Telekon is a type of wraith-like guardian undead created centuries or even millennia ago. The identity of the creators is unknown, and the process is long lost. However, it is known that they were created from human slaves with psychic ability, through a cruel and torturous procedure of enchantment and magical binding</p><p><strong>Thoul:</strong> Thouls are a fascinating artificial crossbreed of ghoul, hobgoblin, and troll.</p><p>It is not known where thouls were first created, though they now seem to be fairly well spread throughout the world. Fortunately, their peculiar spawning methods make them a menace that does not grow in numbers rapidly.</p><p><strong>Wyrd:</strong> It is rumored that Wyrds are a plague sent among the elves by their gods. Legends disagree on the purpose of this plague - some say it is to punish them for ancient treachery, others say it is to teach them humility, and still others proclaim that is the elvish destiny to slay (or be slain by) all Wyrds in order to prove themselves worthy of the blessing of the gods.</p><p>Since groups of elves slain by a wyrd rise as wyrds themselves, the failure of an elven group makes the problem much worse.</p><p>Any creature with elven blood slain by a wyrd rises in 1d4 days as an independent wyrd. Casting a dispel evil or remove curse spell on the body within this time period prevents this transformation. Creatures lacking elven blood killed by a wyrd do not rise as spawn.</p><p><strong>Death Knight:</strong> A death knight is a horrific form of a lich created by a demon prince (it is thought Demogorgon) from a fallen paladin or favored blackguard.</p><p>“Death Knight” is a template that can be added to any humanoid paladin (fallen) or blackguard of at least 9th level.</p><p><strong>Death Knight Paladin 9:</strong> ?</p><p><strong>Dracolich:</strong> The dracolich is the undead form of a powerful and evil dragon. Legends say that a mystical cult engendered the first dracolich.</p><p>“Dracolich” is a template that can be added to any dragon creature.</p><p><strong>Penanggalan:</strong> Penanggalan is a template that can be added to any female humanoid creature.</p><p>A female victim will rise from the grave in three days as a penanggalan, as a free–willed undead. Should an attempt to raise the victim succeed, the victim will be unable to do anything other than rest for a week, after which all damage done by the penanggalan is healed. Failure means that no further attempt can be made; the process by which the victim becomes a penanggalan is then inexorable. If a penanggalan kills a male victim, he does not return as undead.</p><p><strong>Penanggalan Human Fighter 4:</strong> ?</p><p><strong>Skeleton Warrior:</strong> The skeleton warrior is a lich-like undead lord that was once a powerful fighter of at least 10th-level. Legends tell that the skeleton warriors were forced into their undead lich-like stat many ages ago by a powerful demi-god who trapped each of their souls in a golden circlet.</p><p>“Skeleton Warrior” is a template that can be added to any humanoid creature.</p><p>When a fighter is transformed into a skeleton warrior his soul is trapped in a golden circlet. <strong>Skeleton Warrior Human Fighter 12:</strong> ?</p><p><strong>Zombie Template:</strong> Zombies are corpses reanimated through dark and sinister magic.</p><p>"Zombie" is a template that can be added to any non-undead corporeal creature that has a skeletal system.</p><p><strong>Zombie Wolf:</strong> ?</p><p></p><p><strong>Lich:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2039/The-Planes--Feuerring?affiliate_id=17596" target="_blank">The Planes Feuerring Gateway to Hell:</a>[spoiler]</p><p><strong>Lake Hag:</strong> Any humanoid slain by the devils and cast into Lethe emerges a week later as a lake hag.</p><p>Devils cast the mutilated corpses of all slain humanoids into Lethe’s murky depths. Regardless of its original gender, prolonged exposure to the tainted waters transforms the cadaver into a lake hag. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1702/The-Quintessential-Druid?affiliate_id=17596" target="_blank">The Quintessential Druid:</a>[spoiler]</p><p><strong>Seneschal Spirit:</strong> Seneschal spirit is a template that can be applied to any grove seneschal that dies while retaining his connection to his grove.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3602/The-Quintessential-Witch?affiliate_id=17596" target="_blank">The Quintessential Witch</a>[spoiler]</p><p><strong>Improved Zombie:</strong> Created by witch doctors of foul purpose, improved zombies are constructed out of the corpses of the innocent and pure. The witch doctor binds a wicked spirit into the husk of the former person which then animates it to commit unthinkable atrocities.</p><p>Witch Doctor prestige class Improved Zombie power.</p><p></p><p>Improved Zombie (Sp): Zombies created by the animate zombie ability or the animate dead spell are improved due to the close connection to the spirit world had by the witch doctor. Only medium zombies can be created. Furthermore, each zombie requires 500XP to create, as the binding of the evil spirit into a corpse is draining. Otherwise, zombies created thusly suffer all of the same restrictions defined by the aforementioned spell and ability.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/20088/Unveiled-Masters-the-Essential-Guide-to-Mind-Flayers?affiliate_id=17596" target="_blank">Unveiled Masters: The Essential Guide to Mind Flayers</a>[spoiler]</p><p><strong>Lich Mindflayer:</strong> Only the most dedicated and powerful illeth sorcerers and wizards have the capabilities to become liches, and the willingness to consider such a plan. Generally, the preparations for the transition to lichdom are conducted in secret, lest others in the illeth community attempt to put a stop to them. While crafting its phylactery, the would-be lich remains isolated (which in itself may raise suspicions).</p><p>Technically, mind flayers cannot become liches or vampires, since those templates can only be applied to humanoid or monstrous humanoid creatures, whereas mind flayers are aberrations. The material in this book assumes that mind flayers are close enough to humanoid that they can become intelligent undead like liches or vampires. If the GM prefers that this is not the case, ignore the material about undead mind flayers and assume that they cannot become undead. Alternately, it may be that mind flayers don't normally become undead, but that they can through mysterious and arcane rituals, requiring considerable research and difficult to find material components (some of which may require the cooperation of pawns on the surface world).</p><p><strong>Vampire Mind Flayer:</strong> All it takes is for one vampire to slay a mind flayer for an illeth vampire to rise up and begin stalking its own kind.</p><p>Technically, mind flayers cannot become liches or vampires, since those templates can only be applied to humanoid or monstrous humanoid creatures, whereas mind flayers are aberrations. The material in this book assumes that mind flayers are close enough to humanoid that they can become intelligent undead like liches or vampires. If the GM prefers that this is not the case, ignore the material about undead mind flayers and assume that they cannot become undead. Alternately, it may be that mind flayers don't normally become undead, but that they can through mysterious and arcane rituals, requiring considerable research and difficult to find material components (some of which may require the cooperation of pawns on the surface world).</p><p></p><p><strong>Shadow:</strong> Umbraleth are often found in the company of other creatures of shadow, such as undead shadows and nightshades, which they can create and command using their magical arts.</p><p><strong>Nightshade:</strong> Umbraleth are often found in the company of other creatures of shadow, such as undead shadows and nightshades, which they can create and command using their magical arts.</p><p><strong>Incorporeal Undead:</strong> Incorporeal undead (such as ghosts, spectres, and wraiths) are less common, since the forsaken rarely seek that state. They do arise spontaneously at times, particularly when a strong-willed forsaken is killed unexpectedly or violently.</p><p><strong>Ghost:</strong> Incorporeal undead (such as ghosts, spectres, and wraiths) are less common, since the forsaken rarely seek that state. They do arise spontaneously at times, particularly when a strong-willed forsaken is killed unexpectedly or violently.</p><p><strong>Spectre:</strong> Incorporeal undead (such as ghosts, spectres, and wraiths) are less common, since the forsaken rarely seek that state. They do arise spontaneously at times, particularly when a strong-willed forsaken is killed unexpectedly or violently.</p><p><strong>Wraith:</strong> Incorporeal undead (such as ghosts, spectres, and wraiths) are less common, since the forsaken rarely seek that state. They do arise spontaneously at times, particularly when a strong-willed forsaken is killed unexpectedly or violently.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/24399/War?affiliate_id=17596" target="_blank">War</a>[spoiler]</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1191/Weird-War-Two-D20-Afrika-Korpse?it=1?affiliate_id=17596" target="_blank">Weird War Two d20: Afrika Korpse</a>[spoiler]</p><p><strong>Corpse Mine:</strong> Blood mages reanimate the dead—particularly those with their legs blown off—strap salvaged helmets, metal plates, even cookware to their bodies, and bury them just beneath the desert floor. The corpses become aware when they sense a life-force nearby, burrow up through the sand, and attack.</p><p>They were Himmler’s people, dabbling in the occult, indeed doing unspeakable things with corpses. They used arcane ceremonies to turn the dead into mindless zombies, living land mines, and other horrors. He’d seen it only because he had to, and so he’d know what to steer his regular troops away from. Rommel knew they’d turn these bodies into undead abominations: things that shambled across battlefields, absorbing machinegun fire as they advanced unfeelingly toward the enemy, or buried corpses packed with explosives, clawing up through the sand when they sensed a British patrol above.</p><p><strong>Ghul:</strong> Various legends claim they rise from the unburied bodies of murderers, torturers, and the perpetrators of unspeakable crimes.</p><p><strong>Sand-Rot Mummy:</strong> Sand-rot mummies rise from dunes where the blood of the slain and the hot desert transform corpses into shambling bodies filled with rage against the living.</p><p>For centuries the cultures inhabiting the arid desert preserved their dead by removing the moisture and decomposing elements of the body. The Saharan sands naturally desiccate anything containing moisture left buried there for any length of time. For those killed in the dunes or buried in great sandy patches their anger and fear at their death imbues their blood with energy that transforms the sand and later empowers their broken bodies.</p><p>The sand absorbs the blood, bodily fluids, and spiritual energy, desiccating the body and mutating it into a ghastly shadow of the human it used to be. The sand not only dries out the corpse but crystallizes parts of their bodies into a hardy, leathery substance, making them more resistant to damage from all types of weapons. Their hardened skins tend to slow them down, however.</p><p></p><p><strong>Undead:</strong> They were Himmler’s people, dabbling in the occult, indeed doing unspeakable things with corpses. They used arcane ceremonies to turn the dead into mindless zombies, living land mines, and other horrors. He’d seen it only because he had to, and so he’d know what to steer his regular troops away from. Rommel knew they’d turn these bodies into undead abominations: things that shambled across battlefields, absorbing machinegun fire as they advanced unfeelingly toward the enemy, or buried corpses packed with explosives, clawing up through the sand when they sensed a British patrol above.</p><p><strong>Zombie:</strong> They were Himmler’s people, dabbling in the occult, indeed doing unspeakable things with corpses. They used arcane ceremonies to turn the dead into mindless zombies, living land mines, and other horrors. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1362/Weird-War-Two-D20-Blood-on-the-Rhine?affiliate_id=17596" target="_blank">Weird War Two d20 Blood on the Rhine</a>[spoiler]</p><p><strong>Reanimant:</strong>Reanimants are the dead brought back to a semblance of life through alchemy and harmonic magic.</p><p></p><p>REVIVIFICATION</p><p>This is the ultimate power available to a haunted vehicle—it can bring the dead back to life (or at least a semblance thereof). Because this ability is so powerful, the WM may ban it if he doesn’t want to see characters coming back from the dead in his campaign.</p><p>A spirit with this power can hunt down the deceased’s soul and force it back into his body. There’s a catch, though. Unless the vehicle also has Regeneration at level 3, the revived person is going to die again—but this time his soul is trapped in the corpse. Characters revived in this way return as reanimants—a form of undead—and are NPCs under the WM’s control. Sometimes dead is better.</p><p>Reviving a character requires the corpse to be left in the vehicle alone overnight. The character remains dead throughout the night as the spirit hunts for his soul and revives with the first light of dawn.</p><p>Even if the vehicle has Regeneration at level 3, a revivification attempt is never a sure thing. The character being revived must make a Will save (DC25). If the save is successful, the hero is returned to life as good as new. If the save is failed, he takes 1d4 points of permanent ability damage. This damage is distributed at random, 1 point at a time, among his attributes. A roll of a natural 1 means something went wrong. The exact nature of this is up to the WM. The hero may be a reanimant, he may have someone else’s soul, or anything else the WM wants to have fun with.</p><p>The maximum length of time a character can be dead and still be revived depends on the level of Revivification possessed by the vehicle. As long as the corpse is placed in the vehicle within this time frame, it is preserved until the revivification attempt takes place that night.</p><p>REVIVIFICATION</p><p>Level Revival Limit</p><p>1 1 minute per vehicle level</p><p>2 1 hour per vehicle level</p><p>3 1 day per vehicle level[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1190/Weird-War-Two-D20-Dead-From-Above?affiliate_id=17596" target="_blank">Weird War Two d20: Dead From Above</a>[spoiler]</p><p><strong>Fliegerkopf:</strong> In the final years of the war, Germany was desperately short of trained pilots. Pilots with only rudimentary training were rushed into combat and quickly shot down by experienced Allied pilots. Perfectly good aircraft sat idle while Allied bombers flew overhead because there was no one to fly them.</p><p>Hitler has placed his blood mages on the problem and in characteristic fashion they have come up with an arcane solution. They have had limited success in reviving the dead, and they have used this knowledge to reanimate the heads of experienced pilots recovered from the wreckage of their aircraft. These heads are wired into small, nimble jet fighters and sent aloft once more to do battle with the streams of Allied bombers and their escorts. The pilot heads used in this program are culled from the ranks of the party faithful. They press home their attacks on Allied aircraft with a fanatical devotion bolstered by their feelings of invulnerability.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1192/Weird-War-Two-D20-Hell-Freezes-Over?affiliate_id=17596" target="_blank">Weird War Two d20: Hell Freezes Over</a>[spoiler]</p><p><strong>Vampire:</strong> According to Russian and Romanian folklore, a vampire could be created by way of improper burial, unnatural death, being a seventh son, being bitten by a vampire, excommunication, suicide, witchcraft, immorality, being conceived on certain days, birth curses or defects (tail), and leaving a corpse unburied on the windy Steppes.</p><p>Johannes Fluckinger, an Austrian medical officer in 1732 investigated a “vampirism epidemic” in the Siberian village of Medvegia. According to his report, Arnod Paole died in 1727 after falling off a hay wagon. Soon four villagers felt ill and died after Arnod Paole supposedly visited them in the night. Cattle’s blood had also been sucked. According to Fluckinger:</p><p>“They dug up this Arnod Paole…and they found that…fresh blood had flowed from eyes, nose, mouth, and ears. The shirt, the covering, and the coffin were completely bloody. The old nails on his hands and feet, along with his skin, had fallen off, and new ones had grown. And since they saw from this that he was a true vampire, they drove a stake through his heart… whereby he gave an audible groan and bled copiously. Thereupon they burned the body the same day to ashes and threw these into the grave.”</p><p>In 1731, 17 villagers died within weeks of each after having eaten the meat of the cattle attacked by Paole back in 1727. They were suspected of being vampires. All their graves were dug up and 12 of the 17 looked like Paole’s grave back in 1727. Their heads were cut off, bodies burned, and ashes thrown into a river.</p><p><strong>Vampire, Dracula:</strong> ?</p><p><strong>Vampire, Erzbet Bathory:</strong> ?</p><p><strong>Vampire, Peter Plogojowitz:</strong> ?</p><p><strong>Vampire, Arnod Paole:</strong> ?</p><p><strong>Nachzehrer:</strong> ?</p><p><strong>Strigoi, Dead Vampire:</strong> ?</p><p><strong>Vrykolakas:</strong> ?</p><p><strong>Corpse Mine, Exploding Corpse:</strong> Blood mages in Africa have passed on their techniques of making corpse mines to the blood mages assigned to the Eastern Front. Some of these same blood mages who survived the May 1943 defeat in Africa may be reassigned to the Eastern Front.</p><p>Blood mages who served in North Africa have passed on their techniques of creating corpse mines to blood mages assigned to the Eastern Front. These blood mages, working out of concentration camps, leading an Einsatzgruppen patrol or assigned to a front line combat situation, have advanced the research to create flesh hungry corpses that explode once their chemically and magically enhanced bodies absorb a certain amount of small arms fire.</p><p>Only corpses that have not lost body parts or suffered massive damage are used.</p><p>Drained of all blood and pressurized, exploding corpses are obviously bloated in appearance, pale yellow, and stink more of formaldehyde, gasoline, and glue than of rotting flesh.</p><p><strong>Grave Bane:</strong> The Nazis often lined up undesirables (Jews, Slavs, and Gypsies for example) facing the edges of open pits and trenches and shot them in the back or head. From 1939 to 1943, efforts were often made to hide evidence of these atrocities by covering the open pits and trenches with dirt. However, during the last two years of the war, in efforts to hastily implement the Final Solution, the Nazis, in their withdrawal back to Berlin, often left mass executions unburied and exposed to the elements. A grave bane is one such open pit or trench filled and stacked with up to 100 decomposing victims that cannot achieve peace in death until justice is carried out.</p><p><strong>Sand-Rot Mummy:</strong> ?</p><p><strong>Ghul:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1189/Weird-War-Two-D20-Hell-in-the-Hedgerows?affiliate_id=17596" target="_blank">Weird War Two d20: Hell in the Hedgerows</a>[spoiler]</p><p><strong>Hedge Fiend:</strong> The “blood hedge” has also become animate, and has already entangled several citizens of La Boulage—and soldiers of the Reich—in its thorny embrace. Once slain, these decimated corpses are infected with the hedge’s own sentience and rise to serve it as gruesome undead.</p><p><strong>Air Wraith:</strong> Air wraiths are the undead spirits of pilots who have been damned to hell, and resurrected by means of dark magic.</p><p></p><p><strong>Zombie:</strong> Hapless victims of the SS Blood Mage’s negative energy.</p><p>These zombies are the results of dark experiments performed by the SS Blood Mages of Schloss Fenris. They were looking into the possibilities of extracting a longevity elixir (a formula provided to Hitler by Dr. Fu Manchu, his ally in Southern China) from the bodies of local peasants. Unfortunately the process kills the donor—and turned out to be worthless as well. The result were these zombies, who the Nazis simply cast out into the woods.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1194/Weird-War-Two-D20-Horrors-of-Weird-War-II?affiliate_id=17596" target="_blank">Weird War Two d20 Horrors of Weird War Two</a>[spoiler]</p><p><strong>Acheri:</strong> The acheri is the undead form of a young girl in India who died from disease or illness.</p><p>Youngsters killed by acheri-induced disease may rise after 1d4 days as acheri, but they are not under the sire’s control. The acheri makes a Charisma roll (DC 17); on a success, the victim becomes undead itself.</p><p><strong>Alraune:</strong> Two decades ago, Professor Ten Brinken created her in a foul experiment that even he now freely admits was both repulsive and misguided. Guided by medieval German folklore, Brinken scraped the ground beneath a freshly hanged convict and used his “seed” to impregnate a prostitute. Nine months later, Alraune, named for the mythic mandrake root that grows where a hanged man’s “seed” falls, was born into an unsuspecting world.</p><p><strong>Animated Dead:</strong> Appearing as strange clockwork and flesh composites, the animated dead represent a high point of Nazi biomechanical engineering. Inspired by run-ins with zombies across the globe, Nazi scientists realized that the human body could be reanimated to function at a basic level. Through electrical and mechanical means, these scientists sought to create a similar creation to what magic had accomplished. The animated dead are the result.</p><p>Animated dead are simply human remains that have been filled with a wide assortment of mechanical and hydraulic equipment that allow the body to move as if it were alive. The bodily fluids have been replaced by a bright blue, ionized fluid that pumps though the body via a set of two pumps encased in steel in the abdomen. This fluid is then supercharged with electrical currents that allow the decaying brain matter to operate the embedded machinery.</p><p><strong>Asphyxiation Zombie:</strong> These unfortunate souls had the non-privilege of participating in one of the Nazi’s most horrific and diabolical experiments. In lesser known concentration camps, the people exterminated by gas were not only killed, but also used as guinea pigs for Hitler’s occult research. Psychoactive gasses were poured in with the normal doses of Zyklon-B to see the results on the human mind. The recipients went rabidly mad shortly before asphyxiating to death in the massive chambers. For fear of the odd mix of chemicals doing damage to other Nazi soldiers and citizens, these corpses were not burned, but buried in mass graves under the former barracks and living spaces that the corpses once occupied. After death, the psychoactive gasses continued to stimulate the muscles in the corpses’ bodies and give them basic drives such as hunger. Their minds are completely wiped of all memory. They only live to satiate their horrendous hunger.</p><p><strong>Battle Spirit:</strong> The battle spirit is a collection of the restless spirits of those slain on the battlefield, reborn as a giant poltergeist that attacks anyone involved in combat on the battlefield of its birth.</p><p>Comprised of the restless spirits of soldiers on both sides of the war, the battle spirit remains dormant until fighting starts nearby and attacks both sides equally.</p><p><strong>Carrion Vulture:</strong> ?</p><p><strong>Dead Man's Helmet:</strong> Dead man’s helmets are invisible spirits that occasionally form in helmets worn by soldiers who died traumatically. The dead soldier’s spirit manifests in the helmet, although it fades over time (generally within 4 to 6 weeks after death).</p><p><strong>Deserter:</strong> Shame and dishonor bind the spirits of deserters who died in the act of running away to the earth. They are forever doomed to flee in fear from both friends and enemies alike.</p><p><strong>Der Einzelgaenger The Lone Wolf:</strong> The U-90 was one of eight U-boats assigned in 1942 from the 9th Unterseebootsflottille to the Rudeltaktik (better know by the British term “wolf pack”) designated “Wolf.” On July 24, 1942, during an attack on convoy ON-113, the U-90 was destroyed off the coast of Newfoundland. Four solo depth charges from an old four-stacker Canadian destroyer, the HMCS St Croix, ignominiously ended the U-90’s first and only patrol. Those crew members who escaped the initial explosion and the ensuing hull implosions drowned in icy water scant minutes later. All of U-90’s 44 hands were lost. The U-90 had been in active duty on the Atlantic front for only 24 days…and 24 days later the submarine once known as U-90 returned to the service of the Third Reich. Enraged by the prospect of early and inglorious death, Kapitaenleutnant Hans-Juergen Oldoerp and his crew wished for more time in their dying moments. More time in battle. More time to prove themselves. More time for success and the glory of the Fatherland—something, somewhere, heard them.</p><p><strong>Explosive Zombie:</strong> Explosive zombies are corpses reanimated through dark and sinister magic. Their twisted creator has taken this a step further and filled them with explosives, turning them into mindless walking time bombs.</p><p><strong>Finn Haunt:</strong> During the dark ages, a race of people, actually small giants called Greater Frisians, inhabited much of present day Holland. In the 5th century, one of the Frisian chieftains, Finn, established a coastal village named Finnsburgh, but was betrayed by the Angle warlord Hengist. Hengist and his retinue were enjoying Finn’s hospitality when they barred the door to the great hall and set fire to it, murdering the entire population of Finnsburgh.</p><p>The spirits of Finn and his people have not found rest in the 15 centuries that have since passed since the act of treachery.</p><p><strong>Flagellant:</strong> Flagellants are a type of reanimant raised by blood mages through dark magic. Far more powerful and intelligent than most zombies, flagellants are created with a single purpose in mind—to drive the German soldier to perform his duty, regardless of the obstacles before him and heedless of the personal cost. In many respects, they are akin to Russian Commissars in the duties they perform. Flagellants have all perished from grievous wounds to their stomachs, the type of wound that left the medic nothing to do but hold the entrails in until the soldier succumbed to loss of blood. Reanimated from their graves, the flagellants now make no attempt to hold back their entrails, allowing them to spew out and trail behind, almost proud that they had suffered such grievous wounds in service of the Reich.</p><p><strong>Gangrene:</strong> One of the most disgusting and putrid forms of undead in existence; gangrenes are the evil animated remains of those who died from infection. Like a virus themselves, their only purpose is to spread and propagate by attacking the living and infecting them with their disease.</p><p>Any humanoid</p><p>killed by a gangrene rises as one itself in 1d4 days. The only way to prevent the transformation is to cast protection from evil followed by remove disease on the corpse before the end of that time.</p><p><strong>Ghost of the Red Baron:</strong> As the war progressed, it became clear that the newly-trained German pilots did not have the same dogfighting capabilities as the Allied pilots. This inability allow the Allied bombers to penetrate farther and farther into Nazi territory. The blood mages had an idea that they believed would “enhance” the air combat abilities of the German pilots. They located the body of Manfred von Richthofen, the late Red Baron. The blood mages sought to create talismans from the Baron’s bones that would transfer some of his piloting skill to the bearer of the talisman. Almost every pilot who bore a talisman was shot down and killed. The project was a complete failure.</p><p>Or was it? One pilot, Gregor Itlistien, still possessed his talisman. Itlistien was transferred back to German soil and was promptly shot down by a daring Allied raid. As his FW 190A-8 burned, the distinctive red and black plane of the Red Baron emerged and eradicated the all the Allied planes remaining. The Germans were ecstatic. They had a devastating new weapon.</p><p><strong>H.M.S. Sapphire The Dreadnaught:</strong> In 1909, an arms race on the ocean led the world’s greatest sea powers to mindlessly produce the immense Dreadnoughts. England secretly sought to advance in the race by covertly producing several ships outside her ports. While the ports of Bristol and Newcastle-on-Tyne were setting the HMS Hercules, Orion, and the Princess Royal to sea, a secret port in South Africa was home to the HMS Sapphire. Her maiden voyage was to England itself so that she and her crew of 160 could join with the rest of the Royal fleet, but her voyage was cut short. On her way to a scheduled stopover in Gibraltar, the hull began to mysteriously creak and buckle. Within seconds, the steam engines that powered the ship shrieked and exploded sending her crew into the dark waters wounded, burned, and near death. As the steam cloud built up around the wailing sailors, the ship and her crew vanished into the Atlantic. Because of her secret nature, the Sapphire and her crew were left to rot in the sea by her nation.</p><p>With the Atlantic now saturated with the dead of war, the Sapphire has returned to the waves to claim the lost souls of her countrymen.</p><p><strong>Kamikaze Spirit:</strong> The ghostly kamikaze spirit has been created by the Kuromaku quite by accident. In the rituals of preparing a living soul of a kamikaze pilot for one final dark-magic enhanced battle against the United States’ fleets, sometimes the soul desires to remain.</p><p>The Japanese kamikaze spirit rises from the burning sinking wreckage of the now-deceased kamikaze’s aircraft to seek another plane to crash into those who oppose the Empire of the Sun.</p><p><strong>Kill-Roy:</strong> Kill-Roy began its existence when Private Roy Sharpes was killed at Pearl Harbor. His spirit longed for vengeance no matter what the cost, and he got it.</p><p><strong>Kon-Nichiwa Samurai:</strong> The Kuromaku has committed its greatest perversion with the creation of the kon-nichiwa samurai. To prepare for the creation, the Onmyaji take dead bodies and place them in samurai armor. Calling on dark arcane powers and using the mystic Books of Shan, the Onmyaji bring forth spirits of fallen samurai. They then bind these spirits to the empty armored vessels.</p><p><strong>Pak Mule:</strong> As the war drags on, Germany finds itself faced with a number of challenges as its armed forces are ground down by years of total warfare. The PaK mule is an effort by the Nazi blood mages to address two of these concerns: attrition in the technical combat arms, especially tank and artillery gunners, and the gross obsolescence of the PaK 35/36 antitank gun, a weapon still in widespread use throughout the army.</p><p>The PaK 35/36 is an easy to operate and easily transportable gun (so light, in fact, most vehicles could pull it) that has seen wide use in the Spanish Civil War and throughout World War Two. It was originally designed for use against light armor, but even as early as 1940, tank technology was moving forward at such a pace that it was outstripping the capabilities of the gun. There was never enough of the newer antitank weapons, so the Pak 35/36 soldiered on in vast numbers; by 1942, it was derisively known as the “door knocker,” since all it could do was knock on the sides of the Russian tanks it faced.</p><p>An attempt to improve effectiveness saw a hollow charge stick bomb (known as HEAT by the US Army) developed specifically for the gun. This new round could penetrate 6 inches of armor, but could only be used at a suicidally short range of 150 meters because it is propelled by what amounts to a blank charge—giving it a low velocity.</p><p>Not wishing to see this promising technology wasted, but equally unwilling to risk valuable trained gun crews to operate such a suicidal weapon, Hitler ordered his blood mages to find a solution. Reanimates proved unsatisfactory in the role of gunners, so the PaK Mule was devised.</p><p>Essentially, the blood mages married the heads and nervous systems of dead and crippled gun crews recovered from the battlefield, with body parts from other deceased soldiers. The result is an automaton with a gunners’ eye, intuition, and training in a powerfully built and nigh unstoppable package designed to manhandle the PaK 35/36 as a personal weapon into combat.</p><p><strong>Panzerschrek:</strong> Panzerschrek’s (literally “tank fear”) are spirits of deceased tank crews conjured by blood mages to serve as expendable antitank killers.</p><p>The spirits have no ability to speak and no personality to speak off; they are simply tools to be manipulated by blood mages for the sole purpose of stopping enemy tanks. A temporary expedient that was never envisioned for greater utility, the blood mages put little effort into their creation; they are therefore inherently unstable.</p><p>To provide a modicum of stability and material cohesion, the blood mages have etched runes into the antitank weapons the panzerschreks have been conjured to wield, effectively binding them to the weapon. Should they become separated from their weapon, the spirit’s material form harmlessly disperses, to reform several days later.</p><p><strong>Russian Risers:</strong> In Russian graveyards and battlefields sleep its undead protectors. Drawing upon supernatural energy and fierce patriotism, these restless spirits of fallen soldiers wait to again defend the Motherland. Areas where a desperate defense has been erected against an invading force draw the spirits.</p><p>The spirits seek out these places and then inhabit the dead husks of former heroes and protectors that have been buried. The spirits usually inhabit the bodies of soldiers who have died on the current front but some have whispered that they have seen rotted corpses in tattered, rotting uniforms used by Russia soldiers who fought against Napoleon Bonaparte.</p><p><strong>Upturned:</strong> The activity on the Western Front has awakened more than just hatred and monsters. The restless souls of the battlefield dead from prior wars have also taken to the earth so they may quiet it again and regain their eternal slumber.</p><p>In areas where shelling and entrenching has been prevalent, soldiers from all sides have upturned bodies from the unmarked graves of the First World War. In most instances these areas have been long abandoned out of respect or fear. However, in cases where the battle now rages on, the dead have awakened. Clawing their way though the thin earth, the mangled, burned, and decayed bodies of the upturned seek to kill the living that disturb their resting ground with the plagues that defeated them.</p><p>The upturned are always historically recent dead, as they need their bodies to carry out vengeance on the living for disturbing their sleep. Strung together with rotten sinews and still wearing the uniforms, weapons, and gas masks of their German, French, English, and Russian countrymen, they shamble in small hordes toward their victims, breathing out mustard gas through the holes in their own protective gear and prodding the living with rusted and dulled bayonets atop outdated carbines.</p><p><strong>War Geist:</strong> War geists are manifestations of spiritual energy that take the form of battlefield noises and visions. In certain cases those who die on the battlefield, paralyzed by extreme shell shock, have never let go of their fear. These formless spirits now wander the earth in search of fear to quench their thirst.</p><p><strong>Reanimant:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1193/Weird-War-Two-Land-of-the-Rising-Dead?affiliate_id=17596" target="_blank">Weird War Two d20: Land of the Rising Dead</a>[spoiler]</p><p>3.0</p><p><strong>Hako-Iri:</strong> Hako-iri (which literally means “In a box,”) is perhaps the most advanced and hideous of the Kuromaku’s Special Projects. With their curiosity not limited by anything resembling morality, and aided by occult magic, the Kuromaku have succeeded at removing human brains and spinal columns—the unfortunate victims are vivisected while still fully conscious—and wiring them into special “braincases”: an armored box filled with preservative fluids and inscribed with forbidden runes.</p><p>These braincases are then installed in specially modified vehicles, mainly tanks, occasionally aircraft, and near the end of the war, experimental humanoid machines called tetsujin (iron men). Crewed vehicles such as tanks are fitted with autoloading cannon and other mechanical equipment that allows the hako-iri to control all of the vehicle’s functions.</p><p>The unfortunate brains that become hako-iri are all driven mad by their experience. Most become either suicidal or homicidal (if they could speak they would either only scream incessantly or beg for death), and when unleashed in battle, they either charge straight ahead seeking destruction, or simply begin to lash out at everything around them.</p><p><strong>Shironingyo:</strong> For quite some time, the Kuromaku had been experimenting with ways to chemically enhance human beings, hoping to create a super-soldier. They hit upon a formula that caused a subject’s muscle and bone mass to increase at a fantastic rate. The process however, turned out to be so tortuously painful that the victims were driven insane before their systems gave out and they died. But this was not a failure for the Kuromaku. They found that using certain magic rituals at the moment of death kept the body alive (though the soul was gone).[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7945135, member: 2209"] [B]3.0[/B] 3.0 Compilation[spoiler] [B]Undead:[/B] Undead: Undead are once-living creatures animated by spiritual or supernatural forces. (SRD 3.0) Undead are once-living creatures animated by spiritual or supernatural forces. (Monster Compendium: Monsters of Faerun) Even a short act of violence or a minor act of evil can have lingering effects after the event has passed. This type of evil can mentally scar a person who experiences or watches a horrible event. It can leave a sinister mark in a location where some act of evil once occurred. These events can also cause undead to rise of their own volition: A ghost might haunt the place of its murder, or a mohrg could linger in the spot where it was wronged. Acts that can cause this degree of lingering evil include the following. (Book of Vile Darkness) • A gruesome, bloodthirsty murder. (Book of Vile Darkness) • The proclamation of a foul edict, such as one that mandates the murder of infants to keep a new king from being born. (Book of Vile Darkness) • A single sacrifice to an evil god or fiend. (Book of Vile Darkness) • The animation of dozens of undead creatures. (Book of Vile Darkness) • Abuse, starvation, and mistreatment of captives. (Book of Vile Darkness) • Casting a permanent or long-lasting spell with the evil descriptor. (Book of Vile Darkness) A bad feeling shows its effects in the following ways. (Book of Vile Darkness) Creatures: People can have nightmares after exposure to this degree of evil, but there are usually no lasting physical effects. Certain types of undead can rise after even a single act of wrongdoing. The spectre of a murder victim might linger where he was slain, for example. (Book of Vile Darkness) A flaw in a true resurrection spell leaves one player character undead by night and alive by day. (Epic Level Handbook) Devoted clerics of Beltar rise from the grave as undead within a year of their deaths, usually returning to aid their original tribe and show proof of the goddess' power. (Living Greyhawk Gazetteer) On another alternate Material Plane, a magical experiment gone awry released a massive surge of negative energy, transforming everyone on the plane into undead. (Manual of the Planes) Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires. (Manual of the Planes) Voonlarrans believe that the massive altar can be shoved aside to reveal a treasure pit heaped with the bones of all temple priests who’ve died in town, who are customarily interred therein to yield undead guardians for the temple. (Forgotten Realms Elminster Speaks) Avolakias are Underdark dwellers with a morbid preference for undead as servants, soldiers, and food. They keep themselves supplied with these grisly servitors by capturing and slaying humanoids, whom they then turn into undead creatures. (Monster Manual II Web Enhancement Six New Monstrous Characters) Animate Dead epic spell seed. (Epic Level Handbook) [B]Allip:[/B] ? [B]Bodak:[/B] Humanoids who die from a bodak's death gaze are transformed into bodaks in one day. For example, a bodak’s victims rise the next day as new bodaks. (Book of Vile Darkness) [I]Bodak Birth[/I] spell. (Book of Vile Darkness) [B]Devourer:[/B] ? [B]Ghoul:[/B] In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (SRD 3.0) In most cases, the King of Ghouls devours his victims. From time to time, however, the bodies of his humanoid victims lie where they fell, to rise as ghouls in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (Book of Vile Darkness) [I]Create Undead[/I] spell. (SRD 3.0) Demise Unseen epic spell. (Epic Level Handbook) Animate Dead epic spell seed. (Epic Level Handbook) [B]Ghast:[/B] Humanoid victims of a spellstitched ghast that are not devoured by the creature rise as ghasts (not spellstiched ghasts) in 1d4 days. (Monster Manual II) [I]Create Undead[/I] spell. (SRD 3.0) Animate Dead epic spell seed. (Epic Level Handbook) [B]Mohrg:[/B] These events can also cause undead to rise of their own volition: A ghost might haunt the place of its murder, or a mohrg could linger in the spot where it was wronged. (Book of Vile Darkness) Animate Dead epic spell seed. (Epic Level Handbook) [B]Mummy:[/B] [I]Create Greater Undead[/I] spell. (SRD 3.0) Animate Dead epic spell seed. (Epic Level Handbook) [B]Nightshade:[/B] ? [B]Nightwing:[/B] ? [B]Nightwalker:[/B] ? [B]Nightcrawler:[/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. (SRD 3.0) Graz’zt enjoys blood sacrifices made in his name, and sexual rites are important in services dedicated to him as well. His temples are dark, secluded places where orgies are common. Some section of the temple is often shrouded in magical darkness. From there, clerics use create undead on sacrificial victims to bring forth shadows that guard the temple. (Book of Vile Darkness) Shadowspawn supernatural contact poison. (Forgotten Realms Faiths and Pantheons Web Enhancement Leaves of Learning) [I]Create Undead[/I] spell. (SRD 3.0) Animate Dead epic spell seed. (Epic Level Handbook) [B]Skeleton:[/B] Someone swallowed by an ulgurstasta is in deep trouble—the creature feeds on raw life and transforms its victims into animated skeletons that the ulgurstasta can later regurgitate. A swallowed victim takes 1d8 points of Constitution drain each round from the necromantic acid inside the creature. Upon death, the victim’s remains are infused with the acid and transformed into an animated skeleton. (Fiend Folio) [I]Animate Dead[/I] spell. (SRD 3.0) Zone of Animation feat. (Epic Level Handbook) Animus Blast epic spell. (Epic Level Handbook) Animate Dead epic spell seed. (Epic Level Handbook) [B]Spectre:[/B] Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Certain types of undead can rise after even a single act of wrongdoing. The spectre of a murder victim might linger where he was slain, for example. (Book of Vile Darkness) [I]Create Greater Undead[/I] spell. (SRD 3.0) Animate Dead epic spell seed. (Epic Level Handbook) [B]Vampire Spawn:[/B] A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD. (SRD 3.0) A humanoid or monstrous humanoid slain by Kauvra’s energy drain attack rises as a vampire spawn (see Vampire Spawn in the Monster Manual) 1d4 days after burial. (Book of Vile Darkness) If Kauvra instead brings the victim’s Constitution to 0 or lower by means of her blood drain, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Book of Vile Darkness) A humanoid or monstrous humanoid killed by the energy drain attack of a bloodfiend locust swarm rises 2d6 hours later as a fiendish vampire spawn. (Fiend Folio) [B]Wight:[/B] Any humanoid slain by a wight becomes a wight in 1d4 rounds. (SRD 3.0) Any humanoid slain by a zovvut demon’s gaze attack (negative levels equal to current Hit Dice, or drained below 1st level) becomes a wight in 1d4 rounds. (Monster Manual II) Any humanoid slain by a vilewight becomes a wight in 1d4 rounds. (Book of Vile Darkness) If a 9th-level soul eater completely drains a creature of energy, the victim becomes a wight under the command of the soul eater. (Book of Vile Darkness) Any humanoid slain by a shadow wight becomes a wight in 1d4 rounds. (Manual of the Planes) [I]Create Undead[/I] spell. (SRD 3.0) Animus Blizzard epic spell. (Epic Level Handbook) Animate Dead epic spell seed. (Epic Level Handbook) [B]Wraith:[/B] Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. (SRD 3.0) Major negative-dominant planes are even more severe. 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. (Manual of the Planes) Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires. (Manual of the Planes) [I]Create Undead[/I] spell. (SRD 3.0) Animate Dead epic spell seed. (Epic Level Handbook) [B]Zombie:[/B] Creatures killed by a mohrg rise after 1d4 days as zombies. (SRD 3.0) Upon reaching 0 hit points, the corpse gatherer falls apart into its component corpses. The creature’s animating force remains among the corpses that formerly composed its body, converting them into zombies. Upon its death, a corpse gatherer generates as many zombies as it has Hit Dice (that is, a 30-HD corpse-gatherer becomes thirty zombies). Unless circumstances dictate otherwise, these are all Medium-size zombies. (Monster Manual II) Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet. (Monster Manual II) Each 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. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a dispel evil or neutralize poison effect delays its progress for 10d6 minutes. A successful Heal check (DC 20) extracts the worm and kills it. (Monster Manual II) Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays its host (death occurs at 0 Intelligence). A Huge or larger creature becomes a normal zombie of the appropriate size. (Monster Manual II) [I]Animate Dead[/I] spell. (SRD 3.0) Cauldron of Zombie Spewing Diabolic Engine. (Book of Vile Darkness) Death Rock major artifact. (Book of Vile Darkness) Zone of Animation feat. (Epic Level Handbook) Animate Dead epic spell seed. (Epic Level Handbook) [B]Ghost:[/B] "Ghost" is a template that can be added to any aberration, animal, beast, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger. The creature must have a Charisma score of at least 8. (SRD 3.0) These events can also cause undead to rise of their own volition: A ghost might haunt the place of its murder, or a mohrg could linger in the spot where it was wronged. (Book of Vile Darkness) Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires. (Manual of the Planes) Petitioners in Hades are mostly grayish ghosts, spirits so depleted by the Waste that they lack solidity. (Manual of the Planes) [I]Create Greater Undead[/I] spell. (SRD 3.0) Animate Dead epic spell seed. (Epic Level Handbook) [B]Lich:[/B] "Lich" is a template that can be added to any humanoid creature, provided it can create the required phylactery. (SRD 3.0) An integral part of becoming a lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the lich reappears 1d10 days after its apparent death. (SRD 3.0) Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be a sorcerer, wizard, or cleric of at least 11th level. 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 3.0) Any who use unnatural means to extend their life span (such as a lich) could be targeted by a marut. (Manual of the Planes) [B]Vampire:[/B] "Vampire" is a template that can be added to any humanoid or monstrous humanoid creature. (SRD 3.0) If a vampire drains a victim’s Constitution to 0 or less, the victim returns as a vampire if it had 5 or more HD. (SRD 3.0) If Kauvra instead brings the victim’s Constitution to 0 or lower by means of her blood drain, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. (Book of Vile Darkness) Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires. (Manual of the Planes) [I]Create Greater Undead[/I] spell. (SRD 3.0) Animate Dead epic spell seed. (Epic Level Handbook) [/spoiler] 3.0 WotC[spoiler] SRDs[spoiler] SRD 3.0[spoiler] [B]Undead:[/B] Undead: Undead are once-living creatures animated by spiritual or supernatural forces. [B]Allip:[/B] ? [B]Bodak:[/B] ? [B]Devourer:[/B] ? [B]Ghoul:[/B] In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. [I]Create Undead[/I] spell. [B]Ghast:[/B] ? [I]Create Undead[/I] spell. [B]Mohrg:[/B] ? [B]Mummy:[/B] [I]Create Greater Undead[/I] spell. [B]Nightshade:[/B] ? [B]Nightwing:[/B] ? [B]Nightwalker:[/B] ? [B]Nightcrawler:[/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. [I]Create Undead[/I] spell. [B]Skeleton:[/B] [I]Animate Dead[/I] spell. [B]Spectre:[/B] Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. [I]Create Greater Undead[/I] spell. [B]Vampire Spawn:[/B] A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD. [B]Wight:[/B] Any humanoid slain by a wight becomes a wight in 1d4 rounds. [I]Create Undead[/I] spell. [B]Wraith:[/B] Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. [I]Create Undead[/I] spell. [B]Zombie:[/B] [I]Animate Dead[/I] spell. [B]Ghost:[/B] "Ghost" is a template that can be added to any aberration, animal, beast, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger. The creature must have a Charisma score of at least 8. [I]Create Greater Undead[/I] spell. [B]Lich:[/B] "Lich" is a template that can be added to any humanoid creature, provided it can create the required phylactery. An integral part of becoming a lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the lich reappears 1d10 days after its apparent death. Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be a sorcerer, wizard, or cleric of at least 11th level. 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. [B]Vampire:[/B] "Vampire" is a template that can be added to any humanoid or monstrous humanoid creature. If a vampire drains a victim’s Constitution to 0 or less, the victim returns as a vampire if it had 5 or more HD. [I]Create Greater Undead[/I] spell. [I]Animate Dead[/I] Necromancy [Evil] Level: Clr 3, Death 3, Sor/Wiz 5 Components: V, S, M Casting Time: 1 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 the character's spoken commands. The skeletons or zombies can follow the character, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.) Regardless of the type of undead, the character can't create more HD of undead than the character has caster levels with a single casting of animate dead. The undead the character creates remain under the character's control indefinitely. No matter how many times the character uses this spell, however, the character can control only 2 HD worth of undead creatures per caster level. If the character exceeds this number, all the newly created creatures fall under the character's control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the character is a cleric, any undead the character might command by virtue of the character's 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. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. Material Component: The material component must be worth at least 50 gp. [I]Create Undead[/I] Necromancy [Evil] Level: Clr 6, Death 6, Evil 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 This evil spell allows the character to create powerful kinds of undead: ghasts, ghouls, shadow, wights, and wraiths. The following types of undead can be created by casters of the specified levels: Cleric Level Undead Created ------------ -------------- 11 or lower Ghoul 12–13 Shadow 14–15 Ghast 16–19 Wight 20 Wraith The character may create less powerful undead than the character's level would indicate if the character chooses. Created undead are not automatically under the control of their animator. The character may attempt to command the undead as it forms with a turning check. This spell must be cast at night. Material Components: The spell must be cast on a dead body and uses a material component worth 50gp per corpse. [I]Create Greater Undead[/I] Necromancy [Evil] Level: Clr 8, Death 8 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 allows the character to create powerful and intelligent sorts of undead. The type of undead created is based on the character's level. The following types of undead can be created by casters of the specified levels: Cleric Level Undead Created ------------ -------------- 15 or lower Mummy 16–17 Spectre 18–19 Vampire 20 Ghost* *Ghosts created by this spell have three ghostly powers in addition to manifestation: malevolence, horrific appearance, and corrupting gaze. Certain types of undead, such as liches, cannot be created by this spell. The character may create less powerful undead than the character's level would indicate if the character chooses. Created undead are not automatically under the control of their animator. The character may attempt to command the undead as it forms with a turning check. This spell must be cast at night. Material Components: The spell must be cast on a dead body and uses a material component worth 50gp per corpse.[/spoiler] SRD 3.0 Psionics[spoiler] [B]Caller in Darkness:[/B] ?[/spoiler] [/spoiler] WotC Books[spoiler] [URL='http://www.drivethrurpg.com/product/23424/Monster-Manual-II-3e?term=monster+manual+II&it=1&affiliate_id=17596']Monster Manual II:[/URL] [spoiler] [B]Banshee:[/B] A banshee is the spirit of a strong-willed, selfish individual of a humanoid race. [B]Bone Naga:[/B] A bone naga was once a living dark naga. After its death, it was transformed into a skeletal undead creature by another dark naga through a horrific ritual. 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. (Dragon 336) 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. (Dragon 336) [B]Corpse Gatherer:[/B] These creatures are thought to spawn from the burial of a sentient undead creature (such as a vampire) in unconsecrated ground. The lingering taint of undeath somehow permeates the earth, causing the entire graveyard—corpses, tombstones, and all—to coalesce into a ravening undead monster. Mass graves and charnel pits sometimes give rise to large undead formed from multiple corpses, such as corpse gatherers. (Heroes of Horror) [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. (Dragon 336) [B]Deathbringer:[/B] ? [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. (Dragon 336) [B]Famine Spirit:[/B] A famine spirit rarely leaves corpses in its wake, but sometimes it is forced to flee and leave slain opponents behind. Each of these corpses rises in 1d3 days as a famine spirit, unless a protection from evil spell is cast upon it before that time. 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. (Dragon 336) 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. (Dragon 336) [B]Gravecaller:[/B] ? [B]Jahi:[/B] The jahi is an incorporeal undead made of unfulfilled desires. [B]Ragewind:[/B] Also called sword spirits, ragewinds are the embodied wrath of dead warriors who perished in useless battles. [B]Spawn of Kyuss:[/B] Spawn of Kyuss are disgusting undead creatures created by Kyuss, a powerful evil cleric turned demigod. A cleric of 16th level or higher may use a create greater undead spell to create new spawn of Kyuss. This process requires maggots from the corpse of a diseased creature in addition to the normal material components. Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet. Each 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. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a dispel evil or neutralize poison effect delays its progress for 10d6 minutes. A successful Heal check (DC 20) extracts the worm and kills it. Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays its host (death occurs at 0 Intelligence). A Small, Medium-size, or Large creature slain by a worm rises as a new spawn of Kyuss 1d6+4 rounds later. The spawn began with Kyuss, an ancient priest of a forgotten deity who ruled an empire before the advent of modern civilization. (Dragon 336) 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. (Dragon 336) 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. (Dragon 336) The nigh-indestructible sons of Kyuss were created by the then priest Kyuss for his own dark purposes. (Dragon 336) [B]Death Knight:[/B] Gods of death create death knights. “Death knight” is a template that can be added to any evil humanoid creature of 6th level or higher. 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. (Dragon 336) [B]Sample Death Knight:[/B] ? [B]Spellstitched:[/B] Spellstitched creatures are undead creatures that have been powerfully enhanced and fortified by arcane means. Spellstitched creatures can be created only by a wizard or sorcerer of sufficient level to cast the spells to be imbued in the undead’s body. The process for creating a spellstitched creature requires the expenditure of 1,000 gp for carving or tattooing materials as well as 500 XP for every point of Wisdom that the undead creature possesses. Undead that are spellcasters can spellstitch themselves. “Spellstitched” is a template that can be added to any corporeal undead. [B]Spellstitched Ghast:[/B] ? [B]Ghast:[/B] Humanoid victims of a spellstitched ghast that are not devoured by the creature rise as ghasts (not spellstiched ghasts) in 1d4 days. [B]Wight:[/B] Any humanoid slain by a zovvut demon’s gaze attack (negative levels equal to current Hit Dice, or drained below 1st level) becomes a wight in 1d4 rounds. [B]Zombie:[/B] Upon reaching 0 hit points, the corpse gatherer falls apart into its component corpses. The creature’s animating force remains among the corpses that formerly composed its body, converting them into zombies. Upon its death, a corpse gatherer generates as many zombies as it has Hit Dice (that is, a 30-HD corpse-gatherer becomes thirty zombies). Unless circumstances dictate otherwise, these are all Medium-size zombies. Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet. Each 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. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a dispel evil or neutralize poison effect delays its progress for 10d6 minutes. A successful Heal check (DC 20) extracts the worm and kills it. Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays its host (death occurs at 0 Intelligence). A Huge or larger creature becomes a normal zombie of the appropriate size.[/spoiler] [URL='http://www.drivethrurpg.com/product/1751/Fiend-Folio-3e?cPath=9730_9731&it=1&affiliate_id=17596']Fiend Folio:[/URL] [spoiler] [B]Abyssal Ghoul:[/B] ? [B]Bhut:[/B] A bhut comes into being when a humanoid dies a sudden, violent death in a remote region. [B]Crawling Head:[/B] The crawling head is a horrifying undead monstrosity spawned from the severed head of a giant. An overconfident necromancer who was quickly slain by his own creation created the original crawling head ages ago. Since then, crawling heads have been slowly increasing in number in areas frequented by giants and their ilk. 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. (Dragon 336) The rite requires create undead and the sacrifice of a giant who just fed on at least three sentient beings. (Dragon 336) [B]Crypt Thing:[/B] A crypt thing is a kind of undead guardian that is built to watch over a particular site or object and deal with intruders in a nonlethal manner. A cleric of 14th level or higher can use the create undead spell to create a crypt thing. [B]Blood Fiend:[/B] Blood fiends create more blood fiends from other demons in a manner similar to the way vampires create more vampires from humanoids. An outsider of the evil subtype slain by a blood fiend’s energy drain attack (negative levels equal to current Hit Dice, or drained below 1st level) rises as a blood fiend 1d4 days after death. [B]Sample Huecuva Sample:[/B] ? [B]Huecuva:[/B] Huecuvas are undead creatures created from clerics, druids, paladins, or monks who have failed in their vows. As punishment for their heresies, they are doomed to undeath. Huecuvas are sometimes created when a good or neutral cleric changes his alignment to evil and dies without seeking atonement for his wrongs, or when an evil priest is subjected to a particularly powerful curse by her patron deity. “Huecuva” is an acquired template that can be added to any humanoid with at least one level in the cleric, druid, paladin, or monk class. 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. (Dragon 336) 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. (Dragon 336) [B]Hullathoin:[/B] ? [B]Quth-Maren:[/B] A quth-maren is a revolting undead creature created by clerics of Kiaransalee. These clerics are fond of flaying their enemies—removing every scrap of skin—and then animating them in this hideous form. [B]Sample Swordwraith:[/B] ? [B]Swordwraith:[/B] Some mercenaries are so dedicated to a life of war that they rise from death to continue the battle, prowling the site of their deaths or the places of their burial, looking for foes to put to the sword. “Swordwraith” is a template that can be added to any humanoid or monstrous humanoid creature with levels in fighter. 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. (Dragon 336) [B]Ulgurstasta:[/B] The first ulgurstasta was created ages ago by Kyuss, a powerful evil cleric turned demigod. Vague notes surviving from Kyuss’s time indicate that the process of creating an ulgurstasta is long and dangerous. Since they were created through powerful necromantic magic, these creatures cannot reproduce, nor do they need to breathe or eat. The result of this was the bloody Battle of Gorna, which saw the defeat of the Keoish force. Some claim that powerful magic employed on behalf of the duke by the archmage Vargalian had a dire origin; many of the slain Keoish warriors remain in the Stark Mounds as undead swordwraiths to this day. (Living Greyhawk Gazetteer) [B]Symbiont Ghostly Visage:[/B] ? [B]Skeleton:[/B] Someone swallowed by an ulgurstasta is in deep trouble—the creature feeds on raw life and transforms its victims into animated skeletons that the ulgurstasta can later regurgitate. A swallowed victim takes 1d8 points of Constitution drain each round from the necromantic acid inside the creature. Upon death, the victim’s remains are infused with the acid and transformed into an animated skeleton. [B]Vampire Spawn:[/B] A humanoid or monstrous humanoid killed by the energy drain attack of a bloodfiend locust swarm rises 2d6 hours later as a fiendish vampire spawn.[/spoiler] [URL='http://www.drivethrurpg.com/product/29509/Monster-Compendium-Monsters-of-Faerun-3e?affiliate_id=17596']Monster Compendium: Monsters of Faerun:[/URL][spoiler] [B]Banedead:[/B] Banedead are a form of undead created from the fanatical worshipers of an evil deity. An evil cleric who is 12th level or higher can create banedead in a special ritual that requires at least twelve willing worshipers (to be transformed into banedead) and an additional twenty-four living worshipers. The ritual must be held in a place that is consecrated to the cleric’s evil deity. The newly created banedead are under the control of the presiding cleric. This control can only be broken if another cleric successfully turns the banedead. The original master must then make a successful turning check to regain his lost control. Banedead in the Realms are created only from worshipers of the dead god Bane or his son and successor, Iyachtu Xvim. They can only be created by clerics of Xvim. [B]Baneguard:[/B] Baneguards are animated skeletons created by evil clerics to serve as guardian creatures. A cleric of at least 14th level can create a baneguard using the create undead spell. The creation of baneguards was originally a secret developed by clerics of Bane, but the technique has long since spread to other evil faiths. The Thayan branch of Iyachtu Xvim’s church is especially fond of creating baneguards, and these creatures are often found serving as temple guards in Thayan trading enclaves throughout Faerûn. They are also quite popular among the followers of Velsharoon, demigod of liches, and are found in great numbers in Skull Gorge and the Battle of Bones, at the southwestern tip of Anauroch. [B]Direguard:[/B] A cleric of at least 16th level can create a direguard using the create undead spell. [B]Bat Deep Bonebat:[/B] ? [B]Dread Warrior:[/B] Dread warriors are enhanced undead created immediately after a warrior’s death so that they retain at least minimal intelligence. They must be created from the bodies of fighters of at least 4th level who have been dead for less than a day Szass Tam, Zulkir of Necromancy for the Red Wizards of Thay, created them over twenty years ago, intending them for an invasion of Rashemen. [B]Zombie Tyrantfog:[/B] These wretched undead are the remains of the priests and worshipers of evil deities who have been struck down by the raw power of another evil deity. During Fzoul Chembryl’s rise to power in 1370 DR, Iyachtu Xvim caused a foul gray fog to spread through the Heartlands, extending south to Starmantle, north to the Sunrise Mountains, and east to Tsurlagol. Another fog erupted around Mintar, gradually spreading as far west and north as Saradush. Within the fog, worshipers of Cyric were stricken with terrible diseases. Those who died of their illness—rather than being consumed in the green flame that filled the fog after nine days—were animated by the divine power within the fog, and many still wander the region as Tyrantfog zombies. [B]Curst:[/B] Cursts are unfortunate undead humanoids, trapped under a curse that will not let them die. Cursts are created when an evil spellcaster touches a victim while casting bestow curse, then within 4 rounds adding a properly worded wish or miracle spell. “Curst” is a template that can be added to any humanoid creature. During the Time of Troubles, many folk slain within wild magic zones became cursts, and many members of Waterdeep’s guard and watch spontaneously transformed into cursts while battling the minions of Myrkul. [B]Curst Human Fighter 5:[/B] ? [B]Ghost Doomsphere:[/B] ? [B]Ghost Ghost Dragon:[/B] Created when an ancient dragon is slain and its hoard looted. [B]Ghost Spectral Harpist:[/B] These ghosts are the spirits of Master Harpers who died while engaged in Harper service that is left unfinished. [B]Ghost Watchghost, Unsleeping Guardian:[/B] These undead, sometimes called “unsleeping guardians,” are created by a powerful (8th-level) necromantic spell to serve as guardians. [B]Ghost Zhentarim Spirit:[/B] These ghosts are the essences of Zhentarim wizards who met with a horrible death at the hands of their enemies or treacherous comrades. They remain on this plane seeking vengeance, and their worst attacks are reserved for those they hold responsible for their deaths. [B]Lich Alhoon, Illithilich:[/B] All alhoons were once wizards or sorcerers (usually at least 9th level), so they possess a deadly mixture of psionic and magical ability. [B]Lich Banelich:[/B] When Bane, the deity of strife, was first establishing his church long ago, those who worshiped him were hounded to their deaths by the forces of good unless they gathered in significant numbers. Tired of his faithful becoming victims, every 50 or 60 years Bane chose the most powerful priest within the ranks of his clerics and revealed to him or her a foul rite that would transform the caster into a powerful, immortal form—a lich of Bane, or banelich. A banelich was an evil cleric of at least 17th level before becoming undead, and these liches retain all of their class abilities. [B]Lich Good:[/B] ? [B]Lich Good Archlich:[/B] Archliches are transformed human spellcasters—as often clerics or bards as wizards—who have deliberately and carefully accomplished their own transformation into liches. [B]Lich Good Baelnorn:[/B] Baelnorns are elven liches who have sought undeath to become the backbones of their families, seldom-seen sources of magic, wise counsel, and guardianship. [B]Revenant:[/B] Revenants are undead avengers, returned from the grave to track down and kill their murderers. Revenants are sometimes created even when a body had been completely destroyed by its killers, indicating that the magic that brings revenants to life can also reform their bodies. “Revenant” is a template that can be added to any humanoid creature type. For reasons the gnomes do not want to talk about, gnomish murderers seem more likely to be hunted by revenants than murderers from other races. [B]Revenant Elf Sorcerer 7:[/B] ? [B]Undead:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. [B]Ghost:[/B] ? [B]Lich:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/3723/Book-of-Vile-Darkness-3e?affiliate_id=17596']Book of Vile Darkness:[/URL][spoiler] [B]Eye of Fear and Flame:[/B] The eye of fear and flame is an undead creature created by the gods of chaos and evil to spread destruction and darkness. Through their malevolent divine power, they take the dead soul of a chaotic evil madman and give him an animated skeletal form with which to roam and do their will. [B]Vilewight:[/B] Vilewights are undead creatures, the remains of those that delved too far and too long into the black arts. [B]Bone Creature:[/B] Sometimes creatures that rise as undead skeletons retain their intellect and abilities. Bone creatures cannot be the result of a simple animate dead spell, but could arise from a create undead or create greater undead spell, as undead of their equivalent Hit Dice. “Bone” is a template that can be added to any nonundead, corporeal creature that has a skeletal system. [B]Bone Creature Bugbear Rogue 5:[/B] ? [B]Corpse Creature:[/B] Not all corpses risen as undead are shambling, slow-moving zombies. Some retain their intellect and abilities. They cannot be the result of a simple animate dead spell, but could arise from a create undead or create greater undead spell, as undead of their equivalent Hit Dice. “Corpse” is a template that can be added to any nonundead, nonconstruct, nonplant corporeal creature. [B]Corpse Creature Human Barbarian 3:[/B] ? [B]Vecna:[/B] After he died and rose as a lich, Vecna transcribed the scrolls into a bound book, creating its cover from the flesh of a human face and the bones of a demon, magically transformed into a dull metal binding. [B]Reynod, Human Vampire Rogue 6/Assassin 4:[/B] ? [B]Orcus, Tenebrous:[/B] After becoming complacent with his wars against Demogorgon and Graz’zt waning, Orcus was murdered and deposed. But then, Orcus rose from the dead—an undead demon—and took the name Tenebrous for a time, hiding in the shadows and waiting to take his revenge. [B]Kauvra, Half-Orc Vampire Barbarian 16:[/B] ? [B]Hartoon, Human Lich Sorcerer 19:[/B] ? [B]The King of Ghouls, Unique Fiendish Ghoul:[/B] ? [B]Hand:[/B] [I]Grim Revenge[/I] spell. [B]Wight:[/B] Any humanoid slain by a vilewight becomes a wight in 1d4 rounds. If a 9th-level soul eater completely drains a creature of energy, the victim becomes a wight under the command of the soul eater. [B]Undead:[/B] Even a short act of violence or a minor act of evil can have lingering effects after the event has passed. This type of evil can mentally scar a person who experiences or watches a horrible event. It can leave a sinister mark in a location where some act of evil once occurred. These events can also cause undead to rise of their own volition: A ghost might haunt the place of its murder, or a mohrg could linger in the spot where it was wronged. Acts that can cause this degree of lingering evil include the following. • A gruesome, bloodthirsty murder. • The proclamation of a foul edict, such as one that mandates the murder of infants to keep a new king from being born. • A single sacrifice to an evil god or fiend. • The animation of dozens of undead creatures. • Abuse, starvation, and mistreatment of captives. • Casting a permanent or long-lasting spell with the evil descriptor. A bad feeling shows its effects in the following ways. Creatures: People can have nightmares after exposure to this degree of evil, but there are usually no lasting physical effects. Certain types of undead can rise after even a single act of wrongdoing. The spectre of a murder victim might linger where he was slain, for example. [B]Bodak:[/B] For example, a bodak’s victims rise the next day as new bodaks. [I]Bodak Birth[/I] spell. [B]Spectre:[/B] Certain types of undead can rise after even a single act of wrongdoing. The spectre of a murder victim might linger where he was slain, for example. [B]Incorporeal Undead:[/B] ? [B]Corporeal Undead:[/B] ? [B]Ghost:[/B] These events can also cause undead to rise of their own volition: A ghost might haunt the place of its murder, or a mohrg could linger in the spot where it was wronged. [B]Mohrg:[/B] These events can also cause undead to rise of their own volition: A ghost might haunt the place of its murder, or a mohrg could linger in the spot where it was wronged. [B]Lich:[/B] ? [B]Nightshade:[/B] ? [B]Vampire:[/B] If Kauvra instead brings the victim’s Constitution to 0 or lower by means of her blood drain, 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 Kauvra’s energy drain attack rises as a vampire spawn (see Vampire Spawn in the Monster Manual) 1d4 days after burial. If Kauvra instead brings the victim’s Constitution to 0 or lower by means of her blood drain, 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]Ghoul:[/B] In most cases, the King of Ghouls devours his victims. From time to time, however, the bodies of his humanoid victims lie where they fell, to rise as ghouls in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. [B]Shadow:[/B] Graz’zt enjoys blood sacrifices made in his name, and sexual rites are important in services dedicated to him as well. His temples are dark, secluded places where orgies are common. Some section of the temple is often shrouded in magical darkness. From there, clerics use create undead on sacrificial victims to bring forth shadows that guard the temple. [B]Wraith:[/B] ? [B]Mummy:[/B] ? [B]Nightwing:[/B] ? [B]Skeleton:[/B] ? [B]Zombie:[/B] Cauldron of Zombie Spewing Diabolic Engine. Death Rock major artifact. Bodak Birth Transmutation [Evil] Level: Clr 8 Components: V, S, F, Drug Casting Time: 1 minute Range: Touch Target: Caster or one creature touched Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: No The caster transforms one willing subject (which can be the caster) into a bodak. Ignore all of the subject’s old characteristics, using the bodak description in the Monster Manual instead. Before casting the spell, the caster must make a miniature figurine that represents the subject, then bathe it in the blood of at least three Small or larger animals. Once the spell is cast, anyone that holds the figurine can attempt to mentally communicate and control the bodak, but the creature resists such control with a successful Will saving throw. If the bodak fails, it must obey the holder of the figurine, but it gains a new saving throw every day to break the control. If the figurine is destroyed, the bodak disintegrates. Focus: Figurine of subject, bathed in animal blood. Drug Component: Agony. Grim Revenge Necromancy [Evil] Level: Sor/Wiz 4 Components: V, S, Undead Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One living humanoid Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The hand of the subject tears itself away from one of his arms, leaving a bloody stump. This trauma deals 6d6 points of damage. Then the hand, animated and floating in the air, begins to attack the subject. The hand attacks as if it were a wight (see the Monster Manual) in terms of its statistics, special attacks, and special qualities, except that it is considered Tiny and gains a +4 bonus to AC and a +4 bonus on attack rolls. The hand can be turned or rebuked as a wight. If the hand is defeated, only a regenerate spell can restore the victim to normal. Cauldron of Zombie Spewing: The devils that created this device wanted to mass-produce undead. This artifact is a mass of strange tubes, bubbling glass containers, and liquid-filled troughs all focused around a gigantic black cauldron 13 feet in diameter. When fifty Medium-size corpses are thrown into the device and mixed with strange chemicals and a single dose of liquid pain, the contents of the cauldron stew and boil for 24 hours. Then, great horizontally pivoting levers spew forth onto the ground 4d12 Medium-size zombies. Not every corpse becomes a zombie because some are liquefied and mulched as a part of the process. The zombies obey the commands of any devil present within the first 3 rounds of their creation. The cauldron has hardness 10, 250 hp, and a break DC of 35. However, the glass portions and tubing can be destroyed much more easily (hardness 1, 20 hp, break DC 12). Caster Level: 16th;Weight: 5,000 lb. Death Rock: This object is said to be the heart of an evil demon lord or evil demigod, cut from his chest in a terrible battle with a woman invested with celestial powers who sought vengeance for the wrongs of the evil being and its cult. The Death Rock is a crude black stone the size of a fist that pulses like a beating heart. Anyone possessing the Death Rock gains the spellcasting abilities of a sorcerer of a level equal to his own. The character knows only spells of the Necromancy school. If the character is already a sorcerer, the new spells known and extra spells per day are in addition to his own. The Death Rock has a drawback. Once per week, the closest companion or dearest loved one of the Death Rock’s owner is automatically slain and turned into a zombie that serves the owner. The owner may forsake the Death Rock to prevent this (or he might run out of companions or loved ones), but then the Death Rock immediately fades away.[/spoiler] [URL='http://www.drivethrurpg.com/product/23683/Epic-Level-Handbook-3e?affiliate_id=17596']Epic Level Handbook:[/URL][spoiler] [B]Mummy Advanced:[/B] Mummy Dust epic spell. Hunefer Rot disease. [B]Atropal:[/B] Atropals are stillborn godlings who spontaneously rise as undead. [B]Demilich:[/B] Particularly powerful liches sometimes learn the secret of fashioning soul gems, and so evolve to demilichdom. “Demilich” is a template that can be added to any lich. 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. For instance, a demilich skull might place the gems in the eye and tooth sockets of the skull, while a demilich hand might integrate the gems as faux joints. [B]Hunefer:[/B] Hunefers are the mummies of demigods whose power has not utterly departed to astral realms. [B]Lavawight:[/B] Lavawights are created from the remains of victims slain by shapes of fire. Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds. [B]Shadow of the Void:[/B] A shadow of the void is a manifestation of cold malevolence, the spirit of one condemned in the afterlife to an eternity of frosty conflagration. [B]Shape of Fire:[/B] A shape of fire is a manifestation of white-hot malice, the spirit of one condemned in the afterlife to an eternity of scorching damnation. [B]Winterwight:[/B] The creatures known as winterwights were originally created by shadows of the void, though winterwights have also been created artificially by powerful demiliches. Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds. Winterwights are the creation of a legendary demilich who sought the limits of necromantic power. [B]Sirrush Ghost:[/B] The dusty remains inside the cage are of a sirrush that Kerleth used to keep as a pet. If the remains of the sirrush are disturbed, its ghost rises and attacks. [B]Szass Tam:[/B] ? [B]Undead:[/B] Animate Dead epic spell seed. A flaw in a true resurrection spell leaves one player character undead by night and alive by day. [B]Ghast:[/B] Animate Dead epic spell seed. [B]Ghoul:[/B] Demise Unseen epic spell. Animate Dead epic spell seed. [B]Ghost:[/B] Animate Dead epic spell seed. [B]Mohrg:[/B] Animate Dead epic spell seed. [[B]Mummy:[/B] Animate Dead epic spell seed. b]Shadow:[/b] Animate Dead epic spell seed. [B]Spectre:[/B] Animate Dead epic spell seed. [B]Wraith:[/B] Animate Dead epic spell seed. [B]Vampire:[/B] Animate Dead epic spell seed. [B]Skeleton:[/B] Zone of Animation feat. Animus Blast epic spell. Animate Dead epic spell seed. [B]Zombie:[/B] Zone of Animation feat. Animate Dead epic spell seed. [B]Wight:[/B] Animus Blizzard epic spell. Animate Dead epic spell seed. Animus Blast Evocation [Cold] Spellcraft DC: 50 Components: V, S Casting Time: 1 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. However, up to twenty of those victims that perish as a result of this blast are then instantly animated as Medium-size 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 Blizzard 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 30d6 (+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 30d6 points of damage. However, up to five victims that perish as a result of this 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. Demise Unseen Necromancy (Death, Evil), Illusion (Figment) Spellcraft DC: 82 Components: V, S Casting Time: 1 action Range: 300 ft. Target: One creature of up to 80 HD Duration: Instantaneous Saving Throw: Fort negates Spell Resistance: Yes To Develop: 738,000 gp; 15 days; 29,520 XP. Seeds: slay (DC 25), animate dead (DC 23), delude (DC 14). Factors: change undead type to ghoul (–10 DC), apply figment elements to all 5 senses (+10 DC), 1-action casting time (+20 DC). You instantly slay a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target’s companions (if any) do not immediately realize what has transpired. The target receives a Fortitude saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under your control. The target’s companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies (“By Moradin’s beard, you move slowly today!”). The ghoul serves 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 demise unseen. Mummy Dust Necromancy [Evil] Spellcraft DC: 35 Components: V, S, M, XP Casting Time: 1 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: 16-HD undead (+16 DC), 1-action casting time (+20 DC). Mitigating factors: burn 2,000 XP (–20 DC), expensive material component (ad hoc –4 DC). When you sprinkle 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 you. The mummies follow your every command according to their abilities, until they are destroyed or you lose control of them by attempting to control more Hit Dice of undead than you have caster levels. Material Component: Specially prepared mummy dust (10,000 gp). XP Cost: 2,000 XP. SEED: ANIMATE DEAD Necromancy [Evil] Spellcraft DC: 23 Components: V, S Casting Time: 1 minute Range: Touch Target: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No You can turn the bones or bodies of dead creatures into undead that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can’t be animated again.) Intelligent undead can follow more sophisticated commands. The animate dead seed allows you to create 20 HD of undead. Statistics for undead of all types are found in the Monster Manual. For each additional 1 HD of undead created, increase the Spellcraft DC by +1. The undead you create remain under your control indefinitely. You can naturally control 1 HD per caster level of undead creatures you’ve personally created, regardless of the method you used. If you exceed this number, newly created creatures fall under your control, and excess undead from previous castings become uncontrolled (youchoose which creatures are released). If you are a cleric, any undead you command through your ability to command or rebuke undead do not count toward the limit. For each additional 2 HD of undead to be controlled, increase the Spellcraft DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. If you want to both create and control more than 20 HD of undead, increase the Spellcraft DC by +3 per additional 2 HD of undead. Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Spellcraft DC of the epic spell, according to the table below. The DM must set the Spellcraft DC for undead not included on the table, using similar undead as a basis for comparison. Spellcraft Undead DC Modifier Skeleton –12 Zombie –12 Ghoul –10 Shadow –8 Ghast –6 Wight –4 Spellcraft Undead DC Modifier Wraith –2 Mummy +0 Spectre +2 Morhg +4 Vampire +6 Ghost +8 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. Hunefer Rot (Su): Supernatural disease—slam, Fort save (DC 35), incubation period instantaneous; damage 1d6 temporary Con. Unlike normal diseases, hunefer rot requires a victim to make a successful saving throw every round or take another 1d6 points of temporary Constitution damage. The rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature 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='http://www.drivethrurpg.com/product/28729/Forgotten-Realms-Campaign-Setting-3e?affiliate_id=17596']Forgotten Realms Campaign Setting:[/URL][spoiler] [B]Shemnaer, Shadowdancer Shadow Companion:[/B] ? [B]Szass Tam, Lich Wizard 10 Red Wizard 10 Archmage 2 Epic 7:[/B] ? [B]Azurphax Adult Green Dracolich:[/B] Eight years ago, the green dragon Azurphax was attacked in her lair by a group of powerful dragonslayers. They drove her off and stole a large portion of her loot. When they returned for more, she was better prepared and succeeded in slaying them, although greatly wounded. The Cult of the Dragon heard of the attacks and offered her immortality and treasure. In her weakened state, she accepted and was transformed into a dracolich. [B]Death Tyrant:[/B] The death tyrant is an undead form of beholder akin to a zombie, though it retains some of the beholder’s innate magical abilities. One of the most powerful and totally subservient allies a beholder can have is a death tyrant beholder. These creatures are usually created with the help of a powerful cleric or mage, except in the rare cases where the live beholder is actually a mage itself. Quite often the potential death tyrant is a slain rival or one of the beholder’s own mutant offspring. (Forgotten Realms Lords of Darkness) [B]Dracolich:[/B] The dracolich is an undead creature resulting from the transformation of an evil dragon. The archmage Sammaster, founder of the Cult of the Dragon, discovered the process for creating these creatures. A dracolich can be created from any of the evil dragon subspecies. “Dracolich” is a template that can be added to any evil dragon. Dracolich Creation Sammaster recorded the secrets of dracolich creation in copies of his masterwork, the Tome of the Dragon, now passed down among Cult members. The process usually involves a cooperative effort between the evil dragon and the Cult’s wizards, but especially powerful Cult wizards have been known to coerce an evil dragon to undergo the transformation against its will. Any evil dragon is a possible candidate for transformation, although dragons of old age or older, with spellcasting abilities, are preferred. Once a candidate is secured, the Cult wizards first prepare the phylactery, an inanimate object that will hold the dragon’s life force. The phylactery must be a solid item of not less than 2,000 gp value and resistant to decay. Gemstones, particularly ruby, pearl, carbuncle, and jet, are commonly used for phylacteries. A phylactery is prepared using the Craft Wondrous Item feat. The effective cost is 50,000 gp, so the wizard preparing the phylactery must spend 2,000 XP and 25,000 gp in materials. The caster level of the dracolich phylactery is 13th, and the caster must be able to cast control undead. Next, a special brew is prepared for the evil dragon to consume (Cost: 2,500 gp and 200 XP, Brew Potion, caster level 11th; the secret of creating dracolich brew is known only to those who have read the Tome of the Dragon). The potion is a lethal poison and slays the dragon for whom it was prepared without fail. (If any other creature drinks the brew, the save DC is 25, and the initial and secondary damage are 2d6 Constitution.) Upon the death of the imbibing dragon, its spirit transfers to the phylactery, regardless of the distance between that and the dragon’s body. a Dracolich’s Phylactery When the 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 nor attacked by magic. The spirit can remain in the phylactery indefinitely. A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium-size or larger within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is ideal, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, the dracolich must make a successful Charisma check (DC 10 for a dragon, DC 15 for any dragon-type creature that is not a true dragon, such as an ibrandlin or wyvern, or DC 20 for any other kind of reptilian creature). If the check fails, the dracolich can never possess that particular corpse. If the corpse accepts the spirit, it becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich (see below). Proto-Dracoliches A proto-dracolich has the mind and memories of its original form but the hit points and spell immunities of a dracolich. A proto-dracolich can neither speak nor cast spells. Further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its Strength, speed, and AC are those of the possessed body. The proto-dracolich can transform immediately to its full dracolich form by devouring at least 10% of its original body. Failing that, it transforms into its full form over the course of 2d4 days. When the transformation is complete, the dracolich resembles its original body. It can now speak, cast spells, and employ the breath weapon it originally had, in addition to gaining all the abilities of a dracolich. A dracolich typically keeps a few “spare” bodies of a suitable size near the hiding place of its phylactery, so that if its current form is destroyed, it can possess and transform a new body within a few days. From somewhere within the folds of his ceremonial garb, the officiating cultist withdrew two objects: a clay flask and an enormous ruby. Unstoppering the flask, the cultist proffered it to the dragon. Gracefully, the blue wyrm opened its huge maw. The cultist obliged, pouring the contents of the flask onto its tongue. A collective “ahhh” went through the watching cultists, and Harnath thought that he could catch a hint of a strange scent in the air. Sulfur? (Forgotten Realms Lords of Darkness) Suddenly the dragon’s jaws clenched tightly together, and the Wearer of Purple snatched his hand away barely in time. A spasm wracked the great creature’s body, and then it slumped forward on the platform and lay still. A brilliant light filled the ruby, spilling over into the hand of the Wearer of Purple. The light flared once, and then receded until it became a muted but constant glow. It was done. The first part of the transformation was complete. By the time the sun set this evening, Faerûn would know a new terror. (Forgotten Realms Lords of Darkness) In 902 DR the “Cult of the Dragon” created its first dracolich, using necromantic formulas that Sammaster inscribed in his magnum opus, Tome of the Dragon. (Forgotten Realms Lords of Darkness) More than a few Wearers of Purple are necromancers who seek out Cult of the Dragon cells for the specific purpose of joining their ranks. These necromancers oversee the complex process by which a living dragon is transformed into a dracolich. (Forgotten Realms Lords of Darkness) The Cult of the Dragon possesses a sacred book, written by Sammaster First-Speaker himself, entitled Tome of the Dragon. The tome is a thick stack of vellum pages bound together inside a cover made of cured red dragon hide. The Cult symbol appears in gilt on the front cover. The original copy contains details on all the insane archmage’s research in creating dracoliches. It also holds the complete text of his prophecies regarding the fate of Toril, the reign of the undead dragons, and the role of the Cult in administering the new world order. Moreover, it holds all the Player’s Handbook spells from the school of Necromancy, and details the process that must be followed to turn a dragon into a dracolich. (Forgotten Realms Lords of Darkness) [/spoiler] [URL='https://www.drivethrurpg.com/product/28630/Lords-of-Darkness-3e?affiliate_id=17596']Forgotten Realms Lords of Darkness:[/URL][spoiler] [B]Larloch, The Shadow King, Human Lich Wizard 20, Epic Wizard 12:[/B] ? [B]Mind Flayer Lich:[/B] ? [B]Sammaster Lich:[/B] Sammaster eventually died—or, as some Cult members believe, became a lich and disappeared. [B]The Night King, Faceless, Orbakh, Vampire Wizard 16, Archmage 1:[/B] He was also one of the few surviving stasis clones of the infamous Manshoon, erstwhile leader of the Zhentarim. He had awakened in the catacombs beneath the city just as the Manshoon Wars began, only to discover that prior to his revival he had been abducted and drained by the vampire Orlak, the self-proclaimed Night King who laired beneath Westgate. [B]Orlack, The Night King, Vampire:[/B] ? [B]Darklady Dahlia Vhammos, The Duchess of Venom, Vampire Cleric 15, Div 2:[/B] Orbakh observed the temple’s high priestess, Darklady Dahlia Vhammos, for several weeks, admiring her ambition, intellect, and capacity for cruelty. Because of these qualities plus her noble blood (Dahlia’s mortal family is one of the ruling merchant noble houses of Westgate), Orbakh brought her forcibly into the world of the undead, making her the first member of his Court of Night Masters. [B]Phultan Hammerwand, The Duke of Whispers, Vampire Wizard 16:[/B] During one of Phultan’s many excursions to Westgate, he came into possession of information damaging to one of the lieutenants of the Night Masks. He was marked for death as a result, and he would have perished at the hands of Lady Dahlia’s assassins had he not first demonstrated his skills by divining the correct means of contacting the Faceless himself. Impressed, the Night King realized that Phultan was worth far more to him alive, or rather, undead. The gossipmonger became the second inductee into the Court of Night Masters as Orbakh’s personal spymaster and information broker. [B]Tebryn “Shadowstalker” Dhialael, The Duke of Shadows, Half-Elf Vampire Wizard 3, Rogue 8, Guild Thief 5:[/B] Tebryn was the third and final victim of Orbakh’s desire for servitors, and the last victim to fall beneath the Night King’s Flying Fangs before that magic weapon was destroyed. [B]Twilight Knight, The Duke of Twilight, Vampire Paladin 9, Blackguard 5:[/B] ? [B]Sorenth “Happy” Gorender, The Count of Coins, Vampire Rogue 8, Guild Thief 5:[/B] ? [B]Sir Draegan Guldar, The Count of Storms, Vampire Rogue 9, Guild Thief 3:[/B] Draegan made the mistake of flirting outrageously with his fellow aristocrat when they met at a noble’s ball; amused, Dahlia allowed the young man to believe she was ensnared by his charms. By the end of the evening, he was ensnared by hers, and by her bite as well. [B]Servitor Vampire, Vampire Fighter 6:[/B] Servitor vampires, each formerly a warrior in the employ of the Night Masks and created by one of the dukes specifically to serve as guardians for their masters’ lair. [B]Szass Tam, Lich:[/B] ? [B]Arklem Greeth, Lich Wizard 16, Archmage 2:[/B] Distracted by his search for a means to prolong his life, Arklem Greeth didn’t see last year’s coup attempt coming until it was almost too late. As it was, he barely escaped with his life and was forced to flee Luskan for Mirabar, where he has remained for the better part of the last year. It was in that city, during his convalescence, that he made a new friend in Nyphithys, an erinyes who offered to grant the frail, wounded archwizard what he had so desperately sought. In return, Arklem need only allow Nyphithys and her associates to help the Brotherhood win the North. Greeth quickly accepted the bargain, and while his would-be successors squabbled among themselves for the spoils of their victory, Arklem underwent the transformation from human to lich. The two killers then set their sights on the Archmage himself, catching him unaware in his bedchamber on the night of 14 Eleint last year (1371 DR). Thanks to the magical protections he always kept in place, Arklem fled the Host Tower with his life, but he was sorely injured. Making use of a preplanned escape route, he traveled to Mirabar. There he went to ground in a bolthole he’d prepared years ago against just such an emergency, and contemplated his fate while he recovered, slowly, from his wounds. It was in this state that Nyphithys first visited him. The devil played to her strengths, taking advantage of the wizard’s frailty of body and spirit to overwhelm him with her charms. By the time she offered to share the secret of lichdom, Arklem was only too ready to become her willing partner. The devil helped her victim gather the necessary knowledge and ingredients for his transformation into a lich, and then accompanied him back to the Host Tower so that she (and a few summoned baatezu) could aid in the defeat of his enemies. [B]Jymahna, Human Lich Wizard 19:[/B] Jymahna was once a concubine and was made into a lich by Shangalar. [B]Kartak Spellseer, Human Lich Wizard 20, Archmage 5, Epic Wizard 6:[/B] Kartak Spellseer was destroyed more than 200 years ago but was restored this century by many carefully worded wish spells. [B]Priamon “Frostrune” Rakesk, Human Lich Wizard 20, Archmage 4, Epic Wizard 3:[/B] ? [B]Rhangaun, Human Lich Wizard 20, Archmage 5, Epic Wizard 8:[/B] ? [B]Sapphiraktar the Blue, Ancient Blue Dracolich:[/B] ? [B]Shangalar the Black, Tiefling Wizard 20, Archmage 5, Epic Wizard 2:[/B] ? [B]Shyressa, Human Vampire, Wizard 20, Archmage 3:[/B] ? [B]Alhoon:[/B] ? [B]Banedead:[/B] ? [B]Ghast:[/B] ? [B]Bonebat:[/B] ? [B]Dread Warrior:[/B] ? [B]Revenant:[/B] ? [B]Vampire Spawn:[/B] ? [B]Skeleton:[/B] ? [B]Zombie:[/B] ? [B]Dracolich:[/B] From somewhere within the folds of his ceremonial garb, the officiating cultist withdrew two objects: a clay flask and an enormous ruby. Unstoppering the flask, the cultist proffered it to the dragon. Gracefully, the blue wyrm opened its huge maw. The cultist obliged, pouring the contents of the flask onto its tongue. A collective “ahhh” went through the watching cultists, and Harnath thought that he could catch a hint of a strange scent in the air. Sulfur? Suddenly the dragon’s jaws clenched tightly together, and the Wearer of Purple snatched his hand away barely in time. A spasm wracked the great creature’s body, and then it slumped forward on the platform and lay still. A brilliant light filled the ruby, spilling over into the hand of the Wearer of Purple. The light flared once, and then receded until it became a muted but constant glow. It was done. The first part of the transformation was complete. By the time the sun set this evening, Faerûn would know a new terror. In 902 DR the “Cult of the Dragon” created its first dracolich, using necromantic formulas that Sammaster inscribed in his magnum opus, Tome of the Dragon. More than a few Wearers of Purple are necromancers who seek out Cult of the Dragon cells for the specific purpose of joining their ranks. These necromancers oversee the complex process by which a living dragon is transformed into a dracolich. The Cult of the Dragon possesses a sacred book, written by Sammaster First-Speaker himself, entitled Tome of the Dragon. The tome is a thick stack of vellum pages bound together inside a cover made of cured red dragon hide. The Cult symbol appears in gilt on the front cover. The original copy contains details on all the insane archmage’s research in creating dracoliches. It also holds the complete text of his prophecies regarding the fate of Toril, the reign of the undead dragons, and the role of the Cult in administering the new world order. Moreover, it holds all the Player’s Handbook spells from the school of Necromancy, and details the process that must be followed to turn a dragon into a dracolich. [B]Vampire:[/B] ? [B]Death Tyrant Beholder:[/B] One of the most powerful and totally subservient allies a beholder can have is a death tyrant beholder. These creatures are usually created with the help of a powerful cleric or mage, except in the rare cases where the live beholder is actually a mage itself. Quite often the potential death tyrant is a slain rival or one of the beholder’s own mutant offspring. [B]Wight:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/28492/Living-Greyhawk-Gazetteer-30?affiliate_id=17596']Living Greyhawk Gazetteer:[/URL][spoiler] [B]Animus:[/B] Ivid attempted to ensure loyalty by having his generals and nobles assassinated and reanimated as intelligent undead (animuses), with all the abilities they possessed in life. He in turn was also assassinated, though the church of Hextor restored him to undead "life," after which he became a true monster known as Ivid the Undying. The most serious internal threat to this realm (aside from the risk of a chaotic orc uprising) is a civil war centered around Rinloru, now devastated after a four-year siege. Ivid V had a noble, a minor priest, turned into an animus during the Greyhawk Wars to govern this city and surrounding lands. During the Greyhawk Wars, in which Rel Astra defended itself against renegade Aerdy troops bent on looting it, Drax was forced to receive the "gift of undying" given to so many of Overking Ivid's subjects, and he became an animus. [B]Dahlvier, Lich Human Wizard 18:[/B] ? [B]Delgath the Undying, Animus Cleric 17:[/B] The most serious internal threat to this realm (aside from the risk of a chaotic orc uprising) is a civil war centered around Rinloru, now devastated after a four-year siege. Ivid V had a noble, a minor priest, turned into an animus during the Greyhawk Wars to govern this city and surrounding lands. [B]His Most Lordly Nobility, Eternal Custodian and Lord Protector of Rel Astra, Drax the Invulnerable, Animus Wizard 11/Fighter 3:[/B] During the Greyhawk Wars, in which Rel Astra defended itself against renegade Aerdy troops bent on looting it, Drax was forced to receive the "gift of undying" given to so many of Overking Ivid's subjects, and he became an animus. [B]Lich-Lord Ranial the Gaunt:[/B] ? [B]Demilich, Acererak:[/B] ? [B]Vecna:[/B] ? [B]Maskaleyne, Vampire Wizard 12:[/B] ? [B]Sea Zombie:[/B] ? [B]Undead:[/B] Devoted clerics of Beltar rise from the grave as undead within a year of their deaths, usually returning to aid their original tribe and show proof of the goddess' power. [B]Ghoul:[/B] ? [B]Wight:[/B] ? [B]Zombie:[/B] ? [B]Swordwraith:[/B] The result of this was the bloody Battle of Gorna, which saw the defeat of the Keoish force. Some claim that powerful magic employed on behalf of the duke by the archmage Vargalian had a dire origin; many of the slain Keoish warriors remain in the Stark Mounds as undead swordwraiths to this day. [/spoiler] [URL='https://www.drivethrurpg.com/product/25109/Manual-of-the-Planes-3e?affiliate_id=17596']Manual of the Planes:[/URL][spoiler] [B]Shadow Wight:[/B] ? [B]Vlaakith The Lich-Queen:[/B] ? [B]Vampiric Minotaur:[/B] ? [B]Vampiric Giant:[/B] ? [B]Melif the Lich-Lord:[/B] It is rumored that Melif was once a yugoloth himself, before he steeped himself in the eldritch arts and eventually lichdom. [B]Ghost Wizard 6:[/B] ? [B]Ghost Rogue 7:[/B] ? [B]Ghost Minotaur:[/B] ? [B]Ghost Troll:[/B] ? [B]Far Realm Wight:[/B] ? [B]Shadow:[/B] ? [B]Wight:[/B] Any humanoid slain by a shadow wight becomes a wight in 1d4 rounds. [B]Undead:[/B] On another alternate Material Plane, a magical experiment gone awry released a massive surge of negative energy, transforming everyone on the plane into undead. Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires. [B]Lich:[/B] Any who use unnatural means to extend their life span (such as a lich) could be targeted by a marut. [B]Vampire:[/B] Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires. [B]Skeleton:[/B] ? [B]Zombie:[/B] ? [B]Ghoul:[/B] ? [B]Spectre:[/B] ? [B]Ghost:[/B] Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires. Petitioners in Hades are mostly grayish ghosts, spirits so depleted by the Waste that they lack solidity. [B]Bodak:[/B] ? [B]Nightcrawler:[/B] ? [B]Nightwalker:[/B] ? [B]Nightwing:[/B] ? [B]Wraith:[/B] Major negative-dominant planes are even more severe. 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. Regardless of your choice, some spirits lose their way in transit, others suffer violent deaths, and some victims die at the hands of the undead. These souls become undead monsters such as ghosts, wraiths, or vampires. [B]Mummy:[/B] ? [B]Vampire Spawn:[/B] ? [B]Devourer:[/B] ? [B]Ghost Fighter 5:[/B] ?[/spoiler] [/spoiler] Web Articles[spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20030117a']Book of Vile Darkness Web Enhancement Yet More Archfiends[/URL][spoiler] [B]Shadow:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20010504a']Defenders of the Faith Web Enhancement Called to Serve[/URL][spoiler] [B]Lich:[/B] ? [B]Ghost:[/B] ? [B]Vampire:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20010606a']Forgotten Realms Forgotten Realms Campaign Setting Web Enhancement Deities[/URL][spoiler] [B]Undead:[/B] ? [B]Lich:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20020907a']Forgotten Realms City of the Spider Queen Web Enhancement [/URL][spoiler] [B]Kiaransalee, Drow Lich:[/B] ? [B]Kiaransalee, Lesser Goddess, Wizard 20, Cleric 20:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/es/20030514a']Forgotten Realms Elminster Speaks[/URL][spoiler] [B]Undead:[/B] Voonlarrans believe that the massive altar can be shoved aside to reveal a treasure pit heaped with the bones of all temple priests who’ve died in town, who are customarily interred therein to yield undead guardians for the temple. [B]Death Tyrant:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20020529a']Forgotten Realms Faiths and Pantheons Web Enhancement Leaves of Learning[/URL][spoiler] [B]Dracolich:[/B] ? [B]Shadow:[/B] Shadowspawn supernatural contact poison. Shadowspawn affects only warm-blooded creatures, disjoining their shadows from them as they sleep. Each night at dusk the victim falls into a tortured slumber, temporarily losing 1d6 points of Strength. They cannot be awakened until dawn. During this time their shadow transforms into the undead creature of the same name and stalks the surrounding area. All successful attacks against the shadow are reflected as bloody wounds upon the victim’s body an inflict like amounts of damage. If the shadow is destroyed by any means, the victim is dead. If the victim is ever reduced to 0 Strength, they are dead and their shadow becomes a free-willed undead creature. Daily application of spells such as lesser restoration and restoration can keep the victim alive by restoring lost Strength, but do not end the ravages of shadowspawn. Only by casting negative energy protection and neutralize poison on the victim can the supernatural poison’s ravages be ended, a cure known only to certain followers of Shar.[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20011019a']Mahasarpa[/URL][spoiler] [B]Acheri:[/B] Acheri are the spirits of girls who died as a result of murder, accident, or plague. [B]Bhut:[/B] Bhuts are vicious, flesh-eating ghosts most commonly formed from the spirits of those who are executed, commit suicide, or die accidentally, and do not receive proper funeral rites. [B]Ghost:[/B] ?[/spoiler] [URL='http://archive.wizards.com/default.asp?x=dnd/we/20020803a']Monster Manual II Web Enhancement Six New Monstrous Characters[/URL][spoiler] [B]Undead:[/B] Avolakias are Underdark dwellers with a morbid preference for undead as servants, soldiers, and food. They keep themselves supplied with these grisly servitors by capturing and slaying humanoids, whom they then turn into undead creatures.[/spoiler] [/spoiler] [/spoiler] 3.0 2nd Party[spoiler] [URL='http://www.drivethrurpg.com/product/3489/Creatures-of-Rokugan?term=creatures+of+rokugan&it=1&affiliate_id=17596']Creatures of Rokugan:[/URL] [spoiler] [B]Gaki:[/B] Gaki are often called the “hungry dead,” the spirits of evil individuals whose spirits passed into the realm of Gaki-do as punishment. [B]Skull Tide Gaki:[/B] Any humanoid victim who dies to the skull tide gaki’s Constitution drain is completely consumed by the swarm, except for his skull, which becomes a gaki and joins the tide. [B]Shikko-Gaki:[/B] Shikko-gaki are the spirits of those who defiled the graves of the dead. [B]Kwaku-Shin-Gaki:[/B] Kwaku-shin-gaki, or “cauldron bodies,” are the spirits of wicked men who allowed others to die in the cold rather than share their warmth. [B]Gakimushi:[/B] Only those whose lives were consumed with mindless, violent evil become gakimushi. These creatures are created close to Jigoku's dark reaches, and thus can draw upon the power of the Shadowlands. [B]Hyakuhei:[/B] The name hyakuhei means “all evils,” a name which these creatures have earned; they are believed to be animated by a combination of all the vices known to man. [B]Ikiryo:[/B] Ikiryo are the spirits of failed guardians, doomed to spend eternity making up for their failure. [B]The Lost:[/B] Samurai born beyond Rokugan who willingly serve the Shadowlands. [B]Mokumokuren:[/B] The story of Mokumokuren (“the ghost of a thousand hungry eyes”) and the tablet of Hagakure, which the ghost protects, is shrouded in mystery. Over a hundred and fifty years ago, Hagakure was a minor diplomat and shugenja of the Isawa on a diplomatic mission in the Imperial Palace. One night he was murdered as he slept, his throat slit from ear to ear. The kder was never found, nor was any motive uncovered. News of an assassination within the Imperial Palace was kept secret to preserve the honor of the Hantei. No one was allowed to speak of it, except the Asako and Ikoma families, who could only argue about how it was to be recorded in the histories. The emperor finally commanded them to cease arguing, and to record only this: “Hagakure has passed in his sleep. The Empire shall miss his watchful eye.” Two months after the murder, two assassins stole into the emperor’s chambers - and were never seen again. The next morning, the emperor discovered a black stone funeral tablet with the name “Hagakure” engraved on one side and the word “Guardian” on the other. Every Emperor since then has kept the tablet beside his bed, and has been protected by Mokumokuren. [B]Plague Zombie:[/B] Plague zombies are the corpses of those who died from exposure to disease, particularly magical diseases spread by foul maho. Anyone touching or attacked by a plague zombie is exposed to the disease it carries. This disease typically inflicts 1d8 permanent Constitution damage, with an incubation period of one day. The Fortitude DC to resist the effects is 20. Anyone who dies from this disease rises as a plague zombie within minutes. [B]Shiyokai:[/B] They are spirits who entered Yume-do, the Realm of Dreams, through the dark realm of Jigoku. Before their deaths, shiyokai were humans who died bitterly, their dreams unfulfilled. Creatures reduced to zero or fewer experience levels as a result of having their dreams stolen die, and their souls return the next evening as shiyokai. [B]Shuten Doji:[/B] The shuten doji are the most seductive and corrupting of the evil spirits spawned by the Shadowlands. Shuten doji first came into being during the first war with Fu Leng during the dawn of the Empire. Three immensely powerful spirits, the first shuten doji, were sent from Jigoku to aid Fu Leng in his war. These spirits, known as Fear, Desire, and Regret, wrought havoc through the Empire until the conclusion of the war, at which time they returned to Jigoku. Their spawn, however, remained in the mortal realm and have spread corruption throughout mankind ever since. [B]Toshigoku:[/B] The faceless spirits of Toshigoku are the final remnants of those who died thirsting for blood, revenge, and death. [B]Ubume:[/B] Ubume are the spirits of women who have become lost on their journey to Meido and returned to mourn the tragedies of their life. Sometimes they are widows, sometimes mothers of sons lost in war, sometimes the mothers of unborn or kidnapped children. [B]Uragiri:[/B] Once, Kitsu Uragiri was an honorable shugenja serving the great general Akodo Godaigo as hatamoto. Sadly, Uragiri had the misfortune of stumbling over Kenshin’s Helm, a cursed artifact that twisted the shugenja’s mind. Uragiri led Godaigo to ruin and became a raving madman. After Godaigo’s downfall, uragiri ran into the Shadowlands where the power of Fu Leng transformed him into a hideous abomination, an enormous undead creature covered with twisting, writhing tentacles. Uragiri is a unique creature, the demented undead remains of Kitsu Uragiri himself. [B]Uragirimono:[/B] The Uragirimono are the tentacle extensions of Uragiri. [B]Yokai:[/B] Yokai are among the strangest ghosts in Rokugan. They are spirits of anger and fury, lingering traces of unfulfilled emotion. The most peculiar thing about yokai is that they are not the ghosts of the dead, but the ghosts of the living. A person who is overly frustrated or occupied with hatred might unconsciously create a yokai. This wandering spirit rises while its host sleeps, inflicting pain and misery as it seeks vengeance in the waking world. [B]Yorei:[/B] ? [B]Zashiki Warashi:[/B] They are the spirits of dead children, wandering the mortal realm because they do not know where else to go. Usually, this is due to improper burial or desecration of their grave. Any opponent reduced to 0 Wisdom by the zahiki warashi's wisdom drain attacks immediately becomes a zashiki warashi. [B]Goryo:[/B] Goryo are the spiritual remnants of humans who have been murdered. The goryo is a template that can be added to any human individual who has been murdered. If the goryo slays its killer, and its killer is truly guilty of murder, the killer then becomes a goryo. [B]Sample Goryo:[/B] ? [B]Shadow Samurai:[/B] Occasionally, when a samurai dies in the Shadowlands, his soul does not pass peacefully to Meido. Some spirits become trapped in Jigoku and are forced to fight their way out of the hellish darkness. Unfortunately, this leads many of these lost souls through Gaki-do, the Realm of Hungry Ghosts. The journey transforms these poor spirits into a unique creature with many powers in common with shiryo, gaki, and oni. Most are driven mad and return to Ningen-do seeking vengeance against the living. These creatures are called kagemusha, or shadow samurai. “Shadow samurai” is a template that can be added to any humanoid creature provided it has at least one level of the samurai character class [B]Sample Shadow Samurai:[/B] ? [B]Shiryo:[/B] Not all visitors from the Spirit Realms are capricious or malevolent. Many, in fact, are extremely beneficial. Primary among these are the shiryo, the spirits of blessed ancestors who have earned the right to eternal bliss in Yomi, the Realm of the Blessed Ancestors. “Shiryo” is a template that can be added to any non-dishonorable human character. In rare cases, a shadow samurai is able to return to the mortal world unscathed by its journey through the darkness. Most of these individuals continue on their journey, enter Yomi, and become powerful shiryo. [B]Sample Shiryo:[/B] ? [B]Skeleton:[/B] Any creature killed by the kansen’s Constitution drain will rise as undead (a skeleton or zombie) within 2d20 hours after death unless the head is removed from the body. [B]Zombie:[/B] Any creature killed by the kansen’s Constitution drain will rise as undead (a skeleton or zombie) within 2d20 hours after death unless the head is removed from the body. A uragirimono can burrow into a corpse as a standard action, animating it as a zombie while it inhabits the body.[/spoiler] [URL='http://www.drivethrurpg.com/product/2476/Denizens-of-Darkness-3e?affiliate_id=17596']Denizens of Darkness:[/URL][spoiler] [B]Akikage:[/B] Akikage (ah-ki-ka-gee) are dreaded undead creatures spawned from ninjas and assassins who died while trying to destroy a specially assigned victim. Restless spirits who failed in their tasks, they rise from their graves, obsessed with fulfilling their uncompleted missions. [B]Animator:[/B] Animators are malevolent spirits that can infuse objects with their dark life-essence and cause them to move about like puppets. “Animator” is a template that can be added to any non-magic object. An animator is unlikely to merge with an object that lacks a potential for violence, however. [B]Sample Animator:[/B] ? [B]Arayashka, Snow Wraith:[/B] These creatures 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]Skeletal Bat:[/B] ? [B]Bowlyn:[/B] The bowlyn (also called the “sailor’s demise”), is a vengeful spirit set on destroying those it blames for its death. Without exception, the bowlyn were sailors on ocean-going vessels who died from an accident at sea. A twisted incorporeal vision of a bloated, fish-eaten corpse, it sets its misfortune on the members of the unfortunate crew who knew it in life. [B]Crypt Cat:[/B] ? [B]Cloaker Dread Undead:[/B] Rumored to be the tragic remnant of a resplendent cloaker drained by an 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. The spirit’s will remains within its corpse until an instrument of revenge can be found. [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, beast, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger. The creature must have a Charisma score of at least 6. [B]Sample Geist Human Commoner 2:[/B] ? [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] A poltergeist is a special form of bound geist. Poltergeists often die 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 a 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 die and rise as ghoul lords in 24 hours if the body is not destroyed. [B]Sample Ghoul Lord Human Fighter 6:[/B] ? [B]Hound Dread Phantom:[/B] Phantom hounds are the restless spirits of loyal dogs who failed in their duty to their master. [B]Hound Dread Carcass:[/B] Carcass hounds are zombie-like, 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 a template that can be added to any humanoid creature. [B]Sample Lebentod Human Commoner 2:[/B] ? [B]Mist Ferryman:[/B] A few sages hold that they are manifestations of the Mists themselves, but most believe that they represent the fate of those who die in the Misty Border, doomed to wander forever. [B]Odem:[/B] Odems are remnants of the spirits of evil humanoids that did not have the force of will to become ghosts. All that remains of their personality is the sadistic delight they take from spreading suffering. [B]Plant Dread Death's Head:[/B] When the heads of a death's head fully ripen, they break off from the tree and float away. When this happens, the heads’ type becomes “undead.” [B]Plant Dread 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 she can complete an important and spiritual quest. These tortured spirits exist in constant agony, reliving their failure over and over. A combination of anger, remorse and pride keeps their souls trapped in the Land of Mists and twists their souls to evil. The ghostly remains of a skilled paladin or cleric. [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 superstitious folk who inhabit the Land of Mists value fire for its cleansing properties. In some lands, like Tepest, evildoers are burned alive to purge them of their evil. However, this sometimes leads to an even greater evil. 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 pyroskeleton boasts a ribcage that continually burns with an infernal blue fire, reflecting the hopeless rage of the slain victims. Pyroskeletons are always at least twice the height that the murdered humanoid was in life and never less than 10 feet tall, since a smaller frame cannot contain the infernal fire. 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, produce flame, protection from elements and animate dead on them. As the skeletons began to stir, enlarge was cast on each a second time. The Mists fused with the newly created undead to allow enlarge 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. All attempts to create similar undead outside Ravenloft have failed. [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. Most valpurleiches are human, though they may rise from the bodies of any humanoid. All of them bear the grisly markings of a death by hanging. Their necks are broken, so their heads loll loosely from side to side. Some have eyeballs that bulge from their sockets, and others have swollen tongues jutting from their lips. [B]Vampire Strain Chiang-Shi:[/B] The “chiang-shi,” “nosferatu” and “vrykolaka” strains can be added to any humanoid or monstrous humanoid. The chiang-shi (or “oriental vampire”) originated in lands with Eastern cultures, such as the domain of Rokushima Táiyoo. It is the strain of vampirism that is oriental, not necessarily the base creature. If the chiang-shi drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a chiang-shi if it had 5 or more HD. [B]Vampire Strain Nosferatu:[/B] The “chiang-shi,” “nosferatu” and “vrykolaka” strains can be added to any humanoid or monstrous humanoid. If a nosferatu drains a humanoid or monstrous humanoid’s Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer HD and as a nosferatu if it had 5 or more HD. [B]Vampire Strain Cerebral Vampire:[/B] Victims reduced to 0 Intelligence or below by 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 or spawn, depending on their Hit Dice. [B]Vampire Strain Vyrkolaka:[/B] The “chiang-shi,” “nosferatu” and “vrykolaka” strains can be added to any humanoid or monstrous humanoid. If the vrykolaka drains the victim’s Constitution to 0 or less, 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 Strain Dwarven Vampire:[/B] The “dwarven,” “elven,” “gnomish” and “halfling” strains of vampirism can only be added to a base creature of the appropriate race. If a dwarven vampire drains a dwarven victim’s Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer HD and as a dwarven vampire if it had 5 or more HD. 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 of this occurs, the new vampire or spawn rises 1d4 days after the vampire’s visit and is under the command of the dwarven vampire that created it, remaining enslaved until its master’s death. [B]Vampire Strain Elven Vampire:[/B] The “dwarven,” “elven,” “gnomish” and “halfling” strains of vampirism can only be added to a base creature of the appropriate race. If the vampire instead 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 and as an elven vampire if it had 5 or more HD. [B]Vampire Strain Gnomish Vampire:[/B] The “dwarven,” “elven,” “gnomish” and “halfling” strains of vampirism can only be added to a base creature of the appropriate race. To create a new minion, a gnomish vampire must drains 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 HD. [B]Vampire Strain Halfling Vampire:[/B] The “dwarven,” “elven,” “gnomish” and “halfling” strains of vampirism can only be added to a base creature of the appropriate race. A halfling victim slain by a halfling vampire’s Constitution drain returns as a vampire spawn if it had 4 or fewer HD and as a halfling vampire if it had 5 or more HD. [B]Sample Chiang-Shi Human Monk 5:[/B] ? [B]Sample Nosferatu Human Aristocrat 5:[/B] ? [B]Sample Vyrkolaka Human Warrior 5:[/B] ? [B]Sample Dwarven Vampire Dwarf Fighter 5:[/B] ? [B]Sample Elven Vampire Elf Ranger 5:[/B] ? [B]Sample Gnome Vampire Gnome Illusionist 5:[/B] ? [B]Sample Halfling Vampire Halfling Rogue 5:[/B] ? [B]Vampire Companion:[/B] Sometimes, whether from the loneliness of eternity or the vampire’s twisted idea of love, a vampire may become enamored of a mortal. Very often, however, the mortal is not strong enough to cross over to undeath without becoming a stagnant, menial vampire spawn. If a mortal has less than 5 HD, a vampire can still turn its companion into a true vampire through prolonged process called the Dark Kiss. Vampires can also use the Dark Kiss on victims of 5 or more HD if they wish to grant their companion free will. Male vampire companions are typically called “grooms” and females “brides.” To create a companion through the Dark Kiss, a vampire must slowly drain the mortal of blood, taking no more than 1 point of Constitution per round. When the companion has just 1 point left, the vampire opens its own veins and allows (or compels) the companion to drink its blood even as it slowly drains its beloved’s last point of Constitution. The vampire suffers 2 negative levels for each level the companion needs to reach 5 HD. (Thus, a 2nd-level companion would inflict 6 negative levels.) If the vampire is reduced to 0 HD or less by these negative levels, both the vampire and its companion are destroyed. If the vampire survives, it removes one negative level every 10 minutes, and lies spent and helpless until all negative levels are lost. If the vampire is slain by other means before it recovers, the companion becomes a vorlog. The companion gains enough “vampire” levels (advancing as an undead creature) to bring it to 5 HD. [B]Wight Dread Common:[/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 Fog:[/B] ? [B]Fog Cadaver:[/B] The zombie 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, corpse-like zombie lord. “Zombie lord” is a template that can be added to any humanoid or monstrous humanoid. [B]Sample Zombie Lord Human Adept 6:[/B] ? [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 their save by more than 10 when exposed to a zombie lord's aura of death die instantly and become zombies under the zombie lord’s control. 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. [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]Ghast:[/B] If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. [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 drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a chiang-shi if it had 5 or more HD. If a nosferatu drains a humanoid or monstrous humanoid’s Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer HD and as a nosferatu if it had 5 or more HD. Victims reduced to 0 Intelligence or below by 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 or spawn, 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 drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. If a dwarven vampire drains a dwarven victim’s Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer HD and as a dwarven vampire if it had 5 or more HD. 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 of this occurs, the new vampire or spawn rises 1d4 days after the vampire’s visit and is under the command of the dwarven vampire that created it, remaining enslaved until its master’s death. 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 vampire instead 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 and as an elven vampire if it had 5 or more HD. A halfling victim slain by a halfling vampire’s Constitution drain returns as a vampire spawn if it had 4 or fewer HD and as a halfling vampire if it had 5 or more HD.[/spoiler] [URL='http://www.drivethrurpg.com/product/2475/Champions-of-Darkness-3e?affiliate_id=17596']Champions of Darkness:[/URL][spoiler] [B]Skeletal Dread Companion:[/B] “Skeletal dread companion” is a template that can be added to any familiar or mount. Although all dread companions are evil, the Dark Powers reserve skeletal dread companions for individuals who seem truly bent on continuing on the path of corruption and moral decay. Skeletal Dread Companion feat. [B]Jander Sunstar Elven Eminent Vampire Fighter 16:[/B] ? [B]Sample Skeletal Dread Companion:[/B] ? [/spoiler] [URL='http://www.drivethrurpg.com/product/2523/Secrets-of-the-Dread-Realms-3e?affiliate_id=17596']Secrets of the Dread Realms:[/URL][spoiler] [B]Count Strahd von Zarovich, Darklord of Barovia, Human Ancient Vampire Fighter 4/Wizard 16:[/B] ? [B]Azalin Rex, Darklord of Darkon, Human Lich Wizard 18:[/B] Firan tried to raise Irik in his own image, grooming him for the throne, but the boy had his mother’s kind heart, which Firan interpreted as weakness. When Irik was caught helping Firan’s political foes escape, Firan personally and publicly executed his son. That night, as Firan blamed himself for his failures as a father, a dark, nameless force visited the Azal’Lan and offered him the secrets of becoming a lich. It took him two years to complete the rites and shed his mortality. [B]Tristessa, Darklord of Keening, Sith Rank Five Ghost Cleric 6:[/B] Following the malevolent dictates of its goddess, the spider cult became decadent and depraved and grew increasingly brazen in its disregard of the Law of Arak. Over time, the spider cultists’ bodies slowly transformed to resemble those of drow. Threatened by the cult’s increasing power, Loht, the Prince of Shadows and leader of the Unseelie Court, took steps to stop the religion. Tristessa led her followers in a lengthy and bitter power struggle. For all the destruction caused and all the lesser creatures killed, not one drop of shadow fey blood was spilled in the conflict. Above all else, the millennia-old Law of Arak strictly forbade the killing of one shadow elf by another. Tristessa’s child, a twisted little creature resembling a drider, was born shortly before the Unseelie Court finally defeated her cult. To mark his victory, Loht and his warriors dragged the captive Tristessa to the surface and, in violation of the sacrosanct Law of Arak, staked her and her deformed child to the slopes of Mount Lament, leaving them to boil away under the light of the sun. When the sun rose, Tristessa and her child were consumed by the daylight. A sandstorm twisted to life fromTristessa’s dying scream. It swept through the mountain valleys, wiping out all surface life. History would record the storm as the Scourge of Arak. When the dust settled, Mount Lament had been shifted to anew domain. The Mists had given Tristessa’s spirit the small domain of Keening. [B]Lord Wilfred Godefroy, Darklord of Mordent, Human Rank Four Ghost Aristocrat 12:[/B] In the four centuries that the house had stood on Gryphon Hill, no inhabitant had ever actually taken a life. Godefroy’s murders woke something in the house that has never returned to its slumber. Godefroy escaped mortal justice, even shooting his best stallion to provide a scapegoat, but the house knew what he had done. The night after Estelle and Lilia were buried in the cemetery on the Gryphon Hill grounds, their spirits returned to haunt their killer. The ghosts returned to torment Godefroy every night for the rest of the year. Finally, facing another year of nightly torture, Godefroy committed suicide on New Year’s Day in 579 BC. In accordance with his will, Godefroy was interred in the Weathermay mausoleum near Heather House, far from his wife and child. [B]Baron Urik von Kharkov, Darklord of Valachan, Human Mature Nosferatu Vampire Fighter 11:[/B] When Morphayas felt his creation was properly “finished,” he arranged for Urik and Selena to have frequent chance encounters, Morphayas had designed Urik to both appeal and be attracted to Selena, and the pair soon became lovers, just as the wizard had planned. Morphayas waited until the two were locked in a lover’s embrace, then dispelled the magic that maintained Urik's humanity. The savage panther tore Selena to shreds. Morphayas recovered Urik and bestowed human form upon him again, planning to use his assassin again. He did not, however, expect Urik to remember his prior human incarnation. Having never known of his true nature Urik was horrified by the uncontrollable beast within him. He escaped from the wizard and fled the country, burning with hatred and humiliation. In this state, he stumbled into a bank of fog and emerged in Darkon, where an impoverished bard told him legends of Azalin’s vampiric secret police. Urik sought out a vampire to induct him into the ranks. In undeath, Urik sought not just power and immortality, but control over the panther. What he received was 20 years of slavery to a Kargat master. [/spoiler] [/spoiler] 3.0 3rd Party[spoiler] [URL='http://www.drivethrurpg.com/product/20305/City-of-Secrets-the-Adventurers-Guide-to-Nishanpur?affiliate_id=17596']City of Secrets: The Adventurer's Guide to Nishanpur[/URL][spoiler] [B]Cold Infant:[/B] Cold Infants are the risen remains of infants or toddlers that have passed away. They are almost all naturally occurring, as necromancers would rarely create something with so little in the way of practical use. [B]Delusion Witch:[/B] The Delusion Witch is a form of undead that is said to appear in cases where a deceased person feels that they have been robbed of their life through no fault of their own. This cannot be proven, however, as the being itself does not have the awareness of its own condition necessary for self-examination. [B]Deathgleaner:[/B] Deathgleaners are a form of Infernal-based undead, first created by a collaboration of the priesthood of Neroth with the Seekers of the Hidden Master in the catacombs under Nishanpur. As they are created using a variety of devils, roughly 50% of them are winged, and capable of flight. In constant pain due to the process of their creation, they often attack anything they encounter in a blind rage. Deathgleaners are made from a melding of energies and intents. [B]Shadow Fetch:[/B] Shadow fetches are the shadows of mortal men, which have been twisted and given a life of their own. These undead are formed of the darkest parts of the human spirit. Living creatures successfully touched by a Shadow Fetch suffer 1d4 points of temporary Charisma damage. If the victim’s Charisma reaches 0, he falls comatose until healed. The victim’s shadow is forever altered, showing infernal traits. The victim will suffer a –2 penalty to all Charisma-based checks, except Intimidate, which instead receives a +2 bonus. When the subject dies (whenever that may occur) his shadow rises one day later as a Shadow Fetch, unless a Sarishan temple “exorcises” the incubating undead before the subject’s death. [B]Skeletal Beast:[/B] [I]Create Skeletal Beast[/I] spell. Skeletal beasts are the result of magical experimentation by Nerothian clerics and magic-users. They do not occur on their own; they must be created. Skeletal beasts are created by combining the skeletal remains of several mindless animated creatures (skeletons or zombies); they do not have to be complete or of the same type. [B]Failed Deathgleaner:[/B] This one did not complete the transformation successfully. [B]Zombie:[/B] Killed by Dagger of Mahememnun. Ungent of Animation. [B]Wight:[/B] Killed by Dagger of Mahememnun. [B]Ghoul:[/B] Killed by Dagger of Mahememnun. [B]Ghast:[/B] Killed by Dagger of Mahememnun. [B]Vampire:[/B] Killed by Dagger of Mahememnun. [B]Skeleton:[/B] Ungent of Animation Create Skeletal Beast Necromancy Level: Clr 2, Death 2, Sor/Wiz 4 Components: V, S Casting Time: 1 action Range: Close (25ft. + 5ft. / 2 levels) Target: One or more animated corpses Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell takes one or more animated corpses (skeletons or zombies) and combines them into one large skeletal beast. The number of Hit Dice of undead that can be affected is equal to the caster’s level. The available undead may be combined into one large skeletal beast or several smaller beasts. At least 6 Hit Dice of undead are required to create a single skeletal beast, though larger and more powerful beasts may be created if more undead are used (up to a maximum of 12 Hit Dice for any single skeletal beast). See Chapter 5: Natives of Nishanpur: for details on Skeletal Beast for the statistics of the monsters created by this spell. If more than 6 Hit Dice worth of undead are used in the creation of a single skeletal beast, then the standard advancement rules should be used to determine the resulting creature’s statistics. The spell must be cast upon undead controlled by the caster, and the resulting skeletal beast is also controlled by the caster. The caster is still subject to the normal limitations regarding the total number of Hit Dice of undead creatures that he can control at any given time. Dagger of Mahememnûn This bronze ritual dagger was created by Myrantian priests of Neroth long ago. Used in rituals of mummification, the dagger served the dark priests for centuries. After the fall of the Myrantian Hegemony, the dagger fell into obscurity, entombed with the last priest who used it. About 20 years ago, the dagger was rediscovered by a band of adventurers. When the Nerothian priesthood that remained in former Myrantian lands heard of its discovery, they set out to retrieve it, by any means necessary. The pommel of this dagger is shaped as a skull, and the hilt resembles an ancient column, inscribed with holy supplications to Mahememnûn. The crossguard is a great winged scarab, beautifully enameled. The blade is unadorned bronze. The dagger is enchanted such that it will cut through the toughest hides, and any creature killed with the dagger is 75% likely to rise as one of the undead, without any spells or prayers being invoked for this effect. (01-24% does not rise, 25-76% Zombie, 77-88% Wight, 89-95% Ghoul, 96-99% Ghast, 00 Vampire) Furthermore, if the dagger is used in the preparation of a body for mummification, the resultant mummy will gain a 5-point increase to its inherent Damage Reduction. Those wishing to use this dagger in the creation of undead should note that this dagger does not impart any ability to control undead upon the user. The undead created by this dagger are uncontrolled, and divine casters may attempt to turn, rebuke, or command these undead normally. The dagger provides no bonuses or penalties in this regard. Caster Level: Unknown; Prerequisites: Unknown; Market Value: Priceless (the Myrantians would pay at least 50,000 gp to recover it, though they are far more likely to kill its possessor instead of negotiating); Weight: 1 lb. Unguent of Animation When used to anoint a dead body, this oil causes the corpse to animate into a skeleton or zombie. The undead creatures created by this unguent remain animated until they are destroyed. Unlike the animate dead spell, these undead are not automatically controlled by the user of the unguent, however. If the user is a cleric, she may attempt to turn, command, or rebuke the undead as normal. If they become uncontrolled, the undead will attack the nearest living beings. Each vial of unguent of animation contains enough oil to animate up to 10 Hit Dice worth of skeletons or zombies, all of which must be created from Medium-size or smaller corpses. Caster Level: 5th; Prerequisites: Brew Potion, animate dead; Market Value: 1,000gp; Weight: 2 lbs.[/spoiler] [URL='http://www.drivethrurpg.com/product/3319/Creature-Collection-II-Dark-Menagerie?term=creature+collection+II&it=1&affiliate_id=17596']Creature Collection II Dark Menagerie:[/URL] [spoiler] [B]Acid Shambler:[/B] The acid shambler is one of many horrors that spawned in the aftermath of the Divine War, wild energies released by the titans’ defeat and imprisonment warped living -and unliving -matter The shamblers are corpses brought back to horrific, agonizing life by a strange transformation of their blood. The thick reddish-black ichor that surges through their dead veins both animates and deteriorates them, eating them from the inside out due to its highly acidic properties. Since adventurers often encounter shamblers in the vicinity of a bane cloud (q.v.), some scholars believe that shamblers are the unfortunate victims of the deadly elemental’s poisonous vapors. No one can say for certain, however, if shamblers are animated intentionally or as a terrible side effect of the cloud’s powers. Since scholars have begun recording instances of bane cloud sightings, a connection has been made to attacks by a new form of undead known as the acid shambler. It is now believed that the shamblers are victims of the bane cloud that are somehow brought back as undead monsters, though no one is certain how or why this occurs. [B]Blood Zombie:[/B] These are the undead spirits of sailors who died on the Blood Sea, especially those who died violently on a vessel overcome with blood barnacles. [B]Bonewing:[/B] Scholars speculate that they were once normal raptors or other predatory birds, changed by contact with a titan, or changed by the fearful magic unleashed during the Divine War or the Dead Tide of Agavir. [B]Burned Ones:[/B] Those who have used Vangal's priesthood as a means to power and then commit an act of betrayal against the Ravager find themselves stripped of their powers and hunted by their former brethren. If captured, these ex-priests are subjected to a ritual which leaves them nothing but a burned husk, destined to roam the earth tormented in an agony of eternal flames. When burned ones attack, they often try to grab a cleric and Immolate her. If such an Immolation attack succeeds and reduces the cleric to -10 hp, the cleric bums up to a withered husk. Unless the remains are consecrated or a protectionfrom evil spell is cast on the remains, the cleric rises up in 24 hours to stalk the nights as a burned one herself. [B]Kadum's Leviathan:[/B] A creature that becomes one of Kedum's Leviathans might once have been a majestic whale, but the blood of the sunken titan transforms it into a vast undead colossus. Many consider it to he a myth, or an extinct form of undead created when the corpse of an ordinary whale comes in contact with Kadum’s blood. [B]Mist Reaper:[/B] In one particular case, a councilor of Shelzar was kidnaped and held ransom. When his family refused to pay the asking price, the kidnapers drowned the man in the sea and prayed to Enkili that his body be washed far out, never to be found again. Outraged, Belsameth cursed the killers and the corpse to suffer the exact opposite fate. The next night, when a thick fog rolled over the city, a vengeful spirit roiled in with it. To Belsameth's delight, the councilor's ghost visited himself upon each of his killers in turn, murdering them in various gruesome manners. To Belsameth's surprise, the spirit continued its rampage by killing the family members who refused to pay its ransom. It seemed the spirit's thirst for revenge exceeded even the goddess' expectations. Indeed, so fiery was the world's desire for revenge that she didn't create a single angry ghost, but inadvertently awoke the spirits of many people killed by drowning, people who never received proper burials or whose essence was never shepherded to the gods. [B]Night-Touched:[/B] The night-touched are one of the many varieties of creatures that were created by Hrinruuk to amuse himself on his hunts. The night-touched were an experiment that combined the essence of outsiders with that of the undead. Hrinruuk created several breeds of night-touched, each of which was granted different powers to make the chase more interesting. [B]Night-Touched Controller:[/B] ? [B]Night-Touched Hound:[/B] Alternately called the Little Garabrud or even Hrinruuk's Hounds, these canines are actually night-touched created ages ago by Hrinruuk. Stories still told by those titanspawn who still worship Hrinruuk, claim that the titan created these hounds as competition for himself. [B]Sand Mummy:[/B] Visitors to the desert who anger the Ubantu tribesmen are left to the mercies of the Onn wasteland. Those who survive are deemed to have been spared by the gods and usually earn the respect of the Ubantu, while others die a terrible death for want of water. Sometimes a spirit feels so strongly that it was wronged in its banishment that it rises from the sands and stalks the living, possessed of an eternal thirst it can never slake. Or so the Ubantu believe, and their understanding of the fearsome sand mummies may be correct for the Desert of Onn. But little do the tribesmen understand that the same mummies also appear in Ghelspad’s Ukrudan Desert, far from Ubantu territory and experience. Deprived of life by relentless sun and unforgiving sand, these naturally mummified corpses crawl from the dunes, granted an eerie unity with the elements. Wasteland dwellers have yet to determine if sand mummies are granted unlife by one of the evil gods or by a vengeful titan. [B]Sand Mummy Unholy One, Greater Sand Mummy:[/B] The Ubantu say truly old or ancient corpses still walk the desert, and that these spirits have developed further unholy powers, granted to them as they continue to seek revenge upon the living and serve whatever dark force has given them unlife. [B]Seeker's Bane:[/B] For every adventurous soul who finds his way into a ruined tower and returns laden with riches, there are an unknown number who suffer a terrible fate, slain by lurking monsters or caught in lethal traps. A seeker’s bane is the spirit of one of these lost adventurers, twisted and embittered by its lonely death. [B]Shadow Lord:[/B] The origins of shadow lords are uncertain. A variety ofexPlanations are suggested by sages, necromancers and others interested in such things - or who even know that these beings exist. Some claim they are the spirits of members of the infamous Cult of Ancients. These assassins made a pact with Belsameth in life to continue to serve her in death. Others suggest, though discreetly, that a terrible accident at Hollowfaust (or an intentional event at Glivid Autel) allowed the release of particularly malicious ghosts. Finally, it’s believed that once in the Scarred Lands’ two full moons, someone is born whose hatred is so great that he makes it his life’s work to snuff out the lives of others - and continues to do so from beyond the grave. [B]Siege Undead:[/B] “Siege undead” is a collective term for three different types of undead creatures that may be crafted from a single corpse. The formulae for creating these creatures was supposedly developed by Yrgdryth, a priest of Belsameth, during a particularly long and protracted siege. In order to maximize the value of each dead soldier who was raised to fight again for the Divine Army, Yrgdryth devised this unique methodology for fashioning three undead soldiers from a single cadaver, all three of which are raised with a single casting. [B]Siege Undead Boneman:[/B] To create a boneman, a cadaver's entire skeleton must be very carefully removed from the body with the least possible damage to the skin and musculature. any cartilaginous or soft-tissue attachments must be strengthened or replaced, usually with wire or nails. [B]Siege Undead Meatman:[/B] The creation of a meatman requires a cadaver’s skin to be peeled off and then the entire skeleton to be very carefully removed from the body with the least damage to the musculature. The bones are then replaced, either with wooden rods or metal bars (the latter being the more common) and the muscles sewn back up. The whole body is then tightly bound up with wire or rope to keep the sutures from splitting as the thing exerts itself. To avoid the complications of trying to replace the delicate bone structure of the hands, they are instead replaced with rough iron blades, which are attached directly to the artificial skeletal structure to enhance their durability. [B]Siege Undead Sandman:[/B] To create a sandman, an entire skeleton must be very carefully removed from a cadaver with the least damage to the skin. The skin is then carefully sewn back up, including all orifices save for the mouth, and the seams are vigilantly sealed with tar or wax. The whole thing is then filled with a mixture of wet sand and small stones and the mouth is sewn shut and sealed. The small stones mixed in with the sand tend to jam up around lacerations, helping to seal the wound and preventing the escape of too much sand. [B]Skull Kings:[/B] Skull kings are believed to be the lingering remains of court executioners and assassins who, in life, performed their duties with either extreme remorse or extreme satisfaction. The debate continues as to which is more likely. The former are thought to remain in this world after death because they lost their souls long ago, regretting the murders they had to perform, yet still following orders. The latter brought such enthusiasm to the murders they committed that their fouled spirits kept their bodies animate after death. [B]Spectral Plant:[/B] Certain foul perversions of life and nature, such as the seed of a locust demon, can corrupt a plant with the negative energy of death. The result is a spectral plant. While very small plants such as grasses wither and die when subjected to such negative energy, any kind of flora from small bushes to gargantuan trees might be infected with the blight that turns them into spectral plants. Once per month, the locust demon may use its stinger to plant a seed of blight in the earth. Once planted, the seed spreads a supernatural sickness to all plants within a radius of 100 feet per hit die of the locust demon. The sickness (called demon blight) alters the plant life growing in the region so that instead of being infused with positive life energy, it becomes infused with the negative energy of death. Within a day of being infected, a plant will begin to turn gray and brittle. Within three days, it will have turned entirely gray, and it will crumble to dust at the touch, leaving behind a black and white spectral image of itself as it was in life. The plant is now a spectral plant. [B]Tattooed Corpse:[/B] The sorceresses of Albadia are acknowledged as experts in the arcane practice of tattoo magic. What is less known is the darker side of this skill, in which the sorceresses combine forces with necromancers or tribal shamans to inscribe enchanted tattoos upon reanimated corpses. [B]Belsameth Spider:[/B] The process of becoming a Belsameth spider is gruesome. A victim bitten by a Belsameth spider has a chance of becoming one himself. If this happens, the poor victim’s head severs at the neck and sprouts its eight legs. “Belsameth spider” is a template that can be applied to any living creature expect for oozes and plants. [B]Sample Belsameth Spider:[/B] He paid tribute to Belsameth that she might grant him power, and the goddess of nightmares and death answered his prayers. [B]Shadow:[/B] A humanoid reduced to zero strength by a shadow lord rises as a shadow in the next round. A shadow lord can awaken another creature’s mundane shadow, turning it into an undead shadow under the lord’s control. This power has a range of 30 feet and can be used once per hour as a free action. The living target must succeed at a Fortitude save (DC 13) to resist, whether he knows that his shadow is endangered or not. [B]Spectre:[/B] If the body of a victim who was slain by a spectral plant's energy drain is left in contact with spectral plants for the 24 hours immediately following their death, the woeful soul returns as a spectre. [B]Wight:[/B] Any humanoid slain by the Kadum leviathan’s Constitution drain becomes a wight in 1d4 rounds. [B]Zombie:[/B] As a standard action, a corpse whisperer can revive the recently dead by speaking directly into their ears, creating a new follower that immediately joins the creature’s minions against its former friends. The effect is similar to animate dead, except the undead are always zombies, the corpse must be no more than one hour old for the whisperer to animate it, and there is no limit to the number of undead the corpse whisperer may control. Any non-humanoid living creature slain by the Kadum leviathan’s Constitution drain becomes a zombie in 1d4 rounds. If a stone to flesh spell is cast on a stone zombie it reverts into a normal zombie, the necromantic construct ritual’s magic disrupted.[/spoiler] [URL='http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=234']d20 Zelda[/URL][spoiler] [B]Bubble:[/B] Bubbles are the spirits of those who died violent deaths. They haunt the places where they died, blindly lashing out at anyone that gets near. [B]Gibdos:[/B] Ancient Hylians used to mummify their dead and inter them in large catacombs. When Ganondorf Dragmire obtained the Triforce of Power, his incredible evil energies flowed through those catacombs and infused the dead with pure evil. [B]Poe:[/B] Most spirits go to the afterlife, but a few lose their way. Poes are those spirits, using their lanterns to try and find the path to the great beyond. [B]ReDead:[/B] After sacking Hyrule Castle, Ganondorf used evil magic to reanimate the dead as guardians in Hyrule Town Market. The results of that magic are ReDeads: tall, twisted corpses that moan in endless agony. Any living creature killed by a ReDead’s constriction rises as a ReDead in 1d4 hours. [B]Stalfos:[/B] Ganondorf reanimated legions of skilled warriors after his rise to power, and they are the stalfos.[/spoiler] Darwins World Preview Terrors of the Twisted Earth:[spoiler] [B]Screamer:[/B] Screamers were once human beings, horribly mutated and impregnated with massive doses of radiation. Through some unknown process, screamers arise after death to shamble about in the night, in search of living flesh to consume or ravage with their burning, radiated touch. [/spoiler] [URL='http://www.drivethrurpg.com/product/1135/Deadlands-D20?affiliate_id=17596']Deadlands d20[/URL][spoiler] [B]Harrowed:[/B] In Deadlands, death isn’t always the last stop on the line. Strong-willed hombres occasionally claw their way back from the grave. As the Agency and Texas Rangers have learned, these individuals are actually possessed by manitous—the same evil spirits that hucksters manipulate to work their hexes. When your character dies in Deadlands, roll 1d20. Add +1 to the result if your hero is 5th level, +2 if he’s 10th level, or +3 if he’s 15th level or higher. (Those bonuses don’t stack, by the way.) If the total result is 20 or higher, a manitou has latched onto his spirit and forces it back into his body—with an unwanted roommate. The cowpoke’s coming back from the grave. Most Harrowed stay in the grave 1d6 days. It takes a while to fight for the hero’s soul and then another 10-12 hours for the stubborn cuss to dig himself out—assuming the body was properly buried six feet under in the first place. Some Harrowed come back quicker and some take longer—especially if the body was badly mangled or otherwise in bad shape. The manitou needs the human’s psyche, so the victim’s head must be intact. Most major head wounds that kill a person render the body unusable, but that’s not always the case. It’s up to the Marshal if a special effect of some sort has ruined the hero’s brain and made him ineligible to come back Harrowed. [B]Abraham Lincoln:[/B] After his assassination in 1865, Lincoln returned from the dead Harrowed. [B]Bill Quantrill Harrowed Gunslinger 8:[/B] Bill Quantrill returned from the dead Harrowed. [B]Xitlan Lich Sorcerer 3: Hangin' Judge:[/B] From 1863–69, five Confederate circuit judges formed a secret alliance to steal land, ruin their rivals, and eliminate anyone who stood in the way of their wealth and fame. Those who opposed them were framed for “hangin’ offenses” and hauled to the nearest tree for a lynching. But after six years of tyranny, the locals, mostly hot-blooded Texans, fought back. They rounded up each of the judges and hung them from trees all along the Chisholm Trail as a warning to other authorities who would abuse their power. The Reckoners seized the opportunity to infuse their spirits with unholy energy and send them back to earth as abominations. [B]Walkin' Dead:[/B] Walking dead are clever killers, raised by the Reckoners (or evil humans) to wreak havoc and destruction. The manitous which animate these dead shells have their own personalities. [B]Walkin' Dead Veteran:[/B] Bill Quantrill's unholy host power. Brought back to unlife by Xitlan. A few days before Halloween, a Bayou Vermillion train sped through Texas carrying vats of a special brew. This experimental formula was devised by Baron Simone LaCroix to create the walking dead. Unfortunately, the bridge over the Angelina River near Nacogdoches was out, and the train plummeted into the water. The formula eventually made its way down to the Nacogdoches cemetery. Veteran walking dead are raised from better stock than the average undead creep. Most often, these are soldiers raised straight from the battlefield on which they fell. Any Black Magician with animate dead and the proper…inventory…can raise half as many veteran walking dead instead of regular walking dead.[/spoiler] [URL='http://www.drivethrurpg.com/product/1142/Deadlands-D20-Horrors-of-the-Weird-West?affiliate_id=17596']Deadlands D20 Horrors of the Weird West[/URL][spoiler] [B]Black Regiment:[/B] The Black Regiment consists of reanimated soldiers slain on both sides of the War Between the States, whose uniforms have turned black by their own shed blood. [B]Bone Fiend:[/B] Bone fiends are created when a manitou finds a human skull with at least a little bit of brain matter left and sets up shop. It starts in whatever bits of gray matter are still left, then the creature spreads its essence throughout the skull itself. (This is what turns the skull black.) It then sets about assembling a bony body for itself and waits for its first hapless victims to arrive [B]Dracula:[/B] Dracula, the most powerful vampire in existence, was once known as Vlad Drakul, ruler of a small country in what is now Romania. Vlad, while a military genius, had a few unsavory practices—among them a habit for sticking folks on huge sharpened posts, which gained him the nickname “the Impaler.” So brutal was he that his actions resulted in his curse of vampirism back in the 15th century— when the manitous were still chained in the Hunting Grounds. That’s a powerful lot of evil! [B]Flesh Jacket:[/B] Flesh jackets are fashioned by certain very powerful, very evil cults around the world. To create one, a black magician with the proper knowledge removes the skin from a willing cultist, and imbues the shorn hide with a weird sort of life. The spell also gives the flesh jacket limited mobility, and it can attempt to assume control of any victim it can envelop. [B]Frankenstein's Monster:[/B] Victor is a Swiss-born mad scientist specializing in the study of life and death. He’s one of the few researchers to successfully bring a corpse back to life, although, as most everyone nowadays knows, not with the results he’d hoped for. Using parts purloined from local graveyards, Victor fulfilled his scientific dream. He created a man and gave his creation life. But something went wrong. Rather than the perfect specimen he had aimed for, his creation was twisted and freakish, a parody of humanity. Frankenstein chose the “best” parts for his creation, hoping to build a beautiful artificial specimen. Unfortunately, the sum of the parts turned out to be greater than the whole. Stitching scars mar much of the creature’s body. Its eyes are glazed and yellowish, while its skin has a pasty pallor. Once beautiful features are contorted into a rictus of death by faulty facial muscles. The monster itself is an odd amalgam of mad science and undeath. Although Victor’s experiments brought the creature to life, it is sustained by an unholy tie to its maker. [B]Ghost:[/B] Haunts, spectres, phantasms, poltergeists—all of these are disembodied souls that haven’t moved on to the afterlife and remain to plague the folks of the Weird West. [B]Banshee:[/B] Banshees are the restless spirits of folks who died as a result of non-requited love. Often, they committed suicide after realizing their heart’s desire was denied them. Occasionally, the banshee was actually murdered by the object of its affection. In either case, the banshee’s death occurred in a remote spot and the body was unburied. [B]Haunt:[/B] Haunts are the most common form of ghost. They are created when a person died while experiencing an extreme—usually unpleasant—emotion and is doomed to relive it or inflict it on others. The most common motivator for a haunt is revenge for a violent or treacherous death. [B]Phantom:[/B] Phantoms—also called spooks, wraiths and phantasms—are merely spirits who’ve yet to realize their time has come. They remain tied to the site of their death until someone releases them from the limbo of undeath they are trapped in. [B]Poltergeist:[/B] Like simple phantasms, poltergeists result from a soul’s refusal to accept the death of its corporeal body. However, poltergeists are fully aware they’re undead—they’re just mean-spirited about it! [B]Shade:[/B] A shades is an apparition that maintains some tie to a living person—or group of people—responsible for the shade’s death. [B]Spectre:[/B] Most apparitions are linked to the material world by the nature or cause of their death—not so spectres. These abominations are the black hats of the ghostly dimension. Spectres are the spirits of particularly evil people who’ve been cursed to continue their existence in a state of undeath. The Reckoners aren’t about to let a little thing like death cut short a good (if unwitting) servant’s service. [B]Hangin' Judge:[/B] As you no doubt remember, the hangin’ judges started out as five corrupt Confederate judges who hatched a scheme to make a land grab and ruin their enemies along the Chisolm Trail back in the 1860s. The judges’ schemes were uncovered and they were each hunted down and lynched by angry mobs of Texans. They rose as horrific abominations. Once a month, Hiram Jackson can create a lesser hangin’ judge if he gets his hands on a dishonest (Marshal’s call) attorney, judge or lawman. This takes a night—and a hanging—to accomplish, but not consent. [B]Hiram Jackson:[/B] ? [B]Cyrus Call:[/B] ? [B]Walkin' Dead:[/B] Cyrus Call can also raise those killed by himself or his “mob” as walkin’ dead, although this takes one round per zombie raised. [B]Luther Kirby:[/B] ? [B]Moses Moore:[/B] ? [B]Marcus Lafeyette:[/B] ? [B]Headless Horseman:[/B] This creature is an abomination created when someone dies from decapitation. Chances are increased if the person was riding at the time of death or was a professional rider such as a Pony Express rider or a cavalry soldier. [B]Joaquin Murieta:[/B] Captain Harry Love led a band of California lawmen against Joaquin and his band. They surprised the bandit leader away from camp one day with only a few men and quickly dispatched the group. To prove he’d bagged Joaquin—and to claim the $1000 reward offered by the California governor—Love chopped off the bandit’s head and returned it to the governor. Unfortunately for folks in the Maze and the rest of the Southwest, Joaquin’s come back looking for his missing head. [B]Mummy:[/B] Many cultures treated their dead with great respect and prepared their bodies so they would better serve their owners in the afterworld. Unfortunately, upon the Reckoners’ escape, some of these began to serve again in the world of the living. Although mummification can result from climatic conditions, reanimation of those corpses only produces desiccated dead. Also, lesser mummies—those of servants and the like—are treated as desiccated dead as well. Only a rare few powerful individuals arise as true mummies. [B]Aztec Mummy:[/B] The Aztec culture relied on two methods to prepare their dead for the afterworld. The first, cremation, left little to later reanimate and plague ancestors. However, during certain periods of their history, the Aztecs practiced a form of mummification, particularly for those who were consider specially blessed or important. Occasionally, one of these mummies—usually that of a mighty king or priest—returns to the world of the living. [B]Egyptian Mummy:[/B] This undead horror only arises from the embalmed corpse of an ancient Egyptian high priest or sorcerer. [B]Patchwork Men:[/B] Most mad scientists drawn to this unsavory practice focus their endeavors on the human body. Patchwork men are largely human in design and function, with a few “extras” thrown in every now and then to make them interesting. [B]Patchwork Wasp:[/B] Although it uses mostly human parts for its construction, this little horror is about as alien as you can get. The core of the body is a human head and torso. Attached to the torso like an insect’s legs are six arms, complete with hands. A small, hollowed-out cow’s horn on the backside is the stinger, with extra, external human stomachs serving as poison sacs. The wings are a disgusting marvel of bio-construction, made from hollow human forearm bones and thinly stretched human skin. [B]Poison Woman:[/B] An old Sioux legend claims that once upon a time, women could pull their brains out of their heads and use the old gray matter to brew poisons. While some might simply dismiss this as a misogynistic tale, there is a bit of truth to it—at least since the Reckoning. Whenever a woman kills a man with poison within the borders of the Sioux Nations (including Deadwood), there is a chance she becomes a poison woman. (Any female guilty of such a deed returns to life as a poison woman rather than becoming Harrowed.) If she does in fact attract the attention of the Reckoners, they imbue her corpse with a seed of supernatural energy, blowing the top of her head off. Men, by the way, are not subject to this particular curse. [B]Pox Walker:[/B] When a particularly angry brave or shaman dies of smallpox or some other disease brought by the white man, there is a chance the Reckoners take notice of this fact and give the body new life as an abomination so it can spread the pestilence. Ultimately, a victim killed by the pox walker's disease is wracked by a final, great spasm as they die. After death, instead of potentially becoming Harrowed, the victim must check to see if they become a pox walker. [B]Tarnished Phantasy:[/B] This abomination is created when a woman of questionable virtue (like your typical saloon gal) dies while trying to save a man she truly loves. While a noble death such as this would hardly seem likely to generate an abomination, the powers of the Reckoners can twist good deeds to evil ends. If the conditions are right, such a fallen woman returns to the world of the living as a tarnished phantasy. [B]Union Pride Ghost Train & Ornery Will:[/B] The origin of the Ghost Train goes back to the early days of the Great Rail Wars, when a band of Confederate guerillas led by one “Ornery” Will Jenkins found a line of track laid by the Union Blue railroad across his native Missouri. Angered, Jenkins followed the track until he and his men came upon a train led by the ghost-rock powered Union Pride locomotive. Jenkins and his men boarded the moving train, and in their rage killed everyone aboard, including all but one of the engineers. The lone survivor refused to obey Jenkins’ orders, and threw the throttle wide upon, knowing in advance he’d likely die as a result. As the train hit the end of the tracks, it smacked the dirt so hard Jenkins was thrown against the boiler, which burst from the impact. The ghost rock inside exploded, immolating Jenkins. [B]Vampire:[/B] Vampires of all sorts are a form of undead pestilence. After all, vampirism itself is a contagious, fatal disease that spreads even after death! [B]Cinematic Vampire:[/B] ? [B]Lesser Vampire:[/B] Anyone slain by a vampire’s bite rises as a lesser vampire (use the statistics for a nosferatu). [B]Nachtzehrer:[/B] A person killed by a nachtzehrer rises again as one of the abominations herself after three days, unless they’re removed from their funeral clothing before burial. [B]Nosferatu:[/B] ? [B]Penanggalen:[/B] ? [B]Upir:[/B] An upir usually begins as a restless spirit or ghost, similar to a poltergeist, except that it attempts to smother folks or even domesticated animals. After a short period of plaguing the area, the spirit returns to its dead body and animates it as an undead vampire. [B]Ustrel:[/B] These foul little monsters rise from the corpses of very young children (two years or younger) that have died due to abandonment or neglect. [B]Wampyr:[/B] Wampyrs are actually little more than undead plague carriers, spreading the disease of their form of vampirism among their former loved ones. Due to the highly infectious nature of the wampyr’s bite, this sort of vampirism often spreads very quickly through a community. [B]Walkin' Fossil:[/B] Whether animated by determined manitous that manage to find a trace of brain matter, or simply created as entirely new beings by the Reckoners, walkin’ fossils are extremely dangerous predators. Fortunately, these creatures seem pretty difficult for the dark forces to animate. While other forms of fossilized dinosaurs may be animated, the Reckoners and their agents typically prefer large predators. [B]Weeping Widow:[/B] This abomination is the grief-stricken spirit of a woman who has witnessed the violent death of at least one member of her immediate family, and then died herself soon after. These women never had time to mourn their loss, so the unfinished business of their grief and rage binds them to the physical world. [B]Zombie:[/B] ? [B]Bloat:[/B] To become a bloat, a zombie has to have been submerged at the time it was reanimated and remained submerged for at least a few months. [B]Desiccated Dead:[/B] Usually manitous try to pick corpses that are fairly fresh. They pack a better punch and tend to hold up a little better in a fight. However, evil spirits from another dimension can’t always be choosers, so sometimes they have to make due with bodies that have been out in the sun a while. Desiccated dead are created from bodies that have dried up and decomposed to the point there is little left to them but a leathery skin over a skeleton. Cowpokes who’ve been bleaching in the desert and bodies from Indian above ground burial sites all fall into this category when reanimated by a manitou. Feel free to use this type of walkin’ dead for mummies from Southwestern or Mexican Indian tombs. The desiccated dead are also representative of lesser mummies from Egyptian tombs—servants buried with the head honcho. Many cultures treated their dead with great respect and prepared their bodies so they would better serve their owners in the afterworld. Unfortunately, upon the Reckoners’ escape, some of these began to serve again in the world of the living. Although mummification can result from climatic conditions, reanimation of those corpses only produces desiccated dead. Also, lesser mummies—those of servants and the like—are treated as desiccated dead as well. Only a rare few powerful individuals arise as true mummies. [B]Feral Walkin' Dead:[/B] These zombies are created by a weak or watered-down version of Baron LaCroix’s reanimation fluid. These are similar to the abominations spawned in Nacogdoches, Texas, after one of LaCroix’s trains derailed nearby. [B]Frozen Dead:[/B] Sometimes the temperature in the northern plains or high mountain passes drops low enough to freeze a body solid. When a manitou decides to wreak a little havoc with a corpse that’s been out in freezing weather like that, the end result is a walkin’ dead with ice in its veins—literally. The frozen dead are reanimated corpsicles—bodies frozen solid by incredible cold. They’re only created when the air temperature is below –30° Fahrenheit. Note that it’s not necessary for the original body to have actually frozen to death to make one of these icy revenants. Any sort of corpse can become a frozen dead under the right circumstances. [B]Glom:[/B] A ’glom (short for conglomerate) is a group of corpses joined together into a horrifying mass and animated by an especially strong manitou. Most manitous are strong enough to animate only a single corpse, creating a Harrowed or walkin’ dead. Some manitous, though, have grown strong enough to animate several bodies at once. The creation of a ’glom requires a very high Fear Level, and vast quantities of corpses; at least two. One corpse, in which the manitou houses its primary essence, must be relatively intact, but the others need not be so tidy. Most ’gloms are formed from considerably more than two corpses, and are commonly found arisen from the piles of dead on battlefields. [B]Glom Colony:[/B] While regular ‘gloms are inhabited by a single, very powerful manitou, colony ‘gloms are host to a horde of lesser, but closely allied, manitous—a group sometimes called a “Legion.” Like regular ‘gloms, colony ‘gloms are usually only found in areas where a large number of fresh corpses are available and the Fear Level is fairly high. A bad train wreck could spawn one if it occurred in an area with a Fear Level 5 or greater. [B]Orphaned Head:[/B] Occasionally, a manitou gets a stubborn streak and refuses to let go of a ruined walkin’ dead. As long as the original head remains intact, the spirit continues to keep house in it—even when it’s nothing but a severed head. Usually, the noggin was removed by an edged weapon, but a rare few are chewed loose by the head itself. [B]Headless Dead:[/B] An orphaned head can animate and control any corpse to which it has previously been grafted. [B]Severed Hand:[/B] This abomination comes into existence after a hand has been severed by some means, preferably one that makes it worthwhile for the hand to seek vengeance. The Reckoners then provide it a disgusting life of its own. [B]Skeleton:[/B] On very rare occasions, manitous may choose to reanimate bodies so old that nothing remains of them except bones. Evil black magicians also sometimes create these abominations as special servants. [B]Undead Animal:[/B] What kind of twisted creature brings good old Spot back from the pet cemetery to hound his beloved master? Some abominations may reanimate animal corpse, particularly ones closely associated with the wilderness or nature. Occasionally a human cultist may do so as well, just to unnerve an interloper. This sort of tactic is perfect for Appalachian witches.[/spoiler] [URL='http://www.drivethrurpg.com/product/1141/Deadlands-D20-Way-of-the-Dead?affiliate_id=17596']Deadlands D20 Way of the Dead[/URL][spoiler] [B]Walkin' Dead:[/B] The Harrowed can add one member to his host for every two character levels he possesses. These zombies don’t just appear, they have to be raised. Just how most Harrowed raise their host seems to vary. Some give them a kiss of life. Others simply open a coffin and say “get up.” Regardless, it takes about 5 minutes to get the corpse up and moving. Hell Beast power. Unholy Host power. [B]Possessed Undead:[/B] Possessed undead are created in many ways. Maybe a voodoo shaman poured some magical elixir in a cemetery, or an evil cultist said a dark prayer over a graveyard. The Reckoners hear the request, and if they feel it suits their purpose, sends a number of damned souls down to inhabit the corpses. There doesn’t have to be a summoner involved. Sometimes the Reckoners just create a horde of walkin’ dead for their own reasons. [B]Guardians of the Pool:[/B] These are the animated corpses of hundreds who were sacrificed to this tainted cenote in ages past.[/spoiler] [URL='http://www.drivethrurpg.com/product/1137/Deadlands-D20-Way-of-the-Huckster?affiliate_id=17596']Deadlands D20 Way of the Huckster[/URL][spoiler] [B]Walkin' Dead:[/B] Zharkov’s Saw Zharkov's Saw This large saw once belonged to Zharkov the Magnificent, a Russian-born magician of some repute. He used it nightly in his act. Each night he would “saw” his lovely assistant—who also happened to be his wife—completely in half with it. One night, the trick went tragically wrong. Instead of cutting through an empty box, the saw’s razor sharp teeth cut into flesh and blood. Zharkov, believing his wife’s screams were part of the act, continued cutting. It wasn’t until her screams stopped that he realized his mistake. Overcome with grief, the magician—who in addition to his sleight of hand skills possessed some true occult knowledge—made a pact with a manitou to restore his wife to him. That very night, his wife’s hastily stitched body rose as one of the living dead. His joy at her resurrection blinded him at first to the differences between this walking corpse and his wife. Once he admitted to himself that the thing he lived with was not his beloved Antonia, he destroyed her body and took his own life. Since that time, the saw has belonged to a number of lesser magicians—many of whom have met tragic ends. Power: This saw’s bloody past gives its wielder the power to create living dead. To do this, the zombie-to-be must be killed with the saw. Once the victim’s death wounds have been stitched closed, the corpse arises as a walkin’ dead completely under the sadistic saw owner’s control. The undead created by this saw are pure evil and always interpret their master’s command literally in a way most likely to cause problems. The Marshal’s sure to have fun with this. The walkin’ dead created by the saw can be killed by a headshot, but the saw can also destroy them. However, walkin’ dead killed by the saw can be “revived” by stitching the wound which “killed” them. A revived zombie may rebel if pushed to do something that it would have refused to do in life. If it wins an opposed Wisdom check against its master, it becomes free of his control. Its first action is usually to dispose of its former master in some grisly fashion. Taint: The saw’s owner develops a yearnin’ to be recognized as the best at what he does. Gunslingers and hexslingers continually challenge others of their type to duels, magicians constantly try riskier and more spectacular tricks, and so on.[/spoiler] [URL='http://www.drivethrurpg.com/product/491/Legends--Lairs-Draconic-Lore?term=draconic+lore&it=1&affiliate_id=17596']Draconic Lore:[/URL] [spoiler] [B]Revenant Dragon:[/B] Sometimes a dragon is killed in cold blood while defending her eggs, or in some other unnecessary or unjust fashion. When this happens, the result is often the creation of a revenant dragon. “Revenant” is a template that may be added to any dragon. The creature must have a Charisma score of at least 12. [B]Rot Dragon:[/B] According to draconic legend, the first of these undead monstrosities was created countless millennia ago, when an ancient dragon spellcaster attempted to transform itself into an undead creature not unlike a lich. The ritual failed. Rather than grant the dragon a measure of immortality, the magic called into being a mass of writhing, spectral parasites that burrowed into the old wyrm’s flesh and made his will their own. The plague has slowly spread from dragon to dragon since that day. The corpse of any true dragon slain by a rot dragon’s breath weapon shrivels and warps as the spectral worms spread throughout their new host. The corpse rises as a new rot dragon after 1d4 days unless dispel evil is cast on the corpse before the transformation is complete.[/spoiler] [URL='https://www.drivethrurpg.com/product/3527/Dragons?affiliate_id=17596']Dragons[/URL][spoiler] [B]Undead Dragon:[/B] All things are subject to the terrible fate of lingering between being and non-being. Even beasts as powerful as dragons cannot escape it. Dragon undead are rare, for the circumstances that create them are too maddening to ponder, but it may be that few who encounter them live to tell about it. [B]Skeletal Dragon:[/B] Even if one has the uncommon luck of finding enough dragon bones to make a skeleton, it takes rare and powerful magic to animate them. An evil spellcaster of exceptional ability may, however, use the equivalent of a mostly-complete skeleton of dragon bones to create an undead servant of exceptional ferocity. A spellcaster of 18th level or higher may create an undead dragon by assembling a proper assortment of dragon bones (all must be of the same size) and casting the spell create greater undead. [B]Skeletal Dragon Tiny:[/B] ? [B]Skeletal Dragon Small:[/B] ? [B]Skeletal Dragon Medium:[/B] ? [B]Skeletal Dragon Large:[/B] ? [B]Skeletal Dragon Huge:[/B] ? [B]Skeletal Dragon Gargantuan:[/B] ? [B]Skeletal Dragon Colossal:[/B] ? [B]Skeletal Dragon Different Dragons:[/B] Formed from the bones of different dragons, whether they be of the same or various species. [B]Skeletal Dragon Single Dragon:[/B] Was formed exclusively from the bones of a single dragon. [B]Ghoul Dragon:[/B] As with other ghouls, the origin of ghoul dragons is subject to conjecture, some more reasonable than others. The popular notion that the condition of ghoulishness is punishment for committing unusual wickedness in life, such as cannibalism, may not apply to dragonkind, as dragons themselves are so much elevated above other creatures that human standards of ethics and morality seem to scarcely touch them. Furthermore, scholars find the notion that the noble dragon would ever savor the taste of another dragon’s flesh so absurd that they believe it to be unworthy of consideration. [B]Dragon Ghost:[/B] It may happen to any intelligent being for any of a number of reasons. Whatever the cause, it cannot rest easily in its grave, so it takes on the form of a ghost. Dragons are no exception. [B]Mummified Dragon:[/B] Mummified dragons are monstrous creations developed by ultra-secretive dragon cults. These cults worship evil colored dragons in general and the great Chromatic Mother foremost. They almost exclusively use mature adult or old dragons in the creation process. Younger dragons are not powerful enough to survive the process, and older wyrms are much too rare for this guardian task. Dragon cults always investigate the deaths of evil dragons, searching out the remains whenever possible. If the body is salvageable, the cult moves it to a hidden temple or dungeon that they want to protect. The High Priests of the cult then take years to prepare the body of the deceased dragon for the ordeal. The body is drained of all fluids, and the vital organs are removed and stored in huge canopic jars as large as wine barrels. Long, elaborate cleansing rituals are required and the final ceremonies take weeks. If the Great Mother is pleased, the dragon returns from the grave to protect unholy temples or ancient dragon lairs that hold some special significance to the cult or it’s Queen. [B]Vampiric Dragon:[/B] As unlikely as it may seem, it does happen that a creature afflicted with vampirism occasionally gets the better of a member of dragonkind and transmit its curse to this most magnificent of creatures. [B]Ghoul:[/B] ? [B]Ghost:[/B] It may happen to any intelligent being for any of a number of reasons. Whatever the cause, it cannot rest easily in its grave, so it takes on the form of a ghost. [B]Vampire:[/B] ? [B]Vampire Spawn:[/B] ? [B]Undead:[/B] Once the alarm has been triggered, the dragon can cast arcane eye or clairvoyance to spot the adventurers and then raise the corpses of previous intruders with animate dead or its more powerful variants, create undead and create greater undead. [B]Dracolich:[/B] Dragon egg yolks can also be used for various unpleasant necromantic rituals, such as the creation of a dracolich, but this will gain the attention of every dragon with any sorcery levels for dozens of miles around. [B]Nightshade:[/B] ? [B]Wraith:[/B] ? [B]Zombie:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/185239/Dry-Land-Empires-of-the-Dragon-Sands?affiliate_id=17596']Dry Land: Empire of the Dragon Sands:[/URL][spoiler] [B]Messehn Hessalihn, Dragori-Sah True Mummy Cleric 14/Sorcerer 4:[/B] Messehn is an ancient greater mummy, created by masters within the cult of eternal life hundreds of years ago. He benefited from the full rite, rather than the abortive rite that results in mindless mummies. [B]True Mummy:[/B] Created through complicated rituals and alchemical processes, the true mummy is much more than the non-intelligent, clumsy, cursed tomb resident normally depicted. Long ago, before the dawn of the dragori, the gods held the secret of immortality. When the Age of Ice came and threatened to bury all dragori in its white shroud, the Great Dragon decided to save what he could, and taught the secrets of immortality and preservation to his favored children. Alas, their mortal minds could not master the processes required for these gifts, and so their creations were as flawed as their understanding. The true mummies are created through Craft (Embalming) and Alchemy. A true mummy is a preserved corpse animated by divine necromancies. “True mummy” is a template that can be added to any sentient living creature with a solid physical form as well as the necessary organs (tongue, heart and brain). The creature must have been a divine spellcaster capable of casting resurrection in order to create the sacred vessels for his own transformation. The core element of becoming a true mummy is removing three 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 physical attacks can ever slay him due to his fast healing. Each true mummy must make his own three sacred vessels, which requires the Craft Wondrous Item feat. The character must be a divine spellcaster able to cast resurrection. Sacred vessels cost 100,000 gp and 4,000 XP to create and have a caster level equal to that of their creator at the time of their creation. The sacred vessels are most often small stone or clay jars (sometimes metal) just large enough to contain the desiccated organs placed within. Once the sacred vessels are crafted, the person to become a true mummy must die, allowing his body to be embalmed and the necessary organs removed to be placed in the sacred vessels. The act of embalming the corpse requires a DC 25 Craft (Embalming) check under the supervision of an overseer with at least 10 ranks of Knowledge (Religion) (this second requirement can be fulfilled by one of the embalmers). Up to three embalmers may work on a single corpse, with each helper giving a +2 bonus to the skill check of the master embalmer as long as the helper makes a successful DC 10 Craft (Embalming) check. The master embalmer or the overseer must cast death ward and dimensional anchor during this time, and must also expend 1,000 XP in the sacred ritual of embalming. If the Craft (Embalming) roll fails or the XP cost is not paid, the ritual fails and the corpse rises in one week as a normal mummy. If the ritual is a success, the corpse rises in one week as a true mummy (or as a desecrated mummy if he has already lost the sacred vessels). [B]Desecrated Mummy:[/B] A true mummy becomes a desecrated mummy if it loses any of its sacred vessels. [B]Mummy:[/B] If the Craft (Embalming) roll fails or the XP cost is not paid, the ritual to create a true mummy fails and the corpse rises in one week as a normal mummy. [B]Shadow:[/B] Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. Sacred Vessels The core element of becoming a true mummy is the removal of three organs during the embalming process and their placement 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 physical attacks can ever slay him due to his Fast Healing. Each true mummy must make his own sacred vessels. This requires the Craft Wondrous Item feat. The character must be a divine spellcaster able to cast resurrection. Sacred vessels cost 100,000 gp and 4,000 XP to create and have a caster level equal to that of their creator at the time of creation. Sacred vessels are most often small stone or clay jars (sometimes metal), just large enough to contain the desiccated organs placed within. Magically enchanted, a sacred vessel has a hardness of 20 and 20 hit points. It cannot be struck while being worn, even by a sunder attack. The sacred vessels contain some of the essential energies of the true mummy. Each jar contains one organ—each linked to a different ability. The brain is linked to Intelligence, the heart to Wisdom and the tongue to Charisma. If the true mummy loses possession of one of these jars, the corresponding ability drops to that of a desecrated mummy. If two or three jars are taken, the true mummy becomes a desecrated mummy. For creatures other than the mummy, the sacred vessels can provide great enhancements. A creature in possession of one or two vessels gains a sacred bonus to the corresponding ability scores equal to one half of the original true mummy’s ability bonus. For example, the heart of a mummified cleric with a Wisdom of 22 (+6 bonus) would provide a +3 sacred bonus to Wisdom. With all three sacred vessels from the same true mummy, the bearer has the option of taking the original mummy’s ability scores in all three abilities, replacing his own. Great though this boon is, the risk is greater. Regardless of whether the bearer of the sacred vessels accepts the original ability scores, once he is in possession of all three vessels he begins making an opposed Will save against the original mummy’s scores. If the mummy wins, his lifeforce transfers to the body of the creature, permanently destroying the current soul, and the body begins the metamorphosis into a true mummy once again. The true mummy template is applied to that creature (except for the Wisdom bonus normally inherent in that template). Caster Level: see above; Prerequisites: Craft Wondrous Item, resurrection, soul bind; Market Price: 50,000 gp per jar minimum (depending on the embalmed mummy).[/spoiler] [URL='https://www.drivethrurpg.com/product/3530/Dungeons?affiliate_id=17596']Dungeons[/URL][spoiler] [B]Lich, Undead Sorcerer:[/B] ? [B]Achilara, Lich Wizard:[/B] ? [B]Hungry Waters:[/B] Hungry waters may come into being wherever someone has drowned; in certain cases, the spirit of the dead may infest the area, causing the water to become a deathtrap for the unwary swimmer. The very waters become the new body of the angry spirit, which is continually seeking to bring new souls to share its eternal torment. With each drowning victim, the area grows more deadly. [B]Ulri Halforcsson, Vampire Fighter 10:[/B] The preparation of the tomb wasn’t entirely motivated by love for Lord Haforcsson. The Trygvi knew that Ulri had made unholy pacts during his lifetime, trading his life after death for power in this world. [B]Undead:[/B] Natural hazards, of course, can easily be replaced by some very unnatural ones. Hexes, curses and unholy ground are examples of dark magic which may plague a dungeon, adding a whole new level of danger to an already challenging environment. Imagine a labyrinth where all monsters (or PCs) that are slain rise immediately as undead. [B]Banshee:[/B] ? [B]Zombie:[/B] Zombies don’t just pop up and start munching brains whenever somebody gets buried: otherwise cremation would be universal. They need a reason to rise from the grave. [B]Skeleton:[/B] ? [B]Spectre:[/B] Occasionally, one of the spirits of the failed adventurers would return as a spectre or ghost, tied to the arena in which they died. [B]Ghost:[/B] Occasionally, one of the spirits of the failed adventurers would return as a spectre or ghost, tied to the arena in which they died. [B]Wight:[/B] The four thanes have been transformed into wights by the dark energy of Ulri. [B]Vampire Spawn:[/B] ? [B]Ghoul:[/B] ? [B]Ghast:[/B] ? [B]Lich:[/B] ? [B]Vampire:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/3535/Empire?affiliate_id=17596']Empire[/URL][spoiler] [B]Ghoul Pack:[/B] ? [B]Skeleton Legion:[/B] ? [B]Zombie Soldier:[/B] ? [B]Zombie:[/B] [I]Greater Animate Dead[/I] spell. [B]Skeleton:[/B] [I]Greater Animate Dead[/I] spell. [B]Ghoul:[/B] ? [B]Mummy:[/B] ? [B]Lich:[/B] ? GREATER ANIMATE DEAD Necromancy [Evil] Level: Clr 5, Sor/Wiz 7 Components: V, S, M Casting Time: 1 Action Range: Touch Targets: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No As per animate dead, except with the following restrictions and expansion. You may not animate corpses larger than Medium-size with this spell. Each casting of greater animate dead can produce up to twice your caster level in HD worth of undead. There is no limit on the number of undead you may control, allowing you to raise entire armies of the walking dead. Material Component: You must place a gem worth 100 gp in the mouth or eye socket of a corpse to be animated with this spell. The gem is rendered into worthless ash once the spell is complete.[/spoiler] [URL='http://www.drivethrurpg.com/product/1818/Encyclopaedia-Arcane-Necromancy?term=necromancy&cPath=161_201&it=1&affiliate_id=17596']Encyclopedia Arcane Necromancy:[/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. Some may have inadvertently awoken undead creatures in the grave, others are outwitted by cunning traps placed in well protected mausoleums. [B]Burning Ghat:[/B] The burning ghat is a rare form of undead, created in areas of unusually high negative energy saturation when a sentient creature is put to death by fire for a crime it was innocent of. [B]Death Knight:[/B] Doomed to devastate the world they once cherished and sought to protect, death knights are the result of damning curses visited upon once noble paladins who fell from grace at the moment of death. The death knight is a template that may be applied to any humanoid or monstrous humanoid paladin. [B]Glacial Haunt:[/B] In the icy wastes of the north can sometimes be found the undead spirits of those who froze to death in the snows. [B]Grave Mount:[/B] The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world. These undead creatures are rare and usually created when a death knight arises from the grave to ride the steed he owned in his former life, though a few necromancers are also able to raise a grave mount given time and study. [B]Skull Child:[/B] If a skull child manages to slay a juvenile humanoid by draining its Constitution to 0, the unlucky victim will rise in 1d4 days as a freewilled skull child. A bless cast on the body before that time will cease the transformation. [B]Slaugh:[/B] Negative energy is present in all things, even far out into the open sea. Thus, when a humanoid of particularly evil disposition is drowned, their will may be such that it is just possible that negative energies fuse in the water around them, reanimating their spirit as a slaugh. [B]Slaugh-Spawn:[/B] The slaugh-spawn is a grotesque form of undead formed when a slaugh merges with a slain victim. A slaugh can merge with any humanoid it slays. The entire process takes four hours, after which the slaugh and victim both rise together as a slaugh-spawn. [/spoiler] [URL='http://www.drivethrurpg.com/product/600/Fading-Suns-d20-roleplaying-game-rulebook?affiliate_id=17596']Fading Suns d20[/URL][spoiler] [B]Husks:[/B] Husks are clinically dead but animated creatures who quickly become host to all manner of carrion. A “zombie plague” first erupts among those on the verge of death — soldiers dying of sword wounds, terminally ill patients in Church hospices, or peasants dying of malnutrition. These near-dead suddenly discover a new hunger for life. Possessed by an unnatural strength and bloodlust, they can carve their way through a rural population in no time. Each person they kill also becomes a husk.[/spoiler] [URL='http://www.drivethrurpg.com/product/807/Fading-Suns-Lord-Erbians-Stellar-Bestiary?affiliate_id=17596']Fading Suns d20 Lord Erbian's Stellar Bestiary[/URL][spoiler] [B]Malignatian Husk:[/B] Reanimated cadavers have been recorded on all worlds throughout history; the most virulent plague of shambling husks is presently occurring on the Decados planet Malignatius, where Church legions have been attempting to besiege the stronghold of a known necromancer. This sorceror has been calling up local corpses to serve in the ranks of his defending forces, deploying them on the vast blizzard-swept arctic plains that surround his fortress. The husks created in this freezing environment can be especially tough, one Kalinthi officer reports, because even heavily deteriorated tissue is highly resistant to damage when it is frozen hard as ice.[/spoiler] [URL='http://www.drivethrurpg.com/product/501/Legends--Lairs-Giant-Lore?term=giant+lore&it=1&affiliate_id=17596']Giant Lore:[/URL] [spoiler] [B]Envy Giant:[/B] Giants believe that, when they die, their spirits return to the earth and the base elements from which they came, there to wait for the awakening of their gods. Some refuse to be conscripted into that long sleep and eventual war, however, and the power of their defiance animates their bodies. Some say undeath can only lead to insanity. For giants, insanity can lead to undeath. These giants are so obsessed with their own mortality and with the supposed freedom of others, specifically humanoids, to escape this world after they die, that they let their bodies waste away in dark solitude. They never fully realize that they have died, however, and continue to exist in a vague haze of unreality. “Envy” is a template that may be applied to any giant. [B]Sample Envy Giant:[/B] ? [/spoiler] [URL='https://www.drivethrurpg.com/product/3525/Gods?affiliate_id=17596']Gods[/URL][spoiler] [B]Bonidin the Mournbearer:[/B] Another ancestor, Bonidin, has recently earned a large following for himself. Bonidin was the whelp of his litter, and his tribe abandoned him at birth to die. In the coming decade, each member of the tribe fell to an unusual madness, losing first their will to fight, then their hatred, and finally their will to live. At last, the cleric of the tribe, Ular, sought out the cause of the malady and encountered the vengeful spirit of the child Bonidin in his dreams. [B]Undead:[/B] Bonidin’s cult has presented those rare religious gnolls with a puzzle; until his return, gnollish undead were rare, and none were ever intelligent. The gnolls know of undead, and have fought against or along side them, the latter occurring in the rare instances of gnollish mercenaries working for necromancers. Historically, however, they have always equated undead as ancestors whose kin have all died. [B]Ghost:[/B] It is said these are the ghosts of those slain by wearers of the The Black Armor, somehow bound to the armor for eternity. [B]Lich:[/B] ? The Black Armor This ogre-sized suit of full plate is said to be the armor worn by Zohl'Nahk himself during the great ogre wars of antiquity. The shoulders and arm pieces of this full plate bristle with 8-inch spikes. The entire suit is coal black, with a strange, dull luster. Anyone who looks closely at the breastplate sees shapes and movement within the steel, like shifting howling faces and drifting hands. It is said these are the ghosts of those slain by wearers of the armor, somehow bound to the armor for eternity. The style of the armor is rough and primitive and exudes an air of antiquity. Hundreds of battle-scars crisscross the black, lustrous surface, but the armor’s integrity is undiminished. This armor can only be worn by ogres with a Strength of 23 or higher, since it is proportioned to fit only a large ogre’s physique. The armor acts as +5 ghost touch full plate, granting the wearer a total +13 armor bonus. The armor also has a strong anti-magic aura that provides a spell resistance of 20. Zohl’Nahk's own power courses through the steel and rivets, giving the wearer a +6 enhancement bonus to Strength. Three times per day, the wearer can order the spirits of the armor to shriek their agony, creating a sound burst, as per the spell. So renowned is this armor among evil races, that any individual wearing it gains +3 to their Leadership score. If they do not have the Leadership feat, they gain it for as long as they wear the armor. The armor is intelligent, and allows itself to be used only by the most depraved and ambitious individuals. The armor's purpose is to subjugate all lesser races for the glory of Zohl'Nahk. It speaks Giant, Orc, Goblin, and Common, and grants the wearer the ability to speak those languages as well. It can communicate telepathically with its wearer. Its abilities are Intelligence 16, Wisdom 20, Charisma 14, and Ego 32. This armor is pure lawful evil; any creature that dons the armor and is not lawful evil loses four levels until the armor is removed, at which time he suffers 4d6 damage. Weight: 150 lb.[/spoiler] [URL='https://www.drivethrurpg.com/product/185438/Guilds-and-Adventurers?affiliate_id=17596']Guilds and Adventurers[/URL][spoiler] [B]Mossborn:[/B] While slowly escalating their subversive efforts against the Arrowhead Order and its allies, the Polyp sought a weapon that would turn the tide of battle. As a fusion of flesh and fiber, the mossborn is both plant and undead, making it extremely difficult to be turned by either druid or cleric. [B]Undead:[/B] ? [B]Ghost:[/B] These beings remain in the material plane by force of personality, hatred, revenge or sorrow. [B]Specter:[/B] These beings remain in the material plane by force of personality, hatred, revenge or sorrow.[/spoiler] Hallows Eve:[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='http://www.drivethrurpg.com/product/1177/Hell-on-Earth-D20?affiliate_id=17596']Hell on Earth d20[/URL][spoiler] [B]Harrowed:[/B] Strong-willed brainers still occasionally claw their way back from the grave possessed by manitous—the same evil spirits that hucksters manipulated to work their hexes. Being Harrowed isn’t actually a prestige class—you can’t just decide to be one of these creepy creatures. It’s just something that might happen to particularly lucky characters when they catch a bullet with their name on it. When your character dies in Hell on Earth, roll 1d20. Add +1 to the result if your hero is 5th level, +2 if he’s 10th level, or +3 if he’s 15th level or higher. (Those bonuses don’t stack, by the way.) If the total result is 20 or higher, a manitou has latched onto his spirit and forces it back into his body—with an unwanted roommate. The brainer’s coming back from the grave. Most Deaders stay in the grave 1d6 days. It takes a while to fight for the hero’s soul and then another 10-12 hours for the stubborn cuss to dig himself out—assuming the body was properly buried six feet under in the first place. Some Deaders come back quicker and some take longer—especially if the body was badly mangled or otherwise in bad shape. The manitou needs the human’s psyche, so the victim’s head must be intact. Most major head wounds that kill a person render the body unusable, but that’s not always the case. It’s up to the Marshal if a special effect of some sort has ruined the hero’s brain and made him ineligible to come back as a Deader. One side effect of all this Reckoning crap is that folks don’t always stay dead. I’m not talking about plain, old zombies. I’m talking about the Harrowed. We Templars call ’em “deaders.” See, when really tough hombres die, they are occasionally brought back to life by those same manitous I’ve been yapping about. [B]Automaton:[/B] Dr. Darius Hellstromme created the first automatons way back in 1870 or so. Most believed they were “clockwork” men, propelled by an extremely complex combination of steam and gears. What no one could figure out was how the automatons could think. It took Hellstromme’s rivals many years to finally crack the “secret of the automatons.” It was actually dirt simple: the body was made of steam and gears, but the brain was that of the walkin’ dead. Where Hellstromme might be now is a mystery to all, but his automated factories in Denver continue to churn out automatons. They have the brain of a zombie, wired straight into a high-tech, heavily armed and armored chassis. Hellstromme seems to have made most of his money back during the Great Rail Wars. That was definitely when he created the automatons: robots with human brains wired up inside, controlling the whole works. [B]Doombringer:[/B] The Doombringers, ugly, mutated creatures more monster than human. They retain a feral human intelligence but are twisted and consumed by their hatred for norms, disloyal mutants, and especially heretics. Even Silas doesn’t want many of these wackos around, so he sends the worst of them off into the wastes to hunt down heretics. Even he doesn’t know that the Doombringers have transcended their humanity and become undead abominations. [B]Toxic Zombie:[/B] It’s amazing how much illegal dumping took place in the years before the Last War. After the Apocalypse, with no one around to put fresh loads of earth over the megacorporations’ dirty secrets, many of these toxic dumps leaked into nearby ponds or created their own cesspools of deadly ooze. Sometimes, desperate travelers in need of water give these ponds a try. Most of them drop dead within minutes of inhaling, touching, or drinking the sludge. Occasionally, they actually fall into the stuff and become toxic zombies. [B]Walkin' Dead:[/B] Walkin’ dead are animated corpses temporarily inhabited by manitous. They’re very common in ruined cities, creepy old graveyards, mausoleums, battlefields, or any other large concentration of bodies. The first listing is for “civilian” undead. What Jo doesn’t know is that anyone killed by a walkin’ dead, who doesn’t come back a Deader, has a 1 in 10 chance of coming back as a walkin’ dead herself. If a hero is killed by a walkin’s dead and does not come back Harrowed, secretly roll 1d10. If you roll a 1, the poor brainer rises as one of Death’s walkin’ dead. Death’s passage through Phoenix marked it in a way that even the Last War couldn’t. Anyone killed by walkin’ dead in the area of the city rises from the grave on a result 1–5 on a d10. [B]Walkin' Dead Veteran:[/B] This one here is for better stock, such as zombies raised from a battlefield, a military cemetery, or the like. War rode about the war-torn state on his red charger, and every battlefield he crossed gave up its dead to join his merciless army. Thousands of dead soldiers most still with their arms and armor, spread out from Kansas to devastate the West in their master’s name. [B]Faminite:[/B] Famine rode her black steed right on top of the waters of Prosperity Bay. An army of those cursed by her touch followed behind, walking out of Purgatory, the part of the Maze set on fire by the ghost-rock bombs. Famine’s most common troops are called “faminites.” I understand these things were encountered many years ago, but they weren’t undead. I don’t know what changed, or if the old legends were just wrong. The way it works—and I’ve seen it plenty now—is that these unfortunate souls get infected with a disease that literally starves them to death. As they’re dying, they become wild and ravenous, but don’t usually try to eat their friends if they can get other food instead. Once they come back as undead, it’s a different story. They aren’t satisfied by anything but human flesh. Unfortunately, faminite outbreaks still occur from time to time. Sometimes you can save those infected before it’s too late, but most times the victims die less than a week after being infected, then come back as little more than a voracious monster that only looks like your Aunt Minnie. Famine’s undead are hideous faminites. A human infected by their touch wastes slowly, maddeningly, away. He is not under any other creature’s control, nor is he undead, but he is ravenously hungry, and no amount of food can sate him. If no other food presents itself, the victim turns to living flesh. When the person eventually dies (about 24 hours later), he rises again as a faminite. Note that these are different from the ones that appear in Deadlands: The Weird West. Those didn’t automatically arise as undead. In Hell on Earth, they do. [B]Plague Zombie:[/B] It took a few weeks for anyone to figure out where Pestilence was. (He’s sometimes called the “Conqueror” in the Bible.) I guess “he” had to let some folks waste away before he could raise them as his new army. The bastard finally appeared in Texas on a stark-white horse. I’m told his first “harvest” of dead came from a cemetery outside of Houston, where they’d buried the victims of a recent “tummy twister” outbreak. The Horseman known as Pestilence raises those who died from horrid diseases into horrors [B]Warbot:[/B] Warbots are a lot like automatons. The factory techs take an undead brain and wire it into the go-box of some massive vehicle or gun. [B]Cyborg:[/B] Remember I told you about deaders earlier? Good. Some of them, those who got snagged by the military, became something even more than Harrowed. One of the last things to come out of the Last War were cyborgs. Both of the NA and SA had them at about the same time, so the militaries must have been working on them for a while. I don’t know exactly what happens, but they implant bionic parts into the deader’s corpse to make some sort of cross between a Harrowed and an automaton.[/spoiler] [URL='http://www.drivethrurpg.com/product/1178/Hell-on-Earth-D20-Horrors-of-the-Wasted-West?affiliate_id=17596']Hell on Earth d20 Horrors of the Wasted West[/URL][spoiler] [B]Alexander 9000:[/B] Originally, this vehicle was a one-of-a-kind prototype built as part of the US Army’s cyborg program. The Army had been experimenting with using the same technology used to make cyborgs to make cyborg combat vehicles. Most of these attempts failed because the Harrowed human brains implanted in the vehicles simply couldn’t adjust to their new “bodies,” quickly went insane, and were destroyed. The brain of Samuel Wilkins, however, was another matter; his grey matter took to the tank like a duck to water. Wilkins was a college professor of Greek history at the University of Pennsylvania who had checked the organ donor box on his driver’s license. When he was killed in a car accident his internal organs went to waiting patients; his brain went to the US Army’s testing facility in Montana. Wilkin’s brain was able to adapt to its alien body and he found that he rather liked being a nearly unstoppable killing machine. [B]Battle Hound:[/B] Some experimentation showed that the same technology that was used to make Harrowed cyborgs could be used in animals. This led to the development of a new line of cybernetic patrol animals. [B]Fate Eater:[/B] Fate Eaters are ghosts of people who died on Judgment Day with unfinished business to complete. [B]Ghostrock Wraith:[/B] Ghost rock consists of damned souls, trapped and sentenced to eternal agony within the mineral they inhabit. When the bombs fell, they unleashed millions of such tortured beings, scattered in radioactive ash. Sometimes, however, a condemned soul has enough will, enough strength, or just enough plumb meanness to escape its material prison. It coalesces from nearby ghost-rock dust, and stalks the night, seeking to share the pain of their existence. Any being slain by a ghostrock wraith becomes a wraith in 1d4 rounds. [B]Hands of Hell:[/B] Some research lab somewhere in the northwest cooked up this unholy contraption. A hands of Hell is basically a Harrowed human brain in an enclosed protective shell with ten mechanical arms jutting out from all angles. Since the construct frame is very inhuman shaped, all hands of Hell are quite insane. [B]Head Case:[/B] Contrary to legend, head cases are not the monstrous revenants of people who think too much; they weren’t created by demons either. In the second half of the 20th century, a subculture sprang up around cryogenic freezing technology, which offered its mostly tech-head clients the promise of second life. The clients’ dead body would be frozen and kept on ice in anticipation of a utopian future where benevolent future scientists would cure the victim’s original cause of death. Cryo-enthusiasts on a budget could pay to have only their heads frozen, in hopes that future medical technology could also cure the lack of a body. Surprise! When the ghost bombs fell, those cryogenic facilities that survived (mostly in strip malls, oddly enough) became cradles of undead. The frozen bodies got up and walked off—without paying their bill! The frozen heads came to life, too, but couldn’t leave. Their intense frustration combined with the supernatural to give them brain-popping psi powers. When adventurers tried to loot the cryo-labs, the heads used these powers to cow them into servitude. They ordered captive junkers to build them armored helmets with built-in jet-packs for mobility. [B]Last Man Standing:[/B] At abandoned fuel stations along broken stretches of the western highways, or in desolate towns destroyed by Rad Storms and Muties, there was always one man or woman who hunkered down, and refused to give up their land. He or she fought to the last bullet, screaming bloody curses all the way. Eventually they all went down. Some, a rare few, got back up. Angry spirits of vengeance merged with the last echoes of defiance and created the last man standing; a creature that still defends these way stations and dead towns from anything and everything. [B]Mojave Hunter Mark 7 King Slayer:[/B] That agency was really only one man with a monstrous budget whose mission was to kill off a species of monster. Professor Nathaniel Daniels was contracted by the South to create the last, best hope against the Rattlers. Professor Daniels ran twin experiments to find a solution. Genetically altered snakes to track the beasts were grown to monstrous sizes. DNA was enhanced to increase the snake’s brainpower as well; the goal was canine-like intelligence. Experiment number two was a giant tunnel tank that could carry the firepower to take on the Rattlers on their turf. Each plan had its success and failures, but true success seemed decades away. That’s when Nathaniel received manitou-influenced inspiration to combine the projects. The biological brains were accustomed to enormous bodies, and the muscle that could be put on a construct’s body could handle the experimental Ghostrock plasma guns needed to blast through miles of granite. Also, a deader brain could heal itself and refuel the gun by devouring Rattler corpses, iron ore, and Ghost-rock deposits, effectively never having to stop. The frame was built to take on the new “King” Mojave Rattlers that had been sighted in the badlands. [B]Tin Man:[/B] Professor Hellstromme created many cyborgs, using corpses for raw materials and brains. Many of his creations became exactly what he had planned, mindless zombie-cyborgs at his complete command. But some of his soldiers regained a shred of sentience over time as bits of memory and consciousness surfaced and formed a loose personality. [B]Toymaker:[/B] Rosanna Marie Wulfe was a mad scientist before the manitou stopped talking. She was a member of the Sons of Sitgreaves (the SOS), one of the few who continued to invent her own ideas and plans without any help. When Velmer developed his G-ray collector, Wulfe already had several devices she wanted to build, and used that to power them. Then the bombs dropped. Wulfe died and came back Harrowed. [B]Walkin' Dead:[/B] A willow wight can animate any corpses buried within reach of its roots. These creatures are considered walking dead.[/spoiler] [URL='http://www.drivethrurpg.com/product/28059/Into-the-Green-A-Guide-for-Forests-Jungles-Woods-and-Plains?term=into+the+green&it=1&affiliate_id=17596']Into the Green:[/URL] [spoiler] [B]Arborgeist:[/B] When a treant meets a gruesome end at the hands of fire and great evil, the pain and horror of this fate sometimes proves too intense for the benign spirit to find rest even in death. [B]Autmunal 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. Autumnal mourners arise from the bodies of the unburied and forgotten dead. [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. On very rare occasions, the victims of a mass murderer arise as bracken corpses all searching for the same killer. [B]Lostling:[/B] Lostlings are the pitiful souls of creatures or lost individuals who died in the wilderness from starvation or madness. Creatures dying from starvation or thirst after being turned catatonic from a lostling's wisdom drain transform into lostlings within 1d3 days. A solitary lostling is usually the sole survivor ofsome catastrophe, while larger gatherings of these creatures consist of entire parties that lost their way in the woods or a lostling’s transformed victims. [B]Uragh Dhu:[/B] Some scholars insist these creatures are the remains of dead treants reanimated by a dark and forbidden evil ritual. [B]Blightsower:[/B] During trying times when drought plagues the land and the hot, oppressive sun bakes the dry earth into infertile clay, long forgotten legends recall the sudden appearance of a mysterious stranger swathed in a dark, hooded cloak. Amidst the inescapable blight surrounding him, the enigmatic, otherworldly charlatan peddles his far-fetched promise of seven years of prosperity and bountiful harvests throughout the desperate farming communities. Most scoff at the outlandish boast, but some downtrodden farmers eagerly and rashly seize the crumb of hope offered by the shameless huckster. The fast-talking, charismatic swindler easily convinces them to sign his voluminous contract to receive their reward. Without hesitation and forethought, most succumb to temptation and agree to his terms. Within hours of reaching their agreement, the drought lifts, and the soil once again yields plentiful crops. For seven years afterwards, the cycle of prosperity continues, as the formerly destitute farmer now reaps abundant wealth and riches. Finally, seven years later to the day, the farmer’s soul suddenly departs from this world, fulfilling the terms of the contract signed with the malevolent confidence man. 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. [/spoiler] [URL='http://www.drivethrurpg.com/product/20180/Legacy-of-Damnation?affiliate_id=17596']Legacy of Damnation:[/URL][spoiler] [B]Corrupted Undead:[/B] Special rules apply when a creature with the Undead type gains the Corrupted template. The template can never be applied to an existing Undead creature; it can only be applied to a new Undead creature that is specifically animated using Infernal energies. If a Corrupted Undead has the ability to create other undead as a result of slaying them or draining their abilities, then any undead created in that fashion arise with the Corrupted template themselves. Some of the Devil-Kings have found a way to fuse the essence of Infernal energy with the energies that are used to animate the dead; Corrupted Undead are a particularly terrifying sight. [B]Corrupted Ghoul:[/B] An afflicted humanoid who dies of a corrupted ghoul's ghoul fever rises as a ghoul with the Corrupted template at the next midnight. A humanoid of 4 or more Hit Dice rises as a Corrupted ghast, not a ghoul. [B]Corrupted Ghast:[/B] An afflicted humanoid who dies of a corrupted ghoul's ghoul fever rises as a ghoul with the Corrupted template at the next midnight. A humanoid of 4 or more Hit Dice rises as a Corrupted ghast, not a ghoul.[/spoiler] [URL='https://www.drivethrurpg.com/product/3536/Magic?affiliate_id=17596']Magic[/URL][spoiler] [B]Spelcius, Lich:[/B] ? [B]Ulis Reprand, Lich:[/B] ? [B]Vampire:[/B] ? [B]Ghoul:[/B] ? [B]Ghast:[/B] ? [B]Ghost:[/B] Should a soul-infused magical item be destroyed before its last use, the soul is freed. The soul is fully aware the entire time (albeit powerless) and simply freeing it may unleash a ghost, spectre, or wraith, as the lengthy imprisonment may drive the soul to madness. [B]Spectre:[/B] Should a soul-infused magical item be destroyed before its last use, the soul is freed. The soul is fully aware the entire time (albeit powerless) and simply freeing it may unleash a ghost, spectre, or wraith, as the lengthy imprisonment may drive the soul to madness. [B]Wraith:[/B] Should a soul-infused magical item be destroyed before its last use, the soul is freed. The soul is fully aware the entire time (albeit powerless) and simply freeing it may unleash a ghost, spectre, or wraith, as the lengthy imprisonment may drive the soul to madness. [B]Lich:[/B] At the GM’s discretion, individual copies of Spirit Made Flesh may also have detailed texts including both common and new necromantic spells, the ritual for becoming a lich or other assorted surprises. Ultimately, each copy of Spirit Made Flesh strives to escape the confines of its pages. Should a single copy ever laid claim to 101 living souls at a single time, the book immediately takes all the souls, consuming them in the process. The souls are lost forever, even to a miracle or wish, as they are now utterly indistinguishable from the spirit of the book. The book itself is transformed, gaining either the lich (if a spellcaster) or vampire (if not) template as characters of their original level. [B]Vampire:[/B] Ultimately, each copy of Spirit Made Flesh strives to escape the confines of its pages. Should a single copy ever lay claim to 101 living souls at a single time, the book immediately takes all the souls, consuming them in the process. The souls are lost forever, even to a miracle or wish, as they are now utterly indistinguishable from the spirit of the book. The book itself is transformed, gaining either the lich (if a spellcaster) or vampire (if not) template as characters of their original level. [B]Wight:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/3538/Mercenaries?affiliate_id=17596']Mercenaries[/URL][spoiler] [B]Uzuzar Acarra the Emperor Lich:[/B] ? [B]Zombie:[/B] ? [B]Skeleton:[/B] ? [B]Spectre:[/B] ? [B]Ghost:[/B] ? [B]Ghoul:[/B] There is also a 1 in 10 chance that a character who dies while suffering from ghoul paste paralysis rises as a ghoul in 1d4 days unless someone casts a protection from evil spell on his body. [B]Lich:[/B] ? [B]Vampire:[/B] ? Ghoul Paste: A foul concoction of Alchemy (DC 25) and the undead, this thick paste activates when smeared into an open wound (such as when cutting with a blade covered in the paste). On a successful delivery, the victim must succeed at a Fortitude save (DC 14) or be paralyzed for ld6+2 minutes. There is also a 1 in 10 chance that a character who dies while suffering from this paralysis rises as a ghoul in ld4 days unless someone casts a protection from evil spell on his body. Smeared on a blade, ghoul paste lasts for 1d3 attacks or 1d10 minutes (whichever comes first) before becoming useless. Blades used in such a manner become yellow and tarnished, and easily recognized by alchemists (DC 20, -1 for every paste applied).[/spoiler] Monsters Handbook: [spoiler] [B]Undead Dragon:[/B] Called forth from beyond the mortal realm to once again fly through the night, undead dragons are amongst the most powerful creatures a necromancer or evil high priest can bring to unlife. “Undead” is a template that may be added to any evil dragon. Any wyrms killed by an undead dragon's breath weapon arise in 2d6 minutes as undead dragons [B]Bloated:[/B] “Bloated” is a template that may be added to any undead creature that has a corporeal form. Undead creatures that do not have fleshy bodies, such as skeletons, may not receive this template. [B]Cloaked:[/B] Some necromancers are capable of preserving their subject’s body, granting the undead creature they create a seemingly normal outward appearance. “Cloaked” is a template that may be added to any Medium-size undead creature with a physical body. At the DM’s option, certain creatures that rely on a strange or alien appearance may not receive this template. [B]Relentless:[/B] “Relentless” is a template that can be added to any corporeal undead. A spellcaster who uses magic to produce undead creatures may grant them the relentless template by spending eight times the listed gp value for his spell’s material components. [B]Bone Guardian:[/B] The necromancer Rethoir Greybeard researched methods for enhancing the combat abilities of his undead minions. The bone guardian is his specially crafted skeleton designed for sentry duty at his castle. The bone guardian is a Medium-size skeleton modified to serve as a sentry. A second skull is fused into its chest and its lower arms are replaced with two short swords. Normally, these creatures are designed by necromancers and set to watch over portals, gates, and other sensitive areas within their lairs. [B]Wight:[/B] Any creature killed by an undead dragon's breath weapon arises as an undead creature in 2d6 minutes. Humanoids and other non-wyrm living creatures arise as wights. [/spoiler] [URL='http://www.drivethrurpg.com/product/185612/Mystic-Warriors?affiliate_id=17596']Mystic Warriors:[/URL][spoiler] [B]Undead:[/B] Revenant Guard Bleak Path ability.[/spoiler] [URL='http://www.drivethrurpg.com/product/493/Legends--Lairs-Necromantic-Lore?term=necromantic+lore&it=1&affiliate_id=17596']Necromantic Lore:[/URL] [spoiler] [B]Atrocity Wight:[/B] A collection of rotting corpses merged to form an enormous body, atrocity wights rise from mass graves and other sites where great atrocities have taken the lives of hundreds of innocent people. [B]Bloodpool:[/B] A bloodpool is created when innocents are killed en masse and their blood is allowed to collect and merge. [B]Bloodseeker:[/B] Originally created by druids who dabbled in necromancy, the formula for the creation of bloodseekers has since become more common. [B]Bonecast:[/B] Bonecast creatures are undead or constructcreatures that have been imbued with luck energy. Some bonecast creatures are formed spontaneously from the bodies of those who dabbled in the arts of luck, such as risk takers, gamblers, and thieves. Indeed, a creature cannot partake in such activities without at least some luck rubbing off on them. If sufficient luck energy is pent up within a creature’s body, it continues to animate the creature long after death. Some have learned how to harness this luck energy and instill it within their own creations. The process of creating a bonecast creature requires 1,000 gp, which includes 250 gp for items imbued with chaotic luck energies, such as used decks of cards, casino fixtures, or the remains of small-time risk takers. Completing the process takes one day and drains 1d10 × 100 XP (an average of 500 XP per bonecast creature) from the creator, making the creation process itself a gambling proposition. “Bonecast” is a template that can be added to any corporeal undead or construct. [B]Sample Bonecast:[/B] ? [B]Dancing Bones:[/B] Dancing bones are a type of animated skeleton created by a virulent plague that can affect both the living and the dead. Some time ago, a small village was ravaged by a plague carried to the village by a pestilent demon. Most of the village died; the few survivors buried the corpses of their families and moved on. Decades later, a necromancer looking for raw materials animated the plague-slain bodies for use as his servants and inadvertantly created the dancing bones. Anyone who takes damage from the claw attack of a dancing bones has a chance of contracting the plague that animates them. Each time a damaging hit is scored, the target must make a Fort save (DC 11) or become infected. This will not become apparent for 1d4 hours; if a cure disease is cast during that time, the curse is lifted. If the curse begins to take effect, only a heal, limited wish, miracle, or similar spell will cure it. At the end of the onset time, the victim begins to sweat profusely and twitch oddly. This becomes progressively worse—every 10 minutes the character’s Dexterity drops by 1 and the character suffers a cumulative –1 on all rolls due to the increasing pain and difficulty of controlling their own movement. When the character’s Dexterity has dropped to 0, the character’s skeleton rips itself out of his or her body, leaving the rest of the character’s body behind to become a new dancing bones. The new undead attacks anyone nearby. If there is no one to attack, it begins wandering—looking for potential victims to infect or other dancing bones to accompany. Anyone slain by a dancing bones whose body is not blessed will suffer the same fate, the skeleton of the corpse ripping itself out within 1d4 hours. [B]Dream Phantoms:[/B] Dream phantoms are the souls of creatures who died in their sleep. Those unfamiliar with the nature of dreams often say that they wish to pass away in their sleep. However, the truth is that such deaths are quite traumatic to the dying souls. A soul that wanders from the body while dreaming suddenly finds itself lost and adrift when the body dies. Further, such deaths often result in words left unspoken or tasks left incomplete. Many poor spirits are driven insane while trying to navigate through dream images and nightmares. Others gain some sense of their new nature. Often they grow to despise the living whose dreams they are doomed to wander. These malignant souls become dream phantoms. Any humanoid slain by a dream phantom becomes a dream phantom in 1d8 hours. [B]Eternal Confessor:[/B] An eternal confessor is an undead cleric kept in a state of undeath by its god to finish the holy work it began while alive. “Eternal confessor” is a template that can be applied to 10th-level or higher cleric with the death, destruction, or war domains. A cleric can become an eternal confessor as a reward from his or her god. [B]Sample Eternal Confessor:[/B] ? [B]Fade:[/B] Fades are the fragmented spirits of those who took their own lives out of despair or cowardice. [B]Famine Haunt:[/B] These creatures are created by the passing of those who have died of starvation, often due to another’s neglect or cruelty. Any humanoid slain by a famine haunt becomes a famine haunt in 1d4 rounds. [B]Fever Gaunt:[/B] ? [B]Fever Gaunt Gaunt King:[/B] ? [B]Foreverjack:[/B] A foreverjack is a thief who has cheated Death. “Foreverjack” is a template that can be applied to any non-undead, non-outsider, provided it meets the requirements. Unlike the process by which a wizard or sorcerer becomes a lich, no one plans or plots to be a foreverjack. Many foreverjacks had never even heard of such beings until they became one. To become a foreverjack, a character must meet the following criteria: Alignment: Any chaotic. Abilities: Charisma 15+, Intelligence 15+. Class: At least 1 rogue level. Special: When a particularly clever and charismatic rogue dies, there is a very slim chance that he or she may return to life as a foreverjack. This is a two part process. First of all, not all rogues are given this opportunity. To determine if a rogue is eligible to become a foreverjack, roll d% three times. If the result is equal to or less than the rogue’s class levels, then there is a chance that the rogue will return to life as a foreverjack. The second part of the process requires the rogue to perform some task that allows the character to escape the afterlife. This task varies from rogue to rogue, but must involve confronting the god of the dead for the pantheon that the rogue worships. Worst yet, while in the afterlife, the rogue is stripped of any magical items that he or she possessed while alive. Fortunately for the character, most gods of the dead enjoy gambling, and most of them are scrupulously honest in their terms. The task presented to the character is always incredible difficult, but never impossible. A rogue can become a foreverjack through luck and skill upon dying. [B]Sample Foreverjack:[/B] ? [B]Gravestone Guardian:[/B] A gravestone guardian is a statue animated by the will of the deceased, and it has only one purpose—to guard the tomb from desecration. A gravestone guardian is the result of a strong-willed person being buried beneath an ornately decorated gravestone, one that prominently features one or more carved statues of winged creatures. The exact form does not matter—they can be gargoyles, demons, angels, or anything of a similar nature. Over time, the grave absorbs the will of the person and the stone responds. A small portion of the soul of the grave’s inhabitant gradually begins to animate the statues, using them as a weapon against those who would disturb its rest. [B]Grim Stalker:[/B] The exact origins of these creatures are unknown. Some claim that they are the souls of those whose prayers for curative magic went ignored by the gods and their followers. Others claim these creatures are a product of death itself, sent to claim the souls of those who have cheated it for too long. [B]Hecatombes:[/B] Hecatombes are undead creatures that were used as living sacrifices in rituals to gods that either never existed, or to deities that declared the offered soul to be unworthy of acceptance. Hecatombes were not willing sacrifices when they lived, and this uncooperative nature followed them in death, only to be amplified to majestic levels of hatred in undeath. Only one goal drives the hecatombe: The complete death and destruction of all the clergy and any others responsible for its sacrifice as well as anything dedicated to the god that felt the hecatombe’s soul unworthy (holy symbols, clerics, temples), thus binding it to this undead state. “Hecatombe” is a template that can be added to any humanoid or monstrous humanoid creature. [B]Sample Hecatombe:[/B] ? [B]Heirloom Wraith:[/B] In life, the heirloom wraith was usually an individual who committed an act of evil in order to keep or obtain some item. In death, the individual’s spirit was unable to leave that item behind and became trapped in it, growing even more bitter and hateful. [B]Horrid Murder:[/B] Horrid murders are formed from gatherings of crows dominated by a malevolent intelligence. Beings that have been brutally slain, especially those killed in the isolation of the wilderness, develop an immense hatred for the living and reach out to those that will aid them in their schemes. Crows, black by nature, are particularly receptive to domination by these souls. The result is a horrid murder. [B]Necrocorn:[/B] The origin of the necrocorn is a tale out of myth. Centuries ago, it is said, there was a ranger whose deeds on behalf of the people and the land had earned her widespread acclaim, and attracted to her service Niathallis, a unicorn druid. Together, they traveled the world and the outer planes, and legends grew in their wake. Then, something—each bard has his own version of the tale—happened. The ranger turned to darkness, and Niathallis, unwilling to abandon her longtime companion, did something no unicorn before had ever done—she joined her companion in evil. The two traveled on, giving birth now to nightmares, not legends. Ultimately, they were confronted and slain, but evil of such intensity and passion is not easily killed. Niathallis rose as the first necrocorn. It was only when Niathallis killed another unicorn that the true nature of the curse became apparent, for that unicorn arose as a necrocorn as well. Since then, the number of necrocorns has grown somewhat, but there have never been very many, as true unicorns and those allied with them devote tremendous effort to slaying them. This is another reason many necrocorns choose to associate themselves with powerful evil beings—protection. At most, a few dozen necrocorns roam the world at any one time. During some eras, this number has been as low as three or four. Any unicorn slain by a necrocorn will rise as a necrocorn within 24 hours. [B]Necromental:[/B] ? [B]Azure Phoenix:[/B] ? [B]Fiery Zombies:[/B] Fiery zombies are created when a humanoid is raised by an azure phoenix using its fiery animation ability. The azure phoenix may reanimate humanoids and monstrous humanoids that it or its fiery zombies have slain as fiery zombies if using the animate dead spell. [B]Blackheart:[/B] ? [B]Stone Zombies:[/B] Stone zombies are created when a humanoid is raised by a blackheart using its stony animation ability. The blackheart may reanimate humanoids and monstrous humanoids that it has slain as stone zombies as if using the animate dead spell. [B]Red Tide:[/B] ? [B]Watery Zombie:[/B] Watery zombies are created when a humanoid is raised by a red tide using its watery animation ability. The red tide may reanimate humanoids and monstrous humanoids that it has slain as watery zombies as if using the animate dead spell. [B]Sunkiller:[/B] ? [B]Storm Zombie:[/B] Storm zombies are created when a humanoid is raised by a sunkiller using its stormy animation ability. The sunkiller may reanimate humanoids and monstrous humanoids that it has slain as storm zombies as if using the animate dead spell. [B]Pale Masker:[/B] ? [B]Pestilent Bat:[/B] whenever an intruder draws near, pestilent queens immediately spawn a number of pestilent bats. Whenever a pestilent queen senses another creature within the range of its blindsight, it quickly spawns tiny flying creatures composed of the same fleshy material as itself to dispatch the intruder and feed from it. Each spawn created drains 2 hp from the queen. A pestilent queen can form up to 6 pestilent bats each round. [B]Shadow Parasite:[/B] ? [B]Guiding Spirit:[/B] It is generally believed that guiding spirits are formed from beings that had a heightened sense of duty to family, friends, or lovers while alive. Likewise, those that were focused upon completing a particular task or achieving a certain goal may also become guiding spirits in order to ensure that the living are able to complete that which the guiding spirit was unable to do. It is this sense of dedication that drives guiding spirits to seek out living creatures and to offer them protection. Yet, there are some who believe that guiding spirits are instead manifestations sent by the gods or other powerful beings. They say the guiding spirits assume a form that is comforting to potential wards in order to convince the ward to accept their assistance. Followers of this theory see guiding spirits as creatures who seek to manipulate mortals through deception in order to convince the living to embark on a mission that they would not otherwise undertake. [B]Spirit Legion of the Dead:[/B] The spirits of fallen heroes are sometimes bound to the defense of a sacred charge. “Legion member” is a template that can be applied to any good aligned humanoid who has died defending a sacred charge or sacrificed him or herself to become a legion member. The base creature must also have a Charisma of 10 or higher at the time of death. [B]Sample Legion Member: Spirit Steed:[/B] Spirit steeds were once living horses with a bond to their riders so strong that even death couldn’t separate them. A loyal riding horse may have become a spirit steed after its death in a number of ways: Its rider could have perished in battle and the will of the beast was so strong that it rose again to become the steed of its deceased rider’s family or companions; the animal itself could have died in a conflict and it awakened as a spirit steed to reunite with its rider; or a spirit steed might have found itself lost in the world, devoid of a rider and in search of a new master. [B]Warning Spirit:[/B] The foreboding, insubstantial remains of deceased heroes and relatives, warning spirits lay legendary tasks upon the shoulders of their chosen champions. [B]Tomb Guardians:[/B] Tomb guardians are corporeal undead that willingly chose undeath to watch over and safeguard the tombs of royal families, heroes, etc. “Tomb guardian” is a template that can be added to any humanoid creature, provided that the create tomb guardian spell can be cast on it. A fighter can become a tomb guardian by volunteering to watch over a holy tomb or locale. [B]Sample Tomb Guardian:[/B] ? [B]Unvanquished:[/B] Unvanquished are beings that have never been defeated in their chosen form of competition in life. “Unvanquished” is a template that can be added to any living humanoid or monstrous humanoid creature with either the Skill Focus or Weapon Focus feat. [B]Sample Unvanquished:[/B] ? [B]Undead:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. [B]Zombie:[/B] A humanoid or monstrous humanoid that a grave leech feeds upon becomes infected with negative energy and will rise as a zombie within 24 hours of its death. By digging its hand into the earth, the grave master worms its fingers to the remains of all dead with five miles and brings their soulless bodies to life. The most potent of all the grave master’s considerable powers is its ability to return the dead to life. But a grave master’s power does not end there. It may heal destroyed zombies and increase their strength in combat, and fill them with purpose and intelligence. The grave master’s power to summon undead is different from the spell animate dead in many ways. First, the grave master summons all corpses within 5 miles to become part of his army. There is no limit to the number of HD worth of undead that a grave master can summon in this manner and all of them serve the grave master loyally. Second, skeletons under the earth are raised as well, but the grave master’s powers over rotting flesh allow them to grow back skin and tissue where it has decayed. Because of this, all undead summoned by the grave master are considered zombies. Create Tomb Guardian Necromancy Level: Clr 8, Death 8 Components: V, S, DF, XP Casting Time: 1 hour Range: Close (25 ft. + 5ft./2 levels) Target: One humanoid corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell allows you to transform a willing humanoid into a tomb guardian to safeguard and protect a family grave, royal tomb, or other resting place of the dead. Any humanoid creature that desires to become a tomb guardian must first gain the permission of its religious order. Once accepted, these petitioners peacefully ingest a painless poison that robs their body of life. Within 24 hours after their passing, the newly formed tomb guardians quickly rise and assume their eternal vigil. XP Cost: 2,000 XP plus 100 XP per every HD above 10 of the tomb guardian to be created.[/spoiler] [URL='http://www.drivethrurpg.com/product/185613/Nightmares--Dreams-Creature-Collection?affiliate_id=17596']Nightmares and Dreams:[/URL][spoiler] [B]Bloated:[/B] Any character that dies as a result of bloat fever will become a bloated in 1d3 days, unless measures are taken to prevent the character's return. To create a bloated requires the body of someone who died as a result of a festering disease. The creator must then harvest some bloat fly maggots and let them burrow into the body's flesh. The body must then be allowed to sit for several days to allow the maggots to spread the bloat fever contagion around. The creator must then cast a contagion spell followed by a permanency spell upon the body to keep it in a festering state. Once that is done, the body can be raised as normal by the spell animate dead. [B]Grimguard:[/B] Grimguards are created when a lawful good entity dies suddenly while combating evil. If his deeds were worthy, he was well liked by his comrades, and the conditions are just right, he may come back as a grimguard to continue his quest. [B]Grimguard Human Fighter 5:[/B] ? [B]Incinerated:[/B] The incinerated are a special type of zombie created from the bodies of people who have died as a result of fire. To create an incinerated requires the body of a person that has died as a result of fire. The body must then be soaked in oil for three days and then set on fire. Once the body is completely engulfed in flames it can be animated using the animate dead spell. Once animated, most of the flames will extinguish themselves leaving behind seared flesh that will burn anything it touches. Only one incinerated can be created per casting of animate dead, regardless of the caster's level. [B]Lost One:[/B] Any humanoid reduced to 0 or less Wisdom by the lost one's poison becomes a lost one in the following round. [B]Physiquer:[/B] The physiquer is a dream of a guilt-ridden guard who was present when an innocent man was executed by the state. He cannot forget the event or forgive himself, or the others who were present at the execution. [B]Silent Horror:[/B] ? [B]Mirror Creep:[/B] ? [B]Undead Visceral Mass:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/273864/Nightmares--Dreams-II-Creature-Collection?affiliate_id=17596']Nightmares & Dreams II[/URL][spoiler] [B]Assembled:[/B] An Assembled is a zombie that was constructed by sewing the parts of several different bodies together to form one large, misshapened creature. They are grossly disfigured and, oftentimes, have two heads or three arms, a sight that chills most unprepared souls. The coroner looked at the body parts that lay upon his table. The parts belonged to three different people and had been found in several trash bags along the side of the interstate. It was his job to make sure he correctly identified what parts belonged to the same person. He adjusted his gloves, grabbed the closest one, which happened to be an arm, and began his grisly task. After nine hours of mixing and matching, he was able to separate the parts, or at least he thought so. He went home, took a shower, and went to bed. Several hours of tossing and turning finally gave way to a restless sleep filled with horrible dreams. In the dreams he was trying to separate the parts, but couldn't tell where they belonged. As far as his training told him, all the parts came from the same body. He assembled the horrid figure then stepped back to look at it. It had three legs, four arms, and two heads. The dream didn't stop there. As the coroner turned his back to remove his gloves and wash his hands, the gruesome creature rose from the table, its parts now fully attached. [I]Undead Assemblage[/I] spell. [B]Breas:[/B] When a fey warrior binds itself to an area, it becomes an undead guardian known as a Breas. Breas undergo the change to undeath willingly, forsaking all others and their natural ways of life in the woods to become an eternal guardian of nature's law and forbidden places. [B]Carrion Bird:[/B] Carrion birds are unique types of undead that are created out of the lifeless bodies of crows, ravens, or other similar black birds. It has been heard of for other small birds to be turned into carrion birds, but that is an extremely rare occurrence. They appear as they did in life, except when they are created their eyes rapidly decay into dust leaving two, empty sockets. [I]Create Carrion Bird[/I] spell. [B]Chupacabra:[/B] "Chupacabra" is a template that can be added to any animal or beast-type creature. [B]Pony Chupacabra:[/B] ? [B]Dire Wolf Chupacabra:[/B] ? [B]Deadwood Tree:[/B] Deadwoods are the animated remains of large, dried out trees. [I]Create Deadwood[/I] spell. [B]Exoskeleton:[/B] Exoskeletons are the animated remains of various insect-like creatures. These creatures lack an internal skeleton; their skeleton instead lies on the outside of their body. Exoskeleton is a template that can be added to any corporeal creature that has an exoskeleton. Examples of creatures that can be animated as exoskeletons are: ankhegs, beetles, chuul, lobsters, spiders, and umberhulks. [I]Animate Exoskeleton[/I] spell. [B]Ankheg Exoskeleton:[/B] ? [B]Frostbitten:[/B] Frostbitten are zombies that were created using the bodies of people that died as a result of exposure to cold weather. The creation of a Frostbitten requires the body of someone who has died as a result of exposure to some form of freezing weather or cold-based attack. The spellcaster wanting to create the zombie must then cast a permanency spell upon the body, so that it will retain its frigid nature. The zombie can then be raised as normal by an animate dead spell. The body must be kept in a semi-frozen state until the time it is going to be animated. [B]Grave Born:[/B] In several Eastern European cultures, it was taboo for a pregnant woman to step over a grave. It was believed that the unborn child was particularly vulnerable to possession by the restless spirits of the dead, beings driven mad from being trapped in the darkness of coffins. Many myths and legends contain more than a fragment of truth in them. In this case, the superstitious belief was well founded, because the grave born are very real. A grave born is created exactly as the myth suggests. The crazed spirit of the deceased partially possesses the unborn child, creating an unstable mind and corrupting it with evil. The child can live out a relatively normal life at first, but schizophrenia and other mental illnesses begin to emerge as it develops. As well, a lust for blood and dark fascinations emerge early, often as early as infancy. The sole purpose of the grave born is to never return to the cold, dark, nothingness of death and to live a life of unrelenting and debased pleasure (this includes drink, dark carnal pleasures, thievery, torture, and other unholy delights). One would be hard pressed to find a more reprehensible fiend. Since the possession is only partial, a grave born does not remember the entirety of its past life. Mere fragments of memories and skills remain. In fact, the possession is more of a corruption than a complete domination. It mutates the child into an entity of evil, but the spirit of the deceased is not in control. Rather, the spirit acts as an impulse that drives the child on, prompting him or her to rapacious and callous behavior. [B]Dracul Lord of Vampires:[/B] ? [B]Grotesque Devourer:[/B] This is a "naturally" occurring undead, a severe punishment for the greedy and gluttonous after they die. If one's vices eventually lead to death, there is a good chance that one night, not long after burial, the gravesite will explode revealing a very hungry monster. [B]Mossborn:[/B] It requires a couple of days of preparation to create a mossborn. The spellcaster must first go out and collect seeds from the proper plants. These plants can only be found in the darkest of swamps. In order to properly collect and identify the plants, the spellcaster must make a Profession: Herbalist skill check (DC 20). These seeds must then be planted in the bodies of the dead and allowed to grow for several days. Once the moss and vines have completely covered the bodies, they may be raised as normal by the spell animate dead to become a mossborn. It is important to note that while the spellcaster may have control of the mossborn itself, he does not have control of the plants. [B]Putredryad:[/B] A putredryad is created when the oak tree that a dryad is connected to is destroyed by an unnatural event. When this occurs, the dryad's body begins to decay and it enters a state of undeath. [B]Rusalka:[/B] Rusalka haunt bodies of water and forests near where they met their demise, which is always of a violent nature. Many (50%) were slain or sacrificed to some unknown evil. Others died by mishap and are restless in death. [B]Spectral Boarder:[/B] The pained spirits of the past victims of the squall. [B]Spectral Boarder Zombie:[/B] The pained spirits of the past victims of the squall. [B]Spectral Boarder Drowned:[/B] The pained spirits of the past victims of the squall. [B]Zombie:[/B] Zombies are shambling corpses animated through dark magic to perform some task for their creator. Most are created out of the bodies of humanoid creatures, but sometimes other creatures are animated. "Zombie" is a template that can be added to any living non-ooze, non-plant creature. [B]Arcane Zombie:[/B] These zombies are created out of the bodies of wizards and sorcerers. [B]Assembled Zombie:[/B] These zombies are created by sewing the parts of several similar creatures together to form one large, misshapen zombie. At least five separate bodies of the same type of creature must be used. They are grossly disfigured and often have two heads or four arms. [B]Burned Zombie:[/B] These zombies are created out of the corpses of creatures that died as a result of fire-based attacks. [B]Diseased Zombie:[/B] These zombies are created out of the infected corpses of creatures that died as a result of a disease. [B]Divine Zombie:[/B] These zombies are created out of the bodies of priests and paladins. [B]Drowned Zombie:[/B] These zombies are created out of the corpses of creatures that drowned. [B]Frost Zombie:[/B] These zombies are created out of the bodies of creatures that died as a result of cold-based attacks. [B]Diseased Zombie Dog:[/B] ? [B]Zombie:[/B] ? [B]Skeleton:[/B] ? Animate Exoskeleton Necromancy [Evil] Level: Cir 5, Death 5, Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Touch Targets: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell allows the caster to animate the remains of a creature that lacks a true skeleton, and instead, possesses an exoskeleton. When this spell ls cast upon the creature, all of its fleshy tissue dries up into a fine powder and Is usually expelled from the creature's body when it moves around. All that remains of the creature is a hard chitinous exoskeleton. Exoskeletons created this way will follow basic commands given by the caster such as follow, attack, or guard. Exoskeletons will stay animated until destroyed, and are considered to be undead. The caster cannot create more exoskeletons than he has levels with a single casting of animate exoskeleton. The caster can only control 2HD worth of exoskeletons per level; any he cannot control become uncontrolled. See the template above for stats on exoskeletons. Some examples of creatures that can be animated with this spell are: ankhegs, chuul, formian, spiders, and any other types of arthropods. Material Components: Powdered bone must be sprinkled over the corpse, and a black onyx gem worth at least 50 gp must be placed In the mouth of each corpse. The magic of the spell turns these gems Into worthless, burnt out shells. Create Carrion Bird Necromancy [Evil] Level: Sor/Wiz 7 Components: V, S, M casting Time: 1 action Range: Touch Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell allows the caster to create a carrion crow. The spell requires the body of a crow or some other similar black bird that has died, without receiving any physical) trauma. The most common way that this is achieved is usually by feeding the bird poisoned meat. Only one carrion crow can be created with this spell. Statistics for carrion crows can be found in the monster section of this book. Material Components: This spell requires the tongue of an evil spellcaster and a black onyx gem worth at least 1000 gp. Both the tongue and gem must be placed inside the bird's beak. The magic of this spell destroys both tongue and gem. Create Deadwood Necromancy [Evil] Level: Cleric 6, Death 6, Sor/Wiz 8 Components: V, S, M Casting Time: 1 Action Range: Touch Targets: One tree Duration: Instantaneous Saving Throw: None Spell Resistance: No The caster can animate the remains of a dead tree. Once animated, the tree becomes a deadwood and follows all rules pertaining to them. All deadwoods start with 10 HD and gain 1 HD per five caster levels. For example, a deadwood created by a 10th-level wizard will have 12 HD, 10 base then 2 because the caster is 10th level. A deadwood can be given simple commands, such as those given to skeletons and zombies. The spellcaster can control one deadwood for every 5 caster levels. Material Components: This spell requires the ashes of any undead-type creature and an emerald worth at least 500 gp. The ashes must be sprinkled around the base of the tree, and the emerald must be placed inside the center of the tree's trunk. Once this spell is cast, the tree absorbs the ashes and the emerald becomes a worthless shell. Undead Assemblage Necromancy [Evil] Level: Clr 5, Death 5, Sor/Wiz 7 Components: V, S, M casting Time: 1 action Range: Touch Targets: One corpse touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell allows a spellcaster to create an Assembled. Before this spell can be cast, the body must be prepared as follows. First, the spellcaster must have at least five bodies from which to harvest parts from. Second, the spellcaster must stitch together all of the different parts he wishes to use. To successfully stitch an Assembled's corpse together requires a Craft: (Leatherworking) or Heal skill check (DC 13). Once the Assembled has been put together, it may be animated with this spell. Only one Assembled is created per casting. The newly animated Assembled has all of the stats and abilities, as the one described above, with the exception of hit dice. An Assembled gets 1 hit die per level of the spellcaster up to a maximum of 15. The caster can control one Assembled for every full 5 levels he has attained as a spellcaster. The material component for this spell is an onyx gem worth at least 1,000 gp. The gem must be placed in the chest cavity of the Assembled. Once this spell is cast, the gem becomes a worthless shell.[/spoiler] [URL='http://www.drivethrurpg.com/product/145749/Penumbra-Fantasy-Bestiary?term=penumbra+fantasy+bestiary&affiliate_id=17596']Penumbra Fantasy Bestiary:[/URL] [spoiler] [B]Akyanzi:[/B] They are the damned remains of those souls who faked bravery in life and ruined the dignity represented by the sword. [B]Bloodwraith:[/B] The bloodwraith is an undead creature originally created by the Longfoot shamans. The minions of the old empire tyrannically dominated the Longfoots, and so the shamans gathered to pool their knowledge of necromancy and the spirit world to create a creature to avenge themselves. They used spells to capture the spirit of a just-slain victim and give it the mission of destroying a particular target. [B]Bog Slain:[/B] The peat bogs of the colder climes have claimed many travelers, dragging them down into murky waters and death. The corpses float in these mires, slowly decomposing, and sometimes they claw their way back out again, seeking to destroy all life in their rage. Not all victims of bog drowning become bog slain. In many cases, those who return are travelers who were looking forward to arriving at their destination, and died angry at the unfairness of not achieving it. Another primary cause is the remnants of evil magic within the peat bog itself, seeping into the corpses and bringing them to an unholy mockery of life. [B]Dark Voyeur:[/B] ? [B]Dreadwraith:[/B] Legends tell of unfaithful priests who betrayed not only their people, but also their gods. These treacherous souls were condemned by the gods they served, cursed to never again be trusted or welcomed anywhere. [B]Jikininki:[/B] These demons are often the spirits of dead men or women whose greed prevented their souls from entering a more peaceful existence after death. [B]Limbo Infant:[/B] Into every age a collection of heroes is born to battle evil, to enforce the will of the gods, and to inspire the common people with their deeds and words. Some call them “god-born”; others call them the “fated.” Regardless of appellation, these heroes are the stuff of legend. Unfortunately, the world is a cruel place and not every destiny goes according to plan, even if it is a divine one. When the forces of evil gain the upper hand the world suffers for it. War rages, countless thousands die, and among the casualties lay the corpses of these would-be heroes, struck down in their most vulnerable hour — during their infancy. While the souls of most children transcend the world of the living, the souls of these slain young fated are trapped between life and death. Called “limbo infants” by the ecclesiastics, these ghost children are all that remain of the legendary heroes they would have one day become. [B]Orphan of the Night:[/B] The murder of a child is no small crime. When the soul of a young one slain before her time cries out, sometimes that cry is answered. When this occurs, it creates an entity known as an orphan of the night. [B]Swordtree:[/B] When a creature is cut by a swordpod, a tiny seed is left behind in the wound. If the creature dies while a swordseed remains within it, it becomes a zombie that wanders to an area rich in iron at least one mile from the nearest swordtree and buries itself; a sapling swordtree soon rises from this site. On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. Swordseeds can be dug out of injuries for the first three days, which costs 1 hp per day the seed has been burrowing, or can be washed out with holy water, which does no additional damage. Swordseeds can also be removed with a remove disease or heal spell, even after the first three days. 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; use the standard SRD stats for zombies. 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]Abyssal Plague Host:[/B] An abyssal plague host is an undead creature created by an abyssal worm plague’s corrupting attack. “Abyssal plague host” is a template that can be added to any living creature affected by an abyssal worm plague’s Corruption attack. The most dreaded power of the abyssal worm plague is its ability to turn a creature into an abyssal plague host, and use it as food to create a new abyssal worm plague. To do this, the worm plague must draw a creature into its space and hold it using its Improved Grab ability (simply entering another creature’s range will not work). The round after the abyssal worm plague puts the creature in a hold, it may attempt to Corrupt the creature as a full-round action. A creature being corrupted makes a Fortitude save (DC 19). It is easier for the abyssal worm plague to Corrupt creatures who are of the same alignment it is, and harder to Corrupt those of a diametrically opposed alignment. Creatures gain a morale bonus or penalty to their save based on their alignment: +4 lawful good, +2 chaotic or neutral good, –2 lawful or neutral evil, –4 chaotic evil. Chaotic, lawful, and true neutral creatures receive no bonus or penalty. If the save fails, the abyssal worm plague has “seeded” the creature with its larvae; these will eventually grow into a new worm plague. The creature is automatically slain, and the abyssal plague host template is applied to him; 1d4 rounds later, the creature becomes an abyssal plague host. [B]Sample Abyssal Worm Host:[/B] ? [B]Barrow Wight:[/B] The gods have many terrible penalties for breaking holy prohibitions, but the curse of undeath is one of the most dire. The punishment for breaching the vaults of the dead and plundering their riches is to exist as a barrow wight, an undead creature that burns with hate for all intruders in its realm. There are many ways such wights can be created: the gods can touch an area so that its dead will rise up if disturbed; priests can recite the prayers to invoke such a guardian of the grave; and it is also said that men of power and will can rise by their own accord to avenge themselves. In addition, when a wight’s victim is drained of its life, the creature will rise as a wight the next night. “Barrow wight” is a template that can be added to any sentient creature with an organic body and a soul who comes from 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. The creature’s possession of a soul is a determination for the game master to make, but in most campaigns it will include any dragon, giant, humanoid, monstrous humanoid, or shapechanger. Fey, elementals, and other such creatures will 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 that is slain by a barrow wight’s Energy Drain rises as a barrow wight the next night. [B]Sample Barrow Wight:[/B] ? [B]Blackbones:[/B] Blackbones are undead spellcasters, usually fanatic clerics devoted to a deity of fire, who have used fell magical rites to become undead. “Blackbones” is a template that can be added to any humanoid creature with an affinity for fire magic who completes the transformation ritual. [B]Sample Blackbones:[/B] ? [B]Fossegrim:[/B] They are typically the spirits of dead bards, who in life enjoyed the presence of the waterfall they now guard. When they died their spirits sought out the waterfall and became one with it. “Fossegrim” is a template that can be added to any good-aligned giant, humanoid, monstrous humanoid, or shapechanger who has recently died. The base creature must have a Charisma score of at least 10, and a love for the waterfall to which he is to be joined. [B]Sample Fossegrim:[/B] ? [B]Ghoul:[/B] There are some universal percepts, the philosophers say, that apply to every culture of sentient beings. Among these is a prohibition against cannibalism. To consume one’s own kind goes against the natural order and is a desecration that shocks the conscience of both gods and men. Such degeneracy can call down a foul curse that clings to the cannibal’s soul, preventing it from passing on to an afterlife upon its death. Instead, it is condemned to an unlife in which its corruption is reflected in body and mind as it rises as a ghoul. “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. In most cases, ghouls devour those they kill. From time to time, however, the bodies of their victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. The Create Spawn ability can only apply to sentient creatures with an organic body and a soul, as required for the template. [B]Sample Ghoul:[/B] ? [B]Plaugueling:[/B] Plaguelings are the wretched victims of a magical disease called plague rot. “Plagueling” is a template that can be applied to any living creature with a functioning anatomy and a Wisdom of 6 or higher who has been killed by plague rot. If the victim’s Constitution is reduced to 0 or less from plague rot, the victim dies and becomes a plagueling. [B]Sample Plagueling:[/B] ? [B]Shadow Lich:[/B] Shadow liches are undead spellcasters who have used their magical powers to seal their souls into their own shadows, which they then solidify and separate from their bodies. The first step in becoming a shadow lich involves removing the spellcaster’s soul and sealing it in its solidified shadow. This is a task equivalent to that of crafting a normal lich’s phylactery, requiring the use of the Craft Wondrous Item feat by a sorcerer, wizard, or cleric of at least 11th level. At least 120,000 gp and 4,800 XP must be invested in the removal process, and the solidified soul shadow becomes an item with a caster level equal to that of the creator at the time of creation. “Shadow lich” is a template that is added to a spellcasting humanoid creature who has undergone the above process of removing his soul and transforming it into a soul shadow. [B]Sample Shadow Lich:[/B] ? [B]Thrall of the Pale King:[/B] When a pale king — the servant of the fey god Arawn — finds a useful living creature, he tries to claim it as a thrall; see the court of the pale king entry in the Creatures section. This process has two stages. First, the pale king must kill the creature using his Death Gaze ability. Once the creature is dead, the pale king may then call back the spirit and bind it into servitude within the body it originally inhabited. The process for calling the spirit back takes five full minutes, and requires that the pale king be touching the body of the prospective thrall. At the end of this time, the creature returns to life as a thrall of the pale king. “Thrall of the pale king” is a template that can be added to any humanoid, monstrous humanoid, or animal slain by a pale king’s Death Gaze. Any creature slain by the pale king’s Death Gaze may be called back and forced to serve as the pale king’s thrall. Calling back a slain creature takes five full minutes of the pale king touching the corpse. [B]Sample Thrall of the Pale King:[/B] ? [B]Unknowing One:[/B] Unknowing ones are a strange type of undead created by the death of someone who doesn’t quite notice for some reason. This usually happens when a person of great will is killed very quickly and unexpectedly, and just doesn’t get the message. He continues on with his life, not aware of the fact that he is now dead. He will go to great lengths to deny that he is now undead, and rationalize any indications of his demise away. It is only the unknowing one’s denial to accept that he is dead that keeps him from passing completely from the realm of the living. “Unknowing one” is a template that can be added to any humanoid or monstrous humanoid creature who has recently died a sudden, unexpected death. [B]Sample Unknowing One:[/B] ? [B]Shadow:[/B] Any humanoid reduced to 0 Strength by a shadow lich’s Incorporeal Touch becomes an undead shadow within 1d4 rounds. [B]Zombie:[/B] When a creature is cut by a swordpod, a tiny seed is left behind in the wound. If the creature dies while a swordseed remains within it, it becomes a zombie that wanders to an area rich in iron at least one mile from the nearest swordtree and buries itself; a sapling swordtree soon rises from this site. On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. Swordseeds can be dug out of injuries for the first three days, which costs 1 hp per day the seed has been burrowing, or can be washed out with holy water, which does no additional damage. Swordseeds can also be removed with a remove disease or heal spell, even after the first three days. 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; use the standard SRD stats for zombies. 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. [/spoiler] [URL='https://www.drivethrurpg.com/product/3528/Relics?affiliate_id=17596']Relics[/URL][spoiler] [B]Undead Assassin Vine:[/B] The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead. [B]Undead Treant:[/B] The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead. [B]Eskil:[/B] The nightmare catcher is the creation of the skald Eskil, whom history remembers as the Betrayer of Antlon. On that bloody battlefield, while his family and friends lay dying, Eskil was cursed by his fiancee. with her last breath, she called upon the gods to deliver great vengeance upon him. They stripped Eskil of his soul and cursed him to wear an undead shell until the end of time. Worse, his passion and talent were shorn away, his capacity to feel love and sadness, pain and pleasure burned out in an instant. Bereft of everything save bitterness, Eskil retreated to the underearth catacombs to plot vengeance. [B]Hrunting, Ghost Cleric 12:[/B] All summer long, the sun god and Hrunting toiled, slowly grinding stars into a single, flawless lens. When winter came, Hrunting returned to his people and used the light of a single candle to burn away dozens of ghouls. When a chieftain demanded ownership of the lens, Hrunting murdered him. In the scuffle, Hrunting dropped and shattered the lens, and subsequently walked into a blizzard rather than live with the shame. [B]Vampire:[/B] Any who die while wielding one of the devil’s teeth rises as a vampire (or ghost, if the body was absolutely destroyed) in 1d4 rounds. [B]Ghost:[/B] Any who die while wielding one of the devil’s teeth rises as a vampire (or ghost, if the body was absolutely destroyed) in 1d4 rounds. [B]Skeleton:[/B] The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead. [B]Zombie:[/B] The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead. [B]Ghoul:[/B] The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead. [B]Ghast:[/B] The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead. [B]Undead:[/B] The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead. THE HEART OF DARKNESS The Heart of Darkness is the actual stone heart of the long-dead god Igtharka. Igtharka was an insane god of chaos, committed to nothing less than the complete destruction of the universe. The leader of his pantheon, Igtharka inevitably caused a conflict with the collective gods of light. A mighty battle raged. When the seven great deities of sacred light defeated Igtharka, his followers retrieved his corpse before it could be destroyed. They carefully mummified and preserved Igtharka’s corporeal remains and sealed them into a huge sarcophagus with their most powerful spells. Then they transported it to the Astral. Igtharka’s corpse is entombed in a gigantic sarcophagus. His mummy lays within, arms folded across his chest, with a massive gold mask covering his face. The Heart of Darkness looks like a black pearl the size of a human head. Strange vein-like filaments hang from it. If placed on a surface, it levitates one foot above it and slowly rotates. To activate the Heart of Darkness, the wielder must grip it tightly and squeeze. When its powers are in effect, it feels warm to the touch and pulses to a slow beat. The heart of darkness animates all corpses in a 100-foot radius. Everything that was once living is animated, depending on the dead material available, including earthworms, sentient plants, birds, and insects. The wielder can animate humanoid corpses as skeletons, zombies, ghouls, or ghasts. Dead plants are animated as undead assassin vines and trees as undead treants. Creatures without bones are animated as zombies. Apply an appropriate undead template to creatures, or simply use their standard game statistics but replace their creature types with undead. All living creatures except the wielder in the radius of the heart of darkness have their life force drained. Creatures of lower level than the wielder must make a Fortitude save (DC 30) or lose Id6 Con per round. Should a creature die, subsequent use of the heart of darkness will animate the corpse. All undead within a 100-foot radius of the heart receive fast healing 3 so long as their hit point total is 1 point or more. At will, the wielder can command them as an evil cleric of equivalent level. The life draining power of the heart of darkness is so powerful that it negates all healing in its area of effect. All cure spells, heal, healing circle, mass heal, regenerate, resurrection, and true resurrection automatically fail. The caster loses the spell slot as if the spell has been cast. If the wielder spins the heart in a counter-clockwise direction, it can call undead to it. All undead within 10 miles must make a will save (DC 30) or come shambling to its call. If the wielder spins the heart in a clockwise direction, it repulses all undead away from it, creating a barrier 500 feet in radius around the wielder. Undead are not allowed a save against this effect. They cannot enter the area and, if within it, must immediately move to escape it. If confronted with an impassable obstacle as they move to escape the area, the undead may stand in place. Treat these creatures as if they were successfully turned. Caster Level: 20th; Weight: 5 lb.[/spoiler] Talislanta Menagerie: [spoiler] [B]Black Savant:[/B] Alien in appearance and outward demeanor, the true nature of the Black Savants remain, in large part, a mystery. [B]Disembodied Spirit:[/B] These spectral entities are the spiritforms of deceased creatures and beings who, for one reason or another, have become lost or stranded en route to their next incarnation. Some, having met a particularly violent or unjust end, refuse to move on to their next life until they have been avenged. Others were the victims of miscast spells, abortive attempts at astral travel, or other unfortunate circumstances. [B]Ebonite:[/B] Like shadowights and other spiritforms, Ebonites were once living beings. Once passing from the lands of the living, their spirits made the long voyage to the Underworld. However, something about them drew the attention of Death. Great infamy or acts of heroism, no one can say for sure what will draw Death’s baleful eye. Some sorcerers petition for this state in order to continue their magical studies beyond death, while some heroes offer themselves to Death’s service in exchange for a loved one being returned to life. However it happens, those taken by Death are consigned to spend eternity as spectres, and to dwell in the ancient city of Ebon. [B]Fetch Juju:[/B] Another type of fetch is the juju, a mindless servant made from a reanimated corpse. In this case the fetch is imprisoned within a body, [B]Mirajan:[/B] A mirajan is a type of spiritform found only among the arid lands of Raj, Djaffa, and Carantheum. The Djaffir tribes refer to these specters as “Phantoms of the Desert” and believe that they are the spirits of Rajan necromancers who have come back to torment the living. Others attribute sightings of mirajans to hallucination, heat exhaustion, or the malevolent pranks of sand demons. [B]Necrophage:[/B] Necrophages are humanoid entities that hail from the darkest depths of the Underworld. [B]Reincarnator:[/B] Reincarnators are the spiritforms of Torquaran wizards, members of a cabal of black magicians who once ruled a dark empire that spanned much of the continent of Talislanta. The Torquarans struck an unholy pact with the arch-devil Zahur, who used an ancient incantation to turn them into reincarnators: malign spirits cloaked in an aura that renders them untouchable by Death. [B]Shadowform:[/B] A creature whose Constitution score has been reduced to 0 by a shadowcat’s energy drain attack rises as a shadowform in 1d4 rounds. Victims who have been drained of all their physical substance by a shadowcat become shadowforms. A creature whose Constitution score has been reduced to 0 by a shadowight’s energy drain attack rises as a shadowform in 1d4 rounds. A creature whose Constitution score has been reduced to 0 by a shadow wizard’s energy drain attack rises as a shadowform in 1d4 rounds. [B]Shadowcat:[/B] These shadowy creatures are believed to be the spectral forms of an extinct species of felines once native to the Talislantan continent. [B]Shadow Dragon:[/B] Shadow dragons are the spirits of ancient dragons that chose or were chosen to serve Death. [B]Shadowight:[/B] Shadowights are the spiritforms of deceased persons sentenced to spend eternity as specters. [B]Shadow Wizard:[/B] Shadow wizards are the spiritforms of deceased magicians from various dimensions, worlds, and eras. [/spoiler] Terrors of the Twisted Earth 1e:[spoiler] [B]Screamer:[/B] Apparently these are long-dead corpses animated by some unknown phenomenon of radiation. Screamers were once human beings, horribly mutated and impregnated with massive doses of radiation. Through some unknown process, screamers arise after death to shamble about in the night, in search of living flesh to consume or ravage with their burning, radiated touch. [B]Zombie Plague:[/B] Plague zombies are horrific undead creatures, re-animated with a shadowy semblance of life by the bizarre and unexplainable effects of a virulent super-disease, the cure for which has long been lost. The “plague” that causes the animation of plague zombies was originally engineered by the Ancients just prior to the Fall. Though little is known of what the original strain was meant to do on unsuspecting civilian populaces, the effects of radiation apparently mutated the disease so that the scientists who originally developed it were helpless to stop its spontaneous spread. Within weeks, the test population (comprised of urban homeless from the escalating world war) first subjected to the disease had spread the plague to others, and an epidemic of ghastly proportions swept across the country. The “plague” that causes the animation of plague zombies was originally engineered by the Ancients just prior to the Fall. Though little is known of what the original strain was meant to do on unsuspecting civilian populaces, the effects of radiation apparently mutated the disease so that the scientists who originally developed it were helpless to stop its spontaneous spread. Within weeks, the test population (comprised of urban homeless from the escalating world war) first subjected to the disease had spread the plague to others, and an epidemic of ghastly proportions swept across the country. As if their appearance alone were not horror enough, plague zombies bear one final and chilling curse – the disease itself. A creature badly injured by a plague zombie inevitably contracts the plague, slowly turning him into a mindless, flesh-eating plague zombie in a matter of days... An opponent struck by a plague zombie bite must succeed at a Fortitude check (DC 20) or contract the plague. The plague remains dormant for 2d6 hours, but after that the victim becomes weak and delirious (and must remain bedridden). After an additional period of 2d6 hours, he becomes a zombie. Unlike other diseases, the contagion of the plague zombie cannot be cured by any known drug or device of the Ancients or their survivors. Once infected, there is no cure.[/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 (see p. 114), 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] The Council's Encyclopedia of Lifeforms Mundane and Magical Version 004 A-G[spoiler] [B]Agarat:[/B] Because they lack the ability to create spawn, it is thought that agarats exist only as deliberately created creatures (by high-level necromancers or priests, or perhaps cursed by the gods themselves). Their origin is as yet unknown. [B]Apparition:[/B] A creature slain by an apparition will rise in 1d4 hours as an apparition. [B]Banshee:[/B] The banshee is the undead spirit of an evil female elf. [B]Bog Mummy:[/B] Wherever a spark of unlife or negative energy touches a corpse naturally preserved by swamp mud, the result is a bog mummy. In the Great Swamp, the Witch of the Fens, Thingizzard, provides the spark of negative energy needed to create bog mummies. Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works). [B]Great Swamp Bog Mummy:[/B] A character slain by the Great Swamp Bog Rot disease rises as a Great Swamp bog mummy. [B]Chimera Undead:[/B] ? [B]Coffer Corpse:[/B] The coffer corpse is an undead creature seeking its final rest. They are most often found in stranded funeral barges and the like. [B]Crypt Guardian:[/B] [I]Animate Crypt Guardian[/I] spell. [B]Crypt Thing:[/B] [I]Create Crypt Thing[/I] spell. [B]Variant Crypt Thing:[/B] ? [B]Demilich:[/B] The demilich (the name is a misnomer, for it is not a lesser form of a lich, but the waning soul of a lich, centuries old) appears as nothing more than a human (or humanoid skull), dust, and a few bones. [B]Grey Philosopher:[/B] A grey philosopher is the manifestation of an evil cleric who died with important philosophical deliberations unresolved in his mind. Unlike allips (q.v.), they have not been driven insane; instead, they spend their entire unlife endlessly pondering these weighty matters, so involved that they ignore everything around them. [B]Undead:[/B] Orcus is known as the Prince of the Undead, for it is said in secret that he alone invented the first undead that walked the worlds. [B]Skeleton:[/B] ? [B]Zombie:[/B] ? [B]Ghoul:[/B] ? [B]Ghast:[/B] ? [B]Shadow:[/B] ? [B]Wight:[/B] ? [B]Spectre:[/B] ? [B]Wraith:[/B] ? [B]Allip:[/B] ? Animate Crypt Guardian Necromancy Level: Clr 4, Death 4, Sor/Wiz 5 Components: V, S, M Casting time: 5 minutes/HD of undead created Range: Touch Targets: One giant sized corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the corpses of giants into undead crypt guardians that will guard one tomb, grave, crypt or other structure indefinitely. While a crypt guardian can be commanded to guard any area 10-foot radius per caster level, a grave-like settings is often most appropriate. Once created, a crypt guardian will do everything within its power to prevent the passage of living creatures into the area the guardian was created to guard; only the guardian’s creator can enter the area in question without provoking the undead warrior. As the crypt guardian is not under direct control of its creator, it does not count against the total number of undead the creator can control. Further, the HD of the crypt guardian created cannot exceed that of the caster’s level. A crypt guardian can be created only from a mostly intact corpse or skeleton of a giant. If a crypt guardian is made from a corpse, the flesh rots from the bones over the next 2d6 weeks. A crypt guardian remembers nothing from its life including skills and abilities and depends solely on those granted during its creation. The creator of the crypt guardian must also be able to cast or read from a scroll the spells faerie fire, blind, invisibility, see invisibility, and wall of force at the time the crypt guardian is created The great scythe (or other weapon) the crypt guardian wields must be present at the time the guardian is created or it will always prefer to attack with its claws. A great scythe costs 50gp to have crafted. Material Component (for Crypt Guardian): Black pearl gems worth at least 100gp/HD of undead created and 2 rubies worth 500gp each. The gems are placed inside the mouth of the corpse and the rubies in its eye sockets. Once animated into a crypt thing, the pearls are destroyed but the rubies remain in its eye sockets and become the focus of the crypt guardian’s undeath. Create Crypt Thing Necromancy [Evil] Level: Clr 7, Death 8, 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. This spell must be cast in the tomb, grave, or corpse that the crypt thing is assigned to protect. 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; they do not depend on what abilities the creature may have had while alive. Only one crypt thing is created with this spell and it will remain in the tomb where it was created until destroyed. Material Component (for Crypt Thing): A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once animated into a crypt thing, the gem is destroyed. Bog Rot (Su): Supernatural disease—slam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary from Strength, Dexterity, Constitution, or Charisma (determine randomly using 1d4), secondary damage 1d6 temporary from the same ability score. Creatures afflicted with bog rot do not heal naturally and gain one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. Great Swamp Bog Rot (Su): Supernatural disease—slam, Fortitude save (DC 20), incubation period 1 hour; damage 1d2 temporary from Strength, Dexterity, Constitution, or Charisma (determine randomly using 1d4), secondary damage 1d2 temporary from the same ability score. Creatures afflicted with Great Swamp bog rot do not heal naturally and gain one-half benefit from magical healing. Unlike normal diseases, Great Swamp bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. [/spoiler] The Council's Encyclopedia of Lifeforms Mundane and Magical Version 004 H-Z [spoiler] [B]Huecuva:[/B] Huecuva are the remains of clerics who were unfaithful to their vows and turned to evil. As such they are condemned to eternal unlife. [B]Hungry Waters:[/B] Hungry waters may come into being wherever someone has drowned; in certain cases, the spirit of the dead may infest the area, causing the water to become a deathtrap for the unwary swimmer. The very waters become the new body of the angry spirit, which is continually seeking to bring new souls to share its eternal torment. With each such drowning victim, the area grows more deadly. [B]Ixitxachitl Vampiric:[/B] ? [B]Ixitxachitl Greater Vampiric:[/B] They can only achieve this status by being bitten by an existing greater vampiric ixitxachitl. [B]Jalie Squarefoot, The Lich Fiend:[/B] ? [B]Malice:[/B] A malice is an incarnation of pure spite and wickedness, created by a Grey Philosopher. During their centuries of pondering, a grey philosopher's evil thoughts take on a partly real form, creating "malices," small incarnations of pure spite and wickedness. [B]Odic:[/B] An odic is an evil, undead spirit inhabiting the body of a plant. [B]Telekon:[/B] The Telekon is a type of wraith-like guardian undead created centuries or even millennia ago. The identity of the creators is unknown, and the process is long lost. However, it is known that they were created from human slaves with psychic ability, through a cruel and torturous procedure of enchantment and magical binding [B]Thoul:[/B] Thouls are a fascinating artificial crossbreed of ghoul, hobgoblin, and troll. It is not known where thouls were first created, though they now seem to be fairly well spread throughout the world. Fortunately, their peculiar spawning methods make them a menace that does not grow in numbers rapidly. [B]Wyrd:[/B] It is rumored that Wyrds are a plague sent among the elves by their gods. Legends disagree on the purpose of this plague - some say it is to punish them for ancient treachery, others say it is to teach them humility, and still others proclaim that is the elvish destiny to slay (or be slain by) all Wyrds in order to prove themselves worthy of the blessing of the gods. Since groups of elves slain by a wyrd rise as wyrds themselves, the failure of an elven group makes the problem much worse. Any creature with elven blood slain by a wyrd rises in 1d4 days as an independent wyrd. Casting a dispel evil or remove curse spell on the body within this time period prevents this transformation. Creatures lacking elven blood killed by a wyrd do not rise as spawn. [B]Death Knight:[/B] A death knight is a horrific form of a lich created by a demon prince (it is thought Demogorgon) from a fallen paladin or favored blackguard. “Death Knight” is a template that can be added to any humanoid paladin (fallen) or blackguard of at least 9th level. [B]Death Knight Paladin 9:[/B] ? [B]Dracolich:[/B] The dracolich is the undead form of a powerful and evil dragon. Legends say that a mystical cult engendered the first dracolich. “Dracolich” is a template that can be added to any dragon creature. [B]Penanggalan:[/B] Penanggalan is a template that can be added to any female humanoid creature. A female victim will rise from the grave in three days as a penanggalan, as a free–willed undead. Should an attempt to raise the victim succeed, the victim will be unable to do anything other than rest for a week, after which all damage done by the penanggalan is healed. Failure means that no further attempt can be made; the process by which the victim becomes a penanggalan is then inexorable. If a penanggalan kills a male victim, he does not return as undead. [B]Penanggalan Human Fighter 4:[/B] ? [B]Skeleton Warrior:[/B] The skeleton warrior is a lich-like undead lord that was once a powerful fighter of at least 10th-level. Legends tell that the skeleton warriors were forced into their undead lich-like stat many ages ago by a powerful demi-god who trapped each of their souls in a golden circlet. “Skeleton Warrior” is a template that can be added to any humanoid creature. When a fighter is transformed into a skeleton warrior his soul is trapped in a golden circlet. [B]Skeleton Warrior Human Fighter 12:[/B] ? [B]Zombie Template:[/B] Zombies are corpses reanimated through dark and sinister magic. "Zombie" is a template that can be added to any non-undead corporeal creature that has a skeletal system. [B]Zombie Wolf:[/B] ? [B]Lich:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/2039/The-Planes--Feuerring?affiliate_id=17596']The Planes Feuerring Gateway to Hell:[/URL][spoiler] [B]Lake Hag:[/B] Any humanoid slain by the devils and cast into Lethe emerges a week later as a lake hag. Devils cast the mutilated corpses of all slain humanoids into Lethe’s murky depths. Regardless of its original gender, prolonged exposure to the tainted waters transforms the cadaver into a lake hag. [/spoiler] [URL='http://www.drivethrurpg.com/product/1702/The-Quintessential-Druid?affiliate_id=17596']The Quintessential Druid:[/URL][spoiler] [B]Seneschal Spirit:[/B] Seneschal spirit is a template that can be applied to any grove seneschal that dies while retaining his connection to his grove.[/spoiler] [URL='http://www.drivethrurpg.com/product/3602/The-Quintessential-Witch?affiliate_id=17596']The Quintessential Witch[/URL][spoiler] [B]Improved Zombie:[/B] Created by witch doctors of foul purpose, improved zombies are constructed out of the corpses of the innocent and pure. The witch doctor binds a wicked spirit into the husk of the former person which then animates it to commit unthinkable atrocities. Witch Doctor prestige class Improved Zombie power. Improved Zombie (Sp): Zombies created by the animate zombie ability or the animate dead spell are improved due to the close connection to the spirit world had by the witch doctor. Only medium zombies can be created. Furthermore, each zombie requires 500XP to create, as the binding of the evil spirit into a corpse is draining. Otherwise, zombies created thusly suffer all of the same restrictions defined by the aforementioned spell and ability.[/spoiler] [URL='http://www.drivethrurpg.com/product/20088/Unveiled-Masters-the-Essential-Guide-to-Mind-Flayers?affiliate_id=17596']Unveiled Masters: The Essential Guide to Mind Flayers[/URL][spoiler] [B]Lich Mindflayer:[/B] Only the most dedicated and powerful illeth sorcerers and wizards have the capabilities to become liches, and the willingness to consider such a plan. Generally, the preparations for the transition to lichdom are conducted in secret, lest others in the illeth community attempt to put a stop to them. While crafting its phylactery, the would-be lich remains isolated (which in itself may raise suspicions). Technically, mind flayers cannot become liches or vampires, since those templates can only be applied to humanoid or monstrous humanoid creatures, whereas mind flayers are aberrations. The material in this book assumes that mind flayers are close enough to humanoid that they can become intelligent undead like liches or vampires. If the GM prefers that this is not the case, ignore the material about undead mind flayers and assume that they cannot become undead. Alternately, it may be that mind flayers don't normally become undead, but that they can through mysterious and arcane rituals, requiring considerable research and difficult to find material components (some of which may require the cooperation of pawns on the surface world). [B]Vampire Mind Flayer:[/B] All it takes is for one vampire to slay a mind flayer for an illeth vampire to rise up and begin stalking its own kind. Technically, mind flayers cannot become liches or vampires, since those templates can only be applied to humanoid or monstrous humanoid creatures, whereas mind flayers are aberrations. The material in this book assumes that mind flayers are close enough to humanoid that they can become intelligent undead like liches or vampires. If the GM prefers that this is not the case, ignore the material about undead mind flayers and assume that they cannot become undead. Alternately, it may be that mind flayers don't normally become undead, but that they can through mysterious and arcane rituals, requiring considerable research and difficult to find material components (some of which may require the cooperation of pawns on the surface world). [B]Shadow:[/B] Umbraleth are often found in the company of other creatures of shadow, such as undead shadows and nightshades, which they can create and command using their magical arts. [B]Nightshade:[/B] Umbraleth are often found in the company of other creatures of shadow, such as undead shadows and nightshades, which they can create and command using their magical arts. [B]Incorporeal Undead:[/B] Incorporeal undead (such as ghosts, spectres, and wraiths) are less common, since the forsaken rarely seek that state. They do arise spontaneously at times, particularly when a strong-willed forsaken is killed unexpectedly or violently. [B]Ghost:[/B] Incorporeal undead (such as ghosts, spectres, and wraiths) are less common, since the forsaken rarely seek that state. They do arise spontaneously at times, particularly when a strong-willed forsaken is killed unexpectedly or violently. [B]Spectre:[/B] Incorporeal undead (such as ghosts, spectres, and wraiths) are less common, since the forsaken rarely seek that state. They do arise spontaneously at times, particularly when a strong-willed forsaken is killed unexpectedly or violently. [B]Wraith:[/B] Incorporeal undead (such as ghosts, spectres, and wraiths) are less common, since the forsaken rarely seek that state. They do arise spontaneously at times, particularly when a strong-willed forsaken is killed unexpectedly or violently. [/spoiler] [URL='https://www.drivethrurpg.com/product/24399/War?affiliate_id=17596']War[/URL][spoiler] [B]Skeleton:[/B] ? [B]Zombie:[/B] ? [B]Ghoul:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/1191/Weird-War-Two-D20-Afrika-Korpse?it=1?affiliate_id=17596']Weird War Two d20: Afrika Korpse[/URL][spoiler] [B]Corpse Mine:[/B] Blood mages reanimate the dead—particularly those with their legs blown off—strap salvaged helmets, metal plates, even cookware to their bodies, and bury them just beneath the desert floor. The corpses become aware when they sense a life-force nearby, burrow up through the sand, and attack. They were Himmler’s people, dabbling in the occult, indeed doing unspeakable things with corpses. They used arcane ceremonies to turn the dead into mindless zombies, living land mines, and other horrors. He’d seen it only because he had to, and so he’d know what to steer his regular troops away from. Rommel knew they’d turn these bodies into undead abominations: things that shambled across battlefields, absorbing machinegun fire as they advanced unfeelingly toward the enemy, or buried corpses packed with explosives, clawing up through the sand when they sensed a British patrol above. [B]Ghul:[/B] Various legends claim they rise from the unburied bodies of murderers, torturers, and the perpetrators of unspeakable crimes. [B]Sand-Rot Mummy:[/B] Sand-rot mummies rise from dunes where the blood of the slain and the hot desert transform corpses into shambling bodies filled with rage against the living. For centuries the cultures inhabiting the arid desert preserved their dead by removing the moisture and decomposing elements of the body. The Saharan sands naturally desiccate anything containing moisture left buried there for any length of time. For those killed in the dunes or buried in great sandy patches their anger and fear at their death imbues their blood with energy that transforms the sand and later empowers their broken bodies. The sand absorbs the blood, bodily fluids, and spiritual energy, desiccating the body and mutating it into a ghastly shadow of the human it used to be. The sand not only dries out the corpse but crystallizes parts of their bodies into a hardy, leathery substance, making them more resistant to damage from all types of weapons. Their hardened skins tend to slow them down, however. [B]Undead:[/B] They were Himmler’s people, dabbling in the occult, indeed doing unspeakable things with corpses. They used arcane ceremonies to turn the dead into mindless zombies, living land mines, and other horrors. He’d seen it only because he had to, and so he’d know what to steer his regular troops away from. Rommel knew they’d turn these bodies into undead abominations: things that shambled across battlefields, absorbing machinegun fire as they advanced unfeelingly toward the enemy, or buried corpses packed with explosives, clawing up through the sand when they sensed a British patrol above. [B]Zombie:[/B] They were Himmler’s people, dabbling in the occult, indeed doing unspeakable things with corpses. They used arcane ceremonies to turn the dead into mindless zombies, living land mines, and other horrors. [/spoiler] [URL='http://www.drivethrurpg.com/product/1362/Weird-War-Two-D20-Blood-on-the-Rhine?affiliate_id=17596']Weird War Two d20 Blood on the Rhine[/URL][spoiler] [B]Reanimant:[/B]Reanimants are the dead brought back to a semblance of life through alchemy and harmonic magic. REVIVIFICATION This is the ultimate power available to a haunted vehicle—it can bring the dead back to life (or at least a semblance thereof). Because this ability is so powerful, the WM may ban it if he doesn’t want to see characters coming back from the dead in his campaign. A spirit with this power can hunt down the deceased’s soul and force it back into his body. There’s a catch, though. Unless the vehicle also has Regeneration at level 3, the revived person is going to die again—but this time his soul is trapped in the corpse. Characters revived in this way return as reanimants—a form of undead—and are NPCs under the WM’s control. Sometimes dead is better. Reviving a character requires the corpse to be left in the vehicle alone overnight. The character remains dead throughout the night as the spirit hunts for his soul and revives with the first light of dawn. Even if the vehicle has Regeneration at level 3, a revivification attempt is never a sure thing. The character being revived must make a Will save (DC25). If the save is successful, the hero is returned to life as good as new. If the save is failed, he takes 1d4 points of permanent ability damage. This damage is distributed at random, 1 point at a time, among his attributes. A roll of a natural 1 means something went wrong. The exact nature of this is up to the WM. The hero may be a reanimant, he may have someone else’s soul, or anything else the WM wants to have fun with. The maximum length of time a character can be dead and still be revived depends on the level of Revivification possessed by the vehicle. As long as the corpse is placed in the vehicle within this time frame, it is preserved until the revivification attempt takes place that night. REVIVIFICATION Level Revival Limit 1 1 minute per vehicle level 2 1 hour per vehicle level 3 1 day per vehicle level[/spoiler] [URL='https://www.drivethrurpg.com/product/1190/Weird-War-Two-D20-Dead-From-Above?affiliate_id=17596']Weird War Two d20: Dead From Above[/URL][spoiler] [B]Fliegerkopf:[/B] In the final years of the war, Germany was desperately short of trained pilots. Pilots with only rudimentary training were rushed into combat and quickly shot down by experienced Allied pilots. Perfectly good aircraft sat idle while Allied bombers flew overhead because there was no one to fly them. Hitler has placed his blood mages on the problem and in characteristic fashion they have come up with an arcane solution. They have had limited success in reviving the dead, and they have used this knowledge to reanimate the heads of experienced pilots recovered from the wreckage of their aircraft. These heads are wired into small, nimble jet fighters and sent aloft once more to do battle with the streams of Allied bombers and their escorts. The pilot heads used in this program are culled from the ranks of the party faithful. They press home their attacks on Allied aircraft with a fanatical devotion bolstered by their feelings of invulnerability.[/spoiler] [URL='https://www.drivethrurpg.com/product/1192/Weird-War-Two-D20-Hell-Freezes-Over?affiliate_id=17596']Weird War Two d20: Hell Freezes Over[/URL][spoiler] [B]Vampire:[/B] According to Russian and Romanian folklore, a vampire could be created by way of improper burial, unnatural death, being a seventh son, being bitten by a vampire, excommunication, suicide, witchcraft, immorality, being conceived on certain days, birth curses or defects (tail), and leaving a corpse unburied on the windy Steppes. Johannes Fluckinger, an Austrian medical officer in 1732 investigated a “vampirism epidemic” in the Siberian village of Medvegia. According to his report, Arnod Paole died in 1727 after falling off a hay wagon. Soon four villagers felt ill and died after Arnod Paole supposedly visited them in the night. Cattle’s blood had also been sucked. According to Fluckinger: “They dug up this Arnod Paole…and they found that…fresh blood had flowed from eyes, nose, mouth, and ears. The shirt, the covering, and the coffin were completely bloody. The old nails on his hands and feet, along with his skin, had fallen off, and new ones had grown. And since they saw from this that he was a true vampire, they drove a stake through his heart… whereby he gave an audible groan and bled copiously. Thereupon they burned the body the same day to ashes and threw these into the grave.” In 1731, 17 villagers died within weeks of each after having eaten the meat of the cattle attacked by Paole back in 1727. They were suspected of being vampires. All their graves were dug up and 12 of the 17 looked like Paole’s grave back in 1727. Their heads were cut off, bodies burned, and ashes thrown into a river. [B]Vampire, Dracula:[/B] ? [B]Vampire, Erzbet Bathory:[/B] ? [B]Vampire, Peter Plogojowitz:[/B] ? [B]Vampire, Arnod Paole:[/B] ? [B]Nachzehrer:[/B] ? [B]Strigoi, Dead Vampire:[/B] ? [B]Vrykolakas:[/B] ? [B]Corpse Mine, Exploding Corpse:[/B] Blood mages in Africa have passed on their techniques of making corpse mines to the blood mages assigned to the Eastern Front. Some of these same blood mages who survived the May 1943 defeat in Africa may be reassigned to the Eastern Front. Blood mages who served in North Africa have passed on their techniques of creating corpse mines to blood mages assigned to the Eastern Front. These blood mages, working out of concentration camps, leading an Einsatzgruppen patrol or assigned to a front line combat situation, have advanced the research to create flesh hungry corpses that explode once their chemically and magically enhanced bodies absorb a certain amount of small arms fire. Only corpses that have not lost body parts or suffered massive damage are used. Drained of all blood and pressurized, exploding corpses are obviously bloated in appearance, pale yellow, and stink more of formaldehyde, gasoline, and glue than of rotting flesh. [B]Grave Bane:[/B] The Nazis often lined up undesirables (Jews, Slavs, and Gypsies for example) facing the edges of open pits and trenches and shot them in the back or head. From 1939 to 1943, efforts were often made to hide evidence of these atrocities by covering the open pits and trenches with dirt. However, during the last two years of the war, in efforts to hastily implement the Final Solution, the Nazis, in their withdrawal back to Berlin, often left mass executions unburied and exposed to the elements. A grave bane is one such open pit or trench filled and stacked with up to 100 decomposing victims that cannot achieve peace in death until justice is carried out. [B]Sand-Rot Mummy:[/B] ? [B]Ghul:[/B] ? [/spoiler] [URL='https://www.drivethrurpg.com/product/1189/Weird-War-Two-D20-Hell-in-the-Hedgerows?affiliate_id=17596']Weird War Two d20: Hell in the Hedgerows[/URL][spoiler] [B]Hedge Fiend:[/B] The “blood hedge” has also become animate, and has already entangled several citizens of La Boulage—and soldiers of the Reich—in its thorny embrace. Once slain, these decimated corpses are infected with the hedge’s own sentience and rise to serve it as gruesome undead. [B]Air Wraith:[/B] Air wraiths are the undead spirits of pilots who have been damned to hell, and resurrected by means of dark magic. [B]Zombie:[/B] Hapless victims of the SS Blood Mage’s negative energy. These zombies are the results of dark experiments performed by the SS Blood Mages of Schloss Fenris. They were looking into the possibilities of extracting a longevity elixir (a formula provided to Hitler by Dr. Fu Manchu, his ally in Southern China) from the bodies of local peasants. Unfortunately the process kills the donor—and turned out to be worthless as well. The result were these zombies, who the Nazis simply cast out into the woods.[/spoiler] [URL='http://www.drivethrurpg.com/product/1194/Weird-War-Two-D20-Horrors-of-Weird-War-II?affiliate_id=17596']Weird War Two d20 Horrors of Weird War Two[/URL][spoiler] [B]Acheri:[/B] The acheri is the undead form of a young girl in India who died from disease or illness. Youngsters killed by acheri-induced disease may rise after 1d4 days as acheri, but they are not under the sire’s control. The acheri makes a Charisma roll (DC 17); on a success, the victim becomes undead itself. [B]Alraune:[/B] Two decades ago, Professor Ten Brinken created her in a foul experiment that even he now freely admits was both repulsive and misguided. Guided by medieval German folklore, Brinken scraped the ground beneath a freshly hanged convict and used his “seed” to impregnate a prostitute. Nine months later, Alraune, named for the mythic mandrake root that grows where a hanged man’s “seed” falls, was born into an unsuspecting world. [B]Animated Dead:[/B] Appearing as strange clockwork and flesh composites, the animated dead represent a high point of Nazi biomechanical engineering. Inspired by run-ins with zombies across the globe, Nazi scientists realized that the human body could be reanimated to function at a basic level. Through electrical and mechanical means, these scientists sought to create a similar creation to what magic had accomplished. The animated dead are the result. Animated dead are simply human remains that have been filled with a wide assortment of mechanical and hydraulic equipment that allow the body to move as if it were alive. The bodily fluids have been replaced by a bright blue, ionized fluid that pumps though the body via a set of two pumps encased in steel in the abdomen. This fluid is then supercharged with electrical currents that allow the decaying brain matter to operate the embedded machinery. [B]Asphyxiation Zombie:[/B] These unfortunate souls had the non-privilege of participating in one of the Nazi’s most horrific and diabolical experiments. In lesser known concentration camps, the people exterminated by gas were not only killed, but also used as guinea pigs for Hitler’s occult research. Psychoactive gasses were poured in with the normal doses of Zyklon-B to see the results on the human mind. The recipients went rabidly mad shortly before asphyxiating to death in the massive chambers. For fear of the odd mix of chemicals doing damage to other Nazi soldiers and citizens, these corpses were not burned, but buried in mass graves under the former barracks and living spaces that the corpses once occupied. After death, the psychoactive gasses continued to stimulate the muscles in the corpses’ bodies and give them basic drives such as hunger. Their minds are completely wiped of all memory. They only live to satiate their horrendous hunger. [B]Battle Spirit:[/B] The battle spirit is a collection of the restless spirits of those slain on the battlefield, reborn as a giant poltergeist that attacks anyone involved in combat on the battlefield of its birth. Comprised of the restless spirits of soldiers on both sides of the war, the battle spirit remains dormant until fighting starts nearby and attacks both sides equally. [B]Carrion Vulture:[/B] ? [B]Dead Man's Helmet:[/B] Dead man’s helmets are invisible spirits that occasionally form in helmets worn by soldiers who died traumatically. The dead soldier’s spirit manifests in the helmet, although it fades over time (generally within 4 to 6 weeks after death). [B]Deserter:[/B] Shame and dishonor bind the spirits of deserters who died in the act of running away to the earth. They are forever doomed to flee in fear from both friends and enemies alike. [B]Der Einzelgaenger The Lone Wolf:[/B] The U-90 was one of eight U-boats assigned in 1942 from the 9th Unterseebootsflottille to the Rudeltaktik (better know by the British term “wolf pack”) designated “Wolf.” On July 24, 1942, during an attack on convoy ON-113, the U-90 was destroyed off the coast of Newfoundland. Four solo depth charges from an old four-stacker Canadian destroyer, the HMCS St Croix, ignominiously ended the U-90’s first and only patrol. Those crew members who escaped the initial explosion and the ensuing hull implosions drowned in icy water scant minutes later. All of U-90’s 44 hands were lost. The U-90 had been in active duty on the Atlantic front for only 24 days…and 24 days later the submarine once known as U-90 returned to the service of the Third Reich. Enraged by the prospect of early and inglorious death, Kapitaenleutnant Hans-Juergen Oldoerp and his crew wished for more time in their dying moments. More time in battle. More time to prove themselves. More time for success and the glory of the Fatherland—something, somewhere, heard them. [B]Explosive Zombie:[/B] Explosive zombies are corpses reanimated through dark and sinister magic. Their twisted creator has taken this a step further and filled them with explosives, turning them into mindless walking time bombs. [B]Finn Haunt:[/B] During the dark ages, a race of people, actually small giants called Greater Frisians, inhabited much of present day Holland. In the 5th century, one of the Frisian chieftains, Finn, established a coastal village named Finnsburgh, but was betrayed by the Angle warlord Hengist. Hengist and his retinue were enjoying Finn’s hospitality when they barred the door to the great hall and set fire to it, murdering the entire population of Finnsburgh. The spirits of Finn and his people have not found rest in the 15 centuries that have since passed since the act of treachery. [B]Flagellant:[/B] Flagellants are a type of reanimant raised by blood mages through dark magic. Far more powerful and intelligent than most zombies, flagellants are created with a single purpose in mind—to drive the German soldier to perform his duty, regardless of the obstacles before him and heedless of the personal cost. In many respects, they are akin to Russian Commissars in the duties they perform. Flagellants have all perished from grievous wounds to their stomachs, the type of wound that left the medic nothing to do but hold the entrails in until the soldier succumbed to loss of blood. Reanimated from their graves, the flagellants now make no attempt to hold back their entrails, allowing them to spew out and trail behind, almost proud that they had suffered such grievous wounds in service of the Reich. [B]Gangrene:[/B] One of the most disgusting and putrid forms of undead in existence; gangrenes are the evil animated remains of those who died from infection. Like a virus themselves, their only purpose is to spread and propagate by attacking the living and infecting them with their disease. Any humanoid killed by a gangrene rises as one itself in 1d4 days. The only way to prevent the transformation is to cast protection from evil followed by remove disease on the corpse before the end of that time. [B]Ghost of the Red Baron:[/B] As the war progressed, it became clear that the newly-trained German pilots did not have the same dogfighting capabilities as the Allied pilots. This inability allow the Allied bombers to penetrate farther and farther into Nazi territory. The blood mages had an idea that they believed would “enhance” the air combat abilities of the German pilots. They located the body of Manfred von Richthofen, the late Red Baron. The blood mages sought to create talismans from the Baron’s bones that would transfer some of his piloting skill to the bearer of the talisman. Almost every pilot who bore a talisman was shot down and killed. The project was a complete failure. Or was it? One pilot, Gregor Itlistien, still possessed his talisman. Itlistien was transferred back to German soil and was promptly shot down by a daring Allied raid. As his FW 190A-8 burned, the distinctive red and black plane of the Red Baron emerged and eradicated the all the Allied planes remaining. The Germans were ecstatic. They had a devastating new weapon. [B]H.M.S. Sapphire The Dreadnaught:[/B] In 1909, an arms race on the ocean led the world’s greatest sea powers to mindlessly produce the immense Dreadnoughts. England secretly sought to advance in the race by covertly producing several ships outside her ports. While the ports of Bristol and Newcastle-on-Tyne were setting the HMS Hercules, Orion, and the Princess Royal to sea, a secret port in South Africa was home to the HMS Sapphire. Her maiden voyage was to England itself so that she and her crew of 160 could join with the rest of the Royal fleet, but her voyage was cut short. On her way to a scheduled stopover in Gibraltar, the hull began to mysteriously creak and buckle. Within seconds, the steam engines that powered the ship shrieked and exploded sending her crew into the dark waters wounded, burned, and near death. As the steam cloud built up around the wailing sailors, the ship and her crew vanished into the Atlantic. Because of her secret nature, the Sapphire and her crew were left to rot in the sea by her nation. With the Atlantic now saturated with the dead of war, the Sapphire has returned to the waves to claim the lost souls of her countrymen. [B]Kamikaze Spirit:[/B] The ghostly kamikaze spirit has been created by the Kuromaku quite by accident. In the rituals of preparing a living soul of a kamikaze pilot for one final dark-magic enhanced battle against the United States’ fleets, sometimes the soul desires to remain. The Japanese kamikaze spirit rises from the burning sinking wreckage of the now-deceased kamikaze’s aircraft to seek another plane to crash into those who oppose the Empire of the Sun. [B]Kill-Roy:[/B] Kill-Roy began its existence when Private Roy Sharpes was killed at Pearl Harbor. His spirit longed for vengeance no matter what the cost, and he got it. [B]Kon-Nichiwa Samurai:[/B] The Kuromaku has committed its greatest perversion with the creation of the kon-nichiwa samurai. To prepare for the creation, the Onmyaji take dead bodies and place them in samurai armor. Calling on dark arcane powers and using the mystic Books of Shan, the Onmyaji bring forth spirits of fallen samurai. They then bind these spirits to the empty armored vessels. [B]Pak Mule:[/B] As the war drags on, Germany finds itself faced with a number of challenges as its armed forces are ground down by years of total warfare. The PaK mule is an effort by the Nazi blood mages to address two of these concerns: attrition in the technical combat arms, especially tank and artillery gunners, and the gross obsolescence of the PaK 35/36 antitank gun, a weapon still in widespread use throughout the army. The PaK 35/36 is an easy to operate and easily transportable gun (so light, in fact, most vehicles could pull it) that has seen wide use in the Spanish Civil War and throughout World War Two. It was originally designed for use against light armor, but even as early as 1940, tank technology was moving forward at such a pace that it was outstripping the capabilities of the gun. There was never enough of the newer antitank weapons, so the Pak 35/36 soldiered on in vast numbers; by 1942, it was derisively known as the “door knocker,” since all it could do was knock on the sides of the Russian tanks it faced. An attempt to improve effectiveness saw a hollow charge stick bomb (known as HEAT by the US Army) developed specifically for the gun. This new round could penetrate 6 inches of armor, but could only be used at a suicidally short range of 150 meters because it is propelled by what amounts to a blank charge—giving it a low velocity. Not wishing to see this promising technology wasted, but equally unwilling to risk valuable trained gun crews to operate such a suicidal weapon, Hitler ordered his blood mages to find a solution. Reanimates proved unsatisfactory in the role of gunners, so the PaK Mule was devised. Essentially, the blood mages married the heads and nervous systems of dead and crippled gun crews recovered from the battlefield, with body parts from other deceased soldiers. The result is an automaton with a gunners’ eye, intuition, and training in a powerfully built and nigh unstoppable package designed to manhandle the PaK 35/36 as a personal weapon into combat. [B]Panzerschrek:[/B] Panzerschrek’s (literally “tank fear”) are spirits of deceased tank crews conjured by blood mages to serve as expendable antitank killers. The spirits have no ability to speak and no personality to speak off; they are simply tools to be manipulated by blood mages for the sole purpose of stopping enemy tanks. A temporary expedient that was never envisioned for greater utility, the blood mages put little effort into their creation; they are therefore inherently unstable. To provide a modicum of stability and material cohesion, the blood mages have etched runes into the antitank weapons the panzerschreks have been conjured to wield, effectively binding them to the weapon. Should they become separated from their weapon, the spirit’s material form harmlessly disperses, to reform several days later. [B]Russian Risers:[/B] In Russian graveyards and battlefields sleep its undead protectors. Drawing upon supernatural energy and fierce patriotism, these restless spirits of fallen soldiers wait to again defend the Motherland. Areas where a desperate defense has been erected against an invading force draw the spirits. The spirits seek out these places and then inhabit the dead husks of former heroes and protectors that have been buried. The spirits usually inhabit the bodies of soldiers who have died on the current front but some have whispered that they have seen rotted corpses in tattered, rotting uniforms used by Russia soldiers who fought against Napoleon Bonaparte. [B]Upturned:[/B] The activity on the Western Front has awakened more than just hatred and monsters. The restless souls of the battlefield dead from prior wars have also taken to the earth so they may quiet it again and regain their eternal slumber. In areas where shelling and entrenching has been prevalent, soldiers from all sides have upturned bodies from the unmarked graves of the First World War. In most instances these areas have been long abandoned out of respect or fear. However, in cases where the battle now rages on, the dead have awakened. Clawing their way though the thin earth, the mangled, burned, and decayed bodies of the upturned seek to kill the living that disturb their resting ground with the plagues that defeated them. The upturned are always historically recent dead, as they need their bodies to carry out vengeance on the living for disturbing their sleep. Strung together with rotten sinews and still wearing the uniforms, weapons, and gas masks of their German, French, English, and Russian countrymen, they shamble in small hordes toward their victims, breathing out mustard gas through the holes in their own protective gear and prodding the living with rusted and dulled bayonets atop outdated carbines. [B]War Geist:[/B] War geists are manifestations of spiritual energy that take the form of battlefield noises and visions. In certain cases those who die on the battlefield, paralyzed by extreme shell shock, have never let go of their fear. These formless spirits now wander the earth in search of fear to quench their thirst. [B]Reanimant:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/1193/Weird-War-Two-Land-of-the-Rising-Dead?affiliate_id=17596']Weird War Two d20: Land of the Rising Dead[/URL][spoiler] 3.0 [B]Hako-Iri:[/B] Hako-iri (which literally means “In a box,”) is perhaps the most advanced and hideous of the Kuromaku’s Special Projects. With their curiosity not limited by anything resembling morality, and aided by occult magic, the Kuromaku have succeeded at removing human brains and spinal columns—the unfortunate victims are vivisected while still fully conscious—and wiring them into special “braincases”: an armored box filled with preservative fluids and inscribed with forbidden runes. These braincases are then installed in specially modified vehicles, mainly tanks, occasionally aircraft, and near the end of the war, experimental humanoid machines called tetsujin (iron men). Crewed vehicles such as tanks are fitted with autoloading cannon and other mechanical equipment that allows the hako-iri to control all of the vehicle’s functions. The unfortunate brains that become hako-iri are all driven mad by their experience. Most become either suicidal or homicidal (if they could speak they would either only scream incessantly or beg for death), and when unleashed in battle, they either charge straight ahead seeking destruction, or simply begin to lash out at everything around them. [B]Shironingyo:[/B] For quite some time, the Kuromaku had been experimenting with ways to chemically enhance human beings, hoping to create a super-soldier. They hit upon a formula that caused a subject’s muscle and bone mass to increase at a fantastic rate. The process however, turned out to be so tortuously painful that the victims were driven insane before their systems gave out and they died. But this was not a failure for the Kuromaku. They found that using certain magic rituals at the moment of death kept the body alive (though the soul was gone).[/spoiler] [/spoiler] [/QUOTE]
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